gzdoom-gles/src/p_acs.h

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/*
** p_acs.h
** ACS script stuff
**
**---------------------------------------------------------------------------
** Copyright 1998-2008 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#ifndef __P_ACS_H__
#define __P_ACS_H__
#include "dobject.h"
#include "dthinker.h"
#include "doomtype.h"
#define LOCAL_SIZE 20
#define NUM_MAPVARS 128
class FFont;
class FileReader;
enum
{
NUM_WORLDVARS = 256,
NUM_GLOBALVARS = 64
};
struct InitIntToZero
{
void Init(int &v)
{
v = 0;
}
};
typedef TMap<SDWORD, SDWORD, THashTraits<SDWORD>, InitIntToZero> FWorldGlobalArray;
// ACS variables with world scope
extern SDWORD ACS_WorldVars[NUM_WORLDVARS];
extern FWorldGlobalArray ACS_WorldArrays[NUM_WORLDVARS];
// ACS variables with global scope
extern SDWORD ACS_GlobalVars[NUM_GLOBALVARS];
extern FWorldGlobalArray ACS_GlobalArrays[NUM_GLOBALVARS];
void P_ReadACSVars(PNGHandle *);
void P_WriteACSVars(FILE*);
void P_ClearACSVars(bool);
// The in-memory version
struct ScriptPtr
{
WORD Number;
BYTE Type;
BYTE ArgCount;
WORD VarCount;
WORD Flags;
DWORD Address;
};
// The present ZDoom version
struct ScriptPtr3
{
WORD Number;
BYTE Type;
BYTE ArgCount;
DWORD Address;
};
// The intermediate ZDoom version
struct ScriptPtr1
{
WORD Number;
WORD Type;
DWORD Address;
DWORD ArgCount;
};
// The old Hexen version
struct ScriptPtr2
{
DWORD Number; // Type is Number / 1000
DWORD Address;
DWORD ArgCount;
};
struct ScriptFlagsPtr
{
WORD Number;
WORD Flags;
};
struct ScriptFunction
{
BYTE ArgCount;
BYTE LocalCount;
BYTE HasReturnValue;
BYTE ImportNum;
DWORD Address;
};
// Script types
enum
{
SCRIPT_Closed = 0,
SCRIPT_Open = 1,
SCRIPT_Respawn = 2,
SCRIPT_Death = 3,
SCRIPT_Enter = 4,
SCRIPT_Pickup = 5,
SCRIPT_BlueReturn = 6,
SCRIPT_RedReturn = 7,
SCRIPT_WhiteReturn = 8,
SCRIPT_Lightning = 12,
SCRIPT_Unloading = 13,
SCRIPT_Disconnect = 14,
SCRIPT_Return = 15,
};
// Script flags
enum
{
SCRIPTF_Net = 0x0001 // Safe to "puke" in multiplayer
};
enum ACSFormat { ACS_Old, ACS_Enhanced, ACS_LittleEnhanced, ACS_Unknown };
class FBehavior
{
public:
FBehavior (int lumpnum, FileReader * fr=NULL, int len=0);
~FBehavior ();
bool IsGood ();
BYTE *FindChunk (DWORD id) const;
BYTE *NextChunk (BYTE *chunk) const;
const ScriptPtr *FindScript (int number) const;
void StartTypedScripts (WORD type, AActor *activator, bool always, int arg1, bool runNow);
DWORD PC2Ofs (int *pc) const { return (DWORD)((BYTE *)pc - Data); }
int *Ofs2PC (DWORD ofs) const { return (int *)(Data + ofs); }
ACSFormat GetFormat() const { return Format; }
ScriptFunction *GetFunction (int funcnum, FBehavior *&module) const;
int GetArrayVal (int arraynum, int index) const;
void SetArrayVal (int arraynum, int index, int value);
int FindFunctionName (const char *funcname) const;
int FindMapVarName (const char *varname) const;
