sin-sdk/scriptmaster.cpp

3868 lines
84 KiB
C++

//-----------------------------------------------------------------------------
//
// $Logfile:: /Quake 2 Engine/Sin/code/game/scriptmaster.cpp $
// $Revision:: 155 $
// $Author:: Jimdose $
// $Date:: 12/18/98 11:03p $
//
// Copyright (C) 1997 by Ritual Entertainment, Inc.
// All rights reserved.
//
// This source is may not be distributed and/or modified without
// expressly written permission by Ritual Entertainment, Inc.
//
// $Log:: /Quake 2 Engine/Sin/code/game/scriptmaster.cpp $
//
// 155 12/18/98 11:03p Jimdose
// removed include of qcommon.h
//
// 154 12/16/98 12:42a Aldie
// Added endgame command for Sin Arcade
//
// 153 12/14/98 6:52p Aldie
// Added mapname command
//
// 152 11/11/98 10:55p Jimdose
// Added RemoveEnt, RemoveClass, KillEnt, KillClass
//
// 151 11/10/98 4:34p Jimdose
// added ClearSaveGames
//
// 150 11/07/98 10:15p Markd
// put in forcemusic support
//
// 149 11/07/98 10:05p Jimdose
// made spawn work with model names
//
// 148 11/06/98 5:17p Jimdose
// added missionfailed and missionfailedtime to level vars
// when a mission has failed or the player is dead in single player, the game
// code immediately shows the loadmenu, preventing them from letting the game
// continue running if they exit the menu
//
// 147 11/05/98 2:17a Aldie
// Added a check for the world to cacheplayermodel
//
// 146 11/04/98 9:50p Aldie
// Added ability to force cache a player model
//
// 145 10/27/98 9:46p Aldie
// Changed training cvar to level.training
//
// 144 10/27/98 9:21p Markd
// fixed dialogsound bug
//
// 143 10/27/98 8:07p Markd
// Added dialogsound command
//
// 142 10/26/98 9:06p Aldie
// Added stuffcommand
//
// 141 10/26/98 5:15p Jimdose
// changed recalcpaths to passtopathmanager
//
// 140 10/26/98 4:42p Jimdose
// added recalcpaths
//
// 139 10/26/98 2:16p Aldie
// Added AirClamp
//
// 138 10/26/98 12:42a Markd
// added new print commands and crucial dialog
//
// 137 10/26/98 12:05a Jimdose
// added MissionFailed
//
// 136 10/25/98 6:26p Markd
// Added in no_jc abililty
//
// 135 10/24/98 9:38p Jimdose
// Added GetUniqueThreadNumber
// Made TerminateThread not kill actor threads or thread 0 (an invalid thread)
//
// 134 10/24/98 12:42a Markd
// changed origins to worldorigins where appropriate
//
// 133 10/22/98 5:44p Jimdose
// MapEvent now sets doneProcessing to true
//
// 132 10/22/98 4:32p Aldie
// Added a clear screen print file command
//
// 131 10/19/98 11:51p Aldie
// Added fixslashes to screen print file
//
// 130 10/19/98 12:07a Jimdose
// made all code use fast checks for inheritance (no text lookups when
// possible)
// isSubclassOf no longer requires ::_classinfo()
//
// 129 10/18/98 7:59p Aldie
// Added screenprintfile
//
// 128 10/14/98 12:12a Aldie
// Added a bunch of intermission commands
//
// 127 10/12/98 9:07p Markd
// Made it so playermodels are not cached if not in deathmatch
//
// 126 10/08/98 3:44p Markd
// re-merged my changes back into the checked in file
//
// 125 10/08/98 12:02a Jimdose
// made GameTime a ScriptVariablePtr
// moved PlayerFrozen to game
// got rid of type in gamescript
//
// 124 10/01/98 8:00p Markd
// Made dialog use NO_PHS
//
// 123 9/26/98 7:17p Markd
// Made WaitFor support more than one object with the same target name
//
// 122 9/25/98 4:36p Markd
// Replaced Event::Find with Event::Exists
//
// 121 9/23/98 11:00p Markd
// put in some garbage collection on stuff that wasn't freed up
//
// 120 9/22/98 4:23p Markd
// Fixed some targetname stuff for lights, doors and scriptobjects
//
// 119 9/19/98 6:13p Aldie
// Added printscreen command
//
// 118 9/15/98 7:43p Markd
// fixed some typos
//
// 117 9/15/98 7:35p Markd
// Moved music and soundtrack stuff to specialfx
//
// 116 9/15/98 6:46p Aldie
// Clear the waitfor's before deleting threads
//
// 115 9/10/98 8:34p Markd
// removed drawoverlay and drawstats variables from level structure
//
// 114 9/09/98 3:56p Aldie
// Changed precision of fade floats
//
// 113 9/02/98 7:47p Aldie
// Added cacheplayermodel function
//
// 112 8/29/98 9:45p Jimdose
// Changed BeginIntermission to G_BeginIntermission
//
// 111 8/29/98 7:22p Aldie
// Updated the spawn function
//
// 110 8/29/98 5:27p Markd
// added specialfx, replaced misc with specialfx where appropriate
//
// 109 8/26/98 6:43p Jimdose
// fixed bug in Restore
//
// 108 8/24/98 11:32a Markd
// Added Start method to threads, repladed all ProcessEvent(
// EV_ScriptThread_execute) with thread->Start( -1 )
//
// 107 8/22/98 10:04p Markd
// added noprecache support for cachemodel and cachesound
//
// 106 8/22/98 6:34p Markd
// Added Terminate extened behavior
//
// 105 8/22/98 1:22a Markd
// Added WaitForPlayer support
//
// 104 8/21/98 5:26p Markd
// Added sv_precache and cl_precache
//
// 103 8/21/98 1:43a Markd
// Changed parameters to CreateThread
//
// 102 8/20/98 4:39p Markd
// Added print vector support
//
// 101 8/19/98 6:38p Markd
// Added noncinematic event
//
// 100 8/18/98 11:08p Markd
// Added new Alias System
//
// 99 8/17/98 7:31p Jimdose
// Added WaitingFor to test if a thread is waiting for the specified entity
//
// 98 8/17/98 4:34p Markd
// Added cinematic and skipthread events
//
// 97 8/15/98 11:18p Jimdose
// Restore was always starting the thread up.
//
// 96 8/15/98 5:31p Jimdose
// Added SetScript to ScriptThread for changing script files without using a
// Goto
//
// 95 8/14/98 9:09p Jimdose
// added waitUntil to keep track of wait times when marking and restoring (used
// when changing actor states)
//
// 94 8/14/98 8:14p Aldie
// Added generic overlay system
//
// 93 8/14/98 3:44p Jimdose
// WaitingFor variables are now all cleared after they're no longer valid
//
// 92 8/13/98 7:45p Jimdose
// EventEnd now sets doneprocessing to true when doing the callback for model
// scripts
//
// 91 8/13/98 7:29p Jimdose
// Added type to scriptthreads
//
// 90 8/13/98 5:00p Jimdose
// ProcessCommand checks if variables are empty before using them with
// commands.
//
// 89 8/12/98 6:43p Jimdose
// Changed TriggerEvent so that it doesn't add the entities that were triggered
// to the updateList. This would cause them to eroniously recieve doMove
// commands, overriding their real movethread information.
//
// 88 8/08/98 7:51p Jimdose
// changed realWorld to world
//
// 87 8/07/98 5:44p Jimdose
// Process command now uses isVariableCommand to check if a command should be
// sent to a variable as apposed to the object that variable refers to
//
// 86 8/06/98 10:49p Jimdose
// fixed index out of range bug in ProcessCommand
//
// 85 8/06/98 6:59p Jimdose
// Added GameTime
//
// 84 8/06/98 5:18p Jimdose
// Added ProcessCommandFromEvent
//
// 83 7/31/98 8:09p Jimdose
// Script commands now include flags to indicate cheats and console commands
//
// 82 7/26/98 12:12a Markd
// Added precache ability to dialog stuff
//
// 81 7/25/98 4:37p Aldie
// Menu controls
//
// 80 7/24/98 6:18p Aldie
// enable and disable huds
//
// 79 7/24/98 4:52p Jimdose
// Added setcvar command to script
//
// 78 7/24/98 2:11p Markd
// Changed dialog from VOICE to DIALOG
//
// 77 7/21/98 9:06p Markd
// Added music and soundtrack events
//
// 76 7/21/98 4:14p Jimdose
// waitFor now adds the object to the update list so that if no commands have
// been issued, the object will give a moveDone right away
// Made DoMove post the EV_ProcessCommands event so that any callbacks to the
// thread don't clear the updateList
//
// 75 7/20/98 5:48p Jimdose
// Added map command for changing levels
//
// 74 7/18/98 7:36p Aldie
// Added support for fades
//
// 73 7/16/98 5:18p Aldie
// Fixed error message bug.
//
// 72 7/14/98 11:51p Jimdose
// EventEnd only notifies the owning model if the event comes from script
//
// 71 7/11/98 9:24p Markd
// Forgot to add SetDialogScript event to ScriptThread
//
// 70 7/11/98 8:43p Markd
// Added SetDialogScript, added optional label support to CreateThread
//
// 69 7/11/98 2:49p Markd
// Added dialog event
//
// 68 7/09/98 1:39a Jimdose
// updateList is now cleared everytime we execute the script to insure that it
// always only contains THIS frame's objects
//
// 67 7/07/98 11:36p Jimdose
// Added error for unsupported global commands
// made end command signal self if model script
// added ThreadMarker
//
// 66 7/03/98 4:10p Jimdose
// Added assert and break
//
// 65 6/27/98 9:48p Jimdose
// Fixed a bug with TriggerEvent
//
// 64 6/27/98 7:03p Markd
// Added WaitForSound
//
// 63 6/25/98 8:14p Jimdose
// Made waitFor use *-entnum as well as targetname
//
// 62 6/24/98 6:47p Jimdose
// Made entity number based commands use "*" prefix consistantly
//
// 61 6/18/98 8:47p Jimdose
// Added better event error handling
// Added source info to events
//
// 60 6/17/98 3:03p Markd
// Changed NumArgs back to previous behavior
//
// 59 6/10/98 9:38p Jimdose
// Since we changed waitingFor to an str, ObjectMoveDone has to check if the
// length of waitingFor is > 0 before comaring it to the object's targetname,
// otherwise, calls to this function can cause threads that aren't waiting for
// objects to continue.
//
// 58 6/10/98 7:53p Markd
// Made NumArgs behave correctly like argc
//
// 57 6/10/98 6:08p Jimdose
// Made ProcessCommand add the thread to * commands
//
// 56 6/09/98 4:22p Jimdose
// Added multi-file scripting
// each script now has its own set of labels that are only processed once
//
// 55 6/04/98 11:07a Markd
// Made sure to initialize ScriptMaster when CloseScript is called
//
// 54 5/27/98 5:03a Aldie
// Added warning for ent not found in * commands
//
// 53 5/26/98 11:59p Markd
// put label support into ScriptMaster
//
// 52 5/26/98 9:25p Aldie
// Added spawn command
//
// 51 5/26/98 7:55p Jimdose
// added scripted cameras
//
// 50 5/26/98 4:46p Aldie
// Added player commands
//
// 49 5/26/98 4:22p Markd
// Added TargetList stuff and sped up SendToSlaves function
//
// 48 5/25/98 1:39p Aldie
// Added create console user
//
// 47 5/24/98 8:46p Jimdose
// Made a lot of functions more str-friendly.
