sin-2015/scriptmaster.h
1999-04-22 00:00:00 +00:00

760 lines
23 KiB
C++

//-----------------------------------------------------------------------------
//
// $Logfile:: /Quake 2 Engine/Sin/code/game/scriptmaster.h $
// $Revision:: 88 $
// $Author:: Aldie $
// $Date:: 12/16/98 12:42a $
//
// Copyright (C) 1997 by Ritual Entertainment, Inc.
// All rights reserved.
//
// This source is may not be distributed and/or modified without
// expressly written permission by Ritual Entertainment, Inc.
//
// $Log:: /Quake 2 Engine/Sin/code/game/scriptmaster.h $
//
// 88 12/16/98 12:42a Aldie
// Added endgame command for Sin Arcade
//
// 87 12/14/98 7:00p Aldie
// Added mapname command
//
// 86 11/11/98 10:55p Jimdose
// Added RemoveEnt, RemoveClass, KillEnt, KillClass
//
// 85 11/10/98 4:34p Jimdose
// added ClearSaveGames
//
// 84 11/07/98 10:15p Markd
// Added forcemusic support
//
// 83 10/27/98 9:46p Aldie
// Changed training cvar to level.training
//
// 82 10/27/98 8:07p Markd
// Added dialogsound command
//
// 81 10/26/98 9:07p Aldie
// Added stuffcommand
//
// 80 10/26/98 5:15p Jimdose
//
// 79 10/26/98 4:42p Jimdose
// added recalcpaths
//
// 78 10/26/98 2:16p Aldie
// Added AirClamp
//
// 77 10/26/98 12:42a Markd
// Added new print commands and crucialdialog
//
// 76 10/25/98 11:53p Jimdose
// added EXPORT_TEMPLATE
//
// 75 10/25/98 6:26p Markd
// Added in no_jc abililty
//
// 74 10/24/98 9:37p Jimdose
// Added GetUniqueThreadNumber
//
// 73 10/22/98 5:02p Aldie
// Added a clearscreenprintfile command
//
// 72 10/18/98 7:59p Aldie
// Added screenprintfile
//
// 71 10/14/98 12:14a Aldie
// Added a bunch of intermission stuff
//
// 70 10/08/98 12:00a Jimdose
// Made savegames work
//
// 69 9/26/98 7:17p Markd
// Made WaitFor support more than one object with the same target name
//
// 68 9/21/98 10:15p Markd
// Putting archiving and unarchiving functions in
//
// 67 9/19/98 6:14p Aldie
// Added screenprint command
//
// 66 9/02/98 7:48p Aldie
// Added cacheplayermodel
//
// 65 8/24/98 11:32a Markd
// Added Start method to threads, repladed all ProcessEvent(
// EV_ScriptThread_execute) with thread->Start( -1 )
//
// 64 8/22/98 6:34p Markd
// Added Terminate extened behavior
//
// 63 8/22/98 1:22a Markd
// Added WaitForPlayer support
//
// 62 8/21/98 1:43a Markd
// Changed parameters to CreateThread
//
// 61 8/20/98 4:39p Markd
// Added PrintVector support
//
// 60 8/19/98 6:38p Markd
// Added noncinematic event
//
// 59 8/17/98 7:31p Jimdose
// Added WaitingFor to test if a thread is waiting for the specified entity
//
// 58 8/17/98 4:36p Markd
// Added SetCinematic and SkipThread
//
// 57 8/17/98 4:15p Jimdose
// Added ThreadName
//
// 56 8/15/98 5:31p Jimdose
// Added SetScript to ScriptThread for changing script files without using a
// Goto
//
// 55 8/14/98 9:09p Jimdose
// added waitUntil to keep track of wait times when marking and restoring (used
// when changing actor states)
//
// 54 8/14/98 8:14p Aldie
// Added generic overlay system
//
// 53 8/14/98 3:44p Jimdose
// WaitingFor variables are now all cleared after they're no longer valid
//
// 52 8/13/98 7:29p Jimdose
// Added type to scriptthreads
//
// 51 8/06/98 5:18p Jimdose
