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/*
===========================================================================
Return to Castle Wolfenstein single player GPL Source Code
Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company.
This file is part of the Return to Castle Wolfenstein single player GPL Source Code (RTCW SP Source Code).
RTCW SP 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 SP 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 SP Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the RTCW SP 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 SP 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: ai_cast_script.c
// Function: Wolfenstein AI Character Scripting
// Programmer: Ridah
// Tab Size: 4 (real tabs)
//===========================================================================
#include "g_local.h"
#include "../qcommon/q_shared.h"
#include "../botlib/botlib.h" //bot lib interface
#include "../botlib/be_aas.h"
#include "../botlib/be_ea.h"
#include "../botlib/be_ai_gen.h"
#include "../botlib/be_ai_goal.h"
#include "../botlib/be_ai_move.h"
#include "../botlib/botai.h" //bot ai interface
#include "ai_cast.h"
/*
Scripting that allows the designers to control the behaviour of AI characters
according to each different scenario.
*/
// action functions need to be declared here so they can be accessed in the scriptAction table
qboolean AICast_ScriptAction_GotoMarker( cast_state_t *cs, char *params );
qboolean AICast_ScriptAction_WalkToMarker( cast_state_t *cs, char *params );
qboolean AICast_ScriptAction_CrouchToMarker( cast_state_t *cs, char *params );
qboolean AICast_ScriptAction_GotoCast( cast_state_t *cs, char *params );
qboolean AICast_ScriptAction_WalkToCast( cast_state_t *cs, char *params );
qboolean AICast_ScriptAction_CrouchToCast( cast_state_t *cs, char *params );
qboolean AICast_ScriptAction_Wait( cast_state_t *cs, char *params );
qboolean AICast_ScriptAction_AbortIfLoadgame( cast_state_t *cs, char *params ); //----(SA) added
qboolean AICast_ScriptAction_Trigger( cast_state_t *cs, char *params );
qboolean AICast_ScriptAction_FollowCast( cast_state_t *cs, char *params );
qboolean AICast_ScriptAction_PlaySound( cast_state_t *cs, char *params );
qboolean AICast_ScriptAction_NoAttack( cast_state_t *cs, char *params );
qboolean AICast_ScriptAction_Attack( cast_state_t *cs, char *params );
qboolean AICast_ScriptAction_PlayAnim( cast_state_t *cs, char *params );
qboolean AICast_ScriptAction_ClearAnim( cast_state_t *cs, char *params );
qboolean AICast_ScriptAction_SetAmmo( cast_state_t *cs, char *params );
qboolean AICast_ScriptAction_SetClip( cast_state_t *cs, char *params ); //----(SA) added
qboolean AICast_ScriptAction_SelectWeapon( cast_state_t *cs, char *params );
qboolean AICast_ScriptAction_GiveArmor( cast_state_t *cs, char *params ); //----(SA) added
qboolean AICast_ScriptAction_SetArmor( cast_state_t *cs, char *params ); //----(SA) added
qboolean AICast_ScriptAction_SuggestWeapon( cast_state_t *cs, char *params ); //----(SA) added
qboolean AICast_ScriptAction_GiveWeapon( cast_state_t *cs, char *params );
qboolean AICast_ScriptAction_GiveInventory( cast_state_t *cs, char *params );
qboolean AICast_ScriptAction_TakeWeapon( cast_state_t *cs, char *params );
qboolean AICast_ScriptAction_Movetype( cast_state_t *cs, char *params );