// Got rid of a lot of char * based strings
// Cleaned up get spawn arg functions and sound functions
// sound functions now use consistant syntax
//
// 46 5/24/98 4:48p Jimdose
// Made char *'s const
//
// 45 5/22/98 10:57a Markd
// Put in label support parsing
//
// 44 5/20/98 10:00p Jimdose
// Rewrote KillThread so that it didn't remove the thread from the list before
// calling the destructor, thus causing assertion failures
//
// 43 5/20/98 5:30p Jimdose
// Added threadDying to prevent threads from executing after an "end" was
// reached. There was a bug where a thread had a callback on the same frame
// that it was killed that caused it to execute code from another thread.
//
// 42 5/20/98 4:31p Markd
// bullet-proofed thread code a bit
//
// 41 5/19/98 4:24p Aldie
// Added DeathCallback and WaitForDeath
//
// 40 5/13/98 4:57p Jimdose
// EventEnd now posts remove 0 in the future
//
// 39 5/11/98 5:53p Markd
// Added aliascache command
//
// 38 5/08/98 2:56p Markd
// Added alias event
//
// 37 5/05/98 3:46p Aldie
// Uncommented surfaceManager stuff.
//
// 36 5/04/98 8:31p Markd
// Added setlightstyle, cachemodel and cachesound
//
// 35 5/04/98 8:11p Aldie
// Updated surfaceManager name
//
// 34 5/02/98 8:47p Markd
// Added server and client event prefixes also modified CreateThread stuff
//
// 33 5/01/98 5:05p Jimdose
// Added TriggerEvent
//
// 32 4/03/98 1:10p Aldie
// Added waitForVariable
//
// 31 3/28/98 4:35p Jimdose
// Disabled assertion in threadCallback
//
// 30 3/28/98 3:28p Aldie
// Fixed some console input problems.
//
// 29 3/27/98 6:46p Jimdose
// Made EventEnd notify waiting threads that it was ending
//
// 28 3/27/98 6:23p Aldie
// Added some better console input stuff.
//
// 27 3/26/98 7:15p Aldie
// Added console type vars.
//
// 26 3/26/98 2:52p Aldie
// Added interface between consoles and scripts.
//
// 25 3/24/98 8:54p Jimdose
// Added thread management script commands
//
// 24 3/24/98 4:59p Jimdose
// Fixed various bugs related to the new event system
//
// 23 3/23/98 1:45p Jimdose
// Fixed bug where GetThread was returning the wrong thread
//
// 22 3/23/98 1:32p Jimdose
// Revamped event and command system
// Separated threads from controlling object for better thread management
//
// 21 3/07/98 5:17p Aldie
// Fixed trans_mag and trans_angle.
//
// 20 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.
//
// 19 2/28/98 4:43p Aldie
// Added Matrix4TransformVector
//
// 18 2/25/98 2:24p Aldie
// Updated texinfo command system.
//
// 17 2/24/98 3:38p Aldie
// Added support for texinfo commands.
//
// 16 2/21/98 1:10p Jimdose
// Changed initThread so that it doesn't search for a label if a NULL pointer
// is passed in and added a parameter to determine if it should execute the
// code immediately.
//
// 15 2/18/98 8:05p Jimdose
// GetObject replaces getObjectFromScrip, getScriptObject, and FindEntity
// Commands are now sent to all entities with a specified targetname, rather
// than just the first one.
//
//
// 13 2/18/98 4:40p Jimdose
// Syntax for conditionals changed from "var condition value label" to "var
// condition value statement"
// Added check for non-numeric values in variables in GetFloat, GetDouble, and
// GetInt
//
// 12 2/17/98 7:08p Jimdose
// Rewrote script variable support. New support KICKS ASS. :)
//
// 11 2/06/98 5:38p Jimdose
// Added check for missing file in setScript
//
// 10 2/03/98 10:48a Jimdose
// Updated to work with Quake 2 engine
// Got rid of preprocessing stage.
//
// 8 11/20/97 9:02p Jimdose
// Changed Container class to use ints instead of void *
//
// 7 11/07/97 6:41p Jimdose
// Changed DoMove to remove entities from the updateList more efficiently.
// Added support for variables.
//
// 6 10/28/97 4:22p Jimdose
// Made work with any Entity instead of just ScriptSlaves.
// Moved all general entity commands into Entity. ScriptMaster now only
// handles script flow commands.
// updateList only contains the entities that received commands for the current
// frame and is then clear when processing for that iteration is done.
//
// 5 10/27/97 3:30p Jimdose
// Removed dependency on quakedef.h
//
// 4 10/06/97 6:36p Jimdose
// Added control over dynamic lights.
//
// 3 9/26/97 5:23p Jimdose
// Added standard Ritual headers
//
// DESCRIPTION:
// Script masters are invisible entities that are spawned at the begining of each
// map. They simple parse the script and send commands to the specified objects
// at the apropriate time. Using a combination of simple commands, very complex
// scripted events can occur.
//
#include "g_local.h"
#include "class.h"
#include "scriptmaster.h"
#include "container.h"
#include "scriptvariable.h"
#include "surface.h"
#include "console.h"
#include "misc.h"
#include "specialfx.h"
#include "worldspawn.h"
#include "player.h"
#ifdef SIN_ARCADE
#include "arcade_comm.h"
#endif
ScriptVariableList gameVars;
ScriptVariableList levelVars;
ScriptVariableList parmVars;
ScriptVariableList consoleVars;
static ScriptVariablePtr GameTime = NULL;
Event EV_ProcessCommands( "processCommands" );
Event EV_Script_NewOrders( "newOrders" );
Event EV_ScriptThread_Execute( "execute" );
Event EV_ScriptThread_Callback( "script_callback" );
Event EV_ScriptThread_ThreadCallback( "thread_callback" );
Event EV_ScriptThread_ConsoleCallback( "console_callback" );
Event EV_ScriptThread_VariableCallback( "variable_callback" );
Event EV_ScriptThread_DeathCallback( "death_callback" );
Event EV_ScriptThread_CreateThread( "thread" );
Event EV_ScriptThread_TerminateThread( "terminate" );
Event EV_ScriptThread_ControlObject( "control" );
Event EV_ScriptThread_Goto( "goto" );
Event EV_ScriptThread_Pause( "pause" );
Event EV_ScriptThread_Wait( "wait" );
Event EV_ScriptThread_WaitFor( "waitFor" );
Event EV_ScriptThread_WaitForThread( "waitForThread" );
Event EV_ScriptThread_WaitForConsole( "waitForConsole" );
Event EV_ScriptThread_WaitForVariable( "waitForVariable" );
Event EV_ScriptThread_WaitForDeath( "waitForDeath" );
Event EV_ScriptThread_WaitForSound( "waitForSound" );
Event EV_ScriptThread_WaitForPlayer( "waitForPlayer" );
Event EV_ScriptThread_End( "end" );
Event EV_ScriptThread_Print( "print" );
Event EV_ScriptThread_PrintInt( "printint" );
Event EV_ScriptThread_PrintFloat( "printfloat" );
Event EV_ScriptThread_PrintVector( "printvector" );
Event EV_ScriptThread_NewLine( "newline" );
Event EV_ScriptThread_UserPrint( "uprint" );
Event EV_ScriptThread_UserPrintInt( "uprintint" );
Event EV_ScriptThread_UserPrintFloat( "uprintfloat" );
Event EV_ScriptThread_UserPrintVector( "uprintvector" );
Event EV_ScriptThread_UserNewLine( "unewline" );
Event EV_ScriptThread_Assert( "assert" );
Event EV_ScriptThread_Break( "break" );
Event EV_ScriptThread_Clear( "clear" );
Event EV_ScriptThread_Trigger( "trigger" );
Event EV_ScriptThread_Spawn( "spawn", EV_CHEAT );
Event EV_ScriptThread_Map( "map" );
Event EV_ScriptThread_SetCvar( "setcvar" );
Event EV_ScriptThread_CueCamera( "cuecamera" );
Event EV_ScriptThread_CuePlayer( "cueplayer" );
Event EV_ScriptThread_FreezePlayer( "freezeplayer" );
Event EV_ScriptThread_ReleasePlayer( "releaseplayer" );
Event EV_ScriptThread_Menu( "menu" );
Event EV_ScriptThread_MissionFailed( "missionfailed" );
Event EV_ScriptThread_KillEnt( "killent", EV_CONSOLE );
Event EV_ScriptThread_KillClass( "killclass", EV_CONSOLE );
Event EV_ScriptThread_RemoveEnt( "removeent", EV_CONSOLE );
Event EV_ScriptThread_RemoveClass( "removeclass", EV_CONSOLE );
// client/server flow control
Event EV_ScriptThread_ServerOnly( "server" );
Event EV_ScriptThread_ClientOnly( "client" );
Event EV_ScriptThread_StuffCommand( "stuffcmd" );
Event EV_ScriptThread_Training( "training" );
Event EV_ScriptThread_ClearSaveGames( "clearsavegames" );
//
// world stuff
//
Event EV_ScriptThread_SetLightStyle( "lightstyle" );
Event EV_ScriptThread_RegisterAlias( "alias" );
Event EV_ScriptThread_RegisterAliasAndCache( "aliascache" );
Event EV_ScriptThread_SetCinematic( "cinematic" );
Event EV_ScriptThread_SetNonCinematic( "noncinematic" );
Event EV_ScriptThread_SetSkipThread( "skipthread" );
Event EV_ScriptThread_AirClamp( "airclamp" );
// Precache specific
Event EV_ScriptThread_Precache_Model( "cachemodel" );
Event EV_ScriptThread_Precache_PlayerModel( "cacheplayermodel" );
Event EV_ScriptThread_Precache_Sound( "cachesound" );
// set dialog script
Event EV_ScriptThread_SetDialogScript( "setdialogscript" );
// fades for movies
Event EV_ScriptThread_FadeIn( "fadein" );
Event EV_ScriptThread_FadeOut( "fadeout" );
Event EV_ScriptThread_Hud( "hud" );
Event EV_ScriptThread_LoadOverlay( "loadoverlay" );
Event EV_ScriptThread_LoadIntermission( "loadintermission" );
Event EV_ScriptThread_IntermissionLayout( "intermissionlayout" );
Event EV_ScriptThread_Overlay( "overlay" );
Event EV_ScriptThread_ScreenPrint( "screenprint" );
Event EV_ScriptThread_ScreenPrintFile( "screenprintfile" );
Event EV_ScriptThread_ClearScreenPrintFile( "clearscreenprintfile" );
Event EV_ScriptThread_MapName( "mapname" );
Event EV_ScriptThread_EndGame( "endgame" );
// music command
Event EV_ScriptThread_MusicEvent( "music" );
Event EV_ScriptThread_ForceMusicEvent( "forcemusic" );
Event EV_ScriptThread_SoundtrackEvent( "soundtrack" );
// Precache specific
Event EV_ScriptThread_JC_Hearable( "jc_hearable" );
Event EV_ScriptThread_JC_Not_Hearable( "jc_not_hearable" );
// crucial dialog command
Event EV_ScriptThread_CrucialDialog( "crucialdialog" );
// dialog sound command
Event EV_ScriptThread_DialogSound( "dialogsound" );
CLASS_DECLARATION( Class, ThreadMarker, NULL );
ResponseDef ThreadMarker::Responses[] =
{
{ NULL, NULL }
};
ResponseDef ScriptMaster::Responses[] =
{
{ NULL, NULL }
};
ScriptMaster Director;
CLASS_DECLARATION( Listener, ScriptMaster, NULL );
ScriptMaster::ScriptMaster()
{
threadIndex = 0;
currentThread = NULL;
player_ready = false;
}
ScriptMaster::~ScriptMaster()
{
GameTime = NULL;
CloseScript();
}
EXPORT_FROM_DLL void ScriptMaster::CloseScript
(
void
)
{
KillThreads();
ScriptLib.CloseScripts();
GameTime = NULL;
}
EXPORT_FROM_DLL void ScriptMaster::KillThreads
(
void
)
{
int i;
int num;
num = Threads.NumObjects();
// Clear the waitfor's from each thread before deleting
// so they don't get triggered.
