366 lines
14 KiB
C
366 lines
14 KiB
C
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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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extern const idEventDef EV_Thread_SetMatSort;
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// RAVEN BEGIN
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// rjohnson: new blur special effect
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extern const idEventDef EV_Thread_SetSpecialEffect;
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extern const idEventDef EV_Thread_SetSpecialEffectParm;
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// RAVEN END
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class idThread : public idClass {
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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 *> threadList;
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static trace_t trace;
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void Init( void );
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void Pause( void );
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void Event_Execute( void );
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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( void );
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void Event_Wait( float time );
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void Event_WaitFrame( void );
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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_GetTime( void );
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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( void );
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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_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_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( void );
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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( void );
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void Event_GetTraceEndPos( void );
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void Event_GetTraceNormal( void );
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void Event_GetTraceEntity( void );
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void Event_GetTraceJoint( void );
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void Event_GetTraceBody( void );
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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( void );
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void Event_IsMultiplayer( void );
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void Event_GetFrameTime( void );
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void Event_GetTicsPerSecond( void );
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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( void );
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// RAVEN BEGIN
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// kfuller: added
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void Event_SetSpawnVector( const char *key, idVec3 &vec );
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void Event_GetArcSine( float sinValue );
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void Event_GetArcCosine( float cosValue );
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void Event_ClearSignalAllThreads( int signal, idEntity *ent );
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void Event_VecRotate(idVec3 &vecToBeRotated, idVec3 &rotateHowMuch);
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void Event_IsStringEmpty( const char *checkString );
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void Event_AnnounceToAI( const char *announcement);
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void Event_ChangeCrossings(const char *originalType, const char *newType);
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// abahr: so we can fake having pure script objects
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void Event_ReferenceScriptObjectProxy( const char* scriptObjectName );
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void Event_ReleaseScriptObjectProxy( const char* proxyName );
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void Event_ClampFloat( float min, float max, float val );
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void Event_MinFloat( float val1, float val2 );
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void Event_MaxFloat( float val1, float val2 );
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void Event_StrFind( idStr& sourceStr, idStr& subStr );
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void Event_RandomInt( float range ) const;
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// rjohnson: new blur special effect
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void Event_SetSpecialEffect( int Effect, int Enabled );
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void Event_SetSpecialEffectParm( int Effect, int Parm, float Value );
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// nmckenzie: string signaling
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void Event_PlayWorldEffect( const char *effectName, idVec3 &org, idVec3 &angle );
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// asalmon: achievements for Xenon
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void Event_AwardAchievement( const char *name);
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// twhitaker: ceil, floor and intVal
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void Event_GetCeil( float val );
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void Event_GetFloor( float val );
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void Event_ToInt( float val );
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// jdischler: send named event string to specified gui
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void Event_SendNamedEvent( int guiEnum, const char *namedEvent );
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void Event_BeginManualStreaming( void );
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void Event_EndManualStreaming( void );
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void Event_SetMatSort( const char *name, const char *val ) const;
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// RAVEN END
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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( void );
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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( void ) { interpreter.debug = true; };
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void DisableDebugInfo( void ) { interpreter.debug = false; };
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void WaitMS( int time );
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void WaitSec( float time );
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void WaitFrame( void );
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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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// RAVEN BEGIN
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// bgeisler: added way to list functions
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void ListStates( void );
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// abahr: added helper functions for pushing parms onto stack
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void ClearStack( void );
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void PushInt( int value );
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void PushFloat( float value );
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void PushVec3( const idVec3& value );
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void PushEntity( const idEntity* ent );
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void PushString( const char* str );
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void PushBool( bool value );
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// RAVEN END
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void DisplayInfo( void );
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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( void );
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static void ObjectMoveDone( int threadnum, idEntity *obj );
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static idList<idThread*>& GetThreads( void );
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bool IsDoneProcessing( void );
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bool IsDying ( void );
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void End( void );
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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( void );
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void ManualControl( void ) { manualControl = true; CancelEvents( &EV_Thread_Execute ); };
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void DoneProcessing( void ) { interpreter.doneProcessing = true; };
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void ContinueProcessing( void ) { interpreter.doneProcessing = false; };
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bool ThreadDying( void ) { return interpreter.threadDying; };
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void EndThread( void ) { interpreter.threadDying = true; };
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bool IsWaiting( void );
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void ClearWaitFor( void );
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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( void );
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idThread *WaitingOnThread( void );
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void SetThreadNum( int num );
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int GetThreadNum( void );
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void SetThreadName( const char *name );
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const char *GetThreadName( void );
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void Error( const char *fmt, ... ) const;
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void Warning( const char *fmt, ... ) const;
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static idThread *CurrentThread( void );
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static int CurrentThreadNum( void );
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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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// RAVEN BEGIN
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// abahr: added const
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static void ReturnEntity( const idEntity *ent );
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// RAVEN END
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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( void ) {
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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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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( void ) {
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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( void ) {
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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 ( void ) {
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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 ( void ) {
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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 ( void ) {
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return interpreter.threadDying;
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}
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#endif /* !__SCRIPT_THREAD_H__ */
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