2190 lines
48 KiB
C++
2190 lines
48 KiB
C++
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//NPC_stats.cpp
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// leave this line at the top for all NPC_xxxx.cpp files...
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#include "g_headers.h"
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#include "b_local.h"
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#include "b_public.h"
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#include "anims.h"
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extern qboolean NPCsPrecached;
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extern vec3_t playerMins;
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extern vec3_t playerMaxs;
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char *TeamNames[TEAM_NUM_TEAMS] =
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{
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"",
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// "starfleet",
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// "borg",
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// "parasite",
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// "scavengers",
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// "klingon",
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// "malon",
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// "hirogen",
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// "imperial",
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// "stasis",
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// "species8472",
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// "dreadnought",
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// "forge",
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// "disguise",
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// "player (not valid)"
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"player",
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"enemy",
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"neutral"
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};
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// this list was made using the model directories, this MUST be in the same order as the CLASS_ enum in teams.h
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char *ClassNames[CLASS_NUM_CLASSES] =
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{
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"", // class none
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"atst",
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"bartender",
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"bespin_cop",
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"claw",
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"commando",
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"desann",
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"fish",
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"flier2",
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"galak",
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"glider",
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"gonk",
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"gran",
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"howler",
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"imperial",
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"impworker",
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"interrogator",
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"jan",
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"jedi",
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"kyle",
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"lando",
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"lizard",
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"luke",
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"mark1",
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"mark2",
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"galak_mech",
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"minemonster",
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"monmotha",
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"morgankatarn",
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"mouse",
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"murjj",
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"prisoner",
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"probe",
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"protocol",
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"r2d2",
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"r5d2",
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"rebel",
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"reborn",
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"reelo",
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"remote",
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"rodian",
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"seeker",
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"sentry",
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"shadowtrooper",
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"stormtrooper",
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"swamp",
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"swamptrooper",
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"tavion",
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"trandoshan",
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"ugnaught",
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"weequay",
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};
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/*
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NPC_ReactionTime
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*/
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//FIXME use grandom in here
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int NPC_ReactionTime ( void )
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{
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return 200 * ( 6 - NPCInfo->stats.reactions );
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}
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//
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// parse support routines
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//
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qboolean G_ParseLiteral( const char **data, const char *string )
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{
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const char *token;
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token = COM_ParseExt( data, qtrue );
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if ( token[0] == 0 )
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{
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gi.Printf( "unexpected EOF\n" );
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return qtrue;
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}
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if ( Q_stricmp( token, string ) )
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{
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gi.Printf( "required string '%s' missing\n", string );
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return qtrue;
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}
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return qfalse;
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}
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//
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// NPC parameters file : scripts/NPCs.cfg
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//
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#define MAX_NPC_DATA_SIZE 0x10000
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char NPCParms[MAX_NPC_DATA_SIZE];
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team_t TranslateTeamName( const char *name )
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{
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for ( int n = (TEAM_FREE + 1); n < TEAM_NUM_TEAMS; n++ )
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{
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if ( Q_stricmp( TeamNames[n], name ) == 0 )
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{
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return ((team_t) n);
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}
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}
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return TEAM_FREE;
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}
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class_t TranslateClassName( const char *name )
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{
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for ( int n = (CLASS_NONE + 1); n < CLASS_NUM_CLASSES; n++ )
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{
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if ( Q_stricmp( ClassNames[n], name ) == 0 )
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{
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return ((class_t) n);
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}
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}
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return CLASS_NONE; // I hope this never happens, maybe print a warning
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}
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/*
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static race_t TranslateRaceName( const char *name )
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{
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if ( !Q_stricmp( name, "human" ) )
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{
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return RACE_HUMAN;
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}
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return RACE_NONE;
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}
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*/
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/*
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static rank_t TranslateRankName( const char *name )
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Should be used to determine pip bolt-ons
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*/
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static rank_t TranslateRankName( const char *name )
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{
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if ( !Q_stricmp( name, "civilian" ) )
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{
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return RANK_CIVILIAN;
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}
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if ( !Q_stricmp( name, "crewman" ) )
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{
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return RANK_CREWMAN;
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}
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if ( !Q_stricmp( name, "ensign" ) )
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{
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return RANK_ENSIGN;
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}
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if ( !Q_stricmp( name, "ltjg" ) )
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{
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return RANK_LT_JG;
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}
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if ( !Q_stricmp( name, "lt" ) )
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{
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return RANK_LT;
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}
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if ( !Q_stricmp( name, "ltcomm" ) )
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{
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return RANK_LT_COMM;
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}
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if ( !Q_stricmp( name, "commander" ) )
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{
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return RANK_COMMANDER;
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}
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if ( !Q_stricmp( name, "captain" ) )
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{
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return RANK_CAPTAIN;
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}
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return RANK_CIVILIAN;
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}
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static saber_colors_t TranslateSaberColor( const char *name )
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{
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if ( !Q_stricmp( name, "red" ) )
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{
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return SABER_RED;
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}
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if ( !Q_stricmp( name, "orange" ) )
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{
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return SABER_ORANGE;
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}
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if ( !Q_stricmp( name, "yellow" ) )
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{
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return SABER_YELLOW;
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}
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if ( !Q_stricmp( name, "green" ) )
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{
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return SABER_GREEN;
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}
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if ( !Q_stricmp( name, "blue" ) )
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{
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return SABER_BLUE;
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}
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if ( !Q_stricmp( name, "purple" ) )
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{
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return SABER_PURPLE;
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}
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return SABER_BLUE;
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}
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/* static int MethodNameToNumber( const char *name ) {
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if ( !Q_stricmp( name, "EXPONENTIAL" ) ) {
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return METHOD_EXPONENTIAL;
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}
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if ( !Q_stricmp( name, "LINEAR" ) ) {
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return METHOD_LINEAR;
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}
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if ( !Q_stricmp( name, "LOGRITHMIC" ) ) {
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return METHOD_LOGRITHMIC;
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}
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if ( !Q_stricmp( name, "ALWAYS" ) ) {
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return METHOD_ALWAYS;
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}
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if ( !Q_stricmp( name, "NEVER" ) ) {
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return METHOD_NEVER;
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}
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return -1;
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}
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static int ItemNameToNumber( const char *name, int itemType ) {
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// int n;
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for ( n = 0; n < bg_numItems; n++ ) {
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if ( bg_itemlist[n].type != itemType ) {
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continue;
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}
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if ( Q_stricmp( bg_itemlist[n].classname, name ) == 0 ) {
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return bg_itemlist[n].tag;
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}
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}
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return -1;
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}
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*/
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static int MoveTypeNameToEnum( const char *name )
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{
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if(!Q_stricmp("runjump", name))
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{
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return MT_RUNJUMP;
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}
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else if(!Q_stricmp("walk", name))
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{
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return MT_WALK;
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}
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else if(!Q_stricmp("flyswim", name))
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{
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return MT_FLYSWIM;
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}
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else if(!Q_stricmp("static", name))
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{
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return MT_STATIC;
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}
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return MT_STATIC;
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}
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extern void CG_RegisterClientRenderInfo(clientInfo_t *ci, renderInfo_t *ri);
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extern void CG_RegisterClientModels (int entityNum);
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extern void CG_RegisterNPCCustomSounds( clientInfo_t *ci );
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extern void CG_RegisterNPCEffects( team_t team );
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extern void CG_ParseAnimationSndFile( const char *filename, int animFileIndex );
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/*
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======================
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CG_ParseAnimationFile
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Read a configuration file containing animation coutns and rates
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models/players/visor/animation.cfg, etc
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======================
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*/
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qboolean G_ParseAnimationFile( const char *af_filename )
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{
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const char *text_p;
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int len;
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int i;
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const char *token;
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float fps;
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int skip;
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char text[40000];
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fileHandle_t f;
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int animNum;
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animation_t *animations = level.knownAnimFileSets[level.numKnownAnimFileSets].animations;
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// load the file
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len = gi.FS_FOpenFile( af_filename, &f, FS_READ );
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if ( len <= 0 )
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{
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return qfalse;
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}
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if ( len >= sizeof( text ) - 1 )
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{
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gi.FS_FCloseFile( f );
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G_Error( "G_ParseAnimationFile: File %s too long\n (%d > %d)", af_filename, len, sizeof( text ) - 1);
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return qfalse;
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}
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gi.FS_Read( text, len, f );
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text[len] = 0;
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gi.FS_FCloseFile( f );
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// parse the text
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text_p = text;
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skip = 0; // quiet the compiler warning
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//FIXME: have some way of playing anims backwards... negative numFrames?