for( i = num; i > 0; i-- )
{
Threads.ObjectAt( i )->ClearWaitFor();
}
for( i = num; i > 0; i-- )
{
delete Threads.ObjectAt( i );
}
Threads.FreeObjectList();
threadIndex = 0;
currentThread = NULL;
}
EXPORT_FROM_DLL qboolean ScriptMaster::NotifyOtherThreads
(
int num
)
{
ScriptThread *thread1;
ScriptThread *thread2;
int i;
int n;
Event *ev;
thread1 = GetThread( num );
assert( thread1 );
n = Threads.NumObjects();
for( i = 1; i <= n; i++ )
{
thread2 = Threads.ObjectAt( i );
assert( thread2 );
if ( thread2->WaitingOnThread() == thread1 )
{
ev = new Event( EV_ScriptThread_ThreadCallback );
ev->SetThread( thread1 );
thread2->ProcessEvent( ev );
return true;
}
}
return false;
}
EXPORT_FROM_DLL void ScriptMaster::DeathMessage
(
const char *name
)
{
ScriptThread *thread;
Event *ev;
int i,n;
// Look for threads that are waiting for this name
n = Threads.NumObjects();
for( i = 1; i <= n; i++ )
{
const char *waiting;
thread = Threads.ObjectAt( i );
assert( thread );
if (thread)
{
waiting = thread->WaitingOnDeath();
if (waiting)
{
if (!strcmp(waiting, name))
{
ev = new Event( EV_ScriptThread_DeathCallback );
thread->ProcessEvent(ev);
}
}
}
}
}
EXPORT_FROM_DLL qboolean ScriptMaster::PlayerReady
(
void
)
{
return player_ready;
}
EXPORT_FROM_DLL void ScriptMaster::PlayerNotReady
(
void
)
{
player_ready = false;
}
EXPORT_FROM_DLL void ScriptMaster::PlayerSpawned
(
void
)
{
ScriptThread *thread;
int i,n;
player_ready = true;
// Look for threads that are waiting for the player
n = Threads.NumObjects();
for( i = 1; i <= n; i++ )
{
thread = Threads.ObjectAt( i );
assert( thread );
if (thread)
{
if ( thread->WaitingOnPlayer() )
{
thread->ClearWaitFor();
thread->Start( -1 );
}
}
}
}
EXPORT_FROM_DLL void ScriptMaster::CreateConsoleUser
(
const char *console_name,
int user
)
{
ScriptVariable *var;
ScriptVariableList *vars;
const char *v;
char varname[256];
// Create a variable that holds the value for the slider.
sprintf(varname,"console.%s",console_name);
var = GetExistingVariable( varname );
if ( !var )
{
vars = GetVarGroup( varname );
if ( !vars )
{
return;
}
v = strchr( varname, '.' );
assert( v );
var = vars->CreateVariable( v + 1, user );
}
else
{
var->setIntValue( user );
}
}
EXPORT_FROM_DLL void ScriptMaster::ConsoleVariable
(
const char *name,
const char *text
)
{
ScriptThread *thread;
ScriptVariable *var;
ScriptVariableList *vars;
Event *ev;
int i,n;
const char *v;
char varname[256];
// Create a variable that holds the value for the slider.
sprintf(varname,"console.%s",name);
var = GetExistingVariable( varname );
if ( !var )
{
vars = GetVarGroup( varname );
if ( !vars )
{
return;
}
v = strchr( varname, '.' );
assert( v );
var = vars->CreateVariable( v + 1, text );
}
else
{
var->setStringValue( text );
}
// Look for threads that are waiting for this variable
n = Threads.NumObjects();
for( i = 1; i <= n; i++ )
{
const char *waiting;
thread = Threads.ObjectAt( i );
assert( thread );
if (thread)
{
waiting = thread->WaitingOnVariable();
if (waiting)
{
if (!strcmp(waiting, name))
{
ev = new Event( EV_ScriptThread_VariableCallback );
thread->ProcessEvent(ev);
}
}
}
}
}
EXPORT_FROM_DLL void ScriptMaster::ConsoleInput
(
const char *name,
const char *text
)
{
ScriptThread *thread;
ScriptVariable *var;
ScriptVariableList *vars;
Event *ev;
int i,n;
const char *v;
char varname[256];
// Create a variable that holds the text.
sprintf(varname,"console.%s",name);
var = GetExistingVariable( varname );
if ( !var )
{
vars = GetVarGroup( varname );
if ( !vars )
{
return;
}
v = strchr( varname, '.' );
assert( v );
var = vars->CreateVariable( v + 1, text );
}
else
{
var->setStringValue( text );
}
// Look for threads that are waiting for input from
// this console.
n = Threads.NumObjects();
for( i = 1; i <= n; i++ )
{
const char *waiting;
thread = Threads.ObjectAt( i );
assert( thread );
if ( thread )
{
waiting = thread->WaitingOnConsole();
if (waiting)
{
if (!strcmp(waiting, name))
{
ev = new Event( EV_ScriptThread_ConsoleCallback );
thread->ProcessEvent(ev);
}
}
}
}
}
EXPORT_FROM_DLL qboolean ScriptMaster::KillThread
(
int num
)
{
ScriptThread *thread;
// Must be safely reentryable so that the thread destructor can tell us that it's being deleted.
thread = GetThread( num );
if ( thread )
{
if ( currentThread == thread )
{
SetCurrentThread( NULL );
}
delete thread;
return true;
}
return false;
}
EXPORT_FROM_DLL qboolean ScriptMaster::RemoveThread
(
int num
)
{
ScriptThread *thread;
int i;
int n;
// Must be safely reentryable so that the thread destructor can tell us that it's being deleted.
n = Threads.NumObjects();
for( i = 1; i <= n; i++ )
{
thread = Threads.ObjectAt( i );
assert( thread );
if ( thread )
{
if ( thread->ThreadNum() == num )
{
Threads.RemoveObjectAt( i );
if ( currentThread == thread )
{
SetCurrentThread( NULL );
}
return true;
}
}
}
return false;
}
EXPORT_FROM_DLL ScriptThread *ScriptMaster::CurrentThread
(
void
)
{
return currentThread;
}
EXPORT_FROM_DLL void ScriptMaster::SetCurrentThread
(
ScriptThread *thread
)
{
currentThread = thread;
}
EXPORT_FROM_DLL ScriptThread *ScriptMaster::CreateThread
(
GameScript *scr,
const char *label,
scripttype_t type
)
{
ScriptThread *thread;
int threadnum;
thread = new ScriptThread;
thread->SetType( type );
threadnum = GetUniqueThreadNumber();
Threads.AddObject( thread );
if ( !thread->Setup( threadnum, scr, label ) )
{
KillThread( threadnum );
return NULL;
}
return thread;
}
//FIXME
// Why can't these be one function?
