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https://github.com/ZDoom/gzdoom-gles.git
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14fc5516a8
It will use negative indices for this. Currently supported strings are level name, level lump name and skill name. - Extended skill definitions so that printable name and image lump name are separate fields so that a printable name can be specified for Doom, too. SVN r2294 (trunk)
6817 lines
151 KiB
C++
6817 lines
151 KiB
C++
/*
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** p_acs.cpp
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** General BEHAVIOR management and ACS execution environment
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2008 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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** This code at one time made lots of little-endian assumptions.
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** I think it should be fine on big-endian machines now, but I have no
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** real way to test it.
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*/
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#include <assert.h>
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#include "templates.h"
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#include "doomdef.h"
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#include "p_local.h"
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#include "p_spec.h"
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#include "g_level.h"
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#include "s_sound.h"
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#include "p_acs.h"
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#include "p_saveg.h"
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#include "p_lnspec.h"
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#include "m_random.h"
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#include "doomstat.h"
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#include "c_console.h"
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#include "c_dispatch.h"
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#include "s_sndseq.h"
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#include "i_system.h"
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#include "i_movie.h"
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#include "sbar.h"
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#include "m_swap.h"
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#include "a_sharedglobal.h"
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#include "a_doomglobal.h"
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#include "a_strifeglobal.h"
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#include "v_video.h"
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#include "w_wad.h"
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#include "r_sky.h"
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#include "gstrings.h"
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#include "gi.h"
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#include "sc_man.h"
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#include "c_bind.h"
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#include "info.h"
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#include "r_translate.h"
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#include "cmdlib.h"
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#include "m_png.h"
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#include "p_setup.h"
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#include "g_shared/a_pickups.h"
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extern FILE *Logfile;
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FRandom pr_acs ("ACS");
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// I imagine this much stack space is probably overkill, but it could
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// potentially get used with recursive functions.
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#define STACK_SIZE 4096
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#define CLAMPCOLOR(c) (EColorRange)((unsigned)(c) >= NUM_TEXT_COLORS ? CR_UNTRANSLATED : (c))
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#define HUDMSG_LOG (0x80000000)
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#define HUDMSG_COLORSTRING (0x40000000)
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#define LANGREGIONMASK MAKE_ID(0,0,0xff,0xff)
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// Flags for ReplaceTextures
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#define NOT_BOTTOM 1
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#define NOT_MIDDLE 2
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#define NOT_TOP 4
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#define NOT_FLOOR 8
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#define NOT_CEILING 16
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// Flags for SectorDamage
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#define DAMAGE_PLAYERS 1
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#define DAMAGE_NONPLAYERS 2
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#define DAMAGE_IN_AIR 4
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#define DAMAGE_SUBCLASSES_PROTECT 8
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struct CallReturn
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{
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CallReturn(int pc, ScriptFunction *func, FBehavior *module, SDWORD *locals, bool discard, FString &str)
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: ReturnFunction(func),
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ReturnModule(module),
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ReturnLocals(locals),
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ReturnAddress(pc),
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bDiscardResult(discard),
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StringBuilder(str)
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{}
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ScriptFunction *ReturnFunction;
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FBehavior *ReturnModule;
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SDWORD *ReturnLocals;
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int ReturnAddress;
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int bDiscardResult;
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FString StringBuilder;
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};
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static DLevelScript *P_GetScriptGoing (AActor *who, line_t *where, int num, const ScriptPtr *code, FBehavior *module,
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bool lineSide, int arg0, int arg1, int arg2, int always);
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struct FBehavior::ArrayInfo
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{
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DWORD ArraySize;
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SDWORD *Elements;
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};
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TArray<FBehavior *> FBehavior::StaticModules;
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//============================================================================
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//
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// Global and world variables
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//
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//============================================================================
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// ACS variables with world scope
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SDWORD ACS_WorldVars[NUM_WORLDVARS];
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FWorldGlobalArray ACS_WorldArrays[NUM_WORLDVARS];
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// ACS variables with global scope
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SDWORD ACS_GlobalVars[NUM_GLOBALVARS];
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FWorldGlobalArray ACS_GlobalArrays[NUM_GLOBALVARS];
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//============================================================================
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//
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//
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//
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//============================================================================
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void P_ClearACSVars(bool alsoglobal)
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{
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int i;
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memset (ACS_WorldVars, 0, sizeof(ACS_WorldVars));
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for (i = 0; i < NUM_WORLDVARS; ++i)
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{
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ACS_WorldArrays[i].Clear ();
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}
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if (alsoglobal)
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{
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memset (ACS_GlobalVars, 0, sizeof(ACS_GlobalVars));
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for (i = 0; i < NUM_GLOBALVARS; ++i)
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{
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ACS_GlobalArrays[i].Clear ();
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}
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}
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}
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//============================================================================
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//
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//
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//
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//============================================================================
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static void WriteVars (FILE *file, SDWORD *vars, size_t count, DWORD id)
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{
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size_t i, j;
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for (i = 0; i < count; ++i)
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{
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if (vars[i] != 0)
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break;
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}
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if (i < count)
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{
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// Find last non-zero var. Anything beyond the last stored variable
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// will be zeroed at load time.
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for (j = count-1; j > i; --j)
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{
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if (vars[j] != 0)
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break;
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}
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FPNGChunkArchive arc (file, id);
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for (i = 0; i <= j; ++i)
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{
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DWORD var = vars[i];
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arc << var;
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}
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}
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}
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//============================================================================
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//
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//
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//
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//============================================================================
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static void ReadVars (PNGHandle *png, SDWORD *vars, size_t count, DWORD id)
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{
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size_t len = M_FindPNGChunk (png, id);
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size_t used = 0;
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if (len != 0)
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{
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DWORD var;
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size_t i;
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FPNGChunkArchive arc (png->File->GetFile(), id, len);
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used = len / 4;
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for (i = 0; i < used; ++i)
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{
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arc << var;
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vars[i] = var;
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}
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png->File->ResetFilePtr();
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}
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if (used < count)
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{
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memset (&vars[used], 0, (count-used)*4);
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}
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}
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//============================================================================
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//
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//
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//
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//============================================================================
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static void WriteArrayVars (FILE *file, FWorldGlobalArray *vars, unsigned int count, DWORD id)
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{
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unsigned int i, j;
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// Find the first non-empty array.
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for (i = 0; i < count; ++i)
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{
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if (vars[i].CountUsed() != 0)
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break;
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}
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if (i < count)
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{
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// Find last non-empty array. Anything beyond the last stored array
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// will be emptied at load time.
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for (j = count-1; j > i; --j)
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{
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if (vars[j].CountUsed() != 0)
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break;
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}
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FPNGChunkArchive arc (file, id);
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arc.WriteCount (i);
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arc.WriteCount (j);
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for (; i <= j; ++i)
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{
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arc.WriteCount (vars[i].CountUsed());
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FWorldGlobalArray::ConstIterator it(vars[i]);
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const FWorldGlobalArray::Pair *pair;
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while (it.NextPair (pair))
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{
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arc.WriteCount (pair->Key);
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arc.WriteCount (pair->Value);
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}
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}
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}
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}
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//============================================================================
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//
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//
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//
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//============================================================================
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static void ReadArrayVars (PNGHandle *png, FWorldGlobalArray *vars, size_t count, DWORD id)
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{
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size_t len = M_FindPNGChunk (png, id);
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unsigned int i, k;
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for (i = 0; i < count; ++i)
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{
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vars[i].Clear ();
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}
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if (len != 0)
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{
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DWORD max, size;
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FPNGChunkArchive arc (png->File->GetFile(), id, len);
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i = arc.ReadCount ();
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max = arc.ReadCount ();
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for (; i <= max; ++i)
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{
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size = arc.ReadCount ();
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for (k = 0; k < size; ++k)
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{
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SDWORD key, val;
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key = arc.ReadCount();
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val = arc.ReadCount();
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vars[i].Insert (key, val);
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}
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}
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png->File->ResetFilePtr();
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}
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}
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//============================================================================
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//
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//
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//
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//============================================================================
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void P_ReadACSVars(PNGHandle *png)
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{
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ReadVars (png, ACS_WorldVars, NUM_WORLDVARS, MAKE_ID('w','v','A','r'));
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ReadVars (png, ACS_GlobalVars, NUM_GLOBALVARS, MAKE_ID('g','v','A','r'));
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ReadArrayVars (png, ACS_WorldArrays, NUM_WORLDVARS, MAKE_ID('w','a','R','r'));
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ReadArrayVars (png, ACS_GlobalArrays, NUM_GLOBALVARS, MAKE_ID('g','a','R','r'));
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}
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//============================================================================
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//
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//
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//
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//============================================================================
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void P_WriteACSVars(FILE *stdfile)
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{
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WriteVars (stdfile, ACS_WorldVars, NUM_WORLDVARS, MAKE_ID('w','v','A','r'));
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WriteVars (stdfile, ACS_GlobalVars, NUM_GLOBALVARS, MAKE_ID('g','v','A','r'));
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WriteArrayVars (stdfile, ACS_WorldArrays, NUM_WORLDVARS, MAKE_ID('w','a','R','r'));
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WriteArrayVars (stdfile, ACS_GlobalArrays, NUM_GLOBALVARS, MAKE_ID('g','a','R','r'));
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}
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//---- Inventory functions --------------------------------------//
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//
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//============================================================================
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//
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// DoClearInv
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//
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// Clears the inventory of a single actor.
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//
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//============================================================================
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static void DoClearInv (AActor *actor)
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{
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AInventory *inv = actor->Inventory;
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while (inv != NULL)
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{
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AInventory *next = inv->Inventory;
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if (!(inv->ItemFlags & IF_UNDROPPABLE))
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{
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// Fix for undroppable weapons. Is this ok?
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if (inv->IsKindOf(RUNTIME_CLASS(AAmmo)))
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{
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AAmmo *ammo = static_cast<AAmmo*>(inv);
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ammo->Amount = 0;
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}
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else
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inv->Destroy ();
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}
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else if (inv->GetClass() == RUNTIME_CLASS(AHexenArmor))
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{
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AHexenArmor *harmor = static_cast<AHexenArmor *> (inv);
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harmor->Slots[3] = harmor->Slots[2] = harmor->Slots[1] = harmor->Slots[0] = 0;
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}
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inv = next;
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}
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if (actor->player != NULL)
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{
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actor->player->ReadyWeapon = NULL;
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actor->player->PendingWeapon = WP_NOCHANGE;
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actor->player->psprites[ps_weapon].state = NULL;
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actor->player->psprites[ps_flash].state = NULL;
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}
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}
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//============================================================================
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//
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// ClearInventory
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//
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// Clears the inventory for one or more actors.
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//
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//============================================================================
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static void ClearInventory (AActor *activator)
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{
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if (activator == NULL)
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{
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for (int i = 0; i < MAXPLAYERS; ++i)
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{
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if (playeringame[i])
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DoClearInv (players[i].mo);
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}
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}
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else
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{
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DoClearInv (activator);
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}
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}
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//============================================================================
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//
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// DoGiveInv
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//
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// Gives an item to a single actor.
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//
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//============================================================================
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static void DoGiveInv (AActor *actor, const PClass *info, int amount)
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{
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AWeapon *savedPendingWeap = actor->player != NULL
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? actor->player->PendingWeapon : NULL;
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bool hadweap = actor->player != NULL ? actor->player->ReadyWeapon != NULL : true;
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AInventory *item = static_cast<AInventory *>(Spawn (info, 0,0,0, NO_REPLACE));
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// This shouldn't count for the item statistics!
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if (item->flags & MF_COUNTITEM)
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{
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level.total_items--;
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item->flags &= ~MF_COUNTITEM;
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}
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if (info->IsDescendantOf (RUNTIME_CLASS(ABasicArmorPickup)))
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{
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if (static_cast<ABasicArmorPickup*>(item)->SaveAmount != 0)
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{
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static_cast<ABasicArmorPickup*>(item)->SaveAmount *= amount;
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}
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else
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{
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static_cast<ABasicArmorPickup*>(item)->SaveAmount *= amount;
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}
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}
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else if (info->IsDescendantOf (RUNTIME_CLASS(ABasicArmorBonus)))
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{
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static_cast<ABasicArmorBonus*>(item)->SaveAmount *= amount;
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}
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else
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{
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item->Amount = amount;
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}
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if (!item->CallTryPickup (actor))
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{
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item->Destroy ();
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}
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// If the item was a weapon, don't bring it up automatically
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// unless the player was not already using a weapon.
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if (savedPendingWeap != NULL && hadweap && actor->player != NULL)
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{
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actor->player->PendingWeapon = savedPendingWeap;
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}
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}
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//============================================================================
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//
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// GiveInventory
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//
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// Gives an item to one or more actors.
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//
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//============================================================================
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static void GiveInventory (AActor *activator, const char *type, int amount)
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{
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const PClass *info;
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if (amount <= 0 || type == NULL)
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{
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return;
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}
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if (stricmp (type, "Armor") == 0)
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{
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type = "BasicArmorPickup";
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}
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info = PClass::FindClass (type);
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if (info == NULL)
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{
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Printf ("ACS: I don't know what %s is.\n", type);
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}
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else if (!info->IsDescendantOf (RUNTIME_CLASS(AInventory)))
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{
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Printf ("ACS: %s is not an inventory item.\n", type);
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}
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else if (activator == NULL)
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{
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for (int i = 0; i < MAXPLAYERS; ++i)
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{
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if (playeringame[i])
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DoGiveInv (players[i].mo, info, amount);
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}
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}
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else
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{
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DoGiveInv (activator, info, amount);
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}
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}
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//============================================================================
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//
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// DoTakeInv
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//
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// Takes an item from a single actor.
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//
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//============================================================================
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|
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static void DoTakeInv (AActor *actor, const PClass *info, int amount)
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{
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AInventory *item = actor->FindInventory (info);
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if (item != NULL)
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{
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item->Amount -= amount;
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if (item->Amount <= 0)
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{
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// If it's not ammo or an internal armor, destroy it.
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// Ammo needs to stick around, even when it's zero for the benefit
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// of the weapons that use it and to maintain the maximum ammo
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// amounts a backpack might have given.
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// Armor shouldn't be removed because they only work properly when
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// they are the last items in the inventory.
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if (item->ItemFlags & IF_KEEPDEPLETED)
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{
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item->Amount = 0;
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}
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else
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{
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item->Destroy ();
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}
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}
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}
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}
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//============================================================================
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//
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// TakeInventory
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//
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// Takes an item from one or more actors.
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//
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//============================================================================
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|
|
|
static void TakeInventory (AActor *activator, const char *type, int amount)
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|
{
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|
const PClass *info;
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|
|
|
if (type == NULL)
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|
{
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|
return;
|
|
}
|
|
if (strcmp (type, "Armor") == 0)
|
|
{
|
|
type = "BasicArmor";
|
|
}
|
|
if (amount <= 0)
|
|
{
|
|
return;
|
|
}
|
|
info = PClass::FindClass (type);
|
|
if (info == NULL)
|
|
{
|
|
return;
|
|
}
|
|
if (activator == NULL)
|
|
{
|
|
for (int i = 0; i < MAXPLAYERS; ++i)
|
|
{
|
|
if (playeringame[i])
|
|
DoTakeInv (players[i].mo, info, amount);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
DoTakeInv (activator, info, amount);
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// DoUseInv
|
|
//
|
|
// Makes a single actor use an inventory item
|
|
//
|
|
//============================================================================
|
|
|
|
static bool DoUseInv (AActor *actor, const PClass *info)
|
|
{
|
|
AInventory *item = actor->FindInventory (info);
|
|
if (item != NULL)
|
|
{
|
|
return actor->UseInventory(item);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// UseInventory
|
|
//
|
|
// makes one or more actors use an inventory item.
|
|
//
|
|
//============================================================================
|
|
|
|
static int UseInventory (AActor *activator, const char *type)
|
|
{
|
|
const PClass *info;
|
|
int ret = 0;
|
|
|
|
if (type == NULL)
|
|
{
|
|
return 0;
|
|
}
|
|
info = PClass::FindClass (type);
|
|
if (info == NULL)
|
|
{
|
|
return 0;
|
|
}
|
|
if (activator == NULL)
|
|
{
|
|
for (int i = 0; i < MAXPLAYERS; ++i)
|
|
{
|
|
if (playeringame[i])
|
|
ret += DoUseInv (players[i].mo, info);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ret = DoUseInv (activator, info);
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// CheckInventory
|
|
//
|
|
// Returns how much of a particular item an actor has.
|
|
//
|
|
//============================================================================
|
|
|
|
static int CheckInventory (AActor *activator, const char *type)
|
|
{
|
|
if (activator == NULL || type == NULL)
|
|
return 0;
|
|
|
|
if (stricmp (type, "Armor") == 0)
|
|
{
|
|
type = "BasicArmor";
|
|
}
|
|
else if (stricmp (type, "Health") == 0)
|
|
{
|
|
return activator->health;
|
|
}
|
|
|
|
const PClass *info = PClass::FindClass (type);
|
|
AInventory *item = activator->FindInventory (info);
|
|
return item ? item->Amount : 0;
|
|
}
|
|
|
|
//---- Plane watchers ----//
|
|
|
|
class DPlaneWatcher : public DThinker
|
|
{
|
|
DECLARE_CLASS (DPlaneWatcher, DThinker)
|
|
HAS_OBJECT_POINTERS
|
|
public:
|
|
DPlaneWatcher (AActor *it, line_t *line, int lineSide, bool ceiling,
|
|
int tag, int height, int special,
|
|
int arg0, int arg1, int arg2, int arg3, int arg4);
|
|
void Tick ();
|
|
void Serialize (FArchive &arc);
|
|
private:
|
|
sector_t *Sector;
|
|
fixed_t WatchD, LastD;
|
|
int Special, Arg0, Arg1, Arg2, Arg3, Arg4;
|
|
TObjPtr<AActor> Activator;
|
|
line_t *Line;
|
|
bool LineSide;
|
|
bool bCeiling;
|
|
|
|
DPlaneWatcher() {}
|
|
};
|
|
|
|
IMPLEMENT_POINTY_CLASS (DPlaneWatcher)
|
|
DECLARE_POINTER (Activator)
|
|
END_POINTERS
|
|
|
|
DPlaneWatcher::DPlaneWatcher (AActor *it, line_t *line, int lineSide, bool ceiling,
|
|
int tag, int height, int special,
|
|
int arg0, int arg1, int arg2, int arg3, int arg4)
|
|
: Special (special), Arg0 (arg0), Arg1 (arg1), Arg2 (arg2), Arg3 (arg3), Arg4 (arg4),
|
|
Activator (it), Line (line), LineSide (!!lineSide), bCeiling (ceiling)
|
|
{
|
|
int secnum;
|
|
|
|
secnum = P_FindSectorFromTag (tag, -1);
|
|
if (secnum >= 0)
|
|
{
|
|
secplane_t plane;
|
|
|
|
Sector = §ors[secnum];
|
|
if (bCeiling)
|
|
{
|
|
plane = Sector->ceilingplane;
|
|
}
|
|
else
|
|
{
|
|
plane = Sector->floorplane;
|
|
}
|
|
LastD = plane.d;
|
|
plane.ChangeHeight (height << FRACBITS);
|
|
WatchD = plane.d;
|
|
}
|
|
else
|
|
{
|
|
Sector = NULL;
|
|
WatchD = LastD = 0;
|
|
}
|
|
}
|
|
|
|
void DPlaneWatcher::Serialize (FArchive &arc)
|
|
{
|
|
Super::Serialize (arc);
|
|
|
|
arc << Special << Arg0 << Arg1 << Arg2 << Arg3 << Arg4
|
|
<< Sector << bCeiling << WatchD << LastD << Activator
|
|
<< Line << LineSide << bCeiling;
|
|
}
|
|
|
|
void DPlaneWatcher::Tick ()
|
|
{
|
|
if (Sector == NULL)
|
|
{
|
|
Destroy ();
|
|
return;
|
|
}
|
|
|
|
fixed_t newd;
|
|
|
|
if (bCeiling)
|
|
{
|
|
newd = Sector->ceilingplane.d;
|
|
}
|
|
else
|
|
{
|
|
newd = Sector->floorplane.d;
|
|
}
|
|
|
|
if ((LastD < WatchD && newd >= WatchD) ||
|
|
(LastD > WatchD && newd <= WatchD))
|
|
{
|
|
LineSpecials[Special] (Line, Activator, LineSide, Arg0, Arg1, Arg2, Arg3, Arg4);
|
|
Destroy ();
|
|
}
|
|
|
|
}
|
|
|
|
//---- ACS lump manager ----//
|
|
|
|
// Load user-specified default modules. This must be called after the level's
|
|
// own behavior is loaded (if it has one).
|
|
void FBehavior::StaticLoadDefaultModules ()
|
|
{
|
|
// When playing Strife, STRFHELP is always loaded.
|
|
if (gameinfo.gametype == GAME_Strife)
|
|
{
|
|
StaticLoadModule (Wads.CheckNumForName ("STRFHELP", ns_acslibrary));
|
|
}
|
|
|
|
// Scan each LOADACS lump and load the specified modules in order
|
|
int lump, lastlump = 0;
|
|
|
|
while ((lump = Wads.FindLump ("LOADACS", &lastlump)) != -1)
|
|
{
|
|
FScanner sc(lump);
|
|
while (sc.GetString())
|
|
{
|
|
int acslump = Wads.CheckNumForName (sc.String, ns_acslibrary);
|
|
if (acslump >= 0)
|
|
{
|
|
StaticLoadModule (acslump);
|
|
}
|
|
else
|
|
{
|
|
Printf ("Could not find autoloaded ACS library %s\n", sc.String);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
FBehavior *FBehavior::StaticLoadModule (int lumpnum, FileReader *fr, int len)
|
|
{
|
|
if (lumpnum == -1 && fr == NULL) return NULL;
|
|
|
|
for (unsigned int i = 0; i < StaticModules.Size(); ++i)
|
|
{
|
|
if (StaticModules[i]->LumpNum == lumpnum)
|
|
{
|
|
return StaticModules[i];
|
|
}
|
|
}
|
|
|
|
return new FBehavior (lumpnum, fr, len);
|
|
}
|
|
|
|
bool FBehavior::StaticCheckAllGood ()
|
|
{
|
|
for (unsigned int i = 0; i < StaticModules.Size(); ++i)
|
|
{
|
|
if (!StaticModules[i]->IsGood())
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
void FBehavior::StaticUnloadModules ()
|
|
{
|
|
for (unsigned int i = StaticModules.Size(); i-- > 0; )
|
|
{
|
|
delete StaticModules[i];
|
|
}
|
|
StaticModules.Clear ();
|
|
}
|
|
|
|
FBehavior *FBehavior::StaticGetModule (int lib)
|
|
{
|
|
if ((size_t)lib >= StaticModules.Size())
|
|
{
|
|
return NULL;
|
|
}
|
|
return StaticModules[lib];
|
|
}
|
|
|
|
void FBehavior::StaticSerializeModuleStates (FArchive &arc)
|
|
{
|
|
DWORD modnum;
|
|
|
|
modnum = StaticModules.Size();
|
|
arc << modnum;
|
|
|
|
if (modnum != StaticModules.Size())
|
|
{
|
|
I_Error ("Level was saved with a different number of ACS modules.");
|
|
}
|
|
|
|
for (modnum = 0; modnum < StaticModules.Size(); ++modnum)
|
|
{
|
|
FBehavior *module = StaticModules[modnum];
|
|
|
|
if (arc.IsStoring())
|
|
{
|
|
arc.WriteString (module->ModuleName);
|
|
}
|
|
else
|
|
{
|
|
char *modname = NULL;
|
|
arc << modname;
|
|
if (stricmp (modname, module->ModuleName) != 0)
|
|
{
|
|
delete[] modname;
|
|
I_Error ("Level was saved with a different set of ACS modules.");
|
|
}
|
|
delete[] modname;
|
|
}
|
|
module->SerializeVars (arc);
|
|
}
|
|
}
|
|
|
|
void FBehavior::SerializeVars (FArchive &arc)
|
|
{
|
|
SerializeVarSet (arc, MapVarStore, NUM_MAPVARS);
|
|
for (int i = 0; i < NumArrays; ++i)
|
|
{
|
|
SerializeVarSet (arc, ArrayStore[i].Elements, ArrayStore[i].ArraySize);
|
|
}
|
|
}
|
|
|
|
void FBehavior::SerializeVarSet (FArchive &arc, SDWORD *vars, int max)
|
|
{
|
|
SDWORD arcval;
|
|
SDWORD first, last;
|
|
|
|
if (arc.IsStoring ())
|
|
{
|
|
// Find first non-zero variable
|
|
for (first = 0; first < max; ++first)
|
|
{
|
|
if (vars[first] != 0)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Find last non-zero variable
|
|
for (last = max - 1; last >= first; --last)
|
|
{
|
|
if (vars[last] != 0)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (last < first)
|
|
{ // no non-zero variables
|
|
arcval = 0;
|
|
arc << arcval;
|
|
return;
|
|
}
|
|
|
|
arcval = last - first + 1;
|
|
arc << arcval;
|
|
arcval = first;
|
|
arc << arcval;
|
|
|
|
while (first <= last)
|
|
{
|
|
arc << vars[first];
|
|
++first;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
SDWORD truelast;
|
|
|
|
arc << last;
|
|
if (last == 0)
|
|
{
|
|
return;
|
|
}
|
|
arc << first;
|
|
last += first;
|
|
truelast = last;
|
|
|
|
if (last > max)
|
|
{
|
|
last = max;
|
|
}
|
|
|
|
memset (vars, 0, max*sizeof(*vars));
|
|
|
|
while (first < last)
|
|
{
|
|
arc << vars[first];
|
|
++first;
|
|
}
|
|
while (first < truelast)
|
|
{
|
|
arc << arcval;
|
|
++first;
|
|
}
|
|
}
|
|
}
|
|
|
|
FBehavior::FBehavior (int lumpnum, FileReader * fr, int len)
|
|
{
|
|
BYTE *object;
|
|
int i;
|
|
|
|
NumScripts = 0;
|
|
NumFunctions = 0;
|
|
NumArrays = 0;
|
|
NumTotalArrays = 0;
|
|
Scripts = NULL;
|
|
Functions = NULL;
|
|
Arrays = NULL;
|
|
ArrayStore = NULL;
|
|
Chunks = NULL;
|
|
Data = NULL;
|
|
Format = ACS_Unknown;
|
|
LumpNum = lumpnum;
|
|
memset (MapVarStore, 0, sizeof(MapVarStore));
|
|
ModuleName[0] = 0;
|
|
|
|
|
|
// Now that everything is set up, record this module as being among the loaded modules.
|
|
// We need to do this before resolving any imports, because an import might (indirectly)
|
|
// need to resolve exports in this module. The only things that can be exported are
|
|
// functions and map variables, which must already be present if they're exported, so
|
|
// this is okay.
|
|
|
|
// This must be done first for 2 reasons:
|
|
// 1. If not, corrupt modules cause memory leaks
|
|
// 2. Corrupt modules won't be reported when a level is being loaded if this function quits before
|
|
// adding it to the list.
|
|
LibraryID = StaticModules.Push (this) << 16;
|
|
|
|
if (fr == NULL) len = Wads.LumpLength (lumpnum);
|
|
|
|
|
|
|
|
// Any behaviors smaller than 32 bytes cannot possibly contain anything useful.
|
|
// (16 bytes for a completely empty behavior + 12 bytes for one script header
|
|
// + 4 bytes for PCD_TERMINATE for an old-style object. A new-style object
|
|
// has 24 bytes if it is completely empty. An empty SPTR chunk adds 8 bytes.)
