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https://github.com/ioquake/jedi-academy.git
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2614 lines
55 KiB
C++
2614 lines
55 KiB
C++
// Script Command Sequencer
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//
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// -- jweier
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// this include must remain at the top of every Icarus CPP file
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#include "StdAfx.h"
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#include "IcarusImplementation.h"
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#include "BlockStream.h"
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#include "Sequence.h"
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#include "TaskManager.h"
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#include "Sequencer.h"
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#define S_FAILED(a) (a!=SEQ_OK)
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#define STL_ITERATE( a, b ) for ( a = b.begin(); a != b.end(); a++ )
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#define STL_INSERT( a, b ) a.insert( a.end(), b );
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// Save/Load restructuring.
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// Date: 10/29/02
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// By: Aurelio Reis
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// Purpose: In an effort to reduce file size and overhead, it was decided that
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// using a chunks for EVERYTHING is vastly inefficient and wasteful. Thus, the saving
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// is now primary focused on saving large chunks with *expected* data read from there.
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// Sequencer
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CSequencer::CSequencer( void )
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{
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static int uniqueID = 1;
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m_id = uniqueID++;
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m_numCommands = 0;
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m_curStream = NULL;
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m_curSequence = NULL;
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m_elseValid = 0;
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m_elseOwner = NULL;
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m_curGroup = NULL;
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}
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CSequencer::~CSequencer( void )
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{
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}
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/*
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========================
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Create
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Static creation function
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========================
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*/
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CSequencer *CSequencer::Create ( void )
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{
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CSequencer *sequencer = new CSequencer;
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return sequencer;
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}
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/*
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========================
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Init
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Initializes the sequencer
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========================
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*/
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int CSequencer::Init( int ownerID, CTaskManager *taskManager )
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{
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m_ownerID = ownerID;
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m_taskManager = taskManager;
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return SEQ_OK;
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}
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/*
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========================
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Free
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Releases all resources and re-inits the sequencer
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========================
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*/
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void CSequencer::Free( CIcarus* icarus )
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{
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//Flush the sequences
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/* sequenceID_m::iterator iterSeq = NULL;
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for ( iterSeq = m_sequenceMap.begin(); iterSeq != m_sequenceMap.end(); iterSeq++ )
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{
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icarus->DeleteSequence( (*iterSeq).second );
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}
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m_sequenceMap.clear();*/
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// OLD STUFF!
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sequence_l::iterator sli;
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for ( sli = m_sequences.begin(); sli != m_sequences.end(); sli++ )
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{
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icarus->DeleteSequence( (*sli) );
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}
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m_sequences.clear();
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m_taskSequences.clear();
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//Clean up any other info
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m_numCommands = 0;
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m_curSequence = NULL;
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bstream_t *streamToDel;
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while(!m_streamsCreated.empty())
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{
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streamToDel = m_streamsCreated.back();
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DeleteStream(streamToDel);
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}
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delete this;
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}
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/*
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-------------------------
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Flush
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-------------------------
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*/
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int CSequencer::Flush( CSequence *owner, CIcarus* icarus )
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{
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if ( owner == NULL )
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return SEQ_FAILED;
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Recall(icarus);
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//Flush the sequences
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/* sequenceID_m::iterator iterSeq = NULL;
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for ( iterSeq = m_sequenceMap.begin(); iterSeq != m_sequenceMap.end(); )
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{
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if ( ( (*iterSeq).second == owner ) || ( owner->HasChild( (*iterSeq).second ) ) || ( (*iterSeq).second->HasFlag( CSequence::SQ_PENDING ) ) || ( (*iterSeq).second->HasFlag( CSequence::SQ_TASK ) ) )
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{
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iterSeq++;
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continue;
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}
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//Delete it, and remove all references
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RemoveSequence( (*iterSeq).second, icarus );
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icarus->DeleteSequence( (*iterSeq).second );
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//Remove it from the map
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//Delete from the sequence list and move on
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iterSeq = m_sequenceMap.erase( iterSeq );
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}*/
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// OLD STUFF!
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//Flush the sequences
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sequence_l::iterator sli;
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for ( sli = m_sequences.begin(); sli != m_sequences.end(); )
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{
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if ( ( (*sli) == owner ) || ( owner->HasChild( (*sli) ) ) || ( (*sli)->HasFlag( CSequence::SQ_PENDING ) ) || ( (*sli)->HasFlag( CSequence::SQ_TASK ) ) )
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{
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sli++;
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continue;
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}
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//Remove it from the map
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//m_sequenceMap.erase( (*sli)->GetID() );
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//Delete it, and remove all references
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RemoveSequence( (*sli), icarus );
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icarus->DeleteSequence( (*sli) );
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//Delete from the sequence list and move on
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sli = m_sequences.erase( sli );
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}
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//Make sure this owner knows it's now the root sequence
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owner->SetParent( NULL );
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owner->SetReturn( NULL );
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return SEQ_OK;
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}
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/*
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========================
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AddStream
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Creates a stream for parsing
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========================
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*/
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bstream_t *CSequencer::AddStream( void )
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{
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bstream_t *stream;
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stream = new bstream_t; //deleted in Route()
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stream->stream = new CBlockStream; //deleted in Route()
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stream->last = m_curStream;
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m_streamsCreated.push_back(stream);
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return stream;
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}
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/*
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========================
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DeleteStream
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Deletes parsing stream
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========================
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*/
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void CSequencer::DeleteStream( bstream_t *bstream )
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{
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vector<bstream_t*>::iterator finder = find(m_streamsCreated.begin(), m_streamsCreated.end(), bstream);
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if(finder != m_streamsCreated.end())
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{
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m_streamsCreated.erase(finder);
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}
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bstream->stream->Free();
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delete bstream->stream;
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delete bstream;
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bstream = NULL;
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}
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/*
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-------------------------
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AddTaskSequence
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-------------------------
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*/
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void CSequencer::AddTaskSequence( CSequence *sequence, CTaskGroup *group )
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{
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m_taskSequences[ group ] = sequence;
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}
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/*
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-------------------------
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GetTaskSequence
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-------------------------
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*/
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CSequence *CSequencer::GetTaskSequence( CTaskGroup *group )
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{
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taskSequence_m::iterator tsi;
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tsi = m_taskSequences.find( group );
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if ( tsi == m_taskSequences.end() )
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return NULL;
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return (*tsi).second;
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}
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/*
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========================
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AddSequence
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Creates and adds a sequence to the sequencer
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========================
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*/
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CSequence *CSequencer::AddSequence( CIcarus* icarus )
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{
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CSequence *sequence = (CSequence*)icarus->GetSequence();
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assert( sequence );
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if ( sequence == NULL )
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return NULL;
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//The rest is handled internally to the class
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//m_sequenceMap[ sequence->GetID() ] = sequence;
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// OLD STUFF!
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//Add it to the list
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m_sequences.insert( m_sequences.end(), sequence );
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//FIXME: Temp fix
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sequence->SetFlag( CSequence::SQ_PENDING );
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return sequence;
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}
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CSequence *CSequencer::AddSequence( CSequence *parent, CSequence *returnSeq, int flags, CIcarus* icarus )
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{
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CSequence *sequence = (CSequence*)icarus->GetSequence();
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assert( sequence );
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if ( sequence == NULL )
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return NULL;
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//The rest is handled internally to the class
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// m_sequenceMap[ sequence->GetID() ] = sequence;
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// OLD STUFF!
