doom3-bfg/neo/d3xp/script/Script_Thread.h

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/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition 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.
Doom 3 BFG Edition 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 Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition 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 Doom 3 BFG Edition 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.
===========================================================================
*/
#ifndef __SCRIPT_THREAD_H__
#define __SCRIPT_THREAD_H__
extern const idEventDef EV_Thread_Execute;
extern const idEventDef EV_Thread_SetCallback;
extern const idEventDef EV_Thread_TerminateThread;
extern const idEventDef EV_Thread_Pause;
extern const idEventDef EV_Thread_Wait;
extern const idEventDef EV_Thread_WaitFrame;
extern const idEventDef EV_Thread_WaitFor;
extern const idEventDef EV_Thread_WaitForThread;
extern const idEventDef EV_Thread_Print;
extern const idEventDef EV_Thread_PrintLn;
extern const idEventDef EV_Thread_Say;
extern const idEventDef EV_Thread_Assert;
extern const idEventDef EV_Thread_Trigger;
extern const idEventDef EV_Thread_SetCvar;
extern const idEventDef EV_Thread_GetCvar;
extern const idEventDef EV_Thread_Random;
extern const idEventDef EV_Thread_GetTime;
extern const idEventDef EV_Thread_KillThread;
extern const idEventDef EV_Thread_SetThreadName;
extern const idEventDef EV_Thread_GetEntity;
extern const idEventDef EV_Thread_Spawn;
extern const idEventDef EV_Thread_SetSpawnArg;
extern const idEventDef EV_Thread_SpawnString;
extern const idEventDef EV_Thread_SpawnFloat;
extern const idEventDef EV_Thread_SpawnVector;
extern const idEventDef EV_Thread_AngToForward;
extern const idEventDef EV_Thread_AngToRight;
extern const idEventDef EV_Thread_AngToUp;
extern const idEventDef EV_Thread_Sine;
extern const idEventDef EV_Thread_Cosine;
extern const idEventDef EV_Thread_Normalize;
extern const idEventDef EV_Thread_VecLength;
extern const idEventDef EV_Thread_VecDotProduct;
extern const idEventDef EV_Thread_VecCrossProduct;
extern const idEventDef EV_Thread_OnSignal;
extern const idEventDef EV_Thread_ClearSignal;
extern const idEventDef EV_Thread_SetCamera;
extern const idEventDef EV_Thread_FirstPerson;
extern const idEventDef EV_Thread_TraceFraction;
extern const idEventDef EV_Thread_TracePos;
extern const idEventDef EV_Thread_FadeIn;
extern const idEventDef EV_Thread_FadeOut;
extern const idEventDef EV_Thread_FadeTo;
extern const idEventDef EV_Thread_Restart;
class idThread : public idClass
{
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private:
static idThread* currentThread;
idThread* waitingForThread;
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int waitingFor;
int waitingUntil;
idInterpreter interpreter;
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idDict spawnArgs;
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int threadNum;
idStr threadName;
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int lastExecuteTime;
int creationTime;
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bool manualControl;
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static int threadIndex;
static idList<idThread*, TAG_THREAD> threadList;
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static trace_t trace;
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void Init();
void Pause();
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void Event_Execute();
void Event_SetThreadName( const char* name );
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//
// script callable Events
//
void Event_TerminateThread( int num );
void Event_Pause();
void Event_Wait( float time );
void Event_WaitFrame();
void Event_WaitFor( idEntity* ent );
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void Event_WaitForThread( int num );
void Event_Print( const char* text );
void Event_PrintLn( const char* text );
void Event_Say( const char* text );
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void Event_Assert( float value );
void Event_Trigger( idEntity* ent );
void Event_SetCvar( const char* name, const char* value ) const;
void Event_GetCvar( const char* name ) const;
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void Event_Random( float range ) const;
void Event_RandomInt( int range ) const;
void Event_GetTime();
void Event_KillThread( const char* name );
void Event_GetEntity( const char* name );
void Event_Spawn( const char* classname );
void Event_CopySpawnArgs( idEntity* ent );
void Event_SetSpawnArg( const char* key, const char* value );
void Event_SpawnString( const char* key, const char* defaultvalue );
