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https://github.com/ZDoom/gzdoom-gles.git
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432 lines
10 KiB
C++
432 lines
10 KiB
C++
// Emacs style mode select -*- C++ -*-
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//----------------------------------------------------------------------------
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//
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// Copyright(C) 2000 Simon Howard
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// Copyright(C) 2002-2008 Christoph Oelckers
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//
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// This program is free software; you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation; either version 2 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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//
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//--------------------------------------------------------------------------
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//
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// Variables.
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//
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// Variable code: create new variables, look up variables, get value,
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// set value
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//
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// variables are stored inside the individual scripts, to allow for
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// 'local' and 'global' variables. This way, individual scripts cannot
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// access variables in other scripts. However, 'global' variables can
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// be made which can be accessed by all scripts. These are stored inside
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// a dedicated DFsScript which exists only to hold all of these global
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// variables.
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//
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// functions are also stored as variables, these are kept in the global
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// script so they can be accessed by all scripts. function variables
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// cannot be set or changed inside the scripts themselves.
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//
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//---------------------------------------------------------------------------
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//
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#include "t_script.h"
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#include "a_pickups.h"
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#include "serializer.h"
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//==========================================================================
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//
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//
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//
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//==========================================================================
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int intvalue(const svalue_t &v)
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{
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return (v.type == svt_string ? atoi(v.string) :
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v.type == svt_fixed ? (int)(v.value.f / 65536.) :
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v.type == svt_mobj ? -1 : v.value.i );
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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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fsfix fixedvalue(const svalue_t &v)
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{
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return (v.type == svt_fixed ? v.value.f :
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v.type == svt_string ? (fsfix)(atof(v.string) * 65536.) :
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v.type == svt_mobj ? -65536 : v.value.i * 65536 );
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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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double floatvalue(const svalue_t &v)
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{
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return
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v.type == svt_string ? atof(v.string) :
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v.type == svt_fixed ? v.value.f / 65536. :
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v.type == svt_mobj ? -1. : (double)v.value.i;
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}
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//==========================================================================
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//
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// sf: string value of an svalue_t
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//
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//==========================================================================
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const char *stringvalue(const svalue_t & v)
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{
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static char buffer[256];
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switch(v.type)
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{
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case svt_string:
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return v.string;
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case svt_mobj:
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// return the class name
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return (const char *)v.value.mobj->GetClass()->TypeName;
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case svt_fixed:
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{
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double val = v.value.f / 65536.;
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mysnprintf(buffer, countof(buffer), "%g", val);
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return buffer;
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}
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case svt_int:
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default:
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mysnprintf(buffer, countof(buffer), "%i", v.value.i);
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return buffer;
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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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AActor* actorvalue(const svalue_t &svalue)
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{
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int intval;
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if(svalue.type == svt_mobj)
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{
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// Inventory items in the player's inventory have to be considered non-present.
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if (svalue.value.mobj != NULL &&
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svalue.value.mobj->IsKindOf(RUNTIME_CLASS(AInventory)) &&
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static_cast<AInventory*>(svalue.value.mobj)->Owner != NULL)
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{
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return NULL;
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}
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return svalue.value.mobj;
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}
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else
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{
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auto &SpawnedThings = DFraggleThinker::ActiveThinker->SpawnedThings;
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// this requires some creativity. We use the intvalue
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// as the thing number of a thing in the level.
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intval = intvalue(svalue);
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if(intval < 0 || intval >= (int)SpawnedThings.Size())
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{
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return NULL;
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}
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// Inventory items in the player's inventory have to be considered non-present.
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if (SpawnedThings[intval] != NULL &&
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SpawnedThings[intval]->IsKindOf(RUNTIME_CLASS(AInventory)) &&
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barrier_cast<AInventory*>(SpawnedThings[intval])->Owner != NULL)
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{
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return NULL;
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}
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return SpawnedThings[intval];
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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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IMPLEMENT_CLASS(DFsVariable, false, true)
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IMPLEMENT_POINTERS_START(DFsVariable)
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IMPLEMENT_POINTER(next)
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IMPLEMENT_POINTER(actor)
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IMPLEMENT_POINTERS_END
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//==========================================================================
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//
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//
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//==========================================================================
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DFsVariable::DFsVariable(const char * _name)
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{
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Name=_name;
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type=svt_int;
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actor = NULL;
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value.i=0;
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next=NULL;
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}
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//==========================================================================
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//
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// returns an svalue_t holding the current
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// value of a particular variable.