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//Add it to the list
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m_sequences.insert( m_sequences.end(), sequence );
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sequence->SetFlags( flags );
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sequence->SetParent( parent );
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sequence->SetReturn( returnSeq );
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return sequence;
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}
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/*
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========================
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GetSequence
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Retrieves a sequence by its ID
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========================
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*/
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CSequence *CSequencer::GetSequence( int id )
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{
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/* sequenceID_m::iterator mi;
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mi = m_sequenceMap.find( id );
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if ( mi == m_sequenceMap.end() )
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return NULL;
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return (*mi).second;*/
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sequence_l::iterator iterSeq;
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STL_ITERATE( iterSeq, m_sequences )
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{
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if ( (*iterSeq)->GetID() == id )
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return (*iterSeq);
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}
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return NULL;
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}
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/*
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-------------------------
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Interrupt
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-------------------------
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*/
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void CSequencer::Interrupt( void )
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{
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CBlock *command = m_taskManager->GetCurrentTask();
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if ( command == NULL )
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return;
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//Save it
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PushCommand( command, CSequence::PUSH_BACK );
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}
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/*
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========================
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Run
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Runs a script
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========================
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*/
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int CSequencer::Run( char *buffer, long size, CIcarus* icarus )
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{
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bstream_t *blockStream;
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IGameInterface* game = icarus->GetGame();
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Recall(icarus);
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//Create a new stream
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blockStream = AddStream();
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//Open the stream as an IBI stream
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if (!blockStream->stream->Open( buffer, size ))
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{
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game->DebugPrint(IGameInterface::WL_ERROR, "invalid stream" );
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return SEQ_FAILED;
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}
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CSequence *sequence = AddSequence( NULL, m_curSequence, CSequence::SQ_COMMON, icarus );
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// Interpret the command blocks and route them properly
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if ( S_FAILED( Route( sequence, blockStream, icarus )) )
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{
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//Error code is set inside of Route()
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return SEQ_FAILED;
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}
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return SEQ_OK;
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}
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/*
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========================
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ParseRun
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Parses a user triggered run command
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========================
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*/
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int CSequencer::ParseRun( CBlock *block , CIcarus* icarus)
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{
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IGameInterface* game = icarus->GetGame();
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CSequence *new_sequence;
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bstream_t *new_stream;
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char *buffer;
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char newname[ CIcarus::MAX_STRING_SIZE ];
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int buffer_size;
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//Get the name and format it
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StripExtension( (char*) block->GetMemberData( 0 ), (char *) newname );
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//Get the file from the game engine
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buffer_size = game->LoadFile( newname, (void **) &buffer );
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if ( buffer_size <= 0 )
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{
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game->DebugPrint(IGameInterface::WL_ERROR, "'%s' : could not open file\n", (char*) block->GetMemberData( 0 ));
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block->Free(icarus);
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delete block;
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block = NULL;
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return SEQ_FAILED;
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}
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//Create a new stream for this file
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new_stream = AddStream();
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//Begin streaming the file
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if (!new_stream->stream->Open( buffer, buffer_size ))
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{
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game->DebugPrint(IGameInterface::WL_ERROR, "invalid stream" );
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block->Free(icarus);
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delete block;
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block = NULL;
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return SEQ_FAILED;
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}
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//Create a new sequence
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new_sequence = AddSequence( m_curSequence, m_curSequence, ( CSequence::SQ_RUN | CSequence::SQ_PENDING ), icarus );
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m_curSequence->AddChild( new_sequence );
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// Interpret the command blocks and route them properly
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if ( S_FAILED( Route( new_sequence, new_stream, icarus )) )
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{
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//Error code is set inside of Route()
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block->Free(icarus);
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delete block;
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block = NULL;
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return SEQ_FAILED;
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}
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m_curSequence = m_curSequence->GetReturn();
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assert( m_curSequence );
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block->Write( CIcarus::TK_FLOAT, (float) new_sequence->GetID() , icarus);
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PushCommand( block, CSequence::PUSH_FRONT );
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return SEQ_OK;
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}
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/*
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========================
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ParseIf
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Parses an if statement
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========================
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*/
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int CSequencer::ParseIf( CBlock *block, bstream_t *bstream , CIcarus* icarus)
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{
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IGameInterface* game = icarus->GetGame();
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CSequence *sequence;
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//Create the container sequence
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sequence = AddSequence( m_curSequence, m_curSequence, CSequence::SQ_CONDITIONAL, icarus);
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assert( sequence );
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if ( sequence == NULL )
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{
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game->DebugPrint(IGameInterface::WL_ERROR, "ParseIf: failed to allocate container sequence" );
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block->Free(icarus);
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delete block;
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block = NULL;
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return SEQ_FAILED;
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}
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m_curSequence->AddChild( sequence );
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//Add a unique conditional identifier to the block for reference later
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block->Write( CIcarus::TK_FLOAT, (float) sequence->GetID(), icarus );
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//Push this onto the stack to mark the conditional entrance
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PushCommand( block, CSequence::PUSH_FRONT );
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//Recursively obtain the conditional body
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Route( sequence, bstream, icarus );
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m_elseValid = 2;
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m_elseOwner = block;
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return SEQ_OK;
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}
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/*
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========================
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ParseElse
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Parses an else statement
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========================
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*/
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int CSequencer::ParseElse( CBlock *block, bstream_t *bstream , CIcarus* icarus)
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{
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IGameInterface* game = icarus->GetGame();
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//The else is not retained
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block->Free(icarus);
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delete block;
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block = NULL;
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CSequence *sequence;
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//Create the container sequence
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sequence = AddSequence( m_curSequence, m_curSequence, CSequence::SQ_CONDITIONAL, icarus );
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assert( sequence );
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if ( sequence == NULL )
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{
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game->DebugPrint(IGameInterface::WL_ERROR, "ParseIf: failed to allocate container sequence" );
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return SEQ_FAILED;
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}
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m_curSequence->AddChild( sequence );
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//Add a unique conditional identifier to the block for reference later
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//TODO: Emit warning
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if ( m_elseOwner == NULL )
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{
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game->DebugPrint(IGameInterface::WL_ERROR, "Invalid 'else' found!\n" );
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return SEQ_FAILED;
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}
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m_elseOwner->Write( CIcarus::TK_FLOAT, (float) sequence->GetID(), icarus );
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m_elseOwner->SetFlag( BF_ELSE );
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//Recursively obtain the conditional body
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Route( sequence, bstream, icarus );
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m_elseValid = 0;
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m_elseOwner = NULL;
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return SEQ_OK;
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}
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/*
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========================
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ParseLoop
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Parses a loop command
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========================
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*/
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int CSequencer::ParseLoop( CBlock *block, bstream_t *bstream , CIcarus* icarus)
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{
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IGameInterface* game = icarus->GetGame();
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CSequence *sequence;
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CBlockMember *bm;
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float min, max;
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int rIter;
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int memberNum = 0;
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//Set the parent
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sequence = AddSequence( m_curSequence, m_curSequence, ( CSequence::SQ_LOOP | CSequence::SQ_RETAIN ), icarus );
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assert( sequence );
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if ( sequence == NULL )
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{
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game->DebugPrint(IGameInterface::WL_ERROR, "ParseLoop : failed to allocate container sequence" );
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block->Free(icarus);
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delete block;
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block = NULL;
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return SEQ_FAILED;
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}
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m_curSequence->AddChild( sequence );
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//Set the number of iterations of this sequence
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bm = block->GetMember( memberNum++ );
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if ( bm->GetID() == CIcarus::ID_RANDOM )
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{
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//Parse out the random number
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min = *(float *) block->GetMemberData( memberNum++ );
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max = *(float *) block->GetMemberData( memberNum++ );
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rIter = (int) game->Random( min, max );
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sequence->SetIterations( rIter );
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}
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else
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{
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sequence->SetIterations ( (int) (*(float *) bm->GetData()) );
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}
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//Add a unique loop identifier to the block for reference later
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block->Write( CIcarus::TK_FLOAT, (float) sequence->GetID(), icarus );
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//Push this onto the stack to mark the loop entrance
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PushCommand( block, CSequence::PUSH_FRONT );
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//Recursively obtain the loop
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Route( sequence, bstream , icarus);
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return SEQ_OK;
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}
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/*
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========================
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AddAffect
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|
|
Adds a sequence that is saved until the affect is called by the parent
|
|
========================
|
|
*/
|
|
|
|
int CSequencer::AddAffect( bstream_t *bstream, int retain, int *id, CIcarus* icarus )
|
|
{
|
|
CSequence *sequence = AddSequence(icarus);
|
|
bstream_t new_stream;
|
|
|
|
sequence->SetFlag( CSequence::SQ_AFFECT | CSequence::SQ_PENDING );
|
|
|
|
if ( retain )
|
|
sequence->SetFlag( CSequence::SQ_RETAIN );
|
|
|
|
//This will be replaced once it's actually used, but this will restore the route state properly
|
|
sequence->SetReturn( m_curSequence );
|
|
|
|
//We need this as a temp holder
|
|
new_stream.last = m_curStream;
|
|
new_stream.stream = bstream->stream;
|
|
|
|
if S_FAILED( Route( sequence, &new_stream , icarus) )
|
|
{
|
|
return SEQ_FAILED;
|
|
}
|
|
|
|
*id = sequence->GetID();
|
|
|
|
sequence->SetReturn( NULL );
|
|
|
|
return SEQ_OK;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
ParseAffect
|
|
|
|
Parses an affect command
|
|
========================
|
|
*/
|
|
|
|
int CSequencer::ParseAffect( CBlock *block, bstream_t *bstream, CIcarus* icarus )
|
|
{
|
|
IGameInterface* game = icarus->GetGame();
|
|
CSequencer *stream_sequencer = NULL;
|
|
char *entname = NULL;
|
|
int ret;
|
|
int ent = -1;
|
|
|
|
entname = (char*) block->GetMemberData( 0 );
|
|
ent = game->GetByName( entname );
|
|
|
|
if( ent < 0 ) // if there wasn't a valid entname in the affect, we need to check if it's a get command
|
|
{
|
|
//try to parse a 'get' command that is embeded in this 'affect'
|
|
|
|
int id;
|
|
char *p1 = NULL;
|
|
char *name = 0;
|
|
CBlockMember *bm = NULL;
|
|
//
|
|
// Get the first parameter (this should be the get)
|
|
//
|
|
bm = block->GetMember( 0 );
|
|
id = bm->GetID();
|
|
|
|
switch ( id )
|
|
{
|
|
// these 3 cases probably aren't necessary
|
|
case CIcarus::TK_STRING:
|
|
case CIcarus::TK_IDENTIFIER:
|
|
case CIcarus::TK_CHAR:
|
|
p1 = (char *) bm->GetData();
|
|
break;
|
|
|
|
case CIcarus::ID_GET:
|
|
{
|
|
int type;
|
|
|
|
//get( TYPE, NAME )
|
|
type = (int) (*(float *) block->GetMemberData( 1 ));
|
|
name = (char *) block->GetMemberData( 2 );
|
|
|
|
switch ( type ) // what type are they attempting to get
|
|
{
|
|
|
|
case CIcarus::TK_STRING:
|
|
//only string is acceptable for affect, store result in p1
|
|
if ( game->GetString( m_ownerID, name, &p1 ) == false)
|
|
{
|
|
block->Free(icarus);
|
|
delete block;
|
|
block = NULL;
|
|
return false;
|
|
}
|
|
break;
|
|
default:
|
|
//FIXME: Make an enum id for the error...
|
|
game->DebugPrint(IGameInterface::WL_ERROR, "Invalid parameter type on affect _1" );
|
|
block->Free(icarus);
|
|
delete block;
|
|
block = NULL;
|
|
return false;
|
|
break;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
default:
|
|
//FIXME: Make an enum id for the error...
