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/*
===========================================================================
Return to Castle Wolfenstein multiplayer GPL Source Code
Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company.
This file is part of the Return to Castle Wolfenstein multiplayer GPL Source Code (RTCW MP Source Code).
RTCW MP Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
RTCW MP Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with RTCW MP Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the RTCW MP Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the RTCW MP Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
//===========================================================================
//
// Name: g_script.c
// Function: Wolfenstein Entity Scripting
// Programmer: Ridah
// Tab Size: 4 (real tabs)
//===========================================================================
#include "g_local.h"
#include "../qcommon/q_shared.h"
/*
Scripting that allows the designers to control the behaviour of entities
according to each different scenario.
*/
vmCvar_t g_scriptDebug;
//
//====================================================================
//
// action functions need to be declared here so they can be accessed in the scriptAction table
qboolean G_ScriptAction_GotoMarker( gentity_t *ent, char *params );
qboolean G_ScriptAction_Wait( gentity_t *ent, char *params );
qboolean G_ScriptAction_Trigger( gentity_t *ent, char *params );
qboolean G_ScriptAction_PlaySound( gentity_t *ent, char *params );
qboolean G_ScriptAction_PlayAnim( gentity_t *ent, char *params );
qboolean G_ScriptAction_AlertEntity( gentity_t *ent, char *params );
qboolean G_ScriptAction_Accum( gentity_t *ent, char *params );
qboolean G_ScriptAction_MissionFailed( gentity_t *ent, char *params );
qboolean G_ScriptAction_MissionSuccess( gentity_t *ent, char *params );
qboolean G_ScriptAction_Print( gentity_t *ent, char *params );
qboolean G_ScriptAction_FaceAngles( gentity_t *ent, char *params );
qboolean G_ScriptAction_ResetScript( gentity_t *ent, char *params );
qboolean G_ScriptAction_TagConnect( gentity_t *ent, char *params );
qboolean G_ScriptAction_Halt( gentity_t *ent, char *params );
qboolean G_ScriptAction_StopSound( gentity_t *ent, char *params );
qboolean G_ScriptAction_StartCam( gentity_t *ent, char *params );
qboolean G_ScriptAction_EntityScriptName( gentity_t *ent, char *params );
qboolean G_ScriptAction_AIScriptName( gentity_t *ent, char *params );
// DHM - Nerve :: Multiplayer scripting commands
qboolean G_ScriptAction_MapDescription( gentity_t *ent, char *params );
qboolean G_ScriptAction_AxisRespawntime( gentity_t *ent, char *params );
qboolean G_ScriptAction_AlliedRespawntime( gentity_t *ent, char *params );
qboolean G_ScriptAction_NumberofObjectives( gentity_t *ent, char *params );
qboolean G_ScriptAction_ObjectiveAxisDesc( gentity_t *ent, char *params );
qboolean G_ScriptAction_ObjectiveShortAxisDesc( gentity_t *ent, char *params ); // NERVE - SMF
qboolean G_ScriptAction_ObjectiveAlliedDesc( gentity_t *ent, char *params );
qboolean G_ScriptAction_ObjectiveShortAlliedDesc( gentity_t *ent, char *params ); // NERVE - SMF
qboolean G_ScriptAction_ObjectiveImage( gentity_t *ent, char *params );
qboolean G_ScriptAction_SetWinner( gentity_t *ent, char *params );
qboolean G_ScriptAction_SetObjectiveStatus( gentity_t *ent, char *params );
qboolean G_ScriptAction_SetDefendingTeam( gentity_t *ent, char *params ); // NERVE - SMF
qboolean G_ScriptAction_Announce( gentity_t *ent, char *params );
qboolean G_ScriptAction_EndRound( gentity_t *ent, char *params );
qboolean G_ScriptAction_SetRoundTimelimit( gentity_t *ent, char *params );
