mirror of
https://github.com/UberGames/EF2GameSource.git
synced 2024-11-10 06:31:42 +00:00
289 lines
9.5 KiB
C++
289 lines
9.5 KiB
C++
//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Code/DLLs/game/globalcmd.h $
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// $Revision:: 42 $
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// $Date:: 4/14/03 4:33p $
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//
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// Copyright (C) 2002 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source is may not be distributed and/or modified without
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// expressly written permission by Ritual Entertainment, Inc.
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//
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//
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// DESCRIPTION:
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// Global commands for scripts
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//
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#ifndef __GLOBALCMD_H__
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#define __GLOBALCMD_H__
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#include "interpreter.h"
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#include "g_local.h"
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extern Event EV_ProcessCommands;
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extern Event EV_ScriptThread_Execute;
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extern Event EV_ScriptThread_Callback;
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extern Event EV_ScriptThread_ThreadCallback;
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extern Event EV_ScriptThread_DeathCallback;
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extern Event EV_ScriptThread_CreateThread;
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extern Event EV_ScriptThread_TerminateThread;
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extern Event EV_ScriptThread_ControlObject;
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extern Event EV_ScriptThread_Goto;
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extern Event EV_ScriptThread_Pause;
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extern Event EV_ScriptThread_Wait;
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extern Event EV_ScriptThread_WaitFor;
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extern Event EV_ScriptThread_WaitForThread;
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extern Event EV_ScriptThread_WaitForSound;
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extern Event EV_ScriptThread_Print;
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extern Event EV_ScriptThread_PrintInt;
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extern Event EV_ScriptThread_PrintFloat;
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extern Event EV_ScriptThread_PrintVector;
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extern Event EV_ScriptThread_NewLine;
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extern Event EV_ScriptThread_Clear;
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extern Event EV_ScriptThread_Assert;
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extern Event EV_ScriptThread_Break;
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extern Event EV_ScriptThread_Clear;
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extern Event EV_ScriptThread_Trigger;
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extern Event EV_ScriptThread_Spawn;
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extern Event EV_ScriptThread_Map;
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extern Event EV_ScriptThread_SetCvar;
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extern Event EV_ScriptThread_CueCamera;
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extern Event EV_ScriptThread_CuePlayer;
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extern Event EV_ScriptThread_FreezePlayer;
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extern Event EV_ScriptThread_ReleasePlayer;
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extern Event EV_ScriptThread_SetCinematic;
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extern Event EV_ScriptThread_SetNonCinematic;
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extern Event EV_ScriptThread_SetSkipThread;
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// Add from old ScriptVariable events
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extern Event EV_ScriptThread_TargetOf;
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extern Event EV_ScriptThread_GetCVar;
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extern Event EV_ScriptThread_Mod;
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extern Event EV_ScriptThread_Div;
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extern Event EV_ScriptThread_Round;
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extern Event EV_ScriptThread_VectorScale;
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extern Event EV_ScriptThread_VectorNormalize;
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extern Event EV_ScriptThread_VectorDot;
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extern Event EV_ScriptThread_VectorCross;
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extern Event EV_ScriptThread_VectorLength;
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extern Event EV_ScriptThread_VectorX;
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extern Event EV_ScriptThread_VectorY;
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extern Event EV_ScriptThread_VectorZ;
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extern Event EV_ScriptThread_VectorSetX;
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extern Event EV_ScriptThread_VectorSetY;
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extern Event EV_ScriptThread_VectorSetZ;
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extern Event EV_ScriptThread_AnglesToForward;
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extern Event EV_ScriptThread_AnglesToLeft;
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extern Event EV_ScriptThread_AnglesToUp;
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extern Event EV_ScriptThread_FloorEvent ;
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extern Event EV_ScriptThread_CeilEvent ;
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extern Event EV_ScriptThread_RoundEvent ;
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class CThread : public Interpreter
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{
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private:
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float waitUntil;
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CThread *waitingForThread;
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str waitingForDeath;
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qboolean waitingForPlayer;
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TargetList *waitingFor;
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int waitingNumObjects;
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EntityPtr currentEntity;
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public:
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CLASS_PROTOTYPE( CThread );
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CThread();
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void ExecuteFunc( Event *ev );
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void ClearWaitFor( void );
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qboolean WaitingFor( Entity *obj );
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void ObjectMoveDone( Event *ev );
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void CreateThread( Event *ev );
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void TerminateThread( Event *ev );
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void EventPause( Event *ev );
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void EventWait( Event *ev );
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void EventWaitFor( Event *ev );
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void EventWaitForThread( Event *ev );
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void EventWaitForDeath( Event *ev );
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void EventWaitForSound( Event *ev );
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void EventWaitForDialog( Event *ev );
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void EventWaitDialogLength( Event *ev );
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void EventWaitForAnimation( Event *ev );
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void EventWaitForPlayer( Event *ev );
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void CPrint( Event *ev );
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void Print( Event *ev );
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void PrintInt( Event *ev );
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void PrintFloat( Event *ev );
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void PrintVector( Event *ev );
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void NewLine( Event *ev );
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void Assert( Event *ev );
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void Break( Event *ev );
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void ScriptCallback( Event *ev );
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void ThreadCallback( Event *ev );
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void DeathCallback( Event *ev );
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void DoMove( void );
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void TriggerEvent( Event *ev );
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void TriggerEntityEvent( Event *ev );
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void CacheResourceEvent( Event *ev );
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void RegisterAlias( Event *ev );
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void RegisterAliasAndCache( Event *ev );
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void MapEvent( Event *ev );
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void noIntermission( Event *ev );
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void dontSaveOrientation( Event *ev );
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void setPlayerDeathThread( Event *ev );
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void endPlayerDeathThread( Event *ev );
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void GetCvarEvent( Event *ev );
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void GetCvarFloatEvent( Event *ev );
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void GetCvarIntEvent( Event *ev );
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void SetCvarEvent( Event *ev );