qboolean AICast_ScriptAction_AlertEntity( cast_state_t *cs, char *params );
qboolean AICast_ScriptAction_SaveGame( cast_state_t *cs, char *params );
qboolean AICast_ScriptAction_FireAtTarget( cast_state_t *cs, char *params );
qboolean AICast_ScriptAction_GodMode( cast_state_t *cs, char *params );
qboolean AICast_ScriptAction_Accum( cast_state_t *cs, char *params );
qboolean AICast_ScriptAction_SpawnCast( cast_state_t *cs, char *params );
qboolean AICast_ScriptAction_MissionFailed( cast_state_t *cs, char *params );
qboolean AICast_ScriptAction_ObjectiveMet( cast_state_t *cs, char *params );
qboolean AICast_ScriptAction_ObjectivesNeeded( cast_state_t *cs, char *params );
qboolean AICast_ScriptAction_NoAIDamage( cast_state_t *cs, char *params );
qboolean AICast_ScriptAction_Print( cast_state_t *cs, char *params );
qboolean AICast_ScriptAction_FaceTargetAngles( cast_state_t *cs, char *params );
qboolean AICast_ScriptAction_ResetScript( cast_state_t *cs, char *params );
qboolean AICast_ScriptAction_Mount( cast_state_t *cs, char *params );
qboolean AICast_ScriptAction_Unmount( cast_state_t *cs, char *params );
qboolean AICast_ScriptAction_SavePersistant( cast_state_t *cs, char *params );
qboolean AICast_ScriptAction_ChangeLevel( cast_state_t *cs, char *params );
qboolean AICast_ScriptAction_EndGame( cast_state_t *cs, char *params ); //----(SA) added
qboolean AICast_ScriptAction_Teleport( cast_state_t *cs, char *params ); //----(SA) added
qboolean AICast_ScriptAction_FoundSecret( cast_state_t *cs, char *params );
qboolean AICast_ScriptAction_NoSight( cast_state_t *cs, char *params );
qboolean AICast_ScriptAction_Sight( cast_state_t *cs, char *params );
qboolean AICast_ScriptAction_NoAvoid( cast_state_t *cs, char *params );
qboolean AICast_ScriptAction_Avoid( cast_state_t *cs, char *params );
qboolean AICast_ScriptAction_Attrib( cast_state_t *cs, char *params );
qboolean AICast_ScriptAction_DenyAction( cast_state_t *cs, char *params );
qboolean AICast_ScriptAction_LightningDamage( cast_state_t *cs, char *params );
qboolean AICast_ScriptAction_Headlook( cast_state_t *cs, char *params );
qboolean AICast_ScriptAction_BackupScript( cast_state_t *cs, char *params );
qboolean AICast_ScriptAction_RestoreScript( cast_state_t *cs, char *params );
qboolean AICast_ScriptAction_StateType( cast_state_t *cs, char *params );
qboolean AICast_ScriptAction_KnockBack( cast_state_t *cs, char *params );
qboolean AICast_ScriptAction_Zoom( cast_state_t *cs, char *params );
qboolean AICast_ScriptAction_Parachute( cast_state_t *cs, char *params );
qboolean AICast_ScriptAction_Cigarette( cast_state_t *cs, char *params ); //----(SA) added
qboolean AICast_ScriptAction_StartCam( cast_state_t *cs, char *params );
qboolean AICast_ScriptAction_StopCam( cast_state_t *cs, char *params ); //----(SA) added
qboolean AICast_ScriptAction_StartCamBlack( cast_state_t *cs, char *params );
qboolean AICast_ScriptAction_EntityScriptName( cast_state_t *cs, char *params );
qboolean AICast_ScriptAction_AIScriptName( cast_state_t *cs, char *params );
qboolean AICast_ScriptAction_SetHealth( cast_state_t *cs, char *params );
qboolean AICast_ScriptAction_NoTarget( cast_state_t *cs, char *params );
qboolean AICast_ScriptAction_Cvar( cast_state_t *cs, char *params );
qboolean AICast_ScriptAction_MusicStart( cast_state_t *cs, char *params ); //----(SA)