|
|
if (len < 32)
|
|
{
|
|
return;
|
|
}
|
|
|
|
object = new BYTE[len];
|
|
if (fr == NULL)
|
|
{
|
|
Wads.ReadLump (lumpnum, object);
|
|
}
|
|
else
|
|
{
|
|
fr->Read (object, len);
|
|
}
|
|
|
|
if (object[0] != 'A' || object[1] != 'C' || object[2] != 'S')
|
|
{
|
|
delete[] object;
|
|
return;
|
|
}
|
|
|
|
switch (object[3])
|
|
{
|
|
case 0:
|
|
Format = ACS_Old;
|
|
break;
|
|
case 'E':
|
|
Format = ACS_Enhanced;
|
|
break;
|
|
case 'e':
|
|
Format = ACS_LittleEnhanced;
|
|
break;
|
|
default:
|
|
delete[] object;
|
|
return;
|
|
}
|
|
|
|
if (fr == NULL)
|
|
{
|
|
Wads.GetLumpName (ModuleName, lumpnum);
|
|
ModuleName[8] = 0;
|
|
}
|
|
else
|
|
{
|
|
strcpy(ModuleName, "BEHAVIOR");
|
|
}
|
|
|
|
Data = object;
|
|
DataSize = len;
|
|
|
|
if (Format == ACS_Old)
|
|
{
|
|
DWORD dirofs = LittleLong(((DWORD *)object)[1]);
|
|
DWORD pretag = ((DWORD *)(object + dirofs))[-1];
|
|
|
|
Chunks = object + len;
|
|
// Check for redesigned ACSE/ACSe
|
|
if (dirofs >= 6*4 &&
|
|
(pretag == MAKE_ID('A','C','S','e') ||
|
|
pretag == MAKE_ID('A','C','S','E')))
|
|
{
|
|
Format = (pretag == MAKE_ID('A','C','S','e')) ? ACS_LittleEnhanced : ACS_Enhanced;
|
|
Chunks = object + LittleLong(((DWORD *)(object + dirofs))[-2]);
|
|
// Forget about the compatibility cruft at the end of the lump
|
|
DataSize = LittleLong(((DWORD *)object)[1]) - 8;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Chunks = object + LittleLong(((DWORD *)object)[1]);
|
|
}
|
|
|
|
LoadScriptsDirectory ();
|
|
|
|
if (Format == ACS_Old)
|
|
{
|
|
StringTable = ((DWORD *)Data)[1];
|
|
StringTable += ((DWORD *)(Data + StringTable))[0] * 12 + 4;
|
|
}
|
|
else
|
|
{
|
|
UnencryptStrings ();
|
|
BYTE *strings = FindChunk (MAKE_ID('S','T','R','L'));
|
|
if (strings != NULL)
|
|
{
|
|
StringTable = DWORD(strings - Data + 8);
|
|
}
|
|
else
|
|
{
|
|
StringTable = 0;
|
|
}
|
|
}
|
|
|
|
if (Format == ACS_Old)
|
|
{
|
|
// Do initialization for old-style behavior lumps
|
|
for (i = 0; i < NUM_MAPVARS; ++i)
|
|
{
|
|
MapVars[i] = &MapVarStore[i];
|
|
}
|
|
//LibraryID = StaticModules.Push (this) << 16;
|
|
}
|
|
else
|
|
{
|
|
DWORD *chunk;
|
|
|
|
Functions = FindChunk (MAKE_ID('F','U','N','C'));
|
|
if (Functions != NULL)
|
|
{
|
|
NumFunctions = LittleLong(((DWORD *)Functions)[1]) / 8;
|
|
Functions += 8;
|
|
}
|
|
|
|
// Initialize this object's map variables
|
|
memset (MapVarStore, 0, sizeof(MapVarStore));
|
|
chunk = (DWORD *)FindChunk (MAKE_ID('M','I','N','I'));
|
|
while (chunk != NULL)
|
|
{
|
|
int numvars = LittleLong(chunk[1])/4 - 1;
|
|
int firstvar = LittleLong(chunk[2]);
|
|
for (i = 0; i < numvars; ++i)
|
|
{
|
|
MapVarStore[i+firstvar] = LittleLong(chunk[3+i]);
|
|
}
|
|
chunk = (DWORD *)NextChunk ((BYTE *)chunk);
|
|
}
|
|
|
|
// Initialize this object's map variable pointers to defaults. They can be changed
|
|
// later once the imported modules are loaded.
|
|
for (i = 0; i < NUM_MAPVARS; ++i)
|
|
{
|
|
MapVars[i] = &MapVarStore[i];
|
|
}
|
|
|
|
// Create arrays for this module
|
|
chunk = (DWORD *)FindChunk (MAKE_ID('A','R','A','Y'));
|
|
if (chunk != NULL)
|
|
{
|
|
NumArrays = LittleLong(chunk[1])/8;
|
|
ArrayStore = new ArrayInfo[NumArrays];
|
|
memset (ArrayStore, 0, sizeof(*Arrays)*NumArrays);
|
|
for (i = 0; i < NumArrays; ++i)
|
|
{
|
|
MapVarStore[LittleLong(chunk[2+i*2])] = i;
|
|
ArrayStore[i].ArraySize = LittleLong(chunk[3+i*2]);
|
|
ArrayStore[i].Elements = new SDWORD[ArrayStore[i].ArraySize];
|
|
memset(ArrayStore[i].Elements, 0, ArrayStore[i].ArraySize*sizeof(DWORD));
|
|
}
|
|
}
|
|
|
|
// Initialize arrays for this module
|
|
chunk = (DWORD *)FindChunk (MAKE_ID('A','I','N','I'));
|
|
while (chunk != NULL)
|
|
{
|
|
int arraynum = MapVarStore[LittleLong(chunk[2])];
|
|
if ((unsigned)arraynum < (unsigned)NumArrays)
|
|
{
|
|
int initsize = MIN<int> (ArrayStore[arraynum].ArraySize, (LittleLong(chunk[1])-4)/4);
|
|
SDWORD *elems = ArrayStore[arraynum].Elements;
|
|
for (i = 0; i < initsize; ++i)
|
|
{
|
|
elems[i] = LittleLong(chunk[3+i]);
|
|
}
|
|
}
|
|
chunk = (DWORD *)NextChunk((BYTE *)chunk);
|
|
}
|
|
|
|
// Start setting up array pointers
|
|
NumTotalArrays = NumArrays;
|
|
chunk = (DWORD *)FindChunk (MAKE_ID('A','I','M','P'));
|
|
if (chunk != NULL)
|
|
{
|
|
NumTotalArrays += LittleLong(chunk[2]);
|
|
}
|
|
if (NumTotalArrays != 0)
|
|
{
|
|
Arrays = new ArrayInfo *[NumTotalArrays];
|
|
for (i = 0; i < NumArrays; ++i)
|
|
{
|
|
Arrays[i] = &ArrayStore[i];
|
|
}
|
|
}
|
|
|
|
// Tag the library ID to any map variables that are initialized with strings
|
|
if (LibraryID != 0)
|
|
{
|
|
chunk = (DWORD *)FindChunk (MAKE_ID('M','S','T','R'));
|
|
if (chunk != NULL)
|
|
{
|
|
for (DWORD i = 0; i < chunk[1]/4; ++i)
|
|
{
|
|
MapVarStore[chunk[i+2]] |= LibraryID;
|
|
}
|
|
}
|
|
|
|
chunk = (DWORD *)FindChunk (MAKE_ID('A','S','T','R'));
|
|
if (chunk != NULL)
|
|
{
|
|
for (DWORD i = 0; i < chunk[1]/4; ++i)
|
|
{
|
|
int arraynum = MapVarStore[LittleLong(chunk[i+2])];
|
|
if ((unsigned)arraynum < (unsigned)NumArrays)
|
|
{
|
|
SDWORD *elems = ArrayStore[arraynum].Elements;
|
|
for (int j = ArrayStore[arraynum].ArraySize; j > 0; --j, ++elems)
|
|
{
|
|
*elems |= LibraryID;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (NULL != (chunk = (DWORD *)FindChunk (MAKE_ID('L','O','A','D'))))
|
|
{
|
|
const char *const parse = (char *)&chunk[2];
|
|
DWORD i;
|
|
|
|
for (i = 0; i < chunk[1]; )
|
|
{
|
|
if (parse[i])
|
|
{
|
|
FBehavior *module = NULL;
|
|
int lump = Wads.CheckNumForName (&parse[i], ns_acslibrary);
|
|
if (lump < 0)
|
|
{
|
|
Printf ("Could not find ACS library %s.\n", &parse[i]);
|
|
}
|
|
else
|
|
{
|
|
module = StaticLoadModule (lump);
|
|
}
|
|
if (module != NULL) Imports.Push (module);
|
|
do ; while (parse[++i]);
|
|
}
|
|
++i;
|
|
}
|
|
|
|
// Go through each imported module in order and resolve all imported functions
|
|
// and map variables.
|
|
for (i = 0; i < Imports.Size(); ++i)
|
|
{
|
|
FBehavior *lib = Imports[i];
|
|
int j;
|
|
|
|
if (lib == NULL)
|
|
continue;
|
|
|
|
// Resolve functions
|
|
chunk = (DWORD *)FindChunk(MAKE_ID('F','N','A','M'));
|
|
for (j = 0; j < NumFunctions; ++j)
|
|
{
|
|
ScriptFunction *func = &((ScriptFunction *)Functions)[j];
|
|
if (func->Address == 0 && func->ImportNum == 0)
|
|
{
|
|
int libfunc = lib->FindFunctionName ((char *)(chunk + 2) + chunk[3+j]);
|
|
if (libfunc >= 0)
|
|
{
|
|
ScriptFunction *realfunc = &((ScriptFunction *)lib->Functions)[libfunc];
|
|
// Make sure that the library really defines this function. It might simply
|
|
// be importing it itself.
|
|
if (realfunc->Address != 0 && realfunc->ImportNum == 0)
|
|
{
|
|
func->Address = libfunc;
|
|
func->ImportNum = i+1;
|
|
if (realfunc->ArgCount != func->ArgCount)
|
|
{
|
|
Printf ("Function %s in %s has %d arguments. %s expects it to have %d.\n",
|
|
(char *)(chunk + 2) + chunk[3+j], lib->ModuleName, realfunc->ArgCount,
|
|
ModuleName, func->ArgCount);
|
|
Format = ACS_Unknown;
|
|
}
|
|
// The next two properties do not effect code compatibility, so it is
|
|
// okay for them to be different in the imported module than they are
|
|
// in this one, as long as we make sure to use the real values.
|
|
func->LocalCount = realfunc->LocalCount;
|
|
func->HasReturnValue = realfunc->HasReturnValue;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Resolve map variables
|
|
chunk = (DWORD *)FindChunk(MAKE_ID('M','I','M','P'));
|
|
if (chunk != NULL)
|
|
{
|
|
char *parse = (char *)&chunk[2];
|
|
for (DWORD j = 0; j < chunk[1]; )
|
|
{
|
|
DWORD varNum = LittleLong(*(DWORD *)&parse[j]);
|
|
j += 4;
|
|
int impNum = lib->FindMapVarName (&parse[j]);
|
|
if (impNum >= 0)
|
|
{
|
|
MapVars[varNum] = &lib->MapVarStore[impNum];
|
|
}
|
|
do ; while (parse[++j]);
|
|
++j;
|
|
}
|
|
}
|
|
|
|
// Resolve arrays
|
|
if (NumTotalArrays > NumArrays)
|
|
{
|
|
chunk = (DWORD *)FindChunk(MAKE_ID('A','I','M','P'));
|
|
char *parse = (char *)&chunk[3];
|
|
for (DWORD j = 0; j < LittleLong(chunk[2]); ++j)
|
|
{
|
|
DWORD varNum = LittleLong(*(DWORD *)parse);
|
|
parse += 4;
|
|
DWORD expectedSize = LittleLong(*(DWORD *)parse);
|
|
parse += 4;
|
|
int impNum = lib->FindMapArray (parse);
|
|
if (impNum >= 0)
|
|
{
|
|
Arrays[NumArrays + j] = &lib->ArrayStore[impNum];
|
|
MapVarStore[varNum] = NumArrays + j;
|
|
if (lib->ArrayStore[impNum].ArraySize != expectedSize)
|
|
{
|
|
Format = ACS_Unknown;
|
|
Printf ("The array %s in %s has %u elements, but %s expects it to only have %u.\n",
|
|
parse, lib->ModuleName, lib->ArrayStore[impNum].ArraySize,
|
|
ModuleName, expectedSize);
|
|
}
|
|
}
|
|
do ; while (*++parse);
|
|
++parse;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
DPrintf ("Loaded %d scripts, %d functions\n", NumScripts, NumFunctions);
|
|
}
|
|
|
|
FBehavior::~FBehavior ()
|
|
{
|
|
if (Scripts != NULL)
|
|
{
|
|
delete[] Scripts;
|
|
Scripts = NULL;
|
|
}
|
|
if (Arrays != NULL)
|
|
{
|
|
delete[] Arrays;
|
|
Arrays = NULL;
|
|
}
|
|
if (ArrayStore != NULL)
|
|
{
|
|
for (int i = 0; i < NumArrays; ++i)
|
|
{
|
|
if (ArrayStore[i].Elements != NULL)
|
|
{
|
|
delete[] ArrayStore[i].Elements;
|
|
ArrayStore[i].Elements = NULL;
|
|
}
|
|
}
|
|
delete[] ArrayStore;
|
|
ArrayStore = NULL;
|
|
}
|
|
if (Data != NULL)
|
|
{
|
|
delete[] Data;
|
|
Data = NULL;
|
|
}
|
|
}
|
|
|
|
void FBehavior::LoadScriptsDirectory ()
|
|
{
|
|
union
|
|
{
|
|
BYTE *b;
|
|
DWORD *dw;
|
|
WORD *w;
|
|
ScriptPtr2 *po; // Old
|
|
ScriptPtr1 *pi; // Intermediate
|
|
ScriptPtr3 *pe; // LittleEnhanced
|
|
} scripts;
|
|
int i, max;
|
|
|
|
NumScripts = 0;
|
|
Scripts = NULL;
|
|
|
|
// Load the main script directory
|
|
switch (Format)
|
|
{
|
|
case ACS_Old:
|
|
scripts.dw = (DWORD *)(Data + ((DWORD *)Data)[1]); // FIXME: Has this been byte-swapped before-hand?
|
|
NumScripts = scripts.dw[0];
|
|
if (NumScripts != 0)
|
|
{
|
|
scripts.dw++;
|
|
|
|
Scripts = new ScriptPtr[NumScripts];
|
|
|
|
for (i = 0; i < NumScripts; ++i)
|
|
{
|
|
ScriptPtr2 *ptr1 = &scripts.po[i];
|
|
ScriptPtr *ptr2 = &Scripts[i];
|
|
|
|
ptr2->Number = LittleLong(ptr1->Number) % 1000;
|
|
ptr2->Type = LittleLong(ptr1->Number) / 1000;
|
|
ptr2->ArgCount = LittleLong(ptr1->ArgCount);
|
|
ptr2->Address = LittleLong(ptr1->Address);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case ACS_Enhanced:
|
|
case ACS_LittleEnhanced:
|
|
scripts.b = FindChunk (MAKE_ID('S','P','T','R'));
|
|
if (scripts.b == NULL)
|
|
{
|
|
// There are no scripts!
|
|
}
|
|
else if (*(DWORD *)Data != MAKE_ID('A','C','S',0))
|
|
{
|
|
NumScripts = scripts.dw[1] / 12;
|
|
Scripts = new ScriptPtr[NumScripts];
|
|
scripts.dw += 2;
|
|
|
|
for (i = 0; i < NumScripts; ++i)
|
|
{
|
|
ScriptPtr1 *ptr1 = &scripts.pi[i];
|
|
ScriptPtr *ptr2 = &Scripts[i];
|
|
|
|
ptr2->Number = LittleShort(ptr1->Number);
|
|
ptr2->Type = BYTE(LittleShort(ptr1->Type));
|
|
ptr2->ArgCount = LittleLong(ptr1->ArgCount);
|
|
ptr2->Address = LittleLong(ptr1->Address);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
NumScripts = scripts.dw[1] / 8;
|
|
Scripts = new ScriptPtr[NumScripts];
|
|
scripts.dw += 2;
|
|
|
|
for (i = 0; i < NumScripts; ++i)
|
|
{
|
|
ScriptPtr3 *ptr1 = &scripts.pe[i];
|
|
ScriptPtr *ptr2 = &Scripts[i];
|
|
|
|
ptr2->Number = LittleShort(ptr1->Number);
|
|
ptr2->Type = ptr1->Type;
|
|
ptr2->ArgCount = ptr1->ArgCount;
|
|
ptr2->Address = LittleLong(ptr1->Address);
|
|
}
|
|
}
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
for (i = 0; i < NumScripts; ++i)
|
|
{
|
|
Scripts[i].Flags = 0;
|
|
Scripts[i].VarCount = LOCAL_SIZE;
|
|
}
|
|
|
|
// Sort scripts, so we can use a binary search to find them
|
|
if (NumScripts > 1)
|
|
{
|
|
qsort (Scripts, NumScripts, sizeof(ScriptPtr), SortScripts);
|
|
// Check for duplicates because ACC originally did not enforce
|
|
// script number uniqueness across different script types. We
|
|
// only need to do this for old format lumps, because the ACCs
|
|
// that produce new format lumps won't let you do this.
|
|
if (Format == ACS_Old)
|
|
{
|
|
for (i = 0; i < NumScripts - 1; ++i)
|
|
{
|
|
if (Scripts[i].Number == Scripts[i+1].Number)
|
|
{
|
|
Printf("Script %d appears more than once.\n", Scripts[i].Number);
|
|
// Make the closed version the first one.
|
|
if (Scripts[i+1].Type == SCRIPT_Closed)
|
|
{
|
|
swap(Scripts[i], Scripts[i+1]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (Format == ACS_Old)
|
|
return;
|
|
|
|
// Load script flags
|
|
scripts.b = FindChunk (MAKE_ID('S','F','L','G'));
|
|
if (scripts.dw != NULL)
|
|
{
|
|
max = scripts.dw[1];
|
|
scripts.dw += 2;
|
|
for (i = max; i > 0; --i, scripts.w += 2)
|
|
{
|
|
ScriptPtr *ptr = const_cast<ScriptPtr *>(FindScript (LittleShort(scripts.w[0])));
|
|
if (ptr != NULL)
|
|
{
|
|
ptr->Flags = LittleShort(scripts.w[1]);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Load script var counts
|
|
scripts.b = FindChunk (MAKE_ID('S','V','C','T'));
|
|
if (scripts.dw != NULL)
|
|
{
|
|
max = scripts.dw[1];
|
|
scripts.dw += 2;
|
|
for (i = max; i > 0; --i, scripts.w += 2)
|
|
{
|
|
ScriptPtr *ptr = const_cast<ScriptPtr *>(FindScript (LittleShort(scripts.w[0])));
|
|
if (ptr != NULL)
|
|
{
|
|
ptr->VarCount = LittleShort(scripts.w[1]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
int STACK_ARGS FBehavior::SortScripts (const void *a, const void *b)
|
|
{
|
|
ScriptPtr *ptr1 = (ScriptPtr *)a;
|
|
ScriptPtr *ptr2 = (ScriptPtr *)b;
|
|
return ptr1->Number - ptr2->Number;
|
|
}
|
|
|
|
void FBehavior::UnencryptStrings ()
|
|
{
|
|
DWORD *prevchunk = NULL;
|
|
DWORD *chunk = (DWORD *)FindChunk(MAKE_ID('S','T','R','E'));
|
|
while (chunk != NULL)
|
|
{
|
|
for (DWORD strnum = 0; strnum < chunk[3]; ++strnum)
|
|
{
|
|
int ofs = chunk[5+strnum];
|
|
BYTE *data = (BYTE *)chunk + ofs + 8, last;
|
|
int p = (BYTE)(ofs*157135);
|
|
int i = 0;
|
|
do
|
|
{
|
|
last = (data[i] ^= (BYTE)(p+(i>>1)));
|
|
++i;
|
|
} while (last != 0);
|
|
}
|
|
prevchunk = chunk;
|
|
chunk = (DWORD *)NextChunk ((BYTE *)chunk);
|
|
*prevchunk = MAKE_ID('S','T','R','L');
|
|
}
|
|
if (prevchunk != NULL)
|
|
{
|
|
*prevchunk = MAKE_ID('S','T','R','L');
|
|
}
|
|
}
|
|
|
|
bool FBehavior::IsGood ()
|
|
{
|
|
bool bad;
|
|
int i;
|
|
|
|
// Check that the data format was understood
|
|
if (Format == ACS_Unknown)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Check that all functions are resolved
|
|
bad = false;
|
|
for (i = 0; i < NumFunctions; ++i)
|
|
{
|
|
ScriptFunction *funcdef = (ScriptFunction *)Functions + i;
|
|
if (funcdef->Address == 0 && funcdef->ImportNum == 0)
|
|
{
|
|
DWORD *chunk = (DWORD *)FindChunk (MAKE_ID('F','N','A','M'));
|
|
Printf ("Could not find ACS function %s for use in %s.\n",
|
|
(char *)(chunk + 2) + chunk[3+i], ModuleName);
|
|
bad = true;
|
|
}
|
|
}
|
|
|
|
// Check that all imported modules were loaded
|
|
for (i = Imports.Size() - 1; i >= 0; --i)
|
|
{
|
|
if (Imports[i] == NULL)
|
|
{
|
|
Printf ("Not all the libraries used by %s could be found.\n", ModuleName);
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return !bad;
|
|
}
|
|
|
|
const ScriptPtr *FBehavior::FindScript (int script) const
|
|
{
|
|
const ScriptPtr *ptr = BinarySearch<ScriptPtr, WORD>
|
|
((ScriptPtr *)Scripts, NumScripts, &ScriptPtr::Number, (WORD)script);
|
|
|
|
// If the preceding script has the same number, return it instead.
|
|
// See the note by the script sorting above for why.
|
|
if (ptr > Scripts)
|
|
{
|
|
if (ptr[-1].Number == script)
|
|
{
|
|
ptr--;
|
|
}
|
|
}
|
|
return ptr;
|
|
}
|
|
|
|
const ScriptPtr *FBehavior::StaticFindScript (int script, FBehavior *&module)
|
|
{
|
|
for (DWORD i = 0; i < StaticModules.Size(); ++i)
|
|
{
|
|
const ScriptPtr *code = StaticModules[i]->FindScript (script);
|
|
if (code != NULL)
|
|
{
|
|
module = StaticModules[i];
|
|
return code;
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
ScriptFunction *FBehavior::GetFunction (int funcnum, FBehavior *&module) const
|
|
{
|
|
if ((unsigned)funcnum >= (unsigned)NumFunctions)
|
|
{
|
|
return NULL;
|
|
}
|
|
ScriptFunction *funcdef = (ScriptFunction *)Functions + funcnum;
|
|
if (funcdef->ImportNum)
|
|
{
|
|
return Imports[funcdef->ImportNum - 1]->GetFunction (funcdef->Address, module);
|
|
}
|
|
// Should I just un-const this function instead of using a const_cast?
|
|
module = const_cast<FBehavior *>(this);
|
|
return funcdef;
|
|
}
|
|
|
|
int FBehavior::FindFunctionName (const char *funcname) const
|
|
{
|
|
return FindStringInChunk ((DWORD *)FindChunk (MAKE_ID('F','N','A','M')), funcname);
|
|
}
|
|
|
|
int FBehavior::FindMapVarName (const char *varname) const
|
|
{
|
|
return FindStringInChunk ((DWORD *)FindChunk (MAKE_ID('M','E','X','P')), varname);
|
|
}
|
|
|
|
int FBehavior::FindMapArray (const char *arrayname) const
|
|
{
|
|
int var = FindMapVarName (arrayname);
|
|
if (var >= 0)
|
|
{
|
|
return MapVarStore[var];
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
int FBehavior::FindStringInChunk (DWORD *names, const char *varname) const
|
|
{
|
|
if (names != NULL)
|
|
{
|
|
DWORD i;
|
|
|
|
for (i = 0; i < names[2]; ++i)
|
|
{
|
|
if (stricmp (varname, (char *)(names + 2) + names[3+i]) == 0)
|
|
{
|
|
return (int)i;
|
|
}
|
|
}
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
int FBehavior::GetArrayVal (int arraynum, int index) const
|
|
{
|
|
if ((unsigned)arraynum >= (unsigned)NumTotalArrays)
|
|
return 0;
|
|
const ArrayInfo *array = Arrays[arraynum];
|
|
if ((unsigned)index >= (unsigned)array->ArraySize)
|
|
return 0;
|
|
return array->Elements[index];
|
|
}
|
|
|
|
void FBehavior::SetArrayVal (int arraynum, int index, int value)
|
|
{
|
|
if ((unsigned)arraynum >= (unsigned)NumTotalArrays)
|
|
return;
|
|
const ArrayInfo *array = Arrays[arraynum];
|
|
if ((unsigned)index >= (unsigned)array->ArraySize)
|
|
return;
|
|
array->Elements[index] = value;
|
|
}
|
|
|
|
BYTE *FBehavior::FindChunk (DWORD id) const
|
|
{
|
|
BYTE *chunk = Chunks;
|
|
|
|
while (chunk != NULL && chunk < Data + DataSize)
|
|
{
|
|
if (((DWORD *)chunk)[0] == id)
|
|
{
|
|
return chunk;
|
|
}
|
|
chunk += ((DWORD *)chunk)[1] + 8;
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
BYTE *FBehavior::NextChunk (BYTE *chunk) const
|
|
{
|
|
DWORD id = *(DWORD *)chunk;
|
|
chunk += ((DWORD *)chunk)[1] + 8;
|
|
while (chunk != NULL && chunk < Data + DataSize)
|
|
{
|
|
if (((DWORD *)chunk)[0] == id)
|
|
{
|
|
return chunk;
|
|
}
|
|
chunk += ((DWORD *)chunk)[1] + 8;
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
const char *FBehavior::StaticLookupString (DWORD index)
|
|
{
|
|
DWORD lib = index >> 16;
|
|
if (lib >= (DWORD)StaticModules.Size())
|
|
{
|
|
return NULL;
|
|
}
|
|
return StaticModules[lib]->LookupString (index & 0xffff);
|
|
}
|
|
|
|
const char *FBehavior::LookupString (DWORD index) const
|
|
{
|
|
if (StringTable == 0)
|
|
{
|
|
return NULL;
|
|
}
|
|
if (Format == ACS_Old)
|
|
{
|
|
DWORD *list = (DWORD *)(Data + StringTable);
|
|
|
|
if (index >= list[0])
|
|
return NULL; // Out of range for this list;
|
|
return (const char *)(Data + list[1+index]);
|
|
}
|
|
else
|
|
{
|
|
DWORD *list = (DWORD *)(Data + StringTable);
|
|
|
|
if (index >= list[1])
|
|
return NULL; // Out of range for this list
|
|
return (const char *)(Data + StringTable + list[3+index]);
|
|
}
|
|
}
|
|
|
|
void FBehavior::StaticStartTypedScripts (WORD type, AActor *activator, bool always, int arg1, bool runNow)
|
|
{
|
|
DPrintf("Starting all scripts of type %d\n", type);
|
|
for (unsigned int i = 0; i < StaticModules.Size(); ++i)
|
|
{
|
|
StaticModules[i]->StartTypedScripts (type, activator, always, arg1, runNow);
|
|
}
|
|
}
|
|
|
|
void FBehavior::StartTypedScripts (WORD type, AActor *activator, bool always, int arg1, bool runNow)
|
|
{
|
|
const ScriptPtr *ptr;
|
|
int i;
|
|
|
|
for (i = 0; i < NumScripts; ++i)
|
|
{
|
|
ptr = &Scripts[i];
|
|
if (ptr->Type == type)
|
|
{
|
|
DLevelScript *runningScript = P_GetScriptGoing (activator, NULL, ptr->Number,
|
|
ptr, this, 0, arg1, 0, 0, always);
|
|
if (runNow)
|
|
{
|
|
runningScript->RunScript ();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// FBehavior :: StaticStopMyScripts
|
|
//
|
|
// Stops any scripts started by the specified actor. Used by the net code
|
|
// when a player disconnects. Should this be used in general whenever an
|
|
// actor is destroyed?