|
|
game->DebugPrint(IGameInterface::WL_ERROR, "Invalid parameter type on affect _2" );
|
|
block->Free(icarus);
|
|
delete block;
|
|
block = NULL;
|
|
return false;
|
|
break;
|
|
}//end id switch
|
|
|
|
if(p1)
|
|
{
|
|
ent = game->GetByName( p1 );
|
|
}
|
|
if(ent < 0)
|
|
{ // a valid entity name was not returned from the get command
|
|
game->DebugPrint(IGameInterface::WL_WARNING, "'%s' : invalid affect() target\n");
|
|
}
|
|
|
|
} // end if(!ent)
|
|
|
|
if( ent >= 0 )
|
|
{
|
|
int sequencerID = game->CreateIcarus(ent);
|
|
stream_sequencer = icarus->FindSequencer(sequencerID);
|
|
}
|
|
|
|
if (stream_sequencer == NULL)
|
|
{
|
|
game->DebugPrint(IGameInterface::WL_WARNING, "'%s' : invalid affect() target\n", entname );
|
|
|
|
//Fast-forward out of this affect block onto the next valid code
|
|
CSequence *backSeq = m_curSequence;
|
|
|
|
CSequence *trashSeq = (CSequence*)icarus->GetSequence();
|
|
Route( trashSeq, bstream , icarus);
|
|
Recall(icarus);
|
|
DestroySequence( trashSeq, icarus );
|
|
m_curSequence = backSeq;
|
|
block->Free(icarus);
|
|
delete block;
|
|
block = NULL;
|
|
return SEQ_OK;
|
|
}
|
|
|
|
if S_FAILED ( stream_sequencer->AddAffect( bstream, (int) m_curSequence->HasFlag( CSequence::SQ_RETAIN ), &ret, icarus) )
|
|
{
|
|
block->Free(icarus);
|
|
delete block;
|
|
block = NULL;
|
|
return SEQ_FAILED;
|
|
}
|
|
|
|
//Hold onto the id for later use
|
|
//FIXME: If the target sequence is freed, what then? (!suspect!)
|
|
|
|
block->Write( CIcarus::TK_FLOAT, (float) ret, icarus );
|
|
|
|
PushCommand( block, CSequence::PUSH_FRONT );
|
|
/*
|
|
//Don't actually do these right now, we're just pre-processing (parsing) the affect
|
|
if( ent )
|
|
{ // ents need to update upon being affected
|
|
ent->taskManager->Update();
|
|
}
|
|
*/
|
|
|
|
return SEQ_OK;
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
ParseTask
|
|
-------------------------
|
|
*/
|
|
|
|
int CSequencer::ParseTask( CBlock *block, bstream_t *bstream , CIcarus* icarus)
|
|
{
|
|
IGameInterface* game = icarus->GetGame();
|
|
CSequence *sequence;
|
|
CTaskGroup *group;
|
|
const char *taskName;
|
|
|
|
//Setup the container sequence
|
|
sequence = AddSequence( m_curSequence, m_curSequence, CSequence::SQ_TASK | CSequence::SQ_RETAIN, icarus);
|
|
m_curSequence->AddChild( sequence );
|
|
|
|
//Get the name of this task for reference later
|
|
taskName = (const char *) block->GetMemberData( 0 );
|
|
|
|
//Get a new task group from the task manager
|
|
group = m_taskManager->AddTaskGroup( taskName, icarus );
|
|
|
|
if ( group == NULL )
|
|
{
|
|
game->DebugPrint(IGameInterface::WL_ERROR, "error : unable to allocate a new task group" );
|
|
block->Free(icarus);
|
|
delete block;
|
|
block = NULL;
|
|
return SEQ_FAILED;
|
|
}
|
|
|
|
//The current group is set to this group, all subsequent commands (until a block end) will fall into this task group
|
|
group->SetParent( m_curGroup );
|
|
m_curGroup = group;
|
|
|
|
//Keep an association between this task and the container sequence
|
|
AddTaskSequence( sequence, group );
|
|
|
|
//PushCommand( block, PUSH_FRONT );
|
|
block->Free(icarus);
|
|
delete block;
|
|
block = NULL;
|
|
|
|
//Recursively obtain the loop
|
|
Route( sequence, bstream, icarus );
|
|
|
|
return SEQ_OK;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
Route
|
|
|
|
Properly handles and routes commands to the sequencer
|
|
========================
|
|
*/
|
|
|
|
//FIXME: Re-entering this code will produce unpredictable results if a script has already been routed and is running currently
|
|
|
|
//FIXME: A sequencer cannot properly affect itself
|
|
|
|
int CSequencer::Route( CSequence *sequence, bstream_t *bstream , CIcarus* icarus)
|
|
{
|
|
IGameInterface* game = icarus->GetGame();
|
|
CBlockStream *stream;
|
|
CBlock *block;
|
|
|
|
//Take the stream as the current stream
|
|
m_curStream = bstream;
|
|
stream = bstream->stream;
|
|
|
|
m_curSequence = sequence;
|
|
|
|
//Obtain all blocks
|
|
while ( stream->BlockAvailable() )
|
|
{
|
|
block = new CBlock; //deleted in Free()
|
|
stream->ReadBlock( block , icarus);
|
|
|
|
//TEMP: HACK!
|
|
if ( m_elseValid )
|
|
m_elseValid--;
|
|
|
|
switch( block->GetBlockID() )
|
|
{
|
|
//Marks the end of a blocked section
|
|
case CIcarus::ID_BLOCK_END:
|
|
|
|
//Save this as a pre-process marker
|
|
PushCommand( block, CSequence::PUSH_FRONT );
|
|
|
|
if ( m_curSequence->HasFlag( CSequence::SQ_RUN ) || m_curSequence->HasFlag( CSequence::SQ_AFFECT ) )
|
|
{
|
|
//Go back to the last stream
|
|
m_curStream = bstream->last;
|
|
}
|
|
|
|
if ( m_curSequence->HasFlag( CSequence::SQ_TASK ) )
|
|
{
|
|
//Go back to the last stream
|
|
m_curStream = bstream->last;
|
|
m_curGroup = m_curGroup->GetParent();
|
|
}
|
|
|
|
m_curSequence = m_curSequence->GetReturn();
|
|
|
|
return SEQ_OK;
|
|
break;
|
|
|
|
//Affect pre-processor
|
|
case CIcarus::ID_AFFECT:
|
|
|
|
if S_FAILED( ParseAffect( block, bstream, icarus ) )
|
|
return SEQ_FAILED;
|
|
|
|
break;
|
|
|
|
//Run pre-processor
|
|
case CIcarus::ID_RUN:
|
|
|
|
if S_FAILED( ParseRun( block, icarus ) )
|
|
return SEQ_FAILED;
|
|
|
|
break;
|
|
|
|
//Loop pre-processor
|
|
case CIcarus::ID_LOOP:
|
|
|
|
if S_FAILED( ParseLoop( block, bstream, icarus ) )
|
|
return SEQ_FAILED;
|
|
|
|
break;
|
|
|
|
//Conditional pre-processor
|
|
case CIcarus::ID_IF:
|
|
|
|
if S_FAILED( ParseIf( block, bstream, icarus ) )
|
|
return SEQ_FAILED;
|
|
|
|
break;
|
|
|
|
case CIcarus::ID_ELSE:
|
|
|
|
//TODO: Emit warning
|
|
if ( m_elseValid == 0 )
|
|
{
|
|
game->DebugPrint(IGameInterface::WL_ERROR, "Invalid 'else' found!\n" );
|
|
return SEQ_FAILED;
|
|
}
|
|
|
|
if S_FAILED( ParseElse( block, bstream, icarus ) )
|
|
return SEQ_FAILED;
|
|
|
|
break;
|
|
|
|
case CIcarus::ID_TASK:
|
|
|
|
if S_FAILED( ParseTask( block, bstream, icarus ) )
|
|
return SEQ_FAILED;
|
|
|
|
break;
|
|
|
|
//FIXME: For now this is to catch problems, but can ultimately be removed
|
|
case CIcarus::ID_WAIT:
|
|
case CIcarus::ID_PRINT:
|
|
case CIcarus::ID_SOUND:
|
|
case CIcarus::ID_MOVE:
|
|
case CIcarus::ID_ROTATE:
|
|
case CIcarus::ID_SET:
|
|
case CIcarus::ID_USE:
|
|
case CIcarus::ID_REMOVE:
|
|
case CIcarus::ID_KILL:
|
|
case CIcarus::ID_FLUSH:
|
|
case CIcarus::ID_CAMERA:
|
|
case CIcarus::ID_DO:
|
|
case CIcarus::ID_DECLARE:
|
|
case CIcarus::ID_FREE:
|
|
case CIcarus::ID_SIGNAL:
|
|
case CIcarus::ID_WAITSIGNAL:
|
|
case CIcarus::ID_PLAY:
|
|
|
|
//Commands go directly into the sequence without pre-process
|
|
PushCommand( block, CSequence::PUSH_FRONT );
|
|
break;
|
|
|
|
//Error
|
|
default:
|
|
|
|
game->DebugPrint(IGameInterface::WL_ERROR, "'%d' : invalid block ID", block->GetBlockID() );
|
|
|
|
return SEQ_FAILED;
|
|
break;
|
|
}
|
|
}
|
|
|
|
//Check for a run sequence, it must be marked
|
|
if ( m_curSequence->HasFlag( CSequence::SQ_RUN ) )
|
|
{
|
|
block = new CBlock;
|
|
block->Create( CIcarus::ID_BLOCK_END );
|
|
PushCommand( block, CSequence::PUSH_FRONT ); //mark the end of the run
|
|
|
|
/*
|
|
//Free the stream
|
|
m_curStream = bstream->last;
|
|
DeleteStream( bstream );
|
|
*/
|
|
|
|
return SEQ_OK;
|
|
}
|
|
|
|
//Check to start the communication
|
|
if ( ( bstream->last == NULL ) && ( m_numCommands > 0 ) )
|
|
{
|
|
//Everything is routed, so get it all rolling
|
|
Prime( m_taskManager, PopCommand( CSequence::POP_BACK ), icarus );
|
|
}
|
|
|
|
m_curStream = bstream->last;
|
|
|
|
//Free the stream
|
|
DeleteStream( bstream );
|
|
|
|
return SEQ_OK;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
CheckRun
|
|
|
|
Checks for run command pre-processing
|
|
========================
|
|
*/
|
|
|
|
//Directly changes the parameter to avoid excess push/pop
|
|
|
|
void CSequencer::CheckRun( CBlock **command , CIcarus* icarus)
|
|
{
|
|
IGameInterface* game = icarus->GetGame();
|
|
CBlock *block = *command;
|
|
|
|
if ( block == NULL )
|
|
return;
|
|
|
|
//Check for a run command
|
|
if ( block->GetBlockID() == CIcarus::ID_RUN )
|
|
{
|
|
int id = (int) (*(float *) block->GetMemberData( 1 ));
|
|
|
|
game->DebugPrint(IGameInterface::WL_DEBUG, "%4d run( \"%s\" ); [%d]", m_ownerID, (char *) block->GetMemberData(0), game->GetTime() );
|
|
|
|
if ( m_curSequence->HasFlag( CSequence::SQ_RETAIN ) )
|
|
{
|
|
PushCommand( block, CSequence::PUSH_FRONT );
|
|
}
|
|
else
|
|
{
|
|
block->Free(icarus);
|
|
delete block;
|
|
block = NULL;
|
|
|
|
*command = NULL;
|
|
}
|
|
|
|
m_curSequence = GetSequence( id );
|
|
|
|
//TODO: Emit warning
|
|
assert( m_curSequence );
|
|
if ( m_curSequence == NULL )
|
|
{
|
|
game->DebugPrint(IGameInterface::WL_ERROR, "Unable to find 'run' sequence!\n" );
|
|
*command = NULL;
|
|
return;
|
|
}
|
|
|
|
if ( m_curSequence->GetNumCommands() > 0 )
|
|
{
|
|
*command = PopCommand( CSequence::POP_BACK );
|
|
|
|
Prep( command , icarus); //Account for any other pre-processes
|
|
return;
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
//Check for the end of a run
|
|
if ( ( block->GetBlockID() == CIcarus::ID_BLOCK_END ) && ( m_curSequence->HasFlag( CSequence::SQ_RUN ) ) )
|
|
{
|
|
if ( m_curSequence->HasFlag( CSequence::SQ_RETAIN ) )
|
|
{
|
|
PushCommand( block, CSequence::PUSH_FRONT );
|
|
}
|
|
else
|
|
{
|
|
block->Free(icarus);
|
|
delete block;
|
|
block = NULL;
|
|
*command = NULL;
|
|
}
|
|
|
|
m_curSequence = ReturnSequence( m_curSequence );
|
|
|
|
if ( m_curSequence && m_curSequence->GetNumCommands() > 0 )
|
|
{
|
|
*command = PopCommand( CSequence::POP_BACK );
|
|
|
|
Prep( command, icarus ); //Account for any other pre-processes
|
|
return;
|
|
}
|
|
|
|
//FIXME: Check this...