int FindMapArray (const char *arrayname) const;
int GetLibraryID () const { return LibraryID; }
int *GetScriptAddress (const ScriptPtr *ptr) const { return (int *)(ptr->Address + Data); }
SDWORD *MapVars[NUM_MAPVARS];
static FBehavior *StaticLoadModule (int lumpnum, FileReader * fr=NULL, int len=0);
static void StaticLoadDefaultModules ();
static void StaticUnloadModules ();
static bool StaticCheckAllGood ();
static FBehavior *StaticGetModule (int lib);
static void StaticSerializeModuleStates (FArchive &arc);
static const ScriptPtr *StaticFindScript (int script, FBehavior *&module);
static const char *StaticLookupString (DWORD index);
static void StaticStartTypedScripts (WORD type, AActor *activator, bool always, int arg1=0, bool runNow=false);
- Added some hackery at the start of MouseRead_Win32() that prevents it from yanking the mouse around if they keys haven't been read yet to combat the same situation that causes the keyboard to return DIERR_NOTACQUIRED in KeyRead(): The window is sort of in focus and sort of not. User.dll considers it to be focused and it's drawn as such, but another focused window is on top of it, and DirectInput doesn't see it as focused. - Fixed: KeyRead() should handle DIERR_NOTACQUIRED errors the same way it handles DIERR_INPUTLOST errors. This can happen if our window had the focus stolen away from it before we tried to acquire the keyboard in DI_Init2(). Strangely, MouseRead_DI() already did this. - When a stack overflow occurs, report.txt now only includes the first and last 16KB of the stack to make it more manageable. - Limited StreamEditBinary() to the first 64KB of the file to keep it from taking too long on large dumps. - And now I know why gathering crash information in the same process that crashed can be bad: Stack overflows. You get one spare page to play with when the stack overflows. MiniDumpWriteDump() needs more than that and causes an access violation when it runs out of leftover stack, silently terminating the application. Windows XP x64 offers SetThreadStackGuarantee() to increase this, but that isn't available on anything older, including 32-bit XP. To get around this, a new thread is created to write the mini dump when the stack overflows. - Changed A_Burnination() to be closer to Strife's. - Fixed: When playing back demos, DoAddBot() can be called without an associated call to SpawnBot(). So if the bot can't spawn, botnum can go negative, which will cause problems later in DCajunMaster::Main() when it sees that wanted_botnum (0) is higher than botnum (-1). - Fixed: Stopping demo recording in multiplayer games should not abruptly drop the recorder out of the game without notifying the other players. In fact, there's no reason why it should drop them out of multiplayer at all. - Fixed: Earthquakes were unreliable in multiplayer games because P_PredictPlayer() did not preserve