/*
===========================================================================
Return to Castle Wolfenstein multiplayer GPL Source Code
Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company.
This file is part of the Return to Castle Wolfenstein multiplayer GPL Source Code (RTCW MP Source Code).
RTCW MP Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
RTCW MP Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with RTCW MP Source Code. If not, see .
In addition, the RTCW MP Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the RTCW MP Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
//===========================================================================
//
// Name: ai_cast_script_actions.c
// Function: Wolfenstein AI Character Scripting
// Programmer: Ridah
// Tab Size: 4 (real tabs)
//===========================================================================
#include "../game/g_local.h"
#include "../game/q_shared.h"
#include "../game/botlib.h" //bot lib interface
#include "../game/be_aas.h"
#include "../game/be_ea.h"
#include "../game/be_ai_gen.h"
#include "../game/be_ai_goal.h"
#include "../game/be_ai_move.h"
#include "../botai/botai.h" //bot ai interface
#include "ai_cast.h"
/*
Contains the code to handle the various commands available with an event script.
These functions will return true if the action has been performed, and the script
should proceed to the next item on the list.
*/
/*
===============
AICast_NoAttackIfNotHurtSinceLastScriptAction
Not an actual command, this is just used by the script code
===============
*/
void AICast_NoAttackIfNotHurtSinceLastScriptAction( cast_state_t *cs ) {
if ( cs->castScriptStatus.scriptNoAttackTime > level.time ) {
return;
}
// if not moving, we should attack
if ( VectorLength( cs->bs->velocity ) < 10 ) {
return;
}
// if our enemy is in the direction we are moving, don't hold back
if ( cs->bs->enemy >= 0 && cs->castScriptStatus.scriptGotoEnt >= 0 ) {
vec3_t v;
VectorSubtract( g_entities[cs->bs->enemy].r.currentOrigin, cs->bs->origin, v );
if ( DotProduct( cs->bs->velocity, v ) > 0 ) {
return;
}
}
if ( cs->lastPain < cs->castScriptStatus.castScriptStackChangeTime ) {
cs->castScriptStatus.scriptNoAttackTime = level.time + FRAMETIME;
}
}
/*
===============
AICast_ScriptAction_GotoMarker
syntax: gotomarker [firetarget [noattack]] [nostop] OR runtomarker [firetarget [noattack]] [nostop]
===============
*/
qboolean AICast_ScriptAction_GotoMarker( cast_state_t *cs, char *params ) {
#define SCRIPT_REACHGOAL_DIST 8
char *pString, *token;
gentity_t *ent;
vec3_t vec, org;
int i, diff;
qboolean slowApproach;
ent = NULL;
// if we are avoiding danger, then wait for the danger to pass
if ( cs->castScriptStatus.scriptGotoId < 0 && cs->dangerEntityValidTime > level.time ) {
return qfalse;
}
pString = params;
token = COM_ParseExt( &pString, qfalse );
if ( !token[0] ) {
G_Error( "AI scripting: gotomarker must have an targetname\n" );
}
// if we already are going to the marker, just use that, and check if we're in range
if ( cs->castScriptStatus.scriptGotoEnt >= 0 && cs->castScriptStatus.scriptGotoId == cs->thinkFuncChangeTime ) {
ent = &g_entities[cs->castScriptStatus.scriptGotoEnt];
if ( ent->targetname && !Q_strcasecmp( ent->targetname, token ) ) {
// if we're not slowing down, then check for passing the marker, otherwise check distance only
VectorSubtract( ent->r.currentOrigin, cs->bs->origin, vec );
//
if ( cs->followSlowApproach && VectorLength( vec ) < cs->followDist ) {
AIFunc_IdleStart( cs ); // resume normal AI
return qtrue;
} else if ( !cs->followSlowApproach && VectorLength( vec ) < 64 /*&& DotProduct(cs->bs->cur_ps.velocity, vec) < 0*/ ) {
AIFunc_IdleStart( cs ); // resume normal AI
return qtrue;
} else
{
// do we have a firetarget ?
token = COM_ParseExt( &pString, qfalse );
if ( !token[0] || !Q_stricmp( token,"nostop" ) ) {
AICast_NoAttackIfNotHurtSinceLastScriptAction( cs );
} else { // yes we do
// find this targetname
ent = G_Find( NULL, FOFS( targetname ), token );
if ( !ent ) {
ent = AICast_FindEntityForName( token );
if ( !ent ) {
G_Error( "AI Scripting: gotomarker cannot find targetname \"%s\"\n", token );
}
}
// set the view angle manually
BG_EvaluateTrajectory( &ent->s.pos, level.time, org );
VectorSubtract( org, cs->bs->origin, vec );
VectorNormalize( vec );
vectoangles( vec, cs->bs->ideal_viewangles );
// noattack?
token = COM_ParseExt( &pString, qfalse );
if ( !token[0] || Q_stricmp( token,"noattack" ) ) {
qboolean fire = qtrue;
// if it's an AI, and they aren't visible, dont shoot
if ( ent->r.svFlags & SVF_CASTAI ) {
if ( cs->vislist[ent->s.number].real_visible_timestamp != cs->vislist[ent->s.number].lastcheck_timestamp ) {
fire = qfalse;
}
}
if ( fire ) {
for ( i = 0; i < 2; i++ ) {
diff = abs( AngleDifference( cs->bs->viewangles[i], cs->bs->ideal_viewangles[i] ) );
if ( diff < 20 ) {
// force fire
trap_EA_Attack( cs->bs->client );
//
cs->bs->flags |= BFL_ATTACKED;
}
}
}
}
}
cs->followTime = level.time + FRAMETIME * 3;
return qfalse;
}
} else
{
ent = NULL;
}
}
// find the ai_marker with the given "targetname"
// TTimo gcc: suggest parentheses around assignment used as truth value
while ( ( ent = G_Find( ent, FOFS( classname ), "ai_marker" ) ) )
{
if ( ent->targetname && !Q_strcasecmp( ent->targetname, token ) ) {
break;
}
}
if ( !ent ) {
G_Error( "AI Scripting: can't find ai_marker with \"targetname\" = \"%s\"\n", token );
}
if ( Distance( cs->bs->origin, ent->r.currentOrigin ) < SCRIPT_REACHGOAL_DIST ) { // we made it
return qtrue;
}
cs->castScriptStatus.scriptNoMoveTime = 0;
cs->castScriptStatus.scriptGotoEnt = ent->s.number;
//
// slow approach to the goal?
if ( !params || !strstr( params," nostop" ) ) {
slowApproach = qtrue;
} else {
slowApproach = qfalse;
}
//
AIFunc_ChaseGoalStart( cs, ent->s.number, ( slowApproach ? SCRIPT_REACHGOAL_DIST : 32 ), slowApproach );
cs->followIsGoto = qtrue;
cs->followTime = 0x7fffffff; // make sure it gets through for the first frame
cs->castScriptStatus.scriptGotoId = cs->thinkFuncChangeTime;
AICast_NoAttackIfNotHurtSinceLastScriptAction( cs );
return qfalse;
}
/*
===============
AICast_ScriptAction_WalkToMarker
syntax: walktomarker [firetarget [noattack]] [nostop]
===============
*/
qboolean AICast_ScriptAction_WalkToMarker( cast_state_t *cs, char *params ) {
// if we are avoiding danger, then wait for the danger to pass
if ( cs->castScriptStatus.scriptGotoId < 0 && cs->dangerEntityValidTime > level.time ) {
return qfalse;
}
if ( !AICast_ScriptAction_GotoMarker( cs, params ) || ( !strstr( params, " nostop" ) && VectorLength( cs->bs->cur_ps.velocity ) ) ) {
cs->movestate = MS_WALK;
cs->movestateType = MSTYPE_TEMPORARY;
AICast_NoAttackIfNotHurtSinceLastScriptAction( cs );
return qfalse;
}
return qtrue;
}
/*
===============
AICast_ScriptAction_CrouchToMarker
syntax: crouchtomarker [firetarget [noattack]] [nostop]
===============
*/
qboolean AICast_ScriptAction_CrouchToMarker( cast_state_t *cs, char *params ) {
// if we are avoiding danger, then wait for the danger to pass
if ( cs->castScriptStatus.scriptGotoId < 0 && cs->dangerEntityValidTime > level.time ) {
return qfalse;
}
if ( !AICast_ScriptAction_GotoMarker( cs, params ) || ( !strstr( params, " nostop" ) && VectorLength( cs->bs->cur_ps.velocity ) ) ) {
cs->movestate = MS_CROUCH;
cs->movestateType = MSTYPE_TEMPORARY;
AICast_NoAttackIfNotHurtSinceLastScriptAction( cs );
return qfalse;
}
return qtrue;
}
/*
===============
AICast_ScriptAction_GotoCast
syntax: gotocast [firetarget [noattack]] OR runtocast [firetarget [noattack]]
===============
*/
qboolean AICast_ScriptAction_GotoCast( cast_state_t *cs, char *params ) {
#define SCRIPT_REACHCAST_DIST 64
char *pString, *token;
gentity_t *ent;
vec3_t vec, org;
int i, diff;
ent = NULL;
// if we are avoiding danger, then wait for the danger to pass
if ( cs->castScriptStatus.scriptGotoId < 0 && cs->dangerEntityValidTime > level.time ) {
return qfalse;
}
pString = params;
token = COM_ParseExt( &pString, qfalse );
if ( !token[0] ) {
G_Error( "AI scripting: gotocast must have an ainame\n" );
}
// if we already are going to the marker, just use that, and check if we're in range
if ( cs->castScriptStatus.scriptGotoEnt >= 0 && cs->castScriptStatus.scriptGotoId == cs->thinkFuncChangeTime ) {
ent = &g_entities[cs->castScriptStatus.scriptGotoEnt];
if ( ent->targetname && !Q_strcasecmp( ent->targetname, token ) ) {
if ( Distance( cs->bs->origin, ent->r.currentOrigin ) < cs->followDist ) {
AIFunc_IdleStart( cs ); // resume normal AI
return qtrue;
} else
{
// do we have a firetarget ?