EXPORT_FROM_DLL ScriptThread *ScriptMaster::CreateThread
(
const char *name,
scripttype_t type,
const char *label
)
{
GameScript *scr;
ScriptThread *thread;
scr = ScriptLib.GetScript( name );
if ( scr )
{
thread = CreateThread( scr, label, type );
return thread;
}
return NULL;
}
EXPORT_FROM_DLL ScriptThread *ScriptMaster::GetThread
(
int num
)
{
int i;
int n;
ScriptThread *thread;
n = Threads.NumObjects();
for( i = 1; i <= n; i++ )
{
thread = Threads.ObjectAt( i );
assert( thread );
if ( thread )
{
if ( thread->ThreadNum() == num )
{
return thread;
}
}
}
return NULL;
}
EXPORT_FROM_DLL int ScriptMaster::GetUniqueThreadNumber
(
void
)
{
do
{
threadIndex++;
if ( threadIndex == 0 )
{
threadIndex = 1;
}
}
while( GetThread( threadIndex ) );
return threadIndex;
}
EXPORT_FROM_DLL qboolean ScriptMaster::labelExists
(
GameScript * scr,
const char *name
)
{
return scr->labelExists( name );
}
EXPORT_FROM_DLL qboolean ScriptMaster::Goto
(
GameScript * scr,
const char *name
)
{
return scr->Goto( name );
}
EXPORT_FROM_DLL ScriptVariableList *ScriptMaster::GetVarGroup
(
const char *name
)
{
ScriptVariableList *vars;
const char *v;
char vargroup[ 20 ];
int len;
v = strchr( name, '.' );
if ( !v )
{
return NULL;
}
len = v - name;
if ( len > sizeof( vargroup ) - 1 )
{
len = sizeof( vargroup ) - 1;
}
memset( vargroup, 0, sizeof( vargroup ) );
strncpy( vargroup, name, len );
vars = NULL;
if ( !strcmp( vargroup, "game" ) )
{
vars = &gameVars;
}
else if ( !strcmp( vargroup, "level" ) )
{
vars = &levelVars;
}
else if ( !strcmp( vargroup, "local" ) && currentThread )
{
vars = currentThread->Vars();
}
else if ( !strcmp( vargroup, "parm" ) )
{
vars = &parmVars;
}
else if ( !strcmp( vargroup, "console" ) )
{
vars = &consoleVars;
}
return vars;
}
EXPORT_FROM_DLL ScriptVariable *ScriptMaster::GetExistingVariable
(
const char *name
)
{
ScriptVariableList *vars;
const char *v;
vars = GetVarGroup( name );
if ( !vars )
{
return NULL;
}
v = strchr( name, '.' );
if ( !v )
{
return NULL;
}
return vars->GetVariable( v + 1 );
}
EXPORT_FROM_DLL ScriptVariable *ScriptMaster::GetVariable
(
const char *name
)
{
ScriptVariable *var;
ScriptVariableList *vars;
const char *v;
var = GetExistingVariable( name );
if ( !var )
{
vars = GetVarGroup( name );
if ( !vars )
{
return NULL;
}
v = strchr( name, '.' );
assert( v );
var = vars->CreateVariable( v + 1, "" );
}
return var;
}
CLASS_DECLARATION( Listener, ScriptThread, NULL );
ResponseDef ScriptThread::Responses[] =
{
{ &EV_ScriptThread_Execute, ( Response )ScriptThread::Execute },
{ &EV_MoveDone, ( Response )ScriptThread::ObjectMoveDone },
{ &EV_ScriptThread_Callback, ( Response )ScriptThread::ScriptCallback },
{ &EV_ScriptThread_ThreadCallback, ( Response )ScriptThread::ThreadCallback },
{ &EV_ScriptThread_ConsoleCallback, ( Response )ScriptThread::ConsoleCallback },
{ &EV_ScriptThread_VariableCallback,( Response )ScriptThread::VariableCallback },
{ &EV_ScriptThread_DeathCallback, ( Response )ScriptThread::DeathCallback },
{ &EV_ScriptThread_CreateThread, ( Response )ScriptThread::CreateThread },
{ &EV_ScriptThread_TerminateThread, ( Response )ScriptThread::TerminateThread },
{ &EV_ScriptThread_ControlObject, ( Response )ScriptThread::ControlObject },
{ &EV_ScriptThread_Goto, ( Response )ScriptThread::EventGoto },
{ &EV_ScriptThread_Pause, ( Response )ScriptThread::EventPause },
{ &EV_ScriptThread_Wait, ( Response )ScriptThread::EventWait },
{ &EV_ScriptThread_WaitFor, ( Response )ScriptThread::EventWaitFor },
{ &EV_ScriptThread_WaitForThread, ( Response )ScriptThread::EventWaitForThread },
{ &EV_ScriptThread_WaitForConsole, ( Response )ScriptThread::EventWaitForConsole },
{ &EV_ScriptThread_WaitForVariable, ( Response )ScriptThread::EventWaitForVariable },
{ &EV_ScriptThread_WaitForDeath, ( Response )ScriptThread::EventWaitForDeath },
{ &EV_ScriptThread_WaitForSound, ( Response )ScriptThread::EventWaitForSound },
{ &EV_ScriptThread_WaitForPlayer, ( Response )ScriptThread::EventWaitForPlayer },
{ &EV_ScriptThread_End, ( Response )ScriptThread::EventEnd },
{ &EV_ScriptThread_Print, ( Response )ScriptThread::Print },
{ &EV_ScriptThread_PrintInt, ( Response )ScriptThread::PrintInt },
{ &EV_ScriptThread_PrintFloat, ( Response )ScriptThread::PrintFloat },
{ &EV_ScriptThread_PrintVector, ( Response )ScriptThread::PrintVector },
{ &EV_ScriptThread_NewLine, ( Response )ScriptThread::NewLine },
{ &EV_ScriptThread_UserPrint, ( Response )ScriptThread::UserPrint },
{ &EV_ScriptThread_UserPrintInt, ( Response )ScriptThread::UserPrintInt },
{ &EV_ScriptThread_UserPrintFloat, ( Response )ScriptThread::UserPrintFloat },
{ &EV_ScriptThread_UserPrintVector, ( Response )ScriptThread::UserPrintVector },
{ &EV_ScriptThread_UserNewLine, ( Response )ScriptThread::UserNewLine },
{ &EV_ScriptThread_Assert, ( Response )ScriptThread::Assert },
{ &EV_ScriptThread_Break, ( Response )ScriptThread::Break },
{ &EV_ScriptThread_Clear, ( Response )ScriptThread::Clear },
{ &EV_ScriptThread_Trigger, ( Response )ScriptThread::TriggerEvent },
{ &EV_ScriptThread_ServerOnly, ( Response )ScriptThread::ServerEvent },
{ &EV_ScriptThread_ClientOnly, ( Response )ScriptThread::ClientEvent },
{ &EV_ScriptThread_StuffCommand, ( Response )ScriptThread::StuffCommand },
{ &EV_ScriptThread_Training, ( Response )ScriptThread::Training },
{ &EV_ScriptThread_ClearSaveGames, ( Response )ScriptThread::ClearSaveGames },
{ &EV_ScriptThread_Spawn, ( Response )ScriptThread::Spawn },
{ &EV_ScriptThread_SetLightStyle, ( Response )ScriptThread::EventSetLightStyle },
{ &EV_ScriptThread_Precache_Model, ( Response )ScriptThread::CacheModel },
{ &EV_ScriptThread_Precache_PlayerModel, ( Response )ScriptThread::CachePlayerModel },
{ &EV_ScriptThread_Precache_Sound, ( Response )ScriptThread::CacheSound },
{ &EV_ScriptThread_RegisterAlias, ( Response )ScriptThread::RegisterAlias },
{ &EV_ScriptThread_RegisterAliasAndCache, ( Response )ScriptThread::RegisterAliasAndCache },
{ &EV_ScriptThread_Map, ( Response )ScriptThread::MapEvent },
{ &EV_ScriptThread_SetCvar, ( Response )ScriptThread::SetCvarEvent },
{ &EV_ScriptThread_CueCamera, ( Response )ScriptThread::CueCamera },
{ &EV_ScriptThread_CuePlayer, ( Response )ScriptThread::CuePlayer },
{ &EV_ScriptThread_FreezePlayer, ( Response )ScriptThread::FreezePlayer },
{ &EV_ScriptThread_ReleasePlayer, ( Response )ScriptThread::ReleasePlayer },
{ &EV_DialogEvent, ( Response )ScriptThread::DialogEvent },
{ &EV_ScriptThread_SetDialogScript, ( Response )ScriptThread::SetDialogScript },
{ &EV_ScriptThread_FadeIn, ( Response )ScriptThread::FadeIn },
{ &EV_ScriptThread_FadeOut, ( Response )ScriptThread::FadeOut },
{ &EV_ScriptThread_Hud, ( Response )ScriptThread::Hud },
{ &EV_ScriptThread_Menu, ( Response )ScriptThread::MenuEvent },
{ &EV_ScriptThread_MusicEvent, ( Response )ScriptThread::MusicEvent },
{ &EV_ScriptThread_ForceMusicEvent, ( Response )ScriptThread::ForceMusicEvent },
{ &EV_ScriptThread_SoundtrackEvent, ( Response )ScriptThread::SoundtrackEvent },
{ &EV_ScriptThread_LoadOverlay, ( Response )ScriptThread::LoadOverlay },
{ &EV_ScriptThread_LoadIntermission,( Response )ScriptThread::LoadIntermission },
{ &EV_ScriptThread_IntermissionLayout, ( Response )ScriptThread::IntermissionLayout },
{ &EV_ScriptThread_Overlay, ( Response )ScriptThread::Overlay },
{ &EV_ScriptThread_ScreenPrint, ( Response )ScriptThread::ScreenPrint },
{ &EV_ScriptThread_ScreenPrintFile, ( Response )ScriptThread::ScreenPrintFile },
{ &EV_ScriptThread_MapName, ( Response )ScriptThread::MapName },
{ &EV_ScriptThread_EndGame, ( Response )ScriptThread::EndGame },
{ &EV_ScriptThread_ClearScreenPrintFile, ( Response )ScriptThread::ClearScreenPrintFile },
{ &EV_ScriptThread_SetCinematic, ( Response )ScriptThread::SetCinematic },
{ &EV_ScriptThread_SetNonCinematic, ( Response )ScriptThread::SetNonCinematic },
{ &EV_ScriptThread_SetSkipThread, ( Response )ScriptThread::SetSkipThread },
{ &EV_ScriptThread_AirClamp, ( Response )ScriptThread::AirClamp },
{ &EV_ScriptThread_JC_Hearable, ( Response )ScriptThread::JC_Hearable },
{ &EV_ScriptThread_JC_Not_Hearable, ( Response )ScriptThread::JC_Not_Hearable },
{ &EV_ScriptThread_MissionFailed, ( Response )ScriptThread::MissionFailed },
{ &EV_ScriptThread_KillEnt, ( Response )ScriptThread::KillEnt },
{ &EV_ScriptThread_RemoveEnt, ( Response )ScriptThread::RemoveEnt },
{ &EV_ScriptThread_KillClass, ( Response )ScriptThread::KillClass },
{ &EV_ScriptThread_RemoveClass, ( Response )ScriptThread::RemoveClass },
{ &EV_ScriptThread_CrucialDialog, ( Response )ScriptThread::CrucialDialogEvent },
{ &EV_ScriptThread_DialogSound, ( Response )ScriptThread::DialogSoundEvent },
{ &EV_AI_RecalcPaths, ( Response )ScriptThread::PassToPathmanager },
{ &EV_AI_CalcPath, ( Response )ScriptThread::PassToPathmanager },
{ &EV_AI_DisconnectPath, ( Response )ScriptThread::PassToPathmanager },
{ NULL, NULL }
};
ScriptThread::ScriptThread()
{
threadNum = 0;
ClearWaitFor();
threadDying = false;
doneProcessing = true;
type = LEVEL_SCRIPT;
}
ScriptThread::~ScriptThread()
{
Director.NotifyOtherThreads( threadNum );
Director.RemoveThread( threadNum );
}
EXPORT_FROM_DLL void ScriptThread::ClearWaitFor
(
void
)
{
waitUntil = 0;
waitingFor = "";
waitingNumObjects = 0;
waitingForThread = NULL;
waitingForConsole = "";
waitingForVariable = "";
waitingForDeath = "";
waitingForPlayer = false;
}
EXPORT_FROM_DLL void ScriptThread::SetType
(
scripttype_t newtype
)
{
type = newtype;
}
EXPORT_FROM_DLL scripttype_t ScriptThread::GetType
(
void
)
{
return type;
}
EXPORT_FROM_DLL int ScriptThread::ThreadNum
(
void
)
{
return threadNum;
}
EXPORT_FROM_DLL const char *ScriptThread::ThreadName
(
void
)
{
return threadName.c_str();
}
EXPORT_FROM_DLL int ScriptThread::CurrentLine
(
void
)
{
return linenumber;
}
EXPORT_FROM_DLL const char *ScriptThread::Filename
(
void
)
{
return script.Filename();
}
EXPORT_FROM_DLL ScriptThread *ScriptThread::WaitingOnThread
(
void
)
{
return waitingForThread;
}
EXPORT_FROM_DLL const char *ScriptThread::WaitingOnConsole
(
void
)
{
return waitingForConsole.c_str();
}
EXPORT_FROM_DLL const char *ScriptThread::WaitingOnVariable
(
void
)
{
return waitingForVariable.c_str();
}
EXPORT_FROM_DLL const char *ScriptThread::WaitingOnDeath
(
void
)
{
return waitingForDeath.c_str();
}
EXPORT_FROM_DLL qboolean ScriptThread::WaitingOnPlayer
(
void
)
{
return waitingForPlayer;
}
EXPORT_FROM_DLL ScriptVariableList *ScriptThread::Vars
(
void
)
{
return &localVars;
}
EXPORT_FROM_DLL qboolean ScriptThread::Setup
(
int num,
GameScript *scr,
const char *label
)
{
threadNum = num;
ClearWaitFor();
script.SetSourceScript( scr );
if ( label && !Goto( label ) )
{
ScriptError( "Can't create thread. Label '%s' not found", label );
return false;
}
if ( label )
{
threadName = label;
}
else
{
threadName = script.Filename();
}
return true;
}
EXPORT_FROM_DLL qboolean ScriptThread::SetScript
(
const char *name
)
{
GameScript *scr;
scr = ScriptLib.GetScript( name );
if ( scr )
{
Setup( threadNum, scr, NULL );
return true;
}
return false;
}
EXPORT_FROM_DLL qboolean ScriptThread::Goto
(
const char *name
)
{
qboolean result;
result = ScriptLib.Goto( &script, name );
if ( result )
{
// Cancel pending execute events when waitUntil is set
if ( waitUntil )
{
CancelEventsOfType( EV_ScriptThread_Execute );
}
ClearWaitFor();
}
return result;
}
EXPORT_FROM_DLL qboolean ScriptThread::labelExists
(
const char *name
)
{
return ScriptLib.labelExists( &script, name );
}
EXPORT_FROM_DLL void ScriptThread::Mark
(
ThreadMarker *mark
)
{
assert( mark );
mark->linenumber = linenumber;
mark->doneProcessing = doneProcessing;
mark->waitingFor = waitingFor;
mark->waitingForThread = waitingForThread;
mark->waitingForConsole = waitingForConsole;
mark->waitingForVariable = waitingForVariable;
mark->waitingForDeath = waitingForDeath;
mark->waitingForPlayer = waitingForPlayer;
mark->waitingNumObjects = waitingNumObjects;
if ( waitUntil )
{
// add one so that 0 is always reserved for no wait
mark->waitUntil = waitUntil - level.time + 1;
}
else
{
mark->waitUntil = 0;
}
script.Mark( &mark->scriptmarker );
}
EXPORT_FROM_DLL void ScriptThread::Restore
(
ThreadMarker *mark
)
{
assert( mark );
linenumber = mark->linenumber;
doneProcessing = mark->doneProcessing;
waitingFor = mark->waitingFor;
waitingForThread = mark->waitingForThread;
waitingForConsole = mark->waitingForConsole;
waitingForVariable = mark->waitingForVariable;
waitingForDeath = mark->waitingForDeath;
waitingForPlayer = mark->waitingForPlayer;
waitingNumObjects = mark->waitingNumObjects;
script.Restore( &mark->scriptmarker );
if ( mark->waitUntil )
{
// subtract one since we added one when we stored it.