|
|
|
|
void FBehavior::StaticStopMyScripts (AActor *actor)
|
|
{
|
|
DACSThinker *controller = DACSThinker::ActiveThinker;
|
|
|
|
if (controller != NULL)
|
|
{
|
|
controller->StopScriptsFor (actor);
|
|
}
|
|
}
|
|
|
|
//---- The ACS Interpreter ----//
|
|
|
|
IMPLEMENT_POINTY_CLASS (DACSThinker)
|
|
DECLARE_POINTER(LastScript)
|
|
DECLARE_POINTER(Scripts)
|
|
END_POINTERS
|
|
|
|
TObjPtr<DACSThinker> DACSThinker::ActiveThinker;
|
|
|
|
DACSThinker::DACSThinker ()
|
|
: DThinker(STAT_SCRIPTS)
|
|
{
|
|
if (ActiveThinker)
|
|
{
|
|
I_Error ("Only one ACSThinker is allowed to exist at a time.\nCheck your code.");
|
|
}
|
|
else
|
|
{
|
|
ActiveThinker = this;
|
|
Scripts = NULL;
|
|
LastScript = NULL;
|
|
for (int i = 0; i < 1000; i++)
|
|
RunningScripts[i] = NULL;
|
|
}
|
|
}
|
|
|
|
DACSThinker::~DACSThinker ()
|
|
{
|
|
Scripts = NULL;
|
|
ActiveThinker = NULL;
|
|
}
|
|
|
|
void DACSThinker::Serialize (FArchive &arc)
|
|
{
|
|
Super::Serialize (arc);
|
|
arc << Scripts << LastScript;
|
|
if (arc.IsStoring ())
|
|
{
|
|
WORD i;
|
|
for (i = 0; i < 1000; i++)
|
|
{
|
|
if (RunningScripts[i])
|
|
arc << RunningScripts[i] << i;
|
|
}
|
|
DLevelScript *nilptr = NULL;
|
|
arc << nilptr;
|
|
}
|
|
else
|
|
{
|
|
WORD scriptnum;
|
|
DLevelScript *script = NULL;
|
|
arc << script;
|
|
while (script)
|
|
{
|
|
arc << scriptnum;
|
|
RunningScripts[scriptnum] = script;
|
|
arc << script;
|
|
}
|
|
}
|
|
}
|
|
|
|
void DACSThinker::Tick ()
|
|
{
|
|
DLevelScript *script = Scripts;
|
|
|
|
while (script)
|
|
{
|
|
DLevelScript *next = script->next;
|
|
script->RunScript ();
|
|
script = next;
|
|
}
|
|
}
|
|
|
|
void DACSThinker::StopScriptsFor (AActor *actor)
|
|
{
|
|
DLevelScript *script = Scripts;
|
|
|
|
while (script != NULL)
|
|
{
|
|
DLevelScript *next = script->next;
|
|
if (script->activator == actor)
|
|
{
|
|
script->SetState (DLevelScript::SCRIPT_PleaseRemove);
|
|
}
|
|
script = next;
|
|
}
|
|
}
|
|
|
|
IMPLEMENT_POINTY_CLASS (DLevelScript)
|
|
DECLARE_POINTER(next)
|
|
DECLARE_POINTER(prev)
|
|
DECLARE_POINTER(activator)
|
|
END_POINTERS
|
|
|
|
void DLevelScript::Serialize (FArchive &arc)
|
|
{
|
|
DWORD i;
|
|
|
|
Super::Serialize (arc);
|
|
arc << next << prev
|
|
<< script;
|
|
|
|
arc << state
|
|
<< statedata
|
|
<< activator
|
|
<< activationline
|
|
<< backSide
|
|
<< numlocalvars;
|
|
|
|
if (arc.IsLoading())
|
|
{
|
|
localvars = new SDWORD[numlocalvars];
|
|
}
|
|
for (i = 0; i < (DWORD)numlocalvars; i++)
|
|
{
|
|
arc << localvars[i];
|
|
}
|
|
|
|
if (arc.IsStoring ())
|
|
{
|
|
WORD lib = activeBehavior->GetLibraryID() >> 16;
|
|
arc << lib;
|
|
i = activeBehavior->PC2Ofs (pc);
|
|
arc << i;
|
|
}
|
|
else
|
|
{
|
|
WORD lib;
|
|
arc << lib << i;
|
|
activeBehavior = FBehavior::StaticGetModule (lib);
|
|
pc = activeBehavior->Ofs2PC (i);
|
|
}
|
|
|
|
arc << activefont
|
|
<< hudwidth << hudheight;
|
|
}
|
|
|
|
DLevelScript::DLevelScript ()
|
|
{
|
|
next = prev = NULL;
|
|
if (DACSThinker::ActiveThinker == NULL)
|
|
new DACSThinker;
|
|
activefont = SmallFont;
|
|
localvars = NULL;
|
|
}
|
|
|
|
DLevelScript::~DLevelScript ()
|
|
{
|
|
if (localvars != NULL)
|
|
delete[] localvars;
|
|
}
|
|
|
|
void DLevelScript::Unlink ()
|
|
{
|
|
DACSThinker *controller = DACSThinker::ActiveThinker;
|
|
|
|
if (controller->LastScript == this)
|
|
{
|
|
controller->LastScript = prev;
|
|
GC::WriteBarrier(controller, prev);
|
|
}
|
|
if (controller->Scripts == this)
|
|
{
|
|
controller->Scripts = next;
|
|
GC::WriteBarrier(controller, next);
|
|
}
|
|
if (prev)
|
|
{
|
|
prev->next = next;
|
|
GC::WriteBarrier(prev, next);
|
|
}
|
|
if (next)
|
|
{
|
|
next->prev = prev;
|
|
GC::WriteBarrier(next, prev);
|
|
}
|
|
}
|
|
|
|
void DLevelScript::Link ()
|
|
{
|
|
DACSThinker *controller = DACSThinker::ActiveThinker;
|
|
|
|
next = controller->Scripts;
|
|
GC::WriteBarrier(this, next);
|
|
if (controller->Scripts)
|
|
{
|
|
controller->Scripts->prev = this;
|
|
GC::WriteBarrier(controller->Scripts, this);
|
|
}
|
|
prev = NULL;
|
|
controller->Scripts = this;
|
|
GC::WriteBarrier(controller, this);
|
|
if (controller->LastScript == NULL)
|
|
{
|
|
controller->LastScript = this;
|
|
}
|
|
}
|
|
|
|
void DLevelScript::PutLast ()
|
|
{
|
|
DACSThinker *controller = DACSThinker::ActiveThinker;
|
|
|
|
if (controller->LastScript == this)
|
|
return;
|
|
|
|
Unlink ();
|
|
if (controller->Scripts == NULL)
|
|
{
|
|
Link ();
|
|
}
|
|
else
|
|
{
|
|
if (controller->LastScript)
|
|
controller->LastScript->next = this;
|
|
prev = controller->LastScript;
|
|
next = NULL;
|
|
controller->LastScript = this;
|
|
}
|
|
}
|
|
|
|
void DLevelScript::PutFirst ()
|
|
{
|
|
DACSThinker *controller = DACSThinker::ActiveThinker;
|
|
|
|
if (controller->Scripts == this)
|
|
return;
|
|
|
|
Unlink ();
|
|
Link ();
|
|
}
|
|
|
|
int DLevelScript::Random (int min, int max)
|
|
{
|
|
if (max < min)
|
|
{
|
|
swap (max, min);
|
|
}
|
|
|
|
return min + pr_acs(max - min + 1);
|
|
}
|
|
|
|
int DLevelScript::ThingCount (int type, int stringid, int tid, int tag)
|
|
{
|
|
AActor *actor;
|
|
const PClass *kind;
|
|
int count = 0;
|
|
bool replacemented = false;
|
|
|
|
if (type >= MAX_SPAWNABLES)
|
|
{
|
|
return 0;
|
|
}
|
|
else if (type > 0)
|
|
{
|
|
kind = SpawnableThings[type];
|
|
if (kind == NULL)
|
|
return 0;
|
|
}
|
|
else if (stringid >= 0)
|
|
{
|
|
const char *type_name = FBehavior::StaticLookupString (stringid);
|
|
if (type_name == NULL)
|
|
return 0;
|
|
|
|
kind = PClass::FindClass (type_name);
|
|
if (kind == NULL || kind->ActorInfo == NULL)
|
|
return 0;
|
|
|
|
}
|
|
else
|
|
{
|
|
kind = NULL;
|
|
}
|
|
|
|
do_count:
|
|
if (tid)
|
|
{
|
|
FActorIterator iterator (tid);
|
|
while ( (actor = iterator.Next ()) )
|
|
{
|
|
if (actor->health > 0 &&
|
|
(kind == NULL || actor->IsA (kind)))
|
|
{
|
|
if (actor->Sector->tag == tag || tag == -1)
|
|
{
|
|
// Don't count items in somebody's inventory
|
|
if (!actor->IsKindOf (RUNTIME_CLASS(AInventory)) ||
|
|
static_cast<AInventory *>(actor)->Owner == NULL)
|
|
{
|
|
count++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
TThinkerIterator<AActor> iterator;
|
|
while ( (actor = iterator.Next ()) )
|
|
{
|
|
if (actor->health > 0 &&
|
|
(kind == NULL || actor->IsA (kind)))
|
|
{
|
|
if (actor->Sector->tag == tag || tag == -1)
|
|
{
|
|
// Don't count items in somebody's inventory
|
|
if (!actor->IsKindOf (RUNTIME_CLASS(AInventory)) ||
|
|
static_cast<AInventory *>(actor)->Owner == NULL)
|
|
{
|
|
count++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (!replacemented && kind != NULL)
|
|
{
|
|
// Again, with decorate replacements
|
|
replacemented = true;
|
|
PClass *newkind = kind->ActorInfo->GetReplacement()->Class;
|
|
if (newkind != kind)
|
|
{
|
|
kind = newkind;
|
|
goto do_count;
|
|
}
|
|
}
|
|
return count;
|
|
}
|
|
|
|
void DLevelScript::ChangeFlat (int tag, int name, bool floorOrCeiling)
|
|
{
|
|
FTextureID flat;
|
|
int secnum = -1;
|
|
const char *flatname = FBehavior::StaticLookupString (name);
|
|
|
|
if (flatname == NULL)
|
|
return;
|
|
|
|
flat = TexMan.GetTexture (flatname, FTexture::TEX_Flat, FTextureManager::TEXMAN_Overridable);
|
|
|
|
while ((secnum = P_FindSectorFromTag (tag, secnum)) >= 0)
|
|
{
|
|
int pos = floorOrCeiling? sector_t::ceiling : sector_t::floor;
|
|
sectors[secnum].SetTexture(pos, flat);
|
|
}
|
|
}
|
|
|
|
int DLevelScript::CountPlayers ()
|
|
{
|
|
int count = 0, i;
|
|
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
if (playeringame[i])
|
|
count++;
|
|
|
|
return count;
|
|
}
|
|
|
|
void DLevelScript::SetLineTexture (int lineid, int side, int position, int name)
|
|
{
|
|
FTextureID texture;
|
|
int linenum = -1;
|
|
const char *texname = FBehavior::StaticLookupString (name);
|
|
|
|
if (texname == NULL)
|
|
return;
|
|
|
|
side = !!side;
|
|
|
|
texture = TexMan.GetTexture (texname, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable);
|
|
|
|
while ((linenum = P_FindLineFromID (lineid, linenum)) >= 0)
|
|
{
|
|
side_t *sidedef;
|
|
|
|
sidedef = lines[linenum].sidedef[side];
|
|
if (sidedef == NULL)
|
|
continue;
|
|
|
|
switch (position)
|
|
{
|
|
case TEXTURE_TOP:
|
|
sidedef->SetTexture(side_t::top, texture);
|
|
break;
|
|
case TEXTURE_MIDDLE:
|
|
sidedef->SetTexture(side_t::mid, texture);
|
|
break;
|
|
case TEXTURE_BOTTOM:
|
|
sidedef->SetTexture(side_t::bottom, texture);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
void DLevelScript::ReplaceTextures (int fromnamei, int tonamei, int flags)
|
|
{
|
|
const char *fromname = FBehavior::StaticLookupString (fromnamei);
|
|
const char *toname = FBehavior::StaticLookupString (tonamei);
|
|
FTextureID picnum1, picnum2;
|
|
|
|
if (fromname == NULL)
|
|
return;
|
|
|
|
if ((flags ^ (NOT_BOTTOM | NOT_MIDDLE | NOT_TOP)) != 0)
|
|
{
|
|
picnum1 = TexMan.GetTexture (fromname, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable);
|
|
picnum2 = TexMan.GetTexture (toname, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable);
|
|
|
|
for (int i = 0; i < numsides; ++i)
|
|
{
|
|
side_t *wal = &sides[i];
|
|
|
|
for(int j=0;j<3;j++)
|
|
{
|
|
static BYTE bits[]={NOT_TOP, NOT_MIDDLE, NOT_BOTTOM};
|
|
if (!(flags & bits[j]) && wal->GetTexture(j) == picnum1)
|
|
{
|
|
wal->SetTexture(j, picnum2);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if ((flags ^ (NOT_FLOOR | NOT_CEILING)) != 0)
|
|
{
|
|
picnum1 = TexMan.GetTexture (fromname, FTexture::TEX_Flat, FTextureManager::TEXMAN_Overridable);
|
|
picnum2 = TexMan.GetTexture (toname, FTexture::TEX_Flat, FTextureManager::TEXMAN_Overridable);
|
|
|
|
for (int i = 0; i < numsectors; ++i)
|
|
{
|
|
sector_t *sec = §ors[i];
|
|
|
|
if (!(flags & NOT_FLOOR) && sec->GetTexture(sector_t::floor) == picnum1)
|
|
sec->SetTexture(sector_t::floor, picnum2);
|
|
if (!(flags & NOT_CEILING) && sec->GetTexture(sector_t::ceiling) == picnum1)
|
|
sec->SetTexture(sector_t::ceiling, picnum2);
|
|
}
|
|
}
|
|
}
|
|
|
|
int DLevelScript::DoSpawn (int type, fixed_t x, fixed_t y, fixed_t z, int tid, int angle, bool force)
|
|
{
|
|
const PClass *info = PClass::FindClass (FBehavior::StaticLookupString (type));
|
|
AActor *actor = NULL;
|
|
int spawncount = 0;
|
|
|
|
if (info != NULL)
|
|
{
|
|
actor = Spawn (info, x, y, z, ALLOW_REPLACE);
|
|
if (actor != NULL)
|
|
{
|
|
DWORD oldFlags2 = actor->flags2;
|
|
actor->flags2 |= MF2_PASSMOBJ;
|
|
if (force || P_TestMobjLocation (actor))
|
|
{
|
|
actor->angle = angle << 24;
|
|
actor->tid = tid;
|
|
actor->AddToHash ();
|
|
if (actor->flags & MF_SPECIAL)
|
|
actor->flags |= MF_DROPPED; // Don't respawn
|
|
actor->flags2 = oldFlags2;
|
|
spawncount++;
|
|
}
|
|
else
|
|
{
|
|
// If this is a monster, subtract it from the total monster
|
|
// count, because it already added to it during spawning.
|
|
if (actor->CountsAsKill())
|
|
{
|
|
level.total_monsters--;
|
|
}
|
|
// Same, for items
|
|
if (actor->flags & MF_COUNTITEM)
|
|
{
|
|
level.total_items--;
|
|
}
|
|
actor->Destroy ();
|
|
actor = NULL;
|
|
}
|
|
}
|
|
}
|
|
return spawncount;
|
|
}
|
|
|
|
int DLevelScript::DoSpawnSpot (int type, int spot, int tid, int angle, bool force)
|
|
{
|
|
int spawned = 0;
|
|
|
|
if (spot != 0)
|
|
{
|
|
FActorIterator iterator (spot);
|
|
AActor *aspot;
|
|
|
|
while ( (aspot = iterator.Next ()) )
|
|
{
|
|
spawned += DoSpawn (type, aspot->x, aspot->y, aspot->z, tid, angle, force);
|
|
}
|
|
}
|
|
else if (activator != NULL)
|
|
{
|
|
spawned += DoSpawn (type, activator->x, activator->y, activator->z, tid, angle, force);
|
|
}
|
|
return spawned;
|
|
}
|
|
|
|
int DLevelScript::DoSpawnSpotFacing (int type, int spot, int tid, bool force)
|
|
{
|
|
int spawned = 0;
|
|
|
|
if (spot != 0)
|
|
{
|
|
FActorIterator iterator (spot);
|
|
AActor *aspot;
|
|
|
|
while ( (aspot = iterator.Next ()) )
|
|
{
|
|
spawned += DoSpawn (type, aspot->x, aspot->y, aspot->z, tid, aspot->angle >> 24, force);
|
|
}
|
|
}
|
|
else if (activator != NULL)
|
|
{
|
|
spawned += DoSpawn (type, activator->x, activator->y, activator->z, tid, activator->angle >> 24, force);
|
|
}
|
|
return spawned;
|
|
}
|
|
|
|
void DLevelScript::DoFadeTo (int r, int g, int b, int a, fixed_t time)
|
|
{
|
|
DoFadeRange (0, 0, 0, -1, r, g, b, a, time);
|
|
}
|
|
|
|
void DLevelScript::DoFadeRange (int r1, int g1, int b1, int a1,
|
|
int r2, int g2, int b2, int a2, fixed_t time)
|
|
{
|
|
player_t *viewer;
|
|
float ftime = (float)time / 65536.f;
|
|
bool fadingFrom = a1 >= 0;
|
|
float fr1 = 0, fg1 = 0, fb1 = 0, fa1 = 0;
|
|
float fr2, fg2, fb2, fa2;
|
|
int i;
|
|
|
|
fr2 = (float)r2 / 255.f;
|
|
fg2 = (float)g2 / 255.f;
|
|
fb2 = (float)b2 / 255.f;
|
|
fa2 = (float)a2 / 65536.f;
|
|
|
|
if (fadingFrom)
|
|
{
|
|
fr1 = (float)r1 / 255.f;
|
|
fg1 = (float)g1 / 255.f;
|
|
fb1 = (float)b1 / 255.f;
|
|
fa1 = (float)a1 / 65536.f;
|
|
}
|
|
|
|
if (activator != NULL)
|
|
{
|
|
viewer = activator->player;
|
|
if (viewer == NULL)
|
|
return;
|
|
i = MAXPLAYERS;
|
|
goto showme;
|
|
}
|
|
else
|
|
{
|
|
for (i = 0; i < MAXPLAYERS; ++i)
|
|
{
|
|
if (playeringame[i])
|
|
{
|
|
viewer = &players[i];
|
|
showme:
|
|
if (ftime <= 0.f)
|
|
{
|
|
viewer->BlendR = fr2;
|
|
viewer->BlendG = fg2;
|
|
viewer->BlendB = fb2;
|
|
viewer->BlendA = fa2;
|
|
}
|
|
else
|
|
{
|
|
if (!fadingFrom)
|
|
{
|
|
if (viewer->BlendA <= 0.f)
|
|
{
|
|
fr1 = fr2;
|
|
fg1 = fg2;
|
|
fb1 = fb2;
|
|
fa1 = 0.f;
|
|
}
|
|
else
|
|
{
|
|
fr1 = viewer->BlendR;
|
|
fg1 = viewer->BlendG;
|
|
fb1 = viewer->BlendB;
|
|
fa1 = viewer->BlendA;
|
|
}
|
|
}
|
|
new DFlashFader (fr1, fg1, fb1, fa1, fr2, fg2, fb2, fa2, ftime, viewer->mo);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void DLevelScript::DoSetFont (int fontnum)
|
|
{
|
|
const char *fontname = FBehavior::StaticLookupString (fontnum);
|
|
activefont = V_GetFont (fontname);
|
|
if (activefont == NULL)
|
|
{
|
|
activefont = SmallFont;
|
|
}
|
|
}
|
|
|
|
enum
|
|
{
|
|
APROP_Health = 0,
|
|
APROP_Speed = 1,
|
|
APROP_Damage = 2,
|
|
APROP_Alpha = 3,
|
|
APROP_RenderStyle = 4,
|
|
APROP_SeeSound = 5, // Sounds can only be set, not gotten
|
|
APROP_AttackSound = 6,
|
|
APROP_PainSound = 7,
|
|
APROP_DeathSound = 8,
|
|
APROP_ActiveSound = 9,
|
|
APROP_Ambush = 10,
|
|
APROP_Invulnerable = 11,
|
|
APROP_JumpZ = 12, // [GRB]
|
|
APROP_ChaseGoal = 13,
|
|
APROP_Frightened = 14,
|
|
APROP_Gravity = 15,
|
|
APROP_Friendly = 16,
|
|
APROP_SpawnHealth = 17,
|
|
APROP_Dropped = 18,
|
|
APROP_Notarget = 19,
|
|
APROP_Species = 20,
|
|
APROP_NameTag = 21,
|
|
APROP_Score = 22,
|
|
APROP_Notrigger = 23,
|
|
APROP_DamageFactor = 24,
|
|
};
|
|
|
|
// These are needed for ACS's APROP_RenderStyle
|
|
static const int LegacyRenderStyleIndices[] =
|
|
{
|
|
0, // STYLE_None,
|
|
1, // STYLE_Normal,
|
|
2, // STYLE_Fuzzy,
|
|
3, // STYLE_SoulTrans,
|
|
4, // STYLE_OptFuzzy,
|
|
5, // STYLE_Stencil,
|
|
64, // STYLE_Translucent
|
|
65, // STYLE_Add,
|
|
66, // STYLE_Shaded,
|
|
67, // STYLE_TranslucentStencil,
|
|
-1
|
|
};
|
|
|
|
void DLevelScript::SetActorProperty (int tid, int property, int value)
|
|
{
|
|
if (tid == 0)
|
|
{
|
|
DoSetActorProperty (activator, property, value);
|
|
}
|
|
else
|
|
{
|
|
AActor *actor;
|
|
FActorIterator iterator (tid);
|
|
|
|
while ((actor = iterator.Next()) != NULL)
|
|
{
|
|
DoSetActorProperty (actor, property, value);
|
|
}
|
|
}
|
|
}
|
|
|
|
void DLevelScript::DoSetActorProperty (AActor *actor, int property, int value)
|
|
{
|
|
if (actor == NULL)
|
|
{
|
|
return;
|
|
}
|
|
switch (property)
|
|
{
|
|
case APROP_Health:
|
|
actor->health = value;
|
|
if (actor->player != NULL)
|
|
{
|
|
actor->player->health = value;
|
|
}
|
|
break;
|
|
|
|
case APROP_Speed:
|
|
actor->Speed = value;
|
|
break;
|
|
|
|
case APROP_Damage:
|
|
actor->Damage = value;
|
|
break;
|
|
|
|
case APROP_Alpha:
|
|
actor->alpha = value;
|
|
break;
|
|
|
|
case APROP_RenderStyle:
|
|
for(int i=0; LegacyRenderStyleIndices[i] >= 0; i++)
|
|
{
|
|
if (LegacyRenderStyleIndices[i] == value)
|
|
{
|
|
actor->RenderStyle = ERenderStyle(i);
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case APROP_Ambush:
|
|
if (value) actor->flags |= MF_AMBUSH; else actor->flags &= ~MF_AMBUSH;
|
|
break;
|
|
|
|
case APROP_Dropped:
|
|
if (value) actor->flags |= MF_DROPPED; else actor->flags &= ~MF_DROPPED;
|
|
break;
|
|
|
|
case APROP_Invulnerable:
|
|
if (value) actor->flags2 |= MF2_INVULNERABLE; else actor->flags2 &= ~MF2_INVULNERABLE;
|
|
break;
|
|
|
|
case APROP_Notarget:
|
|
if (value) actor->flags3 |= MF3_NOTARGET; else actor->flags3 &= ~MF3_NOTARGET;
|
|
break;
|
|
|
|
case APROP_Notrigger:
|
|
if (value) actor->flags6 |= MF6_NOTRIGGER; else actor->flags6 &= ~MF6_NOTRIGGER;
|
|
break;
|
|
|
|
case APROP_JumpZ:
|
|
if (actor->IsKindOf (RUNTIME_CLASS (APlayerPawn)))
|
|
static_cast<APlayerPawn *>(actor)->JumpZ = value;
|
|
break; // [GRB]
|
|
|
|
case APROP_ChaseGoal:
|
|
if (value)
|
|
actor->flags5 |= MF5_CHASEGOAL;
|
|
else
|
|
actor->flags5 &= ~MF5_CHASEGOAL;
|
|
break;
|
|
|
|
case APROP_Frightened:
|
|
if (value)
|
|
actor->flags4 |= MF4_FRIGHTENED;
|
|
else
|
|
actor->flags4 &= ~MF4_FRIGHTENED;
|
|
break;
|
|
|
|
case APROP_Friendly:
|
|
if (value)
|
|
actor->flags |= MF_FRIENDLY;
|
|
else
|
|
actor->flags &= ~MF_FRIENDLY;
|
|
break;
|
|
|
|
|
|
case APROP_SpawnHealth:
|
|
if (actor->IsKindOf (RUNTIME_CLASS (APlayerPawn)))
|
|
{
|
|
static_cast<APlayerPawn *>(actor)->MaxHealth = value;
|
|
}
|
|
break;
|
|
|
|
case APROP_Gravity:
|
|
actor->gravity = value;
|
|
break;
|
|
|
|
case APROP_SeeSound:
|
|
actor->SeeSound = FBehavior::StaticLookupString(value);
|
|
break;
|
|
|
|
case APROP_AttackSound:
|
|
actor->AttackSound = FBehavior::StaticLookupString(value);
|
|
break;
|
|
|
|
case APROP_PainSound:
|
|
actor->PainSound = FBehavior::StaticLookupString(value);
|
|
break;
|
|
|
|
case APROP_DeathSound:
|
|
actor->DeathSound = FBehavior::StaticLookupString(value);
|
|
break;
|
|
|
|
case APROP_ActiveSound:
|
|
actor->ActiveSound = FBehavior::StaticLookupString(value);
|
|
break;
|
|
|
|
case APROP_Species:
|
|
actor->Species = FBehavior::StaticLookupString(value);
|
|
break;
|
|
|
|
case APROP_Score:
|
|
actor->Score = value;
|
|
|
|
case APROP_NameTag:
|
|
actor->Tag = FBehavior::StaticLookupString(value);
|
|
break;
|
|
|
|
case APROP_DamageFactor:
|
|
actor->DamageFactor = value;
|
|
break;
|
|
|
|
default:
|
|
// do nothing.
|
|
break;
|
|
}
|
|
}
|
|
|
|
static AActor *SingleActorFromTID (int tid, AActor *defactor)
|
|
{
|
|
if (tid == 0)
|
|
{
|
|
return defactor;
|
|
}
|
|
else
|
|
{
|
|
FActorIterator iterator (tid);
|
|
return iterator.Next();
|
|
}
|
|
}
|
|
|
|
int DLevelScript::GetActorProperty (int tid, int property)
|
|
{
|
|
AActor *actor = SingleActorFromTID (tid, activator);
|
|
|
|
if (actor == NULL)
|
|
{
|
|
return 0;
|
|
}
|
|
switch (property)
|
|
{
|
|
case APROP_Health: return actor->health;
|
|
case APROP_Speed: return actor->Speed;
|
|
case APROP_Damage: return actor->Damage; // Should this call GetMissileDamage() instead?
