doom3-bfg/neo/d3xp/script/Script_Thread.h
2012-11-26 12:58:24 -06:00

334 lines
13 KiB
C++

/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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 {
private:
static idThread *currentThread;
idThread *waitingForThread;
int waitingFor;
int waitingUntil;
idInterpreter interpreter;
idDict spawnArgs;
int threadNum;
idStr threadName;
int lastExecuteTime;
int creationTime;
bool manualControl;
static int threadIndex;
static idList<idThread *, TAG_THREAD> threadList;
static trace_t trace;
void Init();
void Pause();
void Event_Execute();
void Event_SetThreadName( const char *name );
//
// script callable Events
//
void Event_TerminateThread( int num );
void Event_Pause();
void Event_Wait( float time );
void Event_WaitFrame();
void Event_WaitFor( idEntity *ent );
void Event_WaitForThread( int num );
void Event_Print( const char *text );
void Event_PrintLn( const char *text );
void Event_Say( const char *text );
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;
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 );
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 );
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 );
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 );
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 );
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 );
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 );
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 );
virtual ~idThread();
// tells the thread manager not to delete this thread when it ends
void ManualDelete();
// 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; };
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 );
void DisplayInfo();
static idThread *GetThread( int num );
static void ListThreads_f( const idCmdArgs &args );
static void Restart();
static void ObjectMoveDone( int threadnum, idEntity *obj );
static idList<idThread*>& GetThreads ();
bool IsDoneProcessing ();
bool IsDying ();
void End();
static void KillThread( const char *name );
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; };
bool IsWaiting();
void ClearWaitFor();
bool IsWaitingFor( idEntity *obj );
void ObjectMoveDone( idEntity *obj );
void ThreadCallback( idThread *thread );
void DelayedStart( int delay );
bool Start();
idThread *WaitingOnThread();
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();
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 );
static void ReturnFloat( float value );
static void ReturnInt( int value );
static void ReturnVector( idVec3 const &vec );
static void ReturnEntity( idEntity *ent );
};
/*
================
idThread::WaitingOnThread
================
*/
ID_INLINE idThread *idThread::WaitingOnThread() {
return waitingForThread;
}
/*
================
idThread::SetThreadNum
================
*/
ID_INLINE void idThread::SetThreadNum( int num ) {
threadNum = num;
}
/*
================
idThread::GetThreadNum
================
*/
ID_INLINE int idThread::GetThreadNum() {
return threadNum;
}
/*
================
idThread::GetThreadName
================
*/
ID_INLINE const char *idThread::GetThreadName() {
return threadName.c_str();
}
/*
================
idThread::GetThreads
================
*/
ID_INLINE idList<idThread*>& idThread::GetThreads () {
return threadList;
}
/*
================
idThread::IsDoneProcessing
================
*/
ID_INLINE bool idThread::IsDoneProcessing () {
return interpreter.doneProcessing;
}
/*
================
idThread::IsDying
================
*/
ID_INLINE bool idThread::IsDying () {
return interpreter.threadDying;
}
#endif /* !__SCRIPT_THREAD_H__ */