ef2gamesource/dlls/game/scriptmaster.cpp

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//-----------------------------------------------------------------------------
//
// $Logfile:: /Code/DLLs/game/scriptmaster.cpp $
// $Revision:: 13 $
// $Author:: Steven $
// $Date:: 10/04/02 1:32p $
//
// 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.
//
//
// 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 "_pch_cpp.h"
#include "class.h"
#include "scriptmaster.h"
#include "container.h"
#include "scriptvariable.h"
#include "misc.h"
#include "specialfx.h"
#include "worldspawn.h"
#include "program.h"
#include "interpreter.h"
#include "globalcmd.h"
Program program;
ScriptVariableList gameVars;
ScriptVariableList levelVars;
//static ScriptVariablePtr GameTime = NULL;
/* Event EV_ProcessCommands
(
"processCommands",
EV_DEFAULT,
NULL,
NULL,
"Not used."
);
Event EV_Script_NewOrders
(
"newOrders",
EV_DEFAULT,
NULL,
NULL,
"Inform script that it is about to get new orders."
);
Event EV_ScriptThread_Execute
(
"execute",
EV_DEFAULT,
NULL,
NULL,
"Execute the thread."
);
Event EV_ScriptThread_Callback
(
"script_callback",
EV_DEFAULT,
"ese",
"slave name other",
"Script callback."
);
Event EV_ScriptThread_ThreadCallback
(
"thread_callback",
EV_DEFAULT,
NULL,
NULL,
"Thread callback."
);
Event EV_ScriptThread_VariableCallback
(
"variable_callback",
EV_DEFAULT,
NULL,
NULL,
"Variable callback."
);
Event EV_ScriptThread_DeathCallback
(
"death_callback",
EV_DEFAULT,
NULL,
NULL,
"Death callback."
);
Event EV_ScriptThread_CreateThread
(
"thread",
EV_DEFAULT,
"s",
"label",
"Creates a thread starting at label."
);
Event EV_ScriptThread_TerminateThread
(
"terminate",
EV_DEFAULT,
"i",
"thread_number",
"Terminates the specified thread or the current one if none specified."
);
Event EV_ScriptThread_ControlObject
(
"control",
EV_DEFAULT,
"e",
"object",
"Not used."
);
Event EV_ScriptThread_Goto
(
"goto",
EV_DEFAULT,
"s",
"label",
"Goes to the specified label."
);
Event EV_ScriptThread_Pause
(
"pause",
EV_DEFAULT,
NULL,
NULL,
"Pauses the thread."
);
Event EV_ScriptThread_Wait
(
"wait",
EV_DEFAULT,
"f",
"wait_time",
"Wait for the specified amount of time."
);
Event EV_ScriptThread_WaitFor
(
"waitFor",
EV_DEFAULT,
"e",
"ent",
"Wait for the specified entity."
);
Event EV_ScriptThread_WaitForThread
(
"waitForThread",
EV_DEFAULT,
"i",
"thread_number",
"Wait for the specified thread."
);
Event EV_ScriptThread_WaitForVariable
(
"waitForVariable",
EV_DEFAULT,
"s",
"variable_name",
"Wait for the specified variable."
);
Event EV_ScriptThread_WaitForDeath
(
"waitForDeath",
EV_DEFAULT,
"s",
"name",
"Wait for death."
);
Event EV_ScriptThread_WaitForSound
(
"waitForSound",
EV_DEFAULT,
"sf",
"sound_name delay",
"Wait for end of the named sound plus an optional delay."
);
Event EV_ScriptThread_WaitForDialog
(
"waitForDialog",
EV_DEFAULT,
"eF",
"actor additional_delay",
"Wait for end of the dialog for the specified actor.\n"
"If additional_delay is specified, than the actor will\n"
"wait the dialog length plus the delay."
);
Event EV_ScriptThread_WaitForPlayer
(
"waitForPlayer",
EV_DEFAULT,
NULL,
NULL,
"Wait for player to be ready."
);
Event EV_ScriptThread_End
(
"end",
EV_DEFAULT,
NULL,
NULL,
"End the thread."
);
Event EV_ScriptThread_Print
(
"print",
EV_DEFAULT,
"s",
"string",
"Prints a string."
);
Event EV_ScriptThread_PrintInt
(
"printint",
EV_DEFAULT,
"i",
"integer",
"Print integer."
);
Event EV_ScriptThread_PrintFloat
(
"printfloat",
EV_DEFAULT,
"f",
"float",
"Prints a float.");
Event EV_ScriptThread_PrintVector
(
"printvector",
EV_DEFAULT,
"v",
"vector",
"Prints a vector."
);
Event EV_ScriptThread_NewLine
(
"newline",
EV_DEFAULT,
NULL,
NULL,
"Prints a newline."
);
Event EV_ScriptThread_Assert
(
"assert",
EV_DEFAULT,
"f",
"value",
"Assert if value is 0."
);
Event EV_ScriptThread_Break
(
"break",
EV_DEFAULT,
NULL,
NULL,
"Asserts so that we can break back into the debugger from script."
);
Event EV_ScriptThread_Clear
(
"clear",
EV_DEFAULT,
"s",
"var_group",
"Clears the specified var group."
);
Event EV_ScriptThread_Trigger
(
"trigger",
EV_DEFAULT,
"s",
"name",
"Trigger the specified target or entity."
);
Event EV_ScriptThread_Spawn
(
"spawn",
EV_CHEAT,
"sSSSSSSSS",
"entityname keyname1 value1 keyname2 value2 keyname3 value3 keyname4 value4",
"Spawn the specified entity."
