sin-2015/scriptvariable.cpp
1999-04-22 00:00:00 +00:00

1310 lines
24 KiB
C++

// 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.
//
// DESCRIPTION:
// Dynamic variable list for scripts.
//
#include "g_local.h"
#include "class.h"
#include "scriptvariable.h"
#include "scriptmaster.h"
//###
#include "sentient.h"
#include "weapon.h"
//###
Event EV_Var_Append( "append" );
Event EV_Var_AppendInt( "appendint" );
Event EV_Var_AppendFloat( "appendfloat" );
Event EV_Var_String( "string" );
Event EV_Var_ConInput( "coninput" );
Event EV_Var_RandomFloat( "randomfloat" );
Event EV_Var_RandomInteger( "randomint" );
Event EV_Var_Equals( "=" );
Event EV_Var_PlusEquals( "+=" );
Event EV_Var_MinusEquals( "-=" );
Event EV_Var_TimesEquals( "*=" );
Event EV_Var_DivideEquals( "/=" );
Event EV_Var_Div( "div" );
Event EV_Var_Mod( "mod" );
Event EV_Var_IfEqual( "ifequal" );
Event EV_Var_IfNotEqual( "ifnotequal" );
Event EV_Var_IfGreater( "ifgreater" );
Event EV_Var_IfGreaterEqual( "ifgreaterequal" );
Event EV_Var_IfLess( "ifless" );
Event EV_Var_IfLessEqual( "iflessequal" );
Event EV_Var_IfStrEqual( "ifstrequal" );
Event EV_Var_IfStrNotEqual( "ifstrnotequal" );
Event EV_Var_IfThreadActive( "ifthreadactive" );
Event EV_Var_IfThreadNotActive( "ifthreadnotactive" );
Event EV_Var_GetCvar( "getcvar" );
Event EV_Var_Vector( "vector" );
Event EV_Var_VectorIfEqual( "vector_ifequal" );
Event EV_Var_VectorIfNotEqual( "vector_ifnotequal" );
Event EV_Var_VectorAdd( "vector_add" );
Event EV_Var_VectorSubtract( "vector_subtract" );
Event EV_Var_VectorScale( "vector_scale" );
Event EV_Var_VectorDotProduct( "vector_dot" );
Event EV_Var_VectorCrossProduct( "vector_cross" );
Event EV_Var_VectorNormalize( "vector_normalize" );
Event EV_Var_VectorLength( "vector_length" );
Event EV_Var_VectorGetX( "vector_x" );
Event EV_Var_VectorGetY( "vector_y" );
Event EV_Var_VectorGetZ( "vector_z" );
Event EV_Var_VectorSetX( "vector_setx" );
Event EV_Var_VectorSetY( "vector_sety" );
Event EV_Var_VectorSetZ( "vector_setz" );
Event EV_Var_AnglesToForward( "angles_toforward" );
Event EV_Var_AnglesToRight( "angles_toright" );
Event EV_Var_AnglesToUp( "angles_toup" );
//###
Event EV_Var_IfFlagSet("ifflagset");
Event EV_Var_GetTarget("gettarget"); // returns an entity's target
Event EV_Var_GetWeapon("getweapon"); // returns an entity's weapon
//###
static void VarProcessCommand
(
Event *ev,
int arg
)
{
ScriptThread *thread;
thread = ev->GetThread();
if ( thread )
{
thread->ProcessCommandFromEvent( ev, arg );
}
}
ResponseDef ScriptVariable::Responses[] =
{
{ &EV_Var_Append, ( Response )ScriptVariable::Var_Append },
{ &EV_Var_AppendInt, ( Response )ScriptVariable::Var_AppendInt },
{ &EV_Var_AppendFloat, ( Response )ScriptVariable::Var_AppendFloat },
{ &EV_Var_String, ( Response )ScriptVariable::Var_String },
{ &EV_Var_ConInput, ( Response )ScriptVariable::Var_ConInput },
{ &EV_Var_RandomFloat, ( Response )ScriptVariable::Var_RandomFloat },
{ &EV_Var_RandomInteger, ( Response )ScriptVariable::Var_RandomInteger },