qboolean AICast_ScriptAction_MusicPlay( cast_state_t *cs, char *params ); //----(SA)
qboolean AICast_ScriptAction_MusicStop( cast_state_t *cs, char *params ); //----(SA)
qboolean AICast_ScriptAction_MusicFade( cast_state_t *cs, char *params ); //----(SA)
qboolean AICast_ScriptAction_MusicQueue( cast_state_t *cs, char *params ); //----(SA)
qboolean AICast_ScriptAction_ExplicitRouting( cast_state_t *cs, char *params );
qboolean AICast_ScriptAction_LockPlayer( cast_state_t *cs, char *params );
qboolean AICast_ScriptAction_AnimCondition( cast_state_t *cs, char *params );
qboolean AICast_ScriptAction_PushAway( cast_state_t *cs, char *params );
qboolean AICast_ScriptAction_CatchFire( cast_state_t *cs, char *params );
// these are the actions that each event can call
cast_script_stack_action_t scriptActions[] =
{
{"gotomarker", AICast_ScriptAction_GotoMarker},
{"runtomarker", AICast_ScriptAction_GotoMarker},
{"walktomarker", AICast_ScriptAction_WalkToMarker},
{"crouchtomarker", AICast_ScriptAction_CrouchToMarker},
{"gotocast", AICast_ScriptAction_GotoCast},
{"runtocast", AICast_ScriptAction_GotoCast},
{"walktocast", AICast_ScriptAction_WalkToCast},
{"crouchtocast", AICast_ScriptAction_CrouchToCast},
{"followcast", AICast_ScriptAction_FollowCast},
{"playsound", AICast_ScriptAction_PlaySound},
{"playanim", AICast_ScriptAction_PlayAnim},
{"clearanim", AICast_ScriptAction_ClearAnim},
{"wait", AICast_ScriptAction_Wait},
{"abort_if_loadgame",AICast_ScriptAction_AbortIfLoadgame}, //----(SA) added
{"trigger", AICast_ScriptAction_Trigger},
{"setammo", AICast_ScriptAction_SetAmmo},
{"setclip", AICast_ScriptAction_SetClip}, //----(SA) added
{"selectweapon", AICast_ScriptAction_SelectWeapon},
{"noattack", AICast_ScriptAction_NoAttack},
{"suggestweapon", AICast_ScriptAction_SuggestWeapon}, //----(SA) added
{"attack", AICast_ScriptAction_Attack},
{"givearmor", AICast_ScriptAction_GiveArmor}, //----(SA) added
{"setarmor", AICast_ScriptAction_SetArmor}, //----(SA) added
{"giveinventory", AICast_ScriptAction_GiveInventory},
{"giveweapon", AICast_ScriptAction_GiveWeapon},
{"takeweapon", AICast_ScriptAction_TakeWeapon},
{"movetype", AICast_ScriptAction_Movetype},
{"alertentity", AICast_ScriptAction_AlertEntity},
{"savegame", AICast_ScriptAction_SaveGame},
{"fireattarget", AICast_ScriptAction_FireAtTarget},
{"godmode", AICast_ScriptAction_GodMode},
{"accum", AICast_ScriptAction_Accum},
{"spawncast", AICast_ScriptAction_SpawnCast},
{"missionfailed", AICast_ScriptAction_MissionFailed},
{"missionsuccess", AICast_ScriptAction_ObjectiveMet},
{"objectivemet", AICast_ScriptAction_ObjectiveMet}, // dupe of missionsuccess so scripts can changeover to a more logical name
{"objectivesneeded",AICast_ScriptAction_ObjectivesNeeded},
{"noaidamage", AICast_ScriptAction_NoAIDamage},
{"print", AICast_ScriptAction_Print},
{"facetargetangles",AICast_ScriptAction_FaceTargetAngles},
{"resetscript", AICast_ScriptAction_ResetScript},
{"mount", AICast_ScriptAction_Mount},
{"unmount", AICast_ScriptAction_Unmount},
{"savepersistant", AICast_ScriptAction_SavePersistant},
{"changelevel", AICast_ScriptAction_ChangeLevel},
{"endgame", AICast_ScriptAction_EndGame}, //----(SA) added
{"teleport", AICast_ScriptAction_Teleport}, //----(SA) added
{"foundsecret", AICast_ScriptAction_FoundSecret},
{"nosight", AICast_ScriptAction_NoSight},
{"sight", AICast_ScriptAction_Sight},