|
|
case APROP_DamageFactor:return actor->DamageFactor;
|
|
case APROP_Alpha: return actor->alpha;
|
|
case APROP_RenderStyle: for (int style = STYLE_None; style < STYLE_Count; ++style)
|
|
{ // Check for a legacy render style that matches.
|
|
if (LegacyRenderStyles[style] == actor->RenderStyle)
|
|
{
|
|
return LegacyRenderStyleIndices[style];
|
|
}
|
|
}
|
|
// The current render style isn't expressable as a legacy style,
|
|
// so pretends it's normal.
|
|
return STYLE_Normal;
|
|
case APROP_Gravity: return actor->gravity;
|
|
case APROP_Ambush: return !!(actor->flags & MF_AMBUSH);
|
|
case APROP_Dropped: return !!(actor->flags & MF_DROPPED);
|
|
case APROP_ChaseGoal: return !!(actor->flags5 & MF5_CHASEGOAL);
|
|
case APROP_Frightened: return !!(actor->flags4 & MF4_FRIGHTENED);
|
|
case APROP_Friendly: return !!(actor->flags & MF_FRIENDLY);
|
|
case APROP_Notarget: return !!(actor->flags3 & MF3_NOTARGET);
|
|
case APROP_Notrigger: return !!(actor->flags6 & MF6_NOTRIGGER);
|
|
case APROP_SpawnHealth: if (actor->IsKindOf (RUNTIME_CLASS (APlayerPawn)))
|
|
{
|
|
return static_cast<APlayerPawn *>(actor)->MaxHealth;
|
|
}
|
|
else
|
|
{
|
|
return actor->SpawnHealth();
|
|
}
|
|
|
|
case APROP_JumpZ: if (actor->IsKindOf (RUNTIME_CLASS (APlayerPawn)))
|
|
{
|
|
return static_cast<APlayerPawn *>(actor)->JumpZ; // [GRB]
|
|
}
|
|
else
|
|
{
|
|
return 0;
|
|
}
|
|
case APROP_Score: return actor->Score;
|
|
default: return 0;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
int DLevelScript::CheckActorProperty (int tid, int property, int value)
|
|
{
|
|
AActor *actor = SingleActorFromTID (tid, activator);
|
|
const char *string = NULL;
|
|
if (actor == NULL)
|
|
{
|
|
return 0;
|
|
}
|
|
switch (property)
|
|
{
|
|
// Default
|
|
default: return 0;
|
|
|
|
// Straightforward integer values:
|
|
case APROP_Health:
|
|
case APROP_Speed:
|
|
case APROP_Damage:
|
|
case APROP_DamageFactor:
|
|
case APROP_Alpha:
|
|
case APROP_RenderStyle:
|
|
case APROP_Gravity:
|
|
case APROP_SpawnHealth:
|
|
case APROP_JumpZ:
|
|
case APROP_Score:
|
|
return (GetActorProperty(tid, property) == value);
|
|
|
|
// Boolean values need to compare to a binary version of value
|
|
case APROP_Ambush:
|
|
case APROP_Dropped:
|
|
case APROP_ChaseGoal:
|
|
case APROP_Frightened:
|
|
case APROP_Friendly:
|
|
case APROP_Notarget:
|
|
case APROP_Notrigger:
|
|
return (GetActorProperty(tid, property) == (!!value));
|
|
|
|
// Strings are not covered by GetActorProperty, so make the check here
|
|
case APROP_SeeSound: string = actor->SeeSound; break;
|
|
case APROP_AttackSound: string = actor->AttackSound; break;
|
|
case APROP_PainSound: string = actor->PainSound; break;
|
|
case APROP_DeathSound: string = actor->DeathSound; break;
|
|
case APROP_ActiveSound: string = actor->ActiveSound; break;
|
|
case APROP_Species: string = actor->GetSpecies(); break;
|
|
case APROP_NameTag: string = actor->GetTag(); break;
|
|
}
|
|
if (string == NULL) string = "";
|
|
return (!stricmp(string, FBehavior::StaticLookupString(value)));
|
|
}
|
|
|
|
enum
|
|
{
|
|
// These are the original inputs sent by the player.
|
|
INPUT_OLDBUTTONS,
|
|
INPUT_BUTTONS,
|
|
INPUT_PITCH,
|
|
INPUT_YAW,
|
|
INPUT_ROLL,
|
|
INPUT_FORWARDMOVE,
|
|
INPUT_SIDEMOVE,
|
|
INPUT_UPMOVE,
|
|
|
|
// These are the inputs, as modified by P_PlayerThink().
|
|
// Most of the time, these will match the original inputs, but
|
|
// they can be different if a player is frozen or using a
|
|
// chainsaw.
|
|
MODINPUT_OLDBUTTONS,
|
|
MODINPUT_BUTTONS,
|
|
MODINPUT_PITCH,
|
|
MODINPUT_YAW,
|
|
MODINPUT_ROLL,
|
|
MODINPUT_FORWARDMOVE,
|
|
MODINPUT_SIDEMOVE,
|
|
MODINPUT_UPMOVE
|
|
};
|
|
|
|
int DLevelScript::GetPlayerInput(int playernum, int inputnum)
|
|
{
|
|
player_t *p;
|
|
|
|
if (playernum < 0)
|
|
{
|
|
if (activator == NULL)
|
|
{
|
|
return 0;
|
|
}
|
|
p = activator->player;
|
|
}
|
|
else if (playernum >= MAXPLAYERS || !playeringame[playernum])
|
|
{
|
|
return 0;
|
|
}
|
|
else
|
|
{
|
|
p = &players[playernum];
|
|
}
|
|
if (p == NULL)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
switch (inputnum)
|
|
{
|
|
case INPUT_OLDBUTTONS: return p->original_oldbuttons; break;
|
|
case INPUT_BUTTONS: return p->original_cmd.buttons; break;
|
|
case INPUT_PITCH: return p->original_cmd.pitch; break;
|
|
case INPUT_YAW: return p->original_cmd.yaw; break;
|
|
case INPUT_ROLL: return p->original_cmd.roll; break;
|
|
case INPUT_FORWARDMOVE: return p->original_cmd.forwardmove; break;
|
|
case INPUT_SIDEMOVE: return p->original_cmd.sidemove; break;
|
|
case INPUT_UPMOVE: return p->original_cmd.upmove; break;
|
|
|
|
case MODINPUT_OLDBUTTONS: return p->oldbuttons; break;
|
|
case MODINPUT_BUTTONS: return p->cmd.ucmd.buttons; break;
|
|
case MODINPUT_PITCH: return p->cmd.ucmd.pitch; break;
|
|
case MODINPUT_YAW: return p->cmd.ucmd.yaw; break;
|
|
case MODINPUT_ROLL: return p->cmd.ucmd.roll; break;
|
|
case MODINPUT_FORWARDMOVE: return p->cmd.ucmd.forwardmove; break;
|
|
case MODINPUT_SIDEMOVE: return p->cmd.ucmd.sidemove; break;
|
|
case MODINPUT_UPMOVE: return p->cmd.ucmd.upmove; break;
|
|
|
|
default: return 0; break;
|
|
}
|
|
}
|
|
|
|
enum
|
|
{
|
|
ACTOR_NONE = 0x00000000,
|
|
ACTOR_WORLD = 0x00000001,
|
|
ACTOR_PLAYER = 0x00000002,
|
|
ACTOR_BOT = 0x00000004,
|
|
ACTOR_VOODOODOLL = 0x00000008,
|
|
ACTOR_MONSTER = 0x00000010,
|
|
ACTOR_ALIVE = 0x00000020,
|
|
ACTOR_DEAD = 0x00000040,
|
|
ACTOR_MISSILE = 0x00000080,
|
|
ACTOR_GENERIC = 0x00000100
|
|
};
|
|
|
|
int DLevelScript::DoClassifyActor(int tid)
|
|
{
|
|
AActor *actor;
|
|
int classify;
|
|
|
|
if (tid == 0)
|
|
{
|
|
actor = activator;
|
|
if (actor == NULL)
|
|
{
|
|
return ACTOR_WORLD;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
FActorIterator it(tid);
|
|
actor = it.Next();
|
|
}
|
|
if (actor == NULL)
|
|
{
|
|
return ACTOR_NONE;
|
|
}
|
|
|
|
classify = 0;
|
|
if (actor->player != NULL)
|
|
{
|
|
classify |= ACTOR_PLAYER;
|
|
if (actor->player->playerstate == PST_DEAD)
|
|
{
|
|
classify |= ACTOR_DEAD;
|
|
}
|
|
else
|
|
{
|
|
classify |= ACTOR_ALIVE;
|
|
}
|
|
if (actor->player->mo != actor)
|
|
{
|
|
classify |= ACTOR_VOODOODOLL;
|
|
}
|
|
if (actor->player->isbot)
|
|
{
|
|
classify |= ACTOR_BOT;
|
|
}
|
|
}
|
|
else if (actor->flags3 & MF3_ISMONSTER)
|
|
{
|
|
classify |= ACTOR_MONSTER;
|
|
if (actor->health <= 0)
|
|
{
|
|
classify |= ACTOR_DEAD;
|
|
}
|
|
else
|
|
{
|
|
classify |= ACTOR_ALIVE;
|
|
}
|
|
}
|
|
else if (actor->flags & MF_MISSILE)
|
|
{
|
|
classify |= ACTOR_MISSILE;
|
|
}
|
|
else
|
|
{
|
|
classify |= ACTOR_GENERIC;
|
|
}
|
|
return classify;
|
|
}
|
|
|
|
enum EACSFunctions
|
|
{
|
|
ACSF_GetLineUDMFInt=1,
|
|
ACSF_GetLineUDMFFixed,
|
|
ACSF_GetThingUDMFInt,
|
|
ACSF_GetThingUDMFFixed,
|
|
ACSF_GetSectorUDMFInt,
|
|
ACSF_GetSectorUDMFFixed,
|
|
ACSF_GetSideUDMFInt,
|
|
ACSF_GetSideUDMFFixed,
|
|
ACSF_GetActorVelX,
|
|
ACSF_GetActorVelY,
|
|
ACSF_GetActorVelZ,
|
|
ACSF_SetActivator,
|
|
ACSF_SetActivatorToTarget,
|
|
ACSF_GetActorViewHeight,
|
|
ACSF_GetChar,
|
|
ACSF_GetAirSupply,
|
|
ACSF_SetAirSupply,
|
|
ACSF_SetSkyScrollSpeed,
|
|
ACSF_GetArmorType,
|
|
ACSF_SpawnSpotForced,
|
|
ACSF_SpawnSpotFacingForced,
|
|
ACSF_CheckActorProperty,
|
|
ACSF_SetActorVelocity,
|
|
ACSF_SetUserVariable,
|
|
ACSF_GetUserVariable,
|
|
ACSF_Radius_Quake2,
|
|
ACSF_CheckActorClass,
|
|
ACSF_SetUserArray,
|
|
ACSF_GetUserArray,
|
|
ACSF_SoundSequenceOnActor,
|
|
ACSF_SoundSequenceOnSector,
|
|
ACSF_SoundSequenceOnPolyobj,
|
|
};
|
|
|
|
int DLevelScript::SideFromID(int id, int side)
|
|
{
|
|
if (side != 0 && side != 1) return -1;
|
|
|
|
if (id == 0)
|
|
{
|
|
if (activationline == NULL) return -1;
|
|
if (activationline->sidedef[side] == NULL) return -1;
|
|
return activationline->sidedef[side]->Index;
|
|
}
|
|
else
|
|
{
|
|
int line = P_FindLineFromID(id, -1);
|
|
if (line == -1) return -1;
|
|
if (lines[line].sidedef[side] == NULL) return -1;
|
|
return lines[line].sidedef[side]->Index;
|
|
}
|
|
}
|
|
|
|
int DLevelScript::LineFromID(int id)
|
|
{
|
|
if (id == 0)
|
|
{
|
|
if (activationline == NULL) return -1;
|
|
return int(activationline - lines);
|
|
}
|
|
else
|
|
{
|
|
return P_FindLineFromID(id, -1);
|
|
}
|
|
}
|
|
|
|
static void SetUserVariable(AActor *self, FName varname, int index, int value)
|
|
{
|
|
PSymbol *sym = self->GetClass()->Symbols.FindSymbol(varname, true);
|
|
int max;
|
|
PSymbolVariable *var;
|
|
|
|
if (sym == NULL || sym->SymbolType != SYM_Variable ||
|
|
!(var = static_cast<PSymbolVariable *>(sym))->bUserVar)
|
|
{
|
|
return;
|
|
}
|
|
if (var->ValueType.Type == VAL_Int)
|
|
{
|
|
max = 1;
|
|
}
|
|
else if (var->ValueType.Type == VAL_Array && var->ValueType.BaseType == VAL_Int)
|
|
{
|
|
max = var->ValueType.size;
|
|
}
|
|
else
|
|
{
|
|
return;
|
|
}
|
|
// Set the value of the specified user variable.
|
|
if (index >= 0 && index < max)
|
|
{
|
|
((int *)(reinterpret_cast<BYTE *>(self) + var->offset))[index] = value;
|
|
}
|
|
}
|
|
|
|
static int GetUserVariable(AActor *self, FName varname, int index)
|
|
{
|
|
PSymbol *sym = self->GetClass()->Symbols.FindSymbol(varname, true);
|
|
int max;
|
|
PSymbolVariable *var;
|
|
|
|
if (sym == NULL || sym->SymbolType != SYM_Variable ||
|
|
!(var = static_cast<PSymbolVariable *>(sym))->bUserVar)
|
|
{
|
|
return 0;
|
|
}
|
|
if (var->ValueType.Type == VAL_Int)
|
|
{
|
|
max = 1;
|
|
}
|
|
else if (var->ValueType.Type == VAL_Array && var->ValueType.BaseType == VAL_Int)
|
|
{
|
|
max = var->ValueType.size;
|
|
}
|
|
else
|
|
{
|
|
return 0;
|
|
}
|
|
// Get the value of the specified user variable.
|
|
if (index >= 0 && index < max)
|
|
{
|
|
return ((int *)(reinterpret_cast<BYTE *>(self) + var->offset))[index];
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
int DLevelScript::CallFunction(int argCount, int funcIndex, SDWORD *args)
|
|
{
|
|
AActor *actor;
|
|
switch(funcIndex)
|
|
{
|
|
case ACSF_GetLineUDMFInt:
|
|
return GetUDMFInt(UDMF_Line, LineFromID(args[0]), FBehavior::StaticLookupString(args[1]));
|
|
|
|
case ACSF_GetLineUDMFFixed:
|
|
return GetUDMFFixed(UDMF_Line, LineFromID(args[0]), FBehavior::StaticLookupString(args[1]));
|
|
|
|
case ACSF_GetThingUDMFInt:
|
|
case ACSF_GetThingUDMFFixed:
|
|
return 0; // Not implemented yet
|
|
|
|
case ACSF_GetSectorUDMFInt:
|
|
return GetUDMFInt(UDMF_Sector, P_FindSectorFromTag(args[0], -1), FBehavior::StaticLookupString(args[1]));
|
|
|
|
case ACSF_GetSectorUDMFFixed:
|
|
return GetUDMFFixed(UDMF_Sector, P_FindSectorFromTag(args[0], -1), FBehavior::StaticLookupString(args[1]));
|
|
|
|
case ACSF_GetSideUDMFInt:
|
|
return GetUDMFInt(UDMF_Side, SideFromID(args[0], args[1]), FBehavior::StaticLookupString(args[2]));
|
|
|
|
case ACSF_GetSideUDMFFixed:
|
|
return GetUDMFFixed(UDMF_Side, SideFromID(args[0], args[1]), FBehavior::StaticLookupString(args[2]));
|
|
|
|
case ACSF_GetActorVelX:
|
|
actor = SingleActorFromTID(args[0], activator);
|
|
return actor != NULL? actor->velx : 0;
|
|
|
|
case ACSF_GetActorVelY:
|
|
actor = SingleActorFromTID(args[0], activator);
|
|
return actor != NULL? actor->vely : 0;
|
|
|
|
case ACSF_GetActorVelZ:
|
|
actor = SingleActorFromTID(args[0], activator);
|
|
return actor != NULL? actor->velz : 0;
|
|
|
|
case ACSF_SetActivator:
|
|
activator = SingleActorFromTID(args[0], NULL);
|
|
return activator != NULL;
|
|
|
|
case ACSF_SetActivatorToTarget:
|
|
// [KS] I revised this a little bit
|
|
actor = SingleActorFromTID(args[0], activator);
|
|
if (actor != NULL)
|
|
{
|
|
if (actor->player != NULL && actor->player->playerstate == PST_LIVE)
|
|
{
|
|
P_BulletSlope(actor, &actor);
|
|
}
|
|
else
|
|
{
|
|
actor = actor->target;
|
|
}
|
|
}
|
|
if (actor != NULL)
|
|
{
|
|
activator = actor;
|
|
return 1;
|
|
}
|
|
return 0;
|
|
|
|
case ACSF_GetActorViewHeight:
|
|
actor = SingleActorFromTID(args[0], NULL);
|
|
if (actor != NULL)
|
|
{
|
|
if (actor->player != NULL)
|
|
{
|
|
return actor->player->mo->ViewHeight + actor->player->crouchviewdelta;
|
|
}
|
|
else
|
|
{
|
|
return actor->GetClass()->Meta.GetMetaFixed(AMETA_CameraHeight, actor->height/2);
|
|
}
|
|
}
|
|
else return 0;
|
|
|
|
case ACSF_GetChar:
|
|
{
|
|
const char *p = FBehavior::StaticLookupString(args[0]);
|
|
if (p != NULL && args[1] >= 0 && args[1] < int(strlen(p)))
|
|
{
|
|
return p[args[1]];
|
|
}
|
|
else
|
|
{
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
case ACSF_GetAirSupply:
|
|
{
|
|
if (args[0] < 0 || args[0] >= MAXPLAYERS || !playeringame[args[0]])
|
|
{
|
|
return 0;
|
|
}
|
|
else
|
|
{
|
|
return players[args[0]].air_finished - level.time;
|
|
}
|
|
}
|
|
|
|
case ACSF_SetAirSupply:
|
|
{
|
|
if (args[0] < 0 || args[0] >= MAXPLAYERS || !playeringame[args[0]])
|
|
{
|
|
return 0;
|
|
}
|
|
else
|
|
{
|
|
players[args[0]].air_finished = args[1] + level.time;
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
case ACSF_SetSkyScrollSpeed:
|
|
{
|
|
if (args[0] == 1) level.skyspeed1 = FIXED2FLOAT(args[1]);
|
|
else if (args[0] == 2) level.skyspeed2 = FIXED2FLOAT(args[1]);
|
|
return 1;
|
|
}
|
|
|
|
case ACSF_GetArmorType:
|
|
{
|
|
if (args[1] < 0 || args[1] >= MAXPLAYERS || !playeringame[args[1]])
|
|
{
|
|
return 0;
|
|
}
|
|
else
|
|
{
|
|
FName p(FBehavior::StaticLookupString(args[0]));
|
|
ABasicArmor * armor = (ABasicArmor *) players[args[1]].mo->FindInventory(NAME_BasicArmor);
|
|
if (armor && armor->ArmorType == p) return armor->Amount;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
case ACSF_SpawnSpotForced:
|
|
return DoSpawnSpot(args[0], args[1], args[2], args[3], true);
|
|
|
|
case ACSF_SpawnSpotFacingForced:
|
|
return DoSpawnSpotFacing(args[0], args[1], args[2], true);
|
|
|
|
case ACSF_CheckActorProperty:
|
|
return (CheckActorProperty(args[0], args[1], args[2]));
|
|
|
|
case ACSF_SetActorVelocity:
|
|
if (args[0] == 0)
|
|
{
|
|
P_Thing_SetVelocity(activator, args[1], args[2], args[3], !!args[4], !!args[5]);
|
|
}
|
|
else
|
|
{
|
|
TActorIterator<AActor> iterator (args[0]);
|
|
|
|
while ( (actor = iterator.Next ()) )
|
|
{
|
|
P_Thing_SetVelocity(actor, args[1], args[2], args[3], !!args[4], !!args[5]);
|
|
}
|
|
}
|
|
return 0;
|
|
|
|
case ACSF_SetUserVariable:
|
|
{
|
|
int cnt = 0;
|
|
FName varname(FBehavior::StaticLookupString(args[1]), true);
|
|
if (varname != NAME_None)
|
|
{
|
|
if (args[0] == 0)
|
|
{
|
|
if (activator != NULL)
|
|
{
|
|
SetUserVariable(activator, varname, 0, args[2]);
|
|
}
|
|
cnt++;
|
|
}
|
|
else
|
|
{
|
|
TActorIterator<AActor> iterator(args[0]);
|
|
|
|
while ( (actor = iterator.Next()) )
|
|
{
|
|
SetUserVariable(actor, varname, 0, args[2]);
|
|
cnt++;
|
|
}
|
|
}
|
|
}
|
|
return cnt;
|
|
}
|
|
|
|
case ACSF_GetUserVariable:
|
|
{
|
|
FName varname(FBehavior::StaticLookupString(args[1]), true);
|
|
if (varname != NAME_None)
|
|
{
|
|
AActor *a = args[0] == 0 ? (AActor *)activator : SingleActorFromTID(args[0], NULL);
|
|
return a != NULL ? GetUserVariable(a, varname, 0) : 0;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
case ACSF_SetUserArray:
|
|
{
|
|
int cnt = 0;
|
|
FName varname(FBehavior::StaticLookupString(args[1]), true);
|
|
if (varname != NAME_None)
|
|
{
|
|
if (args[0] == 0)
|
|
{
|
|
if (activator != NULL)
|
|
{
|
|
SetUserVariable(activator, varname, args[2], args[3]);
|
|
}
|
|
cnt++;
|
|
}
|
|
else
|
|
{
|
|
TActorIterator<AActor> iterator(args[0]);
|
|
|
|
while ( (actor = iterator.Next()) )
|
|
{
|
|
SetUserVariable(actor, varname, args[2], args[3]);
|
|
cnt++;
|
|
}
|
|
}
|
|
}
|
|
return cnt;
|
|
}
|
|
|
|
case ACSF_GetUserArray:
|
|
{
|
|
FName varname(FBehavior::StaticLookupString(args[1]), true);
|
|
if (varname != NAME_None)
|
|
{
|
|
AActor *a = args[0] == 0 ? (AActor *)activator : SingleActorFromTID(args[0], NULL);
|
|
return a != NULL ? GetUserVariable(a, varname, args[2]) : 0;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
case ACSF_Radius_Quake2:
|
|
P_StartQuake(activator, args[0], args[1], args[2], args[3], args[4], FBehavior::StaticLookupString(args[5]));
|
|
break;
|
|
|
|
case ACSF_CheckActorClass:
|
|
{
|
|
AActor *a = args[0] == 0 ? (AActor *)activator : SingleActorFromTID(args[0], NULL);
|
|
return a == NULL ? false : a->GetClass()->TypeName == FName(FBehavior::StaticLookupString(args[1]));
|
|
}
|
|
|
|
case ACSF_SoundSequenceOnActor:
|
|
{
|
|
const char *seqname = FBehavior::StaticLookupString(args[1]);
|
|
if (seqname != NULL)
|
|
{
|
|
if (args[0] == 0)
|
|
{
|
|
if (activator != NULL)
|
|
{
|
|
SN_StartSequence(activator, seqname, 0);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
FActorIterator it(args[0]);
|
|
AActor *actor;
|
|
|
|
while ( (actor = it.Next()) )
|
|
{
|
|
SN_StartSequence(actor, seqname, 0);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
case ACSF_SoundSequenceOnSector:
|
|
{
|
|
const char *seqname = FBehavior::StaticLookupString(args[1]);
|
|
int space = args[2] < CHAN_FLOOR || args[2] > CHAN_INTERIOR ? CHAN_FULLHEIGHT : args[2];
|
|
if (seqname != NULL)
|
|
{
|
|
int secnum = -1;
|
|
|
|
while ((secnum = P_FindSectorFromTag(args[0], secnum)) >= 0)
|
|
{
|
|
SN_StartSequence(§ors[secnum], args[2], seqname, 0);
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
case ACSF_SoundSequenceOnPolyobj:
|
|
{
|
|
const char *seqname = FBehavior::StaticLookupString(args[1]);
|
|
if (seqname != NULL)
|
|
{
|
|
FPolyObj *poly = PO_GetPolyobj(args[0]);
|
|
if (poly != NULL)
|
|
{
|
|
SN_StartSequence(poly, seqname, 0);
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
enum
|
|
{
|
|
PRINTNAME_LEVELNAME = -1,
|
|
PRINTNAME_LEVEL = -2,
|
|
PRINTNAME_SKILL = -3,
|
|
};
|
|
|
|
|
|
#define NEXTWORD (LittleLong(*pc++))
|
|
#define NEXTBYTE (fmt==ACS_LittleEnhanced?getbyte(pc):NEXTWORD)
|
|
#define NEXTSHORT (fmt==ACS_LittleEnhanced?getshort(pc):NEXTWORD)
|
|
#define STACK(a) (Stack[sp - (a)])
|
|
#define PushToStack(a) (Stack[sp++] = (a))
|
|
|
|
inline int getbyte (int *&pc)
|
|
{
|
|
int res = *(BYTE *)pc;
|
|
pc = (int *)((BYTE *)pc+1);
|
|
return res;
|
|
}
|
|
|
|
inline int getshort (int *&pc)
|
|
{
|
|
int res = LittleShort( *(SWORD *)pc);
|
|
pc = (int *)((BYTE *)pc+2);
|
|
return res;
|
|
}
|
|
|
|
int DLevelScript::RunScript ()
|
|
{
|
|
DACSThinker *controller = DACSThinker::ActiveThinker;
|
|
SDWORD *locals = localvars;
|
|
ScriptFunction *activeFunction = NULL;
|
|
FRemapTable *translation = 0;
|
|
int resultValue = 1;
|
|
|
|
switch (state)
|
|
{
|
|
case SCRIPT_Delayed:
|
|
// Decrement the delay counter and enter state running
|
|
