sof-sdk/Source/Game/gamecpp/ds.h

703 lines
21 KiB
C
Raw Normal View History

2000-06-15 00:00:00 +00:00
#ifndef __DS
#define __DS
#include "pcode.h"
#include "list.h"
#include "fields.h"
class CScript;
enum ScriptConditionT
{
COND_READY,
COND_COMPLETED,
COND_SUSPENDED,
COND_WAIT_ALL,
COND_WAIT_ANY,
COND_WAIT_TIME,
};
#define MAX_INDEX 100
#define INSTRUCTION_MAX 1000
//==========================================================================
typedef struct
{
int index;
char name[VAR_LENGTH];
} saveglobal_t;
class Variable
{
protected:
char Name[VAR_LENGTH];
VariableT Type;
int idx;
public:
Variable(char *NewName = "", VariableT NewType = TypeUNKNOWN);
Variable(CScript *Script) {}
virtual ~Variable() {}
void SetIndex(CScript *Script);
void GetIndex(CScript *Script);
char *GetName(void) { return Name; }
VariableT GetType(void) { return Type; }
virtual int GetIntValue(void) { return 0; }
virtual float GetFloatValue(void) { return 0.0; }
virtual void GetVectorValue(vec3_t &VecValue) { VecValue[0] = VecValue[1] = VecValue[2] = 0.0; }
virtual edict_t *GetEdictValue(void) { return NULL; }
virtual char *GetStringValue(void) { return ""; }
virtual void ReadValue(CScript *Script) {}
virtual void Debug(CScript *Script);
virtual void Signal(edict_t *Which) { }
virtual void ClearSignal(void) { }
virtual void Evaluate(CScript *Script, Variable *orig);
virtual void Read(CScript *Script) { assert(0); }
virtual void Write(CScript *Script) { assert(0); }
virtual Variable *operator +(Variable *VI) { return NULL; }
virtual Variable *operator -(Variable *VI) { return NULL; }
virtual Variable *operator *(Variable *VI) { return NULL; }
virtual Variable *operator /(Variable *VI) { return NULL; }
virtual void operator =(Variable *VI) { }
virtual bool operator ==(Variable *VI) { return false; }
virtual bool operator !=(Variable *VI) { return false; }
virtual bool operator <(Variable *VI) { return false; }
virtual bool operator <=(Variable *VI) { return false; }
virtual bool operator >(Variable *VI) { return false; }
virtual bool operator >=(Variable *VI) { return false; }
};
//==========================================================================
class IntVar : public Variable
{
protected:
int Value;
public:
IntVar(char *Name = "", int InitValue = 0);
virtual int GetIntValue(void) { return Value; }
virtual float GetFloatValue(void) { return (float)Value; }
virtual void ReadValue(CScript *Script);
virtual void Debug(CScript *Script);
virtual void Signal(edict_t *Which);
virtual void ClearSignal(void);
virtual void Evaluate(CScript *Script, IntVar *orig);
IntVar(CScript *Script);
virtual void Write(CScript *Script);
virtual Variable *operator +(Variable *VI);
virtual Variable *operator -(Variable *VI);
virtual Variable *operator *(Variable *VI);
virtual Variable *operator /(Variable *VI);
virtual void operator =(Variable *VI);
virtual bool operator ==(Variable *VI) { return Value == VI->GetIntValue(); }
virtual bool operator !=(Variable *VI) { return Value != VI->GetIntValue(); }
virtual bool operator <(Variable *VI) { return Value < VI->GetIntValue(); }
virtual bool operator <=(Variable *VI) { return Value <= VI->GetIntValue(); }
virtual bool operator >(Variable *VI) { return Value > VI->GetIntValue(); }
virtual bool operator >=(Variable *VI) { return Value >= VI->GetIntValue(); }
};
//==========================================================================
class FloatVar : public Variable
{
protected:
float Value;
public:
FloatVar(char *Name = "", float InitValue = 0.0);
virtual int GetIntValue(void) { return (int)Value; }
virtual float GetFloatValue(void) { return Value; }
virtual void ReadValue(CScript *Script);
virtual void Debug(CScript *Script);
virtual void Evaluate(CScript *Script, FloatVar *orig);
FloatVar(CScript *Script);
virtual void Write(CScript *Script);
virtual Variable *operator +(Variable *VI);
virtual Variable *operator -(Variable *VI);