the player's xviewshift. - Fixed: PlayerIsGone() needs to stop any scripts that belong to the player who left, in addition to executing disconnect scripts. - Fixed: APlayerPawn::AddInventory() should also check for a NULL player->mo in case the player left but somebody still has a reference to their actor. - Fixed: DDrawFB::PaintToWindow() should simulate proper unlocking behavior and set Buffer to NULL. - Improved feedback for network game initialization with the console ticker. - Moved i_net.cpp and i_net.h out of sdl/ and win32/ and into the main source directory. They are identical, so keeping two copies of them is bad. - Fixed: (At least with Creative's driver's,) EAX settings are global and not per-application. So if you play a multiplayer ZDoom game on one computer (or even another EAX-using application), ZDoom needs to restore the environment when it regains focus. - Maybe fixed: (See http://forum.zdoom.org/potato.php?t=10689) Apparently, PacketGet can receive ECONNRESET from nodes that aren't in the game. It should be safe to just ignore these packets. - Fixed: PlayerIsGone() should set the gone player's camera to NULL in case the player who left was player 0. This is because if a remaining player receives a "recoverable" error, they will become player 0. Once that happens, they game will try to update sounds through their camera and crash in FMODSoundRenderer::UpdateListener() because the zones array is now NULL. G_NewInit() should also clear all the player structures. SVN r233 (trunk)
2006-06-30 02:13:26 +00:00
static void StaticStopMyScripts (AActor *actor);
private:
struct ArrayInfo;
ACSFormat Format;
int LumpNum;
BYTE *Data;
int DataSize;
BYTE *Chunks;
ScriptPtr *Scripts;
int NumScripts;
BYTE *Functions;
int NumFunctions;
ArrayInfo *ArrayStore;
int NumArrays;
ArrayInfo **Arrays;
int NumTotalArrays;
DWORD StringTable;
SDWORD MapVarStore[NUM_MAPVARS];
TArray<FBehavior *> Imports;
DWORD LibraryID;
char ModuleName[9];
static TArray<FBehavior *> StaticModules;
void LoadScriptsDirectory ();
static int STACK_ARGS SortScripts (const void *a, const void *b);
void UnencryptStrings ();
int FindStringInChunk (DWORD *chunk, const char *varname) const;
const char *LookupString (DWORD index) const;
void SerializeVars (FArchive &arc);
void SerializeVarSet (FArchive &arc, SDWORD *vars, int max);
};
class DLevelScript : public DObject
{
DECLARE_CLASS (DLevelScript, DObject)
HAS_OBJECT_POINTERS
public:
// P-codes for ACS scripts
enum
{
/* 0*/ PCD_NOP,
PCD_TERMINATE,
PCD_SUSPEND,
PCD_PUSHNUMBER,
PCD_LSPEC1,
PCD_LSPEC2,
PCD_LSPEC3,
PCD_LSPEC4,
PCD_LSPEC5,
PCD_LSPEC1DIRECT,
/* 10*/ PCD_LSPEC2DIRECT,
PCD_LSPEC3DIRECT,
PCD_LSPEC4DIRECT,
PCD_LSPEC5DIRECT,
PCD_ADD,
PCD_SUBTRACT,
PCD_MULTIPLY,
PCD_DIVIDE,
PCD_MODULUS,
PCD_EQ,
/* 20*/ PCD_NE,
PCD_LT,
PCD_GT,
PCD_LE,
PCD_GE,
PCD_ASSIGNSCRIPTVAR,
PCD_ASSIGNMAPVAR,
PCD_ASSIGNWORLDVAR,
