/*
        BehavEd Command List

	(Note that anything involving floats must be (eg) "1.0", not just "1")
*/
//=== TYPES ================================================================
//header file type includes

<%s="ITEM_NAMES">
{
#include "g_items.h" item_e
}

<%s="MISSIONFAILED">
{
#include "objectives.h" MissionFailed_e
}

<%s="OBJECTIVES">
{
#include "objectives.h" Objective_e
}

<%s="ANIM_NAMES">
{
#include "anims.h" animNumber_e
}

<%s="BSTATE_STRINGS">
{
#include "bstate.h" bState_e
}

<%s="STATUSTEXT">
{
#include "objectives.h" StatusText_e
}

<%s="WEAPON_NAMES">
{
	"drop"
#include "weapons.h" weapon_e
}

// TREKSPECIFIC: this typeset now MUST be present for BehavEd to present GET-helper combos!
<%s="SET_TYPES">
{
#include "q3_interface.h" setType_e
}

<%i="CHANNELS">
{
#include "channels.h" soundChannel_e
}

<%s="EVENT_NAMES">
{
#include "events.h" eventType_e
}

<%s="MUSIC_STATES">
{
#include "dmstates.h" dynamicMusic_e
}

<%s="LEAN_TYPES">
{
	"none"
	"left"
	"right"
}

<%s="BOOL_TYPES">
{
	"false"
	"true"
}

<%s="MENUSCREENS">
{
	"mainMenu"
	"ingameMainMenu"
	"ingameloadMenu"
}

<%s="TEAM_NAMES">
{
#include "teams.h" team_e
}

<%s="HIT_LOCATIONS">
{
#include "hitlocs.h" hitloc_e
}

<%i="GET_TYPE">
{
	FIELD
	VAR
}

<%i="AFFECT_TYPE">
{
	FLUSH
	INSERT
}

// TREKSPECIFIC: this typeset now MUST be present for BehavEd to present GET-helper combos!
<%i="TAG_TYPE">
{
	ORIGIN
	ANGLES
}

<%i="CAMERA_COMMANDS">
{
	ENABLE//## %% # Puts game in camera mode // no more parms
	DISABLE//## %% # Takes game out of camera mode //no more parms
	ZOOM//## %f="0.0" %d="0" # Normal is 80, 10 is zoomed in, max is 120.  Second value is time in ms to take to zoom to the new FOV
	MOVE//## %v="0.0 0.0 0.0" %d="0" # Move to a absolute vector origin or TAG("targetname", ORIGIN) over time over number of milliseconds
	PAN//## %v="0.0 0.0 0.0" %v="0.0 0.0 0.0" %d="0" # Pan to absolute angle from current angle in dir (no dir will use shortest) over number of milliseconds
	ROLL//## %f="0.0" %d="0" # Roll to relative angle offsets of current angle over number of milliseconds
	TRACK//## %s="trackName" %f="0.0" %d="0" # Get on track and move at speed, last number is whether or not to lerp to the start pos
	FOLLOW//## %s="cameraGroup" %f="0.0" %d="0" # Follow ents with matching cameraGroup at angleSpeed, last number is whether or not to lerp to the start angle
	DISTANCE//## %f="0.0" %d="0" # Keep this distance from cameraGroup (if any), last number is whether or not to lerp to the start angle
	FADE//## %v="0.0 0.0 0.0" %f="0.0" %v="0.0 0.0 0.0" %f="0.0" %d="0" # Fade from [start Red Green Blue], [Opacity] to [end Red Green Blue], [Opacity] (all fields valid ranges are 0 to 1) over [number of milliseconds]
	SHAKE//## %f="0.0" %d="0" # Intensity (0-16) and duration, in milliseconds
	PATH  //## %s="filename" !!"w:\game\base\scripts\!!#*.rof"   # Path to ROF file
}

// TREKSPECIFIC: this typeset now MUST be present for BehavEd to present GET-helper combos!
<%i="DECLARE_TYPE">
{
	FLOAT//## %s="" # A number
	STRING//## %s="" # A string
	VECTOR//## %s="" # A vector
}

