mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-11 13:11:47 +00:00
364 lines
13 KiB
C++
364 lines
13 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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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
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#ifndef __SCRIPT_THREAD_H__
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#define __SCRIPT_THREAD_H__
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extern const idEventDef EV_Thread_Execute;
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extern const idEventDef EV_Thread_SetCallback;
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extern const idEventDef EV_Thread_TerminateThread;
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extern const idEventDef EV_Thread_Pause;
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extern const idEventDef EV_Thread_Wait;
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extern const idEventDef EV_Thread_WaitFrame;
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extern const idEventDef EV_Thread_WaitFor;
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extern const idEventDef EV_Thread_WaitForThread;
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extern const idEventDef EV_Thread_Print;
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extern const idEventDef EV_Thread_PrintLn;
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extern const idEventDef EV_Thread_Say;
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extern const idEventDef EV_Thread_Assert;
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extern const idEventDef EV_Thread_Trigger;
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extern const idEventDef EV_Thread_SetCvar;
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extern const idEventDef EV_Thread_GetCvar;
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extern const idEventDef EV_Thread_Random;
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extern const idEventDef EV_Thread_GetTime;
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extern const idEventDef EV_Thread_KillThread;
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extern const idEventDef EV_Thread_SetThreadName;
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extern const idEventDef EV_Thread_GetEntity;
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extern const idEventDef EV_Thread_Spawn;
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extern const idEventDef EV_Thread_SetSpawnArg;
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extern const idEventDef EV_Thread_SpawnString;
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extern const idEventDef EV_Thread_SpawnFloat;
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extern const idEventDef EV_Thread_SpawnVector;
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extern const idEventDef EV_Thread_AngToForward;
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extern const idEventDef EV_Thread_AngToRight;
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extern const idEventDef EV_Thread_AngToUp;
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extern const idEventDef EV_Thread_Sine;
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extern const idEventDef EV_Thread_Cosine;
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extern const idEventDef EV_Thread_Normalize;
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extern const idEventDef EV_Thread_VecLength;
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extern const idEventDef EV_Thread_VecDotProduct;
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extern const idEventDef EV_Thread_VecCrossProduct;
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extern const idEventDef EV_Thread_OnSignal;
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extern const idEventDef EV_Thread_ClearSignal;
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extern const idEventDef EV_Thread_SetCamera;
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extern const idEventDef EV_Thread_FirstPerson;
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extern const idEventDef EV_Thread_TraceFraction;
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extern const idEventDef EV_Thread_TracePos;
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extern const idEventDef EV_Thread_FadeIn;
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extern const idEventDef EV_Thread_FadeOut;
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extern const idEventDef EV_Thread_FadeTo;
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extern const idEventDef EV_Thread_Restart;
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class idThread : public idClass
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{
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private:
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static idThread* currentThread;
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idThread* waitingForThread;
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int waitingFor;
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int waitingUntil;
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idInterpreter interpreter;
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idDict spawnArgs;
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int threadNum;
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idStr threadName;
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int lastExecuteTime;
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int creationTime;
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bool manualControl;
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static int threadIndex;
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static idList<idThread*, TAG_THREAD> threadList;
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static trace_t trace;
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void Init();
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void Pause();
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void Event_Execute();
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void Event_SetThreadName( const char* name );
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//
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// script callable Events
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//
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void Event_TerminateThread( int num );
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void Event_Pause();
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void Event_Wait( float time );
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void Event_WaitFrame();
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void Event_WaitFor( idEntity* ent );
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void Event_WaitForThread( int num );
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void Event_Print( const char* text );
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void Event_PrintLn( const char* text );
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void Event_Say( const char* text );
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void Event_Assert( float value );
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void Event_Trigger( idEntity* ent );
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void Event_SetCvar( const char* name, const char* value ) const;
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void Event_GetCvar( const char* name ) const;
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void Event_Random( float range ) const;
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void Event_RandomInt( int range ) const;
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void Event_GetTime();
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void Event_KillThread( const char* name );
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void Event_GetEntity( const char* name );
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void Event_Spawn( const char* classname );
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void Event_CopySpawnArgs( idEntity* ent );
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void Event_SetSpawnArg( const char* key, const char* value );