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//initialize anim array so that from 0 to MAX_ANIMATIONS, set default values of 0 1 0 100
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for(i = 0; i < MAX_ANIMATIONS; i++)
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{
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animations[i].firstFrame = 0;
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animations[i].numFrames = 0;
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animations[i].loopFrames = -1;
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animations[i].frameLerp = 100;
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animations[i].initialLerp = 100;
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}
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// read information for each frame
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while(1)
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{
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token = COM_Parse( &text_p );
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if ( !token || !token[0])
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{
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break;
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}
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animNum = GetIDForString(animTable, token);
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if(animNum == -1)
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{
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//#ifndef FINAL_BUILD
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#ifdef _DEBUG
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Com_Printf(S_COLOR_RED"WARNING: Unknown token %s in %s\n", token, af_filename);
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#endif
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continue;
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}
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token = COM_Parse( &text_p );
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if ( !token )
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{
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break;
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}
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animations[animNum].firstFrame = atoi( token );
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token = COM_Parse( &text_p );
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if ( !token )
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{
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break;
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}
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animations[animNum].numFrames = atoi( token );
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token = COM_Parse( &text_p );
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if ( !token )
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{
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break;
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}
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animations[animNum].loopFrames = atoi( token );
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token = COM_Parse( &text_p );
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if ( !token )
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{
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break;
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}
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fps = atof( token );
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if ( fps == 0 )
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{
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fps = 1;//Don't allow divide by zero error
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}
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if ( fps < 0 )
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{//backwards
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animations[animNum].frameLerp = floor(1000.0f / fps);
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}
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else
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{
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animations[animNum].frameLerp = ceil(1000.0f / fps);
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}
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animations[animNum].initialLerp = ceil(1000.0f / fabs(fps));
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}
|
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return qtrue;
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}
|
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qboolean G_ParseAnimFileSet( const char *filename, const char *animCFG, int *animFileIndex )
|
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{
|
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char afilename[MAX_QPATH];
|
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char strippedName[MAX_QPATH];
|
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int i;
|
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char *slash;
|
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|
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Q_strncpyz( strippedName, filename, sizeof(strippedName), qtrue);
|
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slash = strchr( strippedName, '/' );
|
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if ( slash )
|
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{
|
||
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// truncate modelName to find just the dir not the extension
|
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*slash = 0;
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}
|
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//if this anims file was loaded before, don't parse it again, just point to the correct table of info
|
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for ( i = 0; i < level.numKnownAnimFileSets; i++ )
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{
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if ( Q_stricmp(level.knownAnimFileSets[i].filename, strippedName ) == 0 )
|
||
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{
|
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*animFileIndex = i;
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CG_ParseAnimationSndFile( strippedName, *animFileIndex );
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return qtrue;
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|
}
|
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}
|
||
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|
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if ( level.numKnownAnimFileSets == MAX_ANIM_FILES )
|
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{//TOO MANY!
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G_Error( "G_ParseAnimFileSet: MAX_ANIM_FILES" );
|
||
|
}
|
||
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|
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//Okay, time to parse in a new one
|
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Q_strncpyz( level.knownAnimFileSets[level.numKnownAnimFileSets].filename, strippedName, sizeof( level.knownAnimFileSets[level.numKnownAnimFileSets].filename ) );
|
||
|
|
||
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// Load and parse animations.cfg file
|
||
|
Com_sprintf( afilename, sizeof( afilename ), "models/players/%s/animation.cfg", animCFG );
|
||
|
if ( !G_ParseAnimationFile( afilename ) )
|
||
|
{
|
||
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*animFileIndex = -1;
|
||
|
return qfalse;
|
||
|
}
|
||
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|
||
|
//set index and increment
|
||
|
*animFileIndex = level.numKnownAnimFileSets++;
|
||
|
|
||
|
CG_ParseAnimationSndFile( strippedName, *animFileIndex );
|
||
|
|
||
|
return qtrue;
|
||
|
}
|
||
|
|
||
|
void G_LoadAnimFileSet( gentity_t *ent, const char *modelName )
|
||
|
{
|
||
|
//load its animation config
|
||
|
char animName[MAX_QPATH];
|
||
|
char *GLAName;
|
||
|
char *slash = NULL;
|
||
|
char *strippedName;
|
||
|
|
||
|
if ( ent->playerModel == -1 )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
//get the location of the animation.cfg
|
||
|
GLAName = gi.G2API_GetGLAName( &ent->ghoul2[ent->playerModel] );
|
||
|
Q_strncpyz( animName, GLAName, sizeof( animName ), qtrue );
|
||
|
slash = strrchr( animName, '/' );
|
||
|
if ( slash )
|
||
|
{
|
||
|
*slash = 0;
|
||
|
}
|
||
|
strippedName = COM_SkipPath( animName );
|
||
|
|
||
|
//now load and parse the animation.cfg, animsounds.cfg and set the animFileIndex
|
||
|
if ( !G_ParseAnimFileSet( modelName, strippedName, &ent->client->clientInfo.animFileIndex ) )
|
||
|
{
|
||
|
Com_Printf( S_COLOR_RED"Failed to load animation file set models/players/%s/animation.cfg\n", modelName );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
void NPC_PrecacheAnimationCFG( const char *NPC_type )
|
||
|
{
|
||
|
char filename[MAX_QPATH];
|
||
|
const char *token;
|
||
|
const char *value;
|
||
|
const char *p;
|
||
|
int junk;
|
||
|
|
||
|
if ( !Q_stricmp( "random", NPC_type ) )
|
||
|
{//sorry, can't precache a random just yet
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
p = NPCParms;
|
||
|
COM_BeginParseSession();
|
||
|
|
||
|
// look for the right NPC
|
||
|
while ( p )
|
||
|
{
|
||
|
token = COM_ParseExt( &p, qtrue );
|
||
|
if ( token[0] == 0 )
|
||
|
return;
|
||
|
|
||
|
if ( !Q_stricmp( token, NPC_type ) )
|
||
|
{
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
SkipBracedSection( &p );
|
||
|
}
|
||
|
|
||
|
if ( !p )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( G_ParseLiteral( &p, "{" ) )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// parse the NPC info block
|
||
|
while ( 1 )
|
||
|
{
|
||
|
token = COM_ParseExt( &p, qtrue );
|
||
|
if ( !token[0] )
|
||
|
{
|
||
|
gi.Printf( S_COLOR_RED"ERROR: unexpected EOF while parsing '%s'\n", NPC_type );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !Q_stricmp( token, "}" ) )
|
||
|
{
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
// legsmodel
|
||
|
if ( !Q_stricmp( token, "legsmodel" ) )
|
||
|
{
|
||
|
if ( COM_ParseString( &p, &value ) )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
//must copy data out of this pointer into a different part of memory because the funcs we're about to call will call COM_ParseExt
|
||
|
Q_strncpyz( filename, value, sizeof( filename ), qtrue );
|
||
|
G_ParseAnimFileSet( filename, filename, &junk );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// playerModel
|
||
|
if ( !Q_stricmp( token, "playerModel" ) )
|
||
|
{
|
||
|
if ( COM_ParseString( &p, &value ) )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
char animName[MAX_QPATH];
|
||
|
char *GLAName;
|
||
|
char *slash = NULL;
|
||
|
char *strippedName;
|
||
|
|
||
|
int handle = gi.G2API_PrecacheGhoul2Model( va( "models/players/%s/model.glm", value ) );
|
||
|
if ( handle > 0 )//FIXME: isn't 0 a valid handle?
|
||
|
{
|
||
|
GLAName = gi.G2API_GetAnimFileNameIndex( handle );
|
||
|
if ( GLAName )
|
||
|
{
|
||
|
Q_strncpyz( animName, GLAName, sizeof( animName ), qtrue );
|
||
|
slash = strrchr( animName, '/' );
|
||
|
if ( slash )
|
||
|
{
|
||
|
*slash = 0;
|
||
|
}
|
||
|
strippedName = COM_SkipPath( animName );
|
||
|
|
||
|
//must copy data out of this pointer into a different part of memory because the funcs we're about to call will call COM_ParseExt
|
||
|
Q_strncpyz( filename, value, sizeof( filename ), qtrue );
|
||
|
G_ParseAnimFileSet( value, strippedName, &junk );//qfalse );
|
||
|
//FIXME: still not precaching the animsounds.cfg?
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
extern int NPC_WeaponsForTeam( team_t team, int spawnflags, const char *NPC_type );
|
||
|
void NPC_PrecacheWeapons( team_t playerTeam, int spawnflags, char *NPCtype )
|
||
|
{
|
||
|
int weapons = NPC_WeaponsForTeam( playerTeam, spawnflags, NPCtype );
|
||
|
gitem_t *item;
|
||
|
for ( int curWeap = WP_SABER; curWeap < WP_NUM_WEAPONS; curWeap++ )
|
||
|
{
|
||
|
if ( (weapons & ( 1 << curWeap )) )
|
||
|
{
|
||
|
item = FindItemForWeapon( ((weapon_t)(curWeap)) ); //precache the weapon
|
||
|
CG_RegisterItemSounds( (item-bg_itemlist) );
|
||
|
CG_RegisterItemVisuals( (item-bg_itemlist) );
|
||
|
//precache the in-hand/in-world ghoul2 weapon model
|
||
|
|
||
|
char weaponModel[64];
|
||
|
|
||
|
strcpy (weaponModel, weaponData[curWeap].weaponMdl);
|
||
|
if (char *spot = strstr(weaponModel, ".md3") ) {
|
||
|
*spot = 0;
|
||
|
spot = strstr(weaponModel, "_w");//i'm using the in view weapon array instead of scanning the item list, so put the _w back on
|
||
|
if (!spot) {
|
||
|
strcat (weaponModel, "_w");
|
||
|
}
|
||
|
strcat (weaponModel, ".glm"); //and change to ghoul2
|
||
|
}
|
||
|
gi.G2API_PrecacheGhoul2Model( weaponModel ); // correct way is item->world_model
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
void NPC_Precache ( char *NPCName )
|
||
|
|
||
|
Precaches NPC skins, tgas and md3s.
