760 lines
23 KiB
C++
760 lines
23 KiB
C++
//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Quake 2 Engine/Sin/code/game/scriptmaster.h $
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// $Revision:: 88 $
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// $Author:: Aldie $
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// $Date:: 12/16/98 12:42a $
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//
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// Copyright (C) 1997 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source is may not be distributed and/or modified without
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// expressly written permission by Ritual Entertainment, Inc.
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//
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// $Log:: /Quake 2 Engine/Sin/code/game/scriptmaster.h $
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//
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// 88 12/16/98 12:42a Aldie
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// Added endgame command for Sin Arcade
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//
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// 87 12/14/98 7:00p Aldie
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// Added mapname command
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//
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// 86 11/11/98 10:55p Jimdose
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// Added RemoveEnt, RemoveClass, KillEnt, KillClass
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//
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// 85 11/10/98 4:34p Jimdose
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// added ClearSaveGames
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//
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// 84 11/07/98 10:15p Markd
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// Added forcemusic support
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//
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// 83 10/27/98 9:46p Aldie
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// Changed training cvar to level.training
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//
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// 82 10/27/98 8:07p Markd
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// Added dialogsound command
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//
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// 81 10/26/98 9:07p Aldie
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// Added stuffcommand
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//
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// 80 10/26/98 5:15p Jimdose
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//
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// 79 10/26/98 4:42p Jimdose
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// added recalcpaths
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//
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// 78 10/26/98 2:16p Aldie
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// Added AirClamp
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//
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// 77 10/26/98 12:42a Markd
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// Added new print commands and crucialdialog
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//
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// 76 10/25/98 11:53p Jimdose
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// added EXPORT_TEMPLATE
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//
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// 75 10/25/98 6:26p Markd
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// Added in no_jc abililty
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//
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// 74 10/24/98 9:37p Jimdose
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// Added GetUniqueThreadNumber
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//
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// 73 10/22/98 5:02p Aldie
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// Added a clearscreenprintfile command
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//
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// 72 10/18/98 7:59p Aldie
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// Added screenprintfile
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//
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// 71 10/14/98 12:14a Aldie
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// Added a bunch of intermission stuff
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//
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// 70 10/08/98 12:00a Jimdose
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// Made savegames work
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//
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// 69 9/26/98 7:17p Markd
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// Made WaitFor support more than one object with the same target name
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//
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// 68 9/21/98 10:15p Markd
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// Putting archiving and unarchiving functions in
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//
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// 67 9/19/98 6:14p Aldie
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// Added screenprint command
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//
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// 66 9/02/98 7:48p Aldie
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// Added cacheplayermodel
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//
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// 65 8/24/98 11:32a Markd
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// Added Start method to threads, repladed all ProcessEvent(
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// EV_ScriptThread_execute) with thread->Start( -1 )
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//
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// 64 8/22/98 6:34p Markd
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// Added Terminate extened behavior
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//
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// 63 8/22/98 1:22a Markd
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// Added WaitForPlayer support
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//
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// 62 8/21/98 1:43a Markd
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// Changed parameters to CreateThread
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//
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// 61 8/20/98 4:39p Markd
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// Added PrintVector support
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//
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// 60 8/19/98 6:38p Markd
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// Added noncinematic event
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//
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// 59 8/17/98 7:31p Jimdose
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// Added WaitingFor to test if a thread is waiting for the specified entity
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//
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// 58 8/17/98 4:36p Markd
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// Added SetCinematic and SkipThread
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//
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// 57 8/17/98 4:15p Jimdose
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// Added ThreadName
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//
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// 56 8/15/98 5:31p Jimdose
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// Added SetScript to ScriptThread for changing script files without using a
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// Goto
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//
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// 55 8/14/98 9:09p Jimdose
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// added waitUntil to keep track of wait times when marking and restoring (used
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// when changing actor states)
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//
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// 54 8/14/98 8:14p Aldie
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// Added generic overlay system