<%s="PLAY_TYPES">
{
#include "q3_interface.h" playType_e
}

// these must be left in this order, since they mirror the order of icons in res/bitmap1.bmp
//
<%i="ICON_OVERRIDES">
{
	I_BRACE
	I_EVENT
	I_MACRO
	I_SPACE
	//
	I_SOUND
	I_CAMERA
	I_ROTATE
	I_REMOVE
	I_SET
	I_MOVE
	I_IF
	I_LOOP
	I_DO
	I_WAIT
	I_DOWAIT
	I_SIGNAL
	I_WAITSIGNAL
	I_FLUSH
	I_WAITCLOCK
}

<%d="FORCE_LEVELS">
{
	0
	1
	2
	3
}

<%d="SABER_STYLES">
{
	0
	1
	2
	3
	4
	5
	6
	7
}

<%s="SABER_COLORS">
{
	"red"
	"orange"
	"yellow"
	"green"
	"blue"
	"purple"
	"random"
}

//#=== Flow control commands ============================================

[I_FLUSH] flush();//# clear all previous script commands on ent
//[I_IF] if ( $test expression =,<,>,! xxx$ ) {}	//# if condition true, execute block of commands
[I_IF] if ( $exp1$, $ < > ! = $, $exp2$ ) {}	//# if condition true, execute block of commands

[I_IF] else () {} //# must immediately follow and else, will execute if the if condition is false

[I_LOOP] loop ( %d=-1 ) {}	//# execute block of commands any number of times (-1 = forever)

affect( %s="DEFAULT", %t="AFFECT_TYPE" )  {}//# switch script affect to ent with specified name, flush old commands or insert the new block of commands into current commands

run ( %s="DEFAULT" ); //# ent runs specified script

//#=== Standard commands ================================================

[I_WAITCLOCK] wait( %f=1000.0 );//# script will wait specified number of milliseconds
[I_WAITSIGNAL] waitsignal( %s="signalname" );//# wait until a signal() command is given with the name name - only one ent can wait for a particular signal
[I_SIGNAL] signal( %s="signalname" );//# The ent waiting for this signal will continue with it's script

//action( %s="DEFAULT", %s="DEFAULT" );//# no longer valid, but I'll leave it in for the moment for testing
[I_SOUND] sound( %t="CHANNELS", %s="FILENAME" );//# play sound on specified channel of ent

[I_MOVE] move ( %v=<0.0 0.0 0.0>, %v=<0.0 0.0 0.0>, %f=1000.0 );//move ent from point to point at speed
//move ( $default$, $default$, %f=1000.0 );//move ent from point to point at speed
//[I_MOVE] move ( $default$, %f=1000.0 );//move ent from point to point at speed
[I_MOVE] move ( $default$, $default$ );//move ent from point to point at speed
[I_ROTATE] rotate( %v=<0.0 0.0 0.0>, %f=1000.0 );//# rotate ent to target angles at speed

use ( %s="DEFAULT" );//# uses specified ent
use ( $get(STRING,"targetname")$ );//# uses specified ent from a get(STRING) command
kill ( %s="DEFAULT" );//# kills ent with specified name
[I_REMOVE] remove ( %s="DEFAULT" ); //# removes ent with specified name from game

print( %s="DEFAULT" );//# Prints text to center of screen
rem(%s="comment");//# Just a comment for script, no actual effect in-game

//#=== Variable Handling ===============================================
declare( %t="DECLARE_TYPE", %s="variablename" );	//# declare a global variable here, limit of 16 per map

free( %s="variablename" );	//# free a global variable so you can make more

//get( %t="DECLARE_TYPE", %s="variablename" );	//# OF NO USE BY ITSELF - this will be removed soon, but is still usable inside other commands

//random( %f=0.0, %f=0.0 );//# use a random float between 2 specified values. OF NO USE BY ITSELF - this will be removed soon, but is still usable inside other commands

