#ifndef __Q3_INTERFACE__ #define __Q3_INTERFACE__ #include "../icarus/IcarusInterface.h" //NOTENOTE: The enums and tables in this file will obviously bitch if they are included multiple times, don't do that typedef enum //# setType_e { //# #sep Parm strings SET_PARM1 = 0,//## %s="" # Set entity parm1 SET_PARM2,//## %s="" # Set entity parm2 SET_PARM3,//## %s="" # Set entity parm3 SET_PARM4,//## %s="" # Set entity parm4 SET_PARM5,//## %s="" # Set entity parm5 SET_PARM6,//## %s="" # Set entity parm6 SET_PARM7,//## %s="" # Set entity parm7 SET_PARM8,//## %s="" # Set entity parm8 SET_PARM9,//## %s="" # Set entity parm9 SET_PARM10,//## %s="" # Set entity parm10 SET_PARM11,//## %s="" # Set entity parm11 SET_PARM12,//## %s="" # Set entity parm12 SET_PARM13,//## %s="" # Set entity parm13 SET_PARM14,//## %s="" # Set entity parm14 SET_PARM15,//## %s="" # Set entity parm15 SET_PARM16,//## %s="" # Set entity parm16 // NOTE!!! If you add any other SET_xxxxxxSCRIPT types, make sure you update the 'case' statements in // ICARUS_InterrogateScript() (game/g_ICARUS.cpp), or the script-precacher won't find them. //# #sep Scripts and other file paths SET_SPAWNSCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when spawned //0 - do not change these, these are equal to BSET_SPAWN, etc SET_USESCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when used SET_AWAKESCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when startled SET_ANGERSCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script run when find an enemy for the first time SET_ATTACKSCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when you shoot SET_VICTORYSCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when killed someone SET_LOSTENEMYSCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when you can't find your enemy SET_PAINSCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when hit SET_FLEESCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when hit and low health SET_DEATHSCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when killed SET_DELAYEDSCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run after a delay SET_BLOCKEDSCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when blocked by teammate SET_FFIRESCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when player has shot own team repeatedly SET_FFDEATHSCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when player kills a teammate SET_MINDTRICKSCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when player kills a teammate SET_VIDEO_PLAY,//## %s="filename" !!"W:\game\base\video\!!#*.roq" # Play a video (inGame) SET_CINEMATIC_SKIPSCRIPT, //## %s="filename" !!"W:\game\base\scripts\!!#*.txt" # Script to run when skipping the running cinematic SET_RAILCENTERTRACKLOCKED, //## %s="targetname" # Turn off the centered movers on the given track SET_RAILCENTERTRACKUNLOCKED, //## %s="targetname" # Turn on the centered movers on the given track SET_SKIN,//## %s="models/players/???/model_default.skin" # just blindly sets whatever skin you set! include full path after "base/"... eg: "models/players/tavion_new/model_possessed.skin" //# #sep Standard strings SET_ENEMY,//## %s="NULL" # Set enemy by targetname SET_LEADER,//## %s="NULL" # Set for BS_FOLLOW_LEADER SET_NAVGOAL,//## %s="NULL" # *Move to this navgoal then continue script SET_CAPTURE,//## %s="NULL" # Set captureGoal by targetname SET_VIEWTARGET,//## %s="NULL" # Set angles toward ent by targetname SET_WATCHTARGET,//## %s="NULL" # Set angles toward ent by targetname, will *continue* to face them... only in BS_CINEMATIC SET_TARGETNAME,//## %s="NULL" # Set/change your targetname SET_PAINTARGET,//## %s="NULL" # Set/change what to use when hit SET_CAMERA_GROUP,//## %s="NULL" # all ents with this cameraGroup will be focused on SET_CAMERA_GROUP_TAG,//## %s="NULL" # What tag on all clients to try to track SET_LOOK_TARGET,//## %s="NULL" # object for NPC to look at SET_ADDRHANDBOLT_MODEL, //## %s="NULL" # object to place on NPC right hand bolt SET_REMOVERHANDBOLT_MODEL, //## %s="NULL" # object to remove from NPC right hand bolt SET_ADDLHANDBOLT_MODEL, //## %s="NULL" # object