{ &EV_Var_Equals, ( Response )ScriptVariable::Var_Equals },
{ &EV_Var_PlusEquals, ( Response )ScriptVariable::Var_PlusEquals },
{ &EV_Var_MinusEquals, ( Response )ScriptVariable::Var_MinusEquals },
{ &EV_Var_TimesEquals, ( Response )ScriptVariable::Var_TimesEquals },
{ &EV_Var_DivideEquals, ( Response )ScriptVariable::Var_DivideEquals },
{ &EV_Var_Div, ( Response )ScriptVariable::Var_Div },
{ &EV_Var_Mod, ( Response )ScriptVariable::Var_Mod },
{ &EV_Var_IfEqual, ( Response )ScriptVariable::Var_IfEqual },
{ &EV_Var_IfNotEqual, ( Response )ScriptVariable::Var_IfNotEqual },
{ &EV_Var_IfGreater, ( Response )ScriptVariable::Var_IfGreater },
{ &EV_Var_IfGreaterEqual, ( Response )ScriptVariable::Var_IfGreaterEqual },
{ &EV_Var_IfLess, ( Response )ScriptVariable::Var_IfLess },
{ &EV_Var_IfLessEqual, ( Response )ScriptVariable::Var_IfLessEqual },
{ &EV_Var_IfStrEqual, ( Response )ScriptVariable::Var_IfStrEqual },
{ &EV_Var_IfStrNotEqual, ( Response )ScriptVariable::Var_IfStrNotEqual },
{ &EV_Var_IfThreadActive, ( Response )ScriptVariable::Var_IfThreadActive },
{ &EV_Var_IfThreadNotActive, ( Response )ScriptVariable::Var_IfThreadNotActive },
{ &EV_Var_GetCvar, ( Response )ScriptVariable::Var_GetCvar },
{ &EV_Var_Vector, ( Response )ScriptVariable::Var_Vector },
{ &EV_Var_VectorAdd, ( Response )ScriptVariable::Var_Vector_Add },
{ &EV_Var_VectorSubtract, ( Response )ScriptVariable::Var_Vector_Subtract },
{ &EV_Var_VectorScale, ( Response )ScriptVariable::Var_Vector_Scale },
{ &EV_Var_VectorNormalize, ( Response )ScriptVariable::Var_Vector_Normalize },
{ &EV_Var_VectorGetX, ( Response )ScriptVariable::Var_Vector_GetX },
{ &EV_Var_VectorGetY, ( Response )ScriptVariable::Var_Vector_GetY },
{ &EV_Var_VectorGetZ, ( Response )ScriptVariable::Var_Vector_GetZ },
{ &EV_Var_VectorSetX, ( Response )ScriptVariable::Var_Vector_SetX },
{ &EV_Var_VectorSetY, ( Response )ScriptVariable::Var_Vector_SetY },
{ &EV_Var_VectorSetZ, ( Response )ScriptVariable::Var_Vector_SetZ },
{ &EV_Var_VectorIfEqual, ( Response )ScriptVariable::Var_Vector_IfEqual },
{ &EV_Var_VectorIfNotEqual, ( Response )ScriptVariable::Var_Vector_IfNotEqual },
{ &EV_Var_VectorDotProduct, ( Response )ScriptVariable::Var_Vector_DotProduct },
{ &EV_Var_VectorCrossProduct, ( Response )ScriptVariable::Var_Vector_CrossProduct },
{ &EV_Var_VectorLength, ( Response )ScriptVariable::Var_Vector_Length },
{ &EV_Var_AnglesToForward, ( Response )ScriptVariable::Var_Angles_ToForward },
{ &EV_Var_AnglesToRight, ( Response )ScriptVariable::Var_Angles_ToRight },
{ &EV_Var_AnglesToUp, ( Response )ScriptVariable::Var_Angles_ToUp },
//###
{ &EV_Var_IfFlagSet, (Response)ScriptVariable::Var_IfFlagSet },
{ &EV_Var_GetTarget, (Response)ScriptVariable::Var_GetTarget },
{ &EV_Var_GetWeapon, (Response)ScriptVariable::Var_GetWeapon },
//###
{ NULL, NULL }
};
CLASS_DECLARATION( Listener, ScriptVariable, NULL );
ScriptVariable::ScriptVariable()
{
value = 0;
}
EXPORT_FROM_DLL qboolean ScriptVariable::isVariableCommand
(
const char *name
)
{
int i;
for( i = 0; ScriptVariable::Responses[ i ].event != NULL; i++ )