|
||
|
|
||
|
*/
|
||
|
void NPC_Precache ( gentity_t *spawner )
|
||
|
{
|
||
|
clientInfo_t ci={0};
|
||
|
renderInfo_t ri={0};
|
||
|
team_t playerTeam = TEAM_FREE;
|
||
|
const char *token;
|
||
|
const char *value;
|
||
|
const char *p;
|
||
|
char *patch;
|
||
|
char sound[MAX_QPATH];
|
||
|
qboolean md3Model = qfalse;
|
||
|
char playerModel[MAX_QPATH];
|
||
|
char *customSkin = NULL;
|
||
|
|
||
|
if ( !Q_stricmp( "random", spawner->NPC_type ) )
|
||
|
{//sorry, can't precache a random just yet
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
p = NPCParms;
|
||
|
COM_BeginParseSession();
|
||
|
|
||
|
// look for the right NPC
|
||
|
while ( p )
|
||
|
{
|
||
|
token = COM_ParseExt( &p, qtrue );
|
||
|
if ( token[0] == 0 )
|
||
|
return;
|
||
|
|
||
|
if ( !Q_stricmp( token, spawner->NPC_type ) )
|
||
|
{
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
SkipBracedSection( &p );
|
||
|
}
|
||
|
|
||
|
if ( !p )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( G_ParseLiteral( &p, "{" ) )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// parse the NPC info block
|
||
|
while ( 1 )
|
||
|
{
|
||
|
token = COM_ParseExt( &p, qtrue );
|
||
|
if ( !token[0] )
|
||
|
{
|
||
|
gi.Printf( S_COLOR_RED"ERROR: unexpected EOF while parsing '%s'\n", spawner->NPC_type );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !Q_stricmp( token, "}" ) )
|
||
|
{
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
// headmodel
|
||
|
if ( !Q_stricmp( token, "headmodel" ) )
|
||
|
{
|
||
|
if ( COM_ParseString( &p, &value ) )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if(!Q_stricmp("none", value))
|
||
|
{
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Q_strncpyz( ri.headModelName, value, sizeof(ri.headModelName), qtrue);
|
||
|
}
|
||
|
md3Model = qtrue;
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// torsomodel
|
||
|
if ( !Q_stricmp( token, "torsomodel" ) )
|
||
|
{
|
||
|
if ( COM_ParseString( &p, &value ) )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if(!Q_stricmp("none", value))
|
||
|
{
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Q_strncpyz( ri.torsoModelName, value, sizeof(ri.torsoModelName), qtrue);
|
||
|
}
|
||
|
md3Model = qtrue;
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// legsmodel
|
||
|
if ( !Q_stricmp( token, "legsmodel" ) )
|
||
|
{
|
||
|
if ( COM_ParseString( &p, &value ) )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
Q_strncpyz( ri.legsModelName, value, sizeof(ri.legsModelName), qtrue);
|
||
|
md3Model = qtrue;
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// playerModel
|
||
|
if ( !Q_stricmp( token, "playerModel" ) )
|
||
|
{
|
||
|
if ( COM_ParseString( &p, &value ) )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
Q_strncpyz( playerModel, value, sizeof(playerModel), qtrue);
|
||
|
md3Model = qfalse;
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// customSkin
|
||
|
if ( !Q_stricmp( token, "customSkin" ) )
|
||
|
{
|
||
|
if ( COM_ParseString( &p, &value ) )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
customSkin = G_NewString( value );
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// playerTeam
|
||
|
if ( !Q_stricmp( token, "playerTeam" ) )
|
||
|
{
|
||
|
if ( COM_ParseString( &p, &value ) )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
playerTeam = TranslateTeamName(value);
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
|
||
|
// snd
|
||
|
if ( !Q_stricmp( token, "snd" ) ) {
|
||
|
if ( COM_ParseString( &p, &value ) ) {
|
||
|
continue;
|
||
|
}
|
||
|
if ( !(spawner->svFlags&SVF_NO_BASIC_SOUNDS) )
|
||
|
{
|
||
|
//FIXME: store this in some sound field or parse in the soundTable like the animTable...
|
||
|
Q_strncpyz( sound, value, sizeof( sound ) );
|
||
|
patch = strstr( sound, "/" );
|
||
|
if ( patch )
|
||
|
{
|
||
|
*patch = 0;
|
||
|
}
|
||
|
ci.customBasicSoundDir = G_NewString( sound );
|
||
|
}
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// sndcombat
|
||
|
if ( !Q_stricmp( token, "sndcombat" ) ) {
|
||
|
if ( COM_ParseString( &p, &value ) ) {
|
||
|
continue;
|
||
|
}
|
||
|
if ( !(spawner->svFlags&SVF_NO_COMBAT_SOUNDS) )
|
||
|
{
|
||
|
//FIXME: store this in some sound field or parse in the soundTable like the animTable...
|
||
|
Q_strncpyz( sound, value, sizeof( sound ) );
|
||
|
patch = strstr( sound, "/" );
|
||
|
if ( patch )
|
||
|
{
|
||
|
*patch = 0;
|
||
|
}
|
||
|
ci.customCombatSoundDir = G_NewString( sound );
|
||
|
}
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// sndextra
|
||
|
if ( !Q_stricmp( token, "sndextra" ) ) {
|
||
|
if ( COM_ParseString( &p, &value ) ) {
|
||
|
continue;
|
||
|
}
|
||
|
if ( !(spawner->svFlags&SVF_NO_EXTRA_SOUNDS) )
|
||
|
{
|
||
|
//FIXME: store this in some sound field or parse in the soundTable like the animTable...
|
||
|
Q_strncpyz( sound, value, sizeof( sound ) );
|
||
|
patch = strstr( sound, "/" );
|
||
|
if ( patch )
|
||
|
{
|
||
|
*patch = 0;
|
||
|
}
|
||
|
ci.customExtraSoundDir = G_NewString( sound );
|
||
|
}
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// sndjedi
|
||
|
if ( !Q_stricmp( token, "sndjedi" ) ) {
|
||
|
if ( COM_ParseString( &p, &value ) ) {
|
||
|
continue;
|
||
|
}
|
||
|
if ( !(spawner->svFlags&SVF_NO_EXTRA_SOUNDS) )
|
||
|
{
|
||
|
//FIXME: store this in some sound field or parse in the soundTable like the animTable...