to place on NPC left hand bolt SET_REMOVELHANDBOLT_MODEL, //## %s="NULL" # object to remove from NPC left hand bolt SET_CAPTIONTEXTCOLOR, //## %s="" # Color of text RED,WHITE,BLUE, YELLOW SET_CENTERTEXTCOLOR, //## %s="" # Color of text RED,WHITE,BLUE, YELLOW SET_SCROLLTEXTCOLOR, //## %s="" # Color of text RED,WHITE,BLUE, YELLOW SET_COPY_ORIGIN,//## %s="targetname" # Copy the origin of the ent with targetname to your origin SET_DEFEND_TARGET,//## %s="targetname" # This NPC will attack the target NPC's enemies SET_TARGET,//## %s="NULL" # Set/change your target SET_TARGET2,//## %s="NULL" # Set/change your target2, on NPC's, this fires when they're knocked out by the red hypo SET_LOCATION,//## %s="INVALID" # What trigger_location you're in - Can only be gotten, not set! SET_REMOVE_TARGET,//## %s="NULL" # Target that is fired when someone completes the BS_REMOVE behaviorState SET_LOADGAME,//## %s="exitholodeck" # Load the savegame that was auto-saved when you started the holodeck SET_LOCKYAW,//## %s="off" # Lock legs to a certain yaw angle (or "off" or "auto" uses current) SET_VIEWENTITY,//## %s="NULL" # Make the player look through this ent's eyes - also shunts player movement control to this ent SET_LOOPSOUND,//## %s="FILENAME" !!"W:\game\base\!!#sound\*.*" # Looping sound to play on entity SET_ICARUS_FREEZE,//## %s="NULL" # Specify name of entity to freeze - !!!NOTE!!! since the ent is frozen, you must have some other entity unfreeze it!!! SET_ICARUS_UNFREEZE,//## %s="NULL" # Specify name of entity to unfreeze SET_SABER1,//## %s="none" # Name of a saber in sabers.cfg to use in first hand. "none" removes current saber SET_SABER2,//## %s="none" # Name of a saber in sabers.cfg to use in second hand. "none" removes current saber SET_PLAYERMODEL,//## %s="Kyle" # Name of an NPC config in NPC2.cfg to use for this ent SET_VEHICLE,//## %s="speeder" # Name of an vehicle config in vehicles.cfg to make this ent drive SET_SECURITY_KEY,// %s="keyname" # name of a security key to give to the player - don't place one in map, just give the name here and it handles the rest (use "null" to remove their current key) SET_SCROLLTEXT, //## %s="" # key of text string to print SET_LCARSTEXT, //## %s="" # key of text string to print in LCARS frame SET_CENTERTEXT, //## %s="" # key of text string to print in center of screen. //# #sep vectors SET_ORIGIN,//## %v="0.0 0.0 0.0" # Set origin explicitly or with TAG SET_ANGLES,//## %v="0.0 0.0 0.0" # Set angles explicitly or with TAG SET_TELEPORT_DEST,//## %v="0.0 0.0 0.0" # Set origin here as soon as the area is clear SET_SABER_ORIGIN,//## %v="0.0 0.0 0.0" # Removes this ent's saber from their hand, turns it off, and places it at the specified location //# #sep floats SET_XVELOCITY,//## %f="0.0" # Velocity along X axis SET_YVELOCITY,//## %f="0.0" # Velocity along Y axis SET_ZVELOCITY,//## %f="0.0" # Velocity along Z axis SET_Z_OFFSET,//## %f="0.0" # Vertical offset from original origin... offset/ent's speed * 1000ms is duration SET_DPITCH,//## %f="0.0" # Pitch for NPC to turn to SET_DYAW,//## %f="0.0" # Yaw for NPC to turn to SET_TIMESCALE,//## %f="0.0" # Speed-up slow down game (0 - 1.0) SET_CAMERA_GROUP_Z_OFS,//## %s="NULL" # when following an ent with the camera, apply this z ofs SET_VISRANGE,//## %f="0.0" # How far away NPC can see SET_EARSHOT,//## %f="0.0" # How far an NPC can hear SET_VIGILANCE,//## %f="0.0" # How often to look for enemies (0 - 1.0) SET_GRAVITY,//## %f="0.0" # Change this ent's gravity - 800 default SET_FACEAUX, //## %f="0.0" # Set face to Aux expression for number of seconds SET_FACEBLINK, //## %f="0.0" # Set face to Blink expression for number of seconds SET_FACEBLINKFROWN, //## %f="0.0" # Set face to Blinkfrown expression for number of seconds SET_FACEFROWN, //## %f="0.0" # Set face to Frown expression for number of seconds SET_FACENORMAL, //## %f="0.0" # Set face to Normal expression for number of seconds SET_FACEEYESCLOSED, //## %f="0.0" # Set face to Eyes closed SET_FACEEYESOPENED, //## %f="0.0" # Set face to Eyes open SET_WAIT, //## %f="0.0" # Change an entity's wait field SET_FOLLOWDIST, //## %f="0.0" # How