// this way, 0 is always reserved for no wait
// Cheezy, yeah, but since I'm commenting it, it's "ok". :)
waitUntil = mark->waitUntil + level.time - 1;
Start( waitUntil - level.time );
}
}
EXPORT_FROM_DLL TargetList *ScriptThread::GetTargetList
(
str &targetname
)
{
TargetList *tlist;
int num;
int i;
num = targets.NumObjects();
for( i = 1; i <= num; i++ )
{
tlist = targets.ObjectAt( i );
if ( targetname == tlist->targetname )
{
return tlist;
}
}
tlist = world->GetTargetList( targetname );
targets.AddObject( tlist );
return tlist;
}
EXPORT_FROM_DLL void ScriptThread::SendCommandToSlaves
(
const char *name,
Event *ev
)
{
Event *sendevent;
Entity *ent;
TargetList *tlist;
int i;
int num;
if ( name && name[ 0 ] )
{
tlist = GetTargetList( str(name+1) );
num = tlist->list.NumObjects();
for ( i = 1; i <= num; i++ )
{
ent = tlist->list.ObjectAt( i );
assert( ent );
sendevent = new Event( *ev );
if ( !updateList.ObjectInList( ent->entnum ) )
{
updateList.AddObject( ent->entnum );
// Tell the object that we're about to send it some orders
ent->ProcessEvent( EV_Script_NewOrders );
}
// Send the command
ent->ProcessEvent( sendevent );
}
}
//
// free up the event
//
delete ev;
}
qboolean ScriptThread::FindEvent
(
const char *name
)
{
if ( !Event::Exists( name ) )
{
ScriptError( "Unknown command '%s'\n", name );
script.SkipToEOL();
return false;
}
return true;
}
EXPORT_FROM_DLL void ScriptThread::ProcessCommand
(
int argc,
const char **argv
)
{
ScriptVariableList *vars;
ScriptVariable *var;
str command;
str name;
Event *event;
Entity *ent;
if ( argc < 1 )
{
return;
}
name = argv[ 0 ];
if ( argc > 1 )
{
command = argv[ 1 ];
}
// Check for variable commands
vars = Director.GetVarGroup( name.c_str() );
if ( vars )
{
var = Director.GetVariable( name.c_str() );
if ( var->isVariableCommand( command.c_str() ) )
{
event = new Event( command );
event->SetSource( EV_FROM_SCRIPT );
event->SetThread( this );
event->SetLineNumber( linenumber );
event->AddTokens( argc - 2, &argv[ 2 ] );
var->ProcessEvent( event );
return;
}
name = var->stringValue();
if ( !name.length() )
{
ScriptError( "Uninitialized variable '%s' used for command '%s'", var->getName(), command.c_str() );
return;
}
else if ( name[ 0 ] != '$' && name[ 0 ] != '@' && name[ 0 ] != '%' && name[ 0 ] != '*' )
{
ScriptError( "Invalid variable command '%s'", command.c_str() );
return;
}
}
// Check for object commands
if ( name[ 0 ] == '$' )
{
if ( FindEvent( command.c_str() ) )
{
event = new Event( command );
event->SetSource( EV_FROM_SCRIPT );
event->SetThread( this );
event->SetLineNumber( linenumber );
event->AddTokens( argc - 2, &argv[ 2 ] );
SendCommandToSlaves( name.c_str(), event );
}
return;
}
// Check for surface commands
if ( name[ 0 ] == '@' )
{
if ( FindEvent( command.c_str() ) )
{
event = new Event( command );
event->SetSource( EV_FROM_SCRIPT );
event->SetThread( this );
event->SetLineNumber( linenumber );
event->AddToken( &name[ 1 ] );
event->AddTokens( argc - 2, &argv[ 2 ] );
surfaceManager.ProcessEvent( event );
}
return;
}
// Check for console commands
if ( name[ 0 ] == '%' )
{
if ( FindEvent( command.c_str() ) )
{
event = new Event( command );
event->SetSource( EV_FROM_SCRIPT );
event->SetThread( this );
event->SetLineNumber( linenumber );
event->AddToken( &name[ 1 ] );
event->AddTokens( argc - 2, &argv[ 2 ] );
consoleManager.ProcessEvent( event );
}
return;
}
// Check for entnum commands
if ( name[ 0 ] == '*' )
{
if ( !IsNumeric( &name[ 1 ] ) )
{
ScriptError( "Expecting numeric value for * command, but found '%s'\n", &name[ 1 ] );
}
else if ( FindEvent( command.c_str() ) )
{
ent = G_GetEntity( atoi( &name[ 1 ] ) );
if ( ent )
{
event = new Event( command );
event->SetSource( EV_FROM_SCRIPT );
event->SetThread( this );
event->SetLineNumber( linenumber );
event->AddTokens( argc - 2, &argv[ 2 ] );
ent->ProcessEvent( event );
}
else
{
ScriptError( "Entity not found for * command\n" );
}
}
return;
}
// Handle global commands
if ( FindEvent( name.c_str() ) )
{
event = new Event( name );
event->SetSource( EV_FROM_SCRIPT );
event->SetThread( this );
event->SetLineNumber( linenumber );
event->AddTokens( argc - 1, &argv[ 1 ] );
if ( !ProcessEvent( event ) )
{
ScriptError( "Invalid global command '%s'\n", name.c_str() );
}
}
}
EXPORT_FROM_DLL void ScriptThread::ProcessCommandFromEvent
(
Event *ev,
int startarg
)
{
int argc;
int numargs;
const char *argv[ MAX_COMMANDS ];
str args[ MAX_COMMANDS ];
int i;
numargs = ev->NumArgs();
if ( numargs < startarg )
{
ev->Error( "Expecting statement after conditional", MAX_COMMANDS );
return;
}
argc = numargs - startarg + 1;
if ( argc >= MAX_COMMANDS )
{
ev->Error( "Line exceeds %d command limit", MAX_COMMANDS );
return;
}
for( i = 0; i < argc; i++ )
{
args[ i ] = ev->GetToken( startarg + i );
argv[ i ] = args[ i ].c_str();
}
ProcessCommand( argc, argv );
}
EXPORT_FROM_DLL void ScriptThread::Start
(
float delay
)
{
CancelEventsOfType( EV_ScriptThread_Execute );
if ( delay < 0 )
ProcessEvent( EV_ScriptThread_Execute );
else
PostEvent( EV_ScriptThread_Execute, delay );
}
EXPORT_FROM_DLL void ScriptThread::Execute
(
Event *ev
)
{
int num;
ScriptThread *oldthread;
int argc;
const char *argv[ MAX_COMMANDS ];
char args[ MAX_COMMANDS ][ MAXTOKEN ];
ScriptVariable *var;
if ( threadDying )
{
return;
}
// set the current game time
if ( !GameTime )
{
GameTime = gameVars.CreateVariable( "time", 0 );
}
GameTime->setFloatValue( level.time );
// clear the updateList so that all objects moved this frame are notified before they receive any commands
// we have to do this here as well as in DoMove, since DoMove may not be called
updateList.ClearObjectList();
oldthread = Director.CurrentThread();
Director.SetCurrentThread( this );
// if we're not being called from another thread, clear the parm variables
if ( !oldthread )
{
parmVars.ClearList();
}
ClearWaitFor();
var = Director.GetVariable( "parm.previousthread" );
if ( oldthread )
{
var->setIntValue( oldthread->ThreadNum() );
}
else
{
var->setIntValue( 0 );
}
var = Director.GetVariable( "parm.currentthread" );
doneProcessing = false;
num = 0;
while( ( num++ < 10000 ) && !doneProcessing && !threadDying )
{
// keep our thread number up to date
var->setIntValue( threadNum );
script.SkipNonToken( true );
// save the line number for errors
linenumber = script.GetLineNumber();
argc = 0;
while( script.TokenAvailable( false ) )
{
if ( argc >= MAX_COMMANDS )
{
ScriptError( "Line exceeds %d command limit", MAX_COMMANDS );
script.SkipToEOL();
break;
}
strcpy( args[ argc ], script.GetToken( false ) );
argv[ argc ] = args[ argc ];
argc++;
}
assert( argc > 0 );
// Ignore labels
if ( args[ 0 ][ strlen( args[ 0 ] ) - 1 ] != ':' )
{
ProcessCommand( argc, argv );
}
}
if ( !doneProcessing )
{
gi.error( "Command overflow. Possible infinite loop in thread '%s'.\n"
"Stopping on line %d of %s\n", threadName.c_str(), script.GetLineNumber(), script.Filename() );
}
Director.SetCurrentThread( oldthread );
// Set the thread number on exit, in case we were called by someone who wants to know our thread
var = Director.GetVariable( "parm.previousthread" );
var->setIntValue( threadNum );
}
EXPORT_FROM_DLL void ScriptThread::ScriptError
(
const char *fmt,
...
