sin-sdk/scriptvariable.cpp
1998-12-20 00:00:00 +00:00

1262 lines
24 KiB
C++

//-----------------------------------------------------------------------------
//
// $Logfile:: /Quake 2 Engine/Sin/code/game/scriptvariable.cpp $
// $Revision:: 31 $
// $Author:: Aldie $
// $Date:: 11/13/98 6:17p $
//
// 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/scriptvariable.cpp $
//
// 31 11/13/98 6:17p Aldie
// Change str functions to be case insensitive
//
// 30 9/24/98 1:48a Jimdose
// Found source of memory leak. Made ClearList delete each variable as it
// removes it.
//
// 29 9/21/98 4:21p Markd
// Put in archive functions and rewrote all archive routines
//
// 28 8/21/98 1:45a Markd
// Fixed Vector bug
//
// 27 8/20/98 6:09p Markd
// Added ToForward, ToRight, To Up for angle vectors
//
// 26 8/20/98 5:35p Markd
// Added cross product, dot product and length
//
// 25 8/20/98 4:31p Markd
// Added vector support
//
// 24 8/07/98 5:43p Jimdose
// Added isVariableCommand
//
// 23 8/06/98 5:19p Jimdose
// VarProcessCommand now uses ScriptThread's ProcessCommandFromEvent
//
// 22 7/26/98 10:43a Markd
// fixed archiving of scriptvariables
//
// 21 7/26/98 5:32a Markd
// Put in archive functions
//
// 20 7/24/98 4:52p Jimdose
// Added getcvar command to script
//
// 19 7/02/98 3:04p Jimdose
// Made append functions use str instead of char array
//
// 18 6/30/98 6:07p Jimdose
// Added versions of CreateVariable that accept Entity *'s and Vectors
// Added SetVariable with variations
//
// 17 6/27/98 4:24p Aldie
// Put an error check in coninput
//
// 16 6/18/98 8:47p Jimdose
// Added better event error handling
// Added source info to events
//
// 15 6/17/98 3:03p Markd
// Changed NumArgs back to previous behavior
//
// 14 6/10/98 7:53p Markd
// Made NumArgs behave correctly like argc
//
// 13 5/24/98 5:25p Jimdose
// Changed char *'s to const char *'s
//
// 12 4/20/98 6:04p Jimdose
// No longer round down value.
//
// 11 4/18/98 6:11p Aldie
// Added randomfloat, randomint, div, and mod.
//
// 10 3/27/98 6:25p Aldie
// Added coninput
//
// 9 3/24/98 8:54p Jimdose
// Added thread management script commands
//
// 8 3/23/98 1:31p Jimdose
// Revamped event and command system
//
// 7 3/02/98 8:49p Jimdose
// Changed the classid parameter of CLASS_DECLARATION to a quoted string so
// that you could have a NULL classid.
//
// 6 2/17/98 7:03p Jimdose
// Added ClearList
// Floats are rounded down to the nearest hundredth
//
// 5 2/03/98 10:47a Jimdose
// Updated to work with Quake 2 engine
//
// 3 11/23/97 3:11p Jimdose
// Mark: checked in to compile stuff
//
// 2 11/07/97 6:35p Jimdose
// Created file
//
// DESCRIPTION:
// Dynamic variable list for scripts.
//
#include "g_local.h"
#include "class.h"
#include "scriptvariable.h"
#include "scriptmaster.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" );
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 },
{ 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 );
}