void Event_SpawnFloat( const char* key, float defaultvalue );
void Event_SpawnVector( const char* key, idVec3& defaultvalue );
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void Event_ClearPersistantArgs();
void Event_SetPersistantArg( const char* key, const char* value );
void Event_GetPersistantString( const char* key );
void Event_GetPersistantFloat( const char* key );
void Event_GetPersistantVector( const char* key );
void Event_AngToForward( idAngles& ang );
void Event_AngToRight( idAngles& ang );
void Event_AngToUp( idAngles& ang );
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void Event_GetSine( float angle );
void Event_GetCosine( float angle );
void Event_GetArcSine( float a );
void Event_GetArcCosine( float a );
void Event_GetSquareRoot( float theSquare );
void Event_VecNormalize( idVec3& vec );
void Event_VecLength( idVec3& vec );
void Event_VecDotProduct( idVec3& vec1, idVec3& vec2 );
void Event_VecCrossProduct( idVec3& vec1, idVec3& vec2 );
void Event_VecToAngles( idVec3& vec );
void Event_VecToOrthoBasisAngles( idVec3& vec );
void Event_RotateVector( idVec3& vec, idVec3& ang );
void Event_OnSignal( int signal, idEntity* ent, const char* func );
void Event_ClearSignalThread( int signal, idEntity* ent );
void Event_SetCamera( idEntity* ent );
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void Event_FirstPerson();
void Event_Trace( const idVec3& start, const idVec3& end, const idVec3& mins, const idVec3& maxs, int contents_mask, idEntity* passEntity );
void Event_TracePoint( const idVec3& start, const idVec3& end, int contents_mask, idEntity* passEntity );
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void Event_GetTraceFraction();
void Event_GetTraceEndPos();
void Event_GetTraceNormal();
void Event_GetTraceEntity();
void Event_GetTraceJoint();
void Event_GetTraceBody();
void Event_FadeIn( idVec3& color, float time );
void Event_FadeOut( idVec3& color, float time );
void Event_FadeTo( idVec3& color, float alpha, float time );
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void Event_SetShaderParm( int parmnum, float value );
void Event_StartMusic( const char* name );
void Event_Warning( const char* text );
void Event_Error( const char* text );
void Event_StrLen( const char* string );
void Event_StrLeft( const char* string, int num );
void Event_StrRight( const char* string, int num );
void Event_StrSkip( const char* string, int num );
void Event_StrMid( const char* string, int start, int num );
void Event_StrToFloat( const char* string );
void Event_RadiusDamage( const idVec3& origin, idEntity* inflictor, idEntity* attacker, idEntity* ignore, const char* damageDefName, float dmgPower );
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void Event_IsClient();
void Event_IsMultiplayer();
void Event_GetFrameTime();
void Event_GetTicsPerSecond();
void Event_CacheSoundShader( const char* soundName );
void Event_DebugLine( const idVec3& color, const idVec3& start, const idVec3& end, const float lifetime );
void Event_DebugArrow( const idVec3& color, const idVec3& start, const idVec3& end, const int size, const float lifetime );
void Event_DebugCircle( const idVec3& color, const idVec3& origin, const idVec3& dir, const float radius, const int numSteps, const float lifetime );
void Event_DebugBounds( const idVec3& color, const idVec3& mins, const idVec3& maxs, const float lifetime );
void Event_DrawText( const char* text, const idVec3& origin, float scale, const idVec3& color, const int align, const float lifetime );
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void Event_InfluenceActive();
public:
CLASS_PROTOTYPE( idThread );
idThread();
idThread( idEntity* self, const function_t* func );
idThread( const function_t* func );
idThread( idInterpreter* source, const function_t* func, int args );
idThread( idInterpreter* source, idEntity* self, const function_t* func, int args );
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virtual ~idThread();
// tells the thread manager not to delete this thread when it ends
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void ManualDelete();
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// save games
void Save( idSaveGame* savefile ) const; // archives object for save game file
void Restore( idRestoreGame* savefile ); // unarchives object from save game file
void EnableDebugInfo()
{
interpreter.debug = true;
};
void DisableDebugInfo()
{
interpreter.debug = false;
};
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void WaitMS( int time );
void WaitSec( float time );
void WaitFrame();
// NOTE: If this is called from within a event called by this thread, the function arguments will be invalid after calling this function.