);
Event EV_ScriptThread_Map
(
"map",
EV_DEFAULT,
"s",
"map_name",
"Starts the specified map."
);
Event EV_ScriptThread_SetCvar
(
"setcvar",
EV_DEFAULT,
"ss",
"cvar_name value",
"Sets the value of the specified cvar."
);
Event EV_ScriptThread_CueCamera
(
"cuecamera",
EV_DEFAULT,
"eF",
"entity switchTime",
"Cue the camera. If switchTime is specified, then the camera\n"
"will switch over that length of time."
);
Event EV_ScriptThread_CuePlayer
(
"cueplayer",
EV_DEFAULT,
"F",
"switchTime",
"Go back to the normal camera. If switchTime is specified,\n"
"then the camera will switch over that length of time."
);
Event EV_ScriptThread_FreezePlayer
(
"freezeplayer",
EV_DEFAULT,
NULL,
NULL,
"Freeze the player."
);
Event EV_ScriptThread_ReleasePlayer
(
"releaseplayer",
EV_DEFAULT,
NULL,
NULL,
"Release the player."
);
Event EV_ScriptThread_FakePlayer
(
"fakeplayer",
EV_DEFAULT,
NULL,
NULL,
"Will create a fake version of the player, hide the real one and\n"
"call the fake one 'fakeplayer'."
);
Event EV_ScriptThread_RemoveFakePlayer
(
"removefakeplayer",
EV_DEFAULT,
NULL,
NULL,
"Will delete the fake version of the player, un-hide the real one and\n"
"return to the normal game"
);
Event EV_ScriptThread_KillEnt
(
"killent",
EV_CHEAT,
"i",
"ent_num",
"Kill the specified entity."
);
Event EV_ScriptThread_KillClass
(
"killclass",
EV_CHEAT,
"sI",
"class_name except",
"Kills everything in the specified class except for the specified entity (optional)."
);
Event EV_ScriptThread_RemoveEnt
(
"removeent",
EV_CHEAT,
"i",
"ent_num",
"Removes the specified entity."
);
Event EV_ScriptThread_RemoveClass
(
"removeclass",
EV_CHEAT,
"sI",
"class_name except",
"Removes everything in the specified class except for the specified entity (optional)."
);
// client/server flow control
Event EV_ScriptThread_ServerOnly
(
"server",
EV_DEFAULT,
"SSSSSS",
"arg1 arg2 arg3 arg4 arg5 arg6",
"Server only command."
);
Event EV_ScriptThread_ClientOnly
(
"client",
EV_DEFAULT,
"SSSSSS",
"arg1 arg2 arg3 arg4 arg5 arg6",
"Client only command."
);
Event EV_ScriptThread_StuffCommand
(
"stuffcmd",
EV_DEFAULT,
"SSSSSS",
"arg1 arg2 arg3 arg4 arg5 arg6",
"Server only command."
);
//
// world stuff
//
Event EV_ScriptThread_RegisterAlias
(
"alias",
EV_DEFAULT,
"ssSSSS",
"alias_name real_name arg1 arg2 arg3 arg4",
"Sets up an alias."
);
Event EV_ScriptThread_RegisterAliasAndCache
(
"aliascache",
EV_DEFAULT,
"ssSSSS",
"alias_name real_name arg1 arg2 arg3 arg4",
"Sets up an alias and caches the resourse."
);
Event EV_ScriptThread_SetCinematic
(
"cinematic",
EV_DEFAULT,
NULL,
NULL,
"Turns on cinematic."
);
Event EV_ScriptThread_SetNonCinematic
(
"noncinematic",
EV_DEFAULT,
NULL,
NULL,
"Turns off cinematic."
);
Event EV_ScriptThread_SetAllAIOff
(
"all_ai_off",
EV_DEFAULT,
NULL,
NULL,
"Turns all AI off."
);
Event EV_ScriptThread_SetAllAIOn
(
"all_ai_on",
EV_DEFAULT,
NULL,
NULL,
"Turns all AI back on."
);
Event EV_ScriptThread_SetSkipThread
(
"skipthread",
EV_DEFAULT,
"s",
"thread_name",
"Set the thread to skip."
);
// Precache specific
Event EV_ScriptThread_Precache_Cache
(
"cache",
EV_DEFAULT,
"s",
"resource_name",
"Cache the specified resource."
);
// fades for movies
Event EV_ScriptThread_FadeIn
(
"fadein",
EV_DEFAULT,
"fffffI",
"time red green blue alpha mode",
"Sets up fadein in values."
);
Event EV_ScriptThread_FadeOut
(
"fadeout",
EV_DEFAULT,
"fffffI",
"time red green blue alpha mode",
"Sets up fadeout values."
);
Event EV_ScriptThread_FadeSound
(
"fadesound",
EV_DEFAULT,
"f",
"time",
"fades the sound out over the given time."
);
Event EV_ScriptThread_CameraCommand
(
"cam",
EV_DEFAULT,
"sSSSSSS",
"command arg1 arg2 arg3 arg4 arg5 arg6",
"Processes a camera command."
);
// music command
Event EV_ScriptThread_MusicEvent
(
"music",
EV_DEFAULT,
"sS",
"current fallback",
"Sets the current and fallback (optional) music moods."
);
Event EV_ScriptThread_ForceMusicEvent
(
"forcemusic",
EV_DEFAULT,
"sS",
"current fallback",
"Forces the current and fallback (optional) music moods."
);
Event EV_ScriptThread_MusicVolumeEvent
(
"musicvolume",
EV_DEFAULT,
"ff",
"volume fade_time",
"Sets the volume and fade time of the music."