// if it hits 0
|
|
if (--statedata == 0)
|
|
state = SCRIPT_Running;
|
|
break;
|
|
|
|
case SCRIPT_TagWait:
|
|
// Wait for tagged sector(s) to go inactive, then enter
|
|
// state running
|
|
{
|
|
int secnum = -1;
|
|
|
|
while ((secnum = P_FindSectorFromTag (statedata, secnum)) >= 0)
|
|
if (sectors[secnum].floordata || sectors[secnum].ceilingdata)
|
|
return resultValue;
|
|
|
|
// If we got here, none of the tagged sectors were busy
|
|
state = SCRIPT_Running;
|
|
}
|
|
break;
|
|
|
|
case SCRIPT_PolyWait:
|
|
// Wait for polyobj(s) to stop moving, then enter state running
|
|
if (!PO_Busy (statedata))
|
|
{
|
|
state = SCRIPT_Running;
|
|
}
|
|
break;
|
|
|
|
case SCRIPT_ScriptWaitPre:
|
|
// Wait for a script to start running, then enter state scriptwait
|
|
if (controller->RunningScripts[statedata])
|
|
state = SCRIPT_ScriptWait;
|
|
break;
|
|
|
|
case SCRIPT_ScriptWait:
|
|
// Wait for a script to stop running, then enter state running
|
|
if (controller->RunningScripts[statedata])
|
|
return resultValue;
|
|
|
|
state = SCRIPT_Running;
|
|
PutFirst ();
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
SDWORD Stack[STACK_SIZE];
|
|
int sp = 0;
|
|
int *pc = this->pc;
|
|
ACSFormat fmt = activeBehavior->GetFormat();
|
|
int runaway = 0; // used to prevent infinite loops
|
|
int pcd;
|
|
FString work;
|
|
const char *lookup;
|
|
int optstart = -1;
|
|
int temp;
|
|
|
|
while (state == SCRIPT_Running)
|
|
{
|
|
if (++runaway > 500000)
|
|
{
|
|
Printf ("Runaway script %d terminated\n", script);
|
|
state = SCRIPT_PleaseRemove;
|
|
break;
|
|
}
|
|
|
|
if (fmt == ACS_LittleEnhanced)
|
|
{
|
|
pcd = getbyte(pc);
|
|
if (pcd >= 256-16)
|
|
{
|
|
pcd = (256-16) + ((pcd - (256-16)) << 8) + getbyte(pc);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
pcd = NEXTWORD;
|
|
}
|
|
|
|
switch (pcd)
|
|
{
|
|
default:
|
|
Printf ("Unknown P-Code %d in script %d\n", pcd, script);
|
|
// fall through
|
|
case PCD_TERMINATE:
|
|
DPrintf ("Script %d finished\n", script);
|
|
state = SCRIPT_PleaseRemove;
|
|
break;
|
|
|
|
case PCD_NOP:
|
|
break;
|
|
|
|
case PCD_SUSPEND:
|
|
state = SCRIPT_Suspended;
|
|
break;
|
|
|
|
case PCD_TAGSTRING:
|
|
Stack[sp-1] |= activeBehavior->GetLibraryID();
|
|
break;
|
|
|
|
case PCD_PUSHNUMBER:
|
|
PushToStack (NEXTWORD);
|
|
break;
|
|
|
|
case PCD_PUSHBYTE:
|
|
PushToStack (*(BYTE *)pc);
|
|
pc = (int *)((BYTE *)pc + 1);
|
|
break;
|
|
|
|
case PCD_PUSH2BYTES:
|
|
Stack[sp] = ((BYTE *)pc)[0];
|
|
Stack[sp+1] = ((BYTE *)pc)[1];
|
|
sp += 2;
|
|
pc = (int *)((BYTE *)pc + 2);
|
|
break;
|
|
|
|
case PCD_PUSH3BYTES:
|
|
Stack[sp] = ((BYTE *)pc)[0];
|
|
Stack[sp+1] = ((BYTE *)pc)[1];
|
|
Stack[sp+2] = ((BYTE *)pc)[2];
|
|
sp += 3;
|
|
pc = (int *)((BYTE *)pc + 3);
|
|
break;
|
|
|
|
case PCD_PUSH4BYTES:
|
|
Stack[sp] = ((BYTE *)pc)[0];
|
|
Stack[sp+1] = ((BYTE *)pc)[1];
|
|
Stack[sp+2] = ((BYTE *)pc)[2];
|
|
Stack[sp+3] = ((BYTE *)pc)[3];
|
|
sp += 4;
|
|
pc = (int *)((BYTE *)pc + 4);
|
|
break;
|
|
|
|
case PCD_PUSH5BYTES:
|
|
Stack[sp] = ((BYTE *)pc)[0];
|
|
Stack[sp+1] = ((BYTE *)pc)[1];
|
|
Stack[sp+2] = ((BYTE *)pc)[2];
|
|
Stack[sp+3] = ((BYTE *)pc)[3];
|
|
Stack[sp+4] = ((BYTE *)pc)[4];
|
|
sp += 5;
|
|
pc = (int *)((BYTE *)pc + 5);
|
|
break;
|
|
|
|
case PCD_PUSHBYTES:
|
|
temp = *(BYTE *)pc;
|
|
pc = (int *)((BYTE *)pc + temp + 1);
|
|
for (temp = -temp; temp; temp++)
|
|
{
|
|
PushToStack (*((BYTE *)pc + temp));
|
|
}
|
|
break;
|
|
|
|
case PCD_DUP:
|
|
Stack[sp] = Stack[sp-1];
|
|
sp++;
|
|
break;
|
|
|
|
case PCD_SWAP:
|
|
swap(Stack[sp-2], Stack[sp-1]);
|
|
break;
|
|
|
|
case PCD_LSPEC1:
|
|
LineSpecials[NEXTBYTE] (activationline, activator, backSide,
|
|
STACK(1), 0, 0, 0, 0);
|
|
sp -= 1;
|
|
break;
|
|
|
|
case PCD_LSPEC2:
|
|
LineSpecials[NEXTBYTE] (activationline, activator, backSide,
|
|
STACK(2), STACK(1), 0, 0, 0);
|
|
sp -= 2;
|
|
break;
|
|
|
|
case PCD_LSPEC3:
|
|
LineSpecials[NEXTBYTE] (activationline, activator, backSide,
|
|
STACK(3), STACK(2), STACK(1), 0, 0);
|
|
sp -= 3;
|
|
break;
|
|
|
|
case PCD_LSPEC4:
|
|
LineSpecials[NEXTBYTE] (activationline, activator, backSide,
|
|
STACK(4), STACK(3), STACK(2),
|
|
STACK(1), 0);
|
|
sp -= 4;
|
|
break;
|
|
|
|
case PCD_LSPEC5:
|
|
LineSpecials[NEXTBYTE] (activationline, activator, backSide,
|
|
STACK(5), STACK(4), STACK(3),
|
|
STACK(2), STACK(1));
|
|
sp -= 5;
|
|
break;
|
|
|
|
case PCD_LSPEC5RESULT:
|
|
STACK(5) = LineSpecials[NEXTBYTE] (activationline, activator, backSide,
|
|
STACK(5), STACK(4), STACK(3),
|
|
STACK(2), STACK(1));
|
|
sp -= 4;
|
|
break;
|
|
|
|
case PCD_LSPEC1DIRECT:
|
|
temp = NEXTBYTE;
|
|
LineSpecials[temp] (activationline, activator, backSide,
|
|
pc[0], 0, 0, 0, 0);
|
|
pc += 1;
|
|
break;
|
|
|
|
case PCD_LSPEC2DIRECT:
|
|
temp = NEXTBYTE;
|
|
LineSpecials[temp] (activationline, activator, backSide,
|
|
pc[0], pc[1], 0, 0, 0);
|
|
pc += 2;
|
|
break;
|
|
|
|
case PCD_LSPEC3DIRECT:
|
|
temp = NEXTBYTE;
|
|
LineSpecials[temp] (activationline, activator, backSide,
|
|
pc[0], pc[1], pc[2], 0, 0);
|
|
pc += 3;
|
|
break;
|
|
|
|
case PCD_LSPEC4DIRECT:
|
|
temp = NEXTBYTE;
|
|
LineSpecials[temp] (activationline, activator, backSide,
|
|
pc[0], pc[1], pc[2], pc[3], 0);
|
|
pc += 4;
|
|
break;
|
|
|
|
case PCD_LSPEC5DIRECT:
|
|
temp = NEXTBYTE;
|
|
LineSpecials[temp] (activationline, activator, backSide,
|
|
pc[0], pc[1], pc[2], pc[3], pc[4]);
|
|
pc += 5;
|
|
break;
|
|
|
|
case PCD_LSPEC1DIRECTB:
|
|
LineSpecials[((BYTE *)pc)[0]] (activationline, activator, backSide,
|
|
((BYTE *)pc)[1], 0, 0, 0, 0);
|
|
pc = (int *)((BYTE *)pc + 2);
|
|
break;
|
|
|
|
case PCD_LSPEC2DIRECTB:
|
|
LineSpecials[((BYTE *)pc)[0]] (activationline, activator, backSide,
|
|
((BYTE *)pc)[1], ((BYTE *)pc)[2], 0, 0, 0);
|
|
pc = (int *)((BYTE *)pc + 3);
|
|
break;
|
|
|
|
case PCD_LSPEC3DIRECTB:
|
|
LineSpecials[((BYTE *)pc)[0]] (activationline, activator, backSide,
|
|
((BYTE *)pc)[1], ((BYTE *)pc)[2], ((BYTE *)pc)[3], 0, 0);
|
|
pc = (int *)((BYTE *)pc + 4);
|
|
break;
|
|
|
|
case PCD_LSPEC4DIRECTB:
|
|
LineSpecials[((BYTE *)pc)[0]] (activationline, activator, backSide,
|
|
((BYTE *)pc)[1], ((BYTE *)pc)[2], ((BYTE *)pc)[3],
|
|
((BYTE *)pc)[4], 0);
|
|
pc = (int *)((BYTE *)pc + 5);
|
|
break;
|
|
|
|
case PCD_LSPEC5DIRECTB:
|
|
LineSpecials[((BYTE *)pc)[0]] (activationline, activator, backSide,
|
|
((BYTE *)pc)[1], ((BYTE *)pc)[2], ((BYTE *)pc)[3],
|
|
((BYTE *)pc)[4], ((BYTE *)pc)[5]);
|
|
pc = (int *)((BYTE *)pc + 6);
|
|
break;
|
|
|
|
case PCD_CALLFUNC:
|
|
{
|
|
int argCount = NEXTBYTE;
|
|
int funcIndex = NEXTSHORT;
|
|
|
|
int retval = CallFunction(argCount, funcIndex, &STACK(argCount));
|
|
sp -= argCount-1;
|
|
STACK(1) = retval;
|
|
}
|
|
break;
|
|
|
|
case PCD_CALL:
|
|
case PCD_CALLDISCARD:
|
|
{
|
|
int funcnum;
|
|
int i;
|
|
ScriptFunction *func;
|
|
FBehavior *module = activeBehavior;
|
|
SDWORD *mylocals;
|
|
|
|
funcnum = NEXTBYTE;
|
|
func = activeBehavior->GetFunction (funcnum, module);
|
|
if (func == NULL)
|
|
{
|
|
Printf ("Function %d in script %d out of range\n", funcnum, script);
|
|
state = SCRIPT_PleaseRemove;
|
|
break;
|
|
}
|
|
if (sp + func->LocalCount + 64 > STACK_SIZE)
|
|
{ // 64 is the margin for the function's working space
|
|
Printf ("Out of stack space in script %d\n", script);
|
|
state = SCRIPT_PleaseRemove;
|
|
break;
|
|
}
|
|
mylocals = locals;
|
|
// The function's first argument is also its first local variable.
|
|
locals = &Stack[sp - func->ArgCount];
|
|
// Make space on the stack for any other variables the function uses.
|
|
for (i = 0; i < func->LocalCount; ++i)
|
|
{
|
|
Stack[sp+i] = 0;
|
|
}
|
|
sp += i;
|
|
::new(&Stack[sp]) CallReturn(activeBehavior->PC2Ofs(pc), activeFunction,
|
|
activeBehavior, mylocals, pcd == PCD_CALLDISCARD, work);
|
|
sp += (sizeof(CallReturn) + sizeof(int) - 1) / sizeof(int);
|
|
pc = module->Ofs2PC (func->Address);
|
|
activeFunction = func;
|
|
activeBehavior = module;
|
|
fmt = module->GetFormat();
|
|
}
|
|
break;
|
|
|
|
case PCD_RETURNVOID:
|
|
case PCD_RETURNVAL:
|
|
{
|
|
int value;
|
|
union
|
|
{
|
|
SDWORD *retsp;
|
|
CallReturn *ret;
|
|
};
|
|
|
|
if (pcd == PCD_RETURNVAL)
|
|
{
|
|
value = Stack[--sp];
|
|
}
|
|
else
|
|
{
|
|
value = 0;
|
|
}
|
|
sp -= sizeof(CallReturn)/sizeof(int);
|
|
retsp = &Stack[sp];
|
|
sp = int(locals - Stack);
|
|
pc = ret->ReturnModule->Ofs2PC(ret->ReturnAddress);
|
|
activeFunction = ret->ReturnFunction;
|
|
activeBehavior = ret->ReturnModule;
|
|
fmt = activeBehavior->GetFormat();
|
|
locals = ret->ReturnLocals;
|
|
if (!ret->bDiscardResult)
|
|
{
|
|
Stack[sp++] = value;
|
|
}
|
|
work = ret->StringBuilder;
|
|
ret->~CallReturn();
|
|
}
|
|
break;
|
|
|
|
case PCD_ADD:
|
|
STACK(2) = STACK(2) + STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_SUBTRACT:
|
|
STACK(2) = STACK(2) - STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_MULTIPLY:
|
|
STACK(2) = STACK(2) * STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_DIVIDE:
|
|
if (STACK(1) == 0)
|
|
{
|
|
state = SCRIPT_DivideBy0;
|
|
}
|
|
else
|
|
{
|
|
STACK(2) = STACK(2) / STACK(1);
|
|
sp--;
|
|
}
|
|
break;
|
|
|
|
case PCD_MODULUS:
|
|
if (STACK(1) == 0)
|
|
{
|
|
state = SCRIPT_ModulusBy0;
|
|
}
|
|
else
|
|
{
|
|
STACK(2) = STACK(2) % STACK(1);
|
|
sp--;
|
|
}
|
|
break;
|
|
|
|
case PCD_EQ:
|
|
STACK(2) = (STACK(2) == STACK(1));
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_NE:
|
|
STACK(2) = (STACK(2) != STACK(1));
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_LT:
|
|
STACK(2) = (STACK(2) < STACK(1));
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_GT:
|
|
STACK(2) = (STACK(2) > STACK(1));
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_LE:
|
|
STACK(2) = (STACK(2) <= STACK(1));
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_GE:
|
|
STACK(2) = (STACK(2) >= STACK(1));
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_ASSIGNSCRIPTVAR:
|
|
locals[NEXTBYTE] = STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
|
|
case PCD_ASSIGNMAPVAR:
|
|
*(activeBehavior->MapVars[NEXTBYTE]) = STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_ASSIGNWORLDVAR:
|
|
ACS_WorldVars[NEXTBYTE] = STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_ASSIGNGLOBALVAR:
|
|
ACS_GlobalVars[NEXTBYTE] = STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_ASSIGNMAPARRAY:
|
|
activeBehavior->SetArrayVal (*(activeBehavior->MapVars[NEXTBYTE]), STACK(2), STACK(1));
|
|
sp -= 2;
|
|
break;
|
|
|
|
case PCD_ASSIGNWORLDARRAY:
|
|
ACS_WorldArrays[NEXTBYTE][STACK(2)] = STACK(1);
|
|
sp -= 2;
|
|
break;
|
|
|
|
case PCD_ASSIGNGLOBALARRAY:
|
|
ACS_GlobalArrays[NEXTBYTE][STACK(2)] = STACK(1);
|
|
sp -= 2;
|
|
break;
|
|
|
|
case PCD_PUSHSCRIPTVAR:
|
|
PushToStack (locals[NEXTBYTE]);
|
|
break;
|
|
|
|
case PCD_PUSHMAPVAR:
|
|
PushToStack (*(activeBehavior->MapVars[NEXTBYTE]));
|
|
break;
|
|
|
|
case PCD_PUSHWORLDVAR:
|
|
PushToStack (ACS_WorldVars[NEXTBYTE]);
|
|
break;
|
|
|
|
case PCD_PUSHGLOBALVAR:
|
|
PushToStack (ACS_GlobalVars[NEXTBYTE]);
|
|
break;
|
|
|
|
case PCD_PUSHMAPARRAY:
|
|
STACK(1) = activeBehavior->GetArrayVal (*(activeBehavior->MapVars[NEXTBYTE]), STACK(1));
|
|
break;
|
|
|
|
case PCD_PUSHWORLDARRAY:
|
|
STACK(1) = ACS_WorldArrays[NEXTBYTE][STACK(1)];
|
|
break;
|
|
|
|
case PCD_PUSHGLOBALARRAY:
|
|
STACK(1) = ACS_GlobalArrays[NEXTBYTE][STACK(1)];
|
|
break;
|
|
|
|
case PCD_ADDSCRIPTVAR:
|
|
locals[NEXTBYTE] += STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_ADDMAPVAR:
|
|
*(activeBehavior->MapVars[NEXTBYTE]) += STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_ADDWORLDVAR:
|
|
ACS_WorldVars[NEXTBYTE] += STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_ADDGLOBALVAR:
|
|
ACS_GlobalVars[NEXTBYTE] += STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_ADDMAPARRAY:
|
|
{
|
|
int a = *(activeBehavior->MapVars[NEXTBYTE]);
|
|
int i = STACK(2);
|
|
activeBehavior->SetArrayVal (a, i, activeBehavior->GetArrayVal (a, i) + STACK(1));
|
|
sp -= 2;
|
|
}
|
|
break;
|
|
|
|
case PCD_ADDWORLDARRAY:
|
|
{
|
|
int a = NEXTBYTE;
|
|
ACS_WorldArrays[a][STACK(2)] += STACK(1);
|
|
sp -= 2;
|
|
}
|
|
break;
|
|
|
|
case PCD_ADDGLOBALARRAY:
|
|
{
|
|
int a = NEXTBYTE;
|
|
ACS_GlobalArrays[a][STACK(2)] += STACK(1);
|
|
sp -= 2;
|
|
}
|
|
break;
|
|
|
|
case PCD_SUBSCRIPTVAR:
|
|
locals[NEXTBYTE] -= STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_SUBMAPVAR:
|
|
*(activeBehavior->MapVars[NEXTBYTE]) -= STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_SUBWORLDVAR:
|
|
ACS_WorldVars[NEXTBYTE] -= STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_SUBGLOBALVAR:
|
|
ACS_GlobalVars[NEXTBYTE] -= STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_SUBMAPARRAY:
|
|
{
|
|
int a = *(activeBehavior->MapVars[NEXTBYTE]);
|
|
int i = STACK(2);
|
|
activeBehavior->SetArrayVal (a, i, activeBehavior->GetArrayVal (a, i) - STACK(1));
|
|
sp -= 2;
|
|
}
|
|
break;
|
|
|
|
case PCD_SUBWORLDARRAY:
|
|
{
|
|
int a = NEXTBYTE;
|
|
ACS_WorldArrays[a][STACK(2)] -= STACK(1);
|
|
sp -= 2;
|
|
}
|
|
break;
|
|
|
|
case PCD_SUBGLOBALARRAY:
|
|
{
|
|
int a = NEXTBYTE;
|
|
ACS_GlobalArrays[a][STACK(2)] -= STACK(1);
|
|
sp -= 2;
|
|
}
|
|
break;
|
|
|
|
case PCD_MULSCRIPTVAR:
|
|
locals[NEXTBYTE] *= STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_MULMAPVAR:
|
|
*(activeBehavior->MapVars[NEXTBYTE]) *= STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_MULWORLDVAR:
|
|
ACS_WorldVars[NEXTBYTE] *= STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_MULGLOBALVAR:
|
|
ACS_GlobalVars[NEXTBYTE] *= STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_MULMAPARRAY:
|
|
{
|
|
int a = *(activeBehavior->MapVars[NEXTBYTE]);
|
|
int i = STACK(2);
|
|
activeBehavior->SetArrayVal (a, i, activeBehavior->GetArrayVal (a, i) * STACK(1));
|
|
sp -= 2;
|
|
}
|
|
break;
|
|
|
|
case PCD_MULWORLDARRAY:
|
|
{
|
|
int a = NEXTBYTE;
|
|
ACS_WorldArrays[a][STACK(2)] *= STACK(1);
|
|
sp -= 2;
|
|
}
|
|
break;
|
|
|
|
case PCD_MULGLOBALARRAY:
|
|
{
|
|
int a = NEXTBYTE;
|
|
ACS_GlobalArrays[a][STACK(2)] *= STACK(1);
|
|
sp -= 2;
|
|
}
|
|
break;
|
|
|
|
case PCD_DIVSCRIPTVAR:
|
|
if (STACK(1) == 0)
|
|
{
|
|
state = SCRIPT_DivideBy0;
|
|
}
|
|
else
|
|
{
|
|
locals[NEXTBYTE] /= STACK(1);
|
|
sp--;
|
|
}
|
|
break;
|
|
|
|
case PCD_DIVMAPVAR:
|
|
if (STACK(1) == 0)
|
|
{
|
|
state = SCRIPT_DivideBy0;
|
|
}
|
|
else
|
|
{
|
|
*(activeBehavior->MapVars[NEXTBYTE]) /= STACK(1);
|
|
sp--;
|
|
}
|
|
break;
|
|
|
|
case PCD_DIVWORLDVAR:
|
|
if (STACK(1) == 0)
|
|
{
|
|
state = SCRIPT_DivideBy0;
|
|
}
|
|
else
|
|
{
|
|
ACS_WorldVars[NEXTBYTE] /= STACK(1);
|
|
sp--;
|
|
}
|
|
break;
|
|
|
|
case PCD_DIVGLOBALVAR:
|
|
if (STACK(1) == 0)
|
|
{
|
|
state = SCRIPT_DivideBy0;
|
|
}
|
|
else
|
|
{
|
|
ACS_GlobalVars[NEXTBYTE] /= STACK(1);
|
|
sp--;
|
|
}
|
|
break;
|
|
|
|
case PCD_DIVMAPARRAY:
|
|
if (STACK(1) == 0)
|
|
{
|
|
state = SCRIPT_DivideBy0;
|
|
}
|
|
else
|
|
{
|
|
int a = *(activeBehavior->MapVars[NEXTBYTE]);
|
|
int i = STACK(2);
|
|
activeBehavior->SetArrayVal (a, i, activeBehavior->GetArrayVal (a, i) / STACK(1));
|
|
sp -= 2;
|
|
}
|
|
break;
|
|
|
|
case PCD_DIVWORLDARRAY:
|
|
if (STACK(1) == 0)
|
|
{
|
|
state = SCRIPT_DivideBy0;
|
|
}
|
|
else
|
|
{
|
|
int a = NEXTBYTE;
|
|
ACS_WorldArrays[a][STACK(2)] /= STACK(1);
|
|
sp -= 2;
|
|
}
|
|
break;
|
|
|
|
case PCD_DIVGLOBALARRAY:
|
|
if (STACK(1) == 0)
|
|
{
|
|
state = SCRIPT_DivideBy0;
|
|
}
|
|
else
|
|
{
|
|
int a = NEXTBYTE;
|
|
ACS_GlobalArrays[a][STACK(2)] /= STACK(1);
|
|
sp -= 2;
|
|
}
|
|
break;
|
|
|
|
case PCD_MODSCRIPTVAR:
|
|
if (STACK(1) == 0)
|
|
{
|
|
state = SCRIPT_ModulusBy0;
|
|
}
|
|
else
|
|
{
|
|
locals[NEXTBYTE] %= STACK(1);
|
|
sp--;
|
|
}
|
|
break;
|
|
|
|
case PCD_MODMAPVAR:
|
|
if (STACK(1) == 0)
|
|
{
|
|
state = SCRIPT_ModulusBy0;
|
|
}
|
|
else
|
|
{
|
|
*(activeBehavior->MapVars[NEXTBYTE]) %= STACK(1);
|
|
sp--;
|
|
}
|
|
break;
|
|
|
|
case PCD_MODWORLDVAR:
|
|
if (STACK(1) == 0)
|
|
{
|
|
state = SCRIPT_ModulusBy0;
|
|
}
|
|
else
|
|
{
|
|
ACS_WorldVars[NEXTBYTE] %= STACK(1);
|
|
sp--;
|
|
}
|
|
break;
|
|
|
|
case PCD_MODGLOBALVAR:
|
|
if (STACK(1) == 0)
|
|
{
|
|
state = SCRIPT_ModulusBy0;
|
|
}
|
|
else
|
|
{
|
|
ACS_GlobalVars[NEXTBYTE] %= STACK(1);
|
|
sp--;
|
|
}
|
|
break;
|
|
|
|
case PCD_MODMAPARRAY:
|
|
if (STACK(1) == 0)
|
|
{
|
|
state = SCRIPT_ModulusBy0;
|
|
}
|
|
else
|
|
{
|
|
int a = *(activeBehavior->MapVars[NEXTBYTE]);
|
|
int i = STACK(2);
|
|
activeBehavior->SetArrayVal (a, i, activeBehavior->GetArrayVal (a, i) % STACK(1));
|
|
sp -= 2;
|
|
}
|
|
break;
|
|
|
|
case PCD_MODWORLDARRAY:
|
|
if (STACK(1) == 0)
|
|
{
|
|
state = SCRIPT_ModulusBy0;
|
|
}
|
|
else
|
|
{
|
|
int a = NEXTBYTE;
|
|
ACS_WorldArrays[a][STACK(2)] %= STACK(1);
|
|
sp -= 2;
|
|
}
|
|
break;
|
|
|
|
case PCD_MODGLOBALARRAY:
|
|
if (STACK(1) == 0)
|
|
{
|
|
state = SCRIPT_ModulusBy0;
|
|
}
|
|
else
|
|
{
|
|
int a = NEXTBYTE;
|
|
ACS_GlobalArrays[a][STACK(2)] %= STACK(1);
|
|
sp -= 2;
|
|
}
|
|
break;
|
|
|
|
//[MW] start
|
|
case PCD_ANDSCRIPTVAR:
|
|
locals[NEXTBYTE] &= STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_ANDMAPVAR:
|
|
*(activeBehavior->MapVars[NEXTBYTE]) &= STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_ANDWORLDVAR:
|
|
ACS_WorldVars[NEXTBYTE] &= STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_ANDGLOBALVAR:
|
|
ACS_GlobalVars[NEXTBYTE] &= STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_ANDMAPARRAY:
|
|
{
|
|
int a = *(activeBehavior->MapVars[NEXTBYTE]);
|
|
int i = STACK(2);
|
|
activeBehavior->SetArrayVal (a, i, activeBehavior->GetArrayVal (a, i) & STACK(1));
|
|
sp -= 2;
|
|
}
|
|
break;
|
|
|
|
case PCD_ANDWORLDARRAY:
|
|
{
|
|
int a = NEXTBYTE;
|
|
ACS_WorldArrays[a][STACK(2)] &= STACK(1);
|
|
sp -= 2;
|
|
}
|
|
break;
|
|
|
|
case PCD_ANDGLOBALARRAY:
|
|
{
|
|
int a = NEXTBYTE;
|
|
ACS_GlobalArrays[a][STACK(2)] &= STACK(1);
|
|
sp -= 2;
|
|
}
|
|
break;
|
|
|
|
case PCD_EORSCRIPTVAR:
|
|
locals[NEXTBYTE] ^= STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_EORMAPVAR:
|
|
*(activeBehavior->MapVars[NEXTBYTE]) ^= STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_EORWORLDVAR:
|
|
ACS_WorldVars[NEXTBYTE] ^= STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_EORGLOBALVAR:
|
|
ACS_GlobalVars[NEXTBYTE] ^= STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_EORMAPARRAY:
|
|
{
|
|
int a = *(activeBehavior->MapVars[NEXTBYTE]);
|
|
int i = STACK(2);
|
|
activeBehavior->SetArrayVal (a, i, activeBehavior->GetArrayVal (a, i) ^ STACK(1));