{
if ( ScriptVariable::Responses[ i ].event->getName() == name )
{
return true;
}
}
return false;
}
EXPORT_FROM_DLL void ScriptVariable::setName
(
const char *newname
)
{
name = newname;
}
EXPORT_FROM_DLL const char *ScriptVariable::getName
(
void
)
{
return name.c_str();
}
EXPORT_FROM_DLL const char *ScriptVariable::stringValue
(
void
)
{
return string.c_str();
}
EXPORT_FROM_DLL void ScriptVariable::setString
(
const char *value
)
{
string = value;
}
EXPORT_FROM_DLL void ScriptVariable::setStringValue
(
const char *newvalue
)
{
setString( newvalue );
value = atof( string.c_str() );
}
EXPORT_FROM_DLL int ScriptVariable::intValue
(
void
)
{
return ( int )value;
}
EXPORT_FROM_DLL void ScriptVariable::setIntValue
(
int newvalue
)
{
char text[ 128 ];
value = ( float )newvalue;
sprintf( text, "%d", newvalue );
setString( text );
}
EXPORT_FROM_DLL float ScriptVariable::floatValue
(
void
)
{
return value;
}
EXPORT_FROM_DLL void ScriptVariable::setFloatValue
(
float newvalue
)
{
char text[ 128 ];
value = newvalue;
sprintf( text, "%f", newvalue );
setString( text );
}
EXPORT_FROM_DLL void ScriptVariable::setVectorValue
(
Vector newvector
)
{
char text[ 128 ];
vec = newvector;
sprintf( text, "(%f %f %f)", newvector.x, newvector.y, newvector.z );
setString( text );
}
EXPORT_FROM_DLL Vector ScriptVariable::vectorValue
(
void
)
{
return vec;
}
CLASS_DECLARATION( Class, ScriptVariableList, NULL );
ResponseDef ScriptVariableList::Responses[] =
{
{ NULL, NULL }
};
ScriptVariableList::ScriptVariableList()
{
}
ScriptVariableList::~ScriptVariableList()
{
ClearList();
}
EXPORT_FROM_DLL void ScriptVariableList::ClearList
(
void
)
{
int i;
int num;
ScriptVariable *var;
num = NumVariables();
for( i = num; i > 0; i-- )
{
var = GetVariable( i );
RemoveVariable( var );
delete var;
}
list.FreeObjectList();
}
EXPORT_FROM_DLL void ScriptVariableList::AddVariable
(
ScriptVariable *var
)
{
if ( VariableExists( var->getName() ) )
{
warning( "AddVariable", "Variable %s already exists.\n", var->getName() );
return;
}
list.AddObject( var );
}
EXPORT_FROM_DLL ScriptVariable *ScriptVariableList::CreateVariable
(
const char *name,
float value
)
{
ScriptVariable *var;
if ( VariableExists( name ) )
{
warning( "AddVariable", "Variable %s already exists.\n", name );
return GetVariable( name );
}
var = new ScriptVariable;
var->setName( name );
var->setFloatValue( value );
list.AddObject( var );
return var;
}
EXPORT_FROM_DLL ScriptVariable *ScriptVariableList::CreateVariable
(
const char *name,
int value
)
{
ScriptVariable *var;
if ( VariableExists( name ) )
{
warning( "AddVariable", "Variable %s already exists.\n", name );
return GetVariable( name );
}
var = new ScriptVariable;
var->setName( name );
var->setIntValue( value );
list.AddObject( var );
return var;
}
EXPORT_FROM_DLL ScriptVariable *ScriptVariableList::CreateVariable
(
const char *name,
const char *text
)
{
ScriptVariable *var;
if ( VariableExists( name ) )
{
warning( "AddVariable", "Variable %s already exists.\n", name );
return GetVariable( name );