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void Event_SpawnString( const char* key, const char* defaultvalue );
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void Event_SpawnFloat( const char* key, float defaultvalue );
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void Event_SpawnVector( const char* key, idVec3& defaultvalue );
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void Event_ClearPersistantArgs();
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void Event_SetPersistantArg( const char* key, const char* value );
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void Event_GetPersistantString( const char* key );
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void Event_GetPersistantFloat( const char* key );
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void Event_GetPersistantVector( const char* key );
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void Event_AngToForward( idAngles& ang );
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void Event_AngToRight( idAngles& ang );
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void Event_AngToUp( idAngles& ang );
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void Event_GetSine( float angle );
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void Event_GetCosine( float angle );
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void Event_GetArcSine( float a );
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void Event_GetArcCosine( float a );
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void Event_GetSquareRoot( float theSquare );
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void Event_VecNormalize( idVec3& vec );
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void Event_VecLength( idVec3& vec );
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void Event_VecDotProduct( idVec3& vec1, idVec3& vec2 );
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void Event_VecCrossProduct( idVec3& vec1, idVec3& vec2 );
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void Event_VecToAngles( idVec3& vec );
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void Event_VecToOrthoBasisAngles( idVec3& vec );
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void Event_RotateVector( idVec3& vec, idVec3& ang );
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void Event_OnSignal( int signal, idEntity* ent, const char* func );
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void Event_ClearSignalThread( int signal, idEntity* ent );
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void Event_SetCamera( idEntity* ent );
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void Event_FirstPerson();
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void Event_Trace( const idVec3& start, const idVec3& end, const idVec3& mins, const idVec3& maxs, int contents_mask, idEntity* passEntity );
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void Event_TracePoint( const idVec3& start, const idVec3& end, int contents_mask, idEntity* passEntity );
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void Event_GetTraceFraction();
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void Event_GetTraceEndPos();
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void Event_GetTraceNormal();
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void Event_GetTraceEntity();
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void Event_GetTraceJoint();
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void Event_GetTraceBody();
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void Event_FadeIn( idVec3& color, float time );
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void Event_FadeOut( idVec3& color, float time );
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void Event_FadeTo( idVec3& color, float alpha, float time );
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void Event_SetShaderParm( int parmnum, float value );
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void Event_StartMusic( const char* name );
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void Event_Warning( const char* text );
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void Event_Error( const char* text );
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void Event_StrLen( const char* string );
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void Event_StrLeft( const char* string, int num );
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void Event_StrRight( const char* string, int num );
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void Event_StrSkip( const char* string, int num );
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void Event_StrMid( const char* string, int start, int num );
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void Event_StrToFloat( const char* string );
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void Event_RadiusDamage( const idVec3& origin, idEntity* inflictor, idEntity* attacker, idEntity* ignore, const char* damageDefName, float dmgPower );
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void Event_IsClient();
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void Event_IsMultiplayer();
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void Event_GetFrameTime();
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void Event_GetTicsPerSecond();
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void Event_CacheSoundShader( const char* soundName );
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void Event_DebugLine( const idVec3& color, const idVec3& start, const idVec3& end, const float lifetime );
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void Event_DebugArrow( const idVec3& color, const idVec3& start, const idVec3& end, const int size, const float lifetime );
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void Event_DebugCircle( const idVec3& color, const idVec3& origin, const idVec3& dir, const float radius, const int numSteps, const float lifetime );
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void Event_DebugBounds( const idVec3& color, const idVec3& mins, const idVec3& maxs, const float lifetime );
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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();
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public:
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CLASS_PROTOTYPE( idThread );
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idThread();
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idThread( idEntity* self, const function_t* func );
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idThread( const function_t* func );
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idThread( idInterpreter* source, const function_t* func, int args );
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idThread( idInterpreter* source, idEntity* self, const function_t* func, int args );
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virtual ~idThread();
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// tells the thread manager not to delete this thread when it ends
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void ManualDelete();
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// save games
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void Save( idSaveGame* savefile ) const; // archives object for save game file
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void Restore( idRestoreGame* savefile ); // unarchives object from save game file
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void EnableDebugInfo()
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{
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interpreter.debug = true;
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};
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void DisableDebugInfo()
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{
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interpreter.debug = false;
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};
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void WaitMS( int time );
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void WaitSec( float time );
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void WaitFrame();
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// NOTE: If this is called from within a event called by this thread, the function arguments will be invalid after calling this function.