token = COM_ParseExt( &pString, qfalse );
if ( !token[0] ) {
AICast_NoAttackIfNotHurtSinceLastScriptAction( cs );
} else { // yes we do
// find this targetname
ent = G_Find( NULL, FOFS( targetname ), token );
if ( !ent ) {
ent = AICast_FindEntityForName( token );
if ( !ent ) {
G_Error( "AI Scripting: gotomarker cannot find targetname \"%s\"\n", token );
}
}
// set the view angle manually
BG_EvaluateTrajectory( &ent->s.pos, level.time, org );
VectorSubtract( org, cs->bs->origin, vec );
VectorNormalize( vec );
vectoangles( vec, cs->bs->ideal_viewangles );
// noattack?
token = COM_ParseExt( &pString, qfalse );
if ( !token[0] || Q_stricmp( token,"noattack" ) ) {
qboolean fire = qtrue;
// if it's an AI, and they aren't visible, dont shoot
if ( ent->r.svFlags & SVF_CASTAI ) {
if ( cs->vislist[ent->s.number].real_visible_timestamp != cs->vislist[ent->s.number].lastcheck_timestamp ) {
fire = qfalse;
}
}
if ( fire ) {
for ( i = 0; i < 2; i++ ) {
diff = abs( AngleDifference( cs->bs->viewangles[i], cs->bs->ideal_viewangles[i] ) );
if ( diff < 20 ) {
// force fire
trap_EA_Attack( cs->bs->client );
//
cs->bs->flags |= BFL_ATTACKED;
}
}
}
}
}
cs->followTime = level.time + FRAMETIME * 3; // keep following them for another few frames
return qfalse;
}
} else
{
ent = NULL;
}
}
// find the cast/player with the given "name"
ent = AICast_FindEntityForName( token );
if ( !ent ) {
G_Error( "AI Scripting: can't find AI cast with \"ainame\" = \"%s\"\n", token );
}
if ( Distance( cs->bs->origin, ent->r.currentOrigin ) < SCRIPT_REACHCAST_DIST ) { // we made it
return qtrue;
}
if ( !ent ) {
G_Error( "AI Scripting: can't find ai_marker with \"targetname\" = \"%s\"\n", token );
}
cs->castScriptStatus.scriptNoMoveTime = 0;
cs->castScriptStatus.scriptGotoEnt = ent->s.number;
//
AIFunc_ChaseGoalStart( cs, ent->s.number, SCRIPT_REACHCAST_DIST, qtrue );
cs->followTime = 0x7fffffff;
AICast_NoAttackIfNotHurtSinceLastScriptAction( cs );
cs->castScriptStatus.scriptGotoId = cs->thinkFuncChangeTime;
return qfalse;
}
/*
===============
AICast_ScriptAction_WalkToCast
syntax: walktocast [firetarget [noattack]]
===============
*/
qboolean AICast_ScriptAction_WalkToCast( cast_state_t *cs, char *params ) {
// if we are avoiding danger, then wait for the danger to pass
if ( cs->castScriptStatus.scriptGotoId < 0 && cs->dangerEntityValidTime > level.time ) {
return qfalse;
}
if ( !AICast_ScriptAction_GotoCast( cs, params ) ) {
cs->movestate = MS_WALK;
cs->movestateType = MSTYPE_TEMPORARY;
AICast_NoAttackIfNotHurtSinceLastScriptAction( cs );
return qfalse;
}
return qtrue;
}
/*
===============
AICast_ScriptAction_CrouchToCast
syntax: crouchtocast [firetarget [noattack]]
===============
*/
qboolean AICast_ScriptAction_CrouchToCast( cast_state_t *cs, char *params ) {
// if we are avoiding danger, then wait for the danger to pass
if ( cs->castScriptStatus.scriptGotoId < 0 && cs->dangerEntityValidTime > level.time ) {
return qfalse;
}
if ( !AICast_ScriptAction_GotoCast( cs, params ) ) {
cs->movestate = MS_CROUCH;
cs->movestateType = MSTYPE_TEMPORARY;
AICast_NoAttackIfNotHurtSinceLastScriptAction( cs );
return qfalse;
}
return qtrue;
}
/*
=================
AICast_ScriptAction_Wait
syntax: wait [moverange] [facetarget]
moverange defaults to 200, allows some monouverability to avoid fire or attack
=================
*/
qboolean AICast_ScriptAction_Wait( cast_state_t *cs, char *params ) {
char *pString, *token, *facetarget;
int duration;
float moverange;
float dist;
gentity_t *ent;
vec3_t org, vec;
// EXPERIMENTAL: if they are on fire, or avoiding danger, let them loose until it passes (or they die)
if ( cs->dangerEntityValidTime > level.time ) {
cs->castScriptStatus.scriptNoMoveTime = -1;
return qfalse;
}
if ( cs->castScriptStatus.castScriptStackChangeTime == level.time && cs->bs ) {
// first call, init the waitPos
VectorCopy( cs->bs->origin, cs->castScriptStatus.scriptWaitPos );
}
// get the duration
pString = params;
token = COM_ParseExt( &pString, qfalse );
if ( !token[0] ) {
G_Error( "AI scripting: wait must have a duration\n" );
}
if ( !Q_stricmp( token, "forever" ) ) {
duration = level.time + 10000;
} else {
duration = atoi( token );
}
// if this is for the player, don't worry about enforcing the moverange
if ( !cs->bs ) {
return ( cs->castScriptStatus.castScriptStackChangeTime + duration < level.time );
}
token = COM_ParseExt( &pString, qfalse );
// if this token is a number, then assume it is the moverange, otherwise we have a default moverange with a facetarget
moverange = -999;
facetarget = NULL;
if ( token[0] ) {
if ( toupper( token[0] ) >= 'A' && toupper( token[0] ) <= 'Z' ) {
facetarget = token;
} else { // we found a moverange
moverange = atof( token );
token = COM_ParseExt( &pString, qfalse );
if ( token[0] ) {
facetarget = token;
}
}
}
if ( moverange == -999 ) {
moverange = 200;
}
if ( moverange != 0 ) { // default to 200 if no range given
if ( moverange > 0 ) {
dist = Distance( cs->bs->origin, cs->castScriptStatus.scriptWaitPos );
// if we are able to move, and have an enemy
if ( ( cs->castScriptStatus.scriptWaitMovetime < level.time )
&& ( cs->bs->enemy >= 0 ) ) {
// if we can attack them, or they can't attack us, stay here
// TTimo gcc: suggest parentheses around && within ||
if ( AICast_CheckAttack( cs, cs->bs->enemy, qfalse )
|| ( !AICast_EntityVisible( AICast_GetCastState( cs->bs->enemy ), cs->entityNum, qfalse )
&& !AICast_CheckAttack( AICast_GetCastState( cs->bs->enemy ), cs->entityNum, qfalse ) ) ) {
cs->castScriptStatus.scriptNoMoveTime = level.time + 200;
}
}
// if outside range, move towards waitPos
if ( ( ( cs->castScriptStatus.scriptWaitMovetime > level.time ) && ( dist > 32 ) ) || ( dist > moverange ) ) {
cs->castScriptStatus.scriptNoMoveTime = 0;
AICast_MoveToPos( cs, cs->castScriptStatus.scriptWaitPos, 0 );
if ( dist > 64 ) {
cs->castScriptStatus.scriptWaitMovetime = level.time + 600;
}
} else
// if we are reloading, look for somewhere to hide
if ( cs->castScriptStatus.scriptWaitHideTime > level.time || cs->bs->cur_ps.weaponTime > 500 ) {
if ( cs->castScriptStatus.scriptWaitHideTime < level.time ) {
// look for a hide pos within the wait range
}
cs->castScriptStatus.scriptWaitHideTime = level.time + 500;
}
}
} else {
cs->castScriptStatus.scriptNoMoveTime = cs->castScriptStatus.castScriptStackChangeTime + duration;
}
// do we have a facetarget ?