}
var = new ScriptVariable;
var->setName( name );
var->setStringValue( text );
list.AddObject( var );
return var;
}
EXPORT_FROM_DLL ScriptVariable *ScriptVariableList::CreateVariable
(
const char *name,
Entity *ent
)
{
ScriptVariable *var;
assert( ent );
if ( VariableExists( name ) )
{
warning( "AddVariable", "Variable %s already exists.\n", name );
return GetVariable( name );
}
var = new ScriptVariable;
var->setName( name );
list.AddObject( var );
if ( !ent )
{
warning( "SetVariable", "Null entity\n" );
// use the world
var->setStringValue( "*0" );
}
else
{
var->setStringValue( va( "*%d", ent->entnum ) );
}
return var;
}
EXPORT_FROM_DLL ScriptVariable *ScriptVariableList::CreateVariable
(
const char *name,
Vector &vec
)
{
ScriptVariable *var;
if ( VariableExists( name ) )
{
warning( "AddVariable", "Variable %s already exists.\n", name );
return GetVariable( name );
}
var = new ScriptVariable;
var->setName( name );
var->setStringValue( va( "(%f %f %f)", vec.x, vec.y, vec.z) );
list.AddObject( var );
return var;
}
EXPORT_FROM_DLL void ScriptVariableList::RemoveVariable
(
ScriptVariable *var
)
{
if ( !list.ObjectInList( var ) )
{
warning( "RemoveVariable", "Variable %s does not exist.\n", var->getName() );
return;
}
list.RemoveObject( var );
}
EXPORT_FROM_DLL void ScriptVariableList::RemoveVariable
(
const char *name
)
{
ScriptVariable *var;
var = GetVariable( name );
if ( !var )
{
warning( "RemoveVariable", "Variable %s does not exist.\n", name );
return;
}
RemoveVariable( var );
}
EXPORT_FROM_DLL qboolean ScriptVariableList::VariableExists
(
const char *name
)
{
int i;
int num;
ScriptVariable *var;
num = list.NumObjects();
for( i = 1; i <= num; i++ )
{
var = list.ObjectAt( i );
if ( !strcmp( var->getName(), name ) )
{
return true;
}
}
return false;
}
EXPORT_FROM_DLL ScriptVariable *ScriptVariableList::GetVariable
(
const char *name
)
{
int i;
int num;
ScriptVariable *var;
num = list.NumObjects();
for( i = 1; i <= num; i++ )
{
var = list.ObjectAt( i );
if ( !strcmp( var->getName(), name ) )
{
return var;
}
}
return NULL;
}
EXPORT_FROM_DLL int ScriptVariableList::NumVariables
(
void
)
{
return list.NumObjects();
}
EXPORT_FROM_DLL ScriptVariable *ScriptVariableList::GetVariable
(
int num
)
{
return list.ObjectAt( num );
}
EXPORT_FROM_DLL ScriptVariable *ScriptVariableList::SetVariable
(
const char *name,
float value
)
{
ScriptVariable *var;
var = GetVariable( name );
if ( !var )
{
var = new ScriptVariable;
var->setName( name );
list.AddObject( var );
}
var->setFloatValue( value );
return var;
}
EXPORT_FROM_DLL ScriptVariable *ScriptVariableList::SetVariable
(
const char *name,
int value
)
{
ScriptVariable *var;
var = GetVariable( name );
if ( !var )
{
var = new ScriptVariable;
var->setName( name );
list.AddObject( var );
}
var->setIntValue( value );
return var;
}
EXPORT_FROM_DLL ScriptVariable *ScriptVariableList::SetVariable
(
const char *name,
const char *text
)
{
ScriptVariable *var;
var = GetVariable( name );
if ( !var )
{
var = new ScriptVariable;
var->setName( name );