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void CueCamera( Event *ev );
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void CuePlayer( Event *ev );
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void FreezePlayer( Event *ev );
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void ReleasePlayer( Event *ev );
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void FakePlayer( Event *ev );
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void RemoveFakePlayer( Event *ev );
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void Spawn( Event *ev );
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void Letterbox( Event *ev );
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void ClearLetterbox( Event *ev );
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void FadeIn( Event *ev );
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void ClearFade( Event *ev );
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void FadeOut( Event *ev );
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void FadeIsActive( Event *ev );
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void MusicEvent( Event *ev );
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void MusicVolumeEvent( Event *ev );
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void RestoreMusicVolumeEvent( Event *ev );
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void allowMusicDucking( Event *ev );
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void allowActionMusic( Event *ev );
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void ForceMusicEvent( Event *ev );
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void SoundtrackEvent( Event *ev );
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void RestoreSoundtrackEvent( Event *ev );
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void SetCinematic( Event *ev );
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void SetNonCinematic( Event *ev );
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void SetLevelAI( Event *ev );
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void SetSkipThread( Event *ev );
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void PassToPathmanager( Event *ev );
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void StuffCommand( Event *ev );
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void KillEnt( Event *ev );
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void RemoveEnt( Event *ev );
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void KillClass( Event *ev );
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void RemoveClass( Event *ev );
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void RemoveActorsNamed( Event* ev );
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void doesEntityExist( Event *ev );
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void GetEntityEvent( Event *ev );
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void GetNextEntityEvent( Event *ev );
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void CosDegrees( Event *ev );
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void SinDegrees( Event *ev );
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void CosRadians( Event *ev );
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void SinRadians( Event *ev );
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void ArcTanDegrees( Event *ev );
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void ScriptSqrt( Event *ev );
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void ScriptLog( Event *ev );
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void ScriptExp( Event *ev );
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void RandomFloat( Event *ev );
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void RandomInteger( Event *ev );
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void CameraCommand( Event *ev );
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void SetLightStyle( Event *ev );
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void KillThreadEvent( Event *ev );
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void SetThreadName( Event *ev );
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void GetCurrentEntity( Event *ev );
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void SetCurrentEntity( Entity *ent );
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CThread *WaitingOnThread( void );
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const char *WaitingOnDeath( void );
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qboolean WaitingOnPlayer( void );
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void DelayedStart( float delay );
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void Start( void );
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void SendCommandToSlaves( const char *name, Event *ev );
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void Parse( const char *filename );
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void ProcessCommand( int argc, const char **argv );
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void Archive( Archiver &arc );
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void SetFloatVar( Event *ev );
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void SetVectorVar( Event *ev );
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void SetStringVar( Event *ev );
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void doesVarExist( Event *ev );
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void RemoveVariable( Event* ev );
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void GetFloatVar( Event *ev );
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void GetVectorVar( Event *ev );
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void GetStringVar( Event *ev );
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void CenterPrint( Event *ev );
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void isActorDead( Event *ev );
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qboolean isActorDead( const str &actor_name );
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void isActorAlive( Event *ev );
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qboolean isActorAlive( const str &actor_name );
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void SendClientCommand( Event *ev );
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void GetNumFreeReliableServerCommands( Event* ev );
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void SendClientVar( Event *ev );
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void ModEvent( Event *ev );
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void DivEvent( Event *ev );
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void VectorScaleEvent( Event *ev );
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void VectorDotEvent( Event *ev );
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void VectorCrossEvent( Event *ev );
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void VectorNormalizeEvent( Event *ev );
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void VectorLengthEvent( Event *ev );
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void VectorSetXEvent( Event *ev );
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void VectorSetYEvent( Event *ev );
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void VectorSetZEvent( Event *ev );
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void VectorGetXEvent( Event *ev );
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void VectorGetYEvent( Event *ev );
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void VectorGetZEvent( Event *ev );
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void VectorForwardEvent( Event *ev );
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void VectorLeftEvent( Event *ev );
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void VectorUpEvent( Event *ev );
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void vectorToString( Event *ev );
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void TargetOfEvent( Event *ev );
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void FloorEvent( Event *ev );
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void CeilEvent( Event *ev );
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void RoundEvent( Event *ev );
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void GetGameplayFloat( Event *ev );
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void GetGameplayString( Event *ev );
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void SetGameplayFloat( Event *ev );
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void SetGameplayString( Event *ev );
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void GetIntegerFromString( Event *ev );
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void CreateCinematic( Event *ev );
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void GetLevelTime( Event* ev );
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void connectPathnodes( Event *ev );
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void disconnectPathnodes( Event *ev );
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};
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typedef SafePtr<CThread> ThreadPtr;
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inline void CThread::DelayedStart( float delay )
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{
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CancelEventsOfType( EV_ScriptThread_Execute );
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PostEvent( EV_ScriptThread_Execute, delay );
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}
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inline void CThread::Start( void )
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{
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CancelEventsOfType( EV_ScriptThread_Execute );
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ProcessEvent( EV_ScriptThread_Execute );
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}
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inline CThread *CThread::WaitingOnThread( void )
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{
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return waitingForThread;
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}
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inline const char *CThread::WaitingOnDeath( void )
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{
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return waitingForDeath.c_str();
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}
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inline qboolean CThread::WaitingOnPlayer( void )
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{
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return waitingForPlayer;
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}
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#endif
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