gzdoom-gles/src/fragglescript/t_script.cpp
Christoph Oelckers b8f7e305db - changed TObjPtr to take a pointer as its template argument and not the class it points to.
This addresses the main issue with TObjPtr, namely that using it required pulling in the entire class hierarchy in basic headers like r_defs which polluted nearly every single source file in the project.
2017-03-08 13:35:21 +01:00

726 lines
18 KiB
C++

// Emacs style mode select -*- C++ -*-
//----------------------------------------------------------------------------
//
// Copyright(C) 2000 Simon Howard
// Copyright(C) 2005-2008 Christoph Oelckers
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
//
//--------------------------------------------------------------------------
//
// scripting.
//
// delayed scripts, running scripts, console cmds etc in here
// the interface between FraggleScript and the rest of the game
//
// By Simon Howard
//
// (completely redone and cleaned up in 2008 by Christoph Oelckers)
//
//---------------------------------------------------------------------------
//
// FraggleScript is from SMMU which is under the GPL. Technically,
// therefore, combining the FraggleScript code with the non-free
// ZDoom code is a violation of the GPL.
//
// As this may be a problem for you, I hereby grant an exception to my
// copyright on the SMMU source (including FraggleScript). You may use
// any code from SMMU in (G)ZDoom, provided that:
//
// * For any binary release of the port, the source code is also made
// available.
// * The copyright notice is kept on any file containing my code.
//
//
#include "t_script.h"
#include "p_lnspec.h"
#include "a_keys.h"
#include "d_player.h"
#include "p_spec.h"
#include "c_dispatch.h"
#include "i_system.h"
#include "doomerrors.h"
#include "doomstat.h"
#include "serializer.h"
#include "g_levellocals.h"
//==========================================================================
//
// global variables
// These two are the last remaining ones:
// - The global script contains static data so it must be global
// - The trigger is referenced by a global variable. However, it is set
// each time a script is started so that's not a problem.
//
//==========================================================================
DFsScript *global_script;
AActor *trigger_obj;
//==========================================================================
//
//
//
//==========================================================================
#define IMPLEMENT_16_POINTERS(v, i) \
IMPLEMENT_POINTER(v[i]) \
IMPLEMENT_POINTER(v[i+1]) \
IMPLEMENT_POINTER(v[i+2]) \
IMPLEMENT_POINTER(v[i+3]) \
IMPLEMENT_POINTER(v[i+4]) \
IMPLEMENT_POINTER(v[i+5]) \
IMPLEMENT_POINTER(v[i+6]) \
IMPLEMENT_POINTER(v[i+7]) \
IMPLEMENT_POINTER(v[i+8]) \
IMPLEMENT_POINTER(v[i+9]) \
IMPLEMENT_POINTER(v[i+10]) \
IMPLEMENT_POINTER(v[i+11]) \
IMPLEMENT_POINTER(v[i+12]) \
IMPLEMENT_POINTER(v[i+13]) \
IMPLEMENT_POINTER(v[i+14]) \
IMPLEMENT_POINTER(v[i+15]) \
//==========================================================================
//
//
//
//==========================================================================
IMPLEMENT_CLASS(DFsScript, false, true)
IMPLEMENT_POINTERS_START(DFsScript)
IMPLEMENT_POINTER(parent)
IMPLEMENT_POINTER(trigger)
IMPLEMENT_16_POINTERS(sections, 0)
IMPLEMENT_POINTER(sections[16])
IMPLEMENT_16_POINTERS(variables, 0)
IMPLEMENT_16_POINTERS(children, 0)
IMPLEMENT_16_POINTERS(children, 16)
IMPLEMENT_16_POINTERS(children, 32)
IMPLEMENT_16_POINTERS(children, 48)
IMPLEMENT_16_POINTERS(children, 64)
IMPLEMENT_16_POINTERS(children, 80)
IMPLEMENT_16_POINTERS(children, 96)
IMPLEMENT_16_POINTERS(children, 112)
IMPLEMENT_16_POINTERS(children, 128)
IMPLEMENT_16_POINTERS(children, 144)
IMPLEMENT_16_POINTERS(children, 160)
IMPLEMENT_16_POINTERS(children, 176)
IMPLEMENT_16_POINTERS(children, 192)
IMPLEMENT_16_POINTERS(children, 208)
IMPLEMENT_16_POINTERS(children, 224)
IMPLEMENT_16_POINTERS(children, 240)
IMPLEMENT_POINTER(children[256])
IMPLEMENT_POINTERS_END
//==========================================================================
//
//
//
//==========================================================================
void DFsScript::ClearChildren()
{
int j;
for(j=0;j<MAXSCRIPTS;j++) if (children[j])
{
children[j]->Destroy();
children[j]=NULL;
}
}
//==========================================================================
//
//
//
//==========================================================================
DFsScript::DFsScript()
{
int i;
for(i=0; i<SECTIONSLOTS; i++) sections[i] = NULL;
for(i=0; i<VARIABLESLOTS; i++) variables[i] = NULL;
