cod5-sdk/raw/maps/_civilian.gsc

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2008-11-20 00:00:00 +00:00
#include common_scripts\utility;
#include maps\_utility;
#include maps\_anim;
#include maps\_civilian_idle;
#using_animtree( "civilian" );
main()
{
if ( isdefined( level._loadStarted ) )
assertMsg( "maps\_civilian::main() must be called before maps\_load::main(). Please fix this error!!" );
if ( getdvar( "debug_civilians" ) == "" )
setdvar( "debug_civilians", "0" );
maps\_drone::init();
//Animations for Civilians
level.scr_animtree["civilian"] = #animtree;
level.scr_anim["civilian"]["idle"][0] = %unarmed_cowerstand_idle;
level.scr_anim["civilian"]["pointidle"][0] = %unarmed_cowerstand_pointidle;
level.scr_anim["civilian"]["idle2point"] = %unarmed_cowerstand_idle2point;
level.scr_anim["civilian"]["point2idle"] = %unarmed_cowerstand_point2idle;
level.scr_anim["civilian"]["react"] = %unarmed_cowerstand_react_2_crouch;
level.scr_anim["civilian"]["react2crouch"] = %unarmed_cowerstand_react_2_crouch;
//walks
level.scr_anim["civilian"]["walk"][0]["anim"] = %unarmed_walk_slow;
level.scr_anim["civilian"]["walk"][0]["speed"] = 55;
level.scr_anim["civilian"]["walk_react"][0]["anim"] = %unarmed_walk_slow;
level.scr_anim["civilian"]["walk_react"][0]["speed"] = 55;
//jogs
level.scr_anim["civilian"]["jog"][0]["anim"] = %unarmed_scared_run;
level.scr_anim["civilian"]["jog"][0]["speed"] = 110;
level.scr_anim["civilian"]["jog_react"][0]["anim"] = %unarmed_scared_run;
level.scr_anim["civilian"]["jog_react"][0]["speed"] = 110;
//runs
level.scr_anim["civilian"]["run"][0]["anim"] = %unarmed_scared_jog;
level.scr_anim["civilian"]["run"][0]["speed"] = 170;
level.scr_anim["civilian"]["run_react"][0]["anim"] = %unarmed_scared_jog_look;
level.scr_anim["civilian"]["run_react"][0]["speed"] = 80;
level.scr_anim["civilian"]["run_react"][1]["anim"] = %unarmed_scared_jog_duck;
level.scr_anim["civilian"]["run_react"][1]["speed"] = 140;
//Setup Civilian triggers
findAllTriggers();
//Delete Civilian AI/Spawners now that they are stored in script to be drones
deleteCivilianAI();
}
findAllTriggers()
{
//List of all valid trigger types to spawn a civilian
trigger_type = [];
trigger_type[0] = "trigger_multiple";
trigger_type[1] = "trigger_disk";
trigger_type[2] = "trigger_radius";
trigger_type[3] = "trigger_lookat";
trigger_type[4] = "trigger_use";
trigger_type[5] = "trigger_use_touch";
triggers = [];
for( i = 0 ; i < trigger_type.size ; i++ )
{
temp = getentarray( trigger_type[i], "classname" );
for( j = 0 ; j < temp.size ; j++ )
triggers[triggers.size] = temp[j];
}
array_thread(triggers, ::spawnCivilian_Trigger);
}
deleteCivilianAI()
{
civilians = getentarray( "actor_civilian", "classname" );
level.civilianSpawnerTargetnames = [];
for( i = 0 ; i < civilians.size ; i++ )
{
if (isdefined(civilians[i].targetname))
level.civilianSpawnerTargetnames[level.civilianSpawnerTargetnames.size] = civilians[i].targetname;
civilians[i] delete();
}
}
getNumberCivilianSpawnersByTargetname(target_name)
{
//Returns the number of Civilian spawners with the specified targetname
retValue = 0;
assert(isdefined(level.civilianSpawnerTargetnames));
for( i = 0 ; i < level.civilianSpawnerTargetnames.size ; i++ )
{
if (level.civilianSpawnerTargetnames[i] != target_name)
continue;
retValue++;
}
return retValue;
}
spawnCivilian_Trigger()
{
if (!isdefined(self.target))
return;
self.civilians = [];
ents = getentarray( self.target, "targetname" );
for( i = 0 ; i < ents.size ; i++ )
{
if (!isdefined(ents[i].classname))
continue;
if (!issubstr( ents[i].classname, "civilian" ) )
continue;
//trigger targets a civilian - copy the spawners data to script variables
index = self.civilians.size;
self.civilians[index] = spawnstruct();
self.civilians[index].model = ents[i].model;