qboolean G_ScriptAction_OverviewImage( gentity_t *ent, char *params ); // NERVE - SMF
qboolean G_ScriptAction_RemoveEntity( gentity_t *ent, char *params );
// dhm
// these are the actions that each event can call
g_script_stack_action_t gScriptActions[] =
{
{"gotomarker", G_ScriptAction_GotoMarker},
{"playsound", G_ScriptAction_PlaySound},
{"playanim", G_ScriptAction_PlayAnim},
{"wait", G_ScriptAction_Wait},
{"trigger", G_ScriptAction_Trigger},
{"alertentity", G_ScriptAction_AlertEntity},
{"accum", G_ScriptAction_Accum},
{"missionfailed", G_ScriptAction_MissionFailed},
{"missionsuccess", G_ScriptAction_MissionSuccess},
{"print", G_ScriptAction_Print},
{"faceangles", G_ScriptAction_FaceAngles},
{"resetscript", G_ScriptAction_ResetScript},
{"attachtotag", G_ScriptAction_TagConnect},
{"halt", G_ScriptAction_Halt},
{"stopsound", G_ScriptAction_StopSound},
// {"startcam", G_ScriptAction_StartCam},
{"entityscriptname",G_ScriptAction_EntityScriptName},
{"aiscriptname", G_ScriptAction_AIScriptName},
// DHM - Nerve :: multiplayer scripting commands start with "wm_" (Wolf Multiplayer)
{"wm_mapdescription", G_ScriptAction_MapDescription},
{"wm_axis_respawntime", G_ScriptAction_AxisRespawntime},
{"wm_allied_respawntime", G_ScriptAction_AlliedRespawntime},
{"wm_number_of_objectives", G_ScriptAction_NumberofObjectives},
{"wm_objective_axis_desc", G_ScriptAction_ObjectiveAxisDesc},
{"wm_objective_short_axis_desc", G_ScriptAction_ObjectiveShortAxisDesc}, // NERVE - SMF
{"wm_objective_allied_desc", G_ScriptAction_ObjectiveAlliedDesc},
{"wm_objective_short_allied_desc", G_ScriptAction_ObjectiveShortAlliedDesc}, // NERVE - SMF
{"wm_objective_image", G_ScriptAction_ObjectiveImage},
{"wm_setwinner", G_ScriptAction_SetWinner},
{"wm_set_objective_status", G_ScriptAction_SetObjectiveStatus},
{"wm_set_defending_team", G_ScriptAction_SetDefendingTeam},
{"wm_announce", G_ScriptAction_Announce},
{"wm_endround", G_ScriptAction_EndRound},
{"wm_set_round_timelimit", G_ScriptAction_SetRoundTimelimit},
{"wm_overview_image", G_ScriptAction_OverviewImage}, // NERVE - SMF
{"remove", G_ScriptAction_RemoveEntity},
// dhm
{NULL, 0}
};
qboolean G_Script_EventMatch_StringEqual( g_script_event_t *event, char *eventParm );
qboolean G_Script_EventMatch_IntInRange( g_script_event_t *event, char *eventParm );
// the list of events that can start an action sequence
g_script_event_define_t gScriptEvents[] =
{
{"spawn", 0}, // called as each character is spawned into the game
{"trigger", G_Script_EventMatch_StringEqual}, // something has triggered us (always followed by an identifier)
{"pain", G_Script_EventMatch_IntInRange}, // we've been hurt
{"death", 0}, // RIP
{"activate", G_Script_EventMatch_StringEqual}, // something has triggered us (always followed by an identifier)
{"stopcam", 0},
{NULL, 0}
};
extern int numSecrets;
/*
===============
G_Script_EventMatch_StringEqual
===============
*/
qboolean G_Script_EventMatch_StringEqual( g_script_event_t *event, char *eventParm ) {
if ( eventParm && !Q_strcasecmp( event->params, eventParm ) ) {
return qtrue;
} else {
return qfalse;
}
}
/*
===============
G_Script_EventMatch_IntInRange
===============
*/
qboolean G_Script_EventMatch_IntInRange( g_script_event_t *event, char *eventParm ) {
char *pString, *token;
int int1, int2, eInt;
// get the cast name
pString = eventParm;
token = COM_ParseExt( &pString, qfalse );
int1 = atoi( token );
token = COM_ParseExt( &pString, qfalse );
int2 = atoi( token );
eInt = atoi( event->params );
if ( eventParm && eInt > int1 && eInt <= int2 ) {
return qtrue;
} else {
return qfalse;
}
}
/*
===============
G_Script_EventForString
===============
*/
int G_Script_EventForString( char *string ) {
int i;
for ( i = 0; gScriptEvents[i].eventStr; i++ )
{
if ( !Q_strcasecmp( string, gScriptEvents[i].eventStr ) ) {