if ( facetarget ) { // yes we do
// find this targetname
ent = G_Find( NULL, FOFS( targetname ), facetarget );
if ( !ent ) {
ent = AICast_FindEntityForName( facetarget );
if ( !ent ) {
G_Error( "AI Scripting: wait cannot find targetname \"%s\"\n", token );
}
}
// set the view angle manually
BG_EvaluateTrajectory( &ent->s.pos, level.time, org );
VectorSubtract( org, cs->bs->origin, vec );
VectorNormalize( vec );
vectoangles( vec, cs->bs->ideal_viewangles );
}
return ( cs->castScriptStatus.castScriptStackChangeTime + duration < level.time );
}
/*
=================
AICast_ScriptAction_Trigger
syntax: trigger
Calls the specified trigger for the given ai character
=================
*/
qboolean AICast_ScriptAction_Trigger( cast_state_t *cs, char *params ) {
gentity_t *ent;
char *pString, *token;
int oldId;
// get the cast name
pString = params;
token = COM_ParseExt( &pString, qfalse );
if ( !token[0] ) {
G_Error( "AI scripting: trigger must have a name and an identifier\n" );
}
ent = AICast_FindEntityForName( token );
if ( !ent ) {
ent = G_Find( &g_entities[MAX_CLIENTS], FOFS( scriptName ), token );
if ( !ent ) {
if ( trap_Cvar_VariableIntegerValue( "developer" ) ) {
G_Printf( "AI Scripting: can't find AI cast with \"ainame\" = \"%s\"\n", params );
}
return qtrue;
}
}
token = COM_ParseExt( &pString, qfalse );
if ( !token[0] ) {
G_Error( "AI scripting: trigger must have a name and an identifier\n" );
}
oldId = cs->castScriptStatus.scriptId;
if ( ent->client ) {
AICast_ScriptEvent( AICast_GetCastState( ent->s.number ), "trigger", token );
} else {
G_Script_ScriptEvent( ent, "trigger", token );
}
// if the script changed, return false so we don't muck with it's variables
return ( oldId == cs->castScriptStatus.scriptId );
}
/*
===================
AICast_ScriptAction_FollowCast
syntax: followcast
===================
*/
qboolean AICast_ScriptAction_FollowCast( cast_state_t *cs, char *params ) {
gentity_t *ent;
// find the cast/player with the given "name"
ent = AICast_FindEntityForName( params );
if ( !ent ) {
G_Error( "AI Scripting: can't find AI cast with \"ainame\" = \"%s\"\n", params );
}
AIFunc_ChaseGoalStart( cs, ent->s.number, 64, qtrue );
return qtrue;
};
/*
================
AICast_ScriptAction_PlaySound
syntax: playsound
Currently only allows playing on the VOICE channel, unless you use a sound script (yay)
================
*/
qboolean AICast_ScriptAction_PlaySound( cast_state_t *cs, char *params ) {
if ( !params ) {
G_Error( "AI Scripting: syntax error\n\nplaysound \n" );
}
G_AddEvent( &g_entities[cs->bs->entitynum], EV_GENERAL_SOUND, G_SoundIndex( params ) );
// assume we are talking
cs->aiFlags |= AIFL_TALKING;
// randomly choose idle animation
if ( cs->aiFlags & AIFL_STAND_IDLE2 ) {
if ( cs->lastEnemy < 0 && cs->aiFlags & AIFL_TALKING ) {
g_entities[cs->entityNum].client->ps.eFlags |= EF_STAND_IDLE2;
} else {
g_entities[cs->entityNum].client->ps.eFlags &= ~EF_STAND_IDLE2;
}
}
return qtrue;
}
/*
=================
AICast_ScriptAction_NoAttack
syntax: noattack
=================
*/
qboolean AICast_ScriptAction_NoAttack( cast_state_t *cs, char *params ) {
if ( !params ) {
G_Error( "AI Scripting: syntax error\n\nnoattack \n" );
}
cs->castScriptStatus.scriptNoAttackTime = level.time + atoi( params );
return qtrue;
}
/*
=================
AICast_ScriptAction_Attack
syntax: attack [ainame]
Resumes attacking after a noattack was issued
if ainame is given, we will attack only that entity as long as they are alive
=================
*/
qboolean AICast_ScriptAction_Attack( cast_state_t *cs, char *params ) {
gentity_t *ent;
cs->castScriptStatus.scriptNoAttackTime = 0;
// if we have specified an aiName, then we should attack only this person
if ( params ) {
ent = AICast_FindEntityForName( params );
if ( !ent ) {
G_Error( "AI Scripting: \"attack\" command unable to find aiName \"%s\"", params );
}
cs->castScriptStatus.scriptAttackEnt = ent->s.number;
cs->bs->enemy = ent->s.number;
} else {
cs->castScriptStatus.scriptAttackEnt = -1;
}
return qtrue;
}
/*
=================
AICast_ScriptAction_PlayAnim
syntax: playanim [legs/torso/both]
NOTE: any new animations that are needed by the scripting system, will need to be added here
=================
*/
qboolean AICast_ScriptAction_PlayAnim( cast_state_t *cs, char *params ) {
char *pString, *token, tokens[3][MAX_QPATH];
int i, endtime, duration;
gclient_t *client;
pString = params;
client = &level.clients[cs->entityNum];
if ( level.animScriptData.modelInfo[level.animScriptData.clientModels[cs->entityNum] - 1].version > 1 ) { // new (scripted) model
// read the name
token = COM_ParseExt( &pString, qfalse );
if ( !token || !token[0] ) {
G_Error( "AI Scripting: syntax error\n\nplayanim \n" );
}
Q_strncpyz( tokens[0], token, sizeof( tokens[0] ) );
Q_strlwr( tokens[0] );
// read the body part
token = COM_ParseExt( &pString, qfalse );
if ( !token || !token[0] ) {
G_Error( "AI Scripting: syntax error\n\nplayanim \n" );
}
Q_strncpyz( tokens[1], token, sizeof( tokens[1] ) );
Q_strlwr( tokens[1] );
cs->scriptAnimTime = level.time;
if ( cs->castScriptStatus.scriptFlags & SFL_FIRST_CALL ) {
// first time in here, play the anim
BG_PlayAnimName( &( client->ps ), tokens[0], BG_IndexForString( tokens[1], animBodyPartsStr, qfalse ), qtrue, qfalse, qtrue );
if ( !strcmp( tokens[1], "torso" ) ) {
cs->scriptAnimNum = client->ps.torsoAnim & ~ANIM_TOGGLEBIT;
} else {
cs->scriptAnimNum = client->ps.legsAnim & ~ANIM_TOGGLEBIT;
}
} else {
// wait for the anim to stop playing
if ( ( cs->castScriptStatus.castScriptStackChangeTime != level.time ) && ( client->ps.legsTimer < 250 ) && ( client->ps.torsoTimer < 250 ) ) {
return qtrue;
}
}
return qfalse;
} else { // old model
for ( i = 0; i < 3; i++ ) {
token = COM_ParseExt( &pString, qfalse );
if ( !token || !token[0] ) {
//G_Error("AI Scripting: syntax error\n\nplayanim [legs/torso/both]\n");
G_Printf( "AI Scripting: syntax error\n\nplayanim \n" );
return qtrue;
} else {
Q_strncpyz( tokens[i], token, sizeof( tokens[i] ) );
}
}
Q_strlwr( tokens[2] );
endtime = cs->castScriptStatus.castScriptStackChangeTime + atoi( tokens[1] );
duration = endtime - level.time + 200; // so animations don't run out before starting a next animation
if ( duration > 2000 ) {
duration = 2000;
}
cs->scriptAnimTime = level.time;
if ( duration < 200 ) {
return qtrue; // done playing animation
}
// call the anims directly based on the animation token
//if (cs->castScriptStatus.castScriptStackChangeTime == level.time) {
for ( i = 0; i < MAX_ANIMATIONS; i++ ) {
if ( !Q_strcasecmp( tokens[0], animStrings[i] ) ) {
if ( !Q_strcasecmp( tokens[2],"torso" ) ) {
if ( ( client->ps.torsoAnim & ~ANIM_TOGGLEBIT ) != i ) {
client->ps.torsoAnim = ( ( client->ps.torsoAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | i;
}
client->ps.torsoTimer = duration;
} else if ( !Q_strcasecmp( tokens[2],"legs" ) ) {
if ( ( client->ps.legsAnim & ~ANIM_TOGGLEBIT ) != i ) {
client->ps.legsAnim = ( ( client->ps.legsAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | i;
}
client->ps.legsTimer = duration;
} else if ( !Q_strcasecmp( tokens[2],"both" ) ) {
if ( ( client->ps.torsoAnim & ~ANIM_TOGGLEBIT ) != i ) {
client->ps.torsoAnim = ( ( client->ps.torsoAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | i;
}
client->ps.torsoTimer = duration;
if ( ( client->ps.legsAnim & ~ANIM_TOGGLEBIT ) != i ) {
client->ps.legsAnim = ( ( client->ps.legsAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | i;
}
client->ps.legsTimer = duration;
} else {
G_Printf( "AI Scripting: syntax error\n\nplayanim \n" );