{"noavoid", AICast_ScriptAction_NoAvoid},
{"avoid", AICast_ScriptAction_Avoid},
{"attrib", AICast_ScriptAction_Attrib},
{"denyactivate", AICast_ScriptAction_DenyAction},
{"lightningdamage", AICast_ScriptAction_LightningDamage},
{"deny", AICast_ScriptAction_DenyAction},
{"headlook", AICast_ScriptAction_Headlook},
{"backupscript", AICast_ScriptAction_BackupScript},
{"restorescript", AICast_ScriptAction_RestoreScript},
{"statetype", AICast_ScriptAction_StateType},
{"knockback", AICast_ScriptAction_KnockBack},
{"zoom", AICast_ScriptAction_Zoom},
{"parachute", AICast_ScriptAction_Parachute},
{"cigarette", AICast_ScriptAction_Cigarette}, //----(SA) added
{"startcam", AICast_ScriptAction_StartCam},
{"startcamblack", AICast_ScriptAction_StartCamBlack},
{"stopcam", AICast_ScriptAction_StopCam}, //----(SA) added
{"entityscriptname",AICast_ScriptAction_EntityScriptName},
{"aiscriptname", AICast_ScriptAction_AIScriptName},
{"sethealth", AICast_ScriptAction_SetHealth},
{"notarget", AICast_ScriptAction_NoTarget},
{"cvar", AICast_ScriptAction_Cvar},
//----(SA) added some music interface
{"mu_start", AICast_ScriptAction_MusicStart}, // (char *new_music, int time) // time to fade in
{"mu_play", AICast_ScriptAction_MusicPlay}, // (char *new_music)
{"mu_stop", AICast_ScriptAction_MusicStop}, // (int time) // time to fadeout
{"mu_fade", AICast_ScriptAction_MusicFade}, // (float target_volume, int time) // time to fade to target
{"mu_queue", AICast_ScriptAction_MusicQueue}, // (char *new_music) // music that will start when previous fades to 0
//----(SA) end
{"explicit_routing", AICast_ScriptAction_ExplicitRouting},
{"lockplayer", AICast_ScriptAction_LockPlayer},
{"anim_condition", AICast_ScriptAction_AnimCondition},
{"pushaway", AICast_ScriptAction_PushAway},
{"catchfire", AICast_ScriptAction_CatchFire},
{NULL, 0}
};
qboolean AICast_EventMatch_StringEqual( cast_script_event_t *event, char *eventParm );
qboolean AICast_EventMatch_IntInRange( cast_script_event_t *event, char *eventParm );
// the list of events that can start an action sequence
// NOTE!!: only append to this list, DO NOT INSERT!!
cast_script_event_define_t scriptEvents[] =
{
{"spawn", 0}, // called as each character is spawned into the game
{"playerstart", 0}, // called when player hits 'start' button
{"enemysight", AICast_EventMatch_StringEqual}, // enemy has been sighted for the first time (once only)
{"sight", AICast_EventMatch_StringEqual}, // non-enemy has been sighted for the first time (once only)
{"enemydead", AICast_EventMatch_StringEqual}, // our enemy is now dead
{"trigger", AICast_EventMatch_StringEqual}, // something has triggered us (always followed by an identifier)
{"pain", AICast_EventMatch_IntInRange}, // we've been hurt
{"death", AICast_EventMatch_StringEqual}, // RIP
{"activate", AICast_EventMatch_StringEqual}, // "param" has just activated us
{"enemysightcorpse",AICast_EventMatch_StringEqual}, // sighted the given enemy as a corpse, for the first time
{"friendlysightcorpse", 0}, // sighted a friendly as a corpse for the first time
{"avoiddanger", AICast_EventMatch_StringEqual}, // we are avoiding something dangerous
{"blocked", AICast_EventMatch_StringEqual}, // blocked by someone else
{"statechange", AICast_EventMatch_StringEqual}, // changing aistates
{"bulletimpact", 0},