|
||
|
Q_strncpyz( sound, value, sizeof( sound ) );
|
||
|
patch = strstr( sound, "/" );
|
||
|
if ( patch )
|
||
|
{
|
||
|
*patch = 0;
|
||
|
}
|
||
|
ci.customJediSoundDir = G_NewString( sound );
|
||
|
}
|
||
|
continue;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( md3Model )
|
||
|
{
|
||
|
CG_RegisterClientRenderInfo( &ci, &ri );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
char skinName[MAX_QPATH];
|
||
|
//precache ghoul2 model
|
||
|
gi.G2API_PrecacheGhoul2Model( va( "models/players/%s/model.glm", playerModel ) );
|
||
|
//precache skin
|
||
|
Com_sprintf( skinName, sizeof( skinName ), "models/players/%s/model_%s.skin", playerModel, customSkin );
|
||
|
// lets see if it's out there
|
||
|
gi.RE_RegisterSkin( skinName );
|
||
|
}
|
||
|
|
||
|
//precache this NPC's possible weapons
|
||
|
NPC_PrecacheWeapons( playerTeam, spawner->spawnflags, spawner->NPC_type );
|
||
|
|
||
|
CG_RegisterNPCCustomSounds( &ci );
|
||
|
CG_RegisterNPCEffects( playerTeam );
|
||
|
//FIXME: Look for a "sounds" directory and precache death, pain, alert sounds
|
||
|
}
|
||
|
|
||
|
void NPC_BuildRandom( gentity_t *NPC )
|
||
|
{
|
||
|
int sex, color, head;
|
||
|
|
||
|
sex = Q_irand(0, 2);
|
||
|
color = Q_irand(0, 2);
|
||
|
switch( sex )
|
||
|
{
|
||
|
case 0://female
|
||
|
head = Q_irand(0, 2);
|
||
|
switch( head )
|
||
|
{
|
||
|
default:
|
||
|
case 0:
|
||
|
Q_strncpyz( NPC->client->renderInfo.headModelName, "garren", sizeof(NPC->client->renderInfo.headModelName), qtrue );
|
||
|
break;
|
||
|
case 1:
|
||
|
Q_strncpyz( NPC->client->renderInfo.headModelName, "garren/salma", sizeof(NPC->client->renderInfo.headModelName), qtrue );
|
||
|
break;
|
||
|
case 2:
|
||
|
Q_strncpyz( NPC->client->renderInfo.headModelName, "garren/mackey", sizeof(NPC->client->renderInfo.headModelName), qtrue );
|
||
|
color = Q_irand(3, 5);//torso needs to be afam
|
||
|
break;
|
||
|
}
|
||
|
switch( color )
|
||
|
{
|
||
|
default:
|
||
|
case 0:
|
||
|
Q_strncpyz( NPC->client->renderInfo.torsoModelName, "crewfemale/gold", sizeof(NPC->client->renderInfo.torsoModelName), qtrue );
|
||
|
break;
|
||
|
case 1:
|
||
|
Q_strncpyz( NPC->client->renderInfo.torsoModelName, "crewfemale", sizeof(NPC->client->renderInfo.torsoModelName), qtrue );
|
||
|
break;
|
||
|
case 2:
|
||
|
Q_strncpyz( NPC->client->renderInfo.torsoModelName, "crewfemale/blue", sizeof(NPC->client->renderInfo.torsoModelName), qtrue );
|
||
|
break;
|
||
|
case 3:
|
||
|
Q_strncpyz( NPC->client->renderInfo.torsoModelName, "crewfemale/aframG", sizeof(NPC->client->renderInfo.torsoModelName), qtrue );
|
||
|
break;
|
||
|
case 4:
|
||
|
Q_strncpyz( NPC->client->renderInfo.torsoModelName, "crewfemale/aframR", sizeof(NPC->client->renderInfo.torsoModelName), qtrue );
|
||
|
break;
|
||
|
case 5:
|
||
|
Q_strncpyz( NPC->client->renderInfo.torsoModelName, "crewfemale/aframB", sizeof(NPC->client->renderInfo.torsoModelName), qtrue );
|
||
|
break;
|
||
|
}
|
||
|
Q_strncpyz( NPC->client->renderInfo.legsModelName, "crewfemale", sizeof(NPC->client->renderInfo.legsModelName), qtrue );
|
||
|
break;
|
||
|
default:
|
||
|
case 1://male
|
||
|
case 2://male
|
||
|
head = Q_irand(0, 4);
|
||
|
switch( head )
|
||
|
{
|
||
|
default:
|
||
|
case 0:
|
||
|
Q_strncpyz( NPC->client->renderInfo.headModelName, "chakotay/nelson", sizeof(NPC->client->renderInfo.headModelName), qtrue );
|
||
|
break;
|
||
|
case 1:
|
||
|
Q_strncpyz( NPC->client->renderInfo.headModelName, "paris/chase", sizeof(NPC->client->renderInfo.headModelName), qtrue );
|
||
|
break;
|
||
|
case 2:
|
||
|
Q_strncpyz( NPC->client->renderInfo.headModelName, "doctor/pasty", sizeof(NPC->client->renderInfo.headModelName), qtrue );
|
||
|
break;
|
||
|
case 3:
|
||
|
Q_strncpyz( NPC->client->renderInfo.headModelName, "kim/durk", sizeof(NPC->client->renderInfo.headModelName), qtrue );
|
||
|
break;
|
||
|
case 4:
|
||
|
Q_strncpyz( NPC->client->renderInfo.headModelName, "paris/kray", sizeof(NPC->client->renderInfo.headModelName), qtrue );
|
||
|
break;
|
||
|
}
|
||
|
switch( color )
|
||
|
{
|
||
|
default:
|
||
|
case 0:
|
||
|
Q_strncpyz( NPC->client->renderInfo.torsoModelName, "crewthin/red", sizeof(NPC->client->renderInfo.torsoModelName), qtrue );
|
||
|
break;
|
||
|
case 1:
|
||
|
Q_strncpyz( NPC->client->renderInfo.torsoModelName, "crewthin", sizeof(NPC->client->renderInfo.torsoModelName), qtrue );
|
||
|
break;
|
||
|
case 2:
|
||
|
Q_strncpyz( NPC->client->renderInfo.torsoModelName, "crewthin/blue", sizeof(NPC->client->renderInfo.torsoModelName), qtrue );
|
||
|
break;
|
||
|
//NOTE: 3 - 5 should be red, gold & blue, afram hands
|
||
|
}
|
||
|
Q_strncpyz( NPC->client->renderInfo.legsModelName, "crewthin", sizeof(NPC->client->renderInfo.legsModelName), qtrue );
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
NPC->s.modelScale[0] = NPC->s.modelScale[1] = NPC->s.modelScale[2] = Q_irand(87, 102)/100.0f;
|
||
|
// NPC->client->race = RACE_HUMAN;
|
||
|
NPC->NPC->rank = RANK_CREWMAN;
|
||
|
NPC->client->playerTeam = TEAM_PLAYER;
|
||
|
NPC->client->clientInfo.customBasicSoundDir = "kyle";
|
||
|
}
|
||
|
|
||
|
extern void G_SetG2PlayerModel( gentity_t * const ent, const char *modelName, const char *customSkin, const char *surfOff, const char *surfOn );
|
||
|
qboolean NPC_ParseParms( const char *NPCName, gentity_t *NPC )
|
||
|
{
|
||
|
const char *token;
|
||
|
const char *value;
|
||
|
const char *p;
|
||
|
int n;
|
||
|
float f;
|
||
|
char *patch;
|
||
|
char sound[MAX_QPATH];
|
||
|
char playerModel[MAX_QPATH];
|
||
|
char *customSkin = NULL;
|
||
|
clientInfo_t *ci = &NPC->client->clientInfo;
|
||
|
renderInfo_t *ri = &NPC->client->renderInfo;
|
||
|
gNPCstats_t *stats = NULL;
|
||
|
qboolean md3Model = qtrue;
|
||
|
char surfOff[1024];
|
||
|
char surfOn[1024];
|
||
|
|
||
|
if ( !NPCName || !NPCName[0])
|
||
|
{
|
||
|
NPCName = "Player";
|
||
|
}
|
||
|
|
||
|
if ( NPC->NPC )
|
||
|
{
|
||
|
stats = &NPC->NPC->stats;
|
||
|
/*
|
||
|
NPC->NPC->allWeaponOrder[0] = WP_BRYAR_PISTOL;
|
||
|
NPC->NPC->allWeaponOrder[1] = WP_SABER;
|
||
|
NPC->NPC->allWeaponOrder[2] = WP_IMOD;
|
||
|
NPC->NPC->allWeaponOrder[3] = WP_SCAVENGER_RIFLE;
|
||
|
NPC->NPC->allWeaponOrder[4] = WP_TRICORDER;
|
||
|
NPC->NPC->allWeaponOrder[6] = WP_NONE;
|
||
|
NPC->NPC->allWeaponOrder[6] = WP_NONE;
|
||
|
NPC->NPC->allWeaponOrder[7] = WP_NONE;
|
||
|
*/
|
||
|
// fill in defaults
|
||
|
stats->aggression = 3;
|
||
|
stats->aim = 3;
|
||
|
stats->earshot = 1024;
|
||
|
stats->evasion = 3;
|
||
|
stats->hfov = 90;
|
||
|
stats->intelligence = 3;
|
||
|
stats->move = 3;
|
||
|
stats->reactions = 3;
|
||
|
stats->vfov = 60;
|
||
|
stats->vigilance = 0.1f;
|
||
|
stats->visrange = 1024;
|
||
|
|
||
|
stats->health = 0;
|
||
|
|
||
|
stats->moveType = MT_RUNJUMP;
|
||
|
stats->yawSpeed = 90;
|
||
|
stats->walkSpeed = 90;
|
||
|
stats->runSpeed = 300;
|
||
|
stats->acceleration = 15;//Increase/descrease speed this much per frame (20fps)
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
stats = NULL;
|
||
|
}
|
||
|
|
||
|
Q_strncpyz( ci->name, NPCName, sizeof( ci->name ) );
|
||
|
|
||
|
NPC->playerModel = -1;
|
||
|
|
||
|
//Set defaults
|
||
|
//FIXME: should probably put default torso and head models, but what about enemies
|
||
|
//that don't have any- like Stasis?
|
||
|
//Q_strncpyz( ri->headModelName, DEFAULT_HEADMODEL, sizeof(ri->headModelName), qtrue);
|
||
|
//Q_strncpyz( ri->torsoModelName, DEFAULT_TORSOMODEL, sizeof(ri->torsoModelName), qtrue);
|
||
|
//Q_strncpyz( ri->legsModelName, DEFAULT_LEGSMODEL, sizeof(ri->legsModelName), qtrue);
|
||
|
memset( ri->headModelName, 0, sizeof( ri->headModelName ) );
|
||
|
memset( ri->torsoModelName, 0, sizeof( ri->torsoModelName ) );
|
||
|
memset( ri->legsModelName, 0, sizeof( ri->legsModelName ) );
|
||
|
//FIXME: should we have one for weapon too?