// Added ProcessCommandFromEvent
//
// 50 7/25/98 4:38p Aldie
// Menu controls
//
// 49 7/24/98 6:16p Aldie
// Added hud command
//
// 48 7/24/98 4:52p Jimdose
// Added setcvar command to script
//
// 47 7/21/98 9:07p Markd
// Added music event and soundtrack event
//
// 46 7/20/98 5:48p Jimdose
// Added map command for changing levels
//
// 45 7/18/98 7:38p Aldie
// Added support for fades
//
// 44 7/11/98 8:45p Markd
// Added CreateThread optional label support
//
// 43 7/11/98 2:50p Markd
// Added dialog event
//
// 42 7/07/98 11:36p Jimdose
// Added error for unsupported global commands
// made end command signal self if model script
// added ThreadMarker
//
// 41 7/03/98 4:11p Jimdose
// Added assert and break
//
// 40 6/27/98 7:03p Markd
// Added WaitForSound
//
// 39 6/18/98 8:49p Jimdose
// Removed ScriptError from ScriptMaster
// Made ScriptThread's ScriptError private
// Added Filename() to ScriptThread
//
// 38 6/09/98 4:25p Jimdose
// Added multi-file scripting
//
// 37 5/26/98 11:59p Markd
// moved goto and label to ScriptMaster
//
// 36 5/26/98 9:26p Aldie
// Added spawn command
//
// 35 5/26/98 7:56p Jimdose
// added scripted cameras
//
// 34 5/26/98 4:20p Markd
// Added TargetList stuff to ScriptThread
//
// 33 5/25/98 1:39p Aldie
// Added create console user
//
// 32 5/24/98 8:46p Jimdose
// Made a lot of functions more str-friendly.
// Got rid of a lot of char * based strings
// Cleaned up get spawn arg functions and sound functions
// sound functions now use consistant syntax
//
// 31 5/24/98 4:48p Jimdose
// Made char *'s const
//
// 30 5/22/98 10:57a Markd
// put in label parsing into ScriptThread
//
// 29 5/22/98 10:04a Jimdose
// added ThreadPtr as safe pointer
//
// 28 5/20/98 5:28p Jimdose
// Added threadDying to prevent threads from executing after an "end" was
// reached
//
// 27 5/19/98 4:24p Aldie
// Added DeathCallback and WaitForDeath
//
// 26 5/11/98 5:53p Markd
// Added aliascache command
//
// 25 5/08/98 2:57p Markd
// Added Register Alias method
//
// 24 5/04/98 8:32p Markd
// Added cachemodel, cachesound and setlightstyle to ScriptThread
//
// 23 5/02/98 8:47p Markd
// Added CreateThread behavior, and added private buffer stuff
//
// 22 5/01/98 5:05p Jimdose
// Added TriggerEvent
//
// 21 4/30/98 9:24p Jimdose
// Changed use of string to str class
//
// 20 4/03/98 1:11p Aldie
// Added consolevar
//
// 19 3/28/98 3:28p Aldie
//
// 18 3/26/98 7:16p Aldie
// Added console type vars.
//
// 17 3/26/98 2:53p Aldie
// Added interface between consoles and scripts.
//
// 16 3/24/98 8:54p Jimdose
// Added thread management script commands
//
// 15 3/24/98 5:04p Jimdose
// Removed ReadScript since it had become redundant
//
// 14 3/23/98 1:33p Jimdose
// Revamped event and command system
//
// 13 3/02/98 8:49p Jimdose
// Changed CLASS_PROTOTYPE to only take the classname
//
// 12 3/02/98 5:39p Jimdose
// Changed Container to template
//
// 11 2/24/98 3:42p Aldie
// Added support for texinfo commands.
//
// 10 2/21/98 1:10p Jimdose
// Changed initThread so that it doesn't search for a label if a NULL pointer
// is passed in and added a parameter to determine if it should execute the
// code immediately.