//#=== Set commands =====================================================

//# standard strings
[I_SET] set( %t="SET_TYPES", %s="DEFAULT" );//# standard set commands
[I_SET] set( %s="variablename", %s="value" );//# set for variables
//set( %s="variablename", $value$ );//# set a variable to a get
//set( $value$, $value$ );//# set a get to a get

//#Camera functions
[I_CAMERA] camera( %t="CAMERA_COMMANDS" );

//#Task functions

task( %s="DEFAULT" ) {}
[I_DO] do( %s="DEFAULT" )
[I_WAIT] wait( %s="DEFAULT" )		//# wait until task "taskname" is complete
//wait( $random( 0, 1 )$ )	//# wait a specified amount of time

[I_DOWAIT] dowait( %s="DEFAULT" );	//# shorthand form of:   do("taskname");      wait("taskname")

play (%t="PLAY_TYPES", %s="default");

//#=== Macros ===========================================================
"standOnly"//# simply stands, ignores enemies & alerts
{
	set( %r%s="SET_BEHAVIOR_STATE", %r%s="BS_DEFAULT" );
	set( %r%s="SET_IGNOREALERTS", %r%s="true" );
	set( %r%s="SET_LOOK_FOR_ENEMIES", %r%s="false" );
}

"walkOnly"//# simply walks, ignores enemies & alerts
{
	set( %r%s="SET_BEHAVIOR_STATE", %r%s="BS_DEFAULT" );
	set( %r%s="SET_WALKING", %r%s="true" );
	set( %r%s="SET_RUNNING", %r%s="false" );
	set( %r%s="SET_IGNOREALERTS", %r%s="true" );
	set( %r%s="SET_LOOK_FOR_ENEMIES", %r%s="false" );
}

"runOnly"//# simply runs, ignores enemies & alerts
{
	set( %r%s="SET_BEHAVIOR_STATE", %r%s="BS_DEFAULT" );
	set( %r%s="SET_WALKING", %r%s="false" );
	set( %r%s="SET_RUNNING", %r%s="true" );
	set( %r%s="SET_IGNOREALERTS", %r%s="true" );
	set( %r%s="SET_LOOK_FOR_ENEMIES", %r%s="false" );
}

"standNoAlerts"//# simply stands, ignores alerts
{
	set( %r%s="SET_BEHAVIOR_STATE", %r%s="BS_DEFAULT" );
	set( %r%s="SET_IGNOREALERTS", %r%s="true" );
}

"walkNoAlerts"//# simply walks, ignores alerts
{
	set( %r%s="SET_BEHAVIOR_STATE", %r%s="BS_DEFAULT" );
	set( %r%s="SET_WALKING", %r%s="true" );
	set( %r%s="SET_RUNNING", %r%s="false" );
	set( %r%s="SET_IGNOREALERTS", %r%s="true" );
}

"runNoAlerts"//# simply runs, ignores alerts
{
	set( %r%s="SET_BEHAVIOR_STATE", %r%s="BS_DEFAULT" );
	set( %r%s="SET_WALKING", %r%s="false" );
	set( %r%s="SET_RUNNING", %r%s="true" );
	set( %r%s="SET_IGNOREALERTS", %r%s="true" );
}

"standNoEnemies"//# simply stands, ignores enemies
{
	set( %r%s="SET_BEHAVIOR_STATE", %r%s="BS_DEFAULT" );
	set( %r%s="SET_LOOK_FOR_ENEMIES", %r%s="false" );
}

"walkNoEnemies"//# simply walks, ignores enemies
{
	set( %r%s="SET_BEHAVIOR_STATE", %r%s="BS_DEFAULT" );
	set( %r%s="SET_WALKING", %r%s="true" );
	set( %r%s="SET_RUNNING", %r%s="false" );
	set( %r%s="SET_LOOK_FOR_ENEMIES", %r%s="false" );
}