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//
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// 53 8/14/98 3:44p Jimdose
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// WaitingFor variables are now all cleared after they're no longer valid
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//
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// 52 8/13/98 7:29p Jimdose
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// Added type to scriptthreads
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//
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// 51 8/06/98 5:18p Jimdose
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// Added ProcessCommandFromEvent
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//
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// 50 7/25/98 4:38p Aldie
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// Menu controls
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//
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// 49 7/24/98 6:16p Aldie
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// Added hud command
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//
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// 48 7/24/98 4:52p Jimdose
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// Added setcvar command to script
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//
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// 47 7/21/98 9:07p Markd
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// Added music event and soundtrack event
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//
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// 46 7/20/98 5:48p Jimdose
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// Added map command for changing levels
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//
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// 45 7/18/98 7:38p Aldie
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// Added support for fades
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//
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// 44 7/11/98 8:45p Markd
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// Added CreateThread optional label support
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//
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// 43 7/11/98 2:50p Markd
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// Added dialog event
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//
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// 42 7/07/98 11:36p Jimdose
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// Added error for unsupported global commands
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// made end command signal self if model script
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// added ThreadMarker
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//
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// 41 7/03/98 4:11p Jimdose
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// Added assert and break
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//
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// 40 6/27/98 7:03p Markd
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// Added WaitForSound
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//
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// 39 6/18/98 8:49p Jimdose
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// Removed ScriptError from ScriptMaster
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// Made ScriptThread's ScriptError private
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// Added Filename() to ScriptThread
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//
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// 38 6/09/98 4:25p Jimdose
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// Added multi-file scripting
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//
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// 37 5/26/98 11:59p Markd
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// moved goto and label to ScriptMaster
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//
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// 36 5/26/98 9:26p Aldie
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// Added spawn command
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//
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// 35 5/26/98 7:56p Jimdose
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// added scripted cameras
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//
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// 34 5/26/98 4:20p Markd
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// Added TargetList stuff to ScriptThread
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//
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// 33 5/25/98 1:39p Aldie
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// Added create console user
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//
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// 32 5/24/98 8:46p Jimdose
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// Made a lot of functions more str-friendly.
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// Got rid of a lot of char * based strings
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// Cleaned up get spawn arg functions and sound functions
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// sound functions now use consistant syntax
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//
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// 31 5/24/98 4:48p Jimdose
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// Made char *'s const
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//
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// 30 5/22/98 10:57a Markd
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// put in label parsing into ScriptThread
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//
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// 29 5/22/98 10:04a Jimdose
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// added ThreadPtr as safe pointer
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//
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// 28 5/20/98 5:28p Jimdose
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// Added threadDying to prevent threads from executing after an "end" was
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// reached
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//
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// 27 5/19/98 4:24p Aldie
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// Added DeathCallback and WaitForDeath
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//
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// 26 5/11/98 5:53p Markd
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// Added aliascache command
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//
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// 25 5/08/98 2:57p Markd
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// Added Register Alias method
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//
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// 24 5/04/98 8:32p Markd
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// Added cachemodel, cachesound and setlightstyle to ScriptThread
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//
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// 23 5/02/98 8:47p Markd
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// Added CreateThread behavior, and added private buffer stuff
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//
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// 22 5/01/98 5:05p Jimdose
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// Added TriggerEvent
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//
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// 21 4/30/98 9:24p Jimdose
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// Changed use of string to str class
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//
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// 20 4/03/98 1:11p Aldie
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// Added consolevar
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//
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// 19 3/28/98 3:28p Aldie
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//
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// 18 3/26/98 7:16p Aldie
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// Added console type vars.
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//
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// 17 3/26/98 2:53p Aldie
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// Added interface between consoles and scripts.