PCD_PUSHSCRIPTVAR,
PCD_PUSHMAPVAR,
/* 30*/ PCD_PUSHWORLDVAR,
PCD_ADDSCRIPTVAR,
PCD_ADDMAPVAR,
PCD_ADDWORLDVAR,
PCD_SUBSCRIPTVAR,
PCD_SUBMAPVAR,
PCD_SUBWORLDVAR,
PCD_MULSCRIPTVAR,
PCD_MULMAPVAR,
PCD_MULWORLDVAR,
/* 40*/ PCD_DIVSCRIPTVAR,
PCD_DIVMAPVAR,
PCD_DIVWORLDVAR,
PCD_MODSCRIPTVAR,
PCD_MODMAPVAR,
PCD_MODWORLDVAR,
PCD_INCSCRIPTVAR,
PCD_INCMAPVAR,
PCD_INCWORLDVAR,
PCD_DECSCRIPTVAR,
/* 50*/ PCD_DECMAPVAR,
PCD_DECWORLDVAR,
PCD_GOTO,
PCD_IFGOTO,
PCD_DROP,
PCD_DELAY,
PCD_DELAYDIRECT,
PCD_RANDOM,
PCD_RANDOMDIRECT,
PCD_THINGCOUNT,
/* 60*/ PCD_THINGCOUNTDIRECT,
PCD_TAGWAIT,
PCD_TAGWAITDIRECT,
PCD_POLYWAIT,
PCD_POLYWAITDIRECT,
PCD_CHANGEFLOOR,
PCD_CHANGEFLOORDIRECT,
PCD_CHANGECEILING,
PCD_CHANGECEILINGDIRECT,
PCD_RESTART,
/* 70*/ PCD_ANDLOGICAL,
PCD_ORLOGICAL,
PCD_ANDBITWISE,
PCD_ORBITWISE,
PCD_EORBITWISE,
PCD_NEGATELOGICAL,
PCD_LSHIFT,
PCD_RSHIFT,
PCD_UNARYMINUS,
PCD_IFNOTGOTO,
/* 80*/ PCD_LINESIDE,
PCD_SCRIPTWAIT,
PCD_SCRIPTWAITDIRECT,
PCD_CLEARLINESPECIAL,
PCD_CASEGOTO,
PCD_BEGINPRINT,
PCD_ENDPRINT,
PCD_PRINTSTRING,
PCD_PRINTNUMBER,
PCD_PRINTCHARACTER,
/* 90*/ PCD_PLAYERCOUNT,
PCD_GAMETYPE,
PCD_GAMESKILL,
PCD_TIMER,
PCD_SECTORSOUND,
PCD_AMBIENTSOUND,
PCD_SOUNDSEQUENCE,
PCD_SETLINETEXTURE,
PCD_SETLINEBLOCKING,
PCD_SETLINESPECIAL,
/*100*/ PCD_THINGSOUND,
PCD_ENDPRINTBOLD, // [RH] End of Hexen p-codes
PCD_ACTIVATORSOUND,
PCD_LOCALAMBIENTSOUND,
PCD_SETLINEMONSTERBLOCKING,
PCD_PLAYERBLUESKULL, // [BC] Start of new [Skull Tag] pcodes
PCD_PLAYERREDSKULL,
PCD_PLAYERYELLOWSKULL,
PCD_PLAYERMASTERSKULL,
PCD_PLAYERBLUECARD,
/*110*/ PCD_PLAYERREDCARD,
PCD_PLAYERYELLOWCARD,
PCD_PLAYERMASTERCARD,
PCD_PLAYERBLACKSKULL,
PCD_PLAYERSILVERSKULL,
PCD_PLAYERGOLDSKULL,
PCD_PLAYERBLACKCARD,
PCD_PLAYERSILVERCARD,
PCD_PLAYERONTEAM,
PCD_PLAYERTEAM,
/*120*/ PCD_PLAYERHEALTH,
PCD_PLAYERARMORPOINTS,
PCD_PLAYERFRAGS,
PCD_PLAYEREXPERT,
PCD_BLUETEAMCOUNT,
PCD_REDTEAMCOUNT,
PCD_BLUETEAMSCORE,
PCD_REDTEAMSCORE,
PCD_ISONEFLAGCTF,
PCD_LSPEC6, // These are never used. They should probably
/*130*/ PCD_LSPEC6DIRECT, // be given names like PCD_DUMMY.
PCD_PRINTNAME,
PCD_MUSICCHANGE,
PCD_TEAM2FRAGPOINTS,
PCD_CONSOLECOMMAND,
PCD_SINGLEPLAYER, // [RH] End of Skull Tag p-codes
PCD_FIXEDMUL,
PCD_FIXEDDIV,
PCD_SETGRAVITY,
PCD_SETGRAVITYDIRECT,
/*140*/ PCD_SETAIRCONTROL,
PCD_SETAIRCONTROLDIRECT,
PCD_CLEARINVENTORY,
PCD_GIVEINVENTORY,
PCD_GIVEINVENTORYDIRECT,
PCD_TAKEINVENTORY,
PCD_TAKEINVENTORYDIRECT,
PCD_CHECKINVENTORY,
PCD_CHECKINVENTORYDIRECT,
PCD_SPAWN,
/*150*/ PCD_SPAWNDIRECT,
PCD_SPAWNSPOT,
PCD_SPAWNSPOTDIRECT,
PCD_SETMUSIC,
PCD_SETMUSICDIRECT,
PCD_LOCALSETMUSIC,
PCD_LOCALSETMUSICDIRECT,
PCD_PRINTFIXED,
PCD_PRINTLOCALIZED,
PCD_MOREHUDMESSAGE,
/*160*/ PCD_OPTHUDMESSAGE,
PCD_ENDHUDMESSAGE,
PCD_ENDHUDMESSAGEBOLD,
PCD_SETSTYLE,
PCD_SETSTYLEDIRECT,
PCD_SETFONT,
PCD_SETFONTDIRECT,
PCD_PUSHBYTE,
PCD_LSPEC1DIRECTB,
PCD_LSPEC2DIRECTB,
/*170*/ PCD_LSPEC3DIRECTB,