}
break;
}
}
if ( i == MAX_ANIMATIONS ) {
G_Printf( "AI Scripting: playanim has unknown or invalid animation \"%s\"\n", tokens[0] );
}
//}
if ( !strcmp( tokens[2], "torso" ) ) {
cs->scriptAnimNum = client->ps.torsoAnim & ~ANIM_TOGGLEBIT;
} else {
cs->scriptAnimNum = client->ps.legsAnim & ~ANIM_TOGGLEBIT;
}
if ( cs->castScriptStatus.scriptNoMoveTime < level.time + 300 ) {
cs->castScriptStatus.scriptNoMoveTime = level.time + 300;
}
if ( cs->castScriptStatus.scriptNoAttackTime < level.time + 300 ) {
cs->castScriptStatus.scriptNoAttackTime = level.time + 300;
}
return qfalse;
}
};
/*
=================
AICast_ScriptAction_ClearAnim
stops any animation that is currently playing
=================
*/
qboolean AICast_ScriptAction_ClearAnim( cast_state_t *cs, char *params ) {
gclient_t *client;
client = &level.clients[cs->entityNum];
client->ps.torsoTimer = 0;
client->ps.legsTimer = 0;
return qtrue;
}
/*
=================
AICast_ScriptAction_SetAmmo
syntax: setammo
=================
*/
qboolean AICast_ScriptAction_SetAmmo( cast_state_t *cs, char *params ) {
char *pString, *token;
int weapon;
int i;
pString = params;
token = COM_ParseExt( &pString, qfalse );
if ( !token[0] ) {
G_Error( "AI Scripting: setammo without ammo identifier\n" );
}
weapon = WP_NONE;
for ( i = 1; bg_itemlist[i].classname; i++ )
{
//----(SA) first try the name they see in the editor, then the pickup name
if ( !Q_strcasecmp( token, bg_itemlist[i].classname ) ) {
weapon = bg_itemlist[i].giTag;
break;
}
if ( !Q_strcasecmp( token, bg_itemlist[i].pickup_name ) ) {
weapon = bg_itemlist[i].giTag;
break;
}
}
token = COM_ParseExt( &pString, qfalse );
if ( !token[0] ) {
G_Error( "AI Scripting: setammo without ammo count\n" );
}
if ( weapon != WP_NONE ) {
// give them the ammo
//----(SA) // trying this with Add_Ammo() again so automatic stuff happens automatically
Add_Ammo( &g_entities[cs->entityNum], weapon, atoi( token ), qtrue );
// g_entities[cs->entityNum].client->ps.ammo[BG_FindAmmoForWeapon(weapon)] = atoi(token);
// Fill_Clip (&g_entities[cs->entityNum].client->ps, weapon); //----(SA) added (Add_Ammo would do the same, but this leaves more in the hands of the ai)
//----(SA) end
} else {
// G_Printf( "--SCRIPTER WARNING-- AI Scripting: setammo: unknown ammo \"%s\"", params );
return qfalse; // (SA) temp as scripts transition to new names
// G_Error( "AI Scripting: setammo: unknown ammo \"%s\"", params );
}
return qtrue;
};
/*
=================
AICast_ScriptAction_SetClip
syntax: setclip
=================
*/
qboolean AICast_ScriptAction_SetClip( cast_state_t *cs, char *params ) {
char *pString, *token;
int weapon;
int i;
pString = params;
token = COM_ParseExt( &pString, qfalse );
if ( !token[0] ) {
G_Error( "AI Scripting: setclip without weapon identifier\n" );
}
weapon = WP_NONE;
for ( i = 1; bg_itemlist[i].classname; i++ )
{
//----(SA) first try the name they see in the editor, then the pickup name
if ( !Q_strcasecmp( token, bg_itemlist[i].classname ) ) {
weapon = bg_itemlist[i].giTag;
break;
}
if ( !Q_strcasecmp( token, bg_itemlist[i].pickup_name ) ) {
weapon = bg_itemlist[i].giTag;
break;
}
}
token = COM_ParseExt( &pString, qfalse );
if ( !token[0] ) {
G_Error( "AI Scripting: setclip without ammo count\n" );
}
if ( weapon != WP_NONE ) {
int spillover = atoi( token ) - ammoTable[weapon].maxclip;
if ( spillover > 0 ) {
// there was excess, put it in storage and fill the clip
g_entities[cs->entityNum].client->ps.ammo[BG_FindAmmoForWeapon( weapon )] += spillover;
g_entities[cs->entityNum].client->ps.ammoclip[BG_FindClipForWeapon( weapon )] = ammoTable[weapon].maxclip;
} else {
// set the clip amount to the exact specified value
g_entities[cs->entityNum].client->ps.ammoclip[weapon] = atoi( token );
}
} else {
// G_Printf( "--SCRIPTER WARNING-- AI Scripting: setclip: unknown weapon \"%s\"", params );
return qfalse; // (SA) temp as scripts transition to new names
// G_Error( "AI Scripting: setclip: unknown weapon \"%s\"", params );
}
return qtrue;
};
/*
=================
AICast_ScriptAction_SelectWeapon
syntax: selectweapon
=================
*/
qboolean AICast_ScriptAction_SelectWeapon( cast_state_t *cs, char *params ) {
int weapon;
int i;
weapon = WP_NONE;
for ( i = 1; bg_itemlist[i].classname; i++ )
{
//----(SA) first try the name they see in the editor, then the pickup name
if ( !Q_strcasecmp( params, bg_itemlist[i].classname ) ) {
weapon = bg_itemlist[i].giTag;
break;
}
if ( !Q_strcasecmp( params, bg_itemlist[i].pickup_name ) ) {
weapon = bg_itemlist[i].giTag;
break;
}
}
if ( weapon != WP_NONE ) {
if ( cs->bs ) {
cs->bs->weaponnum = weapon;
}
cs->castScriptStatus.scriptFlags |= SFL_NOCHANGEWEAPON;
g_entities[cs->entityNum].client->ps.weapon = weapon;
g_entities[cs->entityNum].client->ps.weaponstate = WEAPON_READY;
if ( !cs->aiCharacter ) { // only do this for player
g_entities[cs->entityNum].client->ps.weaponTime = 500; // (SA) HACK: FIXME: TODO: delay to catch initial weapon reload
}
} else {
// G_Printf( "--SCRIPTER WARNING-- AI Scripting: selectweapon: unknown weapon \"%s\"", params );
return qfalse; // (SA) temp as scripts transition to new names
// G_Error( "AI Scripting: selectweapon: unknown weapon \"%s\"", params );
}
return qtrue;
};
//----(SA) added
/*
==============
AICast_ScriptAction_GiveArmor
syntax: givearmor
will probably be more like:
syntax: givearmor
==============
*/
qboolean AICast_ScriptAction_GiveArmor( cast_state_t *cs, char *params ) {
int i;
// TTimo unused
// gentity_t *ent=&g_entities[cs->entityNum];
gitem_t *item = 0;
for ( i = 1; bg_itemlist[i].classname; i++ ) {
//----(SA) first try the name they see in the editor, then the pickup name
if ( !Q_strcasecmp( params, bg_itemlist[i].classname ) ) {
item = &bg_itemlist[i];
}
if ( !Q_strcasecmp( params, bg_itemlist[i].pickup_name ) ) {
item = &bg_itemlist[i];
}
}
if ( !item ) { // item not found
G_Error( "AI Scripting: givearmor%s, unknown item", params );
}
if ( item->giType == IT_ARMOR ) {
g_entities[cs->entityNum].client->ps.stats[STAT_ARMOR] += item->quantity;
}
return qtrue;
}
//----(SA) end
/*
=================
AICast_ScriptAction_GiveWeapon
syntax: giveweapon
=================
*/
qboolean AICast_ScriptAction_GiveWeapon( cast_state_t *cs, char *params ) {
int weapon;
int i;
gentity_t *ent = &g_entities[cs->entityNum];
weapon = WP_NONE;
for ( i = 1; bg_itemlist[i].classname; i++ )
{
//----(SA) first try the name they see in the editor, then the pickup name
if ( !Q_strcasecmp( params, bg_itemlist[i].classname ) ) {
weapon = bg_itemlist[i].giTag;
break;
}
if ( !Q_strcasecmp( params, bg_itemlist[i].pickup_name ) ) {
weapon = bg_itemlist[i].giTag;
}
}
if ( weapon != WP_NONE ) {
COM_BitSet( g_entities[cs->entityNum].client->ps.weapons, weapon );
//----(SA) some weapons always go together (and they share a clip, so this is okay)
if ( weapon == WP_GARAND ) {
COM_BitSet( g_entities[cs->entityNum].client->ps.weapons, WP_SNOOPERSCOPE );
}
if ( weapon == WP_SNOOPERSCOPE ) {
COM_BitSet( g_entities[cs->entityNum].client->ps.weapons, WP_GARAND );
}
if ( weapon == WP_FG42 ) {
COM_BitSet( g_entities[cs->entityNum].client->ps.weapons, WP_FG42SCOPE );
}
if ( weapon == WP_BAR ) {
COM_BitSet( g_entities[cs->entityNum].client->ps.weapons, WP_BAR2 );
}
if ( weapon == WP_DYNAMITE ) {
COM_BitSet( g_entities[cs->entityNum].client->ps.weapons, WP_DYNAMITE2 );
}
//----(SA) end
// monsters have full ammo for their attacks
// knife gets infinite ammo too
if ( !Q_strncasecmp( params, "monsterattack", 13 ) || weapon == WP_KNIFE || weapon == WP_KNIFE2 ) {