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//
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// 16 3/24/98 8:54p Jimdose
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// Added thread management script commands
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//
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// 15 3/24/98 5:04p Jimdose
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// Removed ReadScript since it had become redundant
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//
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// 14 3/23/98 1:33p Jimdose
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// Revamped event and command system
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//
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// 13 3/02/98 8:49p Jimdose
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// Changed CLASS_PROTOTYPE to only take the classname
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//
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// 12 3/02/98 5:39p Jimdose
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// Changed Container to template
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//
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// 11 2/24/98 3:42p Aldie
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// Added support for texinfo commands.
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//
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// 10 2/21/98 1:10p Jimdose
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// Changed initThread so that it doesn't search for a label if a NULL pointer
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// is passed in and added a parameter to determine if it should execute the
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// code immediately.
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//
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// 9 2/18/98 8:12p Jimdose
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// Added new slave events.
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// removed currentEntity
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// Changed waitingFor to the targetname of the entity to wait for
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// Added SendCommandToSlaves
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// Replaced getScriptObject, getEntityFromScript, and FindEntity with GetObject
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//
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// 8 2/17/98 7:07p Jimdose
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// Rewrote script variable support. New support KICKS ASS. :)
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//
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// 7 2/03/98 10:48a Jimdose
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// Updated to work with Quake 2 engine
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// Got rid of preprocessing stage.
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//
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// 5 11/07/97 6:41p Jimdose
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// Changed DoMove to remove entities from the updateList more efficiently.
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// Added support for variables.
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//
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// 4 10/27/97 2:59p Jimdose
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// Removed dependency on quakedef.h
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//
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// 3 9/26/97 5:23p Jimdose
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// Added standard Ritual headers
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//
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// DESCRIPTION:
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// Script masters are invisible entities that are spawned at the begining of each
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// map. They simple parse the script and send commands to the specified objects
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// at the apropriate time. Using a combination of simple commands, very complex
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// scripted events can occur.
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//
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#ifndef __SCRIPTMASTER_H__
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#define __SCRIPTMASTER_H__
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#include "g_local.h"
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#include "entity.h"
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#include "trigger.h"
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#include "gamescript.h"
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#include "container.h"
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#include "scriptvariable.h"
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#include "worldspawn.h"
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#define MAX_COMMANDS 20
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typedef enum
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{
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LEVEL_SCRIPT,
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MODEL_SCRIPT
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} scripttype_t;
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extern ScriptVariableList gameVars;
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extern ScriptVariableList levelVars;