//
// 9 2/18/98 8:12p Jimdose
// Added new slave events.
// removed currentEntity
// Changed waitingFor to the targetname of the entity to wait for
// Added SendCommandToSlaves
// Replaced getScriptObject, getEntityFromScript, and FindEntity with GetObject
//
// 8 2/17/98 7:07p Jimdose
// Rewrote script variable support. New support KICKS ASS. :)
//
// 7 2/03/98 10:48a Jimdose
// Updated to work with Quake 2 engine
// Got rid of preprocessing stage.
//
// 5 11/07/97 6:41p Jimdose
// Changed DoMove to remove entities from the updateList more efficiently.
// Added support for variables.
//
// 4 10/27/97 2:59p Jimdose
// Removed dependency on quakedef.h
//
// 3 9/26/97 5:23p Jimdose
// Added standard Ritual headers
//
// DESCRIPTION:
// Script masters are invisible entities that are spawned at the begining of each
// map. They simple parse the script and send commands to the specified objects
// at the apropriate time. Using a combination of simple commands, very complex
// scripted events can occur.
//
#ifndef __SCRIPTMASTER_H__
#define __SCRIPTMASTER_H__
#include "g_local.h"
#include "entity.h"
#include "trigger.h"
#include "gamescript.h"
#include "container.h"
#include "scriptvariable.h"
#include "worldspawn.h"
#define MAX_COMMANDS 20
typedef enum
{
LEVEL_SCRIPT,
MODEL_SCRIPT
} scripttype_t;
extern ScriptVariableList gameVars;
extern ScriptVariableList levelVars;
extern ScriptVariableList consoleVars;
extern Event EV_ProcessCommands;
extern Event EV_ScriptThread_Execute;
extern Event EV_ScriptThread_Callback;
extern Event EV_ScriptThread_CreateThread;
extern Event EV_ScriptThread_TerminateThread;
extern Event EV_ScriptThread_ControlObject;
extern Event EV_ScriptThread_Goto;
extern Event EV_ScriptThread_Pause;
extern Event EV_ScriptThread_Wait;
extern Event EV_ScriptThread_WaitFor;
extern Event EV_ScriptThread_WaitForThread;
extern Event EV_ScriptThread_WaitForSound;
extern Event EV_ScriptThread_End;
extern Event EV_ScriptThread_Print;
extern Event EV_ScriptThread_PrintInt;
extern Event EV_ScriptThread_PrintFloat;
extern Event EV_ScriptThread_PrintVector;
extern Event EV_ScriptThread_NewLine;
extern Event EV_ScriptThread_Clear;
extern Event EV_ScriptThread_Assert;
extern Event EV_ScriptThread_Break;
extern Event EV_ScriptThread_Clear;
extern Event EV_ScriptThread_Trigger;
extern Event EV_ScriptThread_Spawn;
extern Event EV_ScriptThread_Map;
extern Event EV_ScriptThread_SetCvar;
extern Event EV_ScriptThread_CueCamera;
extern Event EV_ScriptThread_CuePlayer;
extern Event EV_ScriptThread_FreezePlayer;
extern Event EV_ScriptThread_ReleasePlayer;
extern Event EV_ScriptThread_SetCinematic;
extern Event EV_ScriptThread_SetNonCinematic;
extern Event EV_ScriptThread_SetSkipThread;
extern Event EV_ScriptThread_TriggerFromEnt; //###
class ScriptThread;
#ifdef EXPORT_TEMPLATE
template class EXPORT_FROM_DLL SafePtr<ScriptThread>;
#endif
typedef SafePtr<ScriptThread> ThreadPtr;
class ThreadMarker;
class EXPORT_FROM_DLL ScriptThread : public Listener
{
protected:
int threadNum;
str threadName;
scripttype_t type;
GameScript script;
Container<TargetList *> targets;
int linenumber;
qboolean doneProcessing;
qboolean threadDying;
Container<int> updateList;
float waitUntil;
str waitingFor;
ScriptThread *waitingForThread;
str waitingForConsole;