g_entities[cs->entityNum].client->ps.ammo[BG_FindAmmoForWeapon( weapon )] = 999;
Fill_Clip( &g_entities[cs->entityNum].client->ps, weapon ); //----(SA) added
}
// conditional flags
if ( ent->aiCharacter == AICHAR_ZOMBIE ) {
if ( COM_BitCheck( ent->client->ps.weapons, WP_MONSTER_ATTACK1 ) ) {
cs->aiFlags |= AIFL_NO_FLAME_DAMAGE;
SET_FLAMING_ZOMBIE( ent->s, 1 );
}
}
} else {
G_Error( "AI Scripting: giveweapon %s, unknown weapon", params );
}
return qtrue;
};
/*
=================
AICast_ScriptAction_TakeWeapon
syntax: takeweapon
=================
*/
qboolean AICast_ScriptAction_TakeWeapon( cast_state_t *cs, char *params ) {
int weapon;
int i;
weapon = WP_NONE;
if ( !Q_stricmp( params, "all" ) ) {
// clear out all weapons
memset( g_entities[cs->entityNum].client->ps.weapons, 0, sizeof( g_entities[cs->entityNum].client->ps.weapons ) );
memset( g_entities[cs->entityNum].client->ps.ammo, 0, sizeof( g_entities[cs->entityNum].client->ps.ammo ) );
} else {
for ( i = 1; bg_itemlist[i].classname; i++ )
{
//----(SA) first try the name they see in the editor, then the pickup name
if ( !Q_strcasecmp( params, bg_itemlist[i].classname ) ) {
weapon = bg_itemlist[i].giTag;
break;
}
if ( !Q_strcasecmp( params, bg_itemlist[i].pickup_name ) ) {
weapon = bg_itemlist[i].giTag;
break;
}
}
if ( weapon != WP_NONE ) {
qboolean clear;
//
COM_BitClear( g_entities[cs->entityNum].client->ps.weapons, weapon );
// also remove the ammo for this weapon
// but first make sure we dont have any other weapons that use the same ammo
clear = qtrue;
for ( i = 0; i < WP_NUM_WEAPONS; i++ ) {
if ( BG_FindAmmoForWeapon( weapon ) != BG_FindAmmoForWeapon( i ) ) {
continue;
}
if ( COM_BitCheck( g_entities[cs->entityNum].client->ps.weapons, i ) ) {
clear = qfalse;
}
}
if ( clear ) {
// (SA) temp only. commented out for pistol guys in escape1
// g_entities[cs->entityNum].client->ps.ammo[BG_FindAmmoForWeapon(weapon)] = 0;
}
} else {
G_Error( "AI Scripting: takeweapon %s, unknown weapon", params );
}
}
if ( !g_entities[cs->entityNum].client->ps.weapons ) {
if ( cs->bs ) {
cs->bs->weaponnum = WP_NONE;
} else {
g_entities[cs->entityNum].client->ps.weapon = WP_NONE;
}
}
return qtrue;
};
//----(SA) added
/*
==============
AICast_ScriptAction_GiveInventory
==============
*/
qboolean AICast_ScriptAction_GiveInventory( cast_state_t *cs, char *params ) {
int i;
// TTimo unused
// gentity_t *ent=&g_entities[cs->entityNum];
gitem_t *item = 0;
for ( i = 1; bg_itemlist[i].classname; i++ ) {
//----(SA) first try the name they see in the editor, then the pickup name
if ( !Q_strcasecmp( params, bg_itemlist[i].classname ) ) {
item = &bg_itemlist[i];
}
if ( !Q_strcasecmp( params, bg_itemlist[i].pickup_name ) ) {
item = &bg_itemlist[i];
}
}
if ( !item ) { // item not found
G_Error( "AI Scripting: giveinventory %s, unknown item", params );
}
if ( item->giType == IT_KEY ) {
g_entities[cs->entityNum].client->ps.stats[STAT_KEYS] |= ( 1 << item->giTag );
} else if ( item->giType == IT_HOLDABLE ) {
// (SA) TODO
}
return qtrue;
};
//----(SA) end
/*
=================
AICast_ScriptAction_Movetype
syntax: movetype
Sets this character's movement type, will exist until another movetype command is called
=================
*/
qboolean AICast_ScriptAction_Movetype( cast_state_t *cs, char *params ) {
if ( !Q_strcasecmp( params, "walk" ) ) {
cs->movestate = MS_WALK;
cs->movestateType = MSTYPE_PERMANENT;
return qtrue;
}
if ( !Q_strcasecmp( params, "run" ) ) {
cs->movestate = MS_RUN;
cs->movestateType = MSTYPE_PERMANENT;
return qtrue;
}
if ( !Q_strcasecmp( params, "crouch" ) ) {
cs->movestate = MS_CROUCH;
cs->movestateType = MSTYPE_PERMANENT;
return qtrue;
}
if ( !Q_strcasecmp( params, "default" ) ) {
cs->movestate = MS_DEFAULT;
cs->movestateType = MSTYPE_NONE;
return qtrue;
}
return qtrue;
}
/*
=================
AICast_ScriptAction_AlertEntity
syntax: alertentity
=================
*/
qboolean AICast_ScriptAction_AlertEntity( cast_state_t *cs, char *params ) {
gentity_t *ent;
if ( !params || !params[0] ) {
G_Error( "AI Scripting: alertentity without targetname\n" );
}
// find this targetname
ent = G_Find( NULL, FOFS( targetname ), params );
if ( !ent ) {
ent = G_Find( NULL, FOFS( aiName ), params ); // look for an AI
if ( !ent || !ent->client ) { // accept only AI for aiName check
G_Error( "AI Scripting: alertentity cannot find targetname \"%s\"\n", params );
}
}
// call this entity's AlertEntity function
if ( !ent->AIScript_AlertEntity ) {
if ( !ent->client && ent->use && !Q_stricmp( ent->classname, "ai_trigger" ) ) {
ent->use( ent, NULL, NULL );
return qtrue;
}
if ( aicast_debug.integer ) {
G_Printf( "AI Scripting: alertentity \"%s\" (classname = %s) doesn't have an \"AIScript_AlertEntity\" function\n", params, ent->classname );
}
//G_Error( "AI Scripting: alertentity \"%s\" (classname = %s) doesn't have an \"AIScript_AlertEntity\" function\n", params, ent->classname );
return qtrue;
}
ent->AIScript_AlertEntity( ent );
return qtrue;
}
/*
=================
AICast_ScriptAction_SaveGame
NOTE: only use this command in "player" scripts, not for AI
syntax: savegame
=================
*/
qboolean AICast_ScriptAction_SaveGame( cast_state_t *cs, char *params ) {
char *pString, *saveName;
pString = params;
if ( cs->bs ) {
G_Error( "AI Scripting: savegame attempted on a non-player" );
}
//----(SA) check for parameter
saveName = COM_ParseExt( &pString, qfalse );
// if (!saveName[0])
// G_SaveGame( NULL ); // save the default "current" savegame
// else
// G_SaveGame( saveName );
//----(SA) end
return qtrue;
}
/*
=================
AICast_ScriptAction_FireAtTarget
syntax: fireattarget [duration]
=================
*/
qboolean AICast_ScriptAction_FireAtTarget( cast_state_t *cs, char *params ) {
gentity_t *ent;
vec3_t vec, org, src;
char *pString, *token;
float diff;
int i;
pString = params;
token = COM_ParseExt( &pString, qfalse );
if ( !token[0] ) {
G_Error( "AI Scripting: fireattarget without a targetname\n" );
}
if ( !cs->bs ) {
G_Error( "AI Scripting: fireattarget called for non-AI character\n" );
}
// find this targetname
ent = G_Find( NULL, FOFS( targetname ), token );
if ( !ent ) {
ent = AICast_FindEntityForName( token );
if ( !ent ) {
G_Error( "AI Scripting: fireattarget cannot find targetname/aiName \"%s\"\n", token );
}
}
// if this is our first call for this fireattarget, record the ammo count
if ( cs->castScriptStatus.castScriptStackChangeTime == level.time ) {
cs->lastWeaponFired = 0;
}
// make sure we don't move or shoot while turning to our target
if ( cs->castScriptStatus.scriptNoAttackTime < level.time ) {
cs->castScriptStatus.scriptNoAttackTime = level.time + 250;
}
// don't move while firing at all
//if (cs->castScriptStatus.scriptNoMoveTime < level.time) {
cs->castScriptStatus.scriptNoMoveTime = level.time + 250;
//}
// set the view angle manually
BG_EvaluateTrajectory( &ent->s.pos, level.time, org );
VectorCopy( cs->bs->origin, src );
src[2] += cs->bs->cur_ps.viewheight;
VectorSubtract( org, src, vec );
VectorNormalize( vec );
vectoangles( vec, cs->bs->ideal_viewangles );
for ( i = 0; i < 2; i++ ) {
diff = abs( AngleDifference( cs->bs->cur_ps.viewangles[i], cs->bs->ideal_viewangles[i] ) );
if ( VectorCompare( vec3_origin, ent->s.pos.trDelta ) ) {
if ( diff ) {
return qfalse; // not facing yet
}
} else {
if ( diff > 25 ) { // allow some slack when target is moving
return qfalse;
}
}
}
// force fire
trap_EA_Attack( cs->bs->client );
//
cs->bs->flags |= BFL_ATTACKED;
//
// if we haven't fired yet
if ( !cs->lastWeaponFired ) {
return qfalse;
}
//
// do we need to stay and fire for a duration?
