/* =========================================================================== Return to Castle Wolfenstein single player GPL Source Code Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company. This file is part of the Return to Castle Wolfenstein single player GPL Source Code (“RTCW SP Source Code”). RTCW SP 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 SP 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 SP Source Code. If not, see . In addition, the RTCW SP 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 SP 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->enemyNum >= 0 && cs->castScriptStatus.scriptGotoEnt >= 0 ) { vec3_t v; VectorSubtract( g_entities[cs->enemyNum].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; } // if we are in a special func, then wait if ( cs->aiFlags & AIFL_SPECIAL_FUNC ) { 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 ) { cs->followTime = 0; AIFunc_IdleStart( cs ); // resume normal AI return qtrue; } else if ( !cs->followSlowApproach && VectorLength( vec ) < 64 /*&& DotProduct(cs->bs->cur_ps.velocity, vec) < 0*/ ) { cs->followTime = 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->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->viewangles[i], cs->ideal_viewangles[i] ) ); if ( diff < 20 ) { // dont reload prematurely cs->noReloadTime = level.time + 1000; // force fire trap_EA_Attack( cs->bs->client ); // cs->bFlags |= BFL_ATTACKED; // dont reload prematurely cs->noReloadTime = level.time + 200; } } } } } cs->followTime = level.time + 500; return qfalse; } } else { ent = NULL; } } // find the ai_marker with the given "targetname" // TTimo: gcc: suggest () 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 we are in a special func, then wait if ( cs->aiFlags & AIFL_SPECIAL_FUNC ) { 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 we are in a special func, then wait if ( cs->aiFlags & AIFL_SPECIAL_FUNC ) { 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; } // if we are in a special func, then wait if ( cs->aiFlags & AIFL_SPECIAL_FUNC ) { 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 ) { cs->followTime = 0; 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->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->viewangles[i], cs->ideal_viewangles[i] ) ); if ( diff < 20 ) { // dont reload prematurely cs->noReloadTime = level.time + 1000; // force fire trap_EA_Attack( cs->bs->client ); // cs->bFlags |= BFL_ATTACKED; // dont reload prematurely cs->noReloadTime = level.time + 200; } } } } } cs->followTime = level.time + 500; 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 we are in a special func, then wait if ( cs->aiFlags & AIFL_SPECIAL_FUNC ) { 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 we are in a special func, then wait if ( cs->aiFlags & AIFL_SPECIAL_FUNC ) { 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_AbortIfLoadgame ============== */ qboolean AICast_ScriptAction_AbortIfLoadgame( cast_state_t *cs, char *params ) { char loading[4]; trap_Cvar_VariableStringBuffer( "savegame_loading", loading, sizeof( loading ) ); if ( strlen( loading ) > 0 && atoi( loading ) != 0 ) { // abort the current script cs->castScriptStatus.castScriptStackHead = cs->castScriptEvents[cs->castScriptStatus.castScriptEventIndex].stack.numItems; } 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; // if we are in a special func, then wait if ( cs->aiFlags & AIFL_SPECIAL_FUNC ) { return qfalse; } // 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.scriptFlags & SFL_FIRST_CALL ) && 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; } } } // default to no moverange //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->enemyNum >= 0 ) ) { // if we can attack them, or they can't attack us, stay here // TTimo: gcc: warning: suggest parentheses around && within || if ( AICast_CheckAttack( cs, cs->enemyNum, qfalse ) || ( !AICast_EntityVisible( AICast_GetCastState( cs->enemyNum ), cs->entityNum, qfalse ) && !AICast_CheckAttack( AICast_GetCastState( cs->enemyNum ), cs->entityNum, qfalse ) ) ) { cs->castScriptStatus.scriptNoMoveTime = level.time + 200; } } // if outside range, move towards