)
{
va_list argptr;
char text[ 1024 ];
va_start( argptr, fmt );
vsprintf( text, fmt, argptr );
va_end( argptr );
gi.dprintf( "%s(%d):: %s\n", Filename(), linenumber, text );
}
//****************************************************************************************
//
// global commands
//
//****************************************************************************************
EXPORT_FROM_DLL qboolean ScriptThread::WaitingFor
(
Entity *obj
)
{
assert( obj );
if ( waitingFor.length() )
{
if ( ( ( waitingFor[ 0 ] == '*' ) && ( atoi( &waitingFor.c_str()[ 1 ] ) == obj->entnum ) ) ||
( waitingFor == obj->TargetName() ) )
{
return true;
}
}
return false;
}
EXPORT_FROM_DLL void ScriptThread::ObjectMoveDone
(
Event *ev
)
{
Entity *obj;
obj = ev->GetEntity( 1 );
assert( obj );
#if 0
gi.dprintf( "Move done %d:'%s'\n", obj->entnum, obj->TargetName() );
#endif
if ( WaitingFor( obj ) )
{
waitingNumObjects--;
if ( waitingNumObjects <= 0 )
{
ClearWaitFor();
// start right away
Start( -1 );
}
}
}
void ScriptThread::CreateThread
(
Event *ev
)
{
ScriptThread * pThread;
pThread = Director.CreateThread( &script, ev->GetToken( 1 ) );
if ( pThread )
{
// start right away
pThread->Start( -1 );
}
}
void ScriptThread::TerminateThread
(
Event *ev
)
{
int threadnum;
ScriptThread *thread;
threadnum = 0;
// we specified the thread to kill
if ( ev->NumArgs() > 0 )
{
threadnum = ev->GetInteger( 1 );
}
else
{
thread = ev->GetThread();
if ( thread )
{
threadnum = thread->ThreadNum();
}
}
if ( threadnum != 0 )
{
thread = Director.GetThread( threadnum );
if ( thread && ( thread->GetType() == MODEL_SCRIPT ) && ( ev->GetSource() == EV_FROM_SCRIPT ) )
{
ev->Error( "Can't terminate an actor's thread via script." );
return;
}
Director.KillThread( threadnum );
}
}
void ScriptThread::ControlObject
(
Event *ev
)
{
ev->GetEntity( 1 );
}
void ScriptThread::EventGoto
(
Event *ev
)
{
const char *label;
label = ev->GetToken( 1 );
if ( !Goto( label ) )
{
ev->Error( "Label '%s' not found", label );
}
}
void ScriptThread::EventPause
(
Event *ev
)
{
ClearWaitFor();
doneProcessing = true;
}
void ScriptThread::EventWait
(
Event *ev
)
{
DoMove();
ClearWaitFor();
waitUntil = ev->GetFloat( 1 ) + level.time;
Start( ev->GetFloat( 1 ) );
doneProcessing = true;
}
void ScriptThread::EventWaitFor
(
Event *ev
)
{
Entity *ent;
const char *objname;
const char *tname;
ClearWaitFor();
doneProcessing = true;
ent = ev->GetEntity( 1 );
if ( ent )
{
objname = ev->GetString( 1 );
tname = ent->TargetName();
if ( objname && objname[ 0 ] == '*' )
{
if ( !IsNumeric( &objname[ 1 ] ) )
{
ScriptError( "Expecting *-prefixed numeric value for waitFor command, but found '%s'\n", objname );
return;
}
waitingFor = objname;
}
else if ( !tname || !tname[ 0 ] )
{
// Probably won't happen, but check for it anyway.
ScriptError( "Entity doesn't have a targetname.\n" );
return;
}
else
{
TargetList *tlist;
waitingFor = tname;
//
// set the number of objects that belong to this targetname
//
tlist = GetTargetList( waitingFor );
waitingNumObjects = tlist->list.NumObjects();
if ( waitingNumObjects <= 0 )
{
waitingNumObjects = 1;
ScriptError( "no objects of targetname %s found.\n", tname );
}
else
{
Entity * tent;
int i;
//
// make sure all these objects are in the update list
//
for ( i = 1; i <= waitingNumObjects; i++ )
{
tent = tlist->list.ObjectAt( i );
// add the object to the update list to make sure we tell it to do a move
if ( !updateList.ObjectInList( tent->entnum ) )
{
updateList.AddObject( tent->entnum );
}
}
}
}
// add the object to the update list to make sure we tell it to do a move
if ( !updateList.ObjectInList( ent->entnum ) )
{
updateList.AddObject( ent->entnum );
}
}
DoMove();
}
void ScriptThread::EventWaitForThread
(
Event *ev
)
{
doneProcessing = true;
ClearWaitFor();
waitingForThread = Director.GetThread( ev->GetInteger( 1 ) );
if ( !waitingForThread )
{
ev->Error( "EventWaitForThread", "Thread %d not running", ev->GetInteger( 1 ) );
return;
}
DoMove();
}
void ScriptThread::EventWaitForDeath
(
Event *ev
)
{
doneProcessing = true;
ClearWaitFor();
waitingForDeath = ev->GetString(1);
if ( !waitingForDeath.length() )
{
ev->Error( "EventWaitForDeath", "Null name" );
return;
}
DoMove();
}
void ScriptThread::EventWaitForConsole
(
Event *ev
)
{
doneProcessing = true;
ClearWaitFor();
waitingForConsole = ev->GetString(1);
if ( !waitingForConsole.length() )
{
ev->Error( "EventWaitForConsole", "Null console" );
return;
}
DoMove();
}
void ScriptThread::EventWaitForVariable
(
Event *ev
)
{
doneProcessing = true;
ClearWaitFor();
waitingForVariable = ev->GetString(1);
if ( !waitingForVariable.length() )
{
ev->Error( "EventWaitForVariable", "Null variable" );
return;
}
DoMove();
}
void ScriptThread::EventWaitForSound
(
Event *ev
)
{
str sound;
float delay;
ClearWaitFor();
DoMove();
delay = 0;
sound = ev->GetString( 1 );
if ( ev->NumArgs() > 1 )
delay = ev->GetFloat( 2 );
delay += gi.SoundLength( sound.c_str() );
Start( delay );
doneProcessing = true;
}
void ScriptThread::EventWaitForPlayer
(
Event *ev
)
{
if ( !Director.PlayerReady() )
{
doneProcessing = true;
ClearWaitFor();
waitingForPlayer = true;
DoMove();
}
}
void ScriptThread::EventEnd
(
Event *ev
)
{
ScriptVariable *var;
const char *text;
Entity *ent;
ClearWaitFor();
// If we're a model script, we have to tell our owning entity that we're done.
if ( ( ev->GetSource() == EV_FROM_SCRIPT ) && ( type == MODEL_SCRIPT ) )
{
doneProcessing = true;
var = Vars()->GetVariable( "self" );
if ( !var )
{
ev->Error( "Model script ending without local.self set" );
}
else
{
text = var->stringValue();
if ( ( text[ 0 ] == '*' ) && IsNumeric( &text[ 1 ] ) )
{
ent = G_GetEntity( atoi( &text[ 1 ] ) );
// pass the event on to entity pointed to by self
if ( ent )
{
ent->ProcessEvent( ev );
return;
}
}
else
{
ev->Error( "Model script ending. Invalid value in local.self '%s'", text );
}
}
}
Director.NotifyOtherThreads( threadNum );
PostEvent( EV_Remove, 0 );
doneProcessing = true;
threadDying = true;
}
void ScriptThread::Print
(
Event *ev
)
{
gi.dprintf( "%s", ev->GetString( 1 ) );
}
void ScriptThread::PrintInt
(
Event *ev
)
{
gi.dprintf( "%d", ev->GetInteger( 1 ) );
}
void ScriptThread::PrintFloat
(
Event *ev
)
{
gi.dprintf( "%.2f", ev->GetFloat( 1 ) );
}
void ScriptThread::PrintVector
(
Event *ev
)
{
Vector vec;
vec = ev->GetVector( 1 );
gi.dprintf( "(%.2f %.2f %.2f)", vec.x, vec.y, vec.z );
}
void ScriptThread::NewLine
(
Event *ev
)
{
gi.dprintf( "\n" );
}
void ScriptThread::UserPrint
(
Event *ev
)
{
gi.bprintf( PRINT_HIGH, "%s", ev->GetString( 1 ) );
}
void ScriptThread::UserPrintInt
(
Event *ev
)
{
gi.bprintf( PRINT_HIGH, "%d", ev->GetInteger( 1 ) );
}
void ScriptThread::UserPrintFloat
(
Event *ev
)
{
gi.bprintf( PRINT_HIGH, "%.2f", ev->GetFloat( 1 ) );
}
void ScriptThread::UserPrintVector
(
Event *ev
)
{
Vector vec;
vec = ev->GetVector( 1 );
gi.bprintf( PRINT_HIGH, "(%.2f %.2f %.2f)", vec.x, vec.y, vec.z );
}
void ScriptThread::UserNewLine
(
Event *ev
)
{
gi.bprintf( PRINT_HIGH, "\n" );
}
void ScriptThread::Assert
(
Event *ev
)
{
assert( ev->GetFloat( 1 ) );
}
void ScriptThread::Break
(
Event *ev
)
{
// Break into the debugger
assert( 0 );
}
void ScriptThread::Clear
(
Event *ev
)
{
ScriptVariableList *vars;
vars = Director.GetVarGroup( ev->GetToken( 1 ) );
if ( vars )
{
vars->ClearList();
}
}
EXPORT_FROM_DLL void ScriptThread::ScriptCallback
(
Event *ev
)
{
char name[ MAXTOKEN ];
Entity *other;
Entity *slave;
if ( threadDying )
{
return;
}
slave = ev->GetEntity( 1 );
strcpy( name, ev->GetString( 2 ) );
other = ev->GetEntity( 3 );
if ( !Goto( name ) )
{
ev->Error( "Label '%s' not found", name );
}
else
{
// kill any execute events (in case our last command was "wait")
ClearWaitFor();
// start right away
Start( -1 );
}
}
EXPORT_FROM_DLL void ScriptThread::ThreadCallback
(
Event *ev
)
{
ScriptThread *thread;
if ( threadDying )
{
return;
}
thread = ev->GetThread();
// should never happen, so catch it during development
//assert( thread && ( thread == waitingForThread ) );
if ( thread && ( thread == waitingForThread ) )
{
ClearWaitFor();
// start right away
Start( -1 );
}
}
EXPORT_FROM_DLL void ScriptThread::ConsoleCallback
(
Event *ev
)
{
if ( threadDying )
{
return;
}
ClearWaitFor();
// start right away
Start( -1 );
}
EXPORT_FROM_DLL void ScriptThread::VariableCallback
(
Event *ev
)
{
ClearWaitFor();
// start right away
Start( -1 );
}
EXPORT_FROM_DLL void ScriptThread::DeathCallback
(
Event *ev
)
{
if ( threadDying )
{
return;
}
ClearWaitFor();
// start right away
Start( -1 );
}
EXPORT_FROM_DLL void ScriptThread::DoMove
(
void
)
{
int entnum;
Entity *ent;
Event *event;
int count;
int i;
count = updateList.NumObjects();
for( i = 1; i <= count; i++ )
{
entnum = ( int )updateList.ObjectAt( i );
ent = G_GetEntity( entnum );
if ( ent )
{
if ( ent->ValidEvent( EV_ProcessCommands ) )
{
event = new Event( EV_ProcessCommands );
event->SetThread( this );
ent->PostEvent( event, 0 );
}
else
{
// try to remove this from the update list
if ( waitingNumObjects > 0 )
{
waitingNumObjects--;
}
}
}
}
updateList.ClearObjectList();
}
void ScriptThread::TriggerEvent
(
Event *ev
)
{
const char *name;
Event *event;
Entity *ent;
TargetList *tlist;
int i;
int num;
name = ev->GetString( 1 );
// Check for object commands
if ( name && name[ 0 ] == '$' )
{
tlist = GetTargetList( str( name + 1 ) );
num = tlist->list.NumObjects();
for ( i = 1; i <= num; i++ )
{
ent = tlist->list.ObjectAt( i );
assert( ent );
event = new Event( EV_Activate );
event->SetSource( EV_FROM_SCRIPT );
event->SetThread( this );
event->SetLineNumber( linenumber );
event->AddEntity( world );
ent->ProcessEvent( event );
}
}
else if ( name[ 0 ] == '*' ) // Check for entnum commands
{
if ( !IsNumeric( &name[ 1 ] ) )
{
ScriptError( "Expecting numeric value for * command, but found '%s'\n", &name[ 1 ] );
}
else
{
ent = G_GetEntity( atoi( &name[ 1 ] ) );
if ( ent )
{
event = new Event( EV_Activate );
event->SetSource( EV_FROM_SCRIPT );
event->SetThread( this );
event->SetLineNumber( linenumber );
event->AddEntity( world );
ent->ProcessEvent( event );
}
else
{
ScriptError( "Entity not found for * command\n" );
}
}
return;
}
else
{
ScriptError( "Invalid entity reference '%s'.\n", name );
}
}
void ScriptThread::ServerEvent
(
Event *ev
)
{
int i, argc;
const char *argv[ MAX_COMMANDS ];
argc = 0;
for ( i = 1; i <= ev->NumArgs(); i++ )
argv[argc++] = ev->GetString( i );
if (argc)
ProcessCommand( argc, argv );
}
void ScriptThread::ClientEvent
(
Event *ev
)
{
//
// do nothing
//
}
void ScriptThread::SetLightStyle
(
int stylenum,
const char *stylestring
)
{
gi.configstring( CS_LIGHTS + stylenum, stylestring );
}
void ScriptThread::EventSetLightStyle
(
Event *ev
)
{
if ( ev->NumArgs() < 2 )
{
ev->Error( "Too few arguments\n" );
return;
}
SetLightStyle( ev->GetInteger( 1 ), ev->GetString( 2 ) );
}
void ScriptThread::CacheModel( Event *ev )
{
const char *model;
if ( !precache->value )
return;
model = ev->GetString( 1 );
if ( model )
{
char str[ 128 ];
// Prepend 'models/' to make things easier
str[ 0 ] = 0;
if ( !strchr( model, '*' ) && !strchr( model, '\\' ) && !strchr( model, '/' ) )
{
strcpy( str, "models/" );
}
strcat( str, model );
gi.modelindex( str );
}
}
void ScriptThread::CachePlayerModel( Event *ev )
{
str model;
Entity *ent;
Event *event;
qboolean forcecache = false;
if ( ev->NumArgs() > 1 )
{
forcecache = ev->GetInteger( 2 );
}
if ( ( !deathmatch->value && !forcecache ) || !world )
{
return;
}
model = ev->GetString( 1 );
// Create a new instance of this model and process the commands.
