//NPC_stats.cpp // leave this line at the top for all NPC_xxxx.cpp files... #include "g_headers.h" #include "b_local.h" #include "b_public.h" #include "anims.h" extern qboolean NPCsPrecached; extern vec3_t playerMins; extern vec3_t playerMaxs; char *TeamNames[TEAM_NUM_TEAMS] = { "", // "starfleet", // "borg", // "parasite", // "scavengers", // "klingon", // "malon", // "hirogen", // "imperial", // "stasis", // "species8472", // "dreadnought", // "forge", // "disguise", // "player (not valid)" "player", "enemy", "neutral" }; // this list was made using the model directories, this MUST be in the same order as the CLASS_ enum in teams.h char *ClassNames[CLASS_NUM_CLASSES] = { "", // class none "atst", "bartender", "bespin_cop", "claw", "commando", "desann", "fish", "flier2", "galak", "glider", "gonk", "gran", "howler", "imperial", "impworker", "interrogator", "jan", "jedi", "kyle", "lando", "lizard", "luke", "mark1", "mark2", "galak_mech", "minemonster", "monmotha", "morgankatarn", "mouse", "murjj", "prisoner", "probe", "protocol", "r2d2", "r5d2", "rebel", "reborn", "reelo", "remote", "rodian", "seeker", "sentry", "shadowtrooper", "stormtrooper", "swamp", "swamptrooper", "tavion", "trandoshan", "ugnaught", "weequay", }; /* NPC_ReactionTime */ //FIXME use grandom in here int NPC_ReactionTime ( void ) { return 200 * ( 6 - NPCInfo->stats.reactions ); } // // parse support routines // qboolean G_ParseLiteral( const char **data, const char *string ) { const char *token; token = COM_ParseExt( data, qtrue ); if ( token[0] == 0 ) { gi.Printf( "unexpected EOF\n" ); return qtrue; } if ( Q_stricmp( token, string ) ) { gi.Printf( "required string '%s' missing\n", string ); return qtrue; } return qfalse; } // // NPC parameters file : scripts/NPCs.cfg // #define MAX_NPC_DATA_SIZE 0x10000 char NPCParms[MAX_NPC_DATA_SIZE]; team_t TranslateTeamName( const char *name ) { for ( int n = (TEAM_FREE + 1); n < TEAM_NUM_TEAMS; n++ ) { if ( Q_stricmp( TeamNames[n], name ) == 0 ) { return ((team_t) n); } } return TEAM_FREE; } class_t TranslateClassName( const char *name ) { for ( int n = (CLASS_NONE + 1); n < CLASS_NUM_CLASSES; n++ ) { if ( Q_stricmp( ClassNames[n], name ) == 0 ) { return ((class_t) n); } } return CLASS_NONE; // I hope this never happens, maybe print a warning } /* static race_t TranslateRaceName( const char *name ) { if ( !Q_stricmp( name, "human" ) ) { return RACE_HUMAN; } return RACE_NONE; } */ /* static rank_t TranslateRankName( const char *name ) Should be used to determine pip bolt-ons */ static rank_t TranslateRankName( const char *name ) { if ( !Q_stricmp( name, "civilian" ) ) { return RANK_CIVILIAN; } if ( !Q_stricmp( name, "crewman" ) ) { return RANK_CREWMAN; } if ( !Q_stricmp( name, "ensign" ) ) { return RANK_ENSIGN; } if ( !Q_stricmp( name, "ltjg" ) ) { return RANK_LT_JG; } if ( !Q_stricmp( name, "lt" ) ) { return RANK_LT; } if ( !Q_stricmp( name, "ltcomm" ) ) { return RANK_LT_COMM; } if ( !Q_stricmp( name, "commander" ) ) { return RANK_COMMANDER; } if ( !Q_stricmp( name, "captain" ) ) { return RANK_CAPTAIN; } return RANK_CIVILIAN; } static saber_colors_t TranslateSaberColor( const char *name ) { if ( !Q_stricmp( name, "red" ) ) { return SABER_RED; } if ( !Q_stricmp( name, "orange" ) ) { return SABER_ORANGE; } if ( !Q_stricmp( name, "yellow" ) ) { return SABER_YELLOW; } if ( !Q_stricmp( name, "green" ) ) { return SABER_GREEN; } if ( !Q_stricmp( name, "blue" ) ) { return SABER_BLUE; } if ( !Q_stricmp( name, "purple" ) ) { return SABER_PURPLE; } if ( !Q_stricmp( name, "random" ) ) { return ((saber_colors_t)(Q_irand( SABER_ORANGE, SABER_PURPLE ))); } return SABER_BLUE; } /* static int MethodNameToNumber( const char *name ) { if ( !Q_stricmp( name, "EXPONENTIAL" ) ) { return METHOD_EXPONENTIAL; } if ( !Q_stricmp( name, "LINEAR" ) ) { return METHOD_LINEAR; } if ( !Q_stricmp( name, "LOGRITHMIC" ) ) { return METHOD_LOGRITHMIC; } if ( !Q_stricmp( name, "ALWAYS" ) ) { return METHOD_ALWAYS; } if ( !Q_stricmp( name, "NEVER" ) ) { return METHOD_NEVER; } return -1; } static int ItemNameToNumber( const char *name, int itemType ) { // int n; for ( n = 0; n < bg_numItems; n++ ) { if ( bg_itemlist[n].type != itemType ) { continue; } if ( Q_stricmp( bg_itemlist[n].classname, name ) == 0 ) { return bg_itemlist[n].tag; } } return -1; } */ static int MoveTypeNameToEnum( const char *name ) { if(!Q_stricmp("runjump", name)) { return MT_RUNJUMP; } else if(!Q_stricmp("walk", name)) { return MT_WALK; } else if(!Q_stricmp("flyswim", name)) { return MT_FLYSWIM; } else if(!Q_stricmp("static", name)) { return MT_STATIC; } return MT_STATIC; } extern void CG_RegisterClientRenderInfo(clientInfo_t *ci, renderInfo_t *ri); extern void CG_RegisterClientModels (int entityNum); extern void