{"inspectbodystart", AICast_EventMatch_StringEqual}, // starting to travel to body for inspection
{"inspectbodyend", AICast_EventMatch_StringEqual}, // reached body for inspection
{"inspectsoundstart", AICast_EventMatch_StringEqual}, // reached sound for inspection
{"inspectsoundend", AICast_EventMatch_StringEqual}, // reached sound for inspection
{"attacksound", AICast_EventMatch_StringEqual}, // play a custom attack sound, and/or deny playing the default sound
{"fakedeath", 0},
{"bulletimpactsound", 0},
{"inspectfriendlycombatstart", 0},
{"painenemy", AICast_EventMatch_StringEqual},
{"forced_mg42_unmount", 0},
{NULL, 0}
};
/*
===============
AICast_EventMatch_StringEqual
===============
*/
qboolean AICast_EventMatch_StringEqual( cast_script_event_t *event, char *eventParm ) {
if ( !event->params || !event->params[0] || ( eventParm && !Q_strcasecmp( event->params, eventParm ) ) ) {
return qtrue;
} else {
return qfalse;
}
}
/*
===============
AICast_EventMatch_IntInRange
===============
*/
qboolean AICast_EventMatch_IntInRange( cast_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;
}
}
/*
===============
AICast_EventForString
===============
*/
int AICast_EventForString( char *string ) {
int i;
for ( i = 0; scriptEvents[i].eventStr; i++ )
{
if ( !Q_strcasecmp( string, scriptEvents[i].eventStr ) ) {
return i;
}
}
return -1;
}
/*
===============
AICast_ActionForString
===============
*/
cast_script_stack_action_t *AICast_ActionForString( cast_state_t *cs, char *string ) {
int i;
for ( i = 0; scriptActions[i].actionString; i++ )
{
if ( !Q_strcasecmp( string, scriptActions[i].actionString ) ) {
if ( !Q_strcasecmp( string, "foundsecret" ) ) {
level.numSecrets++;
G_SendMissionStats();
}
return &scriptActions[i];
}
}
return NULL;
}
/*
=============
AICast_ScriptLoad
Loads the script for the current level into the buffer
=============
*/
void AICast_ScriptLoad( void ) {
char filename[MAX_QPATH];
vmCvar_t mapname;
fileHandle_t f;
int len;
level.scriptAI = NULL;
trap_Cvar_VariableStringBuffer( "ai_scriptName", filename, sizeof( filename ) );
if ( strlen( filename ) > 0 ) {
trap_Cvar_Register( &mapname, "ai_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 );
Q_strcat( filename, sizeof( filename ), ".ai" );
len = trap_FS_FOpenFile( filename, &f, FS_READ );
// make sure we clear out the temporary scriptname
trap_Cvar_Set( "ai_scriptName", "" );
if ( len < 0 ) {
return;
}
level.scriptAI = G_Alloc( len );
trap_FS_Read( level.scriptAI, len, f );
trap_FS_FCloseFile( f );
return;
}
/*
==============
AICast_ScriptParse
Parses the script for the given character
==============
*/
#define MAX_SCRIPT_EVENTS 64
cast_script_event_t cast_temp_events[MAX_SCRIPT_EVENTS];
void AICast_ScriptParse( cast_state_t *cs ) {
gentity_t *ent;
char *pScript;
char *token;
qboolean wantName;
qboolean inScript;
int eventNum;
int numEventItems;
cast_script_event_t *curEvent;
char params[MAX_QPATH];
cast_script_stack_action_t *action;
int i;
int bracketLevel;
qboolean buildScript; //----(SA) added
if ( !level.scriptAI ) {
return;
}
ent = &g_entities[cs->entityNum];
if ( !ent->aiName ) {
return;
}
buildScript = qtrue;
pScript = level.scriptAI;
wantName = qtrue;
inScript = qfalse;
COM_BeginParseSession( "AICast_ScriptParse" );
bracketLevel = 0;
numEventItems = 0;
memset( cast_temp_events, 0, sizeof( cast_temp_events ) );
while ( 1 )
{
token = COM_Parse( &pScript );
