mirror of
https://github.com/DrBeef/JKXR.git
synced 2024-12-02 17:12:47 +00:00
4597b03873
Opens in Android Studio but haven't even tried to build it yet (it won't.. I know that much!)
657 lines
11 KiB
C++
657 lines
11 KiB
C++
/*
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===========================================================================
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Copyright (C) 2000 - 2013, Raven Software, Inc.
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Copyright (C) 2001 - 2013, Activision, Inc.
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Copyright (C) 2013 - 2015, OpenJK contributors
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This file is part of the OpenJK source code.
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OpenJK is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License version 2 as
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published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, see <http://www.gnu.org/licenses/>.
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===========================================================================
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*/
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// Script Command Sequences
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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 "icarus.h"
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#include <assert.h>
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#include "../code/qcommon/ojk_saved_game_helper.h"
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CSequence::CSequence( void )
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{
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m_numCommands = 0;
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m_numChildren = 0;
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m_flags = 0;
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m_iterations = 1;
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m_parent = NULL;
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m_return = NULL;
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}
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CSequence::~CSequence( void )
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{
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Delete();
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}
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/*
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-------------------------
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Create
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-------------------------
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*/
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CSequence *CSequence::Create( void )
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{
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CSequence *seq = new CSequence;
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//TODO: Emit warning
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assert(seq);
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if ( seq == NULL )
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return NULL;
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seq->SetFlag( SQ_COMMON );
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return seq;
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}
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/*
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-------------------------
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Delete
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-------------------------
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*/
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void CSequence::Delete( void )
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{
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block_l::iterator bi;
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sequence_l::iterator si;
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//Notify the parent of the deletion
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if ( m_parent )
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{
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m_parent->RemoveChild( this );
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}
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//Clear all children
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if ( m_numChildren > 0 )
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{
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for ( si = m_children.begin(); si != m_children.end(); ++si )
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{
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(*si)->SetParent( NULL );
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}
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}
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//Clear all held commands
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for ( bi = m_commands.begin(); bi != m_commands.end(); ++bi )
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{
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delete (*bi); //Free() handled internally
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}
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m_commands.clear();
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m_children.clear();
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}
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/*
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-------------------------
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AddChild
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-------------------------
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*/
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void CSequence::AddChild( CSequence *child )
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{
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assert( child );
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if ( child == NULL )
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return;
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m_children.insert( m_children.end(), child );
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m_childrenMap[ m_numChildren ] = child;
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m_numChildren++;
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}
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/*
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-------------------------
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RemoveChild
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-------------------------
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*/
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void CSequence::RemoveChild( CSequence *child )
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{
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assert( child );
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if ( child == NULL )
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return;
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//Remove the child
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m_children.remove( child );
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m_numChildren--;
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}
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/*
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-------------------------
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HasChild
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-------------------------
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*/
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bool CSequence::HasChild( CSequence *sequence )
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{
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sequence_l::iterator ci;
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for ( ci = m_children.begin(); ci != m_children.end(); ++ci )
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{
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if ( (*ci) == sequence )
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return true;
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if ( (*ci)->HasChild( sequence ) )
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return true;
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}
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return false;
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}
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/*
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-------------------------
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SetParent
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-------------------------
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*/
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void CSequence::SetParent( CSequence *parent )
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{
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m_parent = parent;
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if ( parent == NULL )
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return;
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//Inherit the parent's properties (this avoids messy tree walks later on)
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if ( parent->m_flags & SQ_RETAIN )
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m_flags |= SQ_RETAIN;
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if ( parent->m_flags & SQ_PENDING )
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m_flags |= SQ_PENDING;
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}
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/*
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-------------------------
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PopCommand
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-------------------------
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*/
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CBlock *CSequence::PopCommand( int type )
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{
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CBlock *command = NULL;
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//Make sure everything is ok
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assert( (type == POP_FRONT) || (type == POP_BACK) );
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if ( m_commands.empty() )
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return NULL;
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switch ( type )
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{
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case POP_FRONT:
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command = m_commands.front();
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m_commands.pop_front();
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m_numCommands--;
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return command;
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break;
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case POP_BACK:
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command = m_commands.back();
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m_commands.pop_back();
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m_numCommands--;
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return command;
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break;
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}
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//Invalid flag
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return NULL;
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}
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/*