far away to stay from leader in BS_FOLLOW_LEADER SET_SCALE, //## %f="0.0" # Scale the entity model SET_RENDER_CULL_RADIUS, //## %f="40.0" # Used to ensure rendering for entities with geographically sprawling animations (world units) SET_DISTSQRD_TO_PLAYER, //## %f="0.0" # Only to be used in a 'get'. (Distance to player)*(Distance to player) //# #sep ints SET_ANIM_HOLDTIME_LOWER,//## %d="0" # Hold lower anim for number of milliseconds SET_ANIM_HOLDTIME_UPPER,//## %d="0" # Hold upper anim for number of milliseconds SET_ANIM_HOLDTIME_BOTH,//## %d="0" # Hold lower and upper anims for number of milliseconds SET_HEALTH,//## %d="0" # Change health SET_ARMOR,//## %d="0" # Change armor SET_WALKSPEED,//## %d="0" # Change walkSpeed SET_RUNSPEED,//## %d="0" # Change runSpeed SET_YAWSPEED,//## %d="0" # Change yawSpeed SET_AGGRESSION,//## %d="0" # Change aggression 1-5 SET_AIM,//## %d="0" # Change aim 1-5 SET_FRICTION,//## %d="0" # Change ent's friction - 6 default SET_SHOOTDIST,//## %d="0" # How far the ent can shoot - 0 uses weapon SET_HFOV,//## %d="0" # Horizontal field of view SET_VFOV,//## %d="0" # Vertical field of view SET_DELAYSCRIPTTIME,//## %d="0" # How many milliseconds to wait before running delayscript SET_FORWARDMOVE,//## %d="0" # NPC move forward -127(back) to 127 SET_RIGHTMOVE,//## %d="0" # NPC move right -127(left) to 127 SET_STARTFRAME, //## %d="0" # frame to start animation sequence on SET_ENDFRAME, //## %d="0" # frame to end animation sequence on SET_ANIMFRAME, //## %d="0" # frame to set animation sequence to SET_COUNT, //## %d="0" # Change an entity's count field SET_SHOT_SPACING,//## %d="1000" # Time between shots for an NPC - reset to defaults when changes weapon SET_MISSIONSTATUSTIME,//## %d="0" # Amount of time until Mission Status should be shown after death SET_WIDTH,//## %d="0.0" # Width of NPC bounding box. SET_SABER1BLADEON,//## %d="0.0" # Activate a specific blade of Saber 1 (0 - (MAX_BLADES - 1)). SET_SABER1BLADEOFF,//## %d="0.0" # Deactivate a specific blade of Saber 1 (0 - (MAX_BLADES - 1)). SET_SABER2BLADEON,//## %d="0.0" # Activate a specific blade of Saber 2 (0 - (MAX_BLADES - 1)). SET_SABER2BLADEOFF,//## %d="0.0" # Deactivate a specific blade of Saber 2 (0 - (MAX_BLADES - 1)). SET_DAMAGEENTITY, //## %d="5" # Damage this entity with set amount. //# #sep booleans SET_IGNOREPAIN,//## %t="BOOL_TYPES" # Do not react to pain SET_IGNOREENEMIES,//## %t="BOOL_TYPES" # Do not acquire enemies SET_IGNOREALERTS,//## %t="BOOL_TYPES" # Do not get enemy set by allies in area(ambush) SET_DONTSHOOT,//## %t="BOOL_TYPES" # Others won't shoot you SET_NOTARGET,//## %t="BOOL_TYPES" # Others won't pick you as enemy SET_DONTFIRE,//## %t="BOOL_TYPES" # Don't fire your weapon SET_LOCKED_ENEMY,//## %t="BOOL_TYPES" # Keep current enemy until dead SET_CROUCHED,//## %t="BOOL_TYPES" # Force NPC to crouch SET_WALKING,//## %t="BOOL_TYPES" # Force NPC to move at walkSpeed SET_RUNNING,//## %t="BOOL_TYPES" # Force NPC to move at runSpeed SET_CHASE_ENEMIES,//## %t="BOOL_TYPES" # NPC will chase after enemies SET_LOOK_FOR_ENEMIES,//## %t="BOOL_TYPES" # NPC will be on the lookout for enemies SET_FACE_MOVE_DIR,//## %t="BOOL_TYPES" # NPC will face in the direction it's moving SET_DONT_FLEE,//## %t="BOOL_TYPES" # NPC will not run from danger SET_FORCED_MARCH,//## %t="BOOL_TYPES" # NPC will not move unless you aim at him SET_UNDYING,//## %t="BOOL_TYPES" # Can take damage down to 1 but not die SET_NOAVOID,//## %t="BOOL_TYPES" # Will not avoid other NPCs or architecture SET_SOLID,//## %t="BOOL_TYPES" # Make yourself notsolid or solid SET_PLAYER_USABLE,//## %t="BOOL_TYPES" # Can be activateby the player's "use" button SET_LOOP_ANIM,//## %t="BOOL_TYPES" # For non-NPCs, loop your animation sequence SET_INTERFACE,//## %t="BOOL_TYPES" # Player interface on/off SET_SHIELDS,//## %t="BOOL_TYPES" # NPC has no shields (Borg do not adapt) SET_INVISIBLE,//## %t="BOOL_TYPES" # Makes an NPC not solid and not visible SET_VAMPIRE,//## %t="BOOL_TYPES" # Draws only in mirrors/portals SET_FORCE_INVINCIBLE,//## %t="BOOL_TYPES" # Force Invincibility effect, also godmode SET_GREET_ALLIES,//## %t="BOOL_TYPES" # Makes