token = COM_ParseExt( &pString, qfalse );
if ( !token[0] ) {
return qtrue; // no need to wait around
}
// only return true if we've been firing for long enough
return ( ( cs->castScriptStatus.castScriptStackChangeTime + atoi( token ) ) < level.time );
}
/*
=================
AICast_ScriptAction_GodMode
syntax: godmode
=================
*/
qboolean AICast_ScriptAction_GodMode( cast_state_t *cs, char *params ) {
if ( !params || !params[0] ) {
G_Error( "AI Scripting: godmode requires an on/off specifier\n" );
}
if ( !Q_stricmp( params, "on" ) ) {
g_entities[cs->bs->entitynum].flags |= FL_GODMODE;
} else if ( !Q_stricmp( params, "off" ) ) {
g_entities[cs->bs->entitynum].flags &= ~FL_GODMODE;
} else {
G_Error( "AI Scripting: godmode requires an on/off specifier\n" );
}
return qtrue;
}
/*
=================
AICast_ScriptAction_Accum
syntax: accum
Commands:
accum inc
accum abort_if_less_than
accum abort_if_greater_than
accum abort_if_not_equal
accum abort_if_equal
accum set
accum random
accum bitset
accum bitreset
accum abort_if_bitset
accum abort_if_not_bitset
=================
*/
qboolean AICast_ScriptAction_Accum( cast_state_t *cs, char *params ) {
char *pString, *token, lastToken[MAX_QPATH];
int bufferIndex;
pString = params;
token = COM_ParseExt( &pString, qfalse );
if ( !token[0] ) {
G_Error( "AI Scripting: accum without a buffer index\n" );
}
bufferIndex = atoi( token );
if ( bufferIndex >= MAX_SCRIPT_ACCUM_BUFFERS ) {
G_Error( "AI Scripting: accum buffer is outside range (0 - %i)\n", MAX_SCRIPT_ACCUM_BUFFERS );
}
token = COM_ParseExt( &pString, qfalse );
if ( !token[0] ) {
G_Error( "AI Scripting: accum without a command\n" );
}
Q_strncpyz( lastToken, token, sizeof( lastToken ) );
token = COM_ParseExt( &pString, qfalse );
if ( !Q_stricmp( lastToken, "inc" ) ) {
if ( !token[0] ) {
G_Error( "AI Scripting: accum %s requires a parameter\n", lastToken );
}
cs->scriptAccumBuffer[bufferIndex] += atoi( token );
} else if ( !Q_stricmp( lastToken, "abort_if_less_than" ) ) {
if ( !token[0] ) {
G_Error( "AI Scripting: accum %s requires a parameter\n", lastToken );
}
if ( cs->scriptAccumBuffer[bufferIndex] < atoi( token ) ) {
// abort the current script
cs->castScriptStatus.castScriptStackHead = cs->castScriptEvents[cs->castScriptStatus.castScriptEventIndex].stack.numItems;
}
} else if ( !Q_stricmp( lastToken, "abort_if_greater_than" ) ) {
if ( !token[0] ) {
G_Error( "AI Scripting: accum %s requires a parameter\n", lastToken );
}
if ( cs->scriptAccumBuffer[bufferIndex] > atoi( token ) ) {
// abort the current script
cs->castScriptStatus.castScriptStackHead = cs->castScriptEvents[cs->castScriptStatus.castScriptEventIndex].stack.numItems;
}
} else if ( !Q_stricmp( lastToken, "abort_if_not_equal" ) ) {
if ( !token[0] ) {
G_Error( "AI Scripting: accum %s requires a parameter\n", lastToken );
}
if ( cs->scriptAccumBuffer[bufferIndex] != atoi( token ) ) {
// abort the current script
cs->castScriptStatus.castScriptStackHead = cs->castScriptEvents[cs->castScriptStatus.castScriptEventIndex].stack.numItems;
}
} else if ( !Q_stricmp( lastToken, "abort_if_equal" ) ) {
if ( !token[0] ) {
G_Error( "AI Scripting: accum %s requires a parameter\n", lastToken );
}
if ( cs->scriptAccumBuffer[bufferIndex] == atoi( token ) ) {
// abort the current script
cs->castScriptStatus.castScriptStackHead = cs->castScriptEvents[cs->castScriptStatus.castScriptEventIndex].stack.numItems;
}
} else if ( !Q_stricmp( lastToken, "bitset" ) ) {
if ( !token[0] ) {
G_Error( "AI Scripting: accum %s requires a parameter\n", lastToken );
}
cs->scriptAccumBuffer[bufferIndex] |= ( 1 << atoi( token ) );
} else if ( !Q_stricmp( lastToken, "bitreset" ) ) {
if ( !token[0] ) {
G_Error( "AI Scripting: accum %s requires a parameter\n", lastToken );
}
cs->scriptAccumBuffer[bufferIndex] &= ~( 1 << atoi( token ) );
} else if ( !Q_stricmp( lastToken, "abort_if_bitset" ) ) {
if ( !token[0] ) {
G_Error( "AI Scripting: accum %s requires a parameter\n", lastToken );
}
if ( cs->scriptAccumBuffer[bufferIndex] & ( 1 << atoi( token ) ) ) {
// abort the current script
cs->castScriptStatus.castScriptStackHead = cs->castScriptEvents[cs->castScriptStatus.castScriptEventIndex].stack.numItems;
}
} else if ( !Q_stricmp( lastToken, "abort_if_not_bitset" ) ) {
if ( !token[0] ) {
G_Error( "AI Scripting: accum %s requires a parameter\n", lastToken );
}
if ( !( cs->scriptAccumBuffer[bufferIndex] & ( 1 << atoi( token ) ) ) ) {
// abort the current script
cs->castScriptStatus.castScriptStackHead = cs->castScriptEvents[cs->castScriptStatus.castScriptEventIndex].stack.numItems;
}
} else if ( !Q_stricmp( lastToken, "set" ) ) {
if ( !token[0] ) {
G_Error( "AI Scripting: accum %s requires a parameter\n", lastToken );
}
cs->scriptAccumBuffer[bufferIndex] = atoi( token );
} else if ( !Q_stricmp( lastToken, "random" ) ) {
if ( !token[0] ) {
G_Error( "AI Scripting: accum %s requires a parameter\n", lastToken );
}
cs->scriptAccumBuffer[bufferIndex] = rand() % atoi( token );
} else {
G_Error( "AI Scripting: accum %s: unknown command\n", params );
}
return qtrue;
}
/*
=================
AICast_ScriptAction_SpawnCast
syntax: spawncast
is the entity marker which has the position and angles of where we want the new
cast AI to spawn
=================
*/
qboolean AICast_ScriptAction_SpawnCast( cast_state_t *cs, char *params ) {
// char *pString, *token;
// char *classname;
// gentity_t *targetEnt, *newCast;
G_Error( "AI Scripting: spawncast is no longer functional. Use trigger_spawn instead.\n" );
return qfalse;
/*
if (!params[0]) {
G_Error( "AI Scripting: spawncast without a classname\n" );
}
pString = params;
token = COM_ParseExt( &pString, qfalse );
if (!token[0]) {
G_Error( "AI Scripting: spawncast without a classname\n" );
}
classname = G_Alloc( strlen(token)+1 );
Q_strncpyz( classname, token, strlen(token)+1 );
token = COM_ParseExt( &pString, qfalse );
if (!token[0]) {
G_Error( "AI Scripting: spawncast without a targetname\n" );
}
targetEnt = G_Find( NULL, FOFS(targetname), token );
if (!targetEnt) {
G_Error( "AI Scripting: cannot find targetname \"%s\"\n", token );
}
token = COM_ParseExt( &pString, qfalse );
if (!token[0]) {
G_Error( "AI Scripting: spawncast without an ainame\n" );
}
newCast = G_Spawn();
newCast->classname = classname;
VectorCopy( targetEnt->s.origin, newCast->s.origin );
VectorCopy( targetEnt->s.angles, newCast->s.angles );
newCast->aiName = G_Alloc( strlen(token)+1 );
Q_strncpyz( newCast->aiName, token, strlen(token)+1 );
if (!G_CallSpawn( newCast )) {
G_Error( "AI Scripting: spawncast for unknown entity \"%s\"\n", newCast->classname );
}
return qtrue;
*/
}
/*
=================
AICast_ScriptAction_MissionFailed
syntax: missionfailed
=================
*/
qboolean AICast_ScriptAction_MissionFailed( cast_state_t *cs, char *params ) {
// todo!! (just kill the player for now)
gentity_t *player;
player = AICast_FindEntityForName( "player" );
if ( player ) {
G_Damage( player, player, player, vec3_origin, vec3_origin, 99999, DAMAGE_NO_PROTECTION, MOD_SUICIDE );
}
G_Printf( "Mission Failed...\n" ); // todo
return qtrue;
}
/*
=================
AICast_ScriptAction_MissionSuccess
syntax: missionsuccess
=================
*/
qboolean AICast_ScriptAction_MissionSuccess( cast_state_t *cs, char *params ) {
gentity_t *player;
if ( !params || !params[0] ) {
G_Error( "AI Scripting: missionsuccess requires a mission_level identifier\n" );
}
player = AICast_FindEntityForName( "player" );
// double check that they are still alive
if ( player->health <= 0 ) {
return qfalse; // hold the script here
}
player->missionLevel = atoi( params );
G_Printf( "Mission Success!!!!\n" ); // todo
// G_SaveGame( NULL );
return qtrue;
}
/*
=================
AICast_ScriptAction_NoAIDamage
syntax: noaidamage
=================
*/
qboolean AICast_ScriptAction_NoAIDamage( cast_state_t *cs, char *params ) {
