jedioutcast/code/game/NPC_stats.cpp
2013-04-04 16:05:53 -05:00

2257 lines
50 KiB
C++

//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 );
//#define CONVENIENT_ANIMATION_FILE_DEBUG_THING
#ifdef CONVENIENT_ANIMATION_FILE_DEBUG_THING
void SpewDebugStuffToFile(animation_t *bgGlobalAnimations)
{
char BGPAFtext[40000];
fileHandle_t f;
int i = 0;
gi.FS_FOpenFile("file_of_debug_stuff_SP.txt", &f, FS_WRITE);
if (!f)
{
return;
}
BGPAFtext[0] = 0;
while (i < MAX_ANIMATIONS)
{
strcat(BGPAFtext, va("%i %i\n", i, bgGlobalAnimations[i].frameLerp));
i++;
}
gi.FS_Write(BGPAFtext, strlen(BGPAFtext), f);
gi.FS_FCloseFile(f);
}
#endif
/*
======================
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));
}
#ifdef CONVENIENT_ANIMATION_FILE_DEBUG_THING
if (strstr(af_filename, "humanoid"))
{
SpewDebugStuffToFile(animations);
}
#endif
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;
}
}
}