if ( !token[0] ) {
if ( !wantName ) {
G_Error( "AICast_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( "AICast_ScriptParse(), Error (line %d): '}' found, but not expected.\n", COM_GetCurrentParseLine() );
}
wantName = qtrue;
} else if ( token[0] == '{' ) {
if ( wantName ) {
G_Error( "AICast_ScriptParse(), Error (line %d): '{' found, NAME expected.\n", COM_GetCurrentParseLine() );
}
} else if ( wantName ) {
if ( !Q_strcasecmp( ent->aiName, token ) ) {
inScript = qtrue;
numEventItems = 0;
}
wantName = qfalse;
} else if ( inScript ) {
if ( !Q_strcasecmp( token, "attributes" ) ) {
// read in all the attributes
AICast_CheckLevelAttributes( cs, ent, &pScript );
continue;
}
eventNum = AICast_EventForString( token );
if ( eventNum < 0 ) {
G_Error( "AICast_ScriptParse(), Error (line %d): unknown event: %s.\n", COM_GetCurrentParseLine(), token );
}
if ( numEventItems >= MAX_SCRIPT_EVENTS ) {
G_Error( "AICast_ScriptParse(), Error (line %d): MAX_SCRIPT_EVENTS reached (%d)\n", COM_GetCurrentParseLine(), MAX_SCRIPT_EVENTS );
}
// if this is a "friendlysightcorpse" event, then disable corpse vis sharing
if ( !Q_stricmp( token, "friendlysightcorpse" ) ) {
cs->aiFlags &= ~AIFL_CORPSESIGHTING;
}
curEvent = &cast_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( "AICast_ScriptParse(), Error (line %d): '}' expected, end of script found.\n", COM_GetCurrentParseLine() );
}
if ( eventNum == 13 ) { // statechange event, check params
if ( strlen( token ) > 1 ) {
if ( BG_IndexForString( token, animStateStr, qtrue ) < 0 ) {
G_Error( "AICast_ScriptParse(), Error (line %d): unknown state type '%s'.\n", COM_GetCurrentParseLine(), token );
}
}
}
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( "AICast_ScriptParse(), Error (line %d): '}' expected, end of script found.\n", COM_GetCurrentParseLine() );
}
action = AICast_ActionForString( cs, token );
if ( !action ) {
G_Error( "AICast_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 ), " " );
}
if ( i == 0 ) {
// Special case: playsound's need to be cached on startup to prevent in-game pauses
if ( !Q_stricmp( action->actionString, "playsound" ) ) {
G_SoundIndex( token );
}
//----(SA) added a bit more
if ( buildScript && (
!Q_stricmp( action->actionString, "mu_start" ) ||
!Q_stricmp( action->actionString, "mu_play" ) ||
!Q_stricmp( action->actionString, "mu_queue" ) ||
!Q_stricmp( action->actionString, "startcam" ) ||
!Q_stricmp( action->actionString, "startcamblack" ) )
) {
if ( strlen( token ) ) { // we know there's a [0], but don't know if it's '0'
trap_SendServerCommand( cs->entityNum, va( "addToBuild %s\n", token ) );
}
}
if ( !Q_stricmp( action->actionString, "giveweapon" ) ) { // register weapon for client pre-loading
gitem_t *weap = BG_FindItem2( token ); // (SA) FIXME: rats, need to fix this for weapon names with spaces: 'mauser rifle'
// if(weap)
RegisterItem( weap ); // don't be nice, just do it. if it can't find it, you'll bomb out to the error menu
}
//----(SA) end
}
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 >= AICAST_MAX_SCRIPT_STACK_ITEMS ) {
G_Error( "AICast_ScriptParse(): script exceeded MAX_SCRIPT_ITEMS (%d), line %d\n", AICAST_MAX_SCRIPT_STACK_ITEMS, COM_GetCurrentParseLine() );
}
}
numEventItems++;
} else // skip this character completely
{
while ( ( token = COM_Parse( &pScript ) ) )
{
if ( !token[0] ) {
