示例#1
0
/* RGS 11/12/93: Made format string parser re-entrant: 
 *               Needed for lazy evaluation of named formatters
 */
CONST_FORMAT_PTR ParseFormatString(const char *FormString)
{ 
  CONST_FORMAT_PTR Formatter;
  BOOLEAN error = FALSE;
  Format_Parse_Type parser;
  
  initFormatParser(&parser);
  
  parser.ParseString = FormString;
  LexString(&parser, FormString);
  parser.TokenListHead = parser.TokenList;
  Formatter = Parse(&parser, FALSE, &error);
  if (error) Formatter = new_f_formatter(BadFormatFMT, NULL);
  FreeTokenList(parser.TokenListHead);
  
  clearFormatParser(&parser);

  return Formatter;
}
示例#2
0
/*
======================
ReadBehaviorTree

Load a behavior tree of the given name from a file
======================
*/
AIBehaviorTree_t *ReadBehaviorTree( const char *name, AITreeList_t *list )
{
	int i;
	char treefilename[ MAX_QPATH ];
	int handle;
	pc_token_list *tokenlist;
	AIBehaviorTree_t *tree;
	pc_token_list *current;
	AIGenericNode_t *node;

	currentList = list;

	// check if this behavior tree has already been loaded
	for ( i = 0; i < list->numTrees; i++ )
	{
		AIBehaviorTree_t *tree = list->trees[ i ];
		if ( !Q_stricmp( tree->name, name ) )
		{
			return tree;
		}
	}

	// add preprocessor defines for use in the behavior tree
	// add upgrades
	D( UP_LIGHTARMOUR );
	D( UP_MEDIUMARMOUR );
	D( UP_BATTLESUIT );
	D( UP_RADAR );
	D( UP_JETPACK );
	D( UP_GRENADE );
	D( UP_MEDKIT );

	// add weapons
	D( WP_MACHINEGUN );
	D( WP_PAIN_SAW );
	D( WP_SHOTGUN );
	D( WP_LAS_GUN );
	D( WP_MASS_DRIVER );
	D( WP_CHAINGUN );
	D( WP_FLAMER );
	D( WP_PULSE_RIFLE );
	D( WP_LUCIFER_CANNON );
	D( WP_HBUILD );

	// add teams
	D( TEAM_ALIENS );
	D( TEAM_HUMANS );
	D( TEAM_NONE );

	// add AIEntitys
	D( E_NONE );
	D( E_A_SPAWN );
	D( E_A_OVERMIND );
	D( E_A_BARRICADE );
	D( E_A_ACIDTUBE );
	D( E_A_TRAPPER );
	D( E_A_BOOSTER );
	D( E_A_HIVE );
	D( E_A_LEECH );
	D( E_H_SPAWN );
	D( E_H_MGTURRET );
	D( E_H_ROCKETPOD );
	D( E_H_ARMOURY );
	D( E_H_MEDISTAT );
	D( E_H_DRILL );
	D( E_H_REACTOR );
	D( E_H_REPEATER );
	D( E_GOAL );
	D( E_ENEMY );
	D( E_DAMAGEDBUILDING );
	D( E_SELF );

	// add player classes
	D( PCL_NONE );
	D( PCL_ALIEN_BUILDER0 );
	D( PCL_ALIEN_BUILDER0_UPG );
	D( PCL_ALIEN_LEVEL0 );
	D( PCL_ALIEN_LEVEL1 );
	D( PCL_ALIEN_LEVEL2 );
	D( PCL_ALIEN_LEVEL2_UPG );
	D( PCL_ALIEN_LEVEL3 );
	D( PCL_ALIEN_LEVEL3_UPG );
	D( PCL_ALIEN_LEVEL4 );
	D( PCL_HUMAN_NAKED );
	D( PCL_HUMAN_LIGHT );
	D( PCL_HUMAN_MEDIUM );
	D( PCL_HUMAN_BSUIT );
	
	D( MOVE_FORWARD );
	D( MOVE_BACKWARD );
	D( MOVE_RIGHT );
	D( MOVE_LEFT );

	D2( ET_BUILDABLE, Util::ordinal(entityType_t::ET_BUILDABLE) );

	// node return status
	D( STATUS_RUNNING );
	D( STATUS_SUCCESS );
	D( STATUS_FAILURE );

	D( SAY_ALL );
	D( SAY_TEAM );
	D( SAY_AREA );
	D( SAY_AREA_TEAM );
	
	Q_strncpyz( treefilename, va( "bots/%s.bt", name ), sizeof( treefilename ) );

	handle = trap_Parse_LoadSource( treefilename );
	if ( !handle )
	{
		Log::Warn( "Cannot load behavior tree %s: File not found", treefilename );
		return nullptr;
	}

	tokenlist = CreateTokenList( handle );
	trap_Parse_FreeSource( handle );

	tree = ( AIBehaviorTree_t * ) BG_Alloc( sizeof( AIBehaviorTree_t ) );

	Q_strncpyz( tree->name, name, sizeof( tree->name ) );

	tree->run = BotBehaviorNode;
	tree->type = BEHAVIOR_NODE;

	AddTreeToList( list, tree );

	current = tokenlist;

	node = ReadNode( &current );
	if ( node )
	{
		tree->root = node;
	}
	else
	{
		RemoveTreeFromList( list, tree );
		tree = nullptr;
	}

	FreeTokenList( tokenlist );
	return tree;
}