|
||
|
memset( (char *)surfOff, 0, sizeof(surfOff) );
|
||
|
memset( (char *)surfOn, 0, sizeof(surfOn) );
|
||
|
|
||
|
/*
|
||
|
ri->headYawRangeLeft = 50;
|
||
|
ri->headYawRangeRight = 50;
|
||
|
ri->headPitchRangeUp = 40;
|
||
|
ri->headPitchRangeDown = 50;
|
||
|
ri->torsoYawRangeLeft = 60;
|
||
|
ri->torsoYawRangeRight = 60;
|
||
|
ri->torsoPitchRangeUp = 30;
|
||
|
ri->torsoPitchRangeDown = 70;
|
||
|
*/
|
||
|
|
||
|
ri->headYawRangeLeft = 80;
|
||
|
ri->headYawRangeRight = 80;
|
||
|
ri->headPitchRangeUp = 45;
|
||
|
ri->headPitchRangeDown = 45;
|
||
|
ri->torsoYawRangeLeft = 60;
|
||
|
ri->torsoYawRangeRight = 60;
|
||
|
ri->torsoPitchRangeUp = 30;
|
||
|
ri->torsoPitchRangeDown = 50;
|
||
|
|
||
|
VectorCopy(playerMins, NPC->mins);
|
||
|
VectorCopy(playerMaxs, NPC->maxs);
|
||
|
NPC->client->crouchheight = CROUCH_MAXS_2;
|
||
|
NPC->client->standheight = DEFAULT_MAXS_2;
|
||
|
|
||
|
NPC->client->dismemberProbHead = 100;
|
||
|
NPC->client->dismemberProbArms = 100;
|
||
|
NPC->client->dismemberProbWaist = 100;
|
||
|
NPC->client->dismemberProbLegs = 100;
|
||
|
|
||
|
|
||
|
if ( !Q_stricmp( "random", NPCName ) )
|
||
|
{//Randomly assemble a starfleet guy
|
||
|
NPC_BuildRandom( NPC );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
p = NPCParms;
|
||
|
COM_BeginParseSession();
|
||
|
|
||
|
// look for the right NPC
|
||
|
while ( p )
|
||
|
{
|
||
|
token = COM_ParseExt( &p, qtrue );
|
||
|
if ( token[0] == 0 )
|
||
|
{
|
||
|
return qfalse;
|
||
|
}
|
||
|
|
||
|
if ( !Q_stricmp( token, NPCName ) )
|
||
|
{
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
SkipBracedSection( &p );
|
||
|
}
|
||
|
if ( !p )
|
||
|
{
|
||
|
return qfalse;
|
||
|
}
|
||
|
|
||
|
if ( G_ParseLiteral( &p, "{" ) )
|
||
|
{
|
||
|
return qfalse;
|
||
|
}
|
||
|
|
||
|
// parse the NPC info block
|
||
|
while ( 1 )
|
||
|
{
|
||
|
token = COM_ParseExt( &p, qtrue );
|
||
|
if ( !token[0] )
|
||
|
{
|
||
|
gi.Printf( S_COLOR_RED"ERROR: unexpected EOF while parsing '%s'\n", NPCName );
|
||
|
return qfalse;
|
||
|
}
|
||
|
|
||
|
if ( !Q_stricmp( token, "}" ) )
|
||
|
{
|
||
|
break;
|
||
|
}
|
||
|
//===MODEL PROPERTIES===========================================================
|
||
|
// headmodel
|
||
|
if ( !Q_stricmp( token, "headmodel" ) )
|
||
|
{
|
||
|
if ( COM_ParseString( &p, &value ) )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if(!Q_stricmp("none", value))
|
||
|
{
|
||
|
ri->headModelName[0] = NULL;
|
||
|
//Zero the head clamp range so the torso & legs don't lag behind
|
||
|
ri->headYawRangeLeft =
|
||
|
ri->headYawRangeRight =
|
||
|
ri->headPitchRangeUp =
|
||
|
ri->headPitchRangeDown = 0;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Q_strncpyz( ri->headModelName, value, sizeof(ri->headModelName), qtrue);
|
||
|
}
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// torsomodel
|
||
|
if ( !Q_stricmp( token, "torsomodel" ) )
|
||
|
{
|
||
|
if ( COM_ParseString( &p, &value ) )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if(!Q_stricmp("none", value))
|
||
|
{
|
||
|
ri->torsoModelName[0] = NULL;
|
||
|
//Zero the torso clamp range so the legs don't lag behind
|
||
|
ri->torsoYawRangeLeft =
|
||
|
ri->torsoYawRangeRight =
|
||
|
ri->torsoPitchRangeUp =
|
||
|
ri->torsoPitchRangeDown = 0;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Q_strncpyz( ri->torsoModelName, value, sizeof(ri->torsoModelName), qtrue);
|
||
|
}
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// legsmodel
|
||
|
if ( !Q_stricmp( token, "legsmodel" ) )
|
||
|
{
|
||
|
if ( COM_ParseString( &p, &value ) )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
Q_strncpyz( ri->legsModelName, value, sizeof(ri->legsModelName), qtrue);
|
||
|
//Need to do this here to get the right index
|
||
|
G_ParseAnimFileSet( ri->legsModelName, ri->legsModelName, &ci->animFileIndex );
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// playerModel
|
||
|
if ( !Q_stricmp( token, "playerModel" ) )
|
||
|
{
|
||
|
if ( COM_ParseString( &p, &value ) )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
Q_strncpyz( playerModel, value, sizeof(playerModel), qtrue);
|
||
|
md3Model = qfalse;
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// customSkin
|
||
|
if ( !Q_stricmp( token, "customSkin" ) )
|
||
|
{
|
||
|
if ( COM_ParseString( &p, &value ) )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
customSkin = G_NewString( value );
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// surfOff
|
||
|
if ( !Q_stricmp( token, "surfOff" ) )
|
||
|
{
|
||
|
if ( COM_ParseString( &p, &value ) )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
if ( surfOff[0] )
|
||
|
{
|
||
|
strncat( (char *)surfOff, ",", sizeof(surfOff) );
|
||
|
strncat( (char *)surfOff, value, sizeof(surfOff) );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Q_strncpyz( surfOff, value, sizeof(surfOff), qtrue);
|
||
|
}
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// surfOn
|
||
|
if ( !Q_stricmp( token, "surfOn" ) )
|
||
|
{
|
||
|
if ( COM_ParseString( &p, &value ) )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
if ( surfOn[0] )
|
||
|
{
|
||
|
strncat( (char *)surfOn, ",", sizeof(surfOn) );
|
||
|
strncat( (char *)surfOn, value, sizeof(surfOn) );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Q_strncpyz( surfOn, value, sizeof(surfOn), qtrue);
|
||
|
}
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
//headYawRangeLeft
|
||
|
if ( !Q_stricmp( token, "headYawRangeLeft" ) )
|
||
|
{
|
||
|
if ( COM_ParseInt( &p, &n ) )
|
||
|
{
|
||
|
SkipRestOfLine( &p );
|
||
|
continue;
|
||
|
}
|
||
|
if ( n < 0 )
|
||
|
{
|
||
|
gi.Printf( S_COLOR_YELLOW"WARNING: bad %s in NPC '%s'\n", token, NPCName );
|
||
|
continue;
|
||
|
}
|
||
|
ri->headYawRangeLeft = n;
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
//headYawRangeRight
|
||
|
if ( !Q_stricmp( token, "headYawRangeRight" ) )
|
||
|
{
|
||
|
if ( COM_ParseInt( &p, &n ) )
|
||
|
{
|
||
|
SkipRestOfLine( &p );
|
||
|
continue;
|
||
|
}
|
||
|
if ( n < 0 )
|
||
|
{
|
||
|
gi.Printf( S_COLOR_YELLOW"WARNING: bad %s in NPC '%s'\n", token, NPCName );
|
||
|
continue;
|
||
|
}
|
||
|
ri->headYawRangeRight = n;
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