if ( !params || !params[0] ) {
G_Error( "AI Scripting: noaidamage requires an on/off specifier\n" );
}
if ( !Q_stricmp( params, "on" ) ) {
cs->castScriptStatus.scriptFlags |= SFL_NOAIDAMAGE;
} else if ( !Q_stricmp( params, "off" ) ) {
cs->castScriptStatus.scriptFlags &= ~SFL_NOAIDAMAGE;
} else {
G_Error( "AI Scripting: noaidamage requires an on/off specifier\n" );
}
return qtrue;
}
/*
=================
AICast_ScriptAction_Print
syntax: print
Mostly for debugging purposes
=================
*/
qboolean AICast_ScriptAction_Print( cast_state_t *cs, char *params ) {
if ( !params || !params[0] ) {
G_Error( "AI Scripting: print requires some text\n" );
}
G_Printf( "(AI) %s-> %s\n", g_entities[cs->entityNum].aiName, params );
return qtrue;
}
/*
=================
AICast_ScriptAction_FaceTargetAngles
syntax: facetargetangles
The AI will face the same direction that the target entity is facing
=================
*/
qboolean AICast_ScriptAction_FaceTargetAngles( cast_state_t *cs, char *params ) {
gentity_t *targetEnt;
if ( !params || !params[0] ) {
G_Error( "AI Scripting: facetargetangles requires a targetname\n" );
}
targetEnt = G_Find( NULL, FOFS( targetname ), params );
if ( !targetEnt ) {
G_Error( "AI Scripting: cannot find targetname \"%s\"\n", params );
}
VectorCopy( targetEnt->s.angles, cs->bs->ideal_viewangles );
return qtrue;
}
/*
===================
AICast_ScriptAction_ResetScript
causes any currently running scripts to abort, in favour of the current script
===================
*/
qboolean AICast_ScriptAction_ResetScript( cast_state_t *cs, char *params ) {
gclient_t *client;
client = &level.clients[cs->entityNum];
// stop any anim from playing
if ( client->ps.torsoTimer && ( client->ps.torsoTimer > ( level.time - cs->scriptAnimTime ) ) ) {
if ( ( client->ps.torsoAnim & ~ANIM_TOGGLEBIT ) == cs->scriptAnimNum ) {
client->ps.torsoTimer = 0;
}
}
if ( client->ps.legsTimer && ( client->ps.legsTimer > ( level.time - cs->scriptAnimTime ) ) ) {
if ( ( client->ps.legsAnim & ~ANIM_TOGGLEBIT ) == cs->scriptAnimNum ) {
client->ps.legsTimer = 0;
}
}
cs->castScriptStatus.scriptNoMoveTime = 0;
// stop following anything that we don't need to be following
cs->followEntity = -1;
if ( level.time == cs->castScriptStatus.castScriptStackChangeTime ) {
return qfalse;
}
// make sure zoom is off
cs->aiFlags &= ~AIFL_ZOOMING;
return qtrue;
}
/*
===================
AICast_ScriptAction_Mount
syntax: mount
Used to an AI to mount the MG42
===================
*/
qboolean AICast_ScriptAction_Mount( cast_state_t *cs, char *params ) {
gentity_t *targetEnt, *ent;
vec3_t vec;
float dist;
if ( !params || !params[0] ) {
G_Error( "AI Scripting: mount requires a targetname\n" );
}
targetEnt = G_Find( NULL, FOFS( targetname ), params );
if ( !targetEnt ) {
G_Error( "AI Scripting: cannot find targetname \"%s\"\n", params );
}
VectorSubtract( targetEnt->r.currentOrigin, cs->bs->origin, vec );
dist = VectorNormalize( vec );
vectoangles( vec, cs->bs->ideal_viewangles );
if ( dist > 40 ) {
// walk towards it
trap_EA_Move( cs->entityNum, vec, 80 );
return qfalse;
}
// if we are facing it, start holding activate
if ( fabs( cs->bs->ideal_viewangles[YAW] - cs->bs->viewangles[YAW] ) < 10 ) {
ent = &g_entities[cs->entityNum];
Cmd_Activate_f( ent );
// did we mount it?
if ( ent->active && targetEnt->r.ownerNum == ent->s.number ) {
cs->mountedEntity = targetEnt->s.number;
AIFunc_BattleMG42Start( cs );
return qtrue;
}
}
return qfalse;
}
/*
===================
AICast_ScriptAction_Unmount
syntax: unmount
Stop using their current mounted entity
===================
*/
qboolean AICast_ScriptAction_Unmount( cast_state_t *cs, char *params ) {
gentity_t *ent;
ent = &g_entities[cs->entityNum];
if ( !ent->active ) {
return qtrue; // nothing mounted, just skip this command
}
Cmd_Activate_f( ent );
if ( !ent->active ) {
return qtrue;
}
// waiting to unmount still
return qfalse;
}
/*
====================
AICast_ScriptAction_SavePersistant
syntax: savepersistant
Saves out the data that should be retained between certain levels. Not
calling this routine before changing levels, is the equivalent of resetting
the player's inventory/health/etc.
The is used to identify the next map we don't
accidentally read in persistant data that was intended for a different map.
====================
*/
qboolean AICast_ScriptAction_SavePersistant( cast_state_t *cs, char *params ) {
// G_SavePersistant( params );
return qtrue;
}
/*
====================
AICast_ScriptAction_ChangeLevel
syntax: changelevel [nostats] [persistant]
Issues an spdevmap/spmap to the consol. Optionally add "persistant" if you want the player to
keep their inventory through the transition.
====================
*/
qboolean AICast_ScriptAction_ChangeLevel( cast_state_t *cs, char *params ) {
char *pch, *newstr, cmd[MAX_QPATH];
// if the player is dead, we can't change levels
if ( g_entities[0].health <= 0 ) {
return qtrue;
}
// build the mission stats string
newstr = va( params );
pch = strstr( newstr, " nostats" );
if ( !pch ) {
int kills[2];
int nazis[2];
int monsters[2];
int i;
gentity_t *ent;
memset( cmd, 0, sizeof( cmd ) );
Q_strcat( cmd, sizeof( cmd ), "s=" );
// count kills
kills[0] = kills[1] = 0;
nazis[0] = nazis[1] = 0;
monsters[0] = monsters[1] = 0;
for ( i = 0; i < aicast_maxclients; i++ ) {
ent = &g_entities[i];
if ( !ent->inuse ) {
continue;
}
if ( !( ent->r.svFlags & SVF_CASTAI ) ) {
continue;
}
if ( ent->aiTeam == AITEAM_ALLIES ) {
continue;
}
kills[1]++;
if ( ent->health <= 0 ) {
kills[0]++;
}
if ( ent->aiTeam == AITEAM_NAZI ) {
nazis[1]++;
if ( ent->health <= 0 ) {
nazis[0]++;
}
} else {
monsters[1]++;
if ( ent->health <= 0 ) {
monsters[0]++;
}
}
}
Q_strcat( cmd, sizeof( cmd ), va( ",%i,%i,%i,%i,%i,%i", kills[0], kills[1], nazis[0], nazis[1], monsters[0], monsters[1] ) );
// time
Q_strcat( cmd, sizeof( cmd ), va( ",%i,%i,%i", ( ( cs->totalPlayTime / 1000 ) / 60 ) / 60, ( cs->totalPlayTime / 1000 ) / 60, ( cs->totalPlayTime / 1000 ) % 60 ) );
// secrets
Q_strcat( cmd, sizeof( cmd ), va( ",%i,%i", cs->secretsFound, numSecrets ) );
// attempts
Q_strcat( cmd, sizeof( cmd ), va( ",%i", cs->attempts ) );
trap_Cvar_Set( "g_missionStats", cmd );
}
// save persistant data if required
newstr = va( params );
pch = strstr( newstr, " persistant" );
if ( pch ) {
pch = strstr( newstr, " " );
*pch = '\0';
// G_SavePersistant( newstr );
}
// make sure we strip any params after the mapname
pch = strstr( newstr, " " );
if ( pch ) {
*pch = '\0';
}
// wait for a key before clearing stats and loading client data/showing mission briefing
trap_Cvar_Set( "cl_waitForFire", "1" );
if ( g_cheats.integer ) {
Com_sprintf( cmd, MAX_QPATH, "spdevmap %s\n", newstr );
} else {
Com_sprintf( cmd, MAX_QPATH, "spmap %s\n", newstr );
}
trap_SendConsoleCommand( EXEC_APPEND, cmd );
return qtrue;
}
/*
==================
AICast_ScriptAction_FoundSecret
==================
*/
qboolean AICast_ScriptAction_FoundSecret( cast_state_t *cs, char *params ) {
cs->secretsFound++;
return qtrue;
}
/*
==================
AICast_ScriptAction_NoSight
syntax: nosight
==================
*/
qboolean AICast_ScriptAction_NoSight( cast_state_t *cs, char *params ) {
if ( !params ) {
G_Error( "AI Scripting: syntax error\n\nnosight \n" );
}
cs->castScriptStatus.scriptNoSightTime = level.time + atoi( params );
return qtrue;
}
/*
==================
AICast_ScriptAction_Sight
syntax: sight
==================
*/
qboolean AICast_ScriptAction_Sight( cast_state_t *cs, char *params ) {
cs->castScriptStatus.scriptNoSightTime = 0;
return qtrue;
}
/*
==================
AICast_ScriptAction_NoAvoid
syntax: noavoid
==================
*/
qboolean AICast_ScriptAction_NoAvoid( cast_state_t *cs, char *params ) {
cs->aiFlags |= AIFL_NOAVOID;
return qtrue;
}
/*
==================
AICast_ScriptAction_Avoid
syntax: avoid
==================