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extern ScriptVariableList consoleVars;
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extern Event EV_ProcessCommands;
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extern Event EV_ScriptThread_Execute;
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extern Event EV_ScriptThread_Callback;
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extern Event EV_ScriptThread_CreateThread;
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extern Event EV_ScriptThread_TerminateThread;
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extern Event EV_ScriptThread_ControlObject;
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extern Event EV_ScriptThread_Goto;
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extern Event EV_ScriptThread_Pause;
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extern Event EV_ScriptThread_Wait;
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extern Event EV_ScriptThread_WaitFor;
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extern Event EV_ScriptThread_WaitForThread;
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extern Event EV_ScriptThread_WaitForSound;
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extern Event EV_ScriptThread_End;
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extern Event EV_ScriptThread_Print;
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extern Event EV_ScriptThread_PrintInt;
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extern Event EV_ScriptThread_PrintFloat;
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extern Event EV_ScriptThread_PrintVector;
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extern Event EV_ScriptThread_NewLine;
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extern Event EV_ScriptThread_Clear;
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extern Event EV_ScriptThread_Assert;
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extern Event EV_ScriptThread_Break;
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extern Event EV_ScriptThread_Clear;
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extern Event EV_ScriptThread_Trigger;
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extern Event EV_ScriptThread_Spawn;
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extern Event EV_ScriptThread_Map;
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extern Event EV_ScriptThread_SetCvar;
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extern Event EV_ScriptThread_CueCamera;
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extern Event EV_ScriptThread_CuePlayer;
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extern Event EV_ScriptThread_FreezePlayer;
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extern Event EV_ScriptThread_ReleasePlayer;
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extern Event EV_ScriptThread_SetCinematic;
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extern Event EV_ScriptThread_SetNonCinematic;
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extern Event EV_ScriptThread_SetSkipThread;
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extern Event EV_ScriptThread_TriggerFromEnt; //###
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class ScriptThread;
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#ifdef EXPORT_TEMPLATE
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template class EXPORT_FROM_DLL SafePtr<ScriptThread>;
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#endif
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typedef SafePtr<ScriptThread> ThreadPtr;
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class ThreadMarker;
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class EXPORT_FROM_DLL ScriptThread : public Listener
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{
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protected:
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int threadNum;
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str threadName;
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scripttype_t type;
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GameScript script;
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Container<TargetList *> targets;
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int linenumber;
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qboolean doneProcessing;
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qboolean threadDying;
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Container<int> updateList;
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float waitUntil;
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str waitingFor;
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ScriptThread *waitingForThread;
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str waitingForConsole;
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str waitingForVariable;
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str waitingForDeath;
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qboolean waitingForPlayer;
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int waitingNumObjects;
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ScriptVariableList localVars;
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void ObjectMoveDone( Event *ev );
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void CreateThread( Event *ev );
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void TerminateThread( Event *ev );
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void ControlObject( Event *ev );
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void EventGoto( Event *ev );