|
|
}
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
EvaluateConditional
|
|
-------------------------
|
|
*/
|
|
|
|
//FIXME: This function will be written better later once the functionality of the ideas here are tested
|
|
|
|
int CSequencer::EvaluateConditional( CBlock *block , CIcarus* icarus)
|
|
{
|
|
IGameInterface* game = icarus->GetGame();
|
|
CBlockMember *bm;
|
|
char tempString1[128], tempString2[128];
|
|
vec3_t vec;
|
|
int id, i, oper, memberNum = 0;
|
|
char *p1 = NULL, *p2 = NULL;
|
|
int t1, t2;
|
|
|
|
//
|
|
// Get the first parameter
|
|
//
|
|
|
|
bm = block->GetMember( memberNum++ );
|
|
id = bm->GetID();
|
|
|
|
t1 = id;
|
|
|
|
switch ( id )
|
|
{
|
|
case CIcarus::TK_FLOAT:
|
|
sprintf( (char *) tempString1, "%.3f", *(float *) bm->GetData() );
|
|
p1 = (char *) tempString1;
|
|
break;
|
|
|
|
case CIcarus::TK_VECTOR:
|
|
|
|
tempString1[0] = NULL;
|
|
|
|
for ( i = 0; i < 3; i++ )
|
|
{
|
|
bm = block->GetMember( memberNum++ );
|
|
vec[i] = *(float *) bm->GetData();
|
|
}
|
|
|
|
sprintf( (char *) tempString1, "%.3f %.3f %.3f", vec[0], vec[1], vec[2] );
|
|
p1 = (char *) tempString1;
|
|
|
|
break;
|
|
|
|
case CIcarus::TK_STRING:
|
|
case CIcarus::TK_IDENTIFIER:
|
|
case CIcarus::TK_CHAR:
|
|
|
|
p1 = (char *) bm->GetData();
|
|
break;
|
|
|
|
case CIcarus::ID_GET:
|
|
{
|
|
int type;
|
|
char *name;
|
|
|
|
//get( TYPE, NAME )
|
|
type = (int) (*(float *) block->GetMemberData( memberNum++ ));
|
|
name = (char *) block->GetMemberData( memberNum++ );
|
|
|
|
//Get the type returned and hold onto it
|
|
t1 = type;
|
|
|
|
switch ( type )
|
|
{
|
|
case CIcarus::TK_FLOAT:
|
|
{
|
|
float fVal;
|
|
|
|
if ( game->GetFloat( m_ownerID, name, &fVal ) == false)
|
|
return false;
|
|
|
|
sprintf( (char *) tempString1, "%.3f", fVal );
|
|
p1 = (char *) tempString1;
|
|
}
|
|
|
|
break;
|
|
|
|
case CIcarus::TK_INT:
|
|
{
|
|
float fVal;
|
|
|
|
if ( game->GetFloat( m_ownerID, name, &fVal ) == false)
|
|
return false;
|
|
|
|
sprintf( (char *) tempString1, "%d", (int) fVal );
|
|
p1 = (char *) tempString1;
|
|
}
|
|
break;
|
|
|
|
case CIcarus::TK_STRING:
|
|
|
|
if ( game->GetString( m_ownerID, name, &p1 ) == false)
|
|
return false;
|
|
|
|
break;
|
|
|
|
case CIcarus::TK_VECTOR:
|
|
{
|
|
vec3_t vVal;
|
|
|
|
if ( game->GetVector( m_ownerID, name, vVal ) == false)
|
|
return false;
|
|
|
|
sprintf( (char *) tempString1, "%.3f %.3f %.3f", vVal[0], vVal[1], vVal[2] );
|
|
p1 = (char *) tempString1;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case CIcarus::ID_RANDOM:
|
|
{
|
|
float min, max;
|
|
//FIXME: This will not account for nested random() statements
|
|
|
|
min = *(float *) block->GetMemberData( memberNum++ );
|
|
max = *(float *) block->GetMemberData( memberNum++ );
|
|
|
|
//A float value is returned from the function
|
|
t1 = CIcarus::TK_FLOAT;
|
|
|
|
sprintf( (char *) tempString1, "%.3f", game->Random( min, max ) );
|
|
p1 = (char *) tempString1;
|
|
}
|
|
|
|
break;
|
|
|
|
case CIcarus::ID_TAG:
|
|
{
|
|
char *name;
|
|
float type;
|
|
|
|
name = (char *) block->GetMemberData( memberNum++ );
|
|
type = *(float *) block->GetMemberData( memberNum++ );
|
|
|
|
t1 = CIcarus::TK_VECTOR;
|
|
|
|
//TODO: Emit warning
|
|
if ( game->GetTag( m_ownerID, name, (int) type, vec ) == false)
|
|
{
|
|
game->DebugPrint(IGameInterface::WL_ERROR, "Unable to find tag \"%s\"!\n", name );
|
|
return false;
|
|
}
|
|
|
|
sprintf( (char *) tempString1, "%.3f %.3f %.3f", vec[0], vec[1], vec[2] );
|
|
p1 = (char *) tempString1;
|
|
|
|
break;
|
|
}
|
|
|
|
default:
|
|
//FIXME: Make an enum id for the error...