PCD_LSPEC4DIRECTB,
PCD_LSPEC5DIRECTB,
PCD_DELAYDIRECTB,
PCD_RANDOMDIRECTB,
PCD_PUSHBYTES,
PCD_PUSH2BYTES,
PCD_PUSH3BYTES,
PCD_PUSH4BYTES,
PCD_PUSH5BYTES,
/*180*/ PCD_SETTHINGSPECIAL,
PCD_ASSIGNGLOBALVAR,
PCD_PUSHGLOBALVAR,
PCD_ADDGLOBALVAR,
PCD_SUBGLOBALVAR,
PCD_MULGLOBALVAR,
PCD_DIVGLOBALVAR,
PCD_MODGLOBALVAR,
PCD_INCGLOBALVAR,
PCD_DECGLOBALVAR,
/*190*/ PCD_FADETO,
PCD_FADERANGE,
PCD_CANCELFADE,
PCD_PLAYMOVIE,
PCD_SETFLOORTRIGGER,
PCD_SETCEILINGTRIGGER,
PCD_GETACTORX,
PCD_GETACTORY,
PCD_GETACTORZ,
PCD_STARTTRANSLATION,
/*200*/ PCD_TRANSLATIONRANGE1,
PCD_TRANSLATIONRANGE2,
PCD_ENDTRANSLATION,
PCD_CALL,
PCD_CALLDISCARD,
PCD_RETURNVOID,
PCD_RETURNVAL,
PCD_PUSHMAPARRAY,
PCD_ASSIGNMAPARRAY,
PCD_ADDMAPARRAY,
/*210*/ PCD_SUBMAPARRAY,
PCD_MULMAPARRAY,
PCD_DIVMAPARRAY,
PCD_MODMAPARRAY,
PCD_INCMAPARRAY,
PCD_DECMAPARRAY,
PCD_DUP,
PCD_SWAP,
PCD_WRITETOINI,
PCD_GETFROMINI,
/*220*/ PCD_SIN,
PCD_COS,
PCD_VECTORANGLE,
PCD_CHECKWEAPON,
PCD_SETWEAPON,
PCD_TAGSTRING,
PCD_PUSHWORLDARRAY,
PCD_ASSIGNWORLDARRAY,
PCD_ADDWORLDARRAY,
PCD_SUBWORLDARRAY,
/*230*/ PCD_MULWORLDARRAY,
PCD_DIVWORLDARRAY,
PCD_MODWORLDARRAY,
PCD_INCWORLDARRAY,
PCD_DECWORLDARRAY,
PCD_PUSHGLOBALARRAY,
PCD_ASSIGNGLOBALARRAY,
PCD_ADDGLOBALARRAY,
PCD_SUBGLOBALARRAY,
PCD_MULGLOBALARRAY,
/*240*/ PCD_DIVGLOBALARRAY,
PCD_MODGLOBALARRAY,
PCD_INCGLOBALARRAY,
PCD_DECGLOBALARRAY,
PCD_SETMARINEWEAPON,
PCD_SETACTORPROPERTY,
PCD_GETACTORPROPERTY,
PCD_PLAYERNUMBER,
PCD_ACTIVATORTID,
PCD_SETMARINESPRITE,
/*250*/ PCD_GETSCREENWIDTH,
PCD_GETSCREENHEIGHT,
PCD_THING_PROJECTILE2,
PCD_STRLEN,
PCD_SETHUDSIZE,
PCD_GETCVAR,
PCD_CASEGOTOSORTED,
PCD_SETRESULTVALUE,
PCD_GETLINEROWOFFSET,
PCD_GETACTORFLOORZ,
/*260*/ PCD_GETACTORANGLE,
PCD_GETSECTORFLOORZ,
PCD_GETSECTORCEILINGZ,
PCD_LSPEC5RESULT,
PCD_GETSIGILPIECES,
PCD_GETLEVELINFO,
PCD_CHANGESKY,
PCD_PLAYERINGAME,
PCD_PLAYERISBOT,
PCD_SETCAMERATOTEXTURE,
/*270*/ PCD_ENDLOG,
PCD_GETAMMOCAPACITY,
PCD_SETAMMOCAPACITY,
PCD_PRINTMAPCHARARRAY, // [JB] start of new p-codes
PCD_PRINTWORLDCHARARRAY,
PCD_PRINTGLOBALCHARARRAY, // [JB] end of new p-codes
PCD_SETACTORANGLE, // [GRB]
PCD_GRABINPUT, // Unused but acc defines them
PCD_SETMOUSEPOINTER, // "
PCD_MOVEMOUSEPOINTER, // "
/*280*/ PCD_SPAWNPROJECTILE,
PCD_GETSECTORLIGHTLEVEL,
PCD_GETACTORCEILINGZ,
PCD_SETACTORPOSITION,
PCD_CLEARACTORINVENTORY,
PCD_GIVEACTORINVENTORY,
PCD_TAKEACTORINVENTORY,
PCD_CHECKACTORINVENTORY,
2006-07-09 20:15:38 +00:00
PCD_THINGCOUNTNAME,
PCD_SPAWNSPOTFACING,
/*290*/ PCD_PLAYERCLASS, // [GRB]
//[MW] start my p-codes
PCD_ANDSCRIPTVAR,
PCD_ANDMAPVAR,
PCD_ANDWORLDVAR,
PCD_ANDGLOBALVAR,
PCD_ANDMAPARRAY,
PCD_ANDWORLDARRAY,
PCD_ANDGLOBALARRAY,
PCD_EORSCRIPTVAR,
PCD_EORMAPVAR,
/*300*/ PCD_EORWORLDVAR,
PCD_EORGLOBALVAR,
PCD_EORMAPARRAY,
PCD_EORWORLDARRAY,
PCD_EORGLOBALARRAY,
PCD_ORSCRIPTVAR,
PCD_ORMAPVAR,
PCD_ORWORLDVAR,
PCD_ORGLOBALVAR,
PCD_ORMAPARRAY,
/*310*/ PCD_ORWORLDARRAY,