|
|
sp -= 2;
|
|
}
|
|
break;
|
|
|
|
case PCD_EORWORLDARRAY:
|
|
{
|
|
int a = NEXTBYTE;
|
|
ACS_WorldArrays[a][STACK(2)] ^= STACK(1);
|
|
sp -= 2;
|
|
}
|
|
break;
|
|
|
|
case PCD_EORGLOBALARRAY:
|
|
{
|
|
int a = NEXTBYTE;
|
|
ACS_GlobalArrays[a][STACK(2)] ^= STACK(1);
|
|
sp -= 2;
|
|
}
|
|
break;
|
|
|
|
case PCD_ORSCRIPTVAR:
|
|
locals[NEXTBYTE] |= STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_ORMAPVAR:
|
|
*(activeBehavior->MapVars[NEXTBYTE]) |= STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_ORWORLDVAR:
|
|
ACS_WorldVars[NEXTBYTE] |= STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_ORGLOBALVAR:
|
|
ACS_GlobalVars[NEXTBYTE] |= STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_ORMAPARRAY:
|
|
{
|
|
int a = *(activeBehavior->MapVars[NEXTBYTE]);
|
|
int i = STACK(2);
|
|
activeBehavior->SetArrayVal (a, i, activeBehavior->GetArrayVal (a, i) | STACK(1));
|
|
sp -= 2;
|
|
}
|
|
break;
|
|
|
|
case PCD_ORWORLDARRAY:
|
|
{
|
|
int a = NEXTBYTE;
|
|
ACS_WorldArrays[a][STACK(2)] |= STACK(1);
|
|
sp -= 2;
|
|
}
|
|
break;
|
|
|
|
case PCD_ORGLOBALARRAY:
|
|
{
|
|
int a = NEXTBYTE;
|
|
int i = STACK(2);
|
|
ACS_GlobalArrays[a][STACK(2)] |= STACK(1);
|
|
sp -= 2;
|
|
}
|
|
break;
|
|
|
|
case PCD_LSSCRIPTVAR:
|
|
locals[NEXTBYTE] <<= STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_LSMAPVAR:
|
|
*(activeBehavior->MapVars[NEXTBYTE]) <<= STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_LSWORLDVAR:
|
|
ACS_WorldVars[NEXTBYTE] <<= STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_LSGLOBALVAR:
|
|
ACS_GlobalVars[NEXTBYTE] <<= STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_LSMAPARRAY:
|
|
{
|
|
int a = *(activeBehavior->MapVars[NEXTBYTE]);
|
|
int i = STACK(2);
|
|
activeBehavior->SetArrayVal (a, i, activeBehavior->GetArrayVal (a, i) << STACK(1));
|
|
sp -= 2;
|
|
}
|
|
break;
|
|
|
|
case PCD_LSWORLDARRAY:
|
|
{
|
|
int a = NEXTBYTE;
|
|
ACS_WorldArrays[a][STACK(2)] <<= STACK(1);
|
|
sp -= 2;
|
|
}
|
|
break;
|
|
|
|
case PCD_LSGLOBALARRAY:
|
|
{
|
|
int a = NEXTBYTE;
|
|
ACS_GlobalArrays[a][STACK(2)] <<= STACK(1);
|
|
sp -= 2;
|
|
}
|
|
break;
|
|
|
|
case PCD_RSSCRIPTVAR:
|
|
locals[NEXTBYTE] >>= STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_RSMAPVAR:
|
|
*(activeBehavior->MapVars[NEXTBYTE]) >>= STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_RSWORLDVAR:
|
|
ACS_WorldVars[NEXTBYTE] >>= STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_RSGLOBALVAR:
|
|
ACS_GlobalVars[NEXTBYTE] >>= STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_RSMAPARRAY:
|
|
{
|
|
int a = *(activeBehavior->MapVars[NEXTBYTE]);
|
|
int i = STACK(2);
|
|
activeBehavior->SetArrayVal (a, i, activeBehavior->GetArrayVal (a, i) >> STACK(1));
|
|
sp -= 2;
|
|
}
|
|
break;
|
|
|
|
case PCD_RSWORLDARRAY:
|
|
{
|
|
int a = NEXTBYTE;
|
|
ACS_WorldArrays[a][STACK(2)] >>= STACK(1);
|
|
sp -= 2;
|
|
}
|
|
break;
|
|
|
|
case PCD_RSGLOBALARRAY:
|
|
{
|
|
int a = NEXTBYTE;
|
|
ACS_GlobalArrays[a][STACK(2)] >>= STACK(1);
|
|
sp -= 2;
|
|
}
|
|
break;
|
|
//[MW] end
|
|
|
|
case PCD_INCSCRIPTVAR:
|
|
++locals[NEXTBYTE];
|
|
break;
|
|
|
|
case PCD_INCMAPVAR:
|
|
*(activeBehavior->MapVars[NEXTBYTE]) += 1;
|
|
break;
|
|
|
|
case PCD_INCWORLDVAR:
|
|
++ACS_WorldVars[NEXTBYTE];
|
|
break;
|
|
|
|
case PCD_INCGLOBALVAR:
|
|
++ACS_GlobalVars[NEXTBYTE];
|
|
break;
|
|
|
|
case PCD_INCMAPARRAY:
|
|
{
|
|
int a = *(activeBehavior->MapVars[NEXTBYTE]);
|
|
int i = STACK(1);
|
|
activeBehavior->SetArrayVal (a, i, activeBehavior->GetArrayVal (a, i) + 1);
|
|
sp--;
|
|
}
|
|
break;
|
|
|
|
case PCD_INCWORLDARRAY:
|
|
{
|
|
int a = NEXTBYTE;
|
|
ACS_WorldArrays[a][STACK(1)] += 1;
|
|
sp--;
|
|
}
|
|
break;
|
|
|
|
case PCD_INCGLOBALARRAY:
|
|
{
|
|
int a = NEXTBYTE;
|
|
ACS_GlobalArrays[a][STACK(1)] += 1;
|
|
sp--;
|
|
}
|
|
break;
|
|
|
|
case PCD_DECSCRIPTVAR:
|
|
--locals[NEXTBYTE];
|
|
break;
|
|
|
|
case PCD_DECMAPVAR:
|
|
*(activeBehavior->MapVars[NEXTBYTE]) -= 1;
|
|
break;
|
|
|
|
case PCD_DECWORLDVAR:
|
|
--ACS_WorldVars[NEXTBYTE];
|
|
break;
|
|
|
|
case PCD_DECGLOBALVAR:
|
|
--ACS_GlobalVars[NEXTBYTE];
|
|
break;
|
|
|
|
case PCD_DECMAPARRAY:
|
|
{
|
|
int a = *(activeBehavior->MapVars[NEXTBYTE]);
|
|
int i = STACK(1);
|
|
activeBehavior->SetArrayVal (a, i, activeBehavior->GetArrayVal (a, i) - 1);
|
|
sp--;
|
|
}
|
|
break;
|
|
|
|
case PCD_DECWORLDARRAY:
|
|
{
|
|
int a = NEXTBYTE;
|
|
ACS_WorldArrays[a][STACK(1)] -= 1;
|
|
sp--;
|
|
}
|
|
break;
|
|
|
|
case PCD_DECGLOBALARRAY:
|
|
{
|
|
int a = NEXTBYTE;
|
|
int i = STACK(1);
|
|
ACS_GlobalArrays[a][STACK(1)] -= 1;
|
|
sp--;
|
|
}
|
|
break;
|
|
|
|
case PCD_GOTO:
|
|
pc = activeBehavior->Ofs2PC (*pc);
|
|
break;
|
|
|
|
case PCD_IFGOTO:
|
|
if (STACK(1))
|
|
pc = activeBehavior->Ofs2PC (*pc);
|
|
else
|
|
pc++;
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_DROP:
|
|
case PCD_SETRESULTVALUE:
|
|
resultValue = STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_DELAY:
|
|
statedata = STACK(1) + (fmt == ACS_Old && gameinfo.gametype == GAME_Hexen);
|
|
if (statedata > 0)
|
|
{
|
|
state = SCRIPT_Delayed;
|
|
}
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_DELAYDIRECT:
|
|
statedata = NEXTWORD + (fmt == ACS_Old && gameinfo.gametype == GAME_Hexen);
|
|
if (statedata > 0)
|
|
{
|
|
state = SCRIPT_Delayed;
|
|
}
|
|
break;
|
|
|
|
case PCD_DELAYDIRECTB:
|
|
statedata = *(BYTE *)pc + (fmt == ACS_Old && gameinfo.gametype == GAME_Hexen);
|
|
if (statedata > 0)
|
|
{
|
|
state = SCRIPT_Delayed;
|
|
}
|
|
pc = (int *)((BYTE *)pc + 1);
|
|
break;
|
|
|
|
case PCD_RANDOM:
|
|
STACK(2) = Random (STACK(2), STACK(1));
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_RANDOMDIRECT:
|
|
PushToStack (Random (pc[0], pc[1]));
|
|
pc += 2;
|
|
break;
|
|
|
|
case PCD_RANDOMDIRECTB:
|
|
PushToStack (Random (((BYTE *)pc)[0], ((BYTE *)pc)[1]));
|
|
pc = (int *)((BYTE *)pc + 2);
|
|
break;
|
|
|
|
case PCD_THINGCOUNT:
|
|
STACK(2) = ThingCount (STACK(2), -1, STACK(1), -1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_THINGCOUNTDIRECT:
|
|
PushToStack (ThingCount (pc[0], -1, pc[1], -1));
|
|
pc += 2;
|
|
break;
|
|
|
|
case PCD_THINGCOUNTNAME:
|
|
STACK(2) = ThingCount (-1, STACK(2), STACK(1), -1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_THINGCOUNTNAMESECTOR:
|
|
STACK(3) = ThingCount (-1, STACK(3), STACK(2), STACK(1));
|
|
sp -= 2;
|
|
break;
|
|
|
|
case PCD_THINGCOUNTSECTOR:
|
|
STACK(3) = ThingCount (STACK(3), -1, STACK(2), STACK(1));
|
|
sp -= 2;
|
|
break;
|
|
|
|
case PCD_TAGWAIT:
|
|
state = SCRIPT_TagWait;
|
|
statedata = STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_TAGWAITDIRECT:
|
|
state = SCRIPT_TagWait;
|
|
statedata = NEXTWORD;
|
|
break;
|
|
|
|
case PCD_POLYWAIT:
|
|
state = SCRIPT_PolyWait;
|
|
statedata = STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_POLYWAITDIRECT:
|
|
state = SCRIPT_PolyWait;
|
|
statedata = NEXTWORD;
|
|
break;
|
|
|
|
case PCD_CHANGEFLOOR:
|
|
ChangeFlat (STACK(2), STACK(1), 0);
|
|
sp -= 2;
|
|
break;
|
|
|
|
case PCD_CHANGEFLOORDIRECT:
|
|
ChangeFlat (pc[0], pc[1], 0);
|
|
pc += 2;
|
|
break;
|
|
|
|
case PCD_CHANGECEILING:
|
|
ChangeFlat (STACK(2), STACK(1), 1);
|
|
sp -= 2;
|
|
break;
|
|
|
|
case PCD_CHANGECEILINGDIRECT:
|
|
ChangeFlat (pc[0], pc[1], 1);
|
|
pc += 2;
|
|
break;
|
|
|
|
case PCD_RESTART:
|
|
{
|
|
const ScriptPtr *scriptp;
|
|
|
|
scriptp = activeBehavior->FindScript (script);
|
|
pc = activeBehavior->GetScriptAddress (scriptp);
|
|
}
|
|
break;
|
|
|
|
case PCD_ANDLOGICAL:
|
|
STACK(2) = (STACK(2) && STACK(1));
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_ORLOGICAL:
|
|
STACK(2) = (STACK(2) || STACK(1));
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_ANDBITWISE:
|
|
STACK(2) = (STACK(2) & STACK(1));
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_ORBITWISE:
|
|
STACK(2) = (STACK(2) | STACK(1));
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_EORBITWISE:
|
|
STACK(2) = (STACK(2) ^ STACK(1));
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_NEGATELOGICAL:
|
|
STACK(1) = !STACK(1);
|
|
break;
|
|
|
|
case PCD_NEGATEBINARY:
|
|
STACK(1) = ~STACK(1);
|
|
break;
|
|
|
|
case PCD_LSHIFT:
|
|
STACK(2) = (STACK(2) << STACK(1));
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_RSHIFT:
|
|
STACK(2) = (STACK(2) >> STACK(1));
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_UNARYMINUS:
|
|
STACK(1) = -STACK(1);
|
|
break;
|
|
|
|
case PCD_IFNOTGOTO:
|
|
if (!STACK(1))
|
|
pc = activeBehavior->Ofs2PC (*pc);
|
|
else
|
|
pc++;
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_LINESIDE:
|
|
PushToStack (backSide);
|
|
break;
|
|
|
|
case PCD_SCRIPTWAIT:
|
|
statedata = STACK(1);
|
|
if (controller->RunningScripts[statedata])
|
|
state = SCRIPT_ScriptWait;
|
|
else
|
|
state = SCRIPT_ScriptWaitPre;
|
|
sp--;
|
|
PutLast ();
|
|
break;
|
|
|
|
case PCD_SCRIPTWAITDIRECT:
|
|
state = SCRIPT_ScriptWait;
|
|
statedata = NEXTWORD;
|
|
PutLast ();
|
|
break;
|
|
|
|
case PCD_CLEARLINESPECIAL:
|
|
if (activationline)
|
|
activationline->special = 0;
|
|
break;
|
|
|
|
case PCD_CASEGOTO:
|
|
if (STACK(1) == NEXTWORD)
|
|
{
|
|
pc = activeBehavior->Ofs2PC (*pc);
|
|
sp--;
|
|
}
|
|
else
|
|
{
|
|
pc++;
|
|
}
|
|
break;
|
|
|
|
case PCD_CASEGOTOSORTED:
|
|
// The count and jump table are 4-byte aligned
|
|
pc = (int *)(((size_t)pc + 3) & ~3);
|
|
{
|
|
int numcases = NEXTWORD;
|
|
int min = 0, max = numcases-1;
|
|
while (min <= max)
|
|
{
|
|
int mid = (min + max) / 2;
|
|
SDWORD caseval = pc[mid*2];
|
|
if (caseval == STACK(1))
|
|
{
|
|
pc = activeBehavior->Ofs2PC (pc[mid*2+1]);
|
|
sp--;
|
|
break;
|
|
}
|
|
else if (caseval < STACK(1))
|
|
{
|
|
min = mid + 1;
|
|
}
|
|
else
|
|
{
|
|
max = mid - 1;
|
|
}
|
|
}
|
|
if (min > max)
|
|
{
|
|
// The case was not found, so go to the next instruction.
|
|
pc += numcases * 2;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case PCD_BEGINPRINT:
|
|
work = "";
|
|
break;
|
|
|
|
case PCD_PRINTSTRING:
|
|
case PCD_PRINTLOCALIZED:
|
|
lookup = FBehavior::StaticLookupString (STACK(1));
|
|
if (pcd == PCD_PRINTLOCALIZED)
|
|
{
|
|
lookup = GStrings(lookup);
|
|
}
|
|
if (lookup != NULL)
|
|
{
|
|
work += lookup;
|
|
}
|
|
--sp;
|
|
break;
|
|
|
|
case PCD_PRINTNUMBER:
|
|
work.AppendFormat ("%d", STACK(1));
|
|
--sp;
|
|
break;
|
|
|
|
case PCD_PRINTBINARY:
|
|
work.AppendFormat ("%B", STACK(1));
|
|
--sp;
|
|
break;
|
|
|
|
case PCD_PRINTHEX:
|
|
work.AppendFormat ("%X", STACK(1));
|
|
--sp;
|
|
break;
|
|
|
|
case PCD_PRINTCHARACTER:
|
|
work += (char)STACK(1);
|
|
--sp;
|
|
break;
|
|
|
|
case PCD_PRINTFIXED:
|
|
work.AppendFormat ("%g", FIXED2FLOAT(STACK(1)));
|
|
--sp;
|
|
break;
|
|
|
|
// [BC] Print activator's name
|
|
// [RH] Fancied up a bit
|
|
case PCD_PRINTNAME:
|
|
{
|
|
player_t *player = NULL;
|
|
|
|
if (STACK(1) < 0)
|
|
{
|
|
switch (STACK(1))
|
|
{
|
|
case PRINTNAME_LEVELNAME:
|
|
work += level.LevelName;
|
|
break;
|
|
|
|
case PRINTNAME_LEVEL:
|
|
work += level.mapname;
|
|
break;
|
|
|
|
case PRINTNAME_SKILL:
|
|
work += G_SkillName();
|
|
break;
|
|
|
|
default:
|
|
work += ' ';
|
|
break;
|
|
}
|
|
sp--;
|
|
break;
|
|
|
|
}
|
|
else if (STACK(1) == 0 || (unsigned)STACK(1) > MAXPLAYERS)
|
|
{
|
|
if (activator)
|
|
{
|
|
player = activator->player;
|
|
}
|
|
}
|
|
else if (playeringame[STACK(1)-1])
|
|
{
|
|
player = &players[STACK(1)-1];
|
|
}
|
|
else
|
|
{
|
|
work.AppendFormat ("Player %d", STACK(1));
|
|
sp--;
|
|
break;
|
|
}
|
|
if (player)
|
|
{
|
|
work += player->userinfo.netname;
|
|
}
|
|
else if (activator)
|
|
{
|
|
work += RUNTIME_TYPE(activator)->TypeName.GetChars();
|
|
}
|
|
else
|
|
{
|
|
work += ' ';
|
|
}
|
|
sp--;
|
|
}
|
|
break;
|
|
|
|
// [JB] Print map character array
|
|
case PCD_PRINTMAPCHARARRAY:
|
|
{
|
|
int a = *(activeBehavior->MapVars[STACK(1)]);
|
|
int offset = STACK(2);
|
|
int c;
|
|
while((c = activeBehavior->GetArrayVal (a, offset)) != '\0') {
|
|
work += (char)c;
|
|
offset++;
|
|
}
|
|
sp-=2;
|
|
}
|
|
break;
|
|
|
|
// [JB] Print world character array
|
|
case PCD_PRINTWORLDCHARARRAY:
|
|
{
|
|
int a = STACK(1);
|
|
int offset = STACK(2);
|
|
int c;
|
|
while((c = ACS_WorldArrays[a][offset]) != '\0') {
|
|
work += (char)c;
|
|
offset++;
|
|
}
|
|
sp-=2;
|
|
}
|
|
break;
|
|
|
|
// [JB] Print global character array
|
|
case PCD_PRINTGLOBALCHARARRAY:
|
|
{
|
|
int a = STACK(1);
|
|
int offset = STACK(2);
|
|
int c;
|
|
while((c = ACS_GlobalArrays[a][offset]) != '\0') {
|
|
work += (char)c;
|
|
offset++;
|
|
}
|
|
sp-=2;
|
|
}
|
|
break;
|
|
|
|
// [GRB] Print key name(s) for a command
|
|
case PCD_PRINTBIND:
|
|
lookup = FBehavior::StaticLookupString (STACK(1));
|
|
if (lookup != NULL)
|
|
{
|
|
int key1 = 0, key2 = 0;
|
|
|
|
C_GetKeysForCommand ((char *)lookup, &key1, &key2);
|
|
|
|
if (key2)
|
|
work << KeyNames[key1] << " or " << KeyNames[key2];
|
|
else if (key1)
|
|
work << KeyNames[key1];
|
|
else
|
|
work << "??? (" << (char *)lookup << ')';
|
|
}
|
|
--sp;
|
|
break;
|
|
|
|
case PCD_ENDPRINT:
|
|
case PCD_ENDPRINTBOLD:
|
|
case PCD_MOREHUDMESSAGE:
|
|
case PCD_ENDLOG:
|
|
work = strbin1 (work);
|
|
if (pcd == PCD_ENDLOG)
|
|
{
|
|
Printf ("%s\n", work.GetChars());
|
|
}
|
|
else if (pcd != PCD_MOREHUDMESSAGE)
|
|
{
|
|
AActor *screen = activator;
|
|
// If a missile is the activator, make the thing that
|
|
// launched the missile the target of the print command.
|
|
if (screen != NULL &&
|
|
screen->player == NULL &&
|
|
(screen->flags & MF_MISSILE) &&
|
|
screen->target != NULL)
|
|
{
|
|
screen = screen->target;
|
|
}
|
|
if (pcd == PCD_ENDPRINTBOLD || screen == NULL ||
|
|
screen->CheckLocalView (consoleplayer))
|
|
{
|
|
C_MidPrint (activefont, work);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
optstart = -1;
|
|
}
|
|
break;
|
|
|
|
case PCD_OPTHUDMESSAGE:
|
|
optstart = sp;
|
|
break;
|
|
|
|
case PCD_ENDHUDMESSAGE:
|
|
case PCD_ENDHUDMESSAGEBOLD:
|
|
if (optstart == -1)
|
|
{
|
|
optstart = sp;
|
|
}
|
|
{
|
|
AActor *screen = activator;
|
|
if (screen != NULL &&
|
|
screen->player == NULL &&
|
|
(screen->flags & MF_MISSILE) &&
|
|
screen->target != NULL)
|
|
{
|
|
screen = screen->target;
|
|
}
|
|
if (pcd == PCD_ENDHUDMESSAGEBOLD || screen == NULL ||
|
|
players[consoleplayer].mo == screen)
|
|
{
|
|
int type = Stack[optstart-6];
|
|
int id = Stack[optstart-5];
|
|
EColorRange color;
|
|
float x = FIXED2FLOAT(Stack[optstart-3]);
|
|
float y = FIXED2FLOAT(Stack[optstart-2]);
|
|
float holdTime = FIXED2FLOAT(Stack[optstart-1]);
|
|
DHUDMessage *msg;
|
|
|
|
if (type & HUDMSG_COLORSTRING)
|
|
{
|
|
color = V_FindFontColor(FBehavior::StaticLookupString(Stack[optstart-4]));
|
|
}
|
|
else
|
|
{
|
|
color = CLAMPCOLOR(Stack[optstart-4]);
|
|
}
|
|
|
|
switch (type & 0xFFFF)
|
|
{
|
|
default: // normal
|
|
msg = new DHUDMessage (activefont, work, x, y, hudwidth, hudheight, color, holdTime);
|
|
break;
|
|
case 1: // fade out
|
|
{
|
|
float fadeTime = (optstart < sp) ? FIXED2FLOAT(Stack[optstart]) : 0.5f;
|
|
msg = new DHUDMessageFadeOut (activefont, work, x, y, hudwidth, hudheight, color, holdTime, fadeTime);
|
|
}
|
|
break;
|
|
case 2: // type on, then fade out
|
|
{
|
|
float typeTime = (optstart < sp) ? FIXED2FLOAT(Stack[optstart]) : 0.05f;
|
|
float fadeTime = (optstart < sp-1) ? FIXED2FLOAT(Stack[optstart+1]) : 0.5f;
|
|
msg = new DHUDMessageTypeOnFadeOut (activefont, work, x, y, hudwidth, hudheight, color, typeTime, holdTime, fadeTime);
|
|
}
|
|
break;
|
|
case 3: // fade in, then fade out
|
|
{
|
|
float inTime = (optstart < sp) ? FIXED2FLOAT(Stack[optstart]) : 0.5f;
|
|
float outTime = (optstart < sp-1) ? FIXED2FLOAT(Stack[optstart+1]) : 0.5f;
|
|
msg = new DHUDMessageFadeInOut (activefont, work, x, y, hudwidth, hudheight, color, holdTime, inTime, outTime);
|
|
}
|
|
break;
|
|
}
|
|
StatusBar->AttachMessage (msg, id ? 0xff000000|id : 0);
|
|
if (type & HUDMSG_LOG)
|
|
{
|
|
static const char bar[] = TEXTCOLOR_ORANGE "\n\35\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36"
|
|
"\36\36\36\36\36\36\36\36\36\36\36\36\37" TEXTCOLOR_NORMAL "\n";
|
|
static const char logbar[] = "\n<------------------------------->\n";
|
|
char consolecolor[3];
|
|
|
|
consolecolor[0] = '\x1c';
|
|
consolecolor[1] = color >= CR_BRICK && color <= CR_YELLOW ? color + 'A' : '-';
|
|
consolecolor[2] = '\0';
|
|
AddToConsole (-1, bar);
|
|
AddToConsole (-1, consolecolor);
|
|
AddToConsole (-1, work);
|
|
AddToConsole (-1, bar);
|
|
if (Logfile)
|
|
{
|
|
fputs (logbar, Logfile);
|
|
fputs (work, Logfile);
|
|
fputs (logbar, Logfile);
|
|
fflush (Logfile);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
sp = optstart-6;
|
|
break;
|
|
|
|
case PCD_SETFONT:
|
|
DoSetFont (STACK(1));
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_SETFONTDIRECT:
|
|
DoSetFont (pc[0]);
|
|
pc++;
|
|
break;
|
|
|
|
case PCD_PLAYERCOUNT:
|
|
PushToStack (CountPlayers ());
|
|
break;
|
|
|
|
case PCD_GAMETYPE:
|
|
if (gamestate == GS_TITLELEVEL)
|
|
PushToStack (GAME_TITLE_MAP);
|
|
else if (deathmatch)
|
|
PushToStack (GAME_NET_DEATHMATCH);
|
|
else if (multiplayer)
|
|
PushToStack (GAME_NET_COOPERATIVE);
|
|
else
|
|
PushToStack (GAME_SINGLE_PLAYER);
|
|
break;
|
|
|
|
case PCD_GAMESKILL:
|
|
PushToStack (G_SkillProperty(SKILLP_ACSReturn));
|
|
break;
|
|
|
|
// [BC] Start ST PCD's
|
|
case PCD_PLAYERHEALTH:
|
|
if (activator)
|
|
PushToStack (activator->health);
|
|
else
|
|
PushToStack (0);
|
|
break;
|
|
|
|
case PCD_PLAYERARMORPOINTS:
|
|
if (activator)
|
|
{
|
|
ABasicArmor *armor = activator->FindInventory<ABasicArmor>();
|
|
PushToStack (armor ? armor->Amount : 0);
|
|
}
|
|
else
|
|
{
|
|
PushToStack (0);
|
|
}
|
|
break;
|
|
|
|
case PCD_PLAYERFRAGS:
|
|
if (activator && activator->player)
|
|
PushToStack (activator->player->fragcount);
|
|
else
|
|
PushToStack (0);
|
|
break;
|
|
|
|
case PCD_MUSICCHANGE:
|
|
lookup = FBehavior::StaticLookupString (STACK(2));
|
|
if (lookup != NULL)
|
|
{
|
|
S_ChangeMusic (lookup, STACK(1));
|
|
}
|
|
sp -= 2;
|
|
break;
|
|
|
|
case PCD_SINGLEPLAYER:
|
|
PushToStack (!netgame);
|
|
break;
|
|
// [BC] End ST PCD's
|
|
|
|
case PCD_TIMER:
|
|
PushToStack (level.time);
|
|
break;
|
|
|
|
case PCD_SECTORSOUND:
|
|
lookup = FBehavior::StaticLookupString (STACK(2));
|
|
if (lookup != NULL)
|
|
{
|
|
if (activationline)
|
|
{
|
|
S_Sound (
|
|
activationline->frontsector,
|
|
CHAN_AUTO, // Not CHAN_AREA, because that'd probably break existing scripts.