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-------------------------
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PushCommand
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-------------------------
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*/
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int CSequence::PushCommand( CBlock *block, int type )
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{
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//Make sure everything is ok
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assert( (type == PUSH_FRONT) || (type == PUSH_BACK) );
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assert( block );
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switch ( type )
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{
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case PUSH_FRONT:
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m_commands.push_front( block );
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m_numCommands++;
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return true;
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break;
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case PUSH_BACK:
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m_commands.push_back( block );
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m_numCommands++;
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return true;
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break;
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}
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//Invalid flag
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return false;
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}
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/*
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-------------------------
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SetFlag
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-------------------------
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*/
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void CSequence::SetFlag( int flag )
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{
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m_flags |= flag;
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}
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/*
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-------------------------
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RemoveFlag
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-------------------------
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*/
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void CSequence::RemoveFlag( int flag, bool children )
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{
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m_flags &= ~flag;
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if ( children )
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{
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sequence_l::iterator si;
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for ( si = m_children.begin(); si != m_children.end(); ++si )
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{
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(*si)->RemoveFlag( flag, true );
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}
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}
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}
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/*
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-------------------------
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HasFlag
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-------------------------
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*/
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int CSequence::HasFlag( int flag )
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{
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return (m_flags & flag);
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}
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/*
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-------------------------
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SetReturn
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-------------------------
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*/
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void CSequence::SetReturn ( CSequence *sequence )
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{
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assert( sequence != this );
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m_return = sequence;
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}
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/*
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-------------------------
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GetChild
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-------------------------
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*/
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CSequence *CSequence::GetChild( int id )
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{
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if ( id < 0 )
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return NULL;
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//NOTENOTE: Done for safety reasons, I don't know what this template will return on underflow ( sigh... )
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sequenceID_m::iterator mi = m_childrenMap.find( id );
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if ( mi == m_childrenMap.end() )
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return NULL;
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return (*mi).second;
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}
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/*
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-------------------------
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SaveCommand
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-------------------------
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*/
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int CSequence::SaveCommand( CBlock *block )
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{
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unsigned char flags;
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int numMembers, bID, size;
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CBlockMember *bm;
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ojk::SavedGameHelper saved_game(
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m_owner->GetInterface()->saved_game);
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//Save out the block ID
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bID = block->GetBlockID();
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saved_game.write_chunk<int32_t>(
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INT_ID('B', 'L', 'I', 'D'),
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bID);
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//Save out the block's flags
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flags = block->GetFlags();
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saved_game.write_chunk<uint8_t>(
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INT_ID('B', 'F', 'L', 'G'),
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flags);
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//Save out the number of members to read
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numMembers = block->GetNumMembers();
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saved_game.write_chunk<int32_t>(
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INT_ID('B', 'N', 'U', 'M'),
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numMembers);
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for ( int i = 0; i < numMembers; i++ )
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{
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bm = block->GetMember( i );
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//Save the block id
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bID = bm->GetID();
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saved_game.write_chunk<int32_t>(
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INT_ID('B', 'M', 'I', 'D'),
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bID);
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//Save out the data size
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size = bm->GetSize();
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saved_game.write_chunk<int32_t>(
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INT_ID('B', 'S', 'I', 'Z'),
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size);
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//Save out the raw data
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const uint8_t* raw_data = static_cast<const uint8_t*>(bm->GetData());
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saved_game.write_chunk(
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INT_ID('B', 'M', 'E', 'M'),
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raw_data,
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size);
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}
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return true;
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}
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/*
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-------------------------
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Save
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-------------------------
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*/
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int CSequence::Save( void )
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{
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sequence_l::iterator ci;
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block_l::iterator bi;
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int id;
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ojk::SavedGameHelper saved_game(
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m_owner->GetInterface()->saved_game);
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//Save the parent (by GUID)
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id = ( m_parent != NULL ) ? m_parent->GetID() : -1;
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saved_game.write_chunk<int32_t>(
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INT_ID('S', 'P', 'I', 'D'),
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id);
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//Save the return (by GUID)
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id = ( m_return != NULL ) ? m_return->GetID() : -1;
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saved_game.write_chunk<int32_t>(
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INT_ID('S', 'R', 'I', 'D'),
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id);
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//Save the number of children
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saved_game.write_chunk<int32_t>(
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INT_ID('S', 'N', 'C', 'H'),
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m_numChildren);
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//Save out the children (only by GUID)
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STL_ITERATE( ci, m_children )
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{
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id = (*ci)->GetID();
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saved_game.write_chunk<int32_t>(
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INT_ID('S', 'C', 'H', 'D'),