list.AddObject( var );
}
var->setStringValue( text );
return var;
}
EXPORT_FROM_DLL ScriptVariable *ScriptVariableList::SetVariable
(
const char *name,
Entity *ent
)
{
ScriptVariable *var;
var = GetVariable( name );
if ( !var )
{
var = new ScriptVariable;
var->setName( name );
list.AddObject( var );
}
if ( !ent )
{
// use the world
var->setStringValue( "*0" );
}
else
{
var->setStringValue( va( "*%d", ent->entnum ) );
}
return var;
}
EXPORT_FROM_DLL ScriptVariable *ScriptVariableList::SetVariable
(
const char *name,
Vector &vec
)
{
ScriptVariable *var;
var = GetVariable( name );
if ( !var )
{
var = new ScriptVariable;
var->setName( name );
list.AddObject( var );
}
var->setStringValue( va( "(%f %f %f)", vec.x, vec.y, vec.z) );
return var;
}
//****************************************************************************************
//
// Variable commands
//
//****************************************************************************************
void ScriptVariable::Var_Append
(
Event *ev
)
{
str newstring;
newstring = string + ev->GetString( 1 );
setStringValue( newstring.c_str() );
}
void ScriptVariable::Var_AppendInt
(
Event *ev
)
{
str newstring;
newstring = string + va( "%d", ev->GetInteger( 1 ) );
setStringValue( newstring.c_str() );
}
void ScriptVariable::Var_AppendFloat
(
Event *ev
)
{
str newstring;
newstring = string + va( "%f", ev->GetFloat( 1 ) );
setStringValue( newstring.c_str() );
}
void ScriptVariable::Var_String
(
Event *ev
)
{
setStringValue( ev->GetString( 1 ) );
}
void ScriptVariable::Var_ConInput
(
Event *ev
)
{
str varname;
ScriptVariable *var;
varname = str( "console." ) + ev->GetString( 1 );
var = Director.GetExistingVariable( varname.c_str() );
if ( !var )
{
warning( "Var_ConInput", "Variable %s does not exist yet.\n", varname.c_str() );
return;
}
setStringValue( var->stringValue() );
}
void ScriptVariable::Var_RandomFloat
(
Event *ev
)
{
setFloatValue( G_Random( ev->GetFloat( 1 ) ) );
}
void ScriptVariable::Var_RandomInteger
(
Event *ev
)
{
setIntValue( G_Random( ev->GetInteger( 1 ) ) );
}
void ScriptVariable::Var_Equals
(
Event *ev
)
{
setFloatValue( ev->GetFloat( 1 ) );
}
void ScriptVariable::Var_PlusEquals
(
Event *ev
)
{
setFloatValue( floatValue() + ev->GetFloat( 1 ) );
}
void ScriptVariable::Var_MinusEquals
(
Event *ev
)
{
setFloatValue( floatValue() - ev->GetFloat( 1 ) );
}
void ScriptVariable::Var_TimesEquals
(
Event *ev
)
{
setFloatValue( floatValue() * ev->GetFloat( 1 ) );
}
void ScriptVariable::Var_DivideEquals
(
Event *ev
)
{
setFloatValue( floatValue() / ev->GetFloat( 1 ) );
}
void ScriptVariable::Var_Div
(
Event *ev
)
{
setIntValue( floatValue() / ev->GetInteger( 1 ) );
}
void ScriptVariable::Var_Mod
(
Event *ev
)
{
setIntValue( intValue() % ev->GetInteger( 1 ) );
}
void ScriptVariable::Var_IfEqual
(
Event *ev
)
{
if ( floatValue() == ev->GetFloat( 1 ) )
{
VarProcessCommand( ev, 2 );
}
}
void ScriptVariable::Var_IfNotEqual
(
Event *ev
)
{
if ( floatValue() != ev->GetFloat( 1 ) )
{
VarProcessCommand( ev, 2 );
}
}
void ScriptVariable::Var_IfGreater
(
Event *ev