an NPC greet teammates SET_VIDEO_FADE_IN,//## %t="BOOL_TYPES" # Makes video playback fade in SET_VIDEO_FADE_OUT,//## %t="BOOL_TYPES" # Makes video playback fade out SET_PLAYER_LOCKED,//## %t="BOOL_TYPES" # Makes it so player cannot move SET_LOCK_PLAYER_WEAPONS,//## %t="BOOL_TYPES" # Makes it so player cannot switch weapons SET_NO_IMPACT_DAMAGE,//## %t="BOOL_TYPES" # Stops this ent from taking impact damage SET_NO_KNOCKBACK,//## %t="BOOL_TYPES" # Stops this ent from taking knockback from weapons SET_ALT_FIRE,//## %t="BOOL_TYPES" # Force NPC to use altfire when shooting SET_NO_RESPONSE,//## %t="BOOL_TYPES" # NPCs will do generic responses when this is on (usescripts override generic responses as well) SET_INVINCIBLE,//## %t="BOOL_TYPES" # Completely unkillable SET_MISSIONSTATUSACTIVE, //# Turns on Mission Status Screen SET_NO_COMBAT_TALK,//## %t="BOOL_TYPES" # NPCs will not do their combat talking noises when this is on SET_NO_ALERT_TALK,//## %t="BOOL_TYPES" # NPCs will not do their combat talking noises when this is on SET_TREASONED,//## %t="BOOL_TYPES" # Player has turned on his own- scripts will stop, NPCs will turn on him and level changes load the brig SET_DISABLE_SHADER_ANIM,//## %t="BOOL_TYPES" # Allows turning off an animating shader in a script SET_SHADER_ANIM,//## %t="BOOL_TYPES" # Sets a shader with an image map to be under frame control SET_SABERACTIVE,//## %t="BOOL_TYPES" # Turns saber on/off SET_ADJUST_AREA_PORTALS,//## %t="BOOL_TYPES" # Only set this on things you move with script commands that you *want* to open/close area portals. Default is off. SET_DMG_BY_HEAVY_WEAP_ONLY,//## %t="BOOL_TYPES" # When true, only a heavy weapon class missile/laser can damage this ent. SET_SHIELDED,//## %t="BOOL_TYPES" # When true, ion_cannon is shielded from any kind of damage. SET_NO_GROUPS,//## %t="BOOL_TYPES" # This NPC cannot alert groups or be part of a group SET_FIRE_WEAPON,//## %t="BOOL_TYPES" # Makes NPC will hold down the fire button, until this is set to false SET_FIRE_WEAPON_NO_ANIM,//## %t="BOOL_TYPES" # NPC will hold down the fire button, but they won't play firing anim SET_SAFE_REMOVE,//## %t="BOOL_TYPES" # NPC will remove only when it's safe (Player is not in PVS) SET_BOBA_JET_PACK,//## %t="BOOL_TYPES" # Turn on/off Boba Fett's Jet Pack SET_NO_MINDTRICK,//## %t="BOOL_TYPES" # Makes NPC immune to jedi mind-trick SET_INACTIVE,//## %t="BOOL_TYPES" # in lieu of using a target_activate or target_deactivate SET_FUNC_USABLE_VISIBLE,//## %t="BOOL_TYPES" # provides an alternate way of changing func_usable to be visible or not, DOES NOT AFFECT SOLID SET_SECRET_AREA_FOUND,//## %t="BOOL_TYPES" # Increment secret areas found counter SET_END_SCREENDISSOLVE,//## %t="BOOL_TYPES" # End of game dissolve into star background and credits SET_USE_CP_NEAREST,//## %t="BOOL_TYPES" # NPCs will use their closest combat points, not try and find ones next to the player, or flank player SET_MORELIGHT,//## %t="BOOL_TYPES" # NPC will have a minlight of 96 SET_NO_FORCE,//## %t="BOOL_TYPES" # NPC will not be affected by force powers SET_NO_FALLTODEATH,//## %t="BOOL_TYPES" # NPC will not scream and tumble and fall to hit death over large drops SET_DISMEMBERABLE,//## %t="BOOL_TYPES" # NPC will not be dismemberable if you set this to false (default is true) SET_NO_ACROBATICS,//## %t="BOOL_TYPES" # Jedi won't jump, roll or cartwheel SET_USE_SUBTITLES,//## %t="BOOL_TYPES" # When true NPC will always display subtitle regardless of subtitle setting SET_CLEAN_DAMAGING_ENTS,//## %t="BOOL_TYPES" # Removes entities that could muck up cinematics, explosives, turrets, seekers. SET_HUD,//## %t="BOOL_TYPES" # Turns on/off HUD //JKA SET_NO_PVS_CULL,//## %t="BOOL_TYPES" # This entity will *always* be drawn - use only for special case cinematic NPCs that have anims that cover multiple rooms!!! SET_CLOAK, //## %t="BOOL_TYPES" # Set a Saboteur to cloak (true) or un-cloak (false). SET_FORCE_HEAL,//## %t="BOOL_TYPES" # Causes this ent to start force healing at whatever level of force heal they have SET_FORCE_SPEED,//## %t="BOOL_TYPES" # Causes this ent to start force speeding at