Mapbase VScript server/client expansions

This commit is contained in:
Blixibon
2020-05-22 20:26:31 -05:00
parent 2dbaa2c4a6
commit 4320ae71e7
44 changed files with 2252 additions and 3 deletions

View File

@@ -244,7 +244,7 @@ public:
pKV->deleteThis();
}
void AddManifestFile( const char *file, bool bDontStore = false )
void AddManifestFile( const char *file )
{
KeyValues *pKV = new KeyValues(file);
if ( !pKV->LoadFromFile( filesystem, file ) )
@@ -364,6 +364,21 @@ public:
}
}
}
#ifdef MAPBASE_VSCRIPT
void ScriptAddManifestFile( const char *szScript ) { AddManifestFile( szScript ); }
void LoadSoundscriptFile( const char *szScript ) { LoadFromValue(szScript, MANIFEST_SOUNDSCRIPTS, false); }
#ifndef CLIENT_DLL
void LoadTalkerFile( const char *szScript ) { LoadFromValue( szScript, MANIFEST_TALKER, false ); }
void LoadActbusyFile( const char *szScript ) { LoadFromValue( szScript, MANIFEST_ACTBUSY, false ); }
#endif
virtual void RegisterVScript()
{
g_pScriptVM->RegisterInstance( this, "Mapbase" );
}
#endif
};
CMapbaseSystem g_MapbaseSystem;
@@ -374,6 +389,17 @@ BEGIN_DATADESC_NO_BASE( CMapbaseSystem )
END_DATADESC()
#ifdef MAPBASE_VSCRIPT
BEGIN_SCRIPTDESC_ROOT( CMapbaseSystem, SCRIPT_SINGLETON "All-purpose Mapbase system primarily used for map-specific files." )
DEFINE_SCRIPTFUNC_NAMED( ScriptAddManifestFile, "AddManifestFile", "Loads a manifest file." )
DEFINE_SCRIPTFUNC( LoadSoundscriptFile, "Loads a custom soundscript file." )
#ifndef CLIENT_DLL
DEFINE_SCRIPTFUNC( LoadTalkerFile, "Loads a custom talker file." )
DEFINE_SCRIPTFUNC( LoadActbusyFile, "Loads a custom actbusy file." )
#endif
END_SCRIPTDESC();
#endif
#ifdef GAME_DLL
static CUtlVector<MODTITLECOMMENT> g_MapbaseChapterMaps;
static CUtlVector<MODCHAPTER> g_MapbaseChapterList;
@@ -437,7 +463,7 @@ ThreeState_t Flashlight_GetLegacyVersionKey()
static void CC_Mapbase_LoadManifestFile( const CCommand& args )
{
g_MapbaseSystem.AddManifestFile(args[1], args[2]);
g_MapbaseSystem.AddManifestFile(args[1]);
}
static ConCommand mapbase_loadmanifestfile("mapbase_loadmanifestfile", CC_Mapbase_LoadManifestFile, "Loads a Mapbase manifest file. If you don't want this to be saved and found when reloaded, type a '1' after the file path." );

View File

@@ -0,0 +1,68 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: VScript functions for Half-Life 2.
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "hl2_gamerules.h"
#ifndef CLIENT_DLL
#include "eventqueue.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#ifndef CLIENT_DLL
extern CBaseEntity *CreatePlayerLoadSave( Vector vOrigin, float flDuration, float flHoldTime, float flLoadTime );
HSCRIPT ScriptGameOver( const char *pszMessage, float flDelay, float flFadeTime, float flLoadTime, int r, int g, int b )
{
CBaseEntity *pPlayer = AI_GetSinglePlayer();
if (pPlayer)
{
UTIL_ShowMessage( pszMessage, ToBasePlayer( pPlayer ) );
ToBasePlayer( pPlayer )->NotifySinglePlayerGameEnding();
}
else
{
// TODO: How should MP handle this?
return NULL;
}
CBaseEntity *pReload = CreatePlayerLoadSave( vec3_origin, flFadeTime, flLoadTime + 1.0f, flLoadTime );
if (pReload)
{
pReload->SetRenderColor( r, g, b, 255 );
g_EventQueue.AddEvent( pReload, "Reload", flDelay, pReload, pReload );
}
return ToHScript( pReload );
}
bool ScriptMegaPhyscannonActive()
{
return HL2GameRules()->MegaPhyscannonActive();
}
#endif
//-----------------------------------------------------------------------------
// Purpose: Returns how much damage the given ammo type should do to the victim
// when fired by the attacker.
// Input : pAttacker - Dude what shot the gun.
// pVictim - Dude what done got shot.
// nAmmoType - What been shot out.
// Output : How much hurt to put on dude what done got shot (pVictim).
//-----------------------------------------------------------------------------
void CHalfLife2::RegisterScriptFunctions( void )
{
BaseClass::RegisterScriptFunctions();
#ifndef CLIENT_DLL
ScriptRegisterFunctionNamed( g_pScriptVM, ScriptGameOver, "GameOver", "Ends the game and reloads the last save." );
ScriptRegisterFunctionNamed( g_pScriptVM, ScriptMegaPhyscannonActive, "MegaPhyscannonActive", "Checks if supercharged gravity gun mode is enabled." );
#endif
}

