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699 lines
18 KiB
C
699 lines
18 KiB
C
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// 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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// FraggleScript is from SMMU which is under the GPL. Technically,
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// therefore, combining the FraggleScript code with the non-free
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// ZDoom code is a violation of the GPL.
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//
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// As this may be a problem for you, I hereby grant an exception to my
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// copyright on the SMMU source (including FraggleScript). You may use
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// any code from SMMU in (G)ZDoom, provided that:
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//
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// * For any binary release of the port, the source code is also made
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// available.
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// * The copyright notice is kept on any file containing my code.
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//
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//
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#ifndef __T_SCRIPT_H__
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#define __T_SCRIPT_H__
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#include "p_setup.h"
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#include "p_lnspec.h"
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#include "m_fixed.h"
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#include "actor.h"
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#ifdef _MSC_VER
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// This pragma saves 8kb of wasted code.
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#pragma pointers_to_members( full_generality, single_inheritance )
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#endif
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class DRunningScript;
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inline bool isop(int c)
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{
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return !( ( (c)<='Z' && (c)>='A') || ( (c)<='z' && (c)>='a') ||
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( (c)<='9' && (c)>='0') || ( (c)=='_') );
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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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enum
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{
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svt_string,
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svt_int,
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svt_mobj, // a map object
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svt_function, // functions are stored as variables
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svt_label, // labels for goto calls are variables
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svt_const, // const
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svt_fixed, // haleyjd: fixed-point int - 8-17 std
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svt_pInt, // pointer to game int
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svt_pMobj, // pointer to game mobj
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svt_linespec, // line special (can be used as both function and constant)
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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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struct svalue_t
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{
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int type;
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FString string;
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union
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{
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int i;
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fixed_t f; // haleyjd: 8-17
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AActor *mobj;
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} value;
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svalue_t()
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{
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type = svt_int;
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value.i = 0;
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}
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svalue_t(const svalue_t & other)
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{
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type = other.type;
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string = other.string;
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value = other.value;
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}
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};
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int intvalue(const svalue_t & v);
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fixed_t fixedvalue(const svalue_t & v);
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float floatvalue(const svalue_t & v);
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const char *stringvalue(const svalue_t & v);
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AActor *actorvalue(const svalue_t &svalue);
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//==========================================================================
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//
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// varoius defines collected in a nicer manner
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//
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//==========================================================================
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enum
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{
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VARIABLESLOTS = 16,
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SECTIONSLOTS = 17,
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T_MAXTOKENS = 256,
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TOKENLENGTH = 128,
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MAXARGS = 128,
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MAXSCRIPTS = 257,
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};
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//==========================================================================
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//
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// One variable
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//
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//==========================================================================
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struct FParser;
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struct DFsVariable : public DObject
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{
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DECLARE_CLASS(DFsVariable, DObject)
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HAS_OBJECT_POINTERS
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public:
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FString Name;
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TObjPtr<DFsVariable> next; // for hashing
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int type; // svt_string or svt_int: same as in svalue_t
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FString string;
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TObjPtr<AActor> actor;
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union value_t
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{
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SDWORD i;
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fixed_t fixed; // haleyjd: fixed-point
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// the following are only used in the global script so we don't need to bother with them
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// when serializing variables.