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void CallFunction( const function_t* func, bool clearStack );
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// NOTE: If this is called from within a event called by this thread, the function arguments will be invalid after calling this function.
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void CallFunction( idEntity* obj, const function_t* func, bool clearStack );
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void DisplayInfo();
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static idThread* GetThread( int num );
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static void ListThreads_f( const idCmdArgs& args );
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static void Restart();
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static void ObjectMoveDone( int threadnum, idEntity* obj );
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static idList<idThread*>& GetThreads();
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bool IsDoneProcessing();
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bool IsDying();
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void End();
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static void KillThread( const char* name );
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static void KillThread( int num );
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bool Execute();
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void ManualControl()
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{
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manualControl = true;
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CancelEvents( &EV_Thread_Execute );
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};
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void DoneProcessing()
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{
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interpreter.doneProcessing = true;
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};
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void ContinueProcessing()
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{
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interpreter.doneProcessing = false;
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};
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bool ThreadDying()
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{
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return interpreter.threadDying;
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};
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void EndThread()
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{
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interpreter.threadDying = true;
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};
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bool IsWaiting();
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void ClearWaitFor();
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bool IsWaitingFor( idEntity* obj );
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void ObjectMoveDone( idEntity* obj );
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void ThreadCallback( idThread* thread );
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void DelayedStart( int delay );
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bool Start();
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idThread* WaitingOnThread();
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void SetThreadNum( int num );
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int GetThreadNum();
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void SetThreadName( const char* name );
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const char* GetThreadName();
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void Error( VERIFY_FORMAT_STRING const char* fmt, ... ) const;
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void Warning( VERIFY_FORMAT_STRING const char* fmt, ... ) const;
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static idThread* CurrentThread();
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static int CurrentThreadNum();
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static bool BeginMultiFrameEvent( idEntity* ent, const idEventDef* event );
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static void EndMultiFrameEvent( idEntity* ent, const idEventDef* event );
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static void ReturnString( const char* text );
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static void ReturnFloat( float value );
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static void ReturnInt( int value );
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static void ReturnVector( idVec3 const& vec );
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static void ReturnEntity( idEntity* ent );
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};
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/*
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================
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idThread::WaitingOnThread
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================
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*/
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ID_INLINE idThread* idThread::WaitingOnThread()
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{
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return waitingForThread;
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}
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/*
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================
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idThread::SetThreadNum
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================
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*/
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ID_INLINE void idThread::SetThreadNum( int num )
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{
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threadNum = num;
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}
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/*
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================
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idThread::GetThreadNum
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================
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*/
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ID_INLINE int idThread::GetThreadNum()
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{
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return threadNum;
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}
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/*
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================
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idThread::GetThreadName
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================
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*/
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ID_INLINE const char* idThread::GetThreadName()
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{
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return threadName.c_str();
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}
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/*
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================
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idThread::GetThreads
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================
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*/
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ID_INLINE idList<idThread*>& idThread::GetThreads()
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{
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return threadList;
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}
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/*
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================
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idThread::IsDoneProcessing
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================
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*/
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ID_INLINE bool idThread::IsDoneProcessing()
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{
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return interpreter.doneProcessing;
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}
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/*
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================
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idThread::IsDying
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================
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*/
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ID_INLINE bool idThread::IsDying()
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{
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return interpreter.threadDying;
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}
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#endif /* !__SCRIPT_THREAD_H__ */
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