return i;
}
}
return -1;
}
/*
===============
G_Script_ActionForString
===============
*/
g_script_stack_action_t *G_Script_ActionForString( char *string ) {
int i;
for ( i = 0; gScriptActions[i].actionString; i++ )
{
if ( !Q_strcasecmp( string, gScriptActions[i].actionString ) ) {
if ( !Q_strcasecmp( string, "foundsecret" ) ) {
numSecrets++;
}
return &gScriptActions[i];
}
}
return NULL;
}
/*
=============
G_Script_ScriptLoad
Loads the script for the current level into the buffer
=============
*/
void G_Script_ScriptLoad( void ) {
char filename[MAX_QPATH];
vmCvar_t mapname;
fileHandle_t f;
int len;
trap_Cvar_Register( &g_scriptDebug, "g_scriptDebug", "0", 0 );
level.scriptEntity = NULL;
trap_Cvar_VariableStringBuffer( "g_scriptName", filename, sizeof( filename ) );
if ( strlen( filename ) > 0 ) {
trap_Cvar_Register( &mapname, "g_scriptName", "", CVAR_ROM );
} else {
trap_Cvar_Register( &mapname, "mapname", "", CVAR_SERVERINFO | CVAR_ROM );
}
Q_strncpyz( filename, "maps/", sizeof( filename ) );
Q_strcat( filename, sizeof( filename ), mapname.string );
// DHM - Nerve :: Support capture mode by loading appropriate script
if ( ( g_gametype.integer == GT_WOLF_CP ) || ( g_gametype.integer == GT_WOLF_CPH ) ) { // JPW NERVE added capture & hold
Q_strcat( filename, sizeof( filename ), "_cp" );
}
// dhm - Nerve
Q_strcat( filename, sizeof( filename ), ".script" );
len = trap_FS_FOpenFile( filename, &f, FS_READ );
// make sure we clear out the temporary scriptname
trap_Cvar_Set( "g_scriptName", "" );
if ( len < 0 ) {
return;
}
level.scriptEntity = G_Alloc( len );
trap_FS_Read( level.scriptEntity, len, f );
trap_FS_FCloseFile( f );
}
/*
==============
G_Script_ScriptParse
Parses the script for the given entity
==============
*/
#define MAX_SCRIPT_EVENTS 64
g_script_event_t g_temp_events[MAX_SCRIPT_EVENTS];
void G_Script_ScriptParse( gentity_t *ent ) {
char *pScript;
char *token;
qboolean wantName;
qboolean inScript;
int eventNum;
int numEventItems;
g_script_event_t *curEvent;
// DHM - Nerve :: Some of our multiplayer script commands have longer parameters
//char params[MAX_QPATH];
char params[MAX_INFO_STRING];
// dhm - end
g_script_stack_action_t *action;
int i;
int bracketLevel;
if ( !ent->scriptName ) {
return;
}
if ( !level.scriptEntity ) {
return;
}
pScript = level.scriptEntity;
wantName = qtrue;
inScript = qfalse;
COM_BeginParseSession( "G_Script_ScriptParse" );
bracketLevel = 0;
numEventItems = 0;
memset( g_temp_events, 0, sizeof( g_temp_events ) );
while ( 1 )
{
token = COM_Parse( &pScript );
if ( !token[0] ) {
if ( !wantName ) {
G_Error( "G_Script_ScriptParse(), Error (line %d): '}' expected, end of script found.\n", COM_GetCurrentParseLine() );
}
break;
}
// end of script
if ( token[0] == '}' ) {
if ( inScript ) {
break;
}
if ( wantName ) {
G_Error( "G_Script_ScriptParse(), Error (line %d): '}' found, but not expected.\n", COM_GetCurrentParseLine() );
}
wantName = qtrue;
} else if ( token[0] == '{' ) {
if ( wantName ) {
G_Error( "G_Script_ScriptParse(), Error (line %d): '{' found, NAME expected.\n", COM_GetCurrentParseLine() );
}
} else if ( wantName ) {
if ( !Q_strcasecmp( ent->scriptName, token ) ) {
inScript = qtrue;
numEventItems = 0;
}
wantName = qfalse;
} else if ( inScript ) {
//if ( !Q_strcasecmp( token, "attributes" ) ) {
// // read in all the attributes
// G_Script_CheckLevelAttributes( cs, ent, &pScript );
// continue;
//}
eventNum = G_Script_EventForString( token );
if ( eventNum < 0 ) {
G_Error( "G_Script_ScriptParse(), Error (line %d): unknown event: %s.\n", COM_GetCurrentParseLine(), token );
}
if ( numEventItems >= MAX_SCRIPT_EVENTS ) {
G_Error( "G_Script_ScriptParse(), Error (line %d): MAX_SCRIPT_EVENTS reached (%d)\n", COM_GetCurrentParseLine(), MAX_SCRIPT_EVENTS );