"runNoEnemies"//# simply runs, ignores enemies
{
	set( %r%s="SET_BEHAVIOR_STATE", %r%s="BS_DEFAULT" );
	set( %r%s="SET_WALKING", %r%s="false" );
	set( %r%s="SET_RUNNING", %r%s="true" );
	set( %r%s="SET_LOOK_FOR_ENEMIES", %r%s="false" );
}

"standGuardNoChase"//# looks for enemies, shoots at but doesn't chase them
{
	set( %r%s="SET_BEHAVIOR_STATE", %r%s="BS_DEFAULT" );
	set( %r%s="SET_LOOK_FOR_ENEMIES", %r%s="true" );
	set( %r%s="SET_CHASE_ENEMIES", %r%s="false" );
}

"patrolRun"//# patrols in a run, chases enemies
{
	set( %r%s="SET_BEHAVIOR_STATE", %r%s="BS_DEFAULT" );
	set( %r%s="SET_WALKING", %r%s="false" );
	set( %r%s="SET_RUNNING", %r%s="true" );
	set( %r%s="SET_LOOK_FOR_ENEMIES", %r%s="true" );
	set( %r%s="SET_CHASE_ENEMIES", %r%s="true" );
}

"patrolNoChase"//# patrols, sticks to patrol route even when shooting enemy
{
	set( %r%s="SET_BEHAVIOR_STATE", %r%s="BS_DEFAULT" );
	set( %r%s="SET_LOOK_FOR_ENEMIES", %r%s="true" );
	set( %r%s="SET_CHASE_ENEMIES", %r%s="false" );
}

"patrolWalkNoChase"//# patrols in a walk, sticks to walking patrol route even when shooting enemy
{
	set( %r%s="SET_BEHAVIOR_STATE", %r%s="BS_DEFAULT" );
	set( %r%s="SET_WALKING", %r%s="true" );
	set( %r%s="SET_RUNNING", %r%s="false" );
	set( %r%s="SET_LOOK_FOR_ENEMIES", %r%s="true" );
	set( %r%s="SET_CHASE_ENEMIES", %r%s="false" );
}

"patrolRunNoChase"//# patrols in a run, sticks to running patrol route even when shooting enemy
{
	set( %r%s="SET_BEHAVIOR_STATE", %r%s="BS_DEFAULT" );
	set( %r%s="SET_WALKING", %r%s="false" );
	set( %r%s="SET_RUNNING", %r%s="true" );
	set( %r%s="SET_LOOK_FOR_ENEMIES", %r%s="true" );
	set( %r%s="SET_CHASE_ENEMIES", %r%s="false" );
}

"default"//# resets to default behavior
{
	set( %r%s="SET_BEHAVIOR_STATE", %r%s="BS_DEFAULT" );
	set( %r%s="SET_CHASE_ENEMIES", %r%s="true" );
	set( %r%s="SET_LOOK_FOR_ENEMIES", %r%s="true" );
	set( %r%s="SET_IGNOREALERTS", %r%s="false" );
	set( %r%s="SET_WALKING", %r%s="false" );
	set( %r%s="SET_RUNNING", %r%s="false" );
}

// Old 1st parm locked set commands, not needed any more:
/*
//# vectors
set( %r%s="SET_ORIGIN", %v=<0.0 0.0 0.0>);
set( %r%s="SET_ANGLES", %v=<0.0 0.0 0.0>);
set( %r%s="SET_COPY_ORIGIN", %v=<0.0 0.0 0.0>);

//# floats
set( %r%s="SET_VELOCITY",%f=0.0);
set( %r%s="SET_XVELOCITY",%f=0.0);
set( %r%s="SET_YVELOCITY",%f=0.0);
set( %r%s="SET_ZVELOCITY",%f=0.0);
set( %r%s="SET_AVELOCITY",%f=0.0);
set( %r%s="SET_DPITCH",%f=0.0);
set( %r%s="SET_DYAW",%f=0.0);
set( %r%s="SET_TIMESCALE",%f=0.0);
set( %r%s="SET_VISRANGE",%f=0.0);
set( %r%s="SET_EARSHOT",%f=0.0);
set( %r%s="SET_VIGILANCE",%f=0.0);