str waitingForVariable;
str waitingForDeath;
qboolean waitingForPlayer;
int waitingNumObjects;
ScriptVariableList localVars;
void ObjectMoveDone( Event *ev );
void CreateThread( Event *ev );
void TerminateThread( Event *ev );
void ControlObject( Event *ev );
void EventGoto( Event *ev );
void EventPause( Event *ev );
void EventWait( Event *ev );
void EventWaitFor( Event *ev );
void EventWaitForThread( Event *ev );
void EventWaitForConsole( Event *ev );
void EventWaitForVariable( Event *ev );
void EventWaitForDeath( Event *ev );
void EventWaitForSound( Event *ev );
void EventWaitForPlayer( Event *ev );
void EventEnd( Event *ev );
void Print( Event *ev );
void PrintInt( Event *ev );
void PrintFloat( Event *ev );
void PrintVector( Event *ev );
void NewLine( Event *ev );
void UserPrint( Event *ev );
void UserPrintInt( Event *ev );
void UserPrintFloat( Event *ev );
void UserPrintVector( Event *ev );
void UserNewLine( Event *ev );
void Assert( Event *ev );
void Break( Event *ev );
void Clear( Event *ev );
void ScriptCallback( Event *ev );
void ThreadCallback( Event *ev );
void ConsoleCallback( Event *ev );
void VariableCallback( Event *ev );
void DeathCallback( Event *ev );
void DoMove( void );
void Execute( Event *ev );
void TriggerEvent( Event *ev );
void TriggerFromEntEvent( Event *ev ); //###
void ServerEvent( Event *ev );
void ClientEvent( Event *ev );
void CacheModel( Event *ev );
void CachePlayerModel( Event *ev );
void CacheBikeModel( Event *ev ); //###
void CacheSound( Event *ev );
void SetLightStyle( int stylenum, const char *stylestring );
void EventSetLightStyle( Event *ev );
void RegisterAlias( Event *ev );
void RegisterAliasAndCache( Event *ev );
void MapEvent( Event *ev );
void SetCvarEvent( Event *ev );
TargetList *GetTargetList( str &targetname );
void CueCamera( Event *ev );
void CuePlayer( Event *ev );
void FreezePlayer( Event *ev );
void ReleasePlayer( Event *ev );
void Spawn( Event *ev );
void DialogEvent( Event *ev );
void CrucialDialogEvent( Event *ev );
void DialogSoundEvent( Event *ev );
void SetDialogScript( Event *ev );
void FadeIn( Event *ev );
void FadeOut( Event *ev );
void Hud( Event *ev );
void LoadOverlay( Event *ev );
void LoadIntermission( Event *ev );
void IntermissionLayout( Event *ev );
void Overlay( Event *ev );
void ScreenPrint( Event *ev );
void ScreenPrintFile( Event *ev );
void ClearScreenPrintFile( Event *ev );
void MenuEvent( Event *ev );
void MusicEvent( Event *ev );
void ForceMusicEvent( Event *ev );
void SoundtrackEvent( Event *ev );
void ScriptError( const char *fmt, ... );
void SetCinematic( Event *ev );
void SetNonCinematic( Event *ev );
void SetSkipThread( Event *ev );
void JC_Hearable( Event *ev );
void JC_Not_Hearable( Event *ev );
void MissionFailed( Event *ev );
void PassToPathmanager( Event *ev );
void AirClamp( Event *ev );
void StuffCommand( Event *ev );
void Training( Event *ev );
void ClearSaveGames( Event *ev );
void KillEnt( Event *ev );
void RemoveEnt( Event *ev );
void KillClass( Event *ev );
void RemoveClass( Event *ev );
void MapName( Event *ev );
void EndGame( Event *ev );
public:
CLASS_PROTOTYPE( ScriptThread );
ScriptThread();
~ScriptThread();
void ClearWaitFor( void );
void SetType( scripttype_t newtype );
scripttype_t GetType( void );
int ThreadNum( void );