|
|
lookup,
|
|
(float)(STACK(1)) / 127.f,
|
|
ATTN_NORM);
|
|
}
|
|
else
|
|
{
|
|
S_Sound (
|
|
CHAN_AUTO,
|
|
lookup,
|
|
(float)(STACK(1)) / 127.f,
|
|
ATTN_NORM);
|
|
}
|
|
}
|
|
sp -= 2;
|
|
break;
|
|
|
|
case PCD_AMBIENTSOUND:
|
|
lookup = FBehavior::StaticLookupString (STACK(2));
|
|
if (lookup != NULL)
|
|
{
|
|
S_Sound (CHAN_AUTO,
|
|
lookup,
|
|
(float)(STACK(1)) / 127.f, ATTN_NONE);
|
|
}
|
|
sp -= 2;
|
|
break;
|
|
|
|
case PCD_LOCALAMBIENTSOUND:
|
|
lookup = FBehavior::StaticLookupString (STACK(2));
|
|
if (lookup != NULL && activator->CheckLocalView (consoleplayer))
|
|
{
|
|
S_Sound (CHAN_AUTO,
|
|
lookup,
|
|
(float)(STACK(1)) / 127.f, ATTN_NONE);
|
|
}
|
|
sp -= 2;
|
|
break;
|
|
|
|
case PCD_ACTIVATORSOUND:
|
|
lookup = FBehavior::StaticLookupString (STACK(2));
|
|
if (lookup != NULL)
|
|
{
|
|
if (activator != NULL)
|
|
{
|
|
S_Sound (activator, CHAN_AUTO,
|
|
lookup,
|
|
(float)(STACK(1)) / 127.f, ATTN_NORM);
|
|
}
|
|
else
|
|
{
|
|
S_Sound (CHAN_AUTO,
|
|
lookup,
|
|
(float)(STACK(1)) / 127.f, ATTN_NONE);
|
|
}
|
|
}
|
|
sp -= 2;
|
|
break;
|
|
|
|
case PCD_SOUNDSEQUENCE:
|
|
lookup = FBehavior::StaticLookupString (STACK(1));
|
|
if (lookup != NULL)
|
|
{
|
|
if (activationline != NULL)
|
|
{
|
|
SN_StartSequence (activationline->frontsector, CHAN_FULLHEIGHT, lookup, 0);
|
|
}
|
|
}
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_SETLINETEXTURE:
|
|
SetLineTexture (STACK(4), STACK(3), STACK(2), STACK(1));
|
|
sp -= 4;
|
|
break;
|
|
|
|
case PCD_REPLACETEXTURES:
|
|
ReplaceTextures (STACK(3), STACK(2), STACK(1));
|
|
sp -= 3;
|
|
break;
|
|
|
|
case PCD_SETLINEBLOCKING:
|
|
{
|
|
int line = -1;
|
|
|
|
while ((line = P_FindLineFromID (STACK(2), line)) >= 0)
|
|
{
|
|
switch (STACK(1))
|
|
{
|
|
case BLOCK_NOTHING:
|
|
lines[line].flags &= ~(ML_BLOCKING|ML_BLOCKEVERYTHING|ML_RAILING|ML_BLOCK_PLAYERS);
|
|
break;
|
|
case BLOCK_CREATURES:
|
|
default:
|
|
lines[line].flags &= ~(ML_BLOCKEVERYTHING|ML_RAILING|ML_BLOCK_PLAYERS);
|
|
lines[line].flags |= ML_BLOCKING;
|
|
break;
|
|
case BLOCK_EVERYTHING:
|
|
lines[line].flags &= ~(ML_RAILING|ML_BLOCK_PLAYERS);
|
|
lines[line].flags |= ML_BLOCKING|ML_BLOCKEVERYTHING;
|
|
break;
|
|
case BLOCK_RAILING:
|
|
lines[line].flags &= ~(ML_BLOCKEVERYTHING|ML_BLOCK_PLAYERS);
|
|
lines[line].flags |= ML_RAILING|ML_BLOCKING;
|
|
break;
|
|
case BLOCK_PLAYERS:
|
|
lines[line].flags &= ~(ML_BLOCKEVERYTHING|ML_BLOCKING|ML_RAILING);
|
|
lines[line].flags |= ML_BLOCK_PLAYERS;
|
|
break;
|
|
}
|
|
}
|
|
|
|
sp -= 2;
|
|
}
|
|
break;
|
|
|
|
case PCD_SETLINEMONSTERBLOCKING:
|
|
{
|
|
int line = -1;
|
|
|
|
while ((line = P_FindLineFromID (STACK(2), line)) >= 0)
|
|
{
|
|
if (STACK(1))
|
|
lines[line].flags |= ML_BLOCKMONSTERS;
|
|
else
|
|
lines[line].flags &= ~ML_BLOCKMONSTERS;
|
|
}
|
|
|
|
sp -= 2;
|
|
}
|
|
break;
|
|
|
|
case PCD_SETLINESPECIAL:
|
|
{
|
|
int linenum = -1;
|
|
|
|
while ((linenum = P_FindLineFromID (STACK(7), linenum)) >= 0) {
|
|
line_t *line = &lines[linenum];
|
|
|
|
line->special = STACK(6);
|
|
line->args[0] = STACK(5);
|
|
line->args[1] = STACK(4);
|
|
line->args[2] = STACK(3);
|
|
line->args[3] = STACK(2);
|
|
line->args[4] = STACK(1);
|
|
}
|
|
sp -= 7;
|
|
}
|
|
break;
|
|
|
|
case PCD_SETTHINGSPECIAL:
|
|
{
|
|
if (STACK(7) != 0)
|
|
{
|
|
FActorIterator iterator (STACK(7));
|
|
AActor *actor;
|
|
|
|
while ( (actor = iterator.Next ()) )
|
|
{
|
|
actor->special = STACK(6);
|
|
actor->args[0] = STACK(5);
|
|
actor->args[1] = STACK(4);
|
|
actor->args[2] = STACK(3);
|
|
actor->args[3] = STACK(2);
|
|
actor->args[4] = STACK(1);
|
|
}
|
|
}
|
|
else if (activator != NULL)
|
|
{
|
|
activator->special = STACK(6);
|
|
activator->args[0] = STACK(5);
|
|
activator->args[1] = STACK(4);
|
|
activator->args[2] = STACK(3);
|
|
activator->args[3] = STACK(2);
|
|
activator->args[4] = STACK(1);
|
|
}
|
|
sp -= 7;
|
|
}
|
|
break;
|
|
|
|
case PCD_THINGSOUND:
|
|
lookup = FBehavior::StaticLookupString (STACK(2));
|
|
if (lookup != NULL)
|
|
{
|
|
FActorIterator iterator (STACK(3));
|
|
AActor *spot;
|
|
|
|
while ( (spot = iterator.Next ()) )
|
|
{
|
|
S_Sound (spot, CHAN_AUTO,
|
|
lookup,
|
|
(float)(STACK(1))/127.f, ATTN_NORM);
|
|
}
|
|
}
|
|
sp -= 3;
|
|
break;
|
|
|
|
case PCD_FIXEDMUL:
|
|
STACK(2) = FixedMul (STACK(2), STACK(1));
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_FIXEDDIV:
|
|
STACK(2) = FixedDiv (STACK(2), STACK(1));
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_SETGRAVITY:
|
|
level.gravity = (float)STACK(1) / 65536.f;
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_SETGRAVITYDIRECT:
|
|
level.gravity = (float)pc[0] / 65536.f;
|
|
pc++;
|
|
break;
|
|
|
|
case PCD_SETAIRCONTROL:
|
|
level.aircontrol = STACK(1);
|
|
sp--;
|
|
G_AirControlChanged ();
|
|
break;
|
|
|
|
case PCD_SETAIRCONTROLDIRECT:
|
|
level.aircontrol = pc[0];
|
|
pc++;
|
|
G_AirControlChanged ();
|
|
break;
|
|
|
|
case PCD_SPAWN:
|
|
STACK(6) = DoSpawn (STACK(6), STACK(5), STACK(4), STACK(3), STACK(2), STACK(1), false);
|
|
sp -= 5;
|
|
break;
|
|
|
|
case PCD_SPAWNDIRECT:
|
|
PushToStack (DoSpawn (pc[0], pc[1], pc[2], pc[3], pc[4], pc[5], false));
|
|
pc += 6;
|
|
break;
|
|
|
|
case PCD_SPAWNSPOT:
|
|
STACK(4) = DoSpawnSpot (STACK(4), STACK(3), STACK(2), STACK(1), false);
|
|
sp -= 3;
|
|
break;
|
|
|
|
case PCD_SPAWNSPOTDIRECT:
|
|
PushToStack (DoSpawnSpot (pc[0], pc[1], pc[2], pc[3], false));
|
|
pc += 4;
|
|
break;
|
|
|
|
case PCD_SPAWNSPOTFACING:
|
|
STACK(3) = DoSpawnSpotFacing (STACK(3), STACK(2), STACK(1), false);
|
|
sp -= 2;
|
|
break;
|
|
|
|
case PCD_CLEARINVENTORY:
|
|
ClearInventory (activator);
|
|
break;
|
|
|
|
case PCD_CLEARACTORINVENTORY:
|
|
if (STACK(1) == 0)
|
|
{
|
|
ClearInventory(NULL);
|
|
}
|
|
else
|
|
{
|
|
FActorIterator it(STACK(1));
|
|
AActor *actor;
|
|
for (actor = it.Next(); actor != NULL; actor = it.Next())
|
|
{
|
|
ClearInventory(actor);
|
|
}
|
|
}
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_GIVEINVENTORY:
|
|
GiveInventory (activator, FBehavior::StaticLookupString (STACK(2)), STACK(1));
|
|
sp -= 2;
|
|
break;
|
|
|
|
case PCD_GIVEACTORINVENTORY:
|
|
{
|
|
const char *type = FBehavior::StaticLookupString(STACK(2));
|
|
if (STACK(3) == 0)
|
|
{
|
|
GiveInventory(NULL, FBehavior::StaticLookupString(STACK(2)), STACK(1));
|
|
}
|
|
else
|
|
{
|
|
FActorIterator it(STACK(3));
|
|
AActor *actor;
|
|
for (actor = it.Next(); actor != NULL; actor = it.Next())
|
|
{
|
|
GiveInventory(actor, type, STACK(1));
|
|
}
|
|
}
|
|
sp -= 3;
|
|
}
|
|
break;
|
|
|
|
case PCD_GIVEINVENTORYDIRECT:
|
|
GiveInventory (activator, FBehavior::StaticLookupString (pc[0]), pc[1]);
|
|
pc += 2;
|
|
break;
|
|
|
|
case PCD_TAKEINVENTORY:
|
|
TakeInventory (activator, FBehavior::StaticLookupString (STACK(2)), STACK(1));
|
|
sp -= 2;
|
|
break;
|
|
|
|
case PCD_TAKEACTORINVENTORY:
|
|
{
|
|
const char *type = FBehavior::StaticLookupString(STACK(2));
|
|
if (STACK(3) == 0)
|
|
{
|
|
TakeInventory(NULL, type, STACK(1));
|
|
}
|
|
else
|
|
{
|
|
FActorIterator it(STACK(3));
|
|
AActor *actor;
|
|
for (actor = it.Next(); actor != NULL; actor = it.Next())
|
|
{
|
|
TakeInventory(actor, type, STACK(1));
|
|
}
|
|
}
|
|
sp -= 3;
|
|
}
|
|
break;
|
|
|
|
case PCD_TAKEINVENTORYDIRECT:
|
|
TakeInventory (activator, FBehavior::StaticLookupString (pc[0]), pc[1]);
|
|
pc += 2;
|
|
break;
|
|
|
|
case PCD_CHECKINVENTORY:
|
|
STACK(1) = CheckInventory (activator, FBehavior::StaticLookupString (STACK(1)));
|
|
break;
|
|
|
|
case PCD_CHECKACTORINVENTORY:
|
|
STACK(2) = CheckInventory (SingleActorFromTID(STACK(2), NULL),
|
|
FBehavior::StaticLookupString (STACK(1)));
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_CHECKINVENTORYDIRECT:
|
|
PushToStack (CheckInventory (activator, FBehavior::StaticLookupString (pc[0])));
|
|
pc += 1;
|
|
break;
|
|
|
|
case PCD_USEINVENTORY:
|
|
STACK(1) = UseInventory (activator, FBehavior::StaticLookupString (STACK(1)));
|
|
break;
|
|
|
|
case PCD_USEACTORINVENTORY:
|
|
{
|
|
int ret = 0;
|
|
const char *type = FBehavior::StaticLookupString(STACK(1));
|
|
if (STACK(2) == 0)
|
|
{
|
|
ret = UseInventory(NULL, type);
|
|
}
|
|
else
|
|
{
|
|
FActorIterator it(STACK(2));
|
|
AActor *actor;
|
|
for (actor = it.Next(); actor != NULL; actor = it.Next())
|
|
{
|
|
ret += UseInventory(actor, type);
|
|
}
|
|
}
|
|
STACK(2) = ret;
|
|
sp--;
|
|
}
|
|
break;
|
|
|
|
case PCD_GETSIGILPIECES:
|
|
{
|
|
ASigil *sigil;
|
|
|
|
if (activator == NULL || (sigil = activator->FindInventory<ASigil>()) == NULL)
|
|
{
|
|
PushToStack (0);
|
|
}
|
|
else
|
|
{
|
|
PushToStack (sigil->NumPieces);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case PCD_GETAMMOCAPACITY:
|
|
if (activator != NULL)
|
|
{
|
|
const PClass *type = PClass::FindClass (FBehavior::StaticLookupString (STACK(1)));
|
|
AInventory *item;
|
|
|
|
if (type != NULL && type->ParentClass == RUNTIME_CLASS(AAmmo))
|
|
{
|
|
item = activator->FindInventory (type);
|
|
if (item != NULL)
|
|
{
|
|
STACK(1) = item->MaxAmount;
|
|
}
|
|
else
|
|
{
|
|
STACK(1) = ((AInventory *)GetDefaultByType (type))->MaxAmount;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
STACK(1) = 0;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
STACK(1) = 0;
|
|
}
|
|
break;
|
|
|
|
case PCD_SETAMMOCAPACITY:
|
|
if (activator != NULL)
|
|
{
|
|
const PClass *type = PClass::FindClass (FBehavior::StaticLookupString (STACK(2)));
|
|
AInventory *item;
|
|
|
|
if (type != NULL && type->ParentClass == RUNTIME_CLASS(AAmmo))
|
|
{
|
|
item = activator->FindInventory (type);
|
|
if (item != NULL)
|
|
{
|
|
item->MaxAmount = STACK(1);
|
|
}
|
|
else
|
|
{
|
|
item = activator->GiveInventoryType (type);
|
|
item->MaxAmount = STACK(1);
|
|
item->Amount = 0;
|
|
}
|
|
}
|
|
}
|
|
sp -= 2;
|
|
break;
|
|
|
|
case PCD_SETMUSIC:
|
|
S_ChangeMusic (FBehavior::StaticLookupString (STACK(3)), STACK(2));
|
|
sp -= 3;
|
|
break;
|
|
|
|
case PCD_SETMUSICDIRECT:
|
|
S_ChangeMusic (FBehavior::StaticLookupString (pc[0]), pc[1]);
|
|
pc += 3;
|
|
break;
|
|
|
|
case PCD_LOCALSETMUSIC:
|
|
if (activator == players[consoleplayer].mo)
|
|
{
|
|
S_ChangeMusic (FBehavior::StaticLookupString (STACK(3)), STACK(2));
|
|
}
|
|
sp -= 3;
|
|
break;
|
|
|
|
case PCD_LOCALSETMUSICDIRECT:
|
|
if (activator == players[consoleplayer].mo)
|
|
{
|
|
S_ChangeMusic (FBehavior::StaticLookupString (pc[0]), pc[1]);
|
|
}
|
|
pc += 3;
|
|
break;
|
|
|
|
case PCD_FADETO:
|
|
DoFadeTo (STACK(5), STACK(4), STACK(3), STACK(2), STACK(1));
|
|
sp -= 5;
|
|
break;
|
|
|
|
case PCD_FADERANGE:
|
|
DoFadeRange (STACK(9), STACK(8), STACK(7), STACK(6),
|
|
STACK(5), STACK(4), STACK(3), STACK(2), STACK(1));
|
|
sp -= 9;
|
|
break;
|
|
|
|
case PCD_CANCELFADE:
|
|
{
|
|
TThinkerIterator<DFlashFader> iterator;
|
|
DFlashFader *fader;
|
|
|
|
while ( (fader = iterator.Next()) )
|
|
{
|
|
if (activator == NULL || fader->WhoFor() == activator)
|
|
{
|
|
fader->Cancel ();
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
case PCD_PLAYMOVIE:
|
|
STACK(1) = I_PlayMovie (FBehavior::StaticLookupString (STACK(1)));
|
|
break;
|
|
|
|
case PCD_SETACTORPOSITION:
|
|
{
|
|
bool result = false;
|
|
AActor *actor = SingleActorFromTID (STACK(5), activator);
|
|
if (actor != NULL)
|
|
result = P_MoveThing(actor, STACK(4), STACK(3), STACK(2), !!STACK(1));
|
|
sp -= 4;
|
|
STACK(1) = result;
|
|
}
|
|
break;
|
|
|
|
case PCD_GETACTORX:
|
|
case PCD_GETACTORY:
|
|
case PCD_GETACTORZ:
|
|
{
|
|
AActor *actor = SingleActorFromTID (STACK(1), activator);
|
|
|
|
if (actor == NULL)
|
|
{
|
|
STACK(1) = 0;
|
|
}
|
|
else
|
|
{
|
|
STACK(1) = (&actor->x)[pcd - PCD_GETACTORX];
|
|
}
|
|
}
|
|
break;
|
|
|
|
case PCD_GETACTORFLOORZ:
|
|
case PCD_GETACTORCEILINGZ:
|
|
{
|
|
AActor *actor = SingleActorFromTID (STACK(1), activator);
|
|
|
|
if (actor == NULL)
|
|
{
|
|
STACK(1) = 0;
|
|
}
|
|
else if (pcd == PCD_GETACTORFLOORZ)
|
|
{
|
|
STACK(1) = actor->floorz;
|
|
}
|
|
else
|
|
{
|
|
STACK(1) = actor->ceilingz;
|
|
}
|
|
|
|
}
|
|
break;
|
|
|
|
case PCD_GETACTORANGLE:
|
|
{
|
|
AActor *actor = SingleActorFromTID (STACK(1), activator);
|
|
|
|
if (actor == NULL)
|
|
{
|
|
STACK(1) = 0;
|
|
}
|
|
else
|
|
{
|
|
STACK(1) = actor->angle >> 16;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case PCD_GETACTORPITCH:
|
|
{
|
|
AActor *actor = SingleActorFromTID (STACK(1), activator);
|
|
|
|
if (actor == NULL)
|
|
{
|
|
STACK(1) = 0;
|
|
}
|
|
else
|
|
{
|
|
STACK(1) = actor->pitch >> 16;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case PCD_GETLINEROWOFFSET:
|
|
if (activationline)
|
|
{
|
|
PushToStack (activationline->sidedef[0]->GetTextureYOffset(side_t::mid) >> FRACBITS);
|
|
}
|
|
else
|
|
{
|
|
PushToStack (0);
|
|
}
|
|
break;
|
|
|
|
case PCD_GETSECTORFLOORZ:
|
|
case PCD_GETSECTORCEILINGZ:
|
|
// Arguments are (tag, x, y). If you don't use slopes, then (x, y) don't
|
|
// really matter and can be left as (0, 0) if you like.
|
|
{
|
|
int secnum = P_FindSectorFromTag (STACK(3), -1);
|
|
fixed_t z = 0;
|
|
|
|
if (secnum >= 0)
|
|
{
|
|
fixed_t x = STACK(2) << FRACBITS;
|
|
fixed_t y = STACK(1) << FRACBITS;
|
|
if (pcd == PCD_GETSECTORFLOORZ)
|
|
{
|
|
z = sectors[secnum].floorplane.ZatPoint (x, y);
|
|
}
|
|
else
|
|
{
|
|
z = sectors[secnum].ceilingplane.ZatPoint (x, y);
|
|
}
|
|
}
|
|
sp -= 2;
|
|
STACK(1) = z;
|
|
}
|
|
break;
|
|
|
|
case PCD_GETSECTORLIGHTLEVEL:
|
|
{
|
|
int secnum = P_FindSectorFromTag (STACK(1), -1);
|
|
int z = -1;
|
|
|
|
if (secnum >= 0)
|
|
{
|
|
z = sectors[secnum].lightlevel;
|
|
}
|
|
STACK(1) = z;
|
|
}
|
|
break;
|
|
|
|
case PCD_SETFLOORTRIGGER:
|
|
new DPlaneWatcher (activator, activationline, backSide, false, STACK(8),
|
|
STACK(7), STACK(6), STACK(5), STACK(4), STACK(3), STACK(2), STACK(1));
|
|
sp -= 8;
|
|
break;
|
|
|
|
case PCD_SETCEILINGTRIGGER:
|
|
new DPlaneWatcher (activator, activationline, backSide, true, STACK(8),
|
|
STACK(7), STACK(6), STACK(5), STACK(4), STACK(3), STACK(2), STACK(1));
|
|
sp -= 8;
|
|
break;
|
|
|
|
case PCD_STARTTRANSLATION:
|
|
{
|
|
int i = STACK(1);
|
|
sp--;
|
|
if (i >= 1 && i <= MAX_ACS_TRANSLATIONS)
|
|
{
|
|
translation = translationtables[TRANSLATION_LevelScripted].GetVal(i - 1);
|
|
if (translation == NULL)
|
|
{
|
|
translation = new FRemapTable;
|
|
translationtables[TRANSLATION_LevelScripted].SetVal(i - 1, translation);
|
|
}
|
|
translation->MakeIdentity();
|
|
}
|
|
}
|
|
break;
|
|
|
|
case PCD_TRANSLATIONRANGE1:
|
|
{ // translation using palette shifting
|
|
int start = STACK(4);
|
|
int end = STACK(3);
|
|
int pal1 = STACK(2);
|
|
int pal2 = STACK(1);
|
|
sp -= 4;
|
|
|
|
if (translation != NULL)
|
|
translation->AddIndexRange(start, end, pal1, pal2);
|
|
}
|
|
break;
|
|
|
|
case PCD_TRANSLATIONRANGE2:
|
|
{ // translation using RGB values
|
|
// (would HSV be a good idea too?)
|
|
int start = STACK(8);
|
|
int end = STACK(7);
|
|
int r1 = STACK(6);
|
|
int g1 = STACK(5);
|
|
int b1 = STACK(4);
|
|
int r2 = STACK(3);
|
|
int g2 = STACK(2);
|
|
int b2 = STACK(1);
|
|
sp -= 8;
|
|
|
|
if (translation != NULL)
|
|
translation->AddColorRange(start, end, r1, g1, b1, r2, g2, b2);
|
|
}
|
|
break;
|
|
|
|
case PCD_ENDTRANSLATION:
|
|
// This might be useful for hardware rendering, but
|
|
// for software it is superfluous.
|
|
translation->UpdateNative();
|
|
translation = NULL;
|
|
break;
|
|
|
|
case PCD_SIN:
|
|
STACK(1) = finesine[angle_t(STACK(1)<<16)>>ANGLETOFINESHIFT];
|
|
break;
|
|
|
|
case PCD_COS:
|
|
STACK(1) = finecosine[angle_t(STACK(1)<<16)>>ANGLETOFINESHIFT];
|
|
break;
|
|
|
|
case PCD_VECTORANGLE:
|
|
STACK(2) = R_PointToAngle2 (0, 0, STACK(2), STACK(1)) >> 16;
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_CHECKWEAPON:
|
|
if (activator == NULL || activator->player == NULL || // Non-players do not have weapons
|
|
activator->player->ReadyWeapon == NULL)
|
|
{
|
|
STACK(1) = 0;
|
|
}
|
|
else
|
|
{
|
|
STACK(1) = 0 == stricmp (FBehavior::StaticLookupString (STACK(1)),
|
|
activator->player->ReadyWeapon->GetClass()->TypeName.GetChars());
|
|
}
|
|
break;
|
|
|
|
case PCD_SETWEAPON:
|
|
if (activator == NULL || activator->player == NULL)
|
|
{
|
|
STACK(1) = 0;
|
|
}
|
|
else
|
|
{
|
|
AInventory *item = activator->FindInventory (PClass::FindClass (
|
|
FBehavior::StaticLookupString (STACK(1))));
|
|
|
|
if (item == NULL || !item->IsKindOf (RUNTIME_CLASS(AWeapon)))
|
|
{
|
|
STACK(1) = 0;
|
|
}
|
|
else if (activator->player->ReadyWeapon == item)
|
|
{
|
|
// The weapon is already selected, so setweapon succeeds by default,
|
|
// but make sure the player isn't switching away from it.
|
|
activator->player->PendingWeapon = WP_NOCHANGE;
|
|
STACK(1) = 1;
|
|
}
|
|
else
|
|
{
|
|
AWeapon *weap = static_cast<AWeapon *> (item);
|
|
|
|
if (weap->CheckAmmo (AWeapon::EitherFire, false))
|
|
{
|
|
// There's enough ammo, so switch to it.
|
|
STACK(1) = 1;
|
|
activator->player->PendingWeapon = weap;
|
|
}
|
|
else
|
|
{
|
|
STACK(1) = 0;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
case PCD_SETMARINEWEAPON:
|
|
if (STACK(2) != 0)
|
|
{
|
|
AScriptedMarine *marine;
|
|
TActorIterator<AScriptedMarine> iterator (STACK(2));
|
|
|
|
while ((marine = iterator.Next()) != NULL)
|
|
{
|
|
marine->SetWeapon ((AScriptedMarine::EMarineWeapon)STACK(1));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (activator != NULL && activator->IsKindOf (RUNTIME_CLASS(AScriptedMarine)))
|
|
{
|
|
barrier_cast<AScriptedMarine *>(activator)->SetWeapon (
|
|
(AScriptedMarine::EMarineWeapon)STACK(1));
|
|
}
|
|
}
|
|
sp -= 2;
|
|
break;
|
|
|
|
case PCD_SETMARINESPRITE:
|
|
{
|
|
const PClass *type = PClass::FindClass (FBehavior::StaticLookupString (STACK(1)));
|
|
|
|
if (type != NULL)
|
|
{
|
|
if (STACK(2) != 0)
|
|
{
|
|
AScriptedMarine *marine;
|
|
TActorIterator<AScriptedMarine> iterator (STACK(2));
|
|
|
|
while ((marine = iterator.Next()) != NULL)
|
|
{
|
|
marine->SetSprite (type);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (activator != NULL && activator->IsKindOf (RUNTIME_CLASS(AScriptedMarine)))
|
|
{
|
|
barrier_cast<AScriptedMarine *>(activator)->SetSprite (type);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Printf ("Unknown actor type: %s\n", FBehavior::StaticLookupString (STACK(1)));
|
|
}
|
|
}
|
|
sp -= 2;
|
|
break;
|
|
|
|
case PCD_SETACTORPROPERTY:
|
|
SetActorProperty (STACK(3), STACK(2), STACK(1));
|
|
sp -= 3;
|
|
break;
|
|
|
|
case PCD_GETACTORPROPERTY:
|
|
STACK(2) = GetActorProperty (STACK(2), STACK(1));
|
|
sp -= 1;
|
|
break;
|
|
|
|
case PCD_GETPLAYERINPUT:
|
|
STACK(2) = GetPlayerInput (STACK(2), STACK(1));
|
|
sp -= 1;
|
|
break;
|
|
|
|
case PCD_PLAYERNUMBER:
|
|
if (activator == NULL || activator->player == NULL)
|
|
{
|
|
PushToStack (-1);
|
|
}
|
|
else
|
|
{
|
|
PushToStack (int(activator->player - players));
|
|
}
|
|
break;
|
|
|
|
case PCD_PLAYERINGAME:
|
|
if (STACK(1) < 0 || STACK(1) > MAXPLAYERS)
|
|
{
|
|
STACK(1) = false;
|
|
}
|
|
else
|
|
{
|
|
STACK(1) = playeringame[STACK(1)];
|
|
}
|
|
break;
|
|
|
|
case PCD_PLAYERISBOT:
|
|
if (STACK(1) < 0 || STACK(1) > MAXPLAYERS || !playeringame[STACK(1)])
|
|
{
|
|
STACK(1) = false;
|
|
}
|
|
else
|
|
{
|
|
STACK(1) = players[STACK(1)].isbot;
|
|
}
|
|
break;
|
|
|
|
case PCD_ACTIVATORTID:
|
|
if (activator == NULL)
|
|
{
|
|
PushToStack (0);
|
|
}
|
|
else
|
|
{
|
|
PushToStack (activator->tid);
|
|
}
|
|
break;
|
|
|
|
case PCD_GETSCREENWIDTH:
|
|
PushToStack (SCREENWIDTH);
|
|
break;
|
|
|
|
case PCD_GETSCREENHEIGHT:
|
|
PushToStack (SCREENHEIGHT);
|
|
break;
|
|
|
|
case PCD_THING_PROJECTILE2:
|
|
// Like Thing_Projectile(Gravity) specials, but you can give the
|
|
// projectile a TID.