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int *pI; // pointer to game int
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AActor **pMobj; // pointer to game obj
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void (FParser::*handler)(); // for functions
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const FLineSpecial *ls;
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} value;
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public:
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DFsVariable(const char *_name = "");
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void GetValue(svalue_t &result);
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void SetValue(const svalue_t &newvalue);
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void Serialize(FArchive &ar);
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};
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//==========================================================================
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//
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// hash the variables for speed: this is the hashkey
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//
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//==========================================================================
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inline int variable_hash(const char *n)
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{
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return
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(n[0]? ( ( n[0] + n[1] +
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(n[1] ? n[2] +
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(n[2] ? n[3] : 0) : 0) ) % VARIABLESLOTS ) :0);
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}
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//==========================================================================
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//
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// Sections
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//
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//==========================================================================
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enum // section types
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{
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st_empty, // empty {} braces
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st_if,
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st_elseif,
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st_else,
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st_loop,
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};
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struct DFsSection : public DObject
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{
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DECLARE_CLASS(DFsSection, DObject)
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HAS_OBJECT_POINTERS
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public:
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int type;
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int start_index;
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int end_index;
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int loop_index;
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TObjPtr<DFsSection> next; // for hashing
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DFsSection()
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{
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next = NULL;
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}
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void Serialize(FArchive &ar);
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};
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//==========================================================================
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//
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// Tokens
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//
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//==========================================================================
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enum tokentype_t
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{
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name_, // a name, eg 'count1' or 'frag'
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number,
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operator_,
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string_,
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unset,
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function // function name
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};
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enum // brace types: where current_section is a { or }
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{
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bracket_open,
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bracket_close
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};
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//==========================================================================
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//
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// Errors
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//
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//==========================================================================
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class CFsError
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{
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public:
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// trying to throw strings crashes VC++ badly so we have to use a static buffer. :(
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char msg[2048];
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CFsError(const FString &in)
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{
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strncpy(msg, in, 2047);
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msg[2047]=0;
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}
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};
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// throw this object to regularly terminate a script's execution.
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class CFsTerminator
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{
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int fill;
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};
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//==========================================================================
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//
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// Scripts
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//
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//==========================================================================
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class DFsScript : public DObject
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{
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DECLARE_CLASS(DFsScript, DObject)
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HAS_OBJECT_POINTERS
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public:
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// script data
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char *data;
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int scriptnum; // this script's number
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int len;
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// {} sections
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TObjPtr<DFsSection> sections[SECTIONSLOTS];
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// variables:
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TObjPtr<DFsVariable> variables[VARIABLESLOTS];
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// ptr to the parent script
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// the parent script is the script above this level
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// eg. individual linetrigger scripts are children
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// of the levelscript, which is a child of the
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// global_script
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TObjPtr<DFsScript> parent;
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// haleyjd: 8-17
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// child scripts.
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// levelscript holds ptrs to all of the level's scripts
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// here.
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TObjPtr<DFsScript> children[MAXSCRIPTS];
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TObjPtr<AActor> trigger; // object which triggered this script
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bool lastiftrue; // haleyjd: whether last "if" statement was
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// true or false
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DFsScript();
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void Destroy();
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void Serialize(FArchive &ar);
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DFsVariable *NewVariable(const char *name, int vtype);
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void NewFunction(const char *name, void (FParser::*handler)());
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DFsVariable *VariableForName(const char *name);
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DFsVariable *FindVariable(const char *name);
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void ClearVariables(bool complete= false);
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DFsVariable *NewLabel(char *labelptr);
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char *LabelValue(const svalue_t &v);
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char *SectionStart(const DFsSection *sec);
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char *SectionEnd(const DFsSection *sec);
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char *SectionLoop(const DFsSection *sec);
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void ClearSections();
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void ClearChildren();
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int MakeIndex(const char *p) { return int(p-data); }
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// preprocessor
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int section_hash(const char *b) { return MakeIndex(b) % SECTIONSLOTS; }
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DFsSection *NewSection(const char *brace);
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DFsSection *FindSectionStart(const char *brace);
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DFsSection *FindSectionEnd(const char *brace);
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char *ProcessFindChar(char *data, char find);
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void DryRunScript();
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void Preprocess();
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void ParseInclude(char *lumpname);
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void ParseScript(char *rover = NULL);
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void ParseData(char *rover, char *data, char *end);
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};
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//==========================================================================
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//
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// The script parser
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//
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//==========================================================================
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struct FParser
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{
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struct operator_t
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{
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const char *string;
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void (FParser::*handler)(svalue_t &, int, int, int); // left, mid, right
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int direction;
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};
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enum
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{
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forward,
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backward
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};
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static operator_t operators[];
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static int num_operators;
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char *LineStart;
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char *Rover;
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char *Tokens[T_MAXTOKENS];
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tokentype_t TokenType[T_MAXTOKENS];
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int NumTokens;
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DFsScript *Script; // the current script
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DFsSection *Section;
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DFsSection *PrevSection;
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int BraceType;
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int t_argc; // number of arguments
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svalue_t *t_argv; // arguments
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svalue_t t_return; // returned value
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FString t_func; // name of current function
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FParser(DFsScript *scr)
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{
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LineStart = NULL;
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Rover = NULL;
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Tokens[0] = new char[scr->len+32]; // 32 for safety. FS seems to need a few bytes more than the script's actual length.