);
Event EV_ScriptThread_RestoreMusicVolumeEvent
(
"restoremusicvolume",
EV_DEFAULT,
"f",
"fade_time",
"Restores the music volume to its previous value."
);
Event EV_ScriptThread_SoundtrackEvent
(
"soundtrack",
EV_DEFAULT,
"s",
"soundtrack_name",
"Changes the soundtrack."
);
Event EV_ScriptThread_RestoreSoundtrackEvent
(
"restoresoundtrack",
EV_DEFAULT,
NULL,
NULL,
"Restores the soundtrack to the previous one."
);
Event EV_ScriptThread_ClearFade
(
"clearfade",
EV_DEFAULT,
NULL,
NULL,
"Clear the fade from the screen"
);
Event EV_ScriptThread_Letterbox
(
"letterbox",
EV_DEFAULT,
"f",
"time",
"Puts the game in letterbox mode."
);
Event EV_ScriptThread_ClearLetterbox
(
"clearletterbox",
EV_DEFAULT,
"f",
"time",
"Clears letterbox mode."
);
Event EV_ScriptThread_SetDialogScript
(
"setdialogscript" ,
EV_DEFAULT,
"s",
"dialog_script",
"Set the script to be used when dialog:: is used"
);
Event EV_ScriptThread_SetLightStyle
(
"setlightstyle" ,
EV_DEFAULT,
"is",
"lightstyleindex lightstyledata",
"Set up the lightstyle with lightstyleindex to the specified data"
);
Event EV_ScriptThread_KillThreadEvent
(
"killthread",
EV_DEFAULT,
"s",
"threadName",
"kills all threads starting with the specified name"
);
Event EV_ScriptThread_SetThreadNameEvent
(
"threadname",
EV_DEFAULT,
"s",
"threadName",
"sets the name of the thread"
);
Event EV_ScriptThread_CenterPrint
(
"centerprint",
EV_DEFAULT,
"s",
"stuffToPrint",
"prints the included message in the middle of all player's screens"
);
Event EV_ScriptThread_LocationPrint
(
"locprint",
EV_DEFAULT,
"iis",
"xoffset yoffset stuffToPrint",
"prints the included message in the specified location of all player's screens"
);
Event EV_ScriptThread_MissionFailed
(
"missionfailed",
EV_DEFAULT,
NULL,
NULL,
"Makes the player fail their mission, level restarts."
);
Event EV_ScriptThread_ArenaCommand
(
"arena",
EV_DEFAULT,
"dsSSSSSS",
"arenanum command arg1 arg2 arg3 arg4 arg5 arg6",
"Send a command to the specified arena"
);
CLASS_DECLARATION( Class, ThreadMarker, NULL )
{
{ NULL, NULL }
}; */
ScriptMaster Director;
CLASS_DECLARATION( Listener, ScriptMaster, NULL )
{
{ NULL, NULL }
};
ScriptMaster::ScriptMaster()
{
threadIndex = 0;
currentThread = NULL;
player_ready = false;
}
ScriptMaster::~ScriptMaster()
{
/* if ( GameTime )
{
gameVars.RemoveVariable( GameTime );
GameTime = NULL;
} */
CloseScript();
}
void ScriptMaster::CloseScript( void )
{
KillThreads();
ScriptLib.CloseScripts();
/* if ( GameTime )
{
gameVars.RemoveVariable( GameTime );
GameTime = NULL;
} */
}
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;
}
qboolean ScriptMaster::NotifyOtherThreads( int num )
{
CThread *thread1;
CThread *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;
}
void ScriptMaster::DeathMessage( const char *name )
{
CThread *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);
}
}
}
}
}
void ScriptMaster::PlayerSpawned( void )
{
CThread *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->DelayedStart( 0.0f );
}
}
}
}
void ScriptMaster::KillThread( const str &name )
{
int i;
int num;
int len;
const char * ptr;
CThread *thread;
bool useWildCard;
useWildCard = false;
len = 0;
// see if the name uses a wild card
ptr = strchr( name.c_str(), '*' );
if ( ptr )
{
len = ptr - name.c_str();
useWildCard = true;
}
// kill only those threads whose name matches name
num = Threads.NumObjects();
// Clear the waitfor's from each thread before deleting
// so they don't get triggered.
for( i = num; i > 0; i-- )
{
thread = Threads.ObjectAt( i );
int result;
//With the wild card used, we want to delete any matches of the thread
//name
if(useWildCard == true)
{
result = strnicmp( thread->ThreadName(), name.c_str(), len );
}
else
{
//if the wild card is not active, then we want the exact thread
//name
result = stricmp( thread->ThreadName(), name.c_str());
}
//if the result is 0, then we have found a thread to delete.
if ( result == 0 )
{
thread->ClearWaitFor();
if ( currentThread == thread )
{
SetCurrentThread( NULL );
}
delete thread;
}
}
}
qboolean ScriptMaster::KillThread( int num )
{
CThread *thread;
// Must be safely reentryable so that the thread destructor can tell us that it's being deleted.