*/
qboolean AICast_ScriptAction_Avoid( cast_state_t *cs, char *params ) {
cs->aiFlags &= ~AIFL_NOAVOID;
return qtrue;
}
/*
==================
AICast_ScriptAction_Attrib
syntax: attrib
==================
*/
qboolean AICast_ScriptAction_Attrib( cast_state_t *cs, char *params ) {
char *pString, *token;
int i;
pString = params;
token = COM_ParseExt( &pString, qfalse );
if ( !token[0] ) {
G_Error( "AI_Scripting: syntax: attrib " );
}
for ( i = 0; i < AICAST_MAX_ATTRIBUTES; i++ ) {
if ( !Q_strcasecmp( token, castAttributeStrings[i] ) ) {
// found a match, read in the value
token = COM_ParseExt( &pString, qfalse );
if ( !token[0] ) {
G_Error( "AI_Scripting: syntax: attrib " );
}
// set the attribute
cs->attributes[i] = atof( token );
break;
}
}
return qtrue;
}
/*
=================
AICast_ScriptAction_DenyAction
syntax: deny
=================
*/
qboolean AICast_ScriptAction_DenyAction( cast_state_t *cs, char *params ) {
cs->aiFlags |= AIFL_DENYACTION;
return qtrue;
}
/*
=================
AICast_ScriptAction_LightningDamage
=================
*/
qboolean AICast_ScriptAction_LightningDamage( cast_state_t *cs, char *params ) {
Q_strlwr( params );
if ( !Q_stricmp( params, "on" ) ) {
cs->aiFlags |= AIFL_ROLL_ANIM; // hijacking this since the player doesn't use it
} else {
cs->aiFlags &= ~AIFL_ROLL_ANIM;
}
return qtrue;
}
/*
=================
AICast_ScriptAction_Headlook
=================
*/
qboolean AICast_ScriptAction_Headlook( cast_state_t *cs, char *params ) {
char *pString, *token;
pString = params;
token = COM_ParseExt( &pString, qfalse );
if ( !token[0] ) {
G_Error( "AI_Scripting: syntax: headlook " );
}
Q_strlwr( token );
if ( !Q_stricmp( token, "on" ) ) {
cs->aiFlags &= ~AIFL_NO_HEADLOOK;
} else if ( !Q_stricmp( token, "off" ) ) {
cs->aiFlags |= AIFL_NO_HEADLOOK;
} else {
G_Error( "AI_Scripting: syntax: headlook " );
}
return qtrue;
}
/*
=================
AICast_ScriptAction_BackupScript
backs up the current state of the scripting, so we can restore it later and resume
were we left off (useful if player gets in our way)
=================
*/
qboolean AICast_ScriptAction_BackupScript( cast_state_t *cs, char *params ) {
if ( !( cs->castScriptStatus.scriptFlags & SFL_WAITING_RESTORE ) ) {
cs->castScriptStatusBackup = cs->castScriptStatusCurrent;
cs->castScriptStatus.scriptFlags |= SFL_WAITING_RESTORE;
}
return qtrue;
}
/*
=================
AICast_ScriptAction_RestoreScript
restores the state of the scripting to the previous backup
=================
*/
qboolean AICast_ScriptAction_RestoreScript( cast_state_t *cs, char *params ) {
cs->castScriptStatus = cs->castScriptStatusBackup;
// make sure we restart any goto's
cs->castScriptStatus.scriptGotoId = -1;
cs->castScriptStatus.scriptGotoEnt = -1;
return qfalse; // dont continue scripting until next frame
}
/*
=================
AICast_ScriptAction_StateType
set the default state for this character
currently only accepts "alert" since "relaxed" is the default
=================
*/
qboolean AICast_ScriptAction_StateType( cast_state_t *cs, char *params ) {
if ( !Q_stricmp( params, "alert" ) ) {
cs->aiState = AISTATE_ALERT;
}
return qtrue;
}
/*
================
AICast_ScriptAction_KnockBack
syntax: knockback [ON/OFF]
================
*/
qboolean AICast_ScriptAction_KnockBack( cast_state_t *cs, char *params ) {
char *pString, *token;
pString = params;
token = COM_ParseExt( &pString, qfalse );
if ( !token[0] ) {
G_Error( "AI_Scripting: syntax: knockback " );
}
Q_strlwr( token );
if ( !Q_stricmp( token, "on" ) ) {
g_entities[cs->entityNum].flags &= ~FL_NO_KNOCKBACK;
} else if ( !Q_stricmp( token, "off" ) ) {
g_entities[cs->entityNum].flags |= FL_NO_KNOCKBACK;
} else {
G_Error( "AI_Scripting: syntax: knockback " );
}
return qtrue;
}
/*
================
AICast_ScriptAction_Zoom
syntax: zoom [ON/OFF]
================
*/
qboolean AICast_ScriptAction_Zoom( cast_state_t *cs, char *params ) {
char *pString, *token;
pString = params;
token = COM_ParseExt( &pString, qfalse );
if ( !token[0] ) {
G_Error( "AI_Scripting: syntax: zoom " );
}
Q_strlwr( token );
// give them the inventory item
g_entities[cs->entityNum].client->ps.stats[STAT_KEYS] |= ( 1 << INV_BINOCS );
if ( !Q_stricmp( token, "on" ) ) {
cs->aiFlags |= AIFL_ZOOMING;
} else if ( !Q_stricmp( token, "off" ) ) {
cs->aiFlags &= ~AIFL_ZOOMING;
} else {
G_Error( "AI_Scripting: syntax: zoom " );
}
return qtrue;
}
//----(SA) added
/*
===================
AICast_ScriptAction_StartCam
syntax: startcam
===================
*/
qboolean ScriptStartCam( cast_state_t *cs, char *params, qboolean black ) {
char *pString, *token;
gentity_t *ent;
ent = &g_entities[cs->entityNum];
pString = params;
token = COM_Parse( &pString );
if ( !token[0] ) {
G_Error( "G_ScriptAction_Cam: filename parameter required\n" );
}
// turn off noclient flag
ent->r.svFlags &= ~SVF_NOCLIENT;
// issue a start camera command to the client
trap_SendServerCommand( cs->entityNum, va( "startCam %s %d", token, (int)black ) );
return qtrue;
}
qboolean AICast_ScriptAction_StartCam( cast_state_t *cs, char *params ) {
return ScriptStartCam( cs, params, qfalse );
}
qboolean AICast_ScriptAction_StartCamBlack( cast_state_t *cs, char *params ) {
return ScriptStartCam( cs, params, qtrue );
}
//----(SA) end
/*
=================
AICast_ScriptAction_Parachute
syntax: parachute [ON/OFF]
=================
*/
qboolean AICast_ScriptAction_Parachute( cast_state_t *cs, char *params ) {
char *pString, *token;
gentity_t *ent;
ent = &g_entities[cs->entityNum];
pString = params;
token = COM_ParseExt( &pString, qfalse );
if ( !token[0] ) {
G_Error( "AI_Scripting: syntax: parachute " );
}
Q_strlwr( token );
if ( !Q_stricmp( token, "on" ) ) {
ent->flags |= FL_PARACHUTE;
} else if ( !Q_stricmp( token, "off" ) ) {
ent->flags &= ~FL_PARACHUTE;
} else {
G_Error( "AI_Scripting: syntax: parachute " );
}
return qtrue;
}
/*
=================
AICast_ScriptAction_EntityScriptName
=================
*/
qboolean AICast_ScriptAction_EntityScriptName( cast_state_t *cs, char *params ) {
trap_Cvar_Set( "g_scriptName", params );
return qtrue;
}
/*
=================
AICast_ScriptAction_AIScriptName
=================
*/
qboolean AICast_ScriptAction_AIScriptName( cast_state_t *cs, char *params ) {
trap_Cvar_Set( "ai_scriptName", params );
return qtrue;
}
/*
=================
AICast_ScriptAction_SetHealth
=================
*/
qboolean AICast_ScriptAction_SetHealth( cast_state_t *cs, char *params ) {
if ( !params || !params[0] ) {
G_Error( "AI Scripting: sethealth requires a health value" );
}
g_entities[cs->entityNum].health = atoi( params );
g_entities[cs->entityNum].client->ps.stats[STAT_HEALTH] = atoi( params );
return qtrue;
}
/*
=================
AICast_ScriptAction_NoTarget
syntax: notarget ON/OFF
=================
*/
qboolean AICast_ScriptAction_NoTarget( cast_state_t *cs, char *params ) {
if ( !params || !params[0] ) {
G_Error( "AI Scripting: notarget requires ON or OFF as parameter" );
}
if ( !Q_strcasecmp( params, "ON" ) ) {
g_entities[cs->entityNum].flags |= FL_NOTARGET;
} else if ( !Q_strcasecmp( params, "OFF" ) ) {
g_entities[cs->entityNum].flags &= ~FL_NOTARGET;
} else {
G_Error( "AI Scripting: notarget requires ON or OFF as parameter" );
}
return qtrue;
}
/*
==================
AICast_ScriptAction_Cvar
==================
*/
qboolean AICast_ScriptAction_Cvar( cast_state_t *cs, char *params ) {
vmCvar_t cvar;
char *pString, *token;
char cvarName[MAX_QPATH];
pString = params;
token = COM_ParseExt( &pString, qfalse );
if ( !token[0] ) {
G_Error( "AI_Scripting: syntax: cvar " );
}
Q_strncpyz( cvarName, token, sizeof( cvarName ) );
token = COM_ParseExt( &pString, qfalse );
if ( !token[0] ) {
G_Error( "AI_Scripting: syntax: cvar " );
}
trap_Cvar_Register( &cvar, cvarName, token, CVAR_ROM );
// set it to make sure
trap_Cvar_Set( cvarName, token );
return qtrue;
}