📄 scriptmaster.cpp
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//-----------------------------------------------------------------------------
//
// $Logfile:: /Quake 2 Engine/Sin/code/game/scriptmaster.cpp $
// $Revision:: 156 $
// $Author:: Jimdose $
// $Date:: 2/16/99 8:38p $
//
// 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 $
//
// 156 2/16/99 8:38p Jimdose
// moved sin arcade comm stuff to client
//
// 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"
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" );
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