192 lines
5.8 KiB
C
192 lines
5.8 KiB
C
//==============================================================================
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//
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// m_victimSsithra.c
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//
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// Heretic II
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// Copyright 1998 Raven Software
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//
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//==============================================================================
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#include "g_local.h"
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#include "Utilities.h"
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#include "g_DefaultMessageHandler.h"
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#include "g_monster.h"
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#include "fx.h"
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#include "random.h"
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#include "vector.h"
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#include "c_dranor_anim.h"
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#include "c_dranor.h"
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#include "c_ai.h"
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/*----------------------------------------------------------------------
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victimSsithra Base Info
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-----------------------------------------------------------------------*/
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static animmove_t *animations[ NUM_ANIMS] =
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{
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&dranor_move_c_action1,
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&dranor_move_c_action2,
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&dranor_move_c_action3,
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&dranor_move_c_action4,
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&dranor_move_c_action5,
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&dranor_move_c_action6,
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&dranor_move_c_action7,
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&dranor_move_c_action8,
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&dranor_move_c_action9,
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&dranor_move_c_action10,
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&dranor_move_c_action11,
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&dranor_move_c_action12,
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&dranor_move_c_death1,
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&dranor_move_c_idle1,
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&dranor_move_c_idle2,
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&dranor_move_c_idle3,
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};
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static int sounds[NUM_SOUNDS];
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static ClassResourceInfo_t resInfo;
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/*-------------------------------------------------------------------------
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victimSsithra_c_anims
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-------------------------------------------------------------------------*/
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void Dranor_c_anims(edict_t *self, G_Message_t *msg)
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{
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int int_msg;
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int curr_anim;
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ai_c_readmessage(self, msg);
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int_msg = (int) msg->ID;
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self->monsterinfo.c_anim_flag = 0;
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switch(int_msg)
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{
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case MSG_C_ACTION1:
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self->monsterinfo.c_anim_flag |= C_ANIM_REPEAT;
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curr_anim = ANIM_C_ACTION1;
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break;
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case MSG_C_ACTION2:
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self->monsterinfo.c_anim_flag |= C_ANIM_REPEAT;
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curr_anim = ANIM_C_ACTION2;
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break;
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case MSG_C_ACTION3:
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self->monsterinfo.c_anim_flag |= C_ANIM_REPEAT;
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curr_anim = ANIM_C_ACTION3;
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break;
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case MSG_C_ACTION4:
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self->monsterinfo.c_anim_flag |= C_ANIM_REPEAT;
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curr_anim = ANIM_C_ACTION4;
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break;
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case MSG_C_ACTION5:
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self->monsterinfo.c_anim_flag |= C_ANIM_REPEAT;
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curr_anim = ANIM_C_ACTION5;
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break;
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case MSG_C_ACTION6:
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self->monsterinfo.c_anim_flag |= C_ANIM_REPEAT;
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curr_anim = ANIM_C_ACTION6;
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break;
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case MSG_C_ACTION7:
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self->monsterinfo.c_anim_flag |= C_ANIM_REPEAT;
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curr_anim = ANIM_C_ACTION7;
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break;
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case MSG_C_ACTION8:
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self->monsterinfo.c_anim_flag |= C_ANIM_REPEAT;
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curr_anim = ANIM_C_ACTION8;
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break;
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case MSG_C_ACTION9:
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self->monsterinfo.c_anim_flag |= C_ANIM_REPEAT;
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curr_anim = ANIM_C_ACTION9;
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break;
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case MSG_C_ACTION10:
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self->monsterinfo.c_anim_flag |= C_ANIM_REPEAT;
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curr_anim = ANIM_C_ACTION10;
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break;
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case MSG_C_ACTION11:
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self->monsterinfo.c_anim_flag |= C_ANIM_REPEAT;
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curr_anim = ANIM_C_ACTION11;
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break;
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case MSG_C_ACTION12:
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self->monsterinfo.c_anim_flag |= C_ANIM_REPEAT;
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curr_anim = ANIM_C_ACTION12;
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break;
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case MSG_C_DEATH1:
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self->monsterinfo.c_anim_flag |= C_ANIM_DONE;
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self->health = 5;
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curr_anim = ANIM_C_DEATH1;
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self->svflags |= SVF_DEADMONSTER;//doesn't block walking
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self->takedamage = DAMAGE_YES;
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self->movetype = PHYSICSTYPE_STOP;
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self->solid = SOLID_BBOX;
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break;
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case MSG_C_IDLE1:
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self->monsterinfo.c_anim_flag |= C_ANIM_REPEAT | C_ANIM_IDLE;
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curr_anim = ANIM_C_IDLE1;
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break;
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case MSG_C_IDLE2:
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self->monsterinfo.c_anim_flag |= C_ANIM_REPEAT;
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curr_anim = ANIM_C_IDLE2;
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break;
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case MSG_C_IDLE3:
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self->monsterinfo.c_anim_flag |= C_ANIM_REPEAT;
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curr_anim = ANIM_C_IDLE3;
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break;
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default:
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break;
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}
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SetAnim(self, curr_anim);
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}
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/*-------------------------------------------------------------------------
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DranorStaticsInit
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-------------------------------------------------------------------------*/
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void DranorStaticsInit()
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{
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classStatics[CID_DRANOR].msgReceivers[MSG_C_ACTION1] = Dranor_c_anims;
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classStatics[CID_DRANOR].msgReceivers[MSG_C_ACTION2] = Dranor_c_anims;
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classStatics[CID_DRANOR].msgReceivers[MSG_C_ACTION3] = Dranor_c_anims;
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classStatics[CID_DRANOR].msgReceivers[MSG_C_ACTION4] = Dranor_c_anims;
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classStatics[CID_DRANOR].msgReceivers[MSG_C_ACTION5] = Dranor_c_anims;
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classStatics[CID_DRANOR].msgReceivers[MSG_C_ACTION6] = Dranor_c_anims;
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classStatics[CID_DRANOR].msgReceivers[MSG_C_ACTION7] = Dranor_c_anims;
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classStatics[CID_DRANOR].msgReceivers[MSG_C_ACTION8] = Dranor_c_anims;
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classStatics[CID_DRANOR].msgReceivers[MSG_C_ACTION9] = Dranor_c_anims;
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classStatics[CID_DRANOR].msgReceivers[MSG_C_ACTION10] = Dranor_c_anims;
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classStatics[CID_DRANOR].msgReceivers[MSG_C_ACTION11] = Dranor_c_anims;
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classStatics[CID_DRANOR].msgReceivers[MSG_C_ACTION12] = Dranor_c_anims;
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classStatics[CID_DRANOR].msgReceivers[MSG_C_DEATH1] = Dranor_c_anims;
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classStatics[CID_DRANOR].msgReceivers[MSG_C_IDLE1] = Dranor_c_anims;
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classStatics[CID_DRANOR].msgReceivers[MSG_C_IDLE2] = Dranor_c_anims;
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classStatics[CID_DRANOR].msgReceivers[MSG_C_IDLE3] = Dranor_c_anims;
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resInfo.numAnims = NUM_ANIMS;
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resInfo.animations = animations;
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resInfo.modelIndex = gi.modelindex("models/monsters/plaguelf/dranor/tris.fm");
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classStatics[CID_SSITHRA_VICTIM].resInfo = &resInfo;
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sounds[SND_PAIN1] = gi.soundindex("monsters/plagueElf/pain1.wav");
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resInfo.numSounds = NUM_SOUNDS;
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resInfo.sounds = sounds;
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classStatics[CID_DRANOR].resInfo = &resInfo;
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}
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/*QUAKED character_dranor (1 .5 0) (-17 -25 -32) (22 12 32) INVISIBLE
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The elf who talks like Sean Connery
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*/
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void SP_character_dranor (edict_t *self)
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{
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VectorSet (self->mins, -16, -16, -32);
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VectorSet (self->maxs, 16, 16, 32);
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c_character_init(self,CID_DRANOR);
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self->s.fmnodeinfo[MESH__HOE].flags |= FMNI_NO_DRAW;
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self->s.fmnodeinfo[MESH__GAFF].flags |= FMNI_NO_DRAW;
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self->health = 30;
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}
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