for(i=0; i<MAXSCRIPTS; i++) children[i] = NULL;
data = NULL;
scriptnum = -1;
len = 0;
parent = NULL;
trigger = NULL;
lastiftrue = false;
}
//==========================================================================
//
// This is here to delete the locally allocated buffer in case this
// gets forcibly destroyed
//
//==========================================================================
DFsScript::~DFsScript()
{
if (data != NULL) delete[] data;
data = NULL;
}
//==========================================================================
//
//
//
//==========================================================================
void DFsScript::OnDestroy()
{
ClearVariables(true);
ClearSections();
ClearChildren();
parent = NULL;
if (data != NULL) delete [] data;
data = NULL;
parent = NULL;
trigger = NULL;
Super::OnDestroy();
}
//==========================================================================
//
//
//
//==========================================================================
void DFsScript::Serialize(FSerializer &arc)
{
Super::Serialize(arc);
// don't save a reference to the global script
if (parent == global_script) parent = nullptr;
arc("data", data)
("scriptnum", scriptnum)
("len", len)
("parent", parent)
("trigger", trigger)
("lastiftrue", lastiftrue)
.Array("sections", sections, SECTIONSLOTS)
.Array("variables", variables, VARIABLESLOTS)
.Array("children", children, MAXSCRIPTS);
if (parent == nullptr) parent = global_script;
}
//==========================================================================
//
// run_script
//
// the function called by t_script.c
//
//==========================================================================
void DFsScript::ParseScript(char *position)
{
if (position == NULL)
{
lastiftrue = false;
position = data;
}
// check for valid position
if(position < data || position > data+len)
{
Printf("script %d: trying to continue from point outside script!\n", scriptnum);
return;
}
trigger_obj = trigger; // set trigger
try
{
FParser parse(this);
parse.Run(position, data, data + len);
}
catch (CFraggleScriptError &err)
{
Printf ("%s\n", err.GetMessage());
}
// dont clear global vars!
if(scriptnum != -1) ClearVariables(); // free variables
// haleyjd
lastiftrue = false;
}
//==========================================================================
//
// Running Scripts
//
//==========================================================================
IMPLEMENT_CLASS(DRunningScript, false, true)
IMPLEMENT_POINTERS_START(DRunningScript)
IMPLEMENT_POINTER(prev)
IMPLEMENT_POINTER(next)
IMPLEMENT_POINTER(trigger)
IMPLEMENT_16_POINTERS(variables, 0)
IMPLEMENT_POINTERS_END
//==========================================================================
//
//
//
//==========================================================================
DRunningScript::DRunningScript(AActor *trigger, DFsScript *owner, int index)
{
prev = next = NULL;
script = owner;
GC::WriteBarrier(this, script);
save_point = index;
wait_type = wt_none;
wait_data = 0;
this->trigger = trigger;
if (owner == NULL)
{
for(int i=0; i< VARIABLESLOTS; i++) variables[i] = NULL;
}
else
{
// save the script variables
for(int i=0; i<VARIABLESLOTS; i++)
{
variables[i] = owner->variables[i];
if (index == 0) // we are starting another Script:
{
// remove all the variables from the script variable list
// we only start with the basic labels
while(variables[i] && variables[i]->type != svt_label)
variables[i] = variables[i]->next;
}
else // a script is being halted
{
// remove all the variables from the script variable list
// to prevent them being removed when the script stops
while(owner->variables[i] && owner->variables[i]->type != svt_label)
owner->variables[i] = owner->variables[i]->next;
GC::WriteBarrier(owner, owner->variables[i]);
}
GC::WriteBarrier(this, variables[i]);
}
}
}
//==========================================================================
//
//
//
//==========================================================================
void DRunningScript::OnDestroy()
{
int i;
DFsVariable *current, *next;
for(i=0; i<VARIABLESLOTS; i++)
{
current = variables[i];
// go thru this chain
while(current)
{
next = current->next; // save for after freeing
current->Destroy();
current = next; // go to next in chain
}
variables[i] = NULL;
}
Super::OnDestroy();
}
//==========================================================================
//
//
//
//==========================================================================
void DRunningScript::Serialize(FSerializer &arc)
{
Super::Serialize(arc);
arc("script", script)
("save_point", save_point)