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void EventPause( Event *ev );
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void EventWait( Event *ev );
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void EventWaitFor( Event *ev );
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void EventWaitForThread( Event *ev );
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void EventWaitForConsole( Event *ev );
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void EventWaitForVariable( Event *ev );
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void EventWaitForDeath( Event *ev );
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void EventWaitForSound( Event *ev );
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void EventWaitForPlayer( Event *ev );
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void EventEnd( Event *ev );
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void Print( Event *ev );
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void PrintInt( Event *ev );
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void PrintFloat( Event *ev );
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void PrintVector( Event *ev );
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void NewLine( Event *ev );
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void UserPrint( Event *ev );
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void UserPrintInt( Event *ev );
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void UserPrintFloat( Event *ev );
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void UserPrintVector( Event *ev );
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void UserNewLine( Event *ev );
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void Assert( Event *ev );
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void Break( Event *ev );
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void Clear( Event *ev );
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void ScriptCallback( Event *ev );
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void ThreadCallback( Event *ev );
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void ConsoleCallback( Event *ev );
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void VariableCallback( Event *ev );
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void DeathCallback( Event *ev );
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void DoMove( void );
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void Execute( Event *ev );
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void TriggerEvent( Event *ev );
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void TriggerFromEntEvent( Event *ev ); //###
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void ServerEvent( Event *ev );
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void ClientEvent( Event *ev );
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void CacheModel( Event *ev );
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void CachePlayerModel( Event *ev );
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void CacheBikeModel( Event *ev ); //###
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void CacheSound( Event *ev );
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void SetLightStyle( int stylenum, const char *stylestring );
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void EventSetLightStyle( Event *ev );
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void RegisterAlias( Event *ev );
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void RegisterAliasAndCache( Event *ev );
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void MapEvent( Event *ev );
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void SetCvarEvent( Event *ev );
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TargetList *GetTargetList( str &targetname );
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void CueCamera( Event *ev );
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void CuePlayer( Event *ev );
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void FreezePlayer( Event *ev );
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void ReleasePlayer( Event *ev );
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void Spawn( Event *ev );
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void DialogEvent( Event *ev );
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void CrucialDialogEvent( Event *ev );
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void DialogSoundEvent( Event *ev );
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void SetDialogScript( Event *ev );
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void FadeIn( Event *ev );
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void FadeOut( Event *ev );
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void Hud( Event *ev );
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void LoadOverlay( Event *ev );
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void LoadIntermission( Event *ev );
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void IntermissionLayout( Event *ev );
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void Overlay( Event *ev );
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void ScreenPrint( Event *ev );
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void ScreenPrintFile( Event *ev );
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void ClearScreenPrintFile( Event *ev );
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void MenuEvent( Event *ev );
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void MusicEvent( Event *ev );
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void ForceMusicEvent( Event *ev );