)
{
if ( floatValue() > ev->GetFloat( 1 ) )
{
VarProcessCommand( ev, 2 );
}
}
void ScriptVariable::Var_IfGreaterEqual
(
Event *ev
)
{
if ( floatValue() >= ev->GetFloat( 1 ) )
{
VarProcessCommand( ev, 2 );
}
}
void ScriptVariable::Var_IfLess
(
Event *ev
)
{
if ( floatValue() < ev->GetFloat( 1 ) )
{
VarProcessCommand( ev, 2 );
}
}
void ScriptVariable::Var_IfLessEqual
(
Event *ev
)
{
if ( floatValue() <= ev->GetFloat( 1 ) )
{
VarProcessCommand( ev, 2 );
}
}
void ScriptVariable::Var_IfStrEqual
(
Event *ev
)
{
if ( stricmp( stringValue(), ev->GetString( 1 ) ) == 0 )
{
VarProcessCommand( ev, 2 );
}
}
void ScriptVariable::Var_IfStrNotEqual
(
Event *ev
)
{
if ( stricmp( stringValue(), ev->GetString( 1 ) ) != 0 )
{
VarProcessCommand( ev, 2 );
}
}
void ScriptVariable::Var_IfThreadActive
(
Event *ev
)
{
ScriptThread *thread;
thread = Director.GetThread( intValue() );
if ( thread )
{
VarProcessCommand( ev, 1 );
}
}
void ScriptVariable::Var_IfThreadNotActive
(
Event *ev
)
{
ScriptThread *thread;
thread = Director.GetThread( intValue() );
if ( !thread )
{
VarProcessCommand( ev, 1 );
}
}
void ScriptVariable::Var_GetCvar
(
Event *ev
)
{
cvar_t *var;
var = gi.cvar( ev->GetString( 1 ), "", 0 );
setStringValue( var->string );
}
void ScriptVariable::Var_Vector
(
Event *ev
)
{
setVectorValue( ev->GetVector( 1 ) );
}
void ScriptVariable::Var_Vector_Add
(
Event *ev
)
{
Vector tempvec;
tempvec = vectorValue();
tempvec += ev->GetVector( 1 );
setVectorValue( tempvec );
}
void ScriptVariable::Var_Vector_Subtract
(
Event *ev
)
{
Vector tempvec;
tempvec = vectorValue();
tempvec -= ev->GetVector( 1 );
setVectorValue( tempvec );
}
void ScriptVariable::Var_Vector_Scale
(
Event *ev
)
{
Vector tempvec;
tempvec = vectorValue();
tempvec = tempvec * ev->GetFloat( 1 );
setVectorValue( tempvec );
}
void ScriptVariable::Var_Vector_Normalize
(
Event *ev
)
{
setVectorValue( vectorValue().normalize() );
}
void ScriptVariable::Var_Vector_GetX
(
Event *ev
)
{
setFloatValue( ev->GetVector( 1 ).x );
}
void ScriptVariable::Var_Vector_GetY
(
Event *ev
)
{
setFloatValue( ev->GetVector( 1 ).y );
}
void ScriptVariable::Var_Vector_GetZ
(
Event *ev
)
{
setFloatValue( ev->GetVector( 1 ).z );
}
void ScriptVariable::Var_Vector_SetX
(
Event *ev
)
{
Vector tempvec;
tempvec = vectorValue();
tempvec.x = ev->GetFloat( 1 );
setVectorValue( tempvec );
}
void ScriptVariable::Var_Vector_SetY
(
Event *ev
)
{
Vector tempvec;
tempvec = vectorValue();
tempvec.y = ev->GetFloat( 1 );
setVectorValue( tempvec );
}
void ScriptVariable::Var_Vector_SetZ
(
Event *ev
)
{
Vector tempvec;
tempvec = vectorValue();
tempvec.z = ev->GetFloat( 1 );
setVectorValue( tempvec );
}
void ScriptVariable::Var_Vector_IfEqual
(
Event *ev
)
{
if ( vectorValue() == ev->GetVector( 1 ) )
{
VarProcessCommand( ev, 2 );
}
}
void ScriptVariable::Var_Vector_IfNotEqual
(
Event *ev
)
{
if ( vectorValue() != ev->GetVector( 1 ) )
{
VarProcessCommand( ev, 2 );
}
}
void ScriptVariable::Var_Vector_DotProduct
(
Event *ev
)
{
Vector vec1, vec2;
vec1 = ev->GetVector( 1 );
vec2 = ev->GetVector( 2 );