PCD_ORGLOBALARRAY,
PCD_LSSCRIPTVAR,
PCD_LSMAPVAR,
PCD_LSWORLDVAR,
PCD_LSGLOBALVAR,
PCD_LSMAPARRAY,
PCD_LSWORLDARRAY,
PCD_LSGLOBALARRAY,
PCD_RSSCRIPTVAR,
/*320*/ PCD_RSMAPVAR,
PCD_RSWORLDVAR,
PCD_RSGLOBALVAR,
PCD_RSMAPARRAY,
PCD_RSWORLDARRAY,
PCD_RSGLOBALARRAY,
//[MW] end my p-codes
PCD_GETPLAYERINFO, // [GRB]
PCD_CHANGELEVEL,
PCD_SECTORDAMAGE,
PCD_REPLACETEXTURES,
/*330*/ PCD_NEGATEBINARY,
PCD_GETACTORPITCH,
PCD_SETACTORPITCH,
PCD_PRINTBIND,
PCD_SETACTORSTATE,
PCD_THINGDAMAGE2,
PCD_USEINVENTORY,
PCD_USEACTORINVENTORY,
PCD_CHECKACTORCEILINGTEXTURE,
PCD_CHECKACTORFLOORTEXTURE,
/*340*/ PCD_GETACTORLIGHTLEVEL,
PCD_SETMUGSHOTSTATE,
PCD_THINGCOUNTSECTOR,
PCD_THINGCOUNTNAMESECTOR,
PCD_CHECKPLAYERCAMERA, // [TN]
PCD_MORPHACTOR, // [MH]
PCD_UNMORPHACTOR, // [MH]
PCD_GETPLAYERINPUT,
PCD_CLASSIFYACTOR,
PCD_PRINTBINARY,
/*350*/ PCD_PRINTHEX,
PCD_CALLFUNC,
/*351*/ PCODE_COMMAND_COUNT
};
// Some constants used by ACS scripts
enum {
LINE_FRONT = 0,
LINE_BACK = 1
};
enum {
SIDE_FRONT = 0,
SIDE_BACK = 1
};
enum {
TEXTURE_TOP = 0,
TEXTURE_MIDDLE = 1,
TEXTURE_BOTTOM = 2
};
enum {
GAME_SINGLE_PLAYER = 0,
GAME_NET_COOPERATIVE = 1,
GAME_NET_DEATHMATCH = 2,
GAME_TITLE_MAP = 3
};
enum {
CLASS_FIGHTER = 0,
CLASS_CLERIC = 1,
CLASS_MAGE = 2
};
enum {
SKILL_VERY_EASY = 0,
SKILL_EASY = 1,
SKILL_NORMAL = 2,
SKILL_HARD = 3,
SKILL_VERY_HARD = 4
};
enum {
BLOCK_NOTHING = 0,
BLOCK_CREATURES = 1,
BLOCK_EVERYTHING = 2,
BLOCK_RAILING = 3,
BLOCK_PLAYERS = 4
};
enum {
LEVELINFO_PAR_TIME,
LEVELINFO_CLUSTERNUM,
LEVELINFO_LEVELNUM,
LEVELINFO_TOTAL_SECRETS,
LEVELINFO_FOUND_SECRETS,
LEVELINFO_TOTAL_ITEMS,
LEVELINFO_FOUND_ITEMS,
LEVELINFO_TOTAL_MONSTERS,
LEVELINFO_KILLED_MONSTERS,
LEVELINFO_SUCK_TIME
};
enum {
PLAYERINFO_TEAM,
PLAYERINFO_AIMDIST,
PLAYERINFO_COLOR,
PLAYERINFO_GENDER,
PLAYERINFO_NEVERSWITCH,
PLAYERINFO_MOVEBOB,
PLAYERINFO_STILLBOB,
PLAYERINFO_PLAYERCLASS
};
enum EScriptState
{
SCRIPT_Running,
SCRIPT_Suspended,
SCRIPT_Delayed,
SCRIPT_TagWait,
SCRIPT_PolyWait,
SCRIPT_ScriptWaitPre,
SCRIPT_ScriptWait,
SCRIPT_PleaseRemove,
SCRIPT_DivideBy0,
SCRIPT_ModulusBy0,
};
DLevelScript (AActor *who, line_t *where, int num, const ScriptPtr *code, FBehavior *module,
bool backSide, int arg0, int arg1, int arg2, int always);
~DLevelScript ();
void Serialize (FArchive &arc);
int RunScript ();
inline void SetState (EScriptState newstate) { state = newstate; }
inline EScriptState GetState () { return state; }
protected:
DLevelScript *next, *prev;
int script;
SDWORD *localvars;
int numlocalvars;
int *pc;
EScriptState state;
int statedata;
TObjPtr<AActor> activator;
line_t *activationline;
bool backSide;
FFont *activefont;
int hudwidth, hudheight;
FBehavior *activeBehavior;
void Link ();
void Unlink ();
void PutLast ();
void PutFirst ();
static int Random (int min, int max);
static int ThingCount (int type, int stringid, int tid, int tag);
static void ChangeFlat (int tag, int name, bool floorOrCeiling);