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NumTokens = 0;
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Script = scr;
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Section = PrevSection = NULL;
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BraceType = 0;
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}
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~FParser()
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{
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if (Tokens[0]) delete [] Tokens[0];
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}
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void NextToken();
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char *GetTokens(char *s);
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void PrintTokens();
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void ErrorMessage(FString msg);
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void Run(char *rover, char *data, char *end);
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void RunStatement();
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int FindOperator(int start, int stop, const char *value);
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int FindOperatorBackwards(int start, int stop, const char *value);
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void SimpleEvaluate(svalue_t &, int n);
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void PointlessBrackets(int *start, int *stop);
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void EvaluateExpression(svalue_t &, int start, int stop);
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void EvaluateFunction(svalue_t &, int start, int stop);
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void OPequals(svalue_t &, int, int, int); // =
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void OPplus(svalue_t &, int, int, int); // +
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void OPminus(svalue_t &, int, int, int); // -
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void OPmultiply(svalue_t &, int, int, int); // *
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void OPdivide(svalue_t &, int, int, int); // /
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void OPremainder(svalue_t &, int, int, int); // %
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void OPor(svalue_t &, int, int, int); // ||
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void OPand(svalue_t &, int, int, int); // &&
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void OPnot(svalue_t &, int, int, int); // !
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void OPor_bin(svalue_t &, int, int, int); // |
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void OPand_bin(svalue_t &, int, int, int); // &
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void OPnot_bin(svalue_t &, int, int, int); // ~
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void OPcmp(svalue_t &, int, int, int); // ==
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void OPnotcmp(svalue_t &, int, int, int); // !=
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void OPlessthan(svalue_t &, int, int, int); // <
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void OPgreaterthan(svalue_t &, int, int, int); // >
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void OPincrement(svalue_t &, int, int, int); // ++
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void OPdecrement(svalue_t &, int, int, int); // --
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void OPstructure(svalue_t &, int, int, int); // in t_vari.c
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void OPlessthanorequal(svalue_t &, int, int, int); // <=
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void OPgreaterthanorequal(svalue_t &, int, int, int); // >=
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void spec_brace();
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bool spec_if();
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bool spec_elseif(bool lastif);