setFloatValue( vec1 * vec2 );
}
void ScriptVariable::Var_Vector_Length
(
Event *ev
)
{
setFloatValue( ev->GetVector( 1 ).length() );
}
void ScriptVariable::Var_Vector_CrossProduct
(
Event *ev
)
{
Vector vec1, vec2, cross;
vec1 = ev->GetVector( 1 );
vec2 = ev->GetVector( 2 );
cross.CrossProduct( vec1, vec2 );
setVectorValue( cross );
}
void ScriptVariable::Var_Angles_ToForward
(
Event *ev
)
{
Vector forward;
ev->GetVector( 1 ).AngleVectors( &forward, NULL, NULL );
setVectorValue( forward );
}
void ScriptVariable::Var_Angles_ToRight
(
Event *ev
)
{
Vector right;
ev->GetVector( 1 ).AngleVectors( NULL, &right, NULL );
setVectorValue( right );
}
void ScriptVariable::Var_Angles_ToUp
(
Event *ev
)
{
Vector up;
ev->GetVector( 1 ).AngleVectors( NULL, NULL, &up );
setVectorValue( up );
}
//### =========================================================
// 2015 added variable functions
// checks to see if all the passed in flags are in the value
// for use with the movement capturer
void ScriptVariable::Var_IfFlagSet (Event *ev)
{
int flagval, i;
flagval = ev->GetInteger(1);
for(i = 1; i < 1024; i *= 2)
{
if((flagval & i) && (intValue() & i))
{
flagval -= i;
}
}
// if flagval is 0, then all flags are in the variable
if(!flagval)
{
VarProcessCommand( ev, 2 );
}
}
void ScriptVariable::Var_GetTarget (Event *ev)
{
int num;
str tmpstr;
const char *name;
tmpstr = ev->GetString(1);
// remove the $ infront of the targetname
if(tmpstr[0] == '$')
name = &tmpstr[1];
else
name = tmpstr.c_str();
num = G_FindTarget(0, name);
if(!num) // couldn't find the entity, so clear value
{
tmpstr = "";
setStringValue(tmpstr.c_str());
}
else // got it
{
Entity *ent;
ent = G_GetEntity(num);
setStringValue(ent->Target());
}
}
void ScriptVariable::Var_GetWeapon (Event *ev)
{
const char *from;
Entity *froment;
TargetList *tlist;
int i;
int num;
Sentient *sent;
from = ev->GetString(1);
if(from && from[0] == '$')
{
tlist = world->GetTargetList( str( from + 1 ) );
num = tlist->list.NumObjects();
if(num)
{
froment = NULL;
for(i = 1; i <= num && !froment; i++)
{
froment = tlist->list.ObjectAt( i );
}
assert( froment );
}
else
{
warning("getweapon", "Invalid from entity reference '%s'.\n", from );
setStringValue("");
return;
}
}
else if(from && from[0] == '*') // Check for it being an entnum
{
if(!IsNumeric(&from[1]))
{
warning("getweapon", "Expecting numeric value for * command, but found '%s'\n", &from[1]);
setStringValue("");
return;
}
else
{
froment = G_GetEntity(atoi(&from[1]));
if(!froment)
{
warning("getweapon", "Entity not found for * command\n");
setStringValue("");
return;
}
}
}
else
{
warning("getweapon", "getweapon requires a '*' or '$' command as it's parm.\n");
setStringValue("");
return;
}
assert(froment);
if(!froment->isSubclassOf(Sentient))
{
warning("getweapon", "getweapon requires a sentient entity.\n");
setStringValue("");
return;
}
sent = (Sentient *)froment;
if(sent->CurrentWeapon())
{
Weapon *weap;
weap = sent->CurrentWeapon();
setStringValue(weap->getClassname());
}
else
{
setStringValue("");
}
}