waitPos if ( ( !cs->bs || !cs->bs->cur_ps.legsTimer ) && ( ( ( 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->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->enemyNum = ent->s.number; } else { cs->castScriptStatus.scriptAttackEnt = -1; } return qtrue; } /* ================= AICast_ScriptAction_PlayAnim syntax: playanim [legs/torso/both] [HOLDFRAME] [numLoops/FOREVER] [target] 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, numLoops; gclient_t *client; gentity_t *ent; vec3_t org, vec; qboolean forever = qfalse, setAngles = qfalse; qboolean holdframe = qfalse; 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] ); // read the HOLDFRAME (optional) token = COM_ParseExt( &pString, qfalse ); if ( token && token[0] && !Q_strcasecmp( token, "holdframe" ) ) { holdframe = qtrue; // read the numLoops (optional) token = COM_ParseExt( &pString, qfalse ); } // token is parsed above if ( token && token[0] ) { if ( !Q_strcasecmp( token, "forever" ) ) { forever = qtrue; numLoops = -1; // read the target (optional) token = COM_ParseExt( &pString, qfalse ); } else { numLoops = atoi( token ); if ( !numLoops ) { // must be the target, so set loops to 1 numLoops = 1; } else { // read the target (optional) token = COM_ParseExt( &pString, qfalse ); } } if ( token && token[0] ) { // find this targetname ent = G_Find( NULL, FOFS( targetname ), token ); if ( !ent ) { ent = AICast_FindEntityForName( token ); if ( !ent ) { G_Error( "AI Scripting: playanim 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->ideal_viewangles ); VectorCopy( cs->ideal_viewangles, cs->castScriptStatus.playanim_viewangles ); setAngles = qtrue; } } else { numLoops = 1; } if ( cs->castScriptStatus.scriptFlags & SFL_FIRST_CALL ) { // first time in here, play the anim duration = BG_PlayAnimName( &( client->ps ), tokens[0], BG_IndexForString( tokens[1], animBodyPartsStr, qfalse ), qtrue, qfalse, qtrue ); if ( numLoops == -1 ) { cs->scriptAnimTime = 0x7fffffff; // maximum time allowed } else { cs->scriptAnimTime = level.time + ( numLoops * duration ); } if ( !strcmp( tokens[1], "torso" ) ) { cs->scriptAnimNum = client->ps.torsoAnim & ~ANIM_TOGGLEBIT; // adjust the duration according to numLoops if ( numLoops > 1 ) { client->ps.torsoTimer += duration * numLoops; } else if ( numLoops == -1 ) { client->ps.torsoTimer = 9999; } } else { // dont move cs->scriptAnimNum = client->ps.legsAnim & ~ANIM_TOGGLEBIT; cs->castScriptStatus.scriptNoMoveTime = cs->scriptAnimTime; // lock the viewangles if ( !cs->castScriptStatus.playAnimViewlockTime || cs->castScriptStatus.playAnimViewlockTime < level.time ) { VectorCopy( cs->ideal_viewangles, cs->castScriptStatus.playanim_viewangles ); } cs->castScriptStatus.playAnimViewlockTime = cs->scriptAnimTime; // adjust the duration according to numLoops if ( numLoops > 1 ) { client->ps.legsTimer += duration * ( numLoops - 1 ); if ( !strcmp( tokens[1], "both" ) ) { client->ps.torsoTimer += duration * ( numLoops - 1 ); } } else if ( numLoops == -1 ) { client->ps.legsTimer = 9999; if ( !strcmp( tokens[1], "both" ) ) { client->ps.torsoTimer = 9999; } } } } else { if ( holdframe ) { // make sure it doesn't stop before the next command can be processed if ( !strcmp( tokens[1], "torso" ) ) { if ( client->ps.torsoTimer < 400 ) { client->ps.torsoTimer = 400; } } else if ( !strcmp( tokens[1], "legs" ) ) { if ( client->ps.legsTimer < 400 ) { client->ps.legsTimer = 400; } } else if ( !strcmp( tokens[1], "both" ) ) { if ( client->ps.torsoTimer < 400 ) { client->ps.torsoTimer = 400; } if ( client->ps.legsTimer < 400 ) { client->ps.legsTimer = 400; } } } // keep it looping if forever if ( forever ) { if ( !strcmp( tokens[1], "torso" ) ) { client->ps.torsoTimer = 9999; } else { client->ps.legsTimer = 9999; if ( !strcmp( tokens[1], "both" ) ) { client->ps.torsoTimer = 9999; } } return qfalse; } // wait for the anim to stop playing if ( cs->scriptAnimTime <= level.time ) { 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; // let us move again cs->castScriptStatus.scriptNoMoveTime = 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 if ( atoi( token ) ) { int amt; amt = atoi( token ); if ( amt > 50 + ammoTable[BG_FindAmmoForWeapon( weapon )].maxammo ) { amt = 999; // unlimited } Add_Ammo( &g_entities[cs->entityNum], weapon, amt, qtrue ); } else { // remove ammo for this weapon g_entities[cs->entityNum].client->ps.ammo[BG_FindAmmoForWeapon( weapon )] = 0; g_entities[cs->entityNum].client->ps.ammoclip[BG_FindClipForWeapon( weapon )] = 0; } } else { if ( g_cheats.integer ) { G_Printf( "--SCRIPTER WARNING-- AI Scripting: setammo: unknown ammo \"%s\"", params ); } return qfalse; // (SA) temp as scripts transition to new names } 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_SuggestWeapon ============== */ qboolean AICast_ScriptAction_SuggestWeapon( cast_state_t *cs, char *params ) { int weapon; int i; //int suggestedweaps = 0; // TTimo: unused 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 ) { G_AddEvent( &g_entities[cs->entityNum], EV_SUGGESTWEAP, weapon ); } else { G_Error( "AI Scripting: suggestweapon: 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->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 //vmCvar_t cvar; // g_entities[cs->entityNum].client->ps.weaponTime = 750; // (SA) HACK: FIXME: TODO: delay to catch initial weapon reload // tell it which weapon to use after spawning in //trap_Cvar_Register( &cvar, "cg_loadWeaponSelect", "0", CVAR_ROM ); //trap_Cvar_Set( "cg_loadWeaponSelect", va("%i", g_entities[cs->entityNum].client->ps.weapon ) ); } } 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: setarmor ============== */ qboolean AICast_ScriptAction_SetArmor( cast_state_t *cs, char *params ) { if ( !params || !params[0] ) { G_Error( "AI Scripting: setarmor requires an armor value" ); } g_entities[cs->entityNum].client->ps.stats[STAT_ARMOR] += atoi( params ); return qtrue; } /* ============== AICast_ScriptAction_GiveArmor syntax: givearmor will probably be more like: syntax: givearmor ============== */ qboolean AICast_ScriptAction_GiveArmor( cast_state_t *cs, char *params ) { int i; 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; if ( g_entities[cs->entityNum].client->ps.stats[STAT_ARMOR] > 100 ) { g_entities[cs->entityNum].client->ps.stats[STAT_ARMOR] = 100; } } 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_COLT ) { // if you had the colt already, now you've got two! if ( COM_BitCheck( g_entities[cs->entityNum].client->ps.weapons, WP_COLT ) ) { weapon = WP_AKIMBO; } } 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_SNIPERRIFLE ) { COM_BitSet( g_entities[cs->entityNum].client->ps.weapons, WP_MAUSER ); } //----(SA) end // monsters have full ammo for their attacks // knife gets infinite ammo too if ( !Q_strncasecmp( params, "monsterattack", 13 ) || weapon == WP_KNIFE ) { 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 ) ); memset( g_entities[cs->entityNum].client->ps.ammoclip, 0, sizeof( g_entities[cs->entityNum].client->ps.ammoclip ) ); cs->weaponNum = WP_NONE; } 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; if ( weapon == WP_AKIMBO ) { // take both the colt /and/ the akimbo weapons when 'akimbo' is specified COM_BitClear( g_entities[cs->entityNum].client->ps.weapons, WP_COLT ); } else if ( weapon == WP_COLT ) { // take 'akimbo' first if it's there, then take 'colt' if ( COM_BitCheck( g_entities[cs->entityNum].client->ps.weapons, WP_AKIMBO ) ) { weapon = WP_AKIMBO; } } // 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->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; 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.scriptFlags & SFL_FIRST_CALL ) { 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 + 500; } // dont reload prematurely cs->noReloadTime = level.time + 1000; // don't move while firing at all //if (cs->castScriptStatus.scriptNoMoveTime < level.time) { cs->castScriptStatus.scriptNoMoveTime = level.time + 500; //} // let us move our view, whether it looks bad or not cs->castScriptStatus.playAnimViewlockTime = 0; // 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->ideal_viewangles ); for ( i = 0; i < 2; i++ ) { diff = abs( AngleDifference( cs->bs->cur_ps.viewangles[i], cs->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->bFlags |= 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