//# ints
set( %r%s="SET_ANIM_HOLDTIME_LOWER",%d=0);
set( %r%s="SET_ANIM_HOLDTIME_UPPER",%d=0);
set( %r%s="SET_HEALTH",%d=0);
set( %r%s="SET_WALKSPEED",%d=0);
set( %r%s="SET_RUNSPEED",%d=0);
set( %r%s="SET_YAWSPEED",%d=0);
set( %r%s="SET_FRICTION",%d=0);
set( %r%s="SET_SHOOTDIST",%d=0);
set( %r%s="SET_HFOV",%d=0);
set( %r%s="SET_VFOV",%d=0);
set( %r%s="SET_DELAYSCRIPTTIME",%d=0);
set( %r%s="SET_FORWARDMOVE",%d=0);
set( %r%s="SET_RIGHTMOVE",%d=0);
set( %r%s="SET_AGGRESSION",%d=0);//# 1 - 5
set( %r%s="SET_AIM",%d=0);//# 1 - 5

//# booleans and simple calls
set( %r%s="SET_SCRIPTED",%t="BOOL_TYPES");
set( %r%s="SET_HIDING",%t="BOOL_TYPES");
set( %r%s="SET_IGNOREPAIN",%t="BOOL_TYPES");
set( %r%s="SET_IGNOREENEMIES",%t="BOOL_TYPES");
set( %r%s="SET_STRAIGHTTOGOAL",%t="BOOL_TYPES");
set( %r%s="SET_DONTSHOOT",%t="BOOL_TYPES");
set( %r%s="SET_NOTARGET",%t="BOOL_TYPES");
set( %r%s="SET_CROUCHED",%t="BOOL_TYPES");
set( %r%s="SET_WALKING",%t="BOOL_TYPES");
set( %r%s="SET_CAREFUL",%t="BOOL_TYPES");
set( %r%s="SET_UNDYING",%t="BOOL_TYPES");
set( %r%s="SET_NOAVOID",%t="BOOL_TYPES");
set( %r%s="SET_BEAM",%t="BOOL_TYPES");
set( %r%s="SET_CREATEFORMATION",%t="BOOL_TYPES");

//# Behavior state settings
set( %r%s="BSTATE", %t="BSTATE_STRINGS" );
set( %r%s="defaultBState", %t="BSTATE_STRINGS" );
set( %r%s="tempBehavior", %t="BSTATE_STRINGS" );

//# Animation settings
set( %r%s="anim_upper", %t="ANIM_NAMES" );
set( %r%s="anim_lower", %t="ANIM_NAMES" );
set( %r%s="anim_both", %t="ANIM_NAMES" );

//#Enemy team table
set( %r%s="playerTeam", %t="TEAM_NAMES" );
set( %r%s="enemyTeam", %t="TEAM_NAMES" );

//#Weapon table
set( %r%s="weapon", %t="WEAPON_NAMES" );

//#Lean side table
set( %r%s="LEAN", %t="LEAN_TYPES" );//# left, right, or none

//#Event/effect table
set( %r%s="event", %s="default" );//# not implemented

//Old hardcoded camera commands
camera( %r%s="ORIGIN", %v=<0.0 0.0 0.0> );
camera( %r%s="ANGLES", %v=<0.0 0.0 0.0> );
camera( %r%s="FOV", %f=0.0 );
camera( %r%s="MOVE", %v=<0.0 0.0 0.0>, %f=0.0 );
camera( %r%s="PAN", %v=<0.0 0.0 0.0>, %f=0.0 );
camera( %r%s="ZOOM", %f=0.0, %f=0.0 );
camera( %r%s="FADE", %v=<0.0 0.0 0.0>, %f=0.0, %v=<0.0 0.0 0.0>, %f=0.0, %f=0.0 );
camera( %r%s="ENABLE" );
camera( %r%s="DISABLE" );
*/