|
|
game->DebugPrint(IGameInterface::WL_ERROR, "Invalid parameter type on conditional" );
|
|
return false;
|
|
break;
|
|
}
|
|
|
|
//
|
|
// Get the comparison operator
|
|
//
|
|
|
|
bm = block->GetMember( memberNum++ );
|
|
id = bm->GetID();
|
|
|
|
switch ( id )
|
|
{
|
|
case CIcarus::TK_EQUALS:
|
|
case CIcarus::TK_GREATER_THAN:
|
|
case CIcarus::TK_LESS_THAN:
|
|
case CIcarus::TK_NOT:
|
|
oper = id;
|
|
break;
|
|
|
|
default:
|
|
game->DebugPrint(IGameInterface::WL_ERROR, "Invalid operator type found on conditional!\n" );
|
|
return false; //FIXME: Emit warning
|
|
break;
|
|
}
|
|
|
|
//
|
|
// Get the second parameter
|
|
//
|
|
|
|
bm = block->GetMember( memberNum++ );
|
|
id = bm->GetID();
|
|
|
|
t2 = id;
|
|
|
|
switch ( id )
|
|
{
|
|
case CIcarus::TK_FLOAT:
|
|
sprintf( (char *) tempString2, "%.3f", *(float *) bm->GetData() );
|
|
p2 = (char *) tempString2;
|
|
break;
|
|
|
|
case CIcarus::TK_VECTOR:
|
|
|
|
tempString2[0] = NULL;
|
|
|
|
for ( i = 0; i < 3; i++ )
|
|
{
|
|
bm = block->GetMember( memberNum++ );
|
|
vec[i] = *(float *) bm->GetData();
|
|
}
|
|
|
|
sprintf( (char *) tempString2, "%.3f %.3f %.3f", vec[0], vec[1], vec[2] );
|
|
p2 = (char *) tempString2;
|
|
|
|
break;
|
|
|
|
case CIcarus::TK_STRING:
|
|
case CIcarus::TK_IDENTIFIER:
|
|
case CIcarus::TK_CHAR:
|
|
|
|
p2 = (char *) bm->GetData();
|
|
break;
|
|
|
|
case CIcarus::ID_GET:
|
|
{
|
|
int type;
|
|
char *name;
|
|
|
|
//get( TYPE, NAME )
|
|
type = (int) (*(float *) block->GetMemberData( memberNum++ ));
|
|
name = (char *) block->GetMemberData( memberNum++ );
|
|
|
|
//Get the type returned and hold onto it
|
|
t2 = type;
|
|
|
|
switch ( type )
|
|
{
|
|
case CIcarus::TK_FLOAT:
|
|
{
|
|
float fVal;
|
|
|
|
if ( game->GetFloat( m_ownerID, name, &fVal ) == false)
|
|
return false;
|
|
|
|
sprintf( (char *) tempString2, "%.3f", fVal );
|
|
p2 = (char *) tempString2;
|
|
}
|
|
|
|
break;
|
|
|
|
case CIcarus::TK_INT:
|
|
{
|
|
float fVal;
|
|
|
|
if ( game->GetFloat( m_ownerID, name, &fVal ) == false)
|
|
return false;
|
|
|
|
sprintf( (char *) tempString2, "%d", (int) fVal );
|
|
p2 = (char *) tempString2;
|
|
}
|
|
break;
|
|
|
|
case CIcarus::TK_STRING:
|
|
|
|
if ( game->GetString( m_ownerID, name, &p2 ) == false)
|
|
return false;
|
|
|
|
break;
|
|
|
|
case CIcarus::TK_VECTOR:
|
|
{
|
|
vec3_t vVal;
|
|
|
|
if ( game->GetVector( m_ownerID, name, vVal ) == false)
|
|
return false;
|
|
|
|
sprintf( (char *) tempString2, "%.3f %.3f %.3f", vVal[0], vVal[1], vVal[2] );
|
|
p2 = (char *) tempString2;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case CIcarus::ID_RANDOM:
|
|
|
|
{
|
|
float min, max;
|
|
//FIXME: This will not account for nested random() statements
|
|
|
|
min = *(float *) block->GetMemberData( memberNum++ );
|
|
max = *(float *) block->GetMemberData( memberNum++ );
|
|
|
|
//A float value is returned from the function
|
|
t2 = CIcarus::TK_FLOAT;
|
|
|
|
sprintf( (char *) tempString2, "%.3f", game->Random( min, max ) );
|
|
p2 = (char *) tempString2;
|
|
}
|
|
|
|
break;
|
|
|
|
case CIcarus::ID_TAG:
|
|
|
|
{
|
|
char *name;
|
|
float type;
|
|
|
|
name = (char *) block->GetMemberData( memberNum++ );
|
|
type = *(float *) block->GetMemberData( memberNum++ );
|
|
|
|
t2 = CIcarus::TK_VECTOR;
|
|
|
|
//TODO: Emit warning
|
|
if ( game->GetTag( m_ownerID, name, (int) type, vec ) == false)
|
|
{
|
|
game->DebugPrint(IGameInterface::WL_ERROR, "Unable to find tag \"%s\"!\n", name );
|
|
return false;
|
|
}
|
|
|
|
sprintf( (char *) tempString2, "%.3f %.3f %.3f", vec[0], vec[1], vec[2] );
|
|
p2 = (char *) tempString2;
|
|
|
|
break;
|
|
}
|
|
|
|
default:
|
|
//FIXME: Make an enum id for the error...
|
|
game->DebugPrint(IGameInterface::WL_ERROR, "Invalid parameter type on conditional" );
|
|
return false;
|
|
break;
|
|
}
|
|
|
|
return game->Evaluate( t1, p1, t2, p2, oper );
|
|
}
|
|
|
|
/*
|
|
========================
|
|
CheckIf
|
|
|
|
Checks for if statement pre-processing
|
|
========================
|
|
*/
|
|
|
|
void CSequencer::CheckIf( CBlock **command , CIcarus* icarus)
|
|
{
|
|
IGameInterface* game = icarus->GetGame();
|
|
CBlock *block = *command;
|
|
int successID, failureID;
|
|
CSequence *successSeq, *failureSeq;
|
|
|
|
if ( block == NULL )
|
|
return;
|
|
|
|
if ( block->GetBlockID() == CIcarus::ID_IF )
|
|
{
|
|
int ret = EvaluateConditional( block, icarus );
|
|
|
|
if ( ret /*TRUE*/ )
|
|
{
|
|
if ( block->HasFlag( BF_ELSE ) )
|
|
{
|
|
successID = (int) (*(float *) block->GetMemberData( block->GetNumMembers() - 2 ));
|
|
}
|
|
else
|
|
{
|
|
successID = (int) (*(float *) block->GetMemberData( block->GetNumMembers() - 1 ));
|
|
}
|
|
|
|
successSeq = GetSequence( successID );
|
|
|
|
//TODO: Emit warning
|
|
assert( successSeq );
|
|
if ( successSeq == NULL )
|
|
{
|
|
game->DebugPrint(IGameInterface::WL_ERROR, "Unable to find conditional success sequence!\n" );
|
|
*command = NULL;
|
|
return;
|
|
}
|
|
|
|
//Only save the conditional statement if the calling sequence is retained
|
|
if ( m_curSequence->HasFlag( CSequence::SQ_RETAIN ) )
|
|
{
|
|
PushCommand( block, CSequence::PUSH_FRONT );
|
|
}
|
|
else
|
|
{
|
|
block->Free(icarus);
|
|
delete block;
|
|
block = NULL;
|
|
*command = NULL;
|
|
}
|
|
|
|
m_curSequence = successSeq;
|
|
|
|
//Recursively work out any other pre-processors
|
|
*command = PopCommand( CSequence::POP_BACK );
|
|
Prep( command , icarus);
|
|
|
|
return;
|
|
}
|
|
|
|
if ( ( ret == false ) && ( block->HasFlag( BF_ELSE ) ) )
|
|
{
|
|
failureID = (int) (*(float *) block->GetMemberData( block->GetNumMembers() - 1 ));
|
|
failureSeq = GetSequence( failureID );
|
|
|
|
//TODO: Emit warning
|
|
assert( failureSeq );
|
|
if ( failureSeq == NULL )
|
|
{
|
|
game->DebugPrint(IGameInterface::WL_ERROR, "Unable to find conditional failure sequence!\n" );
|
|
*command = NULL;
|
|
return;
|
|
}
|
|
|
|
//Only save the conditional statement if the calling sequence is retained
|
|
if ( m_curSequence->HasFlag( CSequence::SQ_RETAIN ) )
|
|
{
|
|
PushCommand( block, CSequence::PUSH_FRONT );
|
|
}
|
|
else
|
|
{
|
|
block->Free(icarus);
|
|
delete block;
|
|
block = NULL;
|
|
*command = NULL;
|
|
}
|
|
|
|
m_curSequence = failureSeq;
|
|
|
|
//Recursively work out any other pre-processors
|
|
*command = PopCommand( CSequence::POP_BACK );
|
|
Prep( command , icarus);
|
|
|
|
return;
|
|
}
|
|
|
|
//Only save the conditional statement if the calling sequence is retained
|
|
if ( m_curSequence->HasFlag( CSequence::SQ_RETAIN ) )
|
|
{
|
|
PushCommand( block, CSequence::PUSH_FRONT );
|
|
}
|
|
else
|
|
{
|
|
block->Free(icarus);
|
|
delete block;
|
|
block = NULL;
|
|
*command = NULL;
|
|
}
|
|
|
|
//Conditional failed, just move on to the next command
|
|
*command = PopCommand( CSequence::POP_BACK );
|
|
Prep( command , icarus);
|
|
|
|
return;
|
|
}
|
|
|
|
if ( ( block->GetBlockID() == CIcarus::ID_BLOCK_END ) && ( m_curSequence->HasFlag( CSequence::SQ_CONDITIONAL ) ) )
|
|
{
|
|
assert( m_curSequence->GetReturn() );
|
|
if ( m_curSequence->GetReturn() == NULL )
|
|
{
|
|
*command = NULL;
|
|
return;
|
|
}
|
|
|
|
//Check to retain it
|
|
if ( m_curSequence->GetParent()->HasFlag( CSequence::SQ_RETAIN ) )
|
|
{
|
|
PushCommand( block, CSequence::PUSH_FRONT );
|
|
}
|
|
else
|
|
{
|
|
block->Free(icarus);
|
|
delete block;
|
|
block = NULL;
|
|
*command = NULL;
|
|
}
|
|
|
|
//Back out of the conditional and resume the previous sequence
|
|
m_curSequence = ReturnSequence( m_curSequence );
|
|
|
|
//This can safely happen
|
|
if ( m_curSequence == NULL )
|
|
{
|
|
*command = NULL;
|
|
return;
|
|
}
|
|
|
|
*command = PopCommand( CSequence::POP_BACK );
|
|
Prep( command , icarus);
|
|
}
|
|
}
|
|
|
|
/*
|
|
========================
|
|
CheckLoop
|
|
|
|
Checks for loop command pre-processing
|
|
========================
|
|
*/
|
|
|
|
void CSequencer::CheckLoop( CBlock **command , CIcarus* icarus)
|
|
{
|
|
IGameInterface* game = icarus->GetGame();
|
|
CBlockMember *bm;
|
|
CBlock *block = *command;
|
|
float min, max;
|
|
int iterations;
|
|
int loopID;
|
|
int memberNum = 0;
|
|
|
|
if ( block == NULL )
|
|
return;
|
|
|
|
//Check for a loop
|
|
if ( block->GetBlockID() == CIcarus::ID_LOOP )
|
|
{
|
|
//Get the loop ID
|
|
bm = block->GetMember( memberNum++ );
|
|
|
|
if ( bm->GetID() == CIcarus::ID_RANDOM )
|
|
{
|
|
//Parse out the random number
|
|
min = *(float *) block->GetMemberData( memberNum++ );
|
|
max = *(float *) block->GetMemberData( memberNum++ );
|
|
|
|
iterations = (int) game->Random( min, max );
|
|
}
|
|
else
|
|
{
|
|
iterations = (int) (*(float *) bm->GetData());
|
|
}
|
|
|
|
loopID = (int) (*(float *) block->GetMemberData( memberNum++ ));
|
|
|
|
CSequence *loop = GetSequence( loopID );
|
|
|
|
//TODO: Emit warning
|
|
assert( loop );
|
|
if ( loop == NULL )
|
|
{
|
|
game->DebugPrint(IGameInterface::WL_ERROR, "Unable to find 'loop' sequence!\n" );
|
|
*command = NULL;
|
|
return;
|
|
}
|
|
|
|
assert( loop->GetParent() );
|
|
if ( loop->GetParent() == NULL )
|
|
{
|
|
*command = NULL;
|
|
return;
|
|
}
|
|
|
|
//Restore the count if it has been lost
|
|
loop->SetIterations( iterations );
|
|
|
|
//Only save the loop command if the calling sequence is retained
|
|
if ( m_curSequence->HasFlag( CSequence::SQ_RETAIN ) )
|
|
{
|
|
PushCommand( block, CSequence::PUSH_FRONT );
|
|
}
|
|
else
|
|
{
|
|
block->Free(icarus);
|
|
delete block;
|
|
block = NULL;
|
|
*command = NULL;
|
|
}
|
|
|
|
m_curSequence = loop;
|
|
|
|
//Recursively work out any other pre-processors
|
|
*command = PopCommand( CSequence::POP_BACK );
|
|
Prep( command , icarus);
|
|
|
|
return;
|
|
}
|
|
|
|
//Check for the end of the loop
|
|
if ( ( block->GetBlockID() == CIcarus::ID_BLOCK_END ) && ( m_curSequence->HasFlag( CSequence::SQ_LOOP ) ) )
|
|
{
|
|
//We don't want to decrement -1
|
|
if ( m_curSequence->GetIterations() > 0 )
|
|
m_curSequence->SetIterations( m_curSequence->GetIterations()-1 ); //Nice, eh?