View File

@@ -0,0 +1,112 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Due to this being a custom integration of VScript based on the Alien Swarm SDK, we don't have access to
// some of the code normally available in games like L4D2 or Valve's original VScript DLL.
// Instead, that code is recreated here, shared between server and client.
//
// It also contains other functions unique to Mapbase.
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#ifndef CLIENT_DLL
#include "globalstate.h"
#include "vscript_server.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#ifndef CLIENT_DLL
extern ConVar sv_script_think_interval;
void AddThinkToEnt( HSCRIPT entity, const char *pszFuncName )
{
CBaseEntity *pEntity = ToEnt( entity );
if (!pEntity)
return;
if (pszFuncName == NULL || pszFuncName[0] == '\0')
pEntity->m_iszScriptThinkFunction = NULL_STRING;
else
pEntity->m_iszScriptThinkFunction = AllocPooledString(pszFuncName);
pEntity->SetContextThink( &CBaseEntity::ScriptThink, gpGlobals->curtime + sv_script_think_interval.GetFloat(), "ScriptThink" );
}
HSCRIPT EntIndexToHScript( int index )
{
return ToHScript( UTIL_EntityByIndex( index ) );
}
#endif
//-----------------------------------------------------------------------------
// Mapbase-specific functions start here
//-----------------------------------------------------------------------------
#ifndef CLIENT_DLL
inline CScriptKeyValues *ToScriptKeyValues( HSCRIPT hKV )
{
return (hKV) ? (CScriptKeyValues*)g_pScriptVM->GetInstanceValue( hKV, GetScriptDescForClass( CScriptKeyValues ) ) : NULL;
}
// Since IScriptVM::GetKeyValue() is unsupported, Mapbase uses this CScriptKeyValues version
HSCRIPT SpawnEntityFromKeyValues( const char *pszClassname, HSCRIPT hKV )
{
CBaseEntity *pEntity = CreateEntityByName( pszClassname );
if ( !pEntity )
{
Assert( !"SpawnEntityFromTable: only works for CBaseEntities" );
return NULL;
}
gEntList.NotifyCreateEntity( pEntity );
CScriptKeyValues *pScriptKV = ToScriptKeyValues( hKV );
if (pScriptKV)
{
KeyValues *pKV = pScriptKV->m_pKeyValues;
for (pKV = pKV->GetFirstSubKey(); pKV != NULL; pKV = pKV->GetNextKey())
{
//g_pScriptVM->GetKeyValue( hKV, i, &varKey, &varValue );
pEntity->KeyValue( pKV->GetName(), pKV->GetString() );
}
}
DispatchSpawn( pEntity );
return ToHScript( pEntity );
}
#endif
void RegisterSharedScriptFunctions()
{
//
// Due to this being a custom integration of VScript based on the Alien Swarm SDK, we don't have access to
// some of the code normally available in games like L4D2 or Valve's original VScript DLL.
// Instead, that code is recreated here, shared between server and client.
//
ScriptRegisterFunction( g_pScriptVM, RandomFloat, "Generate a random floating point number within a range, inclusive." );
ScriptRegisterFunction( g_pScriptVM, RandomInt, "Generate a random integer within a range, inclusive." );
#ifndef CLIENT_DLL
ScriptRegisterFunctionNamed( g_pScriptVM, NDebugOverlay::BoxDirection, "DebugDrawBoxDirection", "Draw a debug forward box" );
ScriptRegisterFunctionNamed( g_pScriptVM, NDebugOverlay::Text, "DebugDrawText", "Draw a debug overlay text" );
ScriptRegisterFunction( g_pScriptVM, AddThinkToEnt, "This will put a think function onto an entity, or pass null to remove it. This is NOT chained, so be careful." );
ScriptRegisterFunction( g_pScriptVM, EntIndexToHScript, "Returns the script handle for the given entity index." );
#endif
// Functions unique to Mapbase
#ifndef CLIENT_DLL
ScriptRegisterFunction( g_pScriptVM, SpawnEntityFromKeyValues, "Spawns an entity with the keyvalues in a CScriptKeyValues handle." );
#endif
#ifdef CLIENT_DLL
VScriptRunScript( "vscript_client", true );
#else
VScriptRunScript( "vscript_server", true );
#endif
}