self.civilians[index].origin = ents[i].origin;
self.civilians[index].targetname = ents[i].targetname;
self.civilians[index].script_noteworthy = ents[i].script_noteworthy;
self.civilians[index].angles = ( 0, ents[i].angles[1], 0 );
if (isdefined(ents[i].target))
self.civilians[index].target = ents[i].target;
}
if (!isdefined(self.civilians))
return;
if (self.civilians.size <= 0)
return;
//wait until the trigger is triggered
self waittill ( "trigger" );
//spawn all civilians this trigger targets
self spawnCivilians();
}
spawnCivilians()
{
//spawns all civilians targeted by the trigger
spawned = [];
for( i = 0 ; i < self.civilians.size ; i++ )
{
index = spawned.size;
if (level.drones["civilian"].lastindex > level.max_drones["civilian"])
continue;
spawned[index] = spawn( "script_model", self.civilians[i].origin );
spawned[index].angles = self.civilians[i].angles;
spawned[index] setmodel( self.civilians[i].model );
spawned[index].targetname = self.civilians[i].targetname;
spawned[index].script_noteworthy = self.civilians[i].script_noteworthy;
level notify ( "civilianSpawned", spawned[index] );
if (isdefined(self.civilians[i].target))
spawned[index].target = self.civilians[i].target;
if (isdefined(self.civilians[i].targetname))
spawned[index].targetname = self.civilians[i].targetname;
spawned[index] civilianInit();
//chad - put move code here
//if the civilian targets something then make it walk the path, otherwise do idle
//if ( ( isdefined( self.target )) && ( isdefined( level.struct_targetname[self.target] )) )
//{
//assertMsg("Civilian is targeting a script_struct and this hasn't been implemented yet");
//}
}
if (spawned.size > 0)
level notify ( "civilianArraySpawned", spawned );
}
civilian_waittill_spawn_thread(target_name)
{
//waits until a civilian with the specified targetname is spawned, and returns the spawned entity
civilian = undefined;
for (;;)
{
level waittill ( "civilianSpawned", civilian );
if (!isdefined(civilian))
continue;
if (!isdefined(civilian.targetname))
continue;
if (civilian.targetname == target_name)
break;
}
return civilian;
}
civilian_waittill_arrayspawn_thread(target_name)
{
//waits until all civilians with the specified targetname are spawned, and returns an array of all the spawned entities
returnableCivilians = [];
for (;;)
{
level waittill ( "civilianArraySpawned", civilians );
for( i = 0 ; i < civilians.size ; i++ )
{
if (!isdefined(civilians[i]))
continue;
if (!isdefined(civilians[i].targetname))
continue;
if (civilians[i].targetname == target_name)
returnableCivilians[returnableCivilians.size] = civilians[i];
}
if (returnableCivilians.size > 0)
break;
}
return returnableCivilians;
}
civilianInit()
{
//civilian init thread
//-------------------
self makeFakeAI();
structarray_add( level.drones["civilian"], self );
self civilian_Reaction_Enable( 0 );
self thread civilian_reaction_notification( "grenade danger" ); //grenade landed nearby
self thread civilian_reaction_notification( "gunshot" ); //gun shot near by
self thread civilian_reaction_notification( "bulletwhizby" ); //bullet flew by
self thread civilian_reaction_notification( "projectile_impact" ); //projectile impacted nearby
self.animname = "civilian";
//make sure the player can't shoot/kill him
self thread civilian_friendlyfire();
//put him into idle
self thread civilian_idle();
//make him aware of gun fire in his area
self thread civilian_react_gunfire();
}
civilian_Reaction_Enable( qEnable )
{
self.doReaction = qEnable;
}
civilian_reaction_notification( strType )
{
//adds a generic notification to the civilian for an event so the civilian can react to that event
self endon ( "civilian_death" );
self addAIEventListener( strType );
for (;;)
{
self waittill ( strType );