virtual Variable *operator *(Variable *VI);
virtual Variable *operator /(Variable *VI);
virtual void operator =(Variable *VI);
virtual bool operator ==(Variable *VI) { return Value == VI->GetFloatValue(); }
virtual bool operator !=(Variable *VI) { return Value != VI->GetFloatValue(); }
virtual bool operator <(Variable *VI) { return Value < VI->GetFloatValue(); }
virtual bool operator <=(Variable *VI) { return Value <= VI->GetFloatValue(); }
virtual bool operator >(Variable *VI) { return Value > VI->GetFloatValue(); }
virtual bool operator >=(Variable *VI) { return Value >= VI->GetFloatValue(); }
};
//==========================================================================
class VectorVar : public Variable
{
protected:
vec3_t Value;
public:
VectorVar(char *Name = "", float InitValueX = 0.0, float InitValueY = 0.0, float InitValueZ = 0.0);
VectorVar(vec3_t NewValue);
virtual void GetVectorValue(vec3_t &VecValue);
virtual void ReadValue(CScript *Script);
virtual void Debug(CScript *Script);
virtual void Evaluate(CScript *Script, VectorVar *orig);
VectorVar(CScript *Script);
virtual void Write(CScript *Script);
virtual Variable *operator +(Variable *VI);
virtual Variable *operator -(Variable *VI);
virtual Variable *operator *(Variable *VI);
virtual Variable *operator /(Variable *VI);
virtual void operator =(Variable *VI);
virtual bool operator ==(Variable *VI);
virtual bool operator !=(Variable *VI);
virtual bool operator <(Variable *VI);
virtual bool operator <=(Variable *VI);
virtual bool operator >(Variable *VI);
virtual bool operator >=(Variable *VI);
};
//==========================================================================
class EntityVar : public Variable
{
protected:
edict_t *Value;
public:
EntityVar(char *Name = "", int InitValue = 0);
EntityVar(edict_t *Which);
virtual int GetIntValue(void);
virtual edict_t *GetEdictValue(void) { return Value; }
virtual void ReadValue(CScript *Script);
virtual void Debug(CScript *Script);
virtual void Evaluate(CScript *Script, EntityVar *orig);
EntityVar(CScript *Script);
virtual void Write(CScript *Script);
virtual void operator =(Variable *VI);
virtual bool operator ==(Variable *VI);
virtual bool operator !=(Variable *VI);
};
//==========================================================================
class StringVar : public Variable
{
protected:
char Value[VAR_LENGTH];
public:
StringVar(char *Name = "", char *InitValue = "");
virtual char *GetStringValue(void) { return Value; }
virtual void ReadValue(CScript *Script);
virtual void Evaluate(CScript *Script, StringVar *orig);
StringVar(CScript *Script);
virtual void Write(CScript *Script);
};
//==========================================================================
class VariableVar : public Variable
{
protected:
Variable *Value;
public:
VariableVar(char *Name = "");
virtual int GetIntValue(void) { return Value->GetIntValue(); }
virtual float GetFloatValue(void) { return Value->GetFloatValue(); }
virtual void GetVectorValue(vec3_t &VecValue) { Value->GetVectorValue(VecValue); }
virtual edict_t *GetEdictValue(void) { return Value->GetEdictValue(); }
virtual char *GetStringValue(void) { return Value->GetStringValue(); }
virtual void ReadValue(CScript *Script);
virtual void Debug(CScript *Script);
virtual void Signal(edict_t *Which) { Value->Signal(Which); }
virtual void ClearSignal(void) { Value->ClearSignal(); }
virtual void Evaluate(CScript *Script, VariableVar *orig);
VariableVar(CScript *Script);
virtual void Write(CScript *Script);
virtual Variable *operator +(Variable *VI) { return (*Value) + VI; }
virtual Variable *operator -(Variable *VI) { return (*Value) - VI; }
virtual Variable *operator *(Variable *VI) { return (*Value) * VI; }
virtual Variable *operator /(Variable *VI) { return (*Value) / VI; }
virtual void operator =(Variable *VI) { (*Value) = VI; }
virtual bool operator ==(Variable *VI) { return (*Value) == VI; }
