jediacademy/code/game/Q3_Interface.h

704 lines
34 KiB
C++

#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<string>, allocator<int> > entitylist_t;
typedef map < string, pscript_t*, less<string>, allocator<pscript_t*> > 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 long chid, void *data, int length );
int ReadSaveData( unsigned long 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__