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void SoundtrackEvent( Event *ev );
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void ScriptError( const char *fmt, ... );
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void SetCinematic( Event *ev );
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void SetNonCinematic( Event *ev );
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void SetSkipThread( Event *ev );
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void JC_Hearable( Event *ev );
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void JC_Not_Hearable( Event *ev );
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void MissionFailed( Event *ev );
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void PassToPathmanager( Event *ev );
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void AirClamp( Event *ev );
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void StuffCommand( Event *ev );
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void Training( Event *ev );
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void ClearSaveGames( Event *ev );
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void KillEnt( Event *ev );
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void RemoveEnt( Event *ev );
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void KillClass( Event *ev );
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void RemoveClass( Event *ev );
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void MapName( Event *ev );
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void EndGame( Event *ev );
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public:
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CLASS_PROTOTYPE( ScriptThread );
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ScriptThread();
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~ScriptThread();
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void ClearWaitFor( void );
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void SetType( scripttype_t newtype );
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scripttype_t GetType( void );
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int ThreadNum( void );
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const char *ThreadName( void );
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int CurrentLine( void );
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const char *Filename( void );
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qboolean WaitingFor( Entity *obj );
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ScriptThread *WaitingOnThread( void );
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const char *WaitingOnConsole( void );
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const char *WaitingOnVariable( void );
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const char *WaitingOnDeath( void );
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qboolean WaitingOnPlayer( void );
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ScriptVariableList *Vars( void );
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qboolean Setup( int num, GameScript *scr, const char *label );
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qboolean SetScript( const char *name );
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qboolean Goto( const char *name );
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qboolean labelExists( const char *name );
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void Start( float delay );
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void Mark( ThreadMarker *mark );
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void Restore( ThreadMarker *mark );
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void SendCommandToSlaves( const char *name, Event *ev );
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qboolean FindEvent( const char *name );
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void ProcessCommand( int argc, const char **argv );
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void ProcessCommandFromEvent( Event *ev, int startarg );
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virtual void Archive( Archiver &arc );
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virtual void Unarchive( Archiver &arc );
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};
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inline EXPORT_FROM_DLL void ScriptThread::Archive
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(
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Archiver &arc
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)
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{
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Listener::Archive( arc );
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arc.WriteInteger( threadNum );
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arc.WriteString( threadName );
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arc.WriteInteger( type );
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arc.WriteObject( &script );
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// targets
|
|
// don't need to save out targets
|
|
|
|
arc.WriteInteger( linenumber );
|
|
arc.WriteBoolean( doneProcessing );
|
|
arc.WriteBoolean( threadDying );
|
|
|
|
// updateList
|
|
// don't need to save out updatelist
|
|
|
|
arc.WriteFloat( waitUntil );
|
|
arc.WriteString( waitingFor );
|
|
arc.WriteObjectPointer( waitingForThread );
|
|
arc.WriteString( waitingForConsole );
|
|
arc.WriteString( waitingForVariable );
|
|
arc.WriteString( waitingForDeath );
|
|
arc.WriteBoolean( waitingForPlayer );
|
|
arc.WriteInteger( waitingNumObjects );
|
|
arc.WriteObject( &localVars );
|
|
}
|
|
|
|