virtual bool operator !=(Variable *VI) { return (*Value) != VI; }
virtual bool operator <(Variable *VI) { return (*Value) < VI; }
virtual bool operator <=(Variable *VI) { return (*Value) <= VI; }
virtual bool operator >(Variable *VI) { return (*Value) > VI; }
virtual bool operator >=(Variable *VI) { return (*Value) >= VI; }
};
//==========================================================================
class FieldDef;
class FieldVariableVar : public Variable
{
protected:
Variable *Value;
FieldDef *Field;
public:
FieldVariableVar(char *Name = "");
virtual int GetIntValue(void);
virtual float GetFloatValue(void);
virtual void GetVectorValue(vec3_t &VecValue);
virtual edict_t *GetEdictValue(void);
virtual char *GetStringValue(void);
virtual void ReadValue(CScript *Script);
virtual void Debug(CScript *Script);
virtual void Signal(edict_t *Which) { Value->Signal(Which); }
virtual void ClearSignal(void) { Value->ClearSignal(); }
virtual void Evaluate(CScript *Script, FieldVariableVar *orig);
FieldVariableVar(CScript *Script);
virtual void Write(CScript *Script);
virtual Variable *operator +(Variable *VI);
virtual Variable *operator -(Variable *VI);
virtual Variable *operator *(Variable *VI);
virtual Variable *operator /(Variable *VI);
virtual void operator =(Variable *VI);
virtual bool operator ==(Variable *VI);
virtual bool operator !=(Variable *VI);
virtual bool operator <(Variable *VI);
virtual bool operator <=(Variable *VI);
virtual bool operator >(Variable *VI);
virtual bool operator >=(Variable *VI);
};
//==========================================================================
enum SignalT
{
SIGNAL_MOVE,
SIGNAL_ROTATE,
SIGNAL_ANIMATE,
SIGNAL_MOVEROTATE,
SIGNAL_HELI,
SIGNAL_TANK
};
class Signaler
{
private:
edict_t *Edict;
Variable *Var;
SignalT SignalType;
public:
Signaler() {}
Signaler(edict_t *NewEdict, Variable *NewVar, SignalT NewSignalType);
~Signaler(void);
bool Test(edict_t *Which, SignalT WhichType);
edict_t *GetEdict(void) { return Edict; }
Variable *GetVar(void) { return Var; }
SignalT GetType(void) { return SignalType; }
bool operator ==(Signaler *SI);
virtual void Evaluate(CScript *Script, Signaler *orig);
Signaler(CScript *Script);
virtual void Write(CScript *Script);
};
//==========================================================================
class FieldDef
{
private:
char Name[VAR_LENGTH];
VariableT Type;
int Offset;
fieldtype_t FieldType;
int idx;
public:
FieldDef() {}
FieldDef(CScript *Script);
byte *GetOffset(Variable *Var);
Variable *GetValue(Variable *Var);
int GetIntValue(Variable *Var);
float GetFloatValue(Variable *Var);
void GetVectorValue(Variable *Var, vec3_t &VecValue);
edict_t *GetEdictValue(Variable *Var);
char *GetStringValue(Variable *Var);
void SetValue(Variable *Var, Variable *Value);
virtual void Evaluate(CScript *Script, FieldDef *orig);
FieldDef(CScript *Script, bool loading);
virtual void Write(CScript *Script);
};
//==========================================================================
enum EventT
{
EVENT_MOVE_DONE,
EVENT_ROTATE_DONE,
EVENT_SCRIPT_WAIT,
EVENT_SCRIPT_EXECUTE,
EVENT_MOVEROTATE,
EVENT_ANIMATE_DONE,
EVENT_HELICOPTER_DONE,
EVENT_TANK_DONE
};
class Event
{
protected:
float Time;
EventT Type;
int Priority;
public:
Event() {}
Event(float NewTime, EventT NewType);
virtual ~Event() {}
float GetTime(void) { return Time; }
EventT GetType(void) { return Type; }
int GetPriority(void) { return Priority; }
virtual bool Process(CScript *Script);
virtual void SetEventState(qboolean done){};
virtual void Evaluate(CScript *Script, Event *orig);
Event(CScript *Script) { assert(0); }
virtual void Write(CScript *Script) { assert(0); }
};
//==========================================================================
class AnimateDoneEvent : public Event
{
private:
qboolean Done;
edict_t *Ent;
public:
AnimateDoneEvent() {}
AnimateDoneEvent(edict_t *ent);
virtual bool Process(CScript *Script);