// This will get the sounds and animations into the system.
if ( model.length() )
{
// Add modelname to the list of valid player models
game.ValidPlayerModels.AddObject( model );
ent = new Entity;
ent->setModel( model );
event = new Event( EV_ProcessInitCommands );
event->AddInteger( ent->edict->s.modelindex );
ent->ProcessEvent( event );
}
delete ent;
}
void ScriptThread::CacheSound( Event *ev )
{
const char *sound;
if ( !precache->value )
return;
sound = ev->GetString( 1 );
if ( sound )
gi.soundindex( sound );
}
void ScriptThread::RegisterAlias
(
Event *ev
)
{
if (ev->NumArgs() < 3)
gi.GlobalAlias_Add( ev->GetString( 1 ), ev->GetString( 2 ), 1 );
else
gi.GlobalAlias_Add( ev->GetString( 1 ), ev->GetString( 2 ), ev->GetInteger( 3 ) );
}
void ScriptThread::RegisterAliasAndCache
(
Event *ev
)
{
int length;
const char * realname;
realname = ev->GetString( 2 );
if (ev->NumArgs() < 3)
gi.GlobalAlias_Add( ev->GetString( 1 ), realname, 1 );
else
gi.GlobalAlias_Add( ev->GetString( 1 ), realname, ev->GetInteger( 3 ) );
if ( !precache->value )
return;
length = strlen( realname );
if ( (length > 4) && ( !strcmpi( &realname[ length-4 ], ".wav" ) ) )
gi.soundindex( realname );
else if ( (length > 4) && ( !strcmpi( &realname[ length-4 ], ".def" ) ) )
gi.modelindex( realname );
}
void ScriptThread::MapEvent
(
Event *ev
)
{
G_BeginIntermission( ev->GetString( 1 ) );
doneProcessing = true;
}
void ScriptThread::SetCvarEvent
(
Event *ev
)
{
str name;
name = ev->GetString( 1 );
if ( name != "" )
{
gi.cvar_set( name.c_str(), ev->GetString( 2 ) );
}
}
void ScriptThread::CueCamera
(
Event *ev
)
{
Entity *ent;
ent = ev->GetEntity( 1 );
if ( ent )
{
SetCamera( ent );
}
else
{
ev->Error( "Camera named %s not found", ev->GetString( 1 ) );
}
}
void ScriptThread::CuePlayer
(
Event *ev
)
{
SetCamera( NULL );
}
void ScriptThread::FreezePlayer
(
Event *ev
)
{
level.playerfrozen = true;
}
void ScriptThread::ReleasePlayer
(
Event *ev
)
{
level.playerfrozen = false;
}
void ScriptThread::AirClamp
(
Event *ev
)
{
level.airclamp = ev->GetInteger( 1 );
}
void ScriptThread::Spawn
(
Event *ev
)
{
Entity *ent;
Entity *tent;
const char *name;
ClassDef *cls;
char text[ 128 ];
int n;
int i;
int num;
const char *targetname;
ScriptVariable *var;
if ( ev->NumArgs() < 1 )
{
ev->Error( "Usage: spawn entityname [keyname] [value]..." );
return;
}
// create a new entity
G_InitSpawnArguments();
name = ev->GetString( 1 );
if ( name )
{
cls = getClassForID( name );
if ( !cls )
{
cls = getClass( name );
}
if ( !cls )
{
str n;
n = name;
if ( !strstr( n.c_str(), ".def" ) )
{
n += ".def";
}
G_SetSpawnArg( "model", n.c_str() );
}
else
{
G_SetSpawnArg( "classname", name );
}
}
if ( ev->NumArgs() > 2 )
{
n = ev->NumArgs();
for( i = 2; i <= n; i += 2 )
{
G_SetSpawnArg( ev->GetString( i ), ev->GetString( i + 1 ) );
}
}
cls = G_GetClassFromArgs();
if ( !cls )
{
ev->Error( "'%s' is not a valid entity name", name );
return;
}
// If there is a target set, then use that entity's origin and angles
targetname = G_GetSpawnArg("target", NULL);
if ( targetname )
{
num = G_FindTarget( 0, targetname );
if ( num )
{
tent = G_GetEntity( num );
if (tent)
{
sprintf( text, "%f %f %f", tent->worldorigin[ 0 ], tent->worldorigin[ 1 ], tent->worldorigin[ 2 ] );
G_SetSpawnArg( "origin", text );
sprintf( text, "%f", tent->angles[1] );
G_SetSpawnArg( "angle", text );
}
else
{
ev->Error( "Can't find entity with targetname %s", targetname );
}
}
else
{
ev->Error( "Can't find targetname %s", targetname );
}
}
ent = ( Entity * )cls->newInstance();
var = Director.GetVariable( "parm.lastspawn" );
var->setIntValue( ent->entnum );
G_InitSpawnArguments();
}
void ScriptThread::DialogEvent
(
Event *ev
)
{
str name;
float volume;
int channel;
float attenuation;
float pitch;
float timeofs;
float fadetime;
int flags;
int i;
str icon_name;
str dialog_text;
// Check to send text
if ( ( dialog->value == 1 ) || ( dialog->value == 3 ) )
{
icon_name = ev->GetString( 1 );
dialog_text = ev->GetString( 2 );
SendDialog( icon_name.c_str(), dialog_text.c_str() );
}
// Check to send speech
if ( ( dialog->value == 0 ) || ( dialog->value == 1 ) )
return;
//
// set defaults
//
volume = 1.0f;
channel = CHAN_DIALOG | CHAN_NO_PHS_ADD;
attenuation = ATTN_NORM;
pitch = 1.0f;
timeofs = 0;
fadetime = 0;
flags = SOUND_SYNCH | SOUND_LOCAL_DIALOG;
for ( i = 3 ; i <= ev->NumArgs() ; i++ )
{
switch (i-3)
{
case 0:
name = ev->GetString( i );
break;
case 1:
volume = ev->GetFloat( i );
break;
case 2:
channel = ev->GetInteger( i );
break;
case 3:
attenuation = ev->GetFloat( i );
break;
case 4:
pitch = ev->GetFloat( i );
break;
case 5:
timeofs = ev->GetFloat( i );
break;
case 6:
fadetime = ev->GetFloat( i );
break;
case 7:
flags = ev->GetInteger( i );
break;
default:
break;
}
}
channel |= CHAN_NO_PHS_ADD;
if ( name.length() )
{
//
// we put in zero here because we aren't an entity
//
gi.sound( &g_edicts[ 0 ], channel, gi.soundindex( name.c_str() ), volume,
attenuation, timeofs, pitch, fadetime, flags );
}
else
{
ev->Error( "Null sound specified." );
}
}
void ScriptThread::CrucialDialogEvent
(
Event *ev
)
{
str name;
float volume;
int channel;
float attenuation;
float pitch;
float timeofs;
float fadetime;
int flags;
int i;
str icon_name;
str dialog_text;
// Check to send text
icon_name = ev->GetString( 1 );
dialog_text = ev->GetString( 2 );
SendDialog( icon_name.c_str(), dialog_text.c_str() );
//
// set defaults
//
volume = 1.0f;
channel = CHAN_DIALOG | CHAN_NO_PHS_ADD;
attenuation = ATTN_NORM;
pitch = 1.0f;
timeofs = 0;
fadetime = 0;
flags = SOUND_SYNCH | SOUND_LOCAL_DIALOG;
for ( i = 3 ; i <= ev->NumArgs() ; i++ )
{
switch (i-3)
{
case 0:
name = ev->GetString( i );
break;
case 1:
volume = ev->GetFloat( i );
break;
case 2:
channel = ev->GetInteger( i );
break;
case 3:
attenuation = ev->GetFloat( i );
break;
case 4:
pitch = ev->GetFloat( i );
break;
case 5:
timeofs = ev->GetFloat( i );
break;
case 6:
fadetime = ev->GetFloat( i );
break;
case 7:
flags = ev->GetInteger( i );
break;
default:
break;
}
}
channel |= CHAN_NO_PHS_ADD;
if ( name.length() )
{
//
// we put in zero here because we aren't an entity
//
gi.sound( &g_edicts[ 0 ], channel, gi.soundindex( name.c_str() ), volume,
attenuation, timeofs, pitch, fadetime, flags );
}
else
{
ev->Error( "Null sound specified." );
}
}
void ScriptThread::DialogSoundEvent
(
Event *ev
)
{
str name;
float volume;
int channel;
float attenuation;
float pitch;
float timeofs;
float fadetime;
int flags;
int i;
// Check to send speech
if ( ( dialog->value == 0 ) || ( dialog->value == 1 ) )
return;
//
// set defaults
//
volume = 1.0f;
channel = CHAN_DIALOG | CHAN_NO_PHS_ADD;
attenuation = ATTN_NORM;
pitch = 1.0f;
timeofs = 0;
fadetime = 0;
flags = SOUND_SYNCH | SOUND_LOCAL_DIALOG;
for ( i = 1 ; i <= ev->NumArgs() ; i++ )
{
switch (i-1)
{
case 0:
name = ev->GetString( i );
break;
case 1:
volume = ev->GetFloat( i );
break;
case 2:
channel = ev->GetInteger( i );
break;
case 3:
attenuation = ev->GetFloat( i );
break;
case 4:
pitch = ev->GetFloat( i );
break;
case 5:
timeofs = ev->GetFloat( i );
break;
case 6:
fadetime = ev->GetFloat( i );
break;
case 7:
flags = ev->GetInteger( i );
break;
default:
break;
}
}
channel |= CHAN_NO_PHS_ADD;
if ( name.length() )
{
//
// we put in zero here because we aren't an entity