whatever level of force speed they have (may not do anything for NPCs?) SET_FORCE_PUSH,//## %t="BOOL_TYPES" # Causes this ent to do a force push at whatever level of force push they have - will not fail SET_FORCE_PUSH_FAKE,//## %t="BOOL_TYPES" # Causes this ent to do a force push anim, sound and effect, will not push anything SET_FORCE_PULL,//## %t="BOOL_TYPES" # Causes this ent to do a force push at whatever level of force push they have - will not fail SET_FORCE_MIND_TRICK,//## %t="BOOL_TYPES" # Causes this ent to do a jedi mind trick at whatever level of mind trick they have (may not do anything for NPCs?) SET_FORCE_GRIP,//## %t="BOOL_TYPES" # Causes this ent to grip their enemy at whatever level of grip they have (will grip until scripted to stop) SET_FORCE_LIGHTNING,//## %t="BOOL_TYPES" # Causes this ent to lightning at whatever level of lightning they have (will lightning until scripted to stop) SET_FORCE_SABERTHROW,//## %t="BOOL_TYPES" # Causes this ent to throw their saber at whatever level of saber throw they have (will throw saber until scripted to stop) SET_FORCE_RAGE,//## %t="BOOL_TYPES" # Causes this ent to go into force rage at whatever level of force rage they have SET_FORCE_PROTECT,//## %t="BOOL_TYPES" # Causes this ent to start a force protect at whatever level of force protect they have SET_FORCE_ABSORB,//## %t="BOOL_TYPES" # Causes this ent to do start a force absorb at whatever level of force absorb they have SET_FORCE_DRAIN,//## %t="BOOL_TYPES" # Causes this ent to start force draining their enemy at whatever level of force drain they have (will drain until scripted to stop) SET_WINTER_GEAR, //## %t="BOOL_TYPES" # Set the player to wear his/her winter gear (skins torso_g1 and lower_e1), or restore the default skins. SET_NO_ANGLES, //## %t="BOOL_TYPES" # This NPC/player will not have any bone angle overrides or pitch or roll (should only be used in cinematics) //# #sep calls SET_SKILL,//## %r%d="0" # Cannot set this, only get it - valid values are 0 through 3 //# #sep Special tables SET_ANIM_UPPER,//## %t="ANIM_NAMES" # Torso and head anim SET_ANIM_LOWER,//## %t="ANIM_NAMES" # Legs anim SET_ANIM_BOTH,//## %t="ANIM_NAMES" # Set same anim on torso and legs SET_PLAYER_TEAM,//## %t="TEAM_NAMES" # Your team SET_ENEMY_TEAM,//## %t="TEAM_NAMES" # Team in which to look for enemies SET_BEHAVIOR_STATE,//## %t="BSTATE_STRINGS" # Change current bState SET_DEFAULT_BSTATE,//## %t="BSTATE_STRINGS" # Change fallback bState SET_TEMP_BSTATE,//## %t="BSTATE_STRINGS" # Set/Chang a temp bState SET_EVENT,//## %t="EVENT_NAMES" # Events you can initiate SET_WEAPON,//## %t="WEAPON_NAMES" # Change/Stow/Drop weapon SET_ITEM,//## %t="ITEM_NAMES" # Give items SET_MUSIC_STATE,//## %t="MUSIC_STATES" # Set the state of the dynamic music SET_FORCE_HEAL_LEVEL,//## %t="FORCE_LEVELS" # Change force power level SET_FORCE_JUMP_LEVEL,//## %t="FORCE_LEVELS" # Change force power level SET_FORCE_SPEED_LEVEL,//## %t="FORCE_LEVELS" # Change force power level SET_FORCE_PUSH_LEVEL,//## %t="FORCE_LEVELS" # Change force power level SET_FORCE_PULL_LEVEL,//## %t="FORCE_LEVELS" # Change force power level SET_FORCE_MINDTRICK_LEVEL,//## %t="FORCE_LEVELS" # Change force power level SET_FORCE_GRIP_LEVEL,//## %t="FORCE_LEVELS" # Change force power level SET_FORCE_LIGHTNING_LEVEL,//## %t="FORCE_LEVELS" # Change force power level SET_SABER_THROW,//## %t="FORCE_LEVELS" # Change force power level SET_SABER_DEFENSE,//## %t="FORCE_LEVELS" # Change force power level SET_SABER_OFFENSE,//## %t="SABER_STYLES" # Change force power level SET_FORCE_RAGE_LEVEL,//## %t="FORCE_LEVELS" # Change force power level SET_FORCE_PROTECT_LEVEL,//## %t="FORCE_LEVELS" # Change force power level SET_FORCE_ABSORB_LEVEL,//## %t="FORCE_LEVELS" # Change force power level SET_FORCE_DRAIN_LEVEL,//## %t="FORCE_LEVELS" # Change force power level SET_FORCE_SIGHT_LEVEL,//## %t="FORCE_LEVELS" # Change force power level SET_SABER1_COLOR1, //## %t="SABER_COLORS" # Set color of first blade of first saber SET_SABER1_COLOR2, //## %t="SABER_COLORS" # Set color of second blade of first saber SET_SABER2_COLOR1, //## %t="SABER_COLORS" # Set