static int CountPlayers ();
static void SetLineTexture (int lineid, int side, int position, int name);
static void ReplaceTextures (int fromname, int toname, int flags);
static int DoSpawn (int type, fixed_t x, fixed_t y, fixed_t z, int tid, int angle, bool force);
int DoSpawnSpot (int type, int spot, int tid, int angle, bool forced);
int DoSpawnSpotFacing (int type, int spot, int tid, bool forced);
int DoClassifyActor (int tid);
int CallFunction(int argCount, int funcIndex, SDWORD *args);
void DoFadeTo (int r, int g, int b, int a, fixed_t time);
void DoFadeRange (int r1, int g1, int b1, int a1,
int r2, int g2, int b2, int a2, fixed_t time);
void DoSetFont (int fontnum);
void SetActorProperty (int tid, int property, int value);
void DoSetActorProperty (AActor *actor, int property, int value);
int GetActorProperty (int tid, int property);
int CheckActorProperty (int tid, int property, int value);
int GetPlayerInput (int playernum, int inputnum);
int LineFromID(int id);
int SideFromID(int id, int side);
private:
DLevelScript ();
friend class DACSThinker;
};
inline FArchive &operator<< (FArchive &arc, DLevelScript::EScriptState &state)
{
BYTE val = (BYTE)state;
arc << val;
state = (DLevelScript::EScriptState)val;
return arc;
}
class DACSThinker : public DThinker
{
DECLARE_CLASS (DACSThinker, DThinker)
HAS_OBJECT_POINTERS
public:
DACSThinker ();
~DACSThinker ();
void Serialize (FArchive &arc);
void Tick ();
DLevelScript *RunningScripts[1000]; // Array of all synchronous scripts
static TObjPtr<DACSThinker> ActiveThinker;
void DumpScriptStatus();
- Added some hackery at the start of MouseRead_Win32() that prevents it from yanking the mouse around if they keys haven't been read yet to combat the same situation that causes the keyboard to return DIERR_NOTACQUIRED in KeyRead(): The window is sort of in focus and sort of not. User.dll considers it to be focused and it's drawn as such, but another focused window is on top of it, and DirectInput doesn't see it as focused. - Fixed: KeyRead() should handle DIERR_NOTACQUIRED errors the same way it handles DIERR_INPUTLOST errors. This can happen if our window had the focus stolen away from it before we tried to acquire the keyboard in DI_Init2(). Strangely, MouseRead_DI() already did this. - When a stack overflow occurs, report.txt now only includes the first and last 16KB of the stack to make it more manageable. - Limited StreamEditBinary() to the first 64KB of the file to keep it from taking too long on large dumps. - And now I know why gathering crash information in the same process that crashed can be bad: Stack overflows. You get one spare page to play with when the stack overflows. MiniDumpWriteDump() needs more than that and causes an access violation when it runs out of leftover stack, silently terminating the application. Windows XP x64 