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//
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//==========================================================================
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void DFsVariable::GetValue(svalue_t &returnvar)
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{
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switch (type)
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{
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case svt_pInt:
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returnvar.type = svt_int;
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returnvar.value.i = *value.pI;
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break;
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case svt_pMobj:
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returnvar.type = svt_mobj;
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returnvar.value.mobj = *value.pMobj;
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break;
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case svt_mobj:
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returnvar.type = type;
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returnvar.value.mobj = actor;
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break;
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case svt_linespec:
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returnvar.type = svt_int;
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returnvar.value.i = value.ls->number;
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break;
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case svt_string:
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returnvar.type = type;
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returnvar.string = string;
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break;
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default:
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// copy the value (also handles fixed)
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returnvar.type = type;
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returnvar.value.i = value.i;
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break;
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}
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}
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//==========================================================================
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//
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// set a variable to a value from an svalue_t
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//
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//==========================================================================
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void DFsVariable::SetValue(const svalue_t &newvalue)
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{
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if(type == svt_const)
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{
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// const adapts to the value it is set to
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type = newvalue.type;
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}
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switch (type)
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{
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case svt_int:
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value.i = intvalue(newvalue);
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break;
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case svt_string:
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if (newvalue.type == svt_string)
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{
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string = newvalue.string;
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}
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else
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{
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string = stringvalue(newvalue);
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}
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break;
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case svt_fixed:
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value.fixed = fixedvalue(newvalue);
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break;
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case svt_mobj:
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actor = actorvalue(newvalue);
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break;
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case svt_pInt:
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*value.pI = intvalue(newvalue);
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break;
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case svt_pMobj:
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*value.pMobj = actorvalue(newvalue);
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break;
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case svt_function:
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script_error("attempt to set function to a value\n");
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break;
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default:
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script_error("invalid variable type\n");
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break;
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}
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}
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//==========================================================================
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//
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// Archive one script variable
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//
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//==========================================================================
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void DFsVariable::Serialize(FSerializer & ar)
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{
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Super::Serialize(ar);
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ar("name", Name)
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("type", type)
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("string", string)
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("actor", actor)
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("value", value.i)
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("next", next);
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}
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//==========================================================================
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//
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// From here: variable related functions inside DFsScript
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//
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//==========================================================================
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//==========================================================================
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//
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// create a new variable in a particular script.
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// returns a pointer to the new variable.
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//
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//==========================================================================
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DFsVariable *DFsScript::NewVariable(const char *name, int vtype)
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{
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DFsVariable *newvar = Create<DFsVariable>(name);
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newvar->type = vtype;
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int n = variable_hash(name);
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newvar->next = variables[n];
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variables[n] = newvar;
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GC::WriteBarrier(this, newvar);
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return newvar;
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}
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void DFsScript::NewFunction(const char *name, void (FParser::*handler)() )
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{
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NewVariable (name, svt_function)->value.handler = handler;
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}
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//==========================================================================
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//
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// search a particular script for a variable, which
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// is returned if it exists
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//
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//==========================================================================
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DFsVariable *DFsScript::VariableForName(const char *name)
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{
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int n = variable_hash(name);
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DFsVariable *current = variables[n];
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while(current)
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{
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if(!strcmp(name, current->Name)) // found it?
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return current;
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current = current->next; // check next in chain
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}
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return NULL;
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}
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//==========================================================================
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//
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// find_variable checks through the current script, level script
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// and global script to try to find the variable of the name wanted
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//
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//==========================================================================
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DFsVariable *DFsScript::FindVariable(const char *name)
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{
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DFsVariable *var;
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DFsScript *current = this;
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while(current)
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{
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// check this script
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if ((var = current->VariableForName(name)))
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return var;
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current = current->parent; // try the parent of this one
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}
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return NULL; // no variable
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}
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//==========================================================================
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//
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// free all the variables in a given script
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//
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//==========================================================================
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void DFsScript::ClearVariables(bool complete)
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{
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int i;
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DFsVariable *current, *next;
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for(i=0; i<VARIABLESLOTS; i++)
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{
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current = variables[i];
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// go thru this chain
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while(current)
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{
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// labels are added before variables, during
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// preprocessing, so will be at the end of the chain
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// we can be sure there are no more variables to free
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if(current->type == svt_label && !complete) break;
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next = current->next; // save for after freeing
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current->Destroy();
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current = next; // go to next in chain
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}
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// start of labels or NULL
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variables[i] = current;
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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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char *DFsScript::LabelValue(const svalue_t &v)
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{
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if (v.type == svt_label) return data + v.value.i;
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else return NULL;
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}
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