inline EXPORT_FROM_DLL void ScriptThread::Unarchive
|
|
(
|
|
Archiver &arc
|
|
)
|
|
|
|
{
|
|
int i;
|
|
|
|
Listener::Unarchive( arc );
|
|
|
|
arc.ReadInteger( &threadNum );
|
|
arc.ReadString( &threadName );
|
|
arc.ReadInteger( &i );
|
|
type = ( scripttype_t )i;
|
|
|
|
arc.ReadObject( &script );
|
|
|
|
// targets
|
|
// don't need to load out targets
|
|
targets.ClearObjectList();
|
|
|
|
arc.ReadInteger( &linenumber );
|
|
arc.ReadBoolean( &doneProcessing );
|
|
arc.ReadBoolean( &threadDying );
|
|
|
|
// updateList
|
|
// don't need to save out updatelist
|
|
updateList.ClearObjectList();
|
|
|
|
arc.ReadFloat( &waitUntil );
|
|
arc.ReadString( &waitingFor );
|
|
arc.ReadObjectPointer( ( Class ** )&waitingForThread );
|
|
arc.ReadString( &waitingForConsole );
|
|
arc.ReadString( &waitingForVariable );
|
|
arc.ReadString( &waitingForDeath );
|
|
arc.ReadBoolean( &waitingForPlayer );
|
|
arc.ReadInteger( &waitingNumObjects );
|
|
arc.ReadObject( &localVars );
|
|
}
|
|
|
|
//
|
|
// Exported templated classes must be explicitly instantiated
|
|
//
|
|
#ifdef EXPORT_TEMPLATE
|
|
template class EXPORT_FROM_DLL Container<ScriptThread *>;
|
|
#endif
|
|
|
|
class EXPORT_FROM_DLL ThreadMarker : public Class
|
|
{
|
|
public:
|
|
CLASS_PROTOTYPE( ThreadMarker );
|
|
|
|
int linenumber;
|
|
qboolean doneProcessing;
|
|
float waitUntil;
|
|
str waitingFor;
|
|
ScriptThread *waitingForThread;
|
|
str waitingForConsole;
|
|
str waitingForVariable;
|
|
str waitingForDeath;
|
|
qboolean waitingForPlayer;
|
|
int waitingNumObjects;
|
|
GameScriptMarker scriptmarker;
|
|
virtual void Archive( Archiver &arc );
|
|
virtual void Unarchive( Archiver &arc );
|
|
};
|
|
|
|
inline EXPORT_FROM_DLL void ThreadMarker::Archive
|
|
(
|
|
Archiver &arc
|
|
)
|
|
{
|
|
Class::Archive( arc );
|
|
|
|
arc.WriteInteger( linenumber );
|
|
arc.WriteBoolean( doneProcessing );
|
|
arc.WriteFloat( waitUntil );
|
|
arc.WriteString( waitingFor );
|
|
arc.WriteObjectPointer( waitingForThread );
|
|
arc.WriteString( waitingForConsole );
|
|
arc.WriteString( waitingForVariable );
|
|
arc.WriteString( waitingForDeath );
|
|
arc.WriteBoolean( waitingForPlayer );
|
|
arc.WriteInteger( waitingNumObjects );
|
|
arc.WriteObject( &scriptmarker );
|
|
}
|
|
|
|
inline EXPORT_FROM_DLL void ThreadMarker::Unarchive
|
|
(
|
|
Archiver &arc
|
|
)
|
|
{
|
|
Class::Unarchive( arc );
|
|
|
|
arc.ReadInteger( &linenumber );
|
|
arc.ReadBoolean( &doneProcessing );
|
|
arc.ReadFloat( &waitUntil );
|
|
arc.ReadString( &waitingFor );
|
|
arc.ReadObjectPointer( ( Class ** )&waitingForThread );
|
|
arc.ReadString( &waitingForConsole );
|
|
arc.ReadString( &waitingForVariable );
|
|
arc.ReadString( &waitingForDeath );
|
|
arc.ReadBoolean( &waitingForPlayer );
|
|
arc.ReadInteger( &waitingNumObjects );
|
|
arc.ReadObject( &scriptmarker );
|
|
}
|
|
|
|
|
|
class EXPORT_FROM_DLL ScriptMaster : public Listener
|
|
{
|
|
protected:
|
|
ScriptThread *currentThread;
|
|
Container<ScriptThread *> Threads;
|
|
|
|
int threadIndex;
|
|
qboolean player_ready;
|
|
|
|
public:
|
|
CLASS_PROTOTYPE( ScriptMaster );
|
|
|
|
ScriptMaster();
|
|
~ScriptMaster();
|
|
void CloseScript( void );
|
|
qboolean NotifyOtherThreads( int num );
|
|
void KillThreads( void );
|
|
qboolean KillThread( int num );
|
|
qboolean RemoveThread( int num );
|
|
ScriptThread *CurrentThread( void );
|
|
void SetCurrentThread( ScriptThread *thread );
|
|
ScriptThread *CreateThread( GameScript *scr, const char *label, scripttype_t type = LEVEL_SCRIPT );
|
|
ScriptThread *CreateThread( const char *name, scripttype_t type, const char *label = NULL );
|
|
ScriptThread *GetThread( int num );
|
|
ScriptVariableList *GetVarGroup( const char *name );
|
|
ScriptVariable *GetExistingVariable( const char *name );
|
|
ScriptVariable *GetVariable( const char *name );
|
|
void ConsoleInput( const char *name, const char *text );
|
|
void ConsoleVariable( const char *name, const char *text );
|
|
const char *GetConsoleInput( const char *name );
|
|
void DeathMessage( const char *name );
|
|
void PlayerSpawned( void );
|
|
qboolean PlayerReady( void );
|
|
void PlayerNotReady( void );
|
|
void CreateConsoleUser(const char *console_name, int user);
|
|
qboolean Goto( GameScript * scr, const char *name );
|
|
qboolean labelExists( GameScript * scr, const char *name );
|
|
int GetUniqueThreadNumber( void );
|
|
void FindLabels( void );
|
|
virtual void Archive( Archiver &arc );
|
|
virtual void Unarchive( Archiver &arc );
|
|
|
|
};
|
|
|
|
inline EXPORT_FROM_DLL void ScriptMaster::Archive
|
|
(
|
|
Archiver &arc
|
|
)
|
|
{
|
|
ScriptThread * ptr;
|
|
int i, num;
|
|
|
|
Listener::Archive( arc );
|
|
|
|
arc.WriteObject( &levelVars );
|
|
arc.WriteObject( &consoleVars );
|
|
|
|
arc.WriteObjectPointer( currentThread );
|
|
arc.WriteInteger( threadIndex );
|
|
arc.WriteBoolean( player_ready );
|
|
num = Threads.NumObjects();
|
|
arc.WriteInteger( num );
|
|
for ( i = 1; i <= num; i++ )
|
|
{
|
|
ptr = Threads.ObjectAt( i );
|
|
arc.WriteObject( ptr );
|
|
}
|
|
}
|
|
|
|
inline EXPORT_FROM_DLL void ScriptMaster::Unarchive
|
|
(
|
|
Archiver &arc
|
|
)
|
|
{
|
|
ScriptThread * ptr;
|
|
int i, num;
|
|
|
|
Listener::Unarchive( arc );
|
|
|
|
arc.ReadObject( &levelVars );
|
|
arc.ReadObject( &consoleVars );
|
|
|
|
arc.ReadObjectPointer( ( Class ** )¤tThread );
|
|
arc.ReadInteger( &threadIndex );
|
|
arc.ReadBoolean( &player_ready );
|
|
|
|
// make sure the list is cleared out
|
|
Threads.FreeObjectList();
|
|
// read in the the number of threads
|
|
num = arc.ReadInteger();
|
|
for ( i = 1; i <= num; i++ )
|
|
{
|
|
ptr = new ScriptThread;
|
|
arc.ReadObject( ptr );
|
|
Threads.AddObject( ptr );
|
|
}
|
|
}
|
|
|
|
|
|
extern ScriptMaster Director;
|
|
|
|
#endif /* scriptmaster.h */
|