//
gi.sound( &g_edicts[ 0 ], channel, gi.soundindex( name.c_str() ), volume,
attenuation, timeofs, pitch, fadetime, flags );
}
else
{
ev->Error( "Null sound specified." );
}
}
void ScriptThread::SetDialogScript
(
Event *ev
)
{
ScriptThread * pThread;
ScriptLib.SetDialogScript( ev->GetString( 1 ) );
pThread = Director.CreateThread( &script, "dialog::precache" );
if ( pThread )
{
// start right away
pThread->Start( -1 );
}
}
void ScriptThread::FadeIn
(
Event *ev
)
{
float r,g,b,time;
time = ev->GetFloat(1);
r = ev->GetFloat(2);
g = ev->GetFloat(3);
b = ev->GetFloat(4);
gi.WriteByte( svc_console_command );
gi.WriteString( va( "fi %0.2f %0.2f %0.2f %0.2f",time,r,g,b ) );
gi.multicast( NULL, MULTICAST_ALL );
}
void ScriptThread::FadeOut
(
Event *ev
)
{
float r,g,b,time;
time = ev->GetFloat(1);
r = ev->GetFloat(2);
g = ev->GetFloat(3);
b = ev->GetFloat(4);
gi.WriteByte( svc_console_command );
gi.WriteString( va( "fo %0.2f %0.2f %0.2f %0.2f",time,r,g,b ) );
gi.multicast( NULL, MULTICAST_ALL );
}
void ScriptThread::Hud
(
Event *ev
)
{
int val;
int j;
edict_t *other;
val = !ev->GetInteger( 1 );
for( j = 1; j <= game.maxclients; j++ )
{
other = &g_edicts[ j ];
if ( other->inuse && other->client )
{
Player * client;
Event * ev;
client = ( Player * )other->entity;
if ( val )
ev = new Event( EV_Player_HideStats );
else
ev = new Event( EV_Player_DrawStats );
client->ProcessEvent( ev );
}
}
}
void ScriptThread::Overlay
(
Event *ev
)
{
int val;
int j;
edict_t *other;
val = ev->GetInteger( 1 );
for( j = 1; j <= game.maxclients; j++ )
{
other = &g_edicts[ j ];
if ( other->inuse && other->client )
{
Player * client;
Event * ev;
client = ( Player * )other->entity;
if ( val )
ev = new Event( EV_Player_DrawOverlay );
else
ev = new Event( EV_Player_HideOverlay );
client->ProcessEvent( ev );
}
}
}
void ScriptThread::LoadOverlay
(
Event *ev
)
{
SendOverlay( NULL, str( ev->GetString( 1 ) ) );
}
void ScriptThread::LoadIntermission
(
Event *ev
)
{
SendIntermission( NULL, str( ev->GetString( 1 ) ) );
}
void ScriptThread::IntermissionLayout
(
Event *ev
)
{
str layout;
layout = ev->GetString( 1 );
if (layout.length() > (MAX_LAYOUT_LENGTH - 5))
{
error("ScriptThread::IntermissionLayout", "Max layout length exceeded for intermission layout.\n" );
}
gi.WriteByte( svc_console_command );
gi.WriteString( va( "iml %s", layout.c_str() ) );
gi.multicast( NULL, MULTICAST_ALL );
}
void ScriptThread::MusicEvent
(
Event *ev
)
{
const char *current;
const char *fallback;
current = NULL;
fallback = NULL;
current = ev->GetString( 1 );
if ( ev->NumArgs() > 1 )
fallback = ev->GetString( 2 );
ChangeMusic( current, fallback, false );
}
void ScriptThread::ForceMusicEvent
(
Event *ev
)
{
const char *current;
const char *fallback;
current = NULL;
fallback = NULL;
current = ev->GetString( 1 );
if ( ev->NumArgs() > 1 )
fallback = ev->GetString( 2 );
ChangeMusic( current, fallback, true );
}
void ScriptThread::SoundtrackEvent
(
Event *ev
)
{
ChangeSoundtrack( ev->GetString( 1 ) );
}
void ScriptThread::MenuEvent
(
Event *ev
)
{
gi.AddCommandString( va( "menu_load %s; menu_generic\n", ev->GetString( 1) ) );
}
void ScriptThread::SetCinematic
(
Event *ev
)
{
level.cinematic = true;
}
void ScriptThread::SetNonCinematic
(
Event *ev
)
{
level.cinematic = false;
}
void ScriptThread::SetSkipThread
(
Event *ev
)
{
world->skipthread = ev->GetString( 1 );
}
void ScriptThread::ScreenPrint
(
Event *ev
)
{
gi.WriteByte( svc_console_command );
gi.WriteString( va( "spr %f %s\n", ev->GetFloat( 1 ), ev->GetString( 2 ) ) );
gi.multicast( NULL, MULTICAST_ALL );
}
void ScriptThread::ScreenPrintFile
(
Event *ev
)
{
str path;
path = ev->GetString( 1 );
G_FixSlashes( path.c_str() );
gi.WriteByte( svc_console_command );
gi.WriteString( va( "spf %s\n", path.c_str() ) );
gi.multicast( NULL, MULTICAST_ALL );
}
void ScriptThread::ClearScreenPrintFile
(
Event *ev
)
{
str path;
gi.WriteByte( svc_console_command );
gi.WriteString( va( "cspf\n" ) );
gi.multicast( NULL, MULTICAST_ALL );
}
void ScriptThread::JC_Hearable
(
Event *ev
)
{
level.no_jc = false;
}
void ScriptThread::JC_Not_Hearable
(
Event *ev
)
{
level.no_jc = true;
}
void ScriptThread::MissionFailed
(
Event *ev
)
{
int i;
ChangeMusic( "failure", "normal", true );
for( i = 1; i <= game.maxclients; i++ )
{
if ( g_edicts[ i ].inuse )
{
gi.centerprintf ( &g_edicts[ i ], "jcx yv 20 string \"Mission Failed.\"" );
if ( g_edicts[ i ].entity )
{
g_edicts[ i ].entity->PostEvent( EV_Player_Respawn, 3.0f );
}
}
}
level.missionfailed = true;
level.missionfailedtime = level.time + 3;
}
void ScriptThread::PassToPathmanager
(
Event *ev
)
{
PathManager.ProcessEvent( ev );
}
void ScriptThread::StuffCommand
(
Event *ev
)
{
gi.AddCommandString( va( "%s\n", ev->GetString( 1 ) ) );
}
void ScriptThread::Training
(
Event *ev
)
{
level.training = ev->GetInteger( 1 );
}
void ScriptThread::ClearSaveGames
(
Event *ev
)
{
level.clearsavegames = true;
}
void ScriptThread::KillEnt
(
Event * ev
)
{
int num;
Entity *ent;
if ( ev->NumArgs() != 1 )
{
ev->Error( "No args passed in" );
return;
}
num = ev->GetInteger( 1 );
if ( ( num < 0 ) || ( num >= globals.max_edicts ) )
{
ev->Error( "Value out of range. Possible values range from 0 to %d.\n", globals.max_edicts );
return;
}
ent = G_GetEntity( num );
ent->Damage( world, world, ent->max_health + 25, vec_zero, vec_zero, vec_zero, 0, 0, 0, -1, -1, 1 );
}
void ScriptThread::RemoveEnt
(
Event * ev
)
{
int num;
Entity *ent;
if ( ev->NumArgs() != 1 )
{
ev->Error( "No args passed in" );
return;
}
num = ev->GetInteger( 1 );
if ( ( num < 0 ) || ( num >= globals.max_edicts ) )
{
ev->Error( "Value out of range. Possible values range from 0 to %d.\n", globals.max_edicts );
return;
}
ent = G_GetEntity( num );
ent->PostEvent( Event( EV_Remove ), 0 );
}
void ScriptThread::KillClass
(
Event * ev
)
{
int except;
str classname;
edict_t * from;
Entity *ent;
if ( ev->NumArgs() < 1 )
{
ev->Error( "No args passed in" );
return;
}
classname = ev->GetString( 1 );
except = 0;
if ( ev->NumArgs() == 2 )
{
except = ev->GetInteger( 1 );
}
for ( from = &g_edicts[ game.maxclients + 1 ]; from < &g_edicts[ globals.num_edicts ]; from++ )
{
if ( !from->inuse )
{
continue;
}
assert( from->entity );
ent = from->entity;
if ( ent->entnum == except )
{
continue;
}
if ( ent->inheritsFrom( classname.c_str() ) )
{
ent->Damage( world, world, ent->max_health + 25, vec_zero, vec_zero, vec_zero, 0, 0, 0, -1, -1, 1 );
}
}
}
void ScriptThread::RemoveClass
(
Event * ev
)
{
int except;
str classname;
edict_t * from;
Entity *ent;
if ( ev->NumArgs() < 1 )
{
ev->Error( "No args passed in" );
return;
}
classname = ev->GetString( 1 );
except = 0;
if ( ev->NumArgs() == 2 )
{
except = ev->GetInteger( 1 );
}
for ( from = &g_edicts[ game.maxclients + 1 ]; from < &g_edicts[ globals.num_edicts ]; from++ )
{
if ( !from->inuse )
{
continue;
}
assert( from->entity );
ent = from->entity;
if ( ent->entnum == except )
continue;
if ( ent->inheritsFrom( classname.c_str() ) )
{
ent->PostEvent( Event( EV_Remove ), 0 );
}
}
}
void ScriptThread::MapName
(
Event * ev
)
{
gi.configstring( CS_NAME, ev->GetString( 1 ) );
}
void ScriptThread::EndGame
(
Event * ev
)
{
#ifdef SIN_ARCADE
if ( !ARCADE_ComWriteByte( 0x06 ) )
gi.error( "Could not send end of game to communications port" );
#endif
}