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void spec_else(bool lastif);
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void spec_for();
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void spec_while();
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void CreateVariable(int newvar_type, DFsScript *newvar_script, int start, int stop);
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void ParseVarLine(int newvar_type, DFsScript *newvar_script, int start);
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bool spec_variable();
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void spec_script();
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DFsSection *looping_section();
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FString GetFormatString(int startarg);
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bool CheckArgs(int cnt);
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void SF_Print();
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void SF_Rnd();
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void SF_Continue();
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void SF_Break();
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void SF_Goto();
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void SF_Return();
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void SF_Include();
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void SF_Input();
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void SF_Beep();
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void SF_Clock();
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void SF_ExitLevel();
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void SF_Tip();
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void SF_TimedTip();
|
||
|
void SF_PlayerTip();
|
||
|
void SF_Message();
|
||
|
void SF_PlayerMsg();
|
||
|
void SF_PlayerInGame();
|
||
|
void SF_PlayerName();
|
||
|
void SF_PlayerObj();
|
||
|
void SF_StartScript(); // FPUKE needs to access this
|
||
|
void SF_ScriptRunning();
|
||
|
void SF_Wait();
|
||
|
void SF_TagWait();
|
||
|
void SF_ScriptWait();
|
||
|
void SF_ScriptWaitPre(); // haleyjd: new wait types
|
||
|
void SF_Player();
|
||
|
void SF_Spawn();
|
||
|
void SF_RemoveObj();
|
||
|
void SF_KillObj();
|
||
|
void SF_ObjX();
|
||
|
void SF_ObjY();
|
||
|
void SF_ObjZ();
|
||
|
void SF_ObjAngle();
|
||
|
void SF_Teleport();
|
||
|
void SF_SilentTeleport();
|
||
|
void SF_DamageObj();
|
||
|
void SF_ObjSector();
|
||
|
void SF_ObjHealth();
|
||
|
void SF_ObjFlag();
|
||
|
void SF_PushThing();
|
||
|
void SF_ReactionTime();
|
||
|
void SF_MobjTarget();
|
||
|
void SF_MobjMomx();
|
||
|
void SF_MobjMomy();
|
||
|
void SF_MobjMomz();
|
||
|
void SF_PointToAngle();
|
||
|
void SF_PointToDist();
|
||
|
void SF_SetCamera();
|
||
|
void SF_ClearCamera();
|
||
|
void SF_StartSound();
|
||
|
void SF_StartSectorSound();
|
||
|
void SF_FloorHeight();
|
||
|
void SF_MoveFloor();
|
||
|
void SF_CeilingHeight();
|
||
|
void SF_MoveCeiling();
|
||
|
void SF_LightLevel();
|
||
|
void SF_FadeLight();
|
||
|
void SF_FloorTexture();
|
||
|
void SF_SectorColormap();
|
||
|
void SF_CeilingTexture();
|
||
|
void SF_ChangeHubLevel();
|
||
|
void SF_StartSkill();
|
||
|
void SF_OpenDoor();
|
||
|
void SF_CloseDoor();
|
||
|
void SF_RunCommand();
|
||
|
void SF_LineTrigger();
|
||
|
void SF_ChangeMusic();
|
||
|
void SF_SetLineBlocking();
|
||
|
void SF_SetLineMonsterBlocking();
|
||
|
void SF_SetLineTexture();
|
||
|
void SF_Max();
|
||
|
void SF_Min();
|
||
|
void SF_Abs();
|
||
|
void SF_Gameskill();
|
||
|
void SF_Gamemode();
|
||
|
void SF_IsPlayerObj();
|
||
|
void SF_PlayerKeys();
|
||
|
void SF_PlayerAmmo();
|
||
|
void SF_MaxPlayerAmmo();
|
||
|
void SF_PlayerWeapon();
|
||
|
void SF_PlayerSelectedWeapon();
|
||
|
void SF_GiveInventory();
|
||
|
void SF_TakeInventory();
|
||
|
void SF_CheckInventory();
|
||
|
void SF_SetWeapon();
|
||
|
void SF_MoveCamera();
|
||
|
void SF_ObjAwaken();
|
||
|
void SF_AmbientSound();
|
||
|
void SF_ExitSecret();
|
||
|
void SF_MobjValue();