|
|
|
|
//Either there's another iteration, or it's infinite
|
|
if ( m_curSequence->GetIterations() != 0 )
|
|
{
|
|
//Another iteration is going to happen, so this will need to be considered again
|
|
PushCommand( block, CSequence::PUSH_FRONT );
|
|
|
|
*command = PopCommand( CSequence::POP_BACK );
|
|
Prep( command, icarus );
|
|
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
assert( m_curSequence->GetReturn() );
|
|
if ( m_curSequence->GetReturn() == NULL )
|
|
{
|
|
*command = NULL;
|
|
return;
|
|
}
|
|
|
|
//Check to retain it
|
|
if ( m_curSequence->GetParent()->HasFlag( CSequence::SQ_RETAIN ) )
|
|
{
|
|
PushCommand( block, CSequence::PUSH_FRONT );
|
|
}
|
|
else
|
|
{
|
|
block->Free(icarus);
|
|
delete block;
|
|
block = NULL;
|
|
*command = NULL;
|
|
}
|
|
|
|
//Back out of the loop and resume the previous sequence
|
|
m_curSequence = ReturnSequence( m_curSequence );
|
|
|
|
//This can safely happen
|
|
if ( m_curSequence == NULL )
|
|
{
|
|
*command = NULL;
|
|
return;
|
|
}
|
|
|
|
*command = PopCommand( CSequence::POP_BACK );
|
|
Prep( command, icarus);
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
========================
|
|
CheckFlush
|
|
|
|
Checks for flush command pre-processing
|
|
========================
|
|
*/
|
|
|
|
void CSequencer::CheckFlush( CBlock **command, CIcarus* icarus)
|
|
{
|
|
CBlock *block = *command;
|
|
|
|
if ( block == NULL )
|
|
return;
|
|
|
|
if ( block->GetBlockID() == CIcarus::ID_FLUSH )
|
|
{
|
|
//Flush the sequence
|
|
Flush( m_curSequence, icarus );
|
|
|
|
//Check to retain it
|
|
if ( m_curSequence->HasFlag( CSequence::SQ_RETAIN ) )
|
|
{
|
|
PushCommand( block, CSequence::PUSH_FRONT );
|
|
}
|
|
else
|
|
{
|
|
block->Free(icarus);
|
|
delete block;
|
|
block = NULL;
|
|
*command = NULL;
|
|
}
|
|
|
|
*command = PopCommand( CSequence::POP_BACK );
|
|
Prep( command , icarus);
|
|
|
|
return;
|
|
}
|
|
}
|
|
|
|
/*
|
|
========================
|
|
CheckAffect
|
|
|
|
Checks for affect command pre-processing
|
|
========================
|
|
*/
|
|
|
|
void CSequencer::CheckAffect( CBlock **command , CIcarus* icarus)
|
|
{
|
|
IGameInterface* game = icarus->GetGame();
|
|
CBlock *block = *command;
|
|
int ent = -1;
|
|
char *entname = NULL;
|
|
int memberNum = 0;
|
|
|
|
if ( block == NULL )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ( block->GetBlockID() == CIcarus::ID_AFFECT )
|
|
{
|
|
CSequencer *sequencer = NULL;
|
|
entname = (char*) block->GetMemberData( memberNum++ );
|
|
ent = game->GetByName( entname );
|
|
|
|
if( ent < 0 ) // if there wasn't a valid entname in the affect, we need to check if it's a get command
|
|
{
|
|
//try to parse a 'get' command that is embeded in this 'affect'
|
|
|
|
int id;
|
|
char *p1 = NULL;
|
|
char *name = 0;
|
|
CBlockMember *bm = NULL;
|
|
//
|
|
// Get the first parameter (this should be the get)
|
|
//
|
|
bm = block->GetMember( 0 );
|
|
id = bm->GetID();
|
|
|
|
switch ( id )
|
|
{
|
|
// these 3 cases probably aren't necessary
|
|
case CIcarus::TK_STRING:
|
|
case CIcarus::TK_IDENTIFIER:
|
|
case CIcarus::TK_CHAR:
|
|
p1 = (char *) bm->GetData();
|
|
break;
|
|
|
|
case CIcarus::ID_GET:
|
|
{
|
|
int type;
|
|
|
|
//get( TYPE, NAME )
|
|
type = (int) (*(float *) block->GetMemberData( memberNum++ ));
|
|
name = (char *) block->GetMemberData( memberNum++ );
|
|
|
|
switch ( type ) // what type are they attempting to get
|
|
{
|
|
|
|
case CIcarus::TK_STRING:
|
|
//only string is acceptable for affect, store result in p1
|
|
if ( game->GetString( m_ownerID, name, &p1 ) == false)
|
|
{
|
|
return;
|
|
}
|
|
break;
|
|
default:
|
|
//FIXME: Make an enum id for the error...
|
|
game->DebugPrint(IGameInterface::WL_ERROR, "Invalid parameter type on affect _1" );
|
|
return;
|
|
break;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
default:
|
|
//FIXME: Make an enum id for the error...
|
|
game->DebugPrint(IGameInterface::WL_ERROR, "Invalid parameter type on affect _2" );
|
|
return;
|
|
break;
|
|
}//end id switch
|
|
|
|
if(p1)
|
|
{
|
|
ent = game->GetByName( p1 );
|
|
}
|
|
if(ent < 0)
|
|
{ // a valid entity name was not returned from the get command
|
|
game->DebugPrint(IGameInterface::WL_WARNING, "'%s' : invalid affect() target\n");
|
|
}
|
|
|
|
} // end if(!ent)
|
|
|
|
if( ent >= 0)
|
|
{
|
|
int sequencerID = game->CreateIcarus(ent);
|
|
sequencer = icarus->FindSequencer(sequencerID);
|
|
}
|
|
if(memberNum == 0)
|
|
{ //there was no get, increment manually before next step
|
|
memberNum++;
|
|
}
|
|
int type = (int) (*(float *) block->GetMemberData( memberNum ));
|
|
int id = (int) (*(float *) block->GetMemberData( memberNum+1 ));
|
|
|
|
if ( m_curSequence->HasFlag( CSequence::SQ_RETAIN ) )
|
|
{
|
|
PushCommand( block, CSequence::PUSH_FRONT );
|
|
}
|
|
else
|
|
{
|
|
block->Free(icarus);
|
|
delete block;
|
|
block = NULL;
|
|
*command = NULL;
|
|
}
|
|
|
|
//NOTENOTE: If this isn't found, continue on to the next command
|
|
if ( sequencer == NULL )
|
|
{
|
|
*command = PopCommand( CSequence::POP_BACK );
|
|
Prep( command , icarus);
|
|
return;
|
|
}
|
|
|
|
sequencer->Affect( id, type , icarus);
|
|
|
|
*command = PopCommand( CSequence::POP_BACK );
|
|
Prep( command, icarus );
|
|
if( ent >= 0 )
|
|
{ // ents need to update upon being affected
|
|
int sequencerID = game->CreateIcarus(ent);
|
|
CSequencer* entsequencer = icarus->FindSequencer(sequencerID);
|
|
CTaskManager* taskmanager = entsequencer->GetTaskManager();
|
|
if(taskmanager)
|
|
{
|
|
taskmanager->Update(icarus);
|
|
}
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
if ( ( block->GetBlockID() == CIcarus::ID_BLOCK_END ) && ( m_curSequence->HasFlag( CSequence::SQ_AFFECT ) ) )
|
|
{
|
|
if ( m_curSequence->HasFlag(CSequence::SQ_RETAIN ) )
|
|
{
|
|
PushCommand( block, CSequence::PUSH_FRONT );
|
|
}
|
|
else
|
|
{
|
|
block->Free(icarus);
|
|
delete block;
|
|
block = NULL;
|
|
*command = NULL;
|
|
}
|
|
|
|
m_curSequence = ReturnSequence( m_curSequence );
|
|
|
|
if ( m_curSequence == NULL )
|
|
{
|
|
*command = NULL;
|
|
return;
|
|
}
|
|
|
|
*command = PopCommand( CSequence::POP_BACK );
|
|
Prep( command , icarus);
|
|
if( ent >= 0)
|
|
{ // ents need to update upon being affected
|
|
int sequencerID = game->CreateIcarus(ent);
|
|
CSequencer* entsequencer = icarus->FindSequencer(sequencerID);
|
|
CTaskManager* taskmanager = entsequencer->GetTaskManager();
|
|
if(taskmanager)
|
|
{
|
|
taskmanager->Update(icarus);
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
CheckDo
|
|
-------------------------
|
|
*/
|
|
|
|
void CSequencer::CheckDo( CBlock **command , CIcarus* icarus)
|
|
{
|
|
IGameInterface* game = icarus->GetGame();
|
|
CBlock *block = *command;
|
|
|
|
if ( block == NULL )
|
|
return;
|
|
|
|
if ( block->GetBlockID() == CIcarus::ID_DO )
|
|
{
|
|
//Get the sequence
|
|
const char *groupName = (const char *) block->GetMemberData( 0 );
|
|
CTaskGroup *group = m_taskManager->GetTaskGroup( groupName, icarus );
|
|
CSequence *sequence = GetTaskSequence( group );