}
curEvent = &g_temp_events[numEventItems];
curEvent->eventNum = eventNum;
memset( params, 0, sizeof( params ) );
// parse any event params before the start of this event's actions
while ( ( token = COM_Parse( &pScript ) ) && ( token[0] != '{' ) )
{
if ( !token[0] ) {
G_Error( "G_Script_ScriptParse(), Error (line %d): '}' expected, end of script found.\n", COM_GetCurrentParseLine() );
}
if ( strlen( params ) ) { // add a space between each param
Q_strcat( params, sizeof( params ), " " );
}
Q_strcat( params, sizeof( params ), token );
}
if ( strlen( params ) ) { // copy the params into the event
curEvent->params = G_Alloc( strlen( params ) + 1 );
Q_strncpyz( curEvent->params, params, strlen( params ) + 1 );
}
// parse the actions for this event
while ( ( token = COM_Parse( &pScript ) ) && ( token[0] != '}' ) )
{
if ( !token[0] ) {
G_Error( "G_Script_ScriptParse(), Error (line %d): '}' expected, end of script found.\n", COM_GetCurrentParseLine() );
}
action = G_Script_ActionForString( token );
if ( !action ) {
G_Error( "G_Script_ScriptParse(), Error (line %d): unknown action: %s.\n", COM_GetCurrentParseLine(), token );
}
curEvent->stack.items[curEvent->stack.numItems].action = action;
memset( params, 0, sizeof( params ) );
token = COM_ParseExt( &pScript, qfalse );
for ( i = 0; token[0]; i++ )
{
if ( strlen( params ) ) { // add a space between each param
Q_strcat( params, sizeof( params ), " " );
}
// Special case: playsound's need to be cached on startup to prevent in-game pauses
if ( ( i == 0 ) && !Q_stricmp( action->actionString, "playsound" ) ) {
G_SoundIndex( token );
}
if ( strrchr( token,' ' ) ) { // need to wrap this param in quotes since it has more than one word
Q_strcat( params, sizeof( params ), "\"" );
}
Q_strcat( params, sizeof( params ), token );
if ( strrchr( token,' ' ) ) { // need to wrap this param in quotes since it has more than one word
Q_strcat( params, sizeof( params ), "\"" );
}
token = COM_ParseExt( &pScript, qfalse );
}
if ( strlen( params ) ) { // copy the params into the event
curEvent->stack.items[curEvent->stack.numItems].params = G_Alloc( strlen( params ) + 1 );
Q_strncpyz( curEvent->stack.items[curEvent->stack.numItems].params, params, strlen( params ) + 1 );
}
curEvent->stack.numItems++;
if ( curEvent->stack.numItems >= G_MAX_SCRIPT_STACK_ITEMS ) {
G_Error( "G_Script_ScriptParse(): script exceeded MAX_SCRIPT_ITEMS (%d), line %d\n", G_MAX_SCRIPT_STACK_ITEMS, COM_GetCurrentParseLine() );
}
}
numEventItems++;
} else // skip this character completely
{
// TTimo gcc: suggest parentheses around assignment used as truth value
while ( ( token = COM_Parse( &pScript ) ) )
{
if ( !token[0] ) {
G_Error( "G_Script_ScriptParse(), Error (line %d): '}' expected, end of script found.\n", COM_GetCurrentParseLine() );
} else if ( token[0] == '{' ) {
bracketLevel++;
} else if ( token[0] == '}' ) {
if ( !--bracketLevel ) {
break;
}
}
}
}
}
// alloc and copy the events into the gentity_t for this cast
if ( numEventItems > 0 ) {
ent->scriptEvents = G_Alloc( sizeof( g_script_event_t ) * numEventItems );
memcpy( ent->scriptEvents, g_temp_events, sizeof( g_script_event_t ) * numEventItems );
ent->numScriptEvents = numEventItems;
}
}
/*
================
G_Script_ScriptChange
================
*/
qboolean G_Script_ScriptRun( gentity_t *ent );
void G_Script_ScriptChange( gentity_t *ent, int newScriptNum ) {
g_script_status_t scriptStatusBackup;
// backup the current scripting
memcpy( &scriptStatusBackup, &ent->scriptStatus, sizeof( g_script_status_t ) );
// set the new script to this cast, and reset script status
ent->scriptStatus.scriptEventIndex = newScriptNum;
ent->scriptStatus.scriptStackHead = 0;
ent->scriptStatus.scriptStackChangeTime = level.time;