|
||
|
void SF_StringValue();
|
||
|
void SF_IntValue();
|
||
|
void SF_FixedValue();
|
||
|
void SF_SpawnExplosion();
|
||
|
void SF_RadiusAttack();
|
||
|
void SF_SetObjPosition();
|
||
|
void SF_TestLocation();
|
||
|
void SF_HealObj(); //no pain sound
|
||
|
void SF_ObjDead();
|
||
|
void SF_SpawnMissile();
|
||
|
void SF_MapThingNumExist();
|
||
|
void SF_MapThings();
|
||
|
void SF_ObjState();
|
||
|
void SF_LineFlag();
|
||
|
void SF_PlayerAddFrag();
|
||
|
void SF_SkinColor();
|
||
|
void SF_PlayDemo();
|
||
|
void SF_CheckCVar();
|
||
|
void SF_Resurrect();
|
||
|
void SF_LineAttack();
|
||
|
void SF_ObjType();
|
||
|
void SF_Sin();
|
||
|
void SF_ASin();
|
||
|
void SF_Cos();
|
||
|
void SF_ACos();
|
||
|
void SF_Tan();
|
||
|
void SF_ATan();
|
||
|
void SF_Exp();
|
||
|
void SF_Log();
|
||
|
void SF_Sqrt();
|
||
|
void SF_Floor();
|
||
|
void SF_Pow();
|
||
|
void SF_NewHUPic();
|
||
|
void SF_DeleteHUPic();
|
||
|
void SF_ModifyHUPic();
|
||
|
void SF_SetHUPicDisplay();
|
||
|
void SF_SetCorona();
|
||
|
void SF_Ls();
|
||
|
void SF_LevelNum();
|
||
|
void SF_MobjRadius();
|
||
|
void SF_MobjHeight();
|
||
|
void SF_ThingCount();
|
||
|
void SF_SetColor();
|
||
|
void SF_SpawnShot2();
|
||
|
void SF_KillInSector();
|
||
|
void SF_SectorType();
|
||
|
void SF_SetLineTrigger();
|
||
|
void SF_ChangeTag();
|
||
|
void SF_WallGlow();
|
||
|
void RunLineSpecial(const FLineSpecial *);
|
||
|
|
||
|
DRunningScript *SaveCurrentScript();
|
||
|
|
||
|
};
|
||
|
|
||
|
//==========================================================================
|
||
|
//
|
||
|
// Running scripts
|
||
|
//
|
||
|
//==========================================================================
|
||
|
|
||
|
enum waittype_e
|
||
|
{
|
||
|
wt_none, // not waiting
|
||
|
wt_delay, // wait for a set amount of time
|
||
|
wt_tagwait, // wait for sector to stop moving
|
||
|
wt_scriptwait, // wait for script to finish
|
||
|
wt_scriptwaitpre, // haleyjd - wait for script to start
|
||
|
};
|
||
|
|
||
|
class DRunningScript : public DObject
|
||
|
{
|
||
|
DECLARE_CLASS(DRunningScript, DObject)
|
||
|
HAS_OBJECT_POINTERS
|
||
|
|
||
|
public:
|
||
|
DRunningScript(AActor *trigger=NULL, DFsScript *owner = NULL, int index = 0) ;
|
||
|
void Destroy();
|
||
|
void Serialize(FArchive &arc);
|
||
|
|
||
|
TObjPtr<DFsScript> script;
|
||
|
|
||
|
// where we are
|
||
|
int save_point;
|
||
|
|
||
|
int wait_type;
|
||
|
int wait_data; // data for wait: tagnum, counter, script number etc
|
||
|
|
||
|
// saved variables
|
||
|
TObjPtr<DFsVariable> variables[VARIABLESLOTS];
|
||
|
|
||
|
TObjPtr<DRunningScript> prev, next; // for chain
|
||
|
TObjPtr<AActor> trigger;
|
||
|
};
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
//
|
||
|
// This thinker eliminates the need to call the Fragglescript functions from the main code
|
||
|
//
|
||
|
//-----------------------------------------------------------------------------
|
||
|
class DFraggleThinker : public DThinker
|
||
|
{
|
||
|
DECLARE_CLASS(DFraggleThinker, DThinker)
|
||
|
HAS_OBJECT_POINTERS
|
||
|
public:
|
||
|
|
||
|
TObjPtr<DFsScript> LevelScript;
|
||
|
TObjPtr<DRunningScript> RunningScripts;
|
||
|
TArray<TObjPtr<AActor> > SpawnedThings;
|
||
|
bool nocheckposition;
|
||
|
|
||
|
DFraggleThinker();
|
||
|
void Destroy();
|
||
|
|
||
|
|
||
|
void Serialize(FArchive & arc);
|
||
|
void Tick();
|
||
|
size_t PropagateMark();
|
||
|
size_t PointerSubstitution (DObject *old, DObject *notOld);
|
||
|
bool wait_finished(DRunningScript *script);
|
||
|
void AddRunningScript(DRunningScript *runscr);
|
||
|
|
||
|
static TObjPtr<DFraggleThinker> ActiveThinker;
|
||
|
};
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
//
|
||
|
// Global stuff
|
||
|
//
|
||
|
//-----------------------------------------------------------------------------
|
||
|
|
||
|
#include "t_fs.h"
|
||
|
|
||
|
void script_error(const char *s, ...);
|
||
|
void FS_EmulateCmd(char * string);
|
||
|
|
||
|
extern AActor *trigger_obj;
|
||
|
extern DFsScript *global_script;
|
||
|
|
||
|
|
||
|
#endif
|
||
|
|