|
|
|
|
//TODO: Emit warning
|
|
assert( group );
|
|
if ( group == NULL )
|
|
{
|
|
//TODO: Give name/number of entity trying to execute, too
|
|
game->DebugPrint(IGameInterface::WL_ERROR, "ICARUS Unable to find task group \"%s\"!\n", groupName );
|
|
*command = NULL;
|
|
return;
|
|
}
|
|
|
|
//TODO: Emit warning
|
|
assert( sequence );
|
|
if ( sequence == NULL )
|
|
{
|
|
//TODO: Give name/number of entity trying to execute, too
|
|
game->DebugPrint(IGameInterface::WL_ERROR, "ICARUS Unable to find task 'group' sequence!\n", groupName );
|
|
*command = NULL;
|
|
return;
|
|
}
|
|
|
|
//Only save the loop command if the calling sequence is retained
|
|
if ( m_curSequence->HasFlag( CSequence::SQ_RETAIN ) )
|
|
{
|
|
PushCommand( block, CSequence::PUSH_FRONT );
|
|
}
|
|
else
|
|
{
|
|
block->Free(icarus);
|
|
delete block;
|
|
block = NULL;
|
|
*command = NULL;
|
|
}
|
|
|
|
//Set this to our current sequence
|
|
sequence->SetReturn( m_curSequence );
|
|
m_curSequence = sequence;
|
|
|
|
group->SetParent( m_curGroup );
|
|
m_curGroup = group;
|
|
|
|
//Mark all the following commands as being in the task
|
|
m_taskManager->MarkTask( group->GetGUID(), TASK_START, icarus );
|
|
|
|
//Recursively work out any other pre-processors
|
|
*command = PopCommand( CSequence::POP_BACK );
|
|
Prep( command , icarus);
|
|
|
|
return;
|
|
}
|
|
|
|
if ( ( block->GetBlockID() == CIcarus::ID_BLOCK_END ) && ( m_curSequence->HasFlag( CSequence::SQ_TASK ) ) )
|
|
{
|
|
if ( m_curSequence->HasFlag( CSequence::SQ_RETAIN ) )
|
|
{
|
|
PushCommand( block, CSequence::PUSH_FRONT );
|
|
}
|
|
else
|
|
{
|
|
block->Free(icarus);
|
|
delete block;
|
|
block = NULL;
|
|
*command = NULL;
|
|
}
|
|
|
|
m_taskManager->MarkTask( m_curGroup->GetGUID(), TASK_END, icarus );
|
|
m_curGroup = m_curGroup->GetParent();
|
|
|
|
CSequence *returnSeq = ReturnSequence( m_curSequence );
|
|
m_curSequence->SetReturn( NULL );
|
|
m_curSequence = returnSeq;
|
|
|
|
if ( m_curSequence == NULL )
|
|
{
|
|
*command = NULL;
|
|
return;
|
|
}
|
|
|
|
*command = PopCommand( CSequence::POP_BACK );
|
|
Prep( command , icarus);
|
|
}
|
|
}
|
|
|
|
/*
|
|
========================
|
|
Prep
|
|
|
|
Handles internal sequencer maintenance
|
|
========================
|
|
*/
|
|
|
|
void CSequencer::Prep( CBlock **command , CIcarus* icarus)
|
|
{
|
|
//Check all pre-processes
|
|
CheckAffect( command , icarus);
|
|
CheckFlush( command , icarus);
|
|
CheckLoop( command , icarus);
|
|
CheckRun( command , icarus);
|
|
CheckIf( command , icarus);
|
|
CheckDo( command , icarus);
|
|
}
|
|
|
|
/*
|
|
========================
|
|
Prime
|
|
|
|
Starts communication between the task manager and this sequencer
|
|
========================
|
|
*/
|
|
|
|
int CSequencer::Prime( CTaskManager *taskManager, CBlock *command , CIcarus* icarus)
|
|
{
|
|
Prep( &command , icarus);
|
|
|
|
if ( command )
|
|
{
|
|
taskManager->SetCommand( command, CSequence::PUSH_BACK, icarus );
|
|
}
|
|
|
|
return SEQ_OK;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
Callback
|
|
|
|
Handles a completed task and returns a new task to be completed
|
|
========================
|
|
*/
|
|
|
|
int CSequencer::Callback( CTaskManager *taskManager, CBlock *block, int returnCode, CIcarus* icarus )
|
|
{
|
|
IGameInterface* game = icarus->GetGame();
|
|
CBlock *command;
|
|
|
|
if (returnCode == TASK_RETURN_COMPLETE)
|
|
{
|
|
//There are no more pending commands
|
|
if ( m_curSequence == NULL )
|
|
{
|
|
block->Free(icarus);
|
|
delete block;
|
|
block = NULL;
|
|
return SEQ_OK;
|
|
}
|
|
|
|
//Check to retain the command
|
|
if ( m_curSequence->HasFlag( CSequence::SQ_RETAIN ) ) //This isn't true for affect sequences...?
|
|
{
|
|
PushCommand( block, CSequence::PUSH_FRONT );
|
|
}
|
|
else
|
|
{
|
|
block->Free(icarus);
|
|
delete block;
|
|
block = NULL;
|
|
}
|
|
|
|
//Check for pending commands
|
|
if ( m_curSequence->GetNumCommands() <= 0 )
|
|
{
|
|
if ( m_curSequence->GetReturn() == NULL)
|
|
return SEQ_OK;
|
|
|
|
m_curSequence = m_curSequence->GetReturn();
|
|
}
|
|
|
|
command = PopCommand( CSequence::POP_BACK );
|
|
Prep( &command , icarus);
|
|
|
|
if ( command )
|
|
taskManager->SetCommand( command, CSequence::PUSH_FRONT, icarus );
|
|
|
|
return SEQ_OK;
|
|
}
|
|
|
|
//FIXME: This could be more descriptive
|
|
game->DebugPrint(IGameInterface::WL_ERROR, "command could not be called back\n" );
|
|
assert(0);
|
|
|
|
return SEQ_FAILED;
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
Recall
|
|
-------------------------
|
|
*/
|
|
|
|
int CSequencer::Recall( CIcarus* icarus )
|
|
{
|
|
CBlock *block = NULL;
|
|
|
|
while ( ( block = m_taskManager->RecallTask() ) != NULL )
|
|
{
|
|
if (m_curSequence)
|
|
{
|
|
PushCommand( block, CSequence::PUSH_BACK );
|
|
}
|
|
else
|
|
{
|
|
block->Free(icarus);
|
|
delete block;
|
|
block = NULL;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
Affect
|
|
-------------------------
|
|
*/
|
|
|
|
int CSequencer::Affect( int id, int type, CIcarus* icarus )
|
|
{
|
|
IGameInterface* game = icarus->GetGame();
|
|
CSequence *sequence = GetSequence( id );
|
|
|
|
if ( sequence == NULL )
|
|
{
|
|
return SEQ_FAILED;
|
|
}
|
|
|
|
switch ( type )
|
|
{
|
|
|
|
case CIcarus::TYPE_FLUSH:
|
|
|
|
//Get rid of all old code
|
|
Flush( sequence, icarus );
|
|
|
|
sequence->RemoveFlag( CSequence::SQ_PENDING, true );
|
|
|
|
m_curSequence = sequence;
|
|
|
|
Prime( m_taskManager, PopCommand( CSequence::POP_BACK ), icarus );
|
|
|
|
break;
|
|
|
|
case CIcarus::TYPE_INSERT:
|
|
|
|
Recall(icarus);
|
|
|
|
sequence->SetReturn( m_curSequence );
|
|
|
|
sequence->RemoveFlag( CSequence::SQ_PENDING, true );
|
|
|
|
m_curSequence = sequence;
|
|
|
|
Prime( m_taskManager, PopCommand( CSequence::POP_BACK ), icarus );
|
|
|
|
break;
|
|
|
|
|
|
default:
|
|
game->DebugPrint(IGameInterface::WL_ERROR, "unknown affect type found" );
|
|
break;
|
|
}
|
|
|
|
return SEQ_OK;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
PushCommand
|
|
|
|
Pushes a commands onto the current sequence
|
|
========================
|
|
*/
|
|
|
|
int CSequencer::PushCommand( CBlock *command, int flag )
|
|
{
|
|
//Make sure everything is ok
|
|
assert( m_curSequence );
|
|
if ( m_curSequence == NULL )
|
|
return SEQ_FAILED;
|
|
|
|
m_curSequence->PushCommand( command, flag );
|
|
m_numCommands++;
|
|
|
|
//Invalid flag
|
|
return SEQ_OK;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
PopCommand
|
|
|
|
Pops a command off the current sequence
|
|
========================
|
|
*/
|
|
|
|
CBlock *CSequencer::PopCommand( int flag )
|
|
{
|
|
//Make sure everything is ok
|
|
assert( m_curSequence );
|
|
if ( m_curSequence == NULL )
|
|
return NULL;
|
|
|
|
CBlock *block = m_curSequence->PopCommand( flag );
|
|
|
|
if ( block != NULL )
|
|
m_numCommands--;
|
|
|
|
return block;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
StripExtension
|
|
|
|
Filename ultility. Probably get rid of this if I decided to use CStrings...