assert( isdefined( self.doReaction ) );
if ( !self.doReaction )
continue;
self notify ( "do_reaction", strType );
wait 0.05;
}
}
civilian_friendlyfire()
{
//makes the player fail the mission if the player does any damage to a civilian
self endon ( "override_friendlyfire" );
self endon ( "civilian_death" );
self setcandamage(true);
for (;;)
{
self waittill ( "damage", damage, attacker );
if (attacker == level.player)
break;
}
thread maps\_friendlyfire::missionfail();
}
civilian_anim_single( anim_name )
{
//use this to play a single animation on a civilian using anim_single_solo
self civilian_prepare_for_animation();
self anim_single_solo (self, anim_name);
}
civilian_anim_loop( anim_name, ender)
{
//use this to play a looping animation on a civilian using anim_loop_solo
self civilian_prepare_for_animation();
self anim_loop_solo (self, anim_name, undefined, ender);
}
civilian_prepare_for_animation()
{
//sets neccessary info on the civilian just before doing a civilian animation
self stopAnimScripted();
self useAnimTree(level.scr_animtree["civilian"]);
self.animname = "civilian";
self notify ( "stop_civilian_move_anim" );
}
civilian_MoveToNode( destinationPoint, movementType )
{
self endon ( "civilian_death" );
if ( checkMovementTypeError( movementType ) )
return;
self notify("move_override");
self thread maps\_civilian_move::civilian_loop_moveAnims( movementType );
self maps\_civilian_move::waittillSpeedSet();
self maps\_civilian_move::MoveChain( destinationPoint );
}
civilian_MoveToVec( destinationVec, movementType )
{
self endon ( "civilian_death" );
if ( checkMovementTypeError( movementType ) )
return;
self notify("move_override");
self civilian_MoveToVecArray( civilian_makeVecArray( destinationVec ), movementType );
}
civilian_MoveToVecArray( vecArray, movementType )
{
self endon ( "civilian_death" );
if ( checkMovementTypeError( movementType ) )
return;
self notify("move_override");
if( vecArray.size == 0 )
{
assertMsg( "civilian_MoveToVecArray( vecArray ) used without passing in a valid array of coordinates" );
return;
}
self thread maps\_civilian_move::civilian_loop_moveAnims( movementType );
self maps\_civilian_move::waittillSpeedSet();
self maps\_civilian_move::MoveChain( undefined, vecArray );
}
checkMovementTypeError( movementType )
{
qError = false;
if ( !isdefined( movementType ) )
qError = true;
else if ( movementType != "walk" && movementType != "jog" && movementType != "run" )
qError = true;
if ( qError )
assertMsg ( "You must specify a movement type when moving a civilian or hostage. Valid types are walk, jog, or run" );
return qError;
}
civilian_makeVecArray( destinationVec )
{
assert( isdefined( destinationVec ) );
assert( isdefined( destinationVec[0] ) );
assert( isdefined( destinationVec[1] ) );
assert( isdefined( destinationVec[2] ) );
vecArray = [];
vecArray[0] = destinationVec;
return vecArray;
}
civilian_waittill_spawn( target_name )
{
civCount = getNumberCivilianSpawnersByTargetname( target_name );
if ( civCount == 0 )
{
assertMsg( "civilian_waittill_spawn( target_name ) found no civilian spawners with that targetname" );
return;
}
if ( civCount > 1 )
{
assertMsg( "civilian_waittill_spawn( target_name ) used with more than one civilian with the same targetname" );
return;
}
return civilian_waittill_spawn_thread( target_name );
}
civilian_waittill_arrayspawn( target_name )
{
civCount = getNumberCivilianSpawnersByTargetname( target_name );
if ( civCount == 0 )
{
assertMsg( "civilian_waittill_arrayspawn( target_name ) found no civilian spawners with that targetname" );
return;
}
return civilian_waittill_arrayspawn_thread( target_name );
}
civilian_delete()
{
assert( isdefined( self ) );
structarray_remove( level.drones["civilian"], self );
self notify ( "civilian_death" );
self delete();
}