virtual void SetEventState(qboolean done){Done = done;};
virtual void Evaluate(CScript *Script, AnimateDoneEvent *orig);
AnimateDoneEvent(CScript *Script);
virtual void Write(CScript *Script);
};
//==========================================================================
class MoveDoneEvent : public Event
{
private:
edict_t *Ent;
public:
MoveDoneEvent() {}
MoveDoneEvent(float NewTime, edict_t *NewEnt);
virtual bool Process(CScript *Script);
virtual void Evaluate(CScript *Script, MoveDoneEvent *orig);
MoveDoneEvent(CScript *Script);
virtual void Write(CScript *Script);
};
//==========================================================================
class RotateDoneEvent : public Event
{
private:
edict_t *Ent;
public:
RotateDoneEvent() {}
RotateDoneEvent(float NewTime, edict_t *NewEnt);
virtual bool Process(CScript *Script);
virtual void Evaluate(CScript *Script, RotateDoneEvent *orig);
RotateDoneEvent(CScript *Script);
virtual void Write(CScript *Script);
};
//==========================================================================
class HelicopterDoneEvent : public Event
{
private:
edict_t *Ent;
int m_ID;
public:
HelicopterDoneEvent() {}
HelicopterDoneEvent(float NewTime, edict_t *NewEnt, int actionID);
virtual bool Process(CScript *Script);
virtual void Evaluate(CScript *Script, HelicopterDoneEvent *orig);
HelicopterDoneEvent(CScript *Script);
virtual void Write(CScript *Script);
};
//==========================================================================
class TankDoneEvent : public Event
{
private:
edict_t *Ent;
int m_ID;
public:
TankDoneEvent() {}
TankDoneEvent(float NewTime, edict_t *NewEnt, int actionID);
virtual bool Process(CScript *Script);
virtual void Evaluate(CScript *Script, TankDoneEvent *orig);
TankDoneEvent(CScript *Script);
virtual void Write(CScript *Script);
};
//==========================================================================
class MoveRotateEvent : public Event
{
private:
edict_t *Ent;
vec3_t v3RelativeOrigin, v3RelativeAngles;
public:
MoveRotateEvent() {}
MoveRotateEvent(float NewTime, edict_t *NewEnt, vec3_t v3RelOrigin, vec3_t v3RelAngles);
virtual bool Process(CScript *Script);
virtual void Evaluate(CScript *Script, MoveRotateEvent *orig);
MoveRotateEvent(CScript *Script);
virtual void Write(CScript *Script);
};
//==========================================================================
class ExecuteEvent : public Event
{
private:
edict_t *Other;
edict_t *Activator;
public:
ExecuteEvent() {}
ExecuteEvent(float NewTime, edict_t *NewOther = NULL, edict_t *NewActivator = NULL);
virtual bool Process(CScript *Script);
virtual void Evaluate(CScript *Script, ExecuteEvent *orig);
ExecuteEvent(CScript *Script);
virtual void Write(CScript *Script);
};
//==========================================================================
class WaitEvent : public Event
{
public:
WaitEvent() {}
WaitEvent(float NewTime);
virtual bool Process(CScript *Script);
virtual void Evaluate(CScript *Script, WaitEvent *orig);
WaitEvent(CScript *Script);
virtual void Write(CScript *Script);
};
//==========================================================================
typedef struct
{
ScriptConditionT ScriptCondition;
int ConditionInfo;
int Length;
int Position;
int DebugFlags;
int owner;
int other;
int activator;
} savescript_t;
class CScript
{
private:
// Saved out separately
char Name[MAX_PATH];
unsigned char *Data;
ScriptConditionT ScriptCondition;
int ConditionInfo;
int Length;
int Position;
edict_t *owner;
edict_t *other;
edict_t *activator;
int DebugFlags;
// Fields below here are not saved out, but reconstituted
list<Variable *> LocalVariables;
list<Variable *> ParameterVariables;
list<Variable *> Stack;
list<Signaler *> Signalers;
list<Variable *> Waiting;
list<StringVar *> ParameterValues;
list<Event *> Events;
list<int> OnConditions;
Variable *VarIndex[MAX_INDEX];
FieldDef *Fields[MAX_INDEX];