("wait_type", wait_type)
("wait_data", wait_data)
("prev", prev)
("next", next)
("trigger", trigger)
.Array("variables", variables, VARIABLESLOTS);
}
//==========================================================================
//
// The main thinker
//
//==========================================================================
IMPLEMENT_CLASS(DFraggleThinker, false, true)
IMPLEMENT_POINTERS_START(DFraggleThinker)
IMPLEMENT_POINTER(RunningScripts)
IMPLEMENT_POINTER(LevelScript)
IMPLEMENT_POINTERS_END
TObjPtr<DFraggleThinker*> DFraggleThinker::ActiveThinker;
//==========================================================================
//
//
//
//==========================================================================
DFraggleThinker::DFraggleThinker()
: DThinker(STAT_SCRIPTS)
{
if (ActiveThinker)
{
I_Error ("Only one FraggleThinker is allowed to exist at a time.\nCheck your code.");
}
else
{
ActiveThinker = this;
RunningScripts = new DRunningScript;
LevelScript = new DFsScript;
LevelScript->parent = global_script;
GC::WriteBarrier(this, RunningScripts);
GC::WriteBarrier(this, LevelScript);
nocheckposition = false;
}
}
//==========================================================================
//
//
//
//==========================================================================
void DFraggleThinker::OnDestroy()
{
DRunningScript *p = RunningScripts;
while (p)
{
DRunningScript *q = p;
p = p->next;
q->prev = q->next = NULL;
q->Destroy();
}
RunningScripts = NULL;
LevelScript->Destroy();
LevelScript = NULL;
SpawnedThings.Clear();
ActiveThinker = NULL;
Super::OnDestroy();
}
//==========================================================================
//
//
//
//==========================================================================
void DFraggleThinker::Serialize(FSerializer &arc)
{
Super::Serialize(arc);
arc("levelscript", LevelScript)
("runningscripts", RunningScripts)
("spawnedthings", SpawnedThings)
("nocheckposition", nocheckposition);
}
//==========================================================================
//
// PAUSING SCRIPTS
//
//==========================================================================
bool DFraggleThinker::wait_finished(DRunningScript *script)
{
switch(script->wait_type)
{
case wt_none: return true; // uh? hehe
case wt_scriptwait: // waiting for script to finish
{
DRunningScript *current;
for(current = RunningScripts->next; current; current = current->next)
{
if(current == script) continue; // ignore this script
if(current->script->scriptnum == script->wait_data)
return false; // script still running
}
return true; // can continue now
}
case wt_delay: // just count down
{
return --script->wait_data <= 0;
}
case wt_tagwait:
{
int secnum;
FSectorTagIterator itr(script->wait_data);
while ((secnum = itr.Next()) >= 0)
{
sector_t *sec = &level.sectors[secnum];
if(sec->floordata || sec->ceilingdata || sec->lightingdata)
return false; // not finished
}
return true;
}
case wt_scriptwaitpre: // haleyjd - wait for script to start
{
DRunningScript *current;
for(current = RunningScripts->next; current; current=current->next)
{
if(current == script) continue; // ignore this script
if(current->script->scriptnum == script->wait_data)
return true; // script is now running
}
return false; // no running instances found
}
default: return true;
}
return false;
}
//==========================================================================
//
//
//
//==========================================================================
void DFraggleThinker::Tick()
{
DRunningScript *current, *next;
int i;
current = RunningScripts->next;
while(current)
{
if(wait_finished(current))
{
// copy out the script variables from the
// runningscript
for(i=0; i<VARIABLESLOTS; i++)
{
current->script->variables[i] = current->variables[i];
GC::WriteBarrier(current->script, current->variables[i]);
current->variables[i] = NULL;
}
current->script->trigger = current->trigger; // copy trigger
// unhook from chain
current->prev->next = current->next;
GC::WriteBarrier(current->prev, current->next);
if(current->next)
{
current->next->prev = current->prev;
GC::WriteBarrier(current->next, current->prev);
}
next = current->next; // save before freeing
// continue the script
current->script->ParseScript (current->script->data + current->save_point);
// free
current->Destroy();
}
else
next = current->next;
current = next; // continue to next in chain
}
}
//==========================================================================
//
// We have to mark the SpawnedThings array manually because it's not
// in the list of declared pointers.