G_Error( "AICast_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 cast_state_t for this cast
if ( numEventItems > 0 ) {
cs->castScriptEvents = G_Alloc( sizeof( cast_script_event_t ) * numEventItems );
memcpy( cs->castScriptEvents, cast_temp_events, sizeof( cast_script_event_t ) * numEventItems );
cs->numCastScriptEvents = numEventItems;
cs->castScriptStatus.castScriptEventIndex = -1;
}
}
/*
================
AICast_ScriptChange
================
*/
void AICast_ScriptChange( cast_state_t *cs, int newScriptNum ) {
cast_script_status_t scriptStatusBackup;
cs->scriptCallIndex++;
// backup the current scripting
scriptStatusBackup = cs->castScriptStatus;
// set the new script to this cast, and reset script status
cs->castScriptStatus.castScriptStackHead = 0;
cs->castScriptStatus.castScriptStackChangeTime = level.time;
cs->castScriptStatus.castScriptEventIndex = newScriptNum;
cs->castScriptStatus.scriptId = scriptStatusBackup.scriptId + 1;
cs->castScriptStatus.scriptGotoId = -1;
cs->castScriptStatus.scriptGotoEnt = -1;
cs->castScriptStatus.scriptFlags |= SFL_FIRST_CALL;
// try and run the script, if it doesn't finish, then abort the current script (discard backup)
if ( AICast_ScriptRun( cs, qtrue ) ) {
// completed successfully
cs->castScriptStatus.castScriptStackHead = scriptStatusBackup.castScriptStackHead;
cs->castScriptStatus.castScriptStackChangeTime = scriptStatusBackup.castScriptStackChangeTime;
cs->castScriptStatus.castScriptEventIndex = scriptStatusBackup.castScriptEventIndex;
cs->castScriptStatus.scriptId = scriptStatusBackup.scriptId;
cs->castScriptStatus.scriptFlags = scriptStatusBackup.scriptFlags;
}
}
/*
================
AICast_ScriptEvent
An event has occured, for which a script may exist
================
*/
void AICast_ScriptEvent( struct cast_state_s *cs, char *eventStr, char *params ) {
int i, eventNum;
eventNum = -1;
// find out which event this is
for ( i = 0; scriptEvents[i].eventStr; i++ )
{
if ( !Q_strcasecmp( eventStr, scriptEvents[i].eventStr ) ) { // match found
eventNum = i;
break;
}
}
if ( eventNum < 0 ) {
if ( g_cheats.integer ) { // dev mode
G_Printf( "devmode-> AICast_ScriptEvent(), unknown event: %s\n", eventStr );
}
}
// show debugging info
if ( ( ( aicast_debug.integer == 1 ) ||
( ( aicast_debug.integer == 2 ) &&
( ( strlen( aicast_debugname.string ) < 1 ) || ( g_entities[cs->entityNum].aiName && !strcmp( aicast_debugname.string, g_entities[cs->entityNum].aiName ) ) ) ) ) ) {
G_Printf( "(%s) AIScript event: %s %s ", g_entities[cs->entityNum].aiName, eventStr, params );
}
cs->aiFlags &= ~AIFL_DENYACTION;
// see if this cast has this event
for ( i = 0; i < cs->numCastScriptEvents; i++ )
{
if ( cs->castScriptEvents[i].eventNum == eventNum ) {
if ( ( !cs->castScriptEvents[i].params )
|| ( !scriptEvents[eventNum].eventMatch || scriptEvents[eventNum].eventMatch( &cs->castScriptEvents[i], params ) ) ) {
// show debugging info
if ( ( ( aicast_debug.integer == 1 ) ||
( ( aicast_debug.integer == 2 ) &&
( ( strlen( aicast_debugname.string ) < 1 ) || ( g_entities[cs->entityNum].aiName && !strcmp( aicast_debugname.string, g_entities[cs->entityNum].aiName ) ) ) ) ) ) {
G_Printf( "found, calling script: (%s) %s %s\n", g_entities[cs->entityNum].aiName, eventStr, params );
}
AICast_ScriptChange( cs, i );
break;
}
}
}
// show debugging info
if ( ( ( aicast_debug.integer == 1 ) ||
( ( aicast_debug.integer == 2 ) &&
