// Emacs style mode select -*- C++ -*- //---------------------------------------------------------------------------- // // Copyright(C) 2000 Simon Howard // Copyright(C) 2002-2008 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 // //--------------------------------------------------------------------------- // // 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. // // #ifndef __T_SCRIPT_H__ #define __T_SCRIPT_H__ #include "p_setup.h" #include "p_lnspec.h" #include "m_fixed.h" #include "actor.h" #ifdef _MSC_VER // This pragma saves 8kb of wasted code. #pragma pointers_to_members( full_generality, single_inheritance ) #endif class DRunningScript; inline bool isop(int c) { return !( ( (c)<='Z' && (c)>='A') || ( (c)<='z' && (c)>='a') || ( (c)<='9' && (c)>='0') || ( (c)=='_') ); } //========================================================================== // // // //========================================================================== enum { svt_string, svt_int, svt_mobj, // a map object svt_function, // functions are stored as variables svt_label, // labels for goto calls are variables svt_const, // const svt_fixed, // haleyjd: fixed-point int - 8-17 std svt_pInt, // pointer to game int svt_pMobj, // pointer to game mobj svt_linespec, // line special (can be used as both function and constant) }; //========================================================================== // // // //========================================================================== struct svalue_t { int type; FString string; union { int i; fixed_t f; // haleyjd: 8-17 AActor *mobj; } value; svalue_t() { type = svt_int; value.i = 0; } svalue_t(const svalue_t & other) { type = other.type; string = other.string; value = other.value; } void setInt(int ip) { value.i = ip; type = svt_int; } void setFixed(fixed_t fp) { value.f = fp; type = svt_fixed; } void setDouble(double dp) { value.f = FLOAT2FIXED(dp); type = svt_fixed; } }; int intvalue(const svalue_t & v); fixed_t fixedvalue(const svalue_t & v); double floatvalue(const svalue_t & v); const char *stringvalue(const svalue_t & v); AActor *actorvalue(const svalue_t &svalue); //========================================================================== // // varoius defines collected in a nicer manner // //========================================================================== enum { VARIABLESLOTS = 16, SECTIONSLOTS = 17, T_MAXTOKENS = 256, TOKENLENGTH = 128, MAXARGS = 128, MAXSCRIPTS = 257, }; //========================================================================== // // One variable // //========================================================================== struct FParser; struct DFsVariable : public DObject { DECLARE_CLASS(DFsVariable, DObject) HAS_OBJECT_POINTERS public: FString Name; TObjPtr next; // for hashing int type; // svt_string or svt_int: same as in svalue_t FString string; TObjPtr actor; union value_t { SDWORD i; fixed_t fixed; // haleyjd: fixed-point // the following are only used in the global script so we don't need to bother with them // when serializing variables. int *pI; // pointer