const char *ThreadName( void );
int CurrentLine( void );
const char *Filename( void );
qboolean WaitingFor( Entity *obj );
ScriptThread *WaitingOnThread( void );
const char *WaitingOnConsole( void );
const char *WaitingOnVariable( void );
const char *WaitingOnDeath( void );
qboolean WaitingOnPlayer( void );
ScriptVariableList *Vars( void );
qboolean Setup( int num, GameScript *scr, const char *label );
qboolean SetScript( const char *name );
qboolean Goto( const char *name );
qboolean labelExists( const char *name );
void Start( float delay );
void Mark( ThreadMarker *mark );
void Restore( ThreadMarker *mark );
void SendCommandToSlaves( const char *name, Event *ev );
qboolean FindEvent( const char *name );
void ProcessCommand( int argc, const char **argv );
void ProcessCommandFromEvent( Event *ev, int startarg );
virtual void Archive( Archiver &arc );
virtual void Unarchive( Archiver &arc );
};
inline EXPORT_FROM_DLL void ScriptThread::Archive
(
Archiver &arc
)
{
Listener::Archive( arc );
arc.WriteInteger( threadNum );
arc.WriteString( threadName );
arc.WriteInteger( type );
arc.WriteObject( &script );
// targets
// don't need to save out targets
arc.WriteInteger( linenumber );
arc.WriteBoolean( doneProcessing );
arc.WriteBoolean( threadDying );
// updateList
// don't need to save out updatelist
arc.WriteFloat( waitUntil );
arc.WriteString( waitingFor );
arc.WriteObjectPointer( waitingForThread );
arc.WriteString( waitingForConsole );
arc.WriteString( waitingForVariable );
arc.WriteString( waitingForDeath );
arc.WriteBoolean( waitingForPlayer );
arc.WriteInteger( waitingNumObjects );
arc.WriteObject( &localVars );
}
inline EXPORT_FROM_DLL void ScriptThread::Unarchive
(
Archiver &arc
)
{
int i;
Listener::Unarchive( arc );
arc.ReadInteger( &threadNum );
arc.ReadString( &threadName );
arc.ReadInteger( &i );
type = ( scripttype_t )i;
arc.ReadObject( &script );
// targets
// don't need to load out targets
targets.ClearObjectList();
arc.ReadInteger( &linenumber );
arc.ReadBoolean( &doneProcessing );
arc.ReadBoolean( &threadDying );
// updateList
// don't need to save out updatelist
updateList.ClearObjectList();
arc.ReadFloat( &waitUntil );
arc.ReadString( &waitingFor );
arc.ReadObjectPointer( ( Class ** )&waitingForThread );
arc.ReadString( &waitingForConsole );
arc.ReadString( &waitingForVariable );
arc.ReadString( &waitingForDeath );
arc.ReadBoolean( &waitingForPlayer );
arc.ReadInteger( &waitingNumObjects );
arc.ReadObject( &localVars );
}
//
// Exported templated classes must be explicitly instantiated
//
#ifdef EXPORT_TEMPLATE
template class EXPORT_FROM_DLL Container<ScriptThread *>;
#endif
class EXPORT_FROM_DLL ThreadMarker : public Class
{
public:
CLASS_PROTOTYPE( ThreadMarker );
int linenumber;
qboolean doneProcessing;
float waitUntil;
str waitingFor;
ScriptThread *waitingForThread;
str waitingForConsole;
str waitingForVariable;
str waitingForDeath;
qboolean waitingForPlayer;
int waitingNumObjects;
GameScriptMarker scriptmarker;
virtual void Archive( Archiver &arc );
virtual void Unarchive( Archiver &arc );
};
inline EXPORT_FROM_DLL void ThreadMarker::Archive
(
Archiver &arc
)
{
Class::Archive( arc );
arc.WriteInteger( linenumber );
arc.WriteBoolean( doneProcessing );
arc.WriteFloat( waitUntil );
arc.WriteString( waitingFor );