( ( strlen( aicast_debugname.string ) < 1 ) || ( g_entities[cs->entityNum].aiName && !strcmp( aicast_debugname.string, g_entities[cs->entityNum].aiName ) ) ) ) ) ) {
if ( i == cs->numCastScriptEvents ) {
G_Printf( "not found\n" );
}
}
}
/*
================
AICast_ForceScriptEvent
Definately run this event now, overriding any paised state
================
*/
void AICast_ForceScriptEvent( struct cast_state_s *cs, char *eventStr, char *params ) {
int oldPauseTime;
oldPauseTime = cs->scriptPauseTime;
cs->scriptPauseTime = 0;
AICast_ScriptEvent( cs, eventStr, params );
cs->scriptPauseTime = oldPauseTime;
}
/*
=============
AICast_ScriptRun
returns qtrue if the script completed
=============
*/
qboolean AICast_ScriptRun( cast_state_t *cs, qboolean force ) {
cast_script_stack_t *stack;
if ( !aicast_scripts.integer ) {
return qtrue;
}
if ( cs->castScriptStatus.castScriptEventIndex < 0 ) {
return qtrue;
}
if ( !cs->castScriptEvents ) {
cs->castScriptStatus.castScriptEventIndex = -1;
return qtrue;
}
// only allow the PLAYER'S spawn function through if we're NOT still waiting on everything to finish loading in
if ( !cs->entityNum && saveGamePending && Q_stricmp( "spawn", scriptEvents[cs->castScriptEvents[cs->castScriptStatus.castScriptEventIndex].eventNum].eventStr ) ) {
//char loading[4];
//trap_Cvar_VariableStringBuffer( "savegame_loading", loading, sizeof(loading) );
//if (strlen( loading ) > 0 && atoi(loading) != 0) // we're loading a savegame
return qfalse;
}
if ( !force && ( cs->scriptPauseTime >= level.time ) ) {
return qtrue;
}
stack = &cs->castScriptEvents[cs->castScriptStatus.castScriptEventIndex].stack;
if ( !stack->numItems ) {
cs->castScriptStatus.castScriptEventIndex = -1;
return qtrue;
}
while ( cs->castScriptStatus.castScriptStackHead < stack->numItems )
{
//
// show debugging info
if ( ( cs->castScriptStatus.castScriptStackChangeTime == level.time ) &&
( ( aicast_debug.integer == 1 ) ||
( ( aicast_debug.integer == 2 ) &&
( ( strlen( aicast_debugname.string ) < 1 ) || ( g_entities[cs->entityNum].aiName && !strcmp( aicast_debugname.string, g_entities[cs->entityNum].aiName ) ) ) ) ) ) {
G_Printf( "(%s) AIScript command: %s %s\n", g_entities[cs->entityNum].aiName, stack->items[cs->castScriptStatus.castScriptStackHead].action->actionString, ( stack->items[cs->castScriptStatus.castScriptStackHead].params ? stack->items[cs->castScriptStatus.castScriptStackHead].params : "" ) );
}
//
if ( !stack->items[cs->castScriptStatus.castScriptStackHead].action->actionFunc( cs, stack->items[cs->castScriptStatus.castScriptStackHead].params ) ) {
// check that we are still running the same script that we were when we call the action
if ( cs->castScriptStatus.castScriptEventIndex >= 0 && stack == &cs->castScriptEvents[cs->castScriptStatus.castScriptEventIndex].stack ) {
cs->castScriptStatus.scriptFlags &= ~SFL_FIRST_CALL;
}
return qfalse;
}
// move to the next action in the script
cs->castScriptStatus.castScriptStackHead++;
// record the time that this new item became active
cs->castScriptStatus.castScriptStackChangeTime = level.time;
// reset misc stuff
cs->castScriptStatus.scriptGotoId = -1;
cs->castScriptStatus.scriptGotoEnt = -1;
cs->castScriptStatus.scriptFlags |= SFL_FIRST_CALL;
}
cs->castScriptStatus.castScriptEventIndex = -1;
return qtrue;
}
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