color of first blade of first saber SET_SABER2_COLOR2, //## %t="SABER_COLORS" # Set color of second blade of first saber SET_DISMEMBER_LIMB, //## %t="HIT_LOCATIONS" # Cut off a part of a body and send the limb flying SET_OBJECTIVE_SHOW, //## %t="OBJECTIVES" # Show objective on mission screen SET_OBJECTIVE_HIDE, //## %t="OBJECTIVES" # Hide objective from mission screen SET_OBJECTIVE_SUCCEEDED,//## %t="OBJECTIVES" # Mark objective as completed SET_OBJECTIVE_SUCCEEDED_NO_UPDATE,//## %t="OBJECTIVES" # Mark objective as completed, no update sent to screen SET_OBJECTIVE_FAILED, //## %t="OBJECTIVES" # Mark objective as failed SET_MISSIONFAILED, //## %t="MISSIONFAILED" # Mission failed screen activates SET_TACTICAL_SHOW, //## %t="TACTICAL" # Show tactical info on mission objectives screen SET_TACTICAL_HIDE, //## %t="TACTICAL" # Hide tactical info on mission objectives screen SET_OBJECTIVE_CLEARALL, //## # Force all objectives to be hidden /* SET_OBJECTIVEFOSTER, */ SET_OBJECTIVE_LIGHTSIDE, //## # Used to get whether the player has chosen the light (succeeded) or dark (failed) side. SET_MISSIONSTATUSTEXT, //## %t="STATUSTEXT" # Text to appear in mission status screen SET_MENU_SCREEN,//## %t="MENUSCREENS" # Brings up specified menu screen SET_CLOSINGCREDITS, //## # Show closing credits //in-bhc tables SET_LEAN,//## %t="LEAN_TYPES" # Lean left, right or stop leaning //# #eol SET_ } setType_t; // this enum isn't used directly by the game, it's mainly for BehavEd to scan for... // typedef enum //# playType_e { //# #sep Types of file to play PLAY_ROFF = 0,//## %s="filename" !!"W:\game\base\scripts\!!#*.rof" # Play a ROFF file //# #eol PLAY_NUMBEROF } playType_t; const int Q3_TIME_SCALE = 1; //MILLISECONDS extern char cinematicSkipScript[64]; //General extern void Q3_TaskIDClear( int *taskID ); extern qboolean Q3_TaskIDPending( gentity_t *ent, taskID_t taskType ); extern void Q3_TaskIDComplete( gentity_t *ent, taskID_t taskType ); extern void Q3_DPrintf( const char *, ... ); //Not referenced directly as script function - all are called through Q3_Set extern void Q3_SetAnimBoth( int entID, const char *anim_name ); extern void Q3_SetVelocity( int entID, vec3_t angles ); ////////////////////////////////////////////////////////////////////////// /* BEGIN Almost useless tokenizer and interpreter constants BEGIN */ ////////////////////////////////////////////////////////////////////////// #define MAX_STRING_LENGTH 256 #define MAX_IDENTIFIER_LENGTH 128 #define TKF_IGNOREDIRECTIVES 0x00000001 // skip over lines starting with # #define TKF_USES_EOL 0x00000002 // generate end of line tokens #define TKF_NODIRECTIVES 0x00000004 // don't treat # in any special way #define TKF_WANTUNDEFINED 0x00000008 // if token not found in symbols create undefined token #define TKF_WIDEUNDEFINEDSYMBOLS 0x00000010 // when undefined token encountered, accumulate until space #define TKF_RAWSYMBOLSONLY 0x00000020 #define TKF_NUMERICIDENTIFIERSTART 0x00000040 #define TKF_IGNOREKEYWORDS 0x00000080 #define TKF_NOCASEKEYWORDS 0x00000100 #define TKF_NOUNDERSCOREINIDENTIFIER 0x00000200 #define TKF_NODASHINIDENTIFIER 0x00000400 #define TKF_COMMENTTOKENS 0x00000800 enum { TKERR_NONE, TKERR_UNKNOWN, TKERR_BUFFERCREATE, TKERR_UNRECOGNIZEDSYMBOL, TKERR_DUPLICATESYMBOL, TKERR_STRINGLENGTHEXCEEDED, TKERR_IDENTIFIERLENGTHEXCEEDED, TKERR_EXPECTED_INTEGER, TKERR_EXPECTED_IDENTIFIER, TKERR_EXPECTED_STRING, TKERR_EXPECTED_CHAR, TKERR_EXPECTED_FLOAT, TKERR_UNEXPECTED_TOKEN, TKERR_INVALID_DIRECTIVE, TKERR_INCLUDE_FILE_NOTFOUND, TKERR_UNMATCHED_DIRECTIVE, TKERR_USERERROR, }; enum { TK_EOF = -1, TK_UNDEFINED, TK_COMMENT, TK_EOL, TK_CHAR, TK_STRING, TK_INT, TK_INTEGER = TK_INT, TK_FLOAT, TK_IDENTIFIER, TK_USERDEF, }; //Token defines enum { TK_BLOCK_START = TK_USERDEF, TK_BLOCK_END, TK_VECTOR_START, TK_VECTOR_END, TK_OPEN_PARENTHESIS, TK_CLOSED_PARENTHESIS, TK_VECTOR, TK_GREATER_THAN, TK_LESS_THAN, TK_EQUALS, TK_NOT, NUM_USER_TOKENS }; //ID defines enum { ID_AFFECT = NUM_USER_TOKENS, ID_SOUND, ID_MOVE, ID_ROTATE, ID_WAIT, ID_BLOCK_START, ID_BLOCK_END, ID_SET, ID_LOOP, ID_LOOPEND, ID_PRINT, ID_USE, ID_FLUSH, ID_RUN, ID_KILL, ID_REMOVE, ID_CAMERA, ID_GET, ID_RANDOM, ID_IF, ID_ELSE, ID_REM, ID_TASK, ID_DO, ID_DECLARE, ID_FREE, ID_DOWAIT, ID_SIGNAL, ID_WAITSIGNAL, ID_PLAY, ID_TAG, ID_EOF, NUM_IDS }; //Type defines enum { //Wait types TYPE_WAIT_COMPLETE = NUM_IDS, TYPE_WAIT_TRIGGERED, //Set types TYPE_ANGLES, TYPE_ORIGIN, //Affect types TYPE_INSERT, TYPE_FLUSH, //Camera types TYPE_PAN, TYPE_ZOOM, TYPE_MOVE, TYPE_FADE, TYPE_PATH, TYPE_ENABLE, TYPE_DISABLE, TYPE_SHAKE, TYPE_ROLL, TYPE_TRACK, TYPE_DISTANCE, TYPE_FOLLOW, //Variable type TYPE_VARIABLE, TYPE_EOF, ID_CONTINUE, ID_BREAK, ID_ACTIVATE, ID_DEACTIVATE, ID_WHILE, ID_WAITUNTIL, ID_WAITAFFECT, ID_TASKCOMPLETED, ID_SIGNALCOUNT, TK_GE, TK_LE, NUM_TYPES }; enum { MSG_COMPLETED, MSG_EOF, NUM_MESSAGES, }; ////////////////////////////////////////////////////////////////////////// /* END Constants END */ ////////////////////////////////////////////////////////////////////////// //NOTENOTE: Only change this to re-point ICARUS to a new script directory // NOTE! A '/' (forward slash) should be checked for along with the script dir. #define Q3_SCRIPT_DIR "scripts" #define MAX_FILENAME_LENGTH 256 #define IBI_EXT ".IBI" //(I)nterpreted (B)lock (I)nstructions #define IBI_HEADER_ID "IBI" ////////////////////////////////////////////////////////////////////////// /* BEGIN Quake 3 Game Interface BEGIN */ ////////////////////////////////////////////////////////////////////////// // The script data buffer. typedef struct pscript_s { char *buffer; long length; } pscript_t; // STL map type definitions for the Entity List and Script Buffer List. typedef map < string, int, less, allocator > entitylist_t; typedef map < string, pscript_t*, less, allocator > scriptlist_t; // STL map type definitions for the variable containers. typedef map < string, string > varString_m; typedef map < string, float > varFloat_m; // The Quake 3 Game Interface Class for Quake3 and Icarus to use. // Created: 10/08/02 by Aurelio Reis. class CQuake3GameInterface : public IGameInterface { private: // A list of script buffers (to ensure we cache a script only once). scriptlist_t m_ScriptList; // A list of Game Elements/Objects. entitylist_t m_EntityList; // Variable stuff. varString_m m_varStrings; varFloat_m m_varFloats; varString_m m_varVectors; int m_numVariables; int m_entFilter; // Register variables functions. void SetVar( int taskID, int entID, const char *type_name, const char *data ); void VariableSaveFloats( varFloat_m &fmap ); void VariableSaveStrings( varString_m &smap ); void VariableLoadFloats( varFloat_m &fmap ); void VariableLoadStrings( int type, varString_m &fmap ); void InitVariables( void ); int GetStringVariable( const char *name, const char **value ); int GetFloatVariable( const char *name, float *value ); int GetVectorVariable( const char *name, vec3_t value ); int VariableDeclared( const char *name ); int SetFloatVariable( const char *name, float value ); int SetStringVariable( const char *name, const char *value ); int SetVectorVariable( const char *name, const char *value ); void PrisonerObjCheck(const char *name,const char *data); public: // Static Singleton Instance. static CQuake3GameInterface *m_pInstance; // Variable enums enum { VTYPE_NONE = 0, VTYPE_FLOAT, VTYPE_STRING, VTYPE_VECTOR, MAX_VARIABLES = 32 }; // Register enums. enum { SCRIPT_COULDNOTREGISTER = 0, SCRIPT_REGISTERED, SCRIPT_ALREADYREGISTERED }; // Constructor. CQuake3GameInterface(); // Destructor (NOTE: Destroy the Game Interface BEFORE the Icarus Interface). ~CQuake3GameInterface(); // Initialize an Entity by ID. bool InitEntity( gentity_t *pEntity ); // Free an Entity by ID (NOTE, if this is called while a script is running the game will crash!). void FreeEntity( gentity_t *pEntity ); // Determines whether or not an Entity needs ICARUS information. bool ValidEntity( gentity_t *pEntity ); // Associate the entity's id and name so that it can be referenced later. void AssociateEntity( gentity_t *pEntity ); // Make a valid script name. int MakeValidScriptName( char **strScriptName ); // First looks to see if a script has already been loaded, if so, return SCRIPT_ALREADYREGISTERED. If