thread = GetThread( num );
if ( thread )
{
thread->ClearWaitFor();
if ( currentThread == thread )
{
SetCurrentThread( NULL );
}
delete thread;
return true;
}
return false;
}
qboolean ScriptMaster::RemoveThread( int num )
{
CThread *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 = n; i > 0; i-- )
{
thread = Threads.ObjectAt( i );
assert( thread );
if ( thread )
{
if ( thread->ThreadNum() == num )
{
Threads.ObjectAt( i )->ClearWaitFor();
Threads.RemoveObjectAt( i );
if ( currentThread == thread )
{
SetCurrentThread( NULL );
}
return true;
}
}
}
return false;
}
CThread *ScriptMaster::CurrentThread( void )
{
return currentThread;
}
void ScriptMaster::SetCurrentThread( CThread *thread )
{
currentThread = thread;
}
CThread *ScriptMaster::CreateThread( Program *program )
{
CThread *thread;
thread = new CThread;
thread->program = program;
Threads.AddObject( thread );
return thread;
}
CThread *ScriptMaster::CreateThread( const char *label, Program *program )
{
CThread *thread;
int threadnum;
thread = new CThread;
thread->program = program;
threadnum = GetUniqueThreadNumber();
Threads.AddObject( thread );
if ( !thread->Setup( threadnum, label ) )
{
KillThread( threadnum );
return NULL;
}
return thread;
}
CThread *ScriptMaster::CreateThread( void )
{
CThread *thread;
thread = new CThread;
thread->SetThreadNum( GetUniqueThreadNumber() );
Threads.AddObject( thread );
return thread;
}
CThread *ScriptMaster::CreateThread( const char *label )
{
CThread *thread;
int threadnum;
thread = new CThread;
threadnum = GetUniqueThreadNumber();
Threads.AddObject( thread );
if ( !thread->Setup( threadnum, label ) )
{
KillThread( threadnum );
return NULL;
}
return thread;
}
CThread *ScriptMaster::GetThread( int num )
{
int i;
int n;
CThread *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;
}
int ScriptMaster::GetUniqueThreadNumber( void )
{
do
{
threadIndex++;
if ( threadIndex == 0 )
{
threadIndex = 1;
}
}
while( GetThread( threadIndex ) );
return threadIndex;
}
/* qboolean ScriptMaster::labelExists
(
GameScript * scr,
const char *name
)
{
return scr->labelExists( name );
}
qboolean ScriptMaster::labelExists
(
const char *filename,
const char *name
)
{
GameScript *scr;
scr = ScriptLib.GetScript( filename );
if ( scr )
{
return scr->labelExists( name );
}
return false;
}
qboolean ScriptMaster::Goto
(
GameScript * scr,
const char *name
)
{
return scr->Goto( name );
}
bool ScriptMaster::isVarGroup
(
const char *name
)
{
const char *v;
char vargroup[ 20 ];
int len;
assert( name );
if ( !name )
{
return false;
}
v = strchr( name, '.' );
if ( !v )
{
return false;
}
len = v - name;
if ( len > sizeof( vargroup ) - 1 )
{
len = sizeof( vargroup ) - 1;
}
memset( vargroup, 0, sizeof( vargroup ) );
strncpy( vargroup, name, len );
if ( !strcmp( vargroup, "game" ) || !strcmp( vargroup, "level" ) ||
!strcmp( vargroup, "local" ) || !strcmp( vargroup, "parm" ) )
{
return true;
}
return false;
}
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;
}
return vars;
}
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 );
}
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 )
{
{ &EV_ScriptThread_Execute, Execute },
{ &EV_MoveDone, ObjectMoveDone },
{ &EV_ScriptThread_Callback, ScriptCallback },
{ &EV_ScriptThread_ThreadCallback, ThreadCallback },
{ &EV_ScriptThread_VariableCallback, VariableCallback },
{ &EV_ScriptThread_DeathCallback, DeathCallback },
{ &EV_ScriptThread_CreateThread, CreateThread },
{ &EV_ScriptThread_TerminateThread, TerminateThread },
{ &EV_ScriptThread_ControlObject, ControlObject },
{ &EV_ScriptThread_Goto, EventGoto },
{ &EV_ScriptThread_Pause, EventPause },
{ &EV_ScriptThread_Wait, EventWait },
{ &EV_ScriptThread_WaitFor, EventWaitFor },
{ &EV_ScriptThread_WaitForThread, EventWaitForThread },
{ &EV_ScriptThread_WaitForVariable, EventWaitForVariable },
{ &EV_ScriptThread_WaitForDeath, EventWaitForDeath },
{ &EV_ScriptThread_WaitForSound, EventWaitForSound },
{ &EV_ScriptThread_WaitForDialog, EventWaitForDialog },
{ &EV_ScriptThread_WaitForPlayer, EventWaitForPlayer },
{ &EV_ScriptThread_End, EventEnd },
{ &EV_ScriptThread_Print, Print },
{ &EV_ScriptThread_PrintInt, PrintInt },
{ &EV_ScriptThread_PrintFloat, PrintFloat },
{ &EV_ScriptThread_PrintVector, PrintVector },
{ &EV_ScriptThread_NewLine, NewLine },
{ &EV_ScriptThread_Assert, Assert },
{ &EV_ScriptThread_Break, Break },
{ &EV_ScriptThread_Clear, Clear },
{ &EV_ScriptThread_Trigger, TriggerEvent },
{ &EV_ScriptThread_ServerOnly, ServerEvent },
{ &EV_ScriptThread_ClientOnly, ClientEvent },
{ &EV_ScriptThread_StuffCommand, StuffCommand },
{ &EV_ScriptThread_Spawn, Spawn },