|
|
========================
|
|
*/
|
|
|
|
void CSequencer::StripExtension( const char *in, char *out )
|
|
{
|
|
int i = strlen(in) + 1;
|
|
|
|
while ( (in[i] != '.') && (i >= 0) )
|
|
i--;
|
|
|
|
if ( i < 0 )
|
|
{
|
|
strcpy(out, in);
|
|
return;
|
|
}
|
|
|
|
strncpy(out, in, i);
|
|
}
|
|
|
|
|
|
/*
|
|
-------------------------
|
|
RemoveSequence
|
|
-------------------------
|
|
*/
|
|
|
|
//NOTENOTE: This only removes references to the sequence, IT DOES NOT FREE THE ALLOCATED MEMORY! You've be warned! =)
|
|
|
|
int CSequencer::RemoveSequence( CSequence *sequence, CIcarus* icarus )
|
|
{
|
|
IGameInterface* game = icarus->GetGame();
|
|
CSequence *temp;
|
|
|
|
int numChildren = sequence->GetNumChildren();
|
|
|
|
//Add all the children
|
|
for ( int i = 0; i < numChildren; i++ )
|
|
{
|
|
temp = sequence->GetChildByIndex( i );
|
|
|
|
//TODO: Emit warning
|
|
assert( temp );
|
|
if ( temp == NULL )
|
|
{
|
|
game->DebugPrint(IGameInterface::WL_WARNING, "Unable to find child sequence on RemoveSequence call!\n" );
|
|
continue;
|
|
}
|
|
|
|
//Remove the references to this sequence
|
|
temp->SetParent( NULL );
|
|
temp->SetReturn( NULL );
|
|
|
|
}
|
|
|
|
return SEQ_OK;
|
|
}
|
|
|
|
int CSequencer::DestroySequence( CSequence *sequence, CIcarus* icarus )
|
|
{
|
|
if ( !sequence || !icarus )
|
|
return SEQ_FAILED;
|
|
|
|
//m_sequenceMap.erase( sequence->GetID() );
|
|
m_sequences.remove( sequence );
|
|
|
|
taskSequence_m::iterator tsi;
|
|
for ( tsi = m_taskSequences.begin(); tsi != m_taskSequences.end(); )
|
|
{
|
|
if((*tsi).second == sequence)
|
|
{
|
|
m_taskSequences.erase(tsi++);
|
|
}
|
|
else
|
|
{
|
|
++tsi;
|
|
}
|
|
}
|
|
|
|
// Remove this guy from his parents list.
|
|
CSequence* parent = sequence->GetParent();
|
|
if ( parent )
|
|
{
|
|
parent->RemoveChild( sequence );
|
|
parent = NULL;
|
|
}
|
|
|
|
int curChild = sequence->GetNumChildren();
|
|
while( curChild )
|
|
{
|
|
// Stop if we're about to go negative (invalid index!).
|
|
if ( curChild > 0 )
|
|
{
|
|
DestroySequence( sequence->GetChildByIndex( --curChild ), icarus);
|
|
}
|
|
else
|
|
break;
|
|
}
|
|
|
|
icarus->DeleteSequence( sequence );
|
|
|
|
return SEQ_OK;
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
ReturnSequence
|
|
-------------------------
|
|
*/
|
|
|
|
inline CSequence *CSequencer::ReturnSequence( CSequence *sequence )
|
|
{
|
|
while ( sequence->GetReturn() )
|
|
{
|
|
assert(sequence != sequence->GetReturn() );
|
|
if ( sequence == sequence->GetReturn() )
|
|
return NULL;
|
|
|
|
sequence = sequence->GetReturn();
|
|
|
|
if ( sequence->GetNumCommands() > 0 )
|
|
return sequence;
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
//Save / Load
|
|
|
|
/*
|
|
-------------------------
|
|
Save
|
|
-------------------------
|
|
*/
|
|
|
|
int CSequencer::Save()
|
|
{
|
|
taskSequence_m::iterator ti;
|
|
int numSequences = 0, id, numTasks;
|
|
|
|
// Data saved here.
|
|
// Owner Sequence.
|
|
// Number of Sequences.
|
|
// Sequences (data).
|
|
// Taskmanager.
|
|
// Number of Task Sequences.
|
|
// Task Sequences (data):
|
|
// -Task group ID.
|
|
// -Sequence ID.
|
|
// Group ID.
|
|
// Number of Commands.
|
|
// ID of current Sequence.
|
|
|
|
CIcarus *pIcarus = (CIcarus *)IIcarusInterface::GetIcarus();
|
|
|
|
//Get the number of sequences to save out
|
|
numSequences = /*m_sequenceMap.size();*/ m_sequences.size();
|
|
|
|
//Save out the owner sequence
|
|
pIcarus->BufferWrite( &m_ownerID, sizeof( m_ownerID ) );
|
|
|
|
//Write out the number of sequences we need to read
|
|
pIcarus->BufferWrite( &numSequences, sizeof( numSequences ) );
|
|
|
|
//Second pass, save out all sequences, in order
|
|
sequence_l::iterator iterSeq;
|
|
STL_ITERATE( iterSeq, m_sequences )
|
|
{
|
|
id = (*iterSeq)->GetID();
|
|
pIcarus->BufferWrite( &id, sizeof( id ) );
|
|
}
|
|
|
|
//Save out the taskManager
|
|
m_taskManager->Save();
|
|
|
|
//Save out the task sequences mapping the name to the GUIDs
|
|
numTasks = m_taskSequences.size();
|
|
pIcarus->BufferWrite( &numTasks, sizeof( numTasks ) );
|
|
|
|
STL_ITERATE( ti, m_taskSequences )
|
|
{
|
|
//Save the task group's ID
|
|
id = ((*ti).first)->GetGUID();
|
|
pIcarus->BufferWrite( &id, sizeof( id ) );
|
|
|
|
//Save the sequence's ID
|
|
id = ((*ti).second)->GetID();
|
|
pIcarus->BufferWrite( &id, sizeof( id ) );
|
|
}
|
|
|
|
int curGroupID = ( m_curGroup == NULL ) ? -1 : m_curGroup->GetGUID();
|
|
|
|
// Right the group ID.
|
|
pIcarus->BufferWrite( &curGroupID, sizeof( curGroupID ) );
|
|
|
|
//Output the number of commands
|
|
pIcarus->BufferWrite( &m_numCommands, sizeof( m_numCommands ) );
|
|
|
|
//Output the ID of the current sequence
|
|
id = ( m_curSequence != NULL ) ? m_curSequence->GetID() : -1;
|
|
pIcarus->BufferWrite( &id, sizeof( id ) );
|
|
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
Load
|
|
-------------------------
|
|
*/
|
|
|
|
int CSequencer::Load( CIcarus* icarus, IGameInterface* game )
|
|
{
|
|
// Data expected/loaded here.
|
|
// Owner Sequence.
|
|
// Number of Sequences.
|
|
// Sequences (data).
|
|
// Taskmanager.
|
|
// Number of Task Sequences.
|
|
// Task Sequences (data):
|
|
// -Task group ID.
|
|
// -Sequence ID.
|
|
// Group ID.
|
|
// Number of Commands.
|
|
// ID of current Sequence.
|
|
|
|
CIcarus *pIcarus = (CIcarus *)IIcarusInterface::GetIcarus();
|
|
|
|
//Get the owner of this sequencer
|
|
pIcarus->BufferRead( &m_ownerID, sizeof( m_ownerID ) );
|
|
|
|
//Link the entity back to the sequencer
|
|
game->LinkGame( m_ownerID, m_id );
|
|
|
|
CTaskGroup *taskGroup;
|
|
CSequence *seq;
|
|
int numSequences, seqID, taskID, numTasks;
|
|
|
|
//Get the number of sequences to read
|
|
pIcarus->BufferRead( &numSequences, sizeof( numSequences ) );
|
|
|
|
//Read in all the sequences
|
|
for ( int i = 0; i < numSequences; i++ )
|
|
{
|
|
pIcarus->BufferRead( &seqID, sizeof( seqID ) );
|
|
|
|
seq = (CSequence*)icarus->GetSequence( seqID );
|
|
|
|
assert( seq );
|
|
|
|
STL_INSERT( m_sequences, seq );
|
|
//m_sequenceMap[ seqID ] = seq;
|
|
}
|
|
|
|
//Setup the task manager
|
|
m_taskManager->Init( this );
|
|
|
|
//Load the task manager
|
|
m_taskManager->Load(icarus);
|
|
|
|
//Get the number of tasks in the map
|
|
pIcarus->BufferRead( &numTasks, sizeof( numTasks ) );
|
|
|
|
//Read in, and reassociate the tasks to the sequences
|
|
for ( i = 0; i < numTasks; i++ )
|
|
{
|
|
//Read in the task's ID
|
|
pIcarus->BufferRead( &taskID, sizeof( taskID ) );
|
|
|
|
//Read in the sequence's ID
|
|
pIcarus->BufferRead( &seqID, sizeof( seqID ) );
|
|
|
|
taskGroup = m_taskManager->GetTaskGroup( taskID , icarus);
|
|
|
|
assert( taskGroup );
|
|
|
|
seq = icarus->GetSequence( seqID );
|
|
|
|
assert( seq );
|
|
|
|
//Associate the values
|
|
m_taskSequences[ taskGroup ] = seq;
|
|
}
|
|
|
|
int curGroupID;
|
|
|
|
//Get the current task group
|
|
pIcarus->BufferRead( &curGroupID, sizeof( curGroupID ) );
|
|
|
|
m_curGroup = ( curGroupID == -1 ) ? NULL : m_taskManager->GetTaskGroup( curGroupID , icarus);
|
|
|
|
//Get the number of commands
|
|
pIcarus->BufferRead( &m_numCommands, sizeof( m_numCommands ) );
|
|
|
|
//Get the current sequence
|
|
pIcarus->BufferRead( &seqID, sizeof( seqID ) );
|
|
|
|
m_curSequence = ( seqID != -1 ) ? (CSequence*)icarus->GetSequence( seqID ) : NULL;
|
|
|
|
return true;
|
|
}
|