//headPitchRangeUp
|
||
|
if ( !Q_stricmp( token, "headPitchRangeUp" ) )
|
||
|
{
|
||
|
if ( COM_ParseInt( &p, &n ) )
|
||
|
{
|
||
|
SkipRestOfLine( &p );
|
||
|
continue;
|
||
|
}
|
||
|
if ( n < 0 )
|
||
|
{
|
||
|
gi.Printf( S_COLOR_YELLOW"WARNING: bad %s in NPC '%s'\n", token, NPCName );
|
||
|
continue;
|
||
|
}
|
||
|
ri->headPitchRangeUp = n;
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
//headPitchRangeDown
|
||
|
if ( !Q_stricmp( token, "headPitchRangeDown" ) )
|
||
|
{
|
||
|
if ( COM_ParseInt( &p, &n ) )
|
||
|
{
|
||
|
SkipRestOfLine( &p );
|
||
|
continue;
|
||
|
}
|
||
|
if ( n < 0 )
|
||
|
{
|
||
|
gi.Printf( S_COLOR_YELLOW"WARNING: bad %s in NPC '%s'\n", token, NPCName );
|
||
|
continue;
|
||
|
}
|
||
|
ri->headPitchRangeDown = n;
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
//torsoYawRangeLeft
|
||
|
if ( !Q_stricmp( token, "torsoYawRangeLeft" ) )
|
||
|
{
|
||
|
if ( COM_ParseInt( &p, &n ) )
|
||
|
{
|
||
|
SkipRestOfLine( &p );
|
||
|
continue;
|
||
|
}
|
||
|
if ( n < 0 )
|
||
|
{
|
||
|
gi.Printf( S_COLOR_YELLOW"WARNING: bad %s in NPC '%s'\n", token, NPCName );
|
||
|
continue;
|
||
|
}
|
||
|
ri->torsoYawRangeLeft = n;
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
//torsoYawRangeRight
|
||
|
if ( !Q_stricmp( token, "torsoYawRangeRight" ) )
|
||
|
{
|
||
|
if ( COM_ParseInt( &p, &n ) )
|
||
|
{
|
||
|
SkipRestOfLine( &p );
|
||
|
continue;
|
||
|
}
|
||
|
if ( n < 0 )
|
||
|
{
|
||
|
gi.Printf( S_COLOR_YELLOW"WARNING: bad %s in NPC '%s'\n", token, NPCName );
|
||
|
continue;
|
||
|
}
|
||
|
ri->torsoYawRangeRight = n;
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
//torsoPitchRangeUp
|
||
|
if ( !Q_stricmp( token, "torsoPitchRangeUp" ) )
|
||
|
{
|
||
|
if ( COM_ParseInt( &p, &n ) )
|
||
|
{
|
||
|
SkipRestOfLine( &p );
|
||
|
continue;
|
||
|
}
|
||
|
if ( n < 0 )
|
||
|
{
|
||
|
gi.Printf( S_COLOR_YELLOW"WARNING: bad %s in NPC '%s'\n", token, NPCName );
|
||
|
continue;
|
||
|
}
|
||
|
ri->torsoPitchRangeUp = n;
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
//torsoPitchRangeDown
|
||
|
if ( !Q_stricmp( token, "torsoPitchRangeDown" ) )
|
||
|
{
|
||
|
if ( COM_ParseInt( &p, &n ) )
|
||
|
{
|
||
|
SkipRestOfLine( &p );
|
||
|
continue;
|
||
|
}
|
||
|
if ( n < 0 )
|
||
|
{
|
||
|
gi.Printf( S_COLOR_YELLOW"WARNING: bad %s in NPC '%s'\n", token, NPCName );
|
||
|
continue;
|
||
|
}
|
||
|
ri->torsoPitchRangeDown = n;
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// Uniform XYZ scale
|
||
|
if ( !Q_stricmp( token, "scale" ) )
|
||
|
{
|
||
|
if ( COM_ParseInt( &p, &n ) )
|
||
|
{
|
||
|
SkipRestOfLine( &p );
|
||
|
continue;
|
||
|
}
|
||
|
if ( n < 0 )
|
||
|
{
|
||
|
gi.Printf( "bad %s in NPC '%s'\n", token, NPCName );
|
||
|
continue;
|
||
|
}
|
||
|
if (n != 100)
|
||
|
{
|
||
|
NPC->s.modelScale[0] = NPC->s.modelScale[1] = NPC->s.modelScale[2] = n/100.0f;
|
||
|
}
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
//X scale
|
||
|
if ( !Q_stricmp( token, "scaleX" ) )
|
||
|
{
|
||
|
if ( COM_ParseInt( &p, &n ) )
|
||
|
{
|
||
|
SkipRestOfLine( &p );
|
||
|
continue;
|
||
|
}
|
||
|
if ( n < 0 )
|
||
|
{
|
||
|
gi.Printf( "bad %s in NPC '%s'\n", token, NPCName );
|
||
|
continue;
|
||
|
}
|
||
|
if (n != 100)
|
||
|
{
|
||
|
NPC->s.modelScale[0] = n/100.0f;
|
||
|
}
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
//Y scale
|
||
|
if ( !Q_stricmp( token, "scaleY" ) )
|
||
|
{
|
||
|
if ( COM_ParseInt( &p, &n ) )
|
||
|
{
|
||
|
SkipRestOfLine( &p );
|
||
|
continue;
|
||
|
}
|
||
|
if ( n < 0 )
|
||
|
{
|
||
|
gi.Printf( "bad %s in NPC '%s'\n", token, NPCName );
|
||
|
continue;
|
||
|
}
|
||
|
if (n != 100)
|
||
|
{
|
||
|
NPC->s.modelScale[1] = n/100.0f;
|
||
|
}
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
//Z scale
|
||
|
if ( !Q_stricmp( token, "scaleZ" ) )
|
||
|
{
|
||
|
if ( COM_ParseInt( &p, &n ) )
|
||
|
{
|
||
|
SkipRestOfLine( &p );
|
||
|
continue;
|
||
|
}
|
||
|
if ( n < 0 )
|
||
|
{
|
||
|
gi.Printf( "bad %s in NPC '%s'\n", token, NPCName );
|
||
|
continue;
|
||
|
}
|
||
|
if (n != 100)
|
||
|
{
|
||
|
NPC->s.modelScale[2] = n/100.0f;
|
||
|
}
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
//===AI STATS=====================================================================
|
||
|
// aggression
|
||
|
if ( !Q_stricmp( token, "aggression" ) ) {
|
||
|
if ( COM_ParseInt( &p, &n ) ) {
|
||
|
SkipRestOfLine( &p );
|
||
|
continue;
|
||
|
}
|
||
|
if ( n < 1 || n > 5 ) {
|
||
|
gi.Printf( "bad %s in NPC '%s'\n", token, NPCName );
|
||
|
continue;
|
||
|
}
|
||
|
if ( NPC->NPC )
|
||
|
{
|
||
|
stats->aggression = n;
|
||
|
}
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// aim
|
||
|
if ( !Q_stricmp( token, "aim" ) ) {
|
||
|
if ( COM_ParseInt( &p, &n ) ) {
|
||
|
SkipRestOfLine( &p );
|
||
|
continue;
|
||
|
}
|
||
|
if ( n < 1 || n > 5 ) {
|
||
|
gi.Printf( "bad %s in NPC '%s'\n", token, NPCName );
|
||
|
continue;
|
||
|
}
|
||
|
if ( NPC->NPC )
|
||
|
{
|
||
|
stats->aim = n;
|
||
|
}
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// earshot
|
||
|
if ( !Q_stricmp( token, "earshot" ) ) {
|
||
|
if ( COM_ParseFloat( &p, &f ) ) {
|
||
|
SkipRestOfLine( &p );
|
||
|
continue;
|
||
|
}
|
||
|
if ( f < 0.0f )
|
||
|
{
|
||
|
gi.Printf( "bad %s in NPC '%s'\n", token, NPCName );
|
||
|
continue;
|
||
|
}
|
||
|
if ( NPC->NPC )
|
||
|
{
|
||
|
stats->earshot = f;
|
||
|
}
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// evasion
|
||
|
if ( !Q_stricmp( token, "evasion" ) )
|
||
|
{
|
||
|
if ( COM_ParseInt( &p, &n ) )
|
||
|
{
|
||
|
SkipRestOfLine( &p );
|
||
|
continue;
|
||
|
}
|
||
|
if ( n < 1 || n > 5 )
|
||
|
{
|
||
|
gi.Printf( S_COLOR_YELLOW"WARNING: bad %s in NPC '%s'\n", token, NPCName );
|
||
|
continue;
|
||
|
}
|
||
|
if ( NPC->NPC )
|
||
|
{
|
||
|
stats->evasion = n;
|
||
|
}
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// hfov
|
||
|
if ( !Q_stricmp( token, "hfov" ) ) {
|
||
|
if ( COM_ParseInt( &p, &n ) ) {
|
||
|
SkipRestOfLine( &p );
|
||
|
continue;
|
||
|
}
|
||
|
if ( n < 30 || n > 180 ) {
|
||
|
gi.Printf( "bad %s in NPC '%s'\n", token, NPCName );
|
||
|
continue;
|
||
|
}
|
||
|
if ( NPC->NPC )
|
||
|
{
|
||
|
stats->hfov = n;// / 2; //FIXME: Why was this being done?!