// Not needed for save
bool ClearEvents;
int SavePosition;
ScriptConditionT SaveScriptCondition;
public:
CScript(char *ScriptName, edict_t *new_owner);
CScript(void);
~CScript(void);
void LoadFile(void);
void Free(bool DoData);
void Clear(bool DoData);
void Write(void);
int GetEventNum(Event *ev);
Event *GetEventPtr(int ev);
Variable *LookupVar(int Index) { return VarIndex[Index]; }
int LookupVarIndex(Variable *Var);
void SetVarIndex(int Index, Variable *Var) { VarIndex[Index] = Var; }
FieldDef *LookupField(int Index) { return Fields[Index]; }
int LookupFieldIndex(FieldDef *Field);
void SetFieldIndex(int Index, FieldDef *Field) { Fields[Index] = Field; }
void SetParameter(char *Value);
unsigned char ReadByte(void);
int ReadInt(void);
float ReadFloat(void);
char *ReadString(void);
Variable *ReadDeclaration(int &Index);
void PushStack(Variable *VI);
Variable *PopStack(void);
void HandleGlobal(bool Assignment);
void HandleLocal(bool Assignment);
void HandleParameter(bool Assignment);
void HandleField(void);
void HandleGoto(void);
Variable *HandleSpawn(void);
Variable *HandleBuiltinFunction(void);
void HandlePush(void);
void HandlePop(void);
void HandleAssignment(void);
void HandleAdd(void);
void HandleSubtract(void);
void HandleMultiply(void);
void HandleDivide(void);
void HandleDebug(void);
void HandleDebugStatement(void);
void HandleAddAssignment(void);
void HandleSubtractAssignment(void);
void HandleMultiplyAssignment(void);
void HandleDivideAssignment(void);
bool HandleWait(bool ForAll);
bool HandleTimeWait(void);
bool HandleIf(bool Reverse = false);
void HandleOn(void);
bool ProcessOn(int NewPosition);
void HandleResume(void);
void HandlePrint(void);
void HandlePlaySound(void);
void HandleUnloadSound(void);
void HandleUnloadROFF(void);
void HandleFeature(bool Enable);
void HandleCacheSound(void);
void HandleCacheStringPackage(void);
void HandleCacheROFF(void);
void HandleMove(void);
void HandleRotate(void);
void HandleUse(void);
void HandleTrigger(bool Enable);
void HandleAnimate(void);
void HandleResetAI(void);
void HandlePlaySong(void);
void HandleSetCvar(void);
void HandleConsoleCommand(void);
void HandleRemove(void);
void HandleHelicopter(void);
void HandleTank(void);
void HandleMoveRotate(void);
void HandleCopyPlayerAttributes(void);
void HandleSetViewAngles(void);
void HandleSetCacheSize(void);
void Move_Done(edict_t *ent);
void Move(edict_t *ent, vec3_t Dest);
void Rotate_Done(edict_t *ent);
void Rotate(edict_t *ent);
void Helicopter_Done(edict_t *ent);
void Helicopter(edict_t *ent, int actionID);
void Tank_Done(edict_t *ent);
void Tank(edict_t *ent, int actionID);
Event *AddEvent(Event *Which);
void ProcessEvents(void);
void ClearTimeWait(void);
void AddSignaler(edict_t *Edict, Variable *Var, SignalT SignalType);
void CheckSignalers(edict_t *Which, SignalT SignalType);
bool CheckWait(void);
void FinishWait(edict_t *Which, bool NoExecute);
void Error (char *error, ...);
void StartDebug(void);
void EndDebug(void);
void DebugLine (char *debugtext, ...);
void Think(void);
ScriptConditionT Execute(edict_t *new_other, edict_t *new_activator);
Variable *FindLocal(char *Name);
bool NewLocal(Variable *Which);
Variable *FindParameter(char *Name);
bool NewParameter(Variable *Which);
void CallMovementAnimation(int Flags, ai_public_c* ai,
scripted_decision *DecisionPointer, vec3_t MovingVal,
vec3_t TurningVal, bool Absolute, edict_t *ent,
float speed, int AnimationNumber = -1);
void CallAnimation(action_code actCode, int Flags, ai_public_c* ai,
scripted_decision *DecisionPointer, vec3_t MovingVal,
vec3_t TurningVal, bool Absolute, edict_t *ent,
float speed, float HoldingVal, Event *EventPtr,
edict_t *TargetEnt, bool ShouldKill, int NullTarget,
int Emotion, mmove_t *preferredAnim=NULL);
};
//==========================================================================
extern list<Variable *> GlobalVariables;
extern list<CScript *> Scripts;
#endif