//
//==========================================================================
size_t DFraggleThinker::PropagateMark()
{
for(unsigned i=0;i<SpawnedThings.Size();i++)
{
GC::Mark(SpawnedThings[i]);
}
return Super::PropagateMark();
}
//==========================================================================
//
// Again we have to handle the SpawnedThings array manually because
// it's not in the list of declared pointers.
//
//==========================================================================
size_t DFraggleThinker::PointerSubstitution (DObject *old, DObject *notOld)
{
size_t changed = Super::PointerSubstitution(old, notOld);
for(unsigned i=0;i<SpawnedThings.Size();i++)
{
if (SpawnedThings[i] == static_cast<AActor*>(old))
{
SpawnedThings[i] = static_cast<AActor*>(notOld);
changed++;
}
}
return changed;
}
//==========================================================================
//
// Adds a running script to the list of running scripts
//
//==========================================================================
void DFraggleThinker::AddRunningScript(DRunningScript *runscr)
{
runscr->next = RunningScripts->next;
GC::WriteBarrier(runscr, RunningScripts->next);
runscr->prev = RunningScripts;
GC::WriteBarrier(runscr, RunningScripts);
runscr->prev->next = runscr;
GC::WriteBarrier(runscr->prev, runscr);
if(runscr->next)
{
runscr->next->prev = runscr;
GC::WriteBarrier(runscr->next, runscr);
}
}
//==========================================================================
//
//
//
//==========================================================================
void T_PreprocessScripts()
{
DFraggleThinker *th = DFraggleThinker::ActiveThinker;
if (th)
{
// run the levelscript first
// get the other scripts
// levelscript started by player 0 'superplayer'
th->LevelScript->trigger = players[0].mo;
th->LevelScript->Preprocess();
th->LevelScript->ParseScript();
}
}
//==========================================================================
//
//
//
//==========================================================================
bool T_RunScript(int snum, AActor * t_trigger)
{
DFraggleThinker *th = DFraggleThinker::ActiveThinker;
if (th)
{
// [CO] It is far too dangerous to start the script right away.
// Better queue it for execution for the next time
// the runningscripts are checked.
if(snum < 0 || snum >= MAXSCRIPTS) return false;
DFsScript *script = th->LevelScript->children[snum];
if(!script) return false;
DRunningScript *runscr = new DRunningScript(t_trigger, script, 0);
// hook into chain at start
th->AddRunningScript(runscr);
return true;
}
return false;
}
//==========================================================================
//
//
//
//==========================================================================
void FS_Close()
{
if (global_script != NULL)
{
GC::DelSoftRoot(global_script);
global_script->Destroy();
global_script = NULL;
}
}
void T_Init()
{
void init_functions();
if (global_script == NULL)
{
global_script = new DFsScript;
GC::AddSoftRoot(global_script);
init_functions();
}
}
//==========================================================================
//
//
//
//==========================================================================
CCMD(fpuke)
{
int argc = argv.argc();
if (argc < 2)
{
Printf (" fpuke <script>\n");
}
else
{
T_RunScript(atoi(argv[1]), players[consoleplayer].mo);
}
}