{ &EV_ScriptThread_Precache_Cache, CacheResourceEvent },
{ &EV_ScriptThread_RegisterAlias, RegisterAlias },
{ &EV_ScriptThread_RegisterAliasAndCache, RegisterAliasAndCache },
{ &EV_ScriptThread_Map, MapEvent },
{ &EV_ScriptThread_SetCvar, SetCvarEvent },
{ &EV_ScriptThread_CueCamera, CueCamera },
{ &EV_ScriptThread_CuePlayer, CuePlayer },
{ &EV_ScriptThread_FreezePlayer, FreezePlayer },
{ &EV_ScriptThread_ReleasePlayer, ReleasePlayer },
{ &EV_ScriptThread_FadeIn, FadeIn },
{ &EV_ScriptThread_FadeOut, FadeOut },
{ &EV_ScriptThread_FadeSound, FadeSound },
{ &EV_ScriptThread_ClearFade, ClearFade },
{ &EV_ScriptThread_Letterbox, Letterbox },
{ &EV_ScriptThread_ClearLetterbox, ClearLetterbox },
{ &EV_ScriptThread_MusicEvent, MusicEvent },
{ &EV_ScriptThread_ForceMusicEvent, ForceMusicEvent },
{ &EV_ScriptThread_MusicVolumeEvent, MusicVolumeEvent },
{ &EV_ScriptThread_RestoreMusicVolumeEvent, RestoreMusicVolumeEvent },
{ &EV_ScriptThread_SoundtrackEvent, SoundtrackEvent },
{ &EV_ScriptThread_RestoreSoundtrackEvent, RestoreSoundtrackEvent },
{ &EV_ScriptThread_CameraCommand, CameraCommand },
{ &EV_ScriptThread_SetCinematic, SetCinematic },
{ &EV_ScriptThread_SetNonCinematic, SetNonCinematic },
{ &EV_ScriptThread_SetAllAIOff, SetAllAIOff },
{ &EV_ScriptThread_SetAllAIOn, SetAllAIOn },
{ &EV_ScriptThread_SetSkipThread, SetSkipThread },
{ &EV_ScriptThread_KillEnt, KillEnt },
{ &EV_ScriptThread_RemoveEnt, RemoveEnt },
{ &EV_ScriptThread_KillClass, KillClass },
{ &EV_ScriptThread_RemoveClass, RemoveClass },
{ &EV_ScriptThread_FakePlayer, FakePlayer },
{ &EV_ScriptThread_RemoveFakePlayer, RemoveFakePlayer },
{ &EV_ScriptThread_SetDialogScript, SetDialogScript },
{ &EV_ScriptThread_SetLightStyle, SetLightStyle },
{ &EV_ScriptThread_KillThreadEvent, KillThreadEvent },
{ &EV_ScriptThread_SetThreadNameEvent, SetThreadName },
{ &EV_ScriptThread_CenterPrint, CenterPrint },
{ &EV_ScriptThread_LocationPrint, LocationPrint },
{ &EV_ScriptThread_MissionFailed, MissionFailed },
{ &EV_ScriptThread_ArenaCommand, ArenaCommand },
{ &EV_AI_RecalcPaths, PassToPathmanager },
{ &EV_AI_CalcPath, PassToPathmanager },
{ NULL, NULL }
};
ScriptThread::ScriptThread()
{
threadNum = 0;
ClearWaitFor();
threadDying = false;
doneProcessing = true;
type = LEVEL_SCRIPT;
}
ScriptThread::~ScriptThread()
{
Director.NotifyOtherThreads( threadNum );
Director.RemoveThread( threadNum );
}
void ScriptThread::ClearWaitFor
(
void
)
{
waitUntil = 0;
waitingFor = "";
waitingNumObjects = 0;
waitingForThread = NULL;
waitingForVariable = "";
waitingForDeath = "";
waitingForPlayer = false;
}
void ScriptThread::SetType
(
scripttype_t newtype
)
{
type = newtype;
}
scripttype_t ScriptThread::GetType
(
void
)
{
return type;
}
void ScriptThread::SetThreadNum
(
int num
)
{
threadNum = num;
}
int ScriptThread::ThreadNum
(
void
)
{
return threadNum;
}
const char *ScriptThread::ThreadName
(
void
)
{
return threadName.c_str();
}
void ScriptThread::SetThreadName
(
Event *ev
)
{
threadName = ev->GetString( 1 );
}
int ScriptThread::CurrentLine
(
void
)
{
return linenumber;
}
const char *ScriptThread::Filename
(
void
)
{
return script.Filename();
}
ScriptThread *ScriptThread::WaitingOnThread
(
void
)
{
return waitingForThread;
}
const char *ScriptThread::WaitingOnVariable
(
void
)
{
return waitingForVariable.c_str();
}
const char *ScriptThread::WaitingOnDeath
(
void
)
{
return waitingForDeath.c_str();
}
qboolean ScriptThread::WaitingOnPlayer
(
void
)
{
return waitingForPlayer;
}
ScriptVariableList *ScriptThread::Vars
(
void
)
{
return &localVars;
}
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;
}
qboolean ScriptThread::SetScript
(
const char *name
)
{
GameScript *scr;
scr = ScriptLib.GetScript( name );
if ( scr )
{
Setup( threadNum, scr, NULL );
return true;
}
return false;
}
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;
}
qboolean ScriptThread::labelExists
(
const char *name
)
{
return ScriptLib.labelExists( &script, name );
}
void ScriptThread::Mark
(
ThreadMarker *mark
)
{
assert( mark );
mark->linenumber = linenumber;
mark->doneProcessing = doneProcessing;
mark->waitingFor = waitingFor;
mark->waitingForThread = waitingForThread;
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 );
}
void ScriptThread::Restore
(
ThreadMarker *mark
)
{
assert( mark );
linenumber = mark->linenumber;
doneProcessing = mark->doneProcessing;
waitingFor = mark->waitingFor;
waitingForThread = mark->waitingForThread;
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 );
}
}
TargetList *ScriptThread::GetTargetList
(
const 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;
}