ent->scriptStatus.scriptId = scriptStatusBackup.scriptId + 1;
// try and run the script, if it doesn't finish, then abort the current script (discard backup)
if ( G_Script_ScriptRun( ent ) ) {
// completed successfully
memcpy( &ent->scriptStatus, &scriptStatusBackup, sizeof( g_script_status_t ) );
}
}
/*
================
G_Script_ScriptEvent
An event has occured, for which a script may exist
================
*/
void G_Script_ScriptEvent( gentity_t *ent, char *eventStr, char *params ) {
int i, eventNum;
eventNum = -1;
// find out which event this is
for ( i = 0; gScriptEvents[i].eventStr; i++ )
{
if ( !Q_strcasecmp( eventStr, gScriptEvents[i].eventStr ) ) { // match found
eventNum = i;
break;
}
}
if ( eventNum < 0 ) {
if ( g_cheats.integer ) { // dev mode
G_Printf( "devmode-> G_Script_ScriptEvent(), unknown event: %s\n", eventStr );
}
return;
}
// see if this entity has this event
for ( i = 0; i < ent->numScriptEvents; i++ )
{
if ( ent->scriptEvents[i].eventNum == eventNum ) {
if ( ( !ent->scriptEvents[i].params )
|| ( !gScriptEvents[eventNum].eventMatch || gScriptEvents[eventNum].eventMatch( &ent->scriptEvents[i], params ) ) ) {
G_Script_ScriptChange( ent, i );
break;
}
}
}
}
/*
=============
G_Script_ScriptRun
returns qtrue if the script completed
=============
*/
qboolean G_Script_ScriptRun( gentity_t *ent ) {
g_script_stack_t *stack;
if ( saveGamePending ) {
return qfalse;
}
if ( strlen( g_missionStats.string ) > 1 ) {
return qfalse;
}
//if (!g_scripts.integer)
// return qtrue;
trap_Cvar_Update( &g_scriptDebug );
if ( !ent->scriptEvents ) {
ent->scriptStatus.scriptEventIndex = -1;
return qtrue;
}
// if we are still doing a gotomarker, process the movement
if ( ent->scriptStatus.scriptFlags & SCFL_GOING_TO_MARKER ) {
G_ScriptAction_GotoMarker( ent, NULL );
}
// if we are animating, do the animation
if ( ent->scriptStatus.scriptFlags & SCFL_ANIMATING ) {
G_ScriptAction_PlayAnim( ent, ent->scriptStatus.animatingParams );
}
if ( ent->scriptStatus.scriptEventIndex < 0 ) {
return qtrue;
}
stack = &ent->scriptEvents[ent->scriptStatus.scriptEventIndex].stack;
if ( !stack->numItems ) {
ent->scriptStatus.scriptEventIndex = -1;
return qtrue;
}
//
// show debugging info
if ( g_scriptDebug.integer && ent->scriptStatus.scriptStackChangeTime == level.time ) {
if ( ent->scriptStatus.scriptStackHead < stack->numItems ) {
G_Printf( "%i : (%s) GScript command: %s %s\n", level.time, ent->scriptName, stack->items[ent->scriptStatus.scriptStackHead].action->actionString, ( stack->items[ent->scriptStatus.scriptStackHead].params ? stack->items[ent->scriptStatus.scriptStackHead].params : "" ) );
}
}
//
while ( ent->scriptStatus.scriptStackHead < stack->numItems )
{
if ( !stack->items[ent->scriptStatus.scriptStackHead].action->actionFunc( ent, stack->items[ent->scriptStatus.scriptStackHead].params ) ) {
return qfalse;
}
// move to the next action in the script
ent->scriptStatus.scriptStackHead++;
// record the time that this new item became active
ent->scriptStatus.scriptStackChangeTime = level.time;
//
// show debugging info
if ( g_scriptDebug.integer ) {
if ( ent->scriptStatus.scriptStackHead < stack->numItems ) {
G_Printf( "%i : (%s) GScript command: %s %s\n", level.time, ent->scriptName, stack->items[ent->scriptStatus.scriptStackHead].action->actionString, ( stack->items[ent->scriptStatus.scriptStackHead].params ? stack->items[ent->scriptStatus.scriptStackHead].params : "" ) );
}
}
}
ent->scriptStatus.scriptEventIndex = -1;
return qtrue;
}
//================================================================================
// Script Entities
void script_linkentity( gentity_t *ent ) {
// this is required since non-solid brushes need to be linked but not solid
trap_LinkEntity( ent );