a script has // NOT been already cached, that script is loaded and the return is SCRIPT_REGISTERED. If a script could not // be found cached and could not be loaded we return SCRIPT_COULDNOTREGISTER. int RegisterScript( const char *strFileName, void **ppBuf, int &iLength ); // Precache all the resources needed by a Script and it's Entity (or vice-versa). int PrecacheEntity( gentity_t *pEntity ); // Run the script. void RunScript( const gentity_t *pEntity, const char *strScriptName ); // Log Icarus Entity's? void Svcmd( void ); // Clear the list of entitys. void ClearEntityList() { m_EntityList.clear(); } // Save all Variables. int VariableSave( void ); // Load all Variables. int VariableLoad( void ); // Overiddables. // Get the current Game flavor. int GetFlavor(); //General int LoadFile( const char *name, void **buf ); void CenterPrint( const char *format, ... ); void DebugPrint( e_DebugPrintLevel, const char *, ... ); unsigned int GetTime( void ); //Gets the current time //DWORD GetTimeScale(void ); int PlaySound( int taskID, int entID, const char *name, const char *channel ); void Lerp2Pos( int taskID, int entID, vec3_t origin, vec3_t angles, float duration ); //void Lerp2Origin( int taskID, int entID, vec3_t origin, float duration ); void Lerp2Angles( int taskID, int entID, vec3_t angles, float duration ); int GetTag( int entID, const char *name, int lookup, vec3_t info ); //void Lerp2Start( int taskID, int entID, float duration ); //void Lerp2End( int taskID, int entID, float duration ); void Set( int taskID, int entID, const char *type_name, const char *data ); void Use( int entID, const char *name ); void Activate( int entID, const char *name ); void Deactivate( int entID, const char *name ); void Kill( int entID, const char *name ); void Remove( int entID, const char *name ); float Random( float min, float max ); void Play( int taskID, int entID, const char *type, const char *name ); //Camera functions void CameraPan( vec3_t angles, vec3_t dir, float duration ); void CameraMove( vec3_t origin, float duration ); void CameraZoom( float fov, float duration ); void CameraRoll( float angle, float duration ); void CameraFollow( const char *name, float speed, float initLerp ); void CameraTrack( const char *name, float speed, float initLerp ); void CameraDistance( float dist, float initLerp ); void CameraFade( float sr, float sg, float sb, float sa, float dr, float dg, float db, float da, float duration ); void CameraPath( const char *name ); void CameraEnable( void ); void CameraDisable( void ); void CameraShake( float intensity, int duration ); int GetFloat( int entID, const char *name, float *value ); int GetVector( int entID, const char *name, vec3_t value ); int GetString( int entID, const char *name, char **value ); int Evaluate( int p1Type, const char *p1, int p2Type, const char *p2, int operatorType ); void DeclareVariable( int type, const char *name ); void FreeVariable( const char *name ); //Save / Load functions int WriteSaveData( unsigned int chid, void *data, int length ); int ReadSaveData( unsigned int chid, void *address, int length, void **addressptr = NULL ); int LinkGame( int entID, int icarusID ); // Access functions int CreateIcarus( int entID); //Polls the engine for the sequencer of the entity matching the name passed int GetByName( const char *name ); // (g_entities[m_ownerID].svFlags&SVF_ICARUS_FREEZE) // return -1 indicates invalid int IsFrozen(int entID); void Free(void* data); void *Malloc( int size ); float MaxFloat(void); // Script precache functions. void PrecacheRoff( const char *name ); void PrecacheScript( const char *name ); void PrecacheSound( const char *name ); void PrecacheFromSet( const char *setname, const char *filename ); }; // A Quick accessor function for accessing Quake 3 Interface specific functions. inline CQuake3GameInterface *Quake3Game() { return (CQuake3GameInterface *)IGameInterface::GetGame(); } ////////////////////////////////////////////////////////////////////////// /* END Quake 3 Game Interface END */ ////////////////////////////////////////////////////////////////////////// #endif //__Q3_INTERFACE__