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 );
}
if ( !num )
{
warning( "SendCommandToSlaves", "Could not find target %s in world.\n", name );
}
}
//
// 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;
}
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 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() );
}
}
}
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 );
}
void ScriptThread::Start
(
float delay
)
{
CancelEventsOfType( EV_ScriptThread_Execute );
PostEvent( EV_ScriptThread_Execute, delay );
}
void ScriptThread::StartImmediately
(
void
)
{
CancelEventsOfType( EV_ScriptThread_Execute );
ProcessEvent( EV_ScriptThread_Execute );
}
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( ERR_DROP, "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 );
}
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
//
//****************************************************************************************
/* 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;
}
void ScriptThread::ObjectMoveDone
(
Event *ev
)
{
Entity *obj;
obj = ev->GetEntity( 1 );
if ( !obj )
{
gi.DPrintf( "Object no longer exists, MoveDone invalid now\n" );
return;
}
#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( 0 );
}
}
}
void ScriptThread::CreateThread
(
Event *ev
)
{
ScriptThread * pThread;
pThread = Director.CreateThread( &script, ev->GetToken( 1 ) );
if ( pThread )
{
// start right away
pThread->StartImmediately();
}
}
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
)
{
DoMove();
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();
//
// we need to make sure we have an entity we are going to wait for
//
ent = ev->GetEntity( 1 );
if ( ent )
{
doneProcessing = true;
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
)
{
ClearWaitFor();
waitingForThread = Director.GetThread( ev->GetInteger( 1 ) );
if ( !waitingForThread )
{
ev->Error( "EventWaitForThread", "Thread %d not running", ev->GetInteger( 1 ) );
return;
}
doneProcessing = true;
DoMove();
}
void ScriptThread::EventWaitForDeath
(
Event *ev
)
{
ClearWaitFor();
waitingForDeath = ev->GetString(1);
if ( !waitingForDeath.length() )
{
ev->Error( "EventWaitForDeath", "Null name" );
return;
}
doneProcessing = true;
DoMove();
}
void ScriptThread::EventWaitForVariable
(
Event *ev
)
{
ClearWaitFor();
waitingForVariable = ev->GetString(1);
if ( !waitingForVariable.length() )
{
ev->Error( "EventWaitForVariable", "Null variable" );
return;
}
doneProcessing = true;
DoMove();
}
void ScriptThread::EventWaitForSound
(
Event *ev
)
{
str sound;
float delay;
ClearWaitFor();
DoMove();
delay = 0;
sound = ev->GetString( 1 );
delay = gi.SoundLength( sound.c_str() );
if ( delay < 0 )
gi.DPrintf( "Lip file not found for dialog %s\n", sound.c_str() );
if ( ev->NumArgs() > 1 )
delay += ev->GetFloat( 2 );
Start( delay );
doneProcessing = true;
}
void ScriptThread::EventWaitForDialog
(
Event *ev
)
{
float delay;
Actor *act;
Entity *ent;
ClearWaitFor();
ent = ev->GetEntity( 1 );
if ( ent && ent->isSubclassOf( Actor ) )
{
act = (Actor *)ent;
delay = act->GetDialogRemainingTime( );
if ( ev->NumArgs() > 1 )
{
delay += ev->GetFloat( 2 );
}
Start( delay );
doneProcessing = true;
}
}
void ScriptThread::EventWaitForPlayer
(
Event *ev
)
{
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 )
{
Event * newevent;
newevent = new Event( ev );
ent->ProcessEvent( newevent );
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::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();
}
}
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
StartImmediately();
}
}
void ScriptThread::ThreadCallback
(
Event *ev
)
{
ScriptThread *thread;
if ( threadDying )
{
return;
}
thread = ev->GetThread();
if ( thread && ( thread == waitingForThread ) )
{
ClearWaitFor();
StartImmediately();
}
}
void ScriptThread::VariableCallback
(
Event *ev
)
{
ClearWaitFor();
// start right away
Start( 0 );
}
void ScriptThread::DeathCallback
(
Event *ev
)
{
if ( threadDying )
{
return;
}
ClearWaitFor();
// start right away
Start( 0 );
}
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::CacheResourceEvent
(
Event * ev
)
{
if ( !precache->integer )
{
return;
}
if ( world )
{
CacheResource( ev->GetString( 1 ), world );
}
else
{
CacheResource( ev->GetString( 1 ), NULL );
}
}
void ScriptThread::RegisterAlias
(
Event *ev
)
{
char parameters[100];
int i;
// Get the parameters for this alias command
parameters[0] = 0;
for( i = 3 ; i <= ev->NumArgs() ; i++ )
{
strcat( parameters, ev->GetString( i ) );
strcat( parameters, " ");
}
gi.GlobalAlias_Add( ev->GetString( 1 ), ev->GetString( 2 ), parameters );
}
void ScriptThread::RegisterAliasAndCache