// if ((ent->s.eType == ET_MOVER) && !(ent->spawnflags & 2)) {
// ent->s.solid = 0;
// }
}
void script_mover_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod ) {
if ( self->spawnflags & 4 ) {
switch ( mod ) {
case MOD_GRENADE:
case MOD_GRENADE_SPLASH:
case MOD_ROCKET:
case MOD_ROCKET_SPLASH:
case MOD_AIRSTRIKE:
break;
default: // no death from this weapon
self->health += damage;
return;
}
}
G_Script_ScriptEvent( self, "death", "" );
self->die = 0;
trap_UnlinkEntity( self );
G_FreeEntity( self );
}
void script_mover_spawn( gentity_t *ent ) {
if ( ent->spawnflags & 2 ) {
ent->clipmask = CONTENTS_SOLID;
ent->r.contents = CONTENTS_SOLID;
} else {
ent->s.eFlags |= EF_NONSOLID_BMODEL;
ent->clipmask = 0;
ent->r.contents = 0;
}
//ent->s.eType = ET_GENERAL;
//ent->s.modelindex = G_ModelIndex (ent->model);
//ent->s.frame = 0;
//VectorCopy( ent->s.origin, ent->s.pos.trBase );
//ent->s.pos.trType = TR_STATIONARY;
script_linkentity( ent );
}
void script_mover_use( gentity_t *ent, gentity_t *other, gentity_t *activator ) {
script_mover_spawn( ent );
}
void script_mover_blocked( gentity_t *ent, gentity_t *other ) {
// remove it, we must not stop for anything or it will screw up script timing
if ( !other->client && other->s.eType != ET_CORPSE ) {
// /me slaps nerve
// except CTF flags!!!!
if ( other->s.eType == ET_ITEM && other->item->giType == IT_TEAM ) {
Team_DroppedFlagThink( other );
return;
}
G_TempEntity( other->s.origin, EV_ITEM_POP );
G_FreeEntity( other );
return;
}
// FIXME: we could have certain entities stop us, thereby "pausing" movement
// until they move out the way. then we can just call the GotoMarker() again,
// telling it that we are just now calling it for the first time, so it should
// start us on our way again (theoretically speaking).
// kill them
G_Damage( other, ent, ent, NULL, NULL, 9999, 0, MOD_CRUSH );
}
/*QUAKED script_mover (0.5 0.25 1.0) ? TRIGGERSPAWN SOLID EXPLOSIVEDAMAGEONLY
Scripted brush entity. A simplified means of moving brushes around based on events.
"modelscale" - Scale multiplier (defaults to 1, and scales uniformly)
"modelscale_vec" - Set scale per-axis. Overrides "modelscale", so if you have both the "modelscale" is ignored
"model2" optional md3 to draw over the solid clip brush
"scriptname" name used for scripting purposes (like aiName in AI scripting)
"health" optionally make this entity damagable
*/
void SP_script_mover( gentity_t *ent ) {
float scale[3] = {1,1,1};
vec3_t scalevec;
if ( !ent->model ) {
G_Error( "script_model_med must have a \"model\"\n" );
}
if ( !ent->scriptName ) {
G_Error( "script_model_med must have a \"scriptname\"\n" );
}
ent->blocked = script_mover_blocked;
// first position at start
VectorCopy( ent->s.origin, ent->pos1 );
// VectorCopy( ent->r.currentOrigin, ent->pos1 );
VectorCopy( ent->pos1, ent->pos2 ); // don't go anywhere just yet
trap_SetBrushModel( ent, ent->model );
InitMover( ent );
ent->reached = 0;
if ( ent->spawnflags & 1 ) {
ent->use = script_mover_use;
trap_UnlinkEntity( ent ); // make sure it's not visible
return;
}
G_SetAngle( ent, ent->s.angles );
G_SpawnInt( "health", "0", &ent->health );
if ( ent->health ) {
ent->takedamage = qtrue;
}
ent->die = script_mover_die;
// look for general scaling
if ( G_SpawnFloat( "modelscale", "1", &scale[0] ) ) {
scale[2] = scale[1] = scale[0];
}
// look for axis specific scaling
if ( G_SpawnVector( "modelscale_vec", "1 1 1", &scalevec[0] ) ) {
VectorCopy( scalevec, scale );
}
if ( scale[0] != 1 || scale[1] != 1 || scale[2] != 1 ) {
// ent->s.eType = ET_MOVERSCALED;
ent->s.density = ET_MOVERSCALED;
// scale is stored in 'angles2'
VectorCopy( scale, ent->s.angles2 );
}
script_mover_spawn( ent );
}
//..............................................................................