offers SetThreadStackGuarantee() to increase this, but that isn't available on anything older, including 32-bit XP. To get around this, a new thread is created to write the mini dump when the stack overflows. - Changed A_Burnination() to be closer to Strife's. - Fixed: When playing back demos, DoAddBot() can be called without an associated call to SpawnBot(). So if the bot can't spawn, botnum can go negative, which will cause problems later in DCajunMaster::Main() when it sees that wanted_botnum (0) is higher than botnum (-1). - Fixed: Stopping demo recording in multiplayer games should not abruptly drop the recorder out of the game without notifying the other players. In fact, there's no reason why it should drop them out of multiplayer at all. - Fixed: Earthquakes were unreliable in multiplayer games because P_PredictPlayer() did not preserve the player's xviewshift. - Fixed: PlayerIsGone() needs to stop any scripts that belong to the player who left, in addition to executing disconnect scripts. - Fixed: APlayerPawn::AddInventory() should also check for a NULL player->mo in case the player left but somebody still has a reference to their actor. - Fixed: DDrawFB::PaintToWindow() should simulate proper unlocking behavior and set Buffer to NULL. - Improved feedback for network game initialization with the console ticker. - Moved i_net.cpp and i_net.h out of sdl/ and win32/ and into the main source directory. They are identical, so keeping two copies of them is bad. - Fixed: (At least with Creative's driver's,) EAX settings are global and not per-application. So if you play a multiplayer ZDoom game on one computer (or even another EAX-using application), ZDoom needs to restore the environment when it regains focus. - Maybe fixed: (See http://forum.zdoom.org/potato.php?t=10689) Apparently, PacketGet can receive ECONNRESET from nodes that aren't in the game. It should be safe to just ignore these packets. - Fixed: PlayerIsGone() should set the gone player's camera to NULL in case the player who left was player 0. This is because if a remaining player receives a "recoverable" error, they will become player 0. Once that happens, they game will try to update sounds through their camera and crash in FMODSoundRenderer::UpdateListener() because the zones array is now NULL. G_NewInit() should also clear all the player structures. SVN r233 (trunk)
2006-06-30 02:13:26 +00:00
void StopScriptsFor (AActor *actor);
private:
DLevelScript *LastScript;
DLevelScript *Scripts; // List of all running scripts
friend class DLevelScript;
};
// The structure used to control scripts between maps
struct acsdefered_t
{
struct acsdefered_t *next;
enum EType
{
defexecute,
defexealways,
defsuspend,
defterminate
} type;
int script;
int arg0, arg1, arg2;
int playernum;
};
FArchive &operator<< (FArchive &arc, acsdefered_t *&defer);
#endif //__P_ACS_H__