(
Event *ev
)
{
RegisterAlias(ev);
if ( !precache->integer )
return;
CacheResource( ev->GetString( 2 ) );
}
void ScriptThread::MapEvent
(
Event *ev
)
{
if ( level.mission_failed )
return;
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
)
{
float switchTime;
Entity *ent;
if ( ev->NumArgs() > 1 )
{
switchTime = ev->GetFloat( 2 );
}
else
{
switchTime = 0;
}
ent = ev->GetEntity( 1 );
if ( ent )
{
SetCamera( ent, switchTime );
}
else
{
ev->Error( "Camera named %s not found", ev->GetString( 1 ) );
}
}
void ScriptThread::CuePlayer
(
Event *ev
)
{
float switchTime;
if ( ev->NumArgs() > 0 )
{
switchTime = ev->GetFloat( 1 );
}
else
{
switchTime = 0;
}
SetCamera( NULL, switchTime );
}
void ScriptThread::FreezePlayer
(
Event *ev
)
{
level.playerfrozen = true;
}
void ScriptThread::ReleasePlayer
(
Event *ev
)
{
level.playerfrozen = false;
}
void ScriptThread::FakePlayer
(
Event *ev
)
{
qboolean holster;
Player *player;
player = ( Player * )g_entities[ 0 ].entity;
if ( ( ev->NumArgs() < 1 ) || ev->GetBoolean( 1 ) )
{
holster = true;
}
else
{
holster = false;
}
if ( player && player->edict->inuse && player->edict->client )
{
player->FakePlayer( holster );
}
}
void ScriptThread::RemoveFakePlayer
(
Event *ev
)
{
Player *player;
player = ( Player * )g_entities[ 0 ].entity;
if ( player && player->edict->inuse && player->edict->client )
{
player->RemoveFakePlayer();
}
}
void ScriptThread::Spawn
(
Event *ev
)
{
Entity *ent;
Entity *tent;
const char *name;
ClassDef *cls;
int n;
int i;
const char *targetname;
ScriptVariable *var;
const char *value;
if ( ev->NumArgs() < 1 )
{
ev->Error( "Usage: spawn entityname [keyname] [value]..." );
return;
}
// create a new entity
SpawnArgs args;
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(), ".tik" ) )
{
n += ".tik";
}
args.setArg( "model", n.c_str() );
}
else
{
args.setArg( "classname", name );
}
}
if ( ev->NumArgs() > 2 )
{
n = ev->NumArgs();
for( i = 2; i <= n; i += 2 )
{
args.setArg( ev->GetString( i ), ev->GetString( i + 1 ) );
}
}
cls = args.getClassDef();
if ( !cls )
{
ev->Error( "'%s' is not a valid entity name", name );
return;
}
// If there is a spawntarget set, then use that entity's origin and angles
targetname = args.getArg( "spawntarget" );
if ( targetname )
{
tent = G_FindTarget( NULL, targetname );
if ( tent )
{
args.setArg( "origin", va( "%f %f %f", tent->origin[ 0 ], tent->origin[ 1 ], tent->origin[ 2 ] ) );
args.setArg( "angle", va( "%f", tent->angles[1] ) );
}
else
{
ev->Error( "Can't find targetname %s", targetname );
}
}
//
// make sure to setup spawnflags properly
//
level.spawnflags = 0;
value = args.getArg( "spawnflags" );
if ( value )
{
level.spawnflags = atoi( value );
}
ent = args.Spawn();
if ( ent )
{
ent->ProcessPendingEvents();
}
var = Director.GetVariable( "parm.lastspawn" );
var->setIntValue( ent->entnum );
}
//FIXME
//Move this to someplace Level class.
static float last_fraction = 1.0f/8.0f;
void ScriptThread::Letterbox
(
Event *ev
)
{
level.m_letterbox_fraction = 1.0f/8.0f;
level.m_letterbox_time = ev->GetFloat( 1 );
level.m_letterbox_time_start = ev->GetFloat( 1 );
level.m_letterbox_dir = letterbox_in;
if ( ev->NumArgs() > 1 )
level.m_letterbox_fraction = ev->GetFloat( 2 );
}
void ScriptThread::ClearLetterbox
(
Event *ev
)
{
level.m_letterbox_time = level.m_letterbox_time_start;
level.m_letterbox_dir = letterbox_out;
}
void ScriptThread::SetDialogScript
(
Event *ev
)
{
ScriptThread * pThread;
ScriptLib.SetDialogScript( ev->GetString( 1 ) );
//
// precache the data in the dialog script
//
pThread = Director.CreateThread( &script, "dialog::precache" );
if ( pThread )
{
// start right away
pThread->Start( -1 );
}
}
void ScriptThread::SetLightStyle
(
Event *ev
)
{
lightStyles.SetLightStyle( ev->GetInteger( 1 ), ev->GetString( 2 ) );
}
void ScriptThread::FadeIn
(
Event *ev
)
{
level.m_fade_time_start = ev->GetFloat( 1 );
level.m_fade_time = ev->GetFloat( 1 );
level.m_fade_color[0] = ev->GetFloat( 2 );
level.m_fade_color[1] = ev->GetFloat( 3 );
level.m_fade_color[2] = ev->GetFloat( 4 );
level.m_fade_alpha = ev->GetFloat( 5 );
level.m_fade_type = fadein;
level.m_fade_style = alphablend;
if ( ev->NumArgs() > 5 )
{
level.m_fade_style = (fadestyle_t)ev->GetInteger( 6 );
}
}
void ScriptThread::ClearFade
(
Event *ev
)
{
level.m_fade_time = -1;
level.m_fade_type = fadein;
}
void ScriptThread::FadeOut
(
Event *ev
)
{
level.m_fade_time_start = ev->GetFloat( 1 );
level.m_fade_time = ev->GetFloat( 1 );
level.m_fade_color[0] = ev->GetFloat( 2 );
level.m_fade_color[1] = ev->GetFloat( 3 );
level.m_fade_color[2] = ev->GetFloat( 4 );
level.m_fade_alpha = ev->GetFloat( 5 );