|
||
|
}
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// intelligence
|
||
|
if ( !Q_stricmp( token, "intelligence" ) ) {
|
||
|
if ( COM_ParseInt( &p, &n ) ) {
|
||
|
SkipRestOfLine( &p );
|
||
|
continue;
|
||
|
}
|
||
|
if ( n < 1 || n > 5 ) {
|
||
|
gi.Printf( "bad %s in NPC '%s'\n", token, NPCName );
|
||
|
continue;
|
||
|
}
|
||
|
if ( NPC->NPC )
|
||
|
{
|
||
|
stats->intelligence = n;
|
||
|
}
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// move
|
||
|
if ( !Q_stricmp( token, "move" ) ) {
|
||
|
if ( COM_ParseInt( &p, &n ) ) {
|
||
|
SkipRestOfLine( &p );
|
||
|
continue;
|
||
|
}
|
||
|
if ( n < 1 || n > 5 ) {
|
||
|
gi.Printf( "bad %s in NPC '%s'\n", token, NPCName );
|
||
|
continue;
|
||
|
}
|
||
|
if ( NPC->NPC )
|
||
|
{
|
||
|
stats->move = n;
|
||
|
}
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// reactions
|
||
|
if ( !Q_stricmp( token, "reactions" ) ) {
|
||
|
if ( COM_ParseInt( &p, &n ) ) {
|
||
|
SkipRestOfLine( &p );
|
||
|
continue;
|
||
|
}
|
||
|
if ( n < 1 || n > 5 ) {
|
||
|
gi.Printf( "bad %s in NPC '%s'\n", token, NPCName );
|
||
|
continue;
|
||
|
}
|
||
|
if ( NPC->NPC )
|
||
|
{
|
||
|
stats->reactions = n;
|
||
|
}
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// shootDistance
|
||
|
if ( !Q_stricmp( token, "saberColor" ) ) {
|
||
|
if ( COM_ParseString( &p, &value ) )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
if ( NPC->client )
|
||
|
{
|
||
|
NPC->client->ps.saberColor = TranslateSaberColor( value );
|
||
|
}
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// shootDistance
|
||
|
if ( !Q_stricmp( token, "shootDistance" ) ) {
|
||
|
if ( COM_ParseFloat( &p, &f ) ) {
|
||
|
SkipRestOfLine( &p );
|
||
|
continue;
|
||
|
}
|
||
|
if ( f < 0.0f )
|
||
|
{
|
||
|
gi.Printf( "bad %s in NPC '%s'\n", token, NPCName );
|
||
|
continue;
|
||
|
}
|
||
|
if ( NPC->NPC )
|
||
|
{
|
||
|
stats->shootDistance = f;
|
||
|
}
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// shootDistance
|
||
|
if ( !Q_stricmp( token, "health" ) )
|
||
|
{
|
||
|
if ( COM_ParseInt( &p, &n ) )
|
||
|
{
|
||
|
SkipRestOfLine( &p );
|
||
|
continue;
|
||
|
}
|
||
|
if ( n < 0 )
|
||
|
{
|
||
|
gi.Printf( S_COLOR_YELLOW"WARNING: bad %s in NPC '%s'\n", token, NPCName );
|
||
|
continue;
|
||
|
}
|
||
|
if ( NPC->NPC )
|
||
|
{
|
||
|
stats->health = n;
|
||
|
}
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// vfov
|
||
|
if ( !Q_stricmp( token, "vfov" ) ) {
|
||
|
if ( COM_ParseInt( &p, &n ) ) {
|
||
|
SkipRestOfLine( &p );
|
||
|
continue;
|
||
|
}
|
||
|
if ( n < 30 || n > 180 ) {
|
||
|
gi.Printf( "bad %s in NPC '%s'\n", token, NPCName );
|
||
|
continue;
|
||
|
}
|
||
|
if ( NPC->NPC )
|
||
|
{
|
||
|
stats->vfov = n / 2;
|
||
|
}
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// vigilance
|
||
|
if ( !Q_stricmp( token, "vigilance" ) ) {
|
||
|
if ( COM_ParseFloat( &p, &f ) ) {
|
||
|
SkipRestOfLine( &p );
|
||
|
continue;
|
||
|
}
|
||
|
if ( f < 0.0f )
|
||
|
{
|
||
|
gi.Printf( "bad %s in NPC '%s'\n", token, NPCName );
|
||
|
continue;
|
||
|
}
|
||
|
if ( NPC->NPC )
|
||
|
{
|
||
|
stats->vigilance = f;
|
||
|
}
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// visrange
|
||
|
if ( !Q_stricmp( token, "visrange" ) ) {
|
||
|
if ( COM_ParseFloat( &p, &f ) ) {
|
||
|
SkipRestOfLine( &p );
|
||
|
continue;
|
||
|
}
|
||
|
if ( f < 0.0f )
|
||
|
{
|
||
|
gi.Printf( "bad %s in NPC '%s'\n", token, NPCName );
|
||
|
continue;
|
||
|
}
|
||
|
if ( NPC->NPC )
|
||
|
{
|
||
|
stats->visrange = f;
|
||
|
}
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// race
|
||
|
// if ( !Q_stricmp( token, "race" ) )
|
||
|
// {
|
||
|
// if ( COM_ParseString( &p, &value ) )
|
||
|
// {
|
||
|
// continue;
|
||
|
// }
|
||
|
// NPC->client->race = TranslateRaceName(value);
|
||
|
// continue;
|
||
|
// }
|
||
|
|
||
|
// rank
|
||
|
if ( !Q_stricmp( token, "rank" ) )
|
||
|
{
|
||
|
if ( COM_ParseString( &p, &value ) )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
if ( NPC->NPC )
|
||
|
{
|
||
|
NPC->NPC->rank = TranslateRankName(value);
|
||
|
}
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// fullName
|
||
|
if ( !Q_stricmp( token, "fullName" ) )
|
||
|
{
|
||
|
if ( COM_ParseString( &p, &value ) )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
NPC->fullName = G_NewString(value);
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// playerTeam
|
||
|
if ( !Q_stricmp( token, "playerTeam" ) )
|
||
|
{
|
||
|
if ( COM_ParseString( &p, &value ) )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
NPC->client->playerTeam = TranslateTeamName(value);
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// enemyTeam
|
||
|
if ( !Q_stricmp( token, "enemyTeam" ) )
|
||
|
{
|
||
|
if ( COM_ParseString( &p, &value ) )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
NPC->client->enemyTeam = TranslateTeamName(value);
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// class
|
||
|
if ( !Q_stricmp( token, "class" ) )
|
||
|
{
|
||
|
if ( COM_ParseString( &p, &value ) )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
NPC->client->NPC_class = TranslateClassName(value);
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// dismemberment probability for head
|
||
|
if ( !Q_stricmp( token, "dismemberProbHead" ) ) {
|
||
|
if ( COM_ParseInt( &p, &n ) ) {
|
||
|
SkipRestOfLine( &p );
|
||
|
continue;
|
||
|
}
|
||
|
if ( n < 0 )
|
||
|
{
|
||
|
gi.Printf( "bad %s in NPC '%s'\n", token, NPCName );
|
||
|
continue;
|
||
|
}
|
||
|
if ( NPC->NPC )
|
||
|
{
|
||
|
NPC->client->dismemberProbHead = n;
|
||
|
}
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// dismemberment probability for arms
|
||
|
if ( !Q_stricmp( token, "dismemberProbArms" ) ) {
|
||
|
if ( COM_ParseInt( &p, &n ) ) {
|
||
|
SkipRestOfLine( &p );
|
||
|
continue;
|
||
|
}
|
||
|
if ( n < 0 )
|
||
|
{
|
||
|
gi.Printf( "bad %s in NPC '%s'\n", token, NPCName );
|
||
|
continue;
|
||
|
}
|
||
|
if ( NPC->NPC )
|
||
|
{
|
||
|
NPC->client->dismemberProbArms = n;
|
||
|
}
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// dismemberment probability for waist
|
||
|
if ( !Q_stricmp( token, "dismemberProbWaist" ) ) {
|
||
|
if ( COM_ParseInt( &p, &n ) ) {
|
||
|
SkipRestOfLine( &p );
|
||
|
continue;
|
||
|
}
|
||
|
if ( n < 0 )
|
||
|
{
|
||
|
gi.Printf( "bad %s in NPC '%s'\n", token, NPCName );
|
||
|
continue;
|
||
|
}
|
||
|
if ( NPC->NPC )
|
||
|
{
|
||
|
NPC->client->dismemberProbWaist = n;
|
||
|
}
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// dismemberment probability for legs
|
||
|
if ( !Q_stricmp( token, "dismemberProbLegs" ) ) {
|
||
|
if ( COM_ParseInt( &p, &n ) ) {
|
||
|
SkipRestOfLine( &p );
|
||
|
continue;
|
||
|
}
|
||
|
if ( n < 0 )
|
||
|
{
|
||
|
gi.Printf( "bad %s in NPC '%s'\n", token, NPCName );
|
||
|
continue;
|
||
|
}
|
||
|
if ( NPC->NPC )
|
||
|
{
|
||
|
NPC->client->dismemberProbLegs = n;
|
||
|
}
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
//===MOVEMENT STATS============================================================
|
||
|
|
||
|
if ( !Q_stricmp( token, "width" ) )
|
||
|
{
|
||
|
if ( COM_ParseInt( &p, &n ) )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
NPC->mins[0] = NPC->mins[1] = -n;
|
||
|
NPC->maxs[0] = NPC->maxs[1] = n;
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if ( !Q_stricmp( token, "height" ) )
|
||
|
{
|
||
|
if ( COM_ParseInt( &p, &n ) )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
NPC->mins[2] = DEFAULT_MINS_2;//Cannot change
|
||
|
NPC->maxs[2] = NPC->client->standheight = n + DEFAULT_MINS_2;