|
|
// Thing_Projectile2 (tid, type, angle, speed, vspeed, gravity, newtid);
|
|
P_Thing_Projectile (STACK(7), activator, STACK(6), NULL, ((angle_t)(STACK(5)<<24)),
|
|
STACK(4)<<(FRACBITS-3), STACK(3)<<(FRACBITS-3), 0, NULL, STACK(2), STACK(1), false);
|
|
sp -= 7;
|
|
break;
|
|
|
|
case PCD_SPAWNPROJECTILE:
|
|
// Same, but takes an actor name instead of a spawn ID.
|
|
P_Thing_Projectile (STACK(7), activator, 0, FBehavior::StaticLookupString (STACK(6)), ((angle_t)(STACK(5)<<24)),
|
|
STACK(4)<<(FRACBITS-3), STACK(3)<<(FRACBITS-3), 0, NULL, STACK(2), STACK(1), false);
|
|
sp -= 7;
|
|
break;
|
|
|
|
case PCD_STRLEN:
|
|
STACK(1) = SDWORD(strlen(FBehavior::StaticLookupString (STACK(1))));
|
|
break;
|
|
|
|
case PCD_GETCVAR:
|
|
{
|
|
FBaseCVar *cvar = FindCVar (FBehavior::StaticLookupString (STACK(1)), NULL);
|
|
if (cvar == NULL)
|
|
{
|
|
STACK(1) = 0;
|
|
}
|
|
else
|
|
{
|
|
UCVarValue val = cvar->GetGenericRep (CVAR_Int);
|
|
STACK(1) = val.Int;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case PCD_SETHUDSIZE:
|
|
hudwidth = abs (STACK(3));
|
|
hudheight = abs (STACK(2));
|
|
if (STACK(1) != 0)
|
|
{ // Negative height means to cover the status bar
|
|
hudheight = -hudheight;
|
|
}
|
|
sp -= 3;
|
|
break;
|
|
|
|
case PCD_GETLEVELINFO:
|
|
switch (STACK(1))
|
|
{
|
|
case LEVELINFO_PAR_TIME: STACK(1) = level.partime; break;
|
|
case LEVELINFO_SUCK_TIME: STACK(1) = level.sucktime; break;
|
|
case LEVELINFO_CLUSTERNUM: STACK(1) = level.cluster; break;
|
|
case LEVELINFO_LEVELNUM: STACK(1) = level.levelnum; break;
|
|
case LEVELINFO_TOTAL_SECRETS: STACK(1) = level.total_secrets; break;
|
|
case LEVELINFO_FOUND_SECRETS: STACK(1) = level.found_secrets; break;
|
|
case LEVELINFO_TOTAL_ITEMS: STACK(1) = level.total_items; break;
|
|
case LEVELINFO_FOUND_ITEMS: STACK(1) = level.found_items; break;
|
|
case LEVELINFO_TOTAL_MONSTERS: STACK(1) = level.total_monsters; break;
|
|
case LEVELINFO_KILLED_MONSTERS: STACK(1) = level.killed_monsters; break;
|
|
default: STACK(1) = 0; break;
|
|
}
|
|
break;
|
|
|
|
case PCD_CHANGESKY:
|
|
{
|
|
const char *sky1name, *sky2name;
|
|
|
|
sky1name = FBehavior::StaticLookupString (STACK(2));
|
|
sky2name = FBehavior::StaticLookupString (STACK(1));
|
|
if (sky1name[0] != 0)
|
|
{
|
|
strncpy (level.skypic1, sky1name, 8);
|
|
sky1texture = TexMan.GetTexture (sky1name, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable|FTextureManager::TEXMAN_ReturnFirst);
|
|
}
|
|
if (sky2name[0] != 0)
|
|
{
|
|
strncpy (level.skypic2, sky2name, 8);
|
|
sky2texture = TexMan.GetTexture (sky2name, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable|FTextureManager::TEXMAN_ReturnFirst);
|
|
}
|
|
R_InitSkyMap ();
|
|
sp -= 2;
|
|
}
|
|
break;
|
|
|
|
case PCD_SETCAMERATOTEXTURE:
|
|
{
|
|
const char *picname = FBehavior::StaticLookupString (STACK(2));
|
|
AActor *camera;
|
|
|
|
if (STACK(3) == 0)
|
|
{
|
|
camera = activator;
|
|
}
|
|
else
|
|
{
|
|
FActorIterator it (STACK(3));
|
|
camera = it.Next ();
|
|
}
|
|
|
|
if (camera != NULL)
|
|
{
|
|
FTextureID picnum = TexMan.CheckForTexture (picname, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable);
|
|
if (!picnum.Exists())
|
|
{
|
|
Printf ("SetCameraToTexture: %s is not a texture\n", picname);
|
|
}
|
|
else
|
|
{
|
|
FCanvasTextureInfo::Add (camera, picnum, STACK(1));
|
|
}
|
|
}
|
|
sp -= 3;
|
|
}
|
|
break;
|
|
|
|
case PCD_SETACTORANGLE: // [GRB]
|
|
if (STACK(2) == 0)
|
|
{
|
|
if (activator != NULL)
|
|
activator->angle = STACK(1) << 16;
|
|
}
|
|
else
|
|
{
|
|
FActorIterator iterator (STACK(2));
|
|
AActor *actor;
|
|
|
|
while ( (actor = iterator.Next ()) )
|
|
{
|
|
actor->angle = STACK(1) << 16;
|
|
}
|
|
}
|
|
sp -= 2;
|
|
break;
|
|
|
|
case PCD_SETACTORPITCH:
|
|
if (STACK(2) == 0)
|
|
{
|
|
if (activator != NULL)
|
|
activator->pitch = STACK(1) << 16;
|
|
}
|
|
else
|
|
{
|
|
FActorIterator iterator (STACK(2));
|
|
AActor *actor;
|
|
|
|
while ( (actor = iterator.Next ()) )
|
|
{
|
|
actor->pitch = STACK(1) << 16;
|
|
}
|
|
}
|
|
sp -= 2;
|
|
break;
|
|
|
|
case PCD_SETACTORSTATE:
|
|
{
|
|
const char *statename = FBehavior::StaticLookupString (STACK(2));
|
|
FState *state;
|
|
|
|
if (STACK(3) == 0)
|
|
{
|
|
if (activator != NULL)
|
|
{
|
|
state = activator->GetClass()->ActorInfo->FindStateByString (statename, !!STACK(1));
|
|
if (state != NULL)
|
|
{
|
|
activator->SetState (state);
|
|
STACK(3) = 1;
|
|
}
|
|
else
|
|
{
|
|
STACK(3) = 0;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
FActorIterator iterator (STACK(3));
|
|
AActor *actor;
|
|
int count = 0;
|
|
|
|
while ( (actor = iterator.Next ()) )
|
|
{
|
|
state = actor->GetClass()->ActorInfo->FindStateByString (statename, !!STACK(1));
|
|
if (state != NULL)
|
|
{
|
|
actor->SetState (state);
|
|
count++;
|
|
}
|
|
}
|
|
STACK(3) = count;
|
|
}
|
|
sp -= 2;
|
|
}
|
|
break;
|
|
|
|
case PCD_PLAYERCLASS: // [GRB]
|
|
if (STACK(1) < 0 || STACK(1) >= MAXPLAYERS || !playeringame[STACK(1)])
|
|
{
|
|
STACK(1) = -1;
|
|
}
|
|
else
|
|
{
|
|
STACK(1) = players[STACK(1)].CurrentPlayerClass;
|
|
}
|
|
break;
|
|
|
|
case PCD_GETPLAYERINFO: // [GRB]
|
|
if (STACK(2) < 0 || STACK(2) >= MAXPLAYERS || !playeringame[STACK(2)])
|
|
{
|
|
STACK(2) = -1;
|
|
}
|
|
else
|
|
{
|
|
userinfo_t *userinfo = &players[STACK(2)].userinfo;
|
|
switch (STACK(1))
|
|
{
|
|
case PLAYERINFO_TEAM: STACK(2) = userinfo->team; break;
|
|
case PLAYERINFO_AIMDIST: STACK(2) = userinfo->GetAimDist(); break;
|
|
case PLAYERINFO_COLOR: STACK(2) = userinfo->color; break;
|
|
case PLAYERINFO_GENDER: STACK(2) = userinfo->gender; break;
|
|
case PLAYERINFO_NEVERSWITCH: STACK(2) = userinfo->neverswitch; break;
|
|
case PLAYERINFO_MOVEBOB: STACK(2) = userinfo->MoveBob; break;
|
|
case PLAYERINFO_STILLBOB: STACK(2) = userinfo->StillBob; break;
|
|
case PLAYERINFO_PLAYERCLASS: STACK(2) = userinfo->PlayerClass; break;
|
|
default: STACK(2) = 0; break;
|
|
}
|
|
}
|
|
sp -= 1;
|
|
break;
|
|
|
|
case PCD_CHANGELEVEL:
|
|
{
|
|
int flags = STACK(2);
|
|
G_ChangeLevel(FBehavior::StaticLookupString(STACK(4)), STACK(3),
|
|
!!(flags & CHANGELEVEL_KEEPFACING), STACK(1),
|
|
!!(flags & CHANGELEVEL_NOINTERMISSION),
|
|
!!(flags & CHANGELEVEL_RESETINVENTORY),
|
|
!!(flags & CHANGELEVEL_NOMONSTERS));
|
|
sp -= 4;
|
|
}
|
|
break;
|
|
|
|
case PCD_SECTORDAMAGE:
|
|
{
|
|
int tag = STACK(5);
|
|
int amount = STACK(4);
|
|
FName type = FBehavior::StaticLookupString(STACK(3));
|
|
FName protection = FName (FBehavior::StaticLookupString(STACK(2)), true);
|
|
const PClass *protectClass = PClass::FindClass (protection);
|
|
int flags = STACK(1);
|
|
sp -= 5;
|
|
|
|
int secnum = -1;
|
|
|
|
while ((secnum = P_FindSectorFromTag (tag, secnum)) >= 0)
|
|
{
|
|
AActor *actor, *next;
|
|
sector_t *sec = §ors[secnum];
|
|
|
|
for (actor = sec->thinglist; actor != NULL; actor = next)
|
|
{
|
|
next = actor->snext;
|
|
|
|
if (!(actor->flags & MF_SHOOTABLE))
|
|
continue;
|
|
|
|
if (!(flags & DAMAGE_NONPLAYERS) && actor->player == NULL)
|
|
continue;
|
|
|
|
if (!(flags & DAMAGE_PLAYERS) && actor->player != NULL)
|
|
continue;
|
|
|
|
if (!(flags & DAMAGE_IN_AIR) && actor->z != sec->floorplane.ZatPoint (actor->x, actor->y) && !actor->waterlevel)
|
|
continue;
|
|
|
|
if (protectClass != NULL)
|
|
{
|
|
if (!(flags & DAMAGE_SUBCLASSES_PROTECT))
|
|
{
|
|
if (actor->FindInventory (protectClass))
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
AInventory *item;
|
|
|
|
for (item = actor->Inventory; item != NULL; item = item->Inventory)
|
|
{
|
|
if (item->IsKindOf (protectClass))
|
|
break;
|
|
}
|
|
if (item != NULL)
|
|
continue;
|
|
}
|
|
}
|
|
|
|
P_DamageMobj (actor, NULL, NULL, amount, type);
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
case PCD_THINGDAMAGE2:
|
|
STACK(3) = P_Thing_Damage (STACK(3), activator, STACK(2), FName(FBehavior::StaticLookupString(STACK(1))));
|
|
sp -= 2;
|
|
break;
|
|
|
|
case PCD_CHECKACTORCEILINGTEXTURE:
|
|
{
|
|
AActor *actor = SingleActorFromTID(STACK(2), activator);
|
|
if (actor != NULL)
|
|
{
|
|
FTexture *tex = TexMan.FindTexture(FBehavior::StaticLookupString(STACK(1)));
|
|
STACK(2) = (tex == TexMan[actor->Sector->GetTexture(sector_t::ceiling)]);
|
|
}
|
|
else STACK(2)=0;
|
|
sp--;
|
|
break;
|
|
}
|
|
|
|
case PCD_CHECKACTORFLOORTEXTURE:
|
|
{
|
|
AActor *actor = SingleActorFromTID(STACK(2), activator);
|
|
if (actor != NULL)
|
|
{
|
|
FTexture *tex = TexMan.FindTexture(FBehavior::StaticLookupString(STACK(1)));
|
|
STACK(2) = (tex == TexMan[actor->Sector->GetTexture(sector_t::floor)]);
|
|
}
|
|
else STACK(2)=0;
|
|
sp--;
|
|
break;
|
|
}
|
|
|
|
case PCD_GETACTORLIGHTLEVEL:
|
|
{
|
|
AActor *actor = SingleActorFromTID(STACK(1), activator);
|
|
if (actor != NULL)
|
|
{
|
|
STACK(1) = actor->Sector->lightlevel;
|
|
}
|
|
else STACK(1) = 0;
|
|
break;
|
|
}
|
|
|
|
case PCD_SETMUGSHOTSTATE:
|
|
StatusBar->SetMugShotState(FBehavior::StaticLookupString(STACK(1)));
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_CHECKPLAYERCAMERA:
|
|
{
|
|
int playernum = STACK(1);
|
|
|
|
if (playernum < 0 || playernum >= MAXPLAYERS || !playeringame[playernum] || players[playernum].camera == NULL)
|
|
{
|
|
STACK(1) = -1;
|
|
}
|
|
else
|
|
{
|
|
STACK(1) = players[playernum].camera->tid;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case PCD_CLASSIFYACTOR:
|
|
STACK(1) = DoClassifyActor(STACK(1));
|
|
break;
|
|
|
|
case PCD_MORPHACTOR:
|
|
{
|
|
int tag = STACK(7);
|
|
FName playerclass_name = FBehavior::StaticLookupString(STACK(6));
|
|
const PClass *playerclass = PClass::FindClass (playerclass_name);
|
|
FName monsterclass_name = FBehavior::StaticLookupString(STACK(5));
|
|
const PClass *monsterclass = PClass::FindClass (monsterclass_name);
|
|
int duration = STACK(4);
|
|
int style = STACK(3);
|
|
FName morphflash_name = FBehavior::StaticLookupString(STACK(2));
|
|
const PClass *morphflash = PClass::FindClass (morphflash_name);
|
|
FName unmorphflash_name = FBehavior::StaticLookupString(STACK(1));
|
|
const PClass *unmorphflash = PClass::FindClass (unmorphflash_name);
|
|
int changes = 0;
|
|
|
|
if (tag == 0)
|
|
{
|
|
if (activator->player)
|
|
{
|
|
if (P_MorphPlayer(activator->player, activator->player, playerclass, duration, style, morphflash, unmorphflash))
|
|
{
|
|
changes++;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (P_MorphMonster(activator, monsterclass, duration, style, morphflash, unmorphflash))
|
|
{
|
|
changes++;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
FActorIterator iterator (tag);
|
|
AActor *actor;
|
|
|
|
while ( (actor = iterator.Next ()) )
|
|
{
|
|
if (actor->player)
|
|
{
|
|
if (P_MorphPlayer(activator->player, actor->player, playerclass, duration, style, morphflash, unmorphflash))
|
|
{
|
|
changes++;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (P_MorphMonster(actor, monsterclass, duration, style, morphflash, unmorphflash))
|
|
{
|
|
changes++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
STACK(7) = changes;
|
|
sp -= 6;
|
|
}
|
|
break;
|
|
|
|
case PCD_UNMORPHACTOR:
|
|
{
|
|
int tag = STACK(2);
|
|
bool force = !!STACK(1);
|
|
int changes = 0;
|
|
|
|
if (tag == 0)
|
|
{
|
|
if (activator->player)
|
|
{
|
|
if (P_UndoPlayerMorph(activator->player, activator->player, force))
|
|
{
|
|
changes++;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (activator->GetClass()->IsDescendantOf(RUNTIME_CLASS(AMorphedMonster)))
|
|
{
|
|
AMorphedMonster *morphed_actor = barrier_cast<AMorphedMonster *>(activator);
|
|
if (P_UndoMonsterMorph(morphed_actor, force))
|
|
{
|
|
changes++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
FActorIterator iterator (tag);
|
|
AActor *actor;
|
|
|
|
while ( (actor = iterator.Next ()) )
|
|
{
|
|
if (actor->player)
|
|
{
|
|
if (P_UndoPlayerMorph(activator->player, actor->player, force))
|
|
{
|
|
changes++;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (actor->GetClass()->IsDescendantOf(RUNTIME_CLASS(AMorphedMonster)))
|
|
{
|
|
AMorphedMonster *morphed_actor = static_cast<AMorphedMonster *>(actor);
|
|
if (P_UndoMonsterMorph(morphed_actor, force))
|
|
{
|
|
changes++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
STACK(2) = changes;
|
|
sp -= 1;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (state == SCRIPT_DivideBy0)
|
|
{
|
|
Printf ("Divide by zero in script %d\n", script);
|
|
state = SCRIPT_PleaseRemove;
|
|
}
|
|
else if (state == SCRIPT_ModulusBy0)
|
|
{
|
|
Printf ("Modulus by zero in script %d\n", script);
|
|
state = SCRIPT_PleaseRemove;
|
|
}
|
|
if (state == SCRIPT_PleaseRemove)
|
|
{
|
|
Unlink ();
|
|
if (controller->RunningScripts[script] == this)
|
|
controller->RunningScripts[script] = NULL;
|
|
}
|
|
else
|
|
{
|
|
this->pc = pc;
|
|
assert (sp == 0);
|
|
}
|
|
return resultValue;
|
|
}
|
|
|
|
#undef PushtoStack
|
|
|
|
static DLevelScript *P_GetScriptGoing (AActor *who, line_t *where, int num, const ScriptPtr *code, FBehavior *module,
|
|
bool backSide, int arg0, int arg1, int arg2, int always)
|
|
{
|
|
DACSThinker *controller = DACSThinker::ActiveThinker;
|
|
|
|
if (controller && !always && controller->RunningScripts[num])
|
|
{
|
|
if (controller->RunningScripts[num]->GetState () == DLevelScript::SCRIPT_Suspended)
|
|
{
|
|
controller->RunningScripts[num]->SetState (DLevelScript::SCRIPT_Running);
|
|
return controller->RunningScripts[num];
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
return new DLevelScript (who, where, num, code, module, backSide, arg0, arg1, arg2, always);
|
|
}
|
|
|
|
DLevelScript::DLevelScript (AActor *who, line_t *where, int num, const ScriptPtr *code, FBehavior *module,
|
|
bool backside, int arg0, int arg1, int arg2, int always)
|
|
: activeBehavior (module)
|
|
{
|
|
if (DACSThinker::ActiveThinker == NULL)
|
|
new DACSThinker;
|
|
|
|
script = num;
|
|
numlocalvars = code->VarCount;
|
|
localvars = new SDWORD[code->VarCount];
|
|
localvars[0] = arg0;
|
|
localvars[1] = arg1;
|
|
localvars[2] = arg2;
|
|
memset (localvars+code->ArgCount, 0, (code->VarCount-code->ArgCount)*sizeof(SDWORD));
|
|
pc = module->GetScriptAddress (code);
|
|
activator = who;
|
|
activationline = where;
|
|
backSide = backside;
|
|
activefont = SmallFont;
|
|
hudwidth = hudheight = 0;
|
|
state = SCRIPT_Running;
|
|
// Hexen waited one second before executing any open scripts. I didn't realize
|
|
// this when I wrote my ACS implementation. Now that I know, it's still best to
|
|
// run them right away because there are several map properties that can't be
|
|
// set in an editor. If an open script sets them, it looks dumb if a second
|
|
// goes by while they're in their default state.
|
|
|
|
if (!always)
|
|
DACSThinker::ActiveThinker->RunningScripts[num] = this;
|
|
|
|
Link ();
|
|
|
|
if (level.flags2 & LEVEL2_HEXENHACK)
|
|
{
|
|
PutLast();
|
|
}
|
|
|
|
DPrintf ("Script %d started.\n", num);
|
|
}
|
|
|
|
static void SetScriptState (int script, DLevelScript::EScriptState state)
|
|
{
|
|
DACSThinker *controller = DACSThinker::ActiveThinker;
|
|
|
|
if (controller != NULL && controller->RunningScripts[script])
|
|
controller->RunningScripts[script]->SetState (state);
|
|
}
|
|
|
|
void P_DoDeferedScripts ()
|
|
{
|
|
acsdefered_t *def;
|
|
const ScriptPtr *scriptdata;
|
|
FBehavior *module;
|
|
|
|
// Handle defered scripts in this step, too
|
|
def = level.info->defered;
|
|
while (def)
|
|
{
|
|
acsdefered_t *next = def->next;
|
|
switch (def->type)
|
|
{
|
|
case acsdefered_t::defexecute:
|
|
case acsdefered_t::defexealways:
|
|
scriptdata = FBehavior::StaticFindScript (def->script, module);
|
|
if (scriptdata)
|
|
{
|
|
P_GetScriptGoing ((unsigned)def->playernum < MAXPLAYERS &&
|
|
playeringame[def->playernum] ? players[def->playernum].mo : NULL,
|
|
NULL, def->script,
|
|
scriptdata, module,
|
|
0, def->arg0, def->arg1, def->arg2,
|
|
def->type == acsdefered_t::defexealways);
|
|
}
|
|
else
|
|
{
|
|
Printf ("P_DoDeferredScripts: Unknown script %d\n", def->script);
|
|
}
|
|
break;
|
|
|
|
case acsdefered_t::defsuspend:
|
|
SetScriptState (def->script, DLevelScript::SCRIPT_Suspended);
|
|
DPrintf ("Defered suspend of script %d\n", def->script);
|
|
break;
|
|
|
|
case acsdefered_t::defterminate:
|
|
SetScriptState (def->script, DLevelScript::SCRIPT_PleaseRemove);
|
|
DPrintf ("Defered terminate of script %d\n", def->script);
|
|
break;
|
|
}
|
|
delete def;
|
|
def = next;
|
|
}
|
|
level.info->defered = NULL;
|
|
}
|
|
|
|
static void addDefered (level_info_t *i, acsdefered_t::EType type, int script, int arg0, int arg1, int arg2, AActor *who)
|
|
{
|
|
if (i)
|
|
{
|
|
acsdefered_t *def = new acsdefered_t;
|
|
|
|
def->next = i->defered;
|
|
def->type = type;
|
|
def->script = script;
|
|
def->arg0 = arg0;
|
|
def->arg1 = arg1;
|
|
def->arg2 = arg2;
|
|
if (who != NULL && who->player != NULL)
|
|
{
|
|
def->playernum = int(who->player - players);
|
|
}
|
|
else
|
|
{
|
|
def->playernum = -1;
|
|
}
|
|
i->defered = def;
|
|
DPrintf ("Script %d on map %s defered\n", script, i->mapname);
|
|
}
|
|
}
|
|
|
|
EXTERN_CVAR (Bool, sv_cheats)
|
|
|
|
int P_StartScript (AActor *who, line_t *where, int script, char *map, bool backSide,
|
|
int arg0, int arg1, int arg2, int always, bool wantResultCode, bool net)
|
|
{
|
|
if (map == NULL || 0 == strnicmp (level.mapname, map, 8))
|
|
{
|
|
FBehavior *module = NULL;
|
|
const ScriptPtr *scriptdata;
|
|
|
|
if ((scriptdata = FBehavior::StaticFindScript (script, module)) != NULL)
|
|
{
|
|
if (net && netgame && !sv_cheats)
|
|
{
|
|
// If playing multiplayer and cheats are disallowed, check to
|
|
// make sure only net scripts are run.
|
|
if (!(scriptdata->Flags & SCRIPTF_Net))
|
|
{
|
|
Printf (PRINT_BOLD, "%s tried to puke script %d (%d, %d, %d)\n",
|
|
who->player->userinfo.netname, script, arg0, arg1, arg2);
|
|
return false;
|
|
}
|
|
}
|
|
DLevelScript *runningScript = P_GetScriptGoing (who, where, script,
|
|
scriptdata, module, backSide, arg0, arg1, arg2, always);
|
|
if (runningScript != NULL)
|
|
{
|
|
if (wantResultCode)
|
|
{
|
|
return runningScript->RunScript ();
|
|
}
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
if (!net || (who && who->player == &players[consoleplayer]))
|
|
{
|
|
Printf ("P_StartScript: Unknown script %d\n", script);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
addDefered (FindLevelInfo (map),
|
|
always ? acsdefered_t::defexealways : acsdefered_t::defexecute,
|
|
script, arg0, arg1, arg2, who);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void P_SuspendScript (int script, char *map)
|
|
{
|
|
if (strnicmp (level.mapname, map, 8))
|
|
addDefered (FindLevelInfo (map), acsdefered_t::defsuspend, script, 0, 0, 0, NULL);
|
|
else
|
|
SetScriptState (script, DLevelScript::SCRIPT_Suspended);
|
|
}
|
|
|
|
void P_TerminateScript (int script, char *map)
|
|
{
|
|
if (strnicmp (level.mapname, map, 8))
|
|
addDefered (FindLevelInfo (map), acsdefered_t::defterminate, script, 0, 0, 0, NULL);
|
|
else
|
|
SetScriptState (script, DLevelScript::SCRIPT_PleaseRemove);
|
|
}
|
|
|
|
FArchive &operator<< (FArchive &arc, acsdefered_t *&defertop)
|
|
{
|
|
BYTE more;
|
|
|
|
if (arc.IsStoring ())
|
|
{
|
|
acsdefered_t *defer = defertop;
|
|
more = 1;
|
|
while (defer)
|
|
{
|
|
BYTE type;
|
|
arc << more;
|
|
type = (BYTE)defer->type;
|
|
arc << type << defer->script << defer->playernum
|
|
<< defer->arg0 << defer->arg1 << defer->arg2;
|
|
defer = defer->next;
|
|
}
|
|
more = 0;
|
|
arc << more;
|
|
}
|
|
else
|
|
{
|
|
acsdefered_t **defer = &defertop;
|
|
|
|
arc << more;
|
|
while (more)
|
|
{
|
|
*defer = new acsdefered_t;
|
|
arc << more;
|
|
(*defer)->type = (acsdefered_t::EType)more;
|
|
arc << (*defer)->script << (*defer)->playernum
|
|
<< (*defer)->arg0 << (*defer)->arg1 << (*defer)->arg2;
|
|
defer = &((*defer)->next);
|
|
arc << more;
|
|
}
|
|
*defer = NULL;
|
|
}
|
|
return arc;
|
|
}
|
|
|
|
CCMD (scriptstat)
|
|
{
|
|
if (DACSThinker::ActiveThinker == NULL)
|
|
{
|
|
Printf ("No scripts are running.\n");
|
|
}
|
|
else
|
|
{
|
|
DACSThinker::ActiveThinker->DumpScriptStatus ();
|
|
}
|
|
}
|
|
|
|
void DACSThinker::DumpScriptStatus ()
|
|
{
|
|
static const char *stateNames[] =
|
|
{
|
|
"Running",
|
|
"Suspended",
|
|
"Delayed",
|
|
"TagWait",
|
|
"PolyWait",
|
|
"ScriptWaitPre",
|
|
"ScriptWait",
|
|
"PleaseRemove"
|
|
};
|
|
DLevelScript *script = Scripts;
|
|
|
|
while (script != NULL)
|
|
{
|
|
Printf ("%d: %s\n", script->script, stateNames[script->state]);
|
|
script = script->next;
|
|
}
|
|
}
|