level.m_fade_type = fadeout;
level.m_fade_style = alphablend;
if ( ev->NumArgs() > 5 )
{
level.m_fade_style = (fadestyle_t)ev->GetInteger( 6 );
}
}
void ScriptThread::FadeSound
(
Event *ev
)
{
G_FadeSound( ev->GetFloat( 1 ) );
}
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::MusicVolumeEvent
(
Event *ev
)
{
float volume;
float fade_time;
volume = ev->GetFloat( 1 );
fade_time = ev->GetFloat( 2 );
ChangeMusicVolume( volume, fade_time );
}
void ScriptThread::RestoreMusicVolumeEvent
(
Event *ev
)
{
float fade_time;
fade_time = ev->GetFloat( 1 );
RestoreMusicVolume( fade_time );
}
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::RestoreSoundtrackEvent
(
Event *ev
)
{
RestoreSoundtrack();
}
void ScriptThread::SetCinematic
(
Event *ev
)
{
G_StartCinematic();
}
void ScriptThread::SetNonCinematic
(
Event *ev
)
{
G_StopCinematic();
}
void ScriptThread::SetAllAIOff
(
Event *ev
)
{
level.ai_on = false;
}
void ScriptThread::SetAllAIOn
(
Event *ev
)
{
level.ai_on = true;
}
void ScriptThread::SetSkipThread
(
Event *ev
)
{
str label;
label = ev->GetString( 1 );
if ( label.length() && label.icmp( "null" ) )
{
world->skipthread = script.Filename() + str( "::" ) + label;
}
else
{
world->skipthread = "";
}
}
void ScriptThread::KillThreadEvent
(
Event *ev
)
{
Director.KillThread( ev->GetString( 1 ) );
}
void ScriptThread::PassToPathmanager
(
Event *ev
)
{
PathManager.ProcessEvent( ev );
}
void ScriptThread::CenterPrint
(
Event *ev
)
{
int j;
gentity_t *other;
for( j = 0; j < game.maxclients; j++ )
{
other = &g_entities[ j ];
if ( other->inuse && other->client )
{
gi.centerprintf( other, ev->GetString( 1 ) );
}
}
}
void ScriptThread::LocationPrint
(
Event *ev
)
{
int j;
gentity_t *other;
int x,y;
x = ev->GetInteger( 1 );
y = ev->GetInteger( 2 );
for( j = 0; j < game.maxclients; j++ )
{
other = &g_entities[ j ];
if ( other->inuse && other->client )
{
gi.locationprintf( other, x, y, ev->GetString( 3 ) );
}
}
}
void ScriptThread::StuffCommand
(
Event *ev
)
{
gi.SendConsoleCommand( va( "%s\n", ev->GetString( 1 ) ) );
}
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_entities ) )
{
ev->Error( "Value out of range. Possible values range from 0 to %d.\n", globals.max_entities );
return;
}
ent = G_GetEntity( num );
ent->Damage( world, world, ent->max_health + 25, vec_zero, vec_zero, vec_zero, 0, 0, 0 );
}
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_entities ) )
{
ev->Error( "Value out of range. Possible values range from 0 to %d.\n", globals.max_entities );
return;
}
ent = G_GetEntity( num );
ent->PostEvent( Event( EV_Remove ), 0 );
}
void ScriptThread::KillClass
(
Event * ev
)
{
int except;
str classname;
gentity_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_entities[ game.maxclients ]; from < &g_entities[ globals.num_entities ]; 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 );
}
}
}
void ScriptThread::RemoveClass
(
Event * ev
)
{
int except;
str classname;
gentity_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_entities[ game.maxclients ]; from < &g_entities[ globals.num_entities ]; 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::CameraCommand
(
Event * ev
)
{
Event *e;
const char *cmd;
int i;
int n;
if ( !ev->NumArgs() )
{
ev->Error( "Usage: cam [command] [arg 1]...[arg n]" );
return;
}
cmd = ev->GetString( 1 );
if ( Event::Exists( cmd ) )
{
e = new Event( cmd );
e->SetSource( EV_FROM_SCRIPT );
e->SetThread( this );
e->SetLineNumber( linenumber );
n = ev->NumArgs();
for( i = 2; i <= n; i++ )
{
e->AddToken( ev->GetToken( i ) );
}
CameraMan.ProcessEvent( e );
}
else
{
ev->Error( "Unknown camera command '%s'.\n", cmd );
}
}
void ScriptThread::MissionFailed
(
Event *ev
)
{
G_MissionFailed();
}
void ScriptThread::ArenaCommand
(
Event *ev
)
{
// Make sure we are in arena mode for this command
if ( g_gametype->integer == GT_ARENA )
{
dmManager.ArenaCommand( ev );
}
else
{
warning( "ScriptThread::ArenaCommand", "Arena mode not set, ignoring arena command.\n" );
}
} */
////////////////////////
//
// LIGHTSTYLE REPOSITORY
//
////////////////////////
LightStyleClass lightStyles;
CLASS_DECLARATION( Class, LightStyleClass, NULL )
{
{ NULL, NULL }
};
void LightStyleClass::SetLightStyle( int index, const str &style )
{
if ( ( index < 0 ) || ( index >= MAX_LIGHTSTYLES ) )
{
assert( 0 );
return;
}
styles[ index ] = style;
gi.SetLightStyle( index, style.c_str() );
}
void LightStyleClass::Archive( Archiver &arc )
{
int i;
for( i = 0; i < MAX_LIGHTSTYLES; i++ )
{
arc.ArchiveString( &styles[ i ] );
if ( arc.Loading() && styles[ i ].length() )
{
gi.SetLightStyle( i, styles[ i ].c_str() );
}
}
}