arc.WriteObjectPointer( waitingForThread );
arc.WriteString( waitingForConsole );
arc.WriteString( waitingForVariable );
arc.WriteString( waitingForDeath );
arc.WriteBoolean( waitingForPlayer );
arc.WriteInteger( waitingNumObjects );
arc.WriteObject( &scriptmarker );
}
inline EXPORT_FROM_DLL void ThreadMarker::Unarchive
(
Archiver &arc
)
{
Class::Unarchive( arc );
arc.ReadInteger( &linenumber );
arc.ReadBoolean( &doneProcessing );
arc.ReadFloat( &waitUntil );
arc.ReadString( &waitingFor );
arc.ReadObjectPointer( ( Class ** )&waitingForThread );
arc.ReadString( &waitingForConsole );
arc.ReadString( &waitingForVariable );
arc.ReadString( &waitingForDeath );
arc.ReadBoolean( &waitingForPlayer );
arc.ReadInteger( &waitingNumObjects );
arc.ReadObject( &scriptmarker );
}
class EXPORT_FROM_DLL ScriptMaster : public Listener
{
protected:
ScriptThread *currentThread;
Container<ScriptThread *> Threads;
int threadIndex;
qboolean player_ready;
public:
CLASS_PROTOTYPE( ScriptMaster );
ScriptMaster();
~ScriptMaster();
void CloseScript( void );
qboolean NotifyOtherThreads( int num );
void KillThreads( void );
qboolean KillThread( int num );
qboolean RemoveThread( int num );
ScriptThread *CurrentThread( void );
void SetCurrentThread( ScriptThread *thread );
ScriptThread *CreateThread( GameScript *scr, const char *label, scripttype_t type = LEVEL_SCRIPT );
ScriptThread *CreateThread( const char *name, scripttype_t type, const char *label = NULL );
ScriptThread *GetThread( int num );
ScriptVariableList *GetVarGroup( const char *name );
ScriptVariable *GetExistingVariable( const char *name );
ScriptVariable *GetVariable( const char *name );
void ConsoleInput( const char *name, const char *text );
void ConsoleVariable( const char *name, const char *text );
const char *GetConsoleInput( const char *name );
void DeathMessage( const char *name );
void PlayerSpawned( void );
qboolean PlayerReady( void );
void PlayerNotReady( void );
void CreateConsoleUser(const char *console_name, int user);
qboolean Goto( GameScript * scr, const char *name );
qboolean labelExists( GameScript * scr, const char *name );
int GetUniqueThreadNumber( void );
void FindLabels( void );
virtual void Archive( Archiver &arc );
virtual void Unarchive( Archiver &arc );
};
inline EXPORT_FROM_DLL void ScriptMaster::Archive
(
Archiver &arc
)
{
ScriptThread * ptr;
int i, num;
Listener::Archive( arc );
arc.WriteObject( &levelVars );
arc.WriteObject( &consoleVars );
arc.WriteObjectPointer( currentThread );
arc.WriteInteger( threadIndex );
arc.WriteBoolean( player_ready );
num = Threads.NumObjects();
arc.WriteInteger( num );
for ( i = 1; i <= num; i++ )
{
ptr = Threads.ObjectAt( i );
arc.WriteObject( ptr );
}
}
inline EXPORT_FROM_DLL void ScriptMaster::Unarchive
(
Archiver &arc
)
{
ScriptThread * ptr;
int i, num;
Listener::Unarchive( arc );
arc.ReadObject( &levelVars );
arc.ReadObject( &consoleVars );
arc.ReadObjectPointer( ( Class ** )&currentThread );
arc.ReadInteger( &threadIndex );
arc.ReadBoolean( &player_ready );
// make sure the list is cleared out
Threads.FreeObjectList();
// read in the the number of threads
num = arc.ReadInteger();
for ( i = 1; i <= num; i++ )
{
ptr = new ScriptThread;
arc.ReadObject( ptr );
Threads.AddObject( ptr );
}
}
extern ScriptMaster Director;
#endif /* scriptmaster.h */