void script_model_med_spawn( gentity_t *ent ) {
if ( ent->spawnflags & 2 ) {
ent->clipmask = CONTENTS_SOLID;
ent->r.contents = CONTENTS_SOLID;
}
ent->s.eType = ET_GENERAL;
ent->s.modelindex = G_ModelIndex( ent->model );
ent->s.frame = 0;
VectorCopy( ent->s.origin, ent->s.pos.trBase );
ent->s.pos.trType = TR_STATIONARY;
trap_LinkEntity( ent );
}
void script_model_med_use( gentity_t *ent, gentity_t *other, gentity_t *activator ) {
script_model_med_spawn( ent );
}
/*QUAKED script_model_med (0.5 0.25 1.0) (-16 -16 -24) (16 16 64) TriggerSpawn Solid
MEDIUM SIZED scripted entity, used for animating a model, moving it around, etc
SOLID spawnflag means this entity will clip the player and AI, otherwise they can walk
straight through it
"model" the full path of the model to use
"scriptname" name used for scripting purposes (like aiName in AI scripting)
*/
void SP_script_model_med( gentity_t *ent ) {
if ( !ent->model ) {
G_Error( "script_model_med %s must have a \"model\"\n", ent->scriptName );
}
if ( !ent->scriptName ) {
G_Error( "script_model_med must have a \"scriptname\"\n" );
}
ent->s.eType = ET_GENERAL;
ent->s.apos.trType = TR_STATIONARY;
ent->s.apos.trTime = 0;
ent->s.apos.trDuration = 0;
VectorCopy( ent->s.angles, ent->s.apos.trBase );
VectorClear( ent->s.apos.trDelta );
if ( ent->spawnflags & 1 ) {
ent->use = script_model_med_use;
trap_UnlinkEntity( ent ); // make sure it's not visible
return;
}
script_model_med_spawn( ent );
}
//..............................................................................
/*QUAKED script_camera (1.0 0.25 1.0) (-8 -8 -8) (8 8 8) TriggerSpawn
This is a camera entity. Used by the scripting to show cinematics, via special
camera commands. See scripting documentation.
"scriptname" name used for scripting purposes (like aiName in AI scripting)
*/
void SP_script_camera( gentity_t *ent ) {
if ( !ent->scriptName ) {
G_Error( "%s must have a \"scriptname\"\n", ent->classname );
}
ent->s.eType = ET_CAMERA;
ent->s.apos.trType = TR_STATIONARY;
ent->s.apos.trTime = 0;
ent->s.apos.trDuration = 0;
VectorCopy( ent->s.angles, ent->s.apos.trBase );
VectorClear( ent->s.apos.trDelta );
ent->s.frame = 0;
ent->r.svFlags |= SVF_NOCLIENT; // only broadcast when in use
}
//..DHM-Nerve..................................................................
/*QUAKED script_multiplayer (1.0 0.25 1.0) (-8 -8 -8) (8 8 8)
This is used to script multiplayer maps. Entity not displayed in game.
"scriptname" name used for scripting purposes (REQUIRED)
*/
void SP_script_multiplayer( gentity_t *ent ) {
if ( !ent->scriptName ) {
G_Error( "%s must have a \"scriptname\"\n", ent->classname );
}
if ( Q_stricmp( ent->scriptName, "game_manager" ) ) {
G_Error( "%s must have a \"scriptname\" of 'game_manager'\n", ent->classname );
}
ent->s.eType = ET_INVISIBLE;
ent->r.svFlags |= SVF_NOCLIENT;
}
// dhm
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