|
||
|
NPC->radius = n;
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if ( !Q_stricmp( token, "crouchheight" ) )
|
||
|
{
|
||
|
if ( COM_ParseInt( &p, &n ) )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
NPC->client->crouchheight = n + DEFAULT_MINS_2;
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if ( !Q_stricmp( token, "movetype" ) )
|
||
|
{
|
||
|
if ( COM_ParseString( &p, &value ) )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if ( NPC->NPC )
|
||
|
{
|
||
|
stats->moveType = (movetype_t)MoveTypeNameToEnum(value);
|
||
|
}
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// yawSpeed
|
||
|
if ( !Q_stricmp( token, "yawSpeed" ) ) {
|
||
|
if ( COM_ParseInt( &p, &n ) ) {
|
||
|
SkipRestOfLine( &p );
|
||
|
continue;
|
||
|
}
|
||
|
if ( n <= 0) {
|
||
|
gi.Printf( "bad %s in NPC '%s'\n", token, NPCName );
|
||
|
continue;
|
||
|
}
|
||
|
if ( NPC->NPC )
|
||
|
{
|
||
|
stats->yawSpeed = ((float)(n));
|
||
|
}
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// walkSpeed
|
||
|
if ( !Q_stricmp( token, "walkSpeed" ) )
|
||
|
{
|
||
|
if ( COM_ParseInt( &p, &n ) )
|
||
|
{
|
||
|
SkipRestOfLine( &p );
|
||
|
continue;
|
||
|
}
|
||
|
if ( n < 0 )
|
||
|
{
|
||
|
gi.Printf( S_COLOR_YELLOW"WARNING: bad %s in NPC '%s'\n", token, NPCName );
|
||
|
continue;
|
||
|
}
|
||
|
if ( NPC->NPC )
|
||
|
{
|
||
|
stats->walkSpeed = n;
|
||
|
}
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
//runSpeed
|
||
|
if ( !Q_stricmp( token, "runSpeed" ) )
|
||
|
{
|
||
|
if ( COM_ParseInt( &p, &n ) )
|
||
|
{
|
||
|
SkipRestOfLine( &p );
|
||
|
continue;
|
||
|
}
|
||
|
if ( n < 0 )
|
||
|
{
|
||
|
gi.Printf( S_COLOR_YELLOW"WARNING: bad %s in NPC '%s'\n", token, NPCName );
|
||
|
continue;
|
||
|
}
|
||
|
if ( NPC->NPC )
|
||
|
{
|
||
|
stats->runSpeed = n;
|
||
|
}
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
//acceleration
|
||
|
if ( !Q_stricmp( token, "acceleration" ) )
|
||
|
{
|
||
|
if ( COM_ParseInt( &p, &n ) )
|
||
|
{
|
||
|
SkipRestOfLine( &p );
|
||
|
continue;
|
||
|
}
|
||
|
if ( n < 0 )
|
||
|
{
|
||
|
gi.Printf( S_COLOR_YELLOW"WARNING: bad %s in NPC '%s'\n", token, NPCName );
|
||
|
continue;
|
||
|
}
|
||
|
if ( NPC->NPC )
|
||
|
{
|
||
|
stats->acceleration = n;
|
||
|
}
|
||
|
continue;
|
||
|
}
|
||
|
//===MISC===============================================================================
|
||
|
// default behavior
|
||
|
if ( !Q_stricmp( token, "behavior" ) )
|
||
|
{
|
||
|
if ( COM_ParseInt( &p, &n ) )
|
||
|
{
|
||
|
SkipRestOfLine( &p );
|
||
|
continue;
|
||
|
}
|
||
|
if ( n < BS_DEFAULT || n >= NUM_BSTATES )
|
||
|
{
|
||
|
gi.Printf( S_COLOR_YELLOW"WARNING: bad %s in NPC '%s'\n", token, NPCName );
|
||
|
continue;
|
||
|
}
|
||
|
if ( NPC->NPC )
|
||
|
{
|
||
|
NPC->NPC->defaultBehavior = (bState_t)(n);
|
||
|
}
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// snd
|
||
|
if ( !Q_stricmp( token, "snd" ) ) {
|
||
|
if ( COM_ParseString( &p, &value ) ) {
|
||
|
continue;
|
||
|
}
|
||
|
if ( !(NPC->svFlags&SVF_NO_BASIC_SOUNDS) )
|
||
|
{
|
||
|
//FIXME: store this in some sound field or parse in the soundTable like the animTable...
|
||
|
Q_strncpyz( sound, value, sizeof( sound ) );
|
||
|
patch = strstr( sound, "/" );
|
||
|
if ( patch )
|
||
|
{
|
||
|
*patch = 0;
|
||
|
}
|
||
|
ci->customBasicSoundDir = G_NewString( sound );
|
||
|
}
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// sndcombat
|
||
|
if ( !Q_stricmp( token, "sndcombat" ) ) {
|
||
|
if ( COM_ParseString( &p, &value ) ) {
|
||
|
continue;
|
||
|
}
|
||
|
if ( !(NPC->svFlags&SVF_NO_COMBAT_SOUNDS) )
|
||
|
{
|
||
|
//FIXME: store this in some sound field or parse in the soundTable like the animTable...
|
||
|
Q_strncpyz( sound, value, sizeof( sound ) );
|
||
|
patch = strstr( sound, "/" );
|
||
|
if ( patch )
|
||
|
{
|
||
|
*patch = 0;
|
||
|
}
|
||
|
ci->customCombatSoundDir = G_NewString( sound );
|
||
|
}
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// sndextra
|
||
|
if ( !Q_stricmp( token, "sndextra" ) ) {
|
||
|
if ( COM_ParseString( &p, &value ) ) {
|
||
|
continue;
|
||
|
}
|
||
|
if ( !(NPC->svFlags&SVF_NO_EXTRA_SOUNDS) )
|
||
|
{
|
||
|
//FIXME: store this in some sound field or parse in the soundTable like the animTable...
|
||
|
Q_strncpyz( sound, value, sizeof( sound ) );
|
||
|
patch = strstr( sound, "/" );
|
||
|
if ( patch )
|
||
|
{
|
||
|
*patch = 0;
|
||
|
}
|
||
|
ci->customExtraSoundDir = G_NewString( sound );
|
||
|
}
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// sndjedi
|
||
|
if ( !Q_stricmp( token, "sndjedi" ) ) {
|
||
|
if ( COM_ParseString( &p, &value ) ) {
|
||
|
continue;
|
||
|
}
|
||
|
if ( !(NPC->svFlags&SVF_NO_EXTRA_SOUNDS) )
|
||
|
{
|
||
|
//FIXME: store this in some sound field or parse in the soundTable like the animTable...
|
||
|
Q_strncpyz( sound, value, sizeof( sound ) );
|
||
|
patch = strstr( sound, "/" );
|
||
|
if ( patch )
|
||
|
{
|
||
|
*patch = 0;
|
||
|
}
|
||
|
ci->customJediSoundDir = G_NewString( sound );
|
||
|
}
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
gi.Printf( "WARNING: unknown keyword '%s' while parsing '%s'\n", token, NPCName );
|
||
|
SkipRestOfLine( &p );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
ci->infoValid = qfalse;
|
||
|
|
||
|
/*
|
||
|
Ghoul2 Insert Start
|
||
|
*/
|
||
|
if ( !md3Model )
|
||
|
{
|
||
|
NPC->weaponModel = -1;
|
||
|
G_SetG2PlayerModel( NPC, playerModel, customSkin, surfOff, surfOn );
|
||
|
}
|
||
|
/*
|
||
|
Ghoul2 Insert End
|
||
|
*/
|
||
|
if( NPCsPrecached )
|
||
|
{//Spawning in after initial precache, our models are precached, we just need to set our clientInfo
|
||
|
CG_RegisterClientModels( NPC->s.number );
|
||
|
CG_RegisterNPCCustomSounds( ci );
|
||
|
CG_RegisterNPCEffects( NPC->client->playerTeam );
|
||
|
}
|
||
|
|
||
|
return qtrue;
|
||
|
}
|
||
|
|
||
|
void NPC_LoadParms( void )
|
||
|
{
|
||
|
int len, totallen, npcExtFNLen, mainBlockLen, fileCnt, i;
|
||
|
const char filename[] = "ext_data/NPCs.cfg";
|
||
|
char *buffer, *holdChar, *marker;
|
||
|
char npcExtensionListBuf[2048]; // The list of file names read in
|
||
|
|
||
|
//First, load in the npcs.cfg
|
||
|
gi.Printf( "Parsing %s\n", filename );
|
||
|
len = gi.FS_ReadFile( filename, (void **) &buffer );
|
||
|
if ( len == -1 ) {
|
||
|
gi.Printf( "file not found\n" );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( len >= MAX_NPC_DATA_SIZE ) {
|
||
|
G_Error( "ext_data/NPCs.cfg is too large" );
|
||
|
}
|
||
|
|
||
|
strncpy( NPCParms, buffer, sizeof( NPCParms ) - 1 );
|
||
|
gi.FS_FreeFile( buffer );
|
||
|
|
||
|
//remember where to store the next one
|
||
|
totallen = mainBlockLen = len;
|
||
|
marker = NPCParms+totallen;
|
||
|
|
||
|
//now load in the extra .npc extensions
|
||
|
fileCnt = gi.FS_GetFileList("ext_data", ".npc", npcExtensionListBuf, sizeof(npcExtensionListBuf) );
|
||
|
|
||
|
holdChar = npcExtensionListBuf;
|
||
|
for ( i = 0; i < fileCnt; i++, holdChar += npcExtFNLen + 1 )
|
||
|
{
|
||
|
npcExtFNLen = strlen( holdChar );
|
||
|
|
||
|
gi.Printf( "Parsing %s\n", holdChar );
|
||
|
|
||
|
len = gi.FS_ReadFile( va( "ext_data/%s", holdChar), (void **) &buffer );
|
||
|
|
||
|
if ( len == -1 )
|
||
|
{
|
||
|
gi.Printf( "error reading file\n" );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( totallen + len >= MAX_NPC_DATA_SIZE ) {
|
||
|
G_Error( "NPC extensions (*.npc) are too large" );
|
||
|
}
|
||
|
strcat( marker, buffer );
|
||
|
gi.FS_FreeFile( buffer );
|
||
|
|
||
|
totallen += len;
|
||
|
marker = NPCParms+totallen;
|
||
|
}
|
||
|
}
|
||
|
}
|