CG_RegisterNPCCustomSounds( clientInfo_t *ci ); extern void CG_RegisterNPCEffects( team_t team ); extern void CG_ParseAnimationSndFile( const char *filename, int animFileIndex ); /* ====================== CG_ParseAnimationFile Read a configuration file containing animation coutns and rates models/players/visor/animation.cfg, etc ====================== */ qboolean G_ParseAnimationFile( const char *af_filename ) { const char *text_p; int len; int i; const char *token; float fps; int skip; char text[40000]; int animNum; animation_t *animations = level.knownAnimFileSets[level.numKnownAnimFileSets].animations; len = gi.RE_GetAnimationCFG(af_filename, NULL, 0); if (len <= 0) { return qfalse; } if ( len <= 0 ) { return qfalse; } if ( len >= sizeof( text ) - 1 ) { G_Error( "G_ParseAnimationFile: File %s too long\n (%d > %d)", af_filename, len, sizeof( text ) - 1); return qfalse; } len = gi.RE_GetAnimationCFG(af_filename, text, sizeof(text)); // parse the text text_p = text; skip = 0; // quiet the compiler warning //FIXME: have some way of playing anims backwards... negative numFrames? //initialize anim array so that from 0 to MAX_ANIMATIONS, set default values of 0 1 0 100 for(i = 0; i < MAX_ANIMATIONS; i++) { animations[i].firstFrame = 0; animations[i].numFrames = 0; animations[i].loopFrames = -1; animations[i].frameLerp = 100; animations[i].initialLerp = 100; } // read information for each frame while(1) { token = COM_Parse( &text_p ); if ( !token || !token[0]) { break; } animNum = GetIDForString(animTable, token); if(animNum == -1) { //#ifndef FINAL_BUILD #ifdef _DEBUG Com_Printf(S_COLOR_RED"WARNING: Unknown token %s in %s\n", token, af_filename); #endif continue; } token = COM_Parse( &text_p ); if ( !token ) { break; } animations[animNum].firstFrame = atoi( token ); token = COM_Parse( &text_p ); if ( !token ) { break; } animations[animNum].numFrames = atoi( token ); token = COM_Parse( &text_p ); if ( !token ) { break; } animations[animNum].loopFrames = atoi( token ); token = COM_Parse( &text_p ); if ( !token ) { break; } fps = atof( token ); if ( fps == 0 ) { fps = 1;//Don't allow divide by zero error } if ( fps < 0 ) {//backwards animations[animNum].frameLerp = floor(1000.0f / fps); } else { animations[animNum].frameLerp = ceil(1000.0f / fps); } animations[animNum].initialLerp = ceil(1000.0f / fabs(fps)); } return qtrue; } qboolean G_ParseAnimFileSet( const char *filename, const char *animCFG, int *animFileIndex ) { char afilename[MAX_QPATH]; char strippedName[MAX_QPATH]; int i; char *slash; Q_strncpyz( strippedName, filename, sizeof(strippedName), qtrue); slash = strchr( strippedName, '/' ); if ( slash ) { // truncate modelName to find just the dir not the extension *slash = 0; } //if this anims file was loaded before, don't parse it again, just point to the correct table of info for ( i = 0; i < level.numKnownAnimFileSets; i++ ) { if ( Q_stricmp(level.knownAnimFileSets[i].filename, strippedName ) == 0 ) { *animFileIndex = i; CG_ParseAnimationSndFile( strippedName, *animFileIndex ); return qtrue; } } if ( level.numKnownAnimFileSets == MAX_ANIM_FILES ) {//TOO MANY! G_Error( "G_ParseAnimFileSet: MAX_ANIM_FILES" ); } //Okay, time to parse in a new one Q_strncpyz( level.knownAnimFileSets[level.numKnownAnimFileSets].filename, strippedName, sizeof( level.knownAnimFileSets[level.numKnownAnimFileSets].filename ) ); // Load and parse animations.cfg file Com_sprintf( afilename, sizeof( afilename ), "models/players/%s/animation.cfg", animCFG ); if ( !G_ParseAnimationFile( afilename ) ) { *animFileIndex = -1; return qfalse; } //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] ); //now load and parse the animation.cfg, animsounds.cfg and set the animFileIndex if ( !GLAName) { Com_Printf( S_COLOR_RED"Failed find animation file name models/players/%s/animation.cfg\n", modelName ); strippedName="broken"; } else { 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[MAX_QPATH]; if ( !Q_stricmp( "random", spawner->NPC_type ) ) {//sorry, can't precache a random just yet return; } strcpy(customSkin,"default"); 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; } Q_strncpyz( customSkin, value, sizeof(customSkin), qtrue); 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[MAX_QPATH]; 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]; strcpy(customSkin,"default"); 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->dismemberProbHands = 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; } Q_strncpyz( customSkin, value, sizeof(customSkin), qtrue); 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 hands if ( !Q_stricmp( token, "dismemberProbHands" ) ) { 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->dismemberProbHands = 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; } } }