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id);
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}
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//Save flags
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saved_game.write_chunk<int32_t>(
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INT_ID('S', 'F', 'L', 'G'),
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m_flags);
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//Save iterations
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saved_game.write_chunk<int32_t>(
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INT_ID('S', 'I', 'T', 'R'),
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m_iterations);
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//Save the number of commands
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saved_game.write_chunk<int32_t>(
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INT_ID('S', 'N', 'M', 'C'),
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m_numCommands);
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//Save the commands
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STL_ITERATE( bi, m_commands )
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{
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SaveCommand( (*bi) );
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}
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return true;
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}
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/*
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-------------------------
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Load
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-------------------------
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*/
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int CSequence::Load( void )
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{
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unsigned char flags = 0;
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CSequence *sequence;
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CBlock *block;
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int id = 0, numMembers = 0;
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int i;
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int bID, bSize;
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void *bData;
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ojk::SavedGameHelper saved_game(
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m_owner->GetInterface()->saved_game);
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//Get the parent sequence
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saved_game.read_chunk<int32_t>(
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INT_ID('S', 'P', 'I', 'D'),
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id);
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m_parent = ( id != -1 ) ? m_owner->GetSequence( id ) : NULL;
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//Get the return sequence
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saved_game.read_chunk<int32_t>(
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INT_ID('S', 'R', 'I', 'D'),
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id);
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m_return = ( id != -1 ) ? m_owner->GetSequence( id ) : NULL;
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//Get the number of children
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saved_game.read_chunk<int32_t>(
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INT_ID('S', 'N', 'C', 'H'),
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m_numChildren);
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//Reload all children
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for ( i = 0; i < m_numChildren; i++ )
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{
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//Get the child sequence ID
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saved_game.read_chunk<int32_t>(
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INT_ID('S', 'C', 'H', 'D'),
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id);
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//Get the desired sequence
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if ( ( sequence = m_owner->GetSequence( id ) ) == NULL )
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return false;
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//Insert this into the list
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STL_INSERT( m_children, sequence );
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//Restore the connection in the child / ID map
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m_childrenMap[ i ] = sequence;
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}
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//Get the sequence flags
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saved_game.read_chunk<int32_t>(
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INT_ID('S', 'F', 'L', 'G'),
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m_flags);
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//Get the number of iterations
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saved_game.read_chunk<int32_t>(
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INT_ID('S', 'I', 'T', 'R'),
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m_iterations);
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int numCommands = 0;
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//Get the number of commands
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saved_game.read_chunk<int32_t>(
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INT_ID('S', 'N', 'M', 'C'),
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numCommands);
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//Get all the commands
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for ( i = 0; i < numCommands; i++ )
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{
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//Get the block ID and create a new container
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saved_game.read_chunk<int32_t>(
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INT_ID('B', 'L', 'I', 'D'),
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id);
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block = new CBlock;
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block->Create( id );
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//Read the block's flags
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saved_game.read_chunk<uint8_t>(
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INT_ID('B', 'F', 'L', 'G'),
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flags);
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block->SetFlags( flags );
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numMembers = 0;
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//Get the number of block members
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saved_game.read_chunk<int32_t>(
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INT_ID('B', 'N', 'U', 'M'),
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numMembers);
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for ( int j = 0; j < numMembers; j++ )
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{
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bID = 0;
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//Get the member ID
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saved_game.read_chunk<int32_t>(
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INT_ID('B', 'M', 'I', 'D'),
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bID);
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bSize = 0;
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//Get the member size
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saved_game.read_chunk<int32_t>(
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INT_ID('B', 'S', 'I', 'Z'),
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bSize);
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//Get the member's data
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if ( ( bData = ICARUS_Malloc( bSize ) ) == NULL )
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return false;
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//Get the actual raw data
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saved_game.read_chunk(
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INT_ID('B', 'M', 'E', 'M'),
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static_cast<uint8_t*>(bData),
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bSize);
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//Write out the correct type
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switch ( bID )
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{
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case TK_INT:
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{
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assert(0);
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int data = *(int *) bData;
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block->Write( TK_FLOAT, (float) data );
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}
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break;
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case TK_FLOAT:
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block->Write( TK_FLOAT, *(float *) bData );
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break;
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case TK_STRING:
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case TK_IDENTIFIER:
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case TK_CHAR:
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block->Write( TK_STRING, (char *) bData );
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break;
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case TK_VECTOR:
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case TK_VECTOR_START:
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block->Write( TK_VECTOR, *(vec3_t *) bData );
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break;
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case ID_TAG:
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block->Write( ID_TAG, (float) ID_TAG );
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break;
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case ID_GET:
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block->Write( ID_GET, (float) ID_GET );
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break;
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case ID_RANDOM:
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block->Write( ID_RANDOM, *(float *) bData );//(float) ID_RANDOM );
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break;
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case TK_EQUALS:
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case TK_GREATER_THAN:
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case TK_LESS_THAN:
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case TK_NOT:
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block->Write( bID, 0 );
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break;
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default:
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assert(0);
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return false;
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break;
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}
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//Get rid of the temp memory
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ICARUS_Free( bData );
|
|
}
|
|
|
|
//Save the block
|
|
//STL_INSERT( m_commands, block );
|
|
PushCommand( block, PUSH_BACK );
|
|
}
|
|
|
|
return true;
|
|
}
|