void CallFunction( const function_t* func, bool clearStack );
// NOTE: If this is called from within a event called by this thread, the function arguments will be invalid after calling this function.
void CallFunction( idEntity* obj, const function_t* func, bool clearStack );
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void DisplayInfo();
static idThread* GetThread( int num );
static void ListThreads_f( const idCmdArgs& args );
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static void Restart();
static void ObjectMoveDone( int threadnum, idEntity* obj );
static idList<idThread*>& GetThreads();
bool IsDoneProcessing();
bool IsDying();
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void End();
static void KillThread( const char* name );
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static void KillThread( int num );
bool Execute();
void ManualControl()
{
manualControl = true;
CancelEvents( &EV_Thread_Execute );
};
void DoneProcessing()
{
interpreter.doneProcessing = true;
};
void ContinueProcessing()
{
interpreter.doneProcessing = false;
};
bool ThreadDying()
{
return interpreter.threadDying;
};
void EndThread()
{
interpreter.threadDying = true;
};
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bool IsWaiting();
void ClearWaitFor();
bool IsWaitingFor( idEntity* obj );
void ObjectMoveDone( idEntity* obj );
void ThreadCallback( idThread* thread );
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void DelayedStart( int delay );
bool Start();
idThread* WaitingOnThread();
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void SetThreadNum( int num );
int GetThreadNum();
void SetThreadName( const char* name );
const char* GetThreadName();
void Error( VERIFY_FORMAT_STRING const char* fmt, ... ) const;
void Warning( VERIFY_FORMAT_STRING const char* fmt, ... ) const;
static idThread* CurrentThread();
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static int CurrentThreadNum();
static bool BeginMultiFrameEvent( idEntity* ent, const idEventDef* event );
static void EndMultiFrameEvent( idEntity* ent, const idEventDef* event );
static void ReturnString( const char* text );
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static void ReturnFloat( float value );
static void ReturnInt( int value );
static void ReturnVector( idVec3 const& vec );
static void ReturnEntity( idEntity* ent );
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};
/*
================
idThread::WaitingOnThread
================
*/
ID_INLINE idThread* idThread::WaitingOnThread()
{
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return waitingForThread;
}
/*
================
idThread::SetThreadNum
================
*/
ID_INLINE void idThread::SetThreadNum( int num )
{
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threadNum = num;
}
/*
================
idThread::GetThreadNum
================
*/
ID_INLINE int idThread::GetThreadNum()
{
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return threadNum;
}
/*
================
idThread::GetThreadName
================
*/
ID_INLINE const char* idThread::GetThreadName()
{
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return threadName.c_str();
}
/*
================
idThread::GetThreads
================
*/
ID_INLINE idList<idThread*>& idThread::GetThreads()
{
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return threadList;
}
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/*
================
idThread::IsDoneProcessing
================
*/
ID_INLINE bool idThread::IsDoneProcessing()
{
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return interpreter.doneProcessing;
}
/*
================
idThread::IsDying
================
*/
ID_INLINE bool idThread::IsDying()
{
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return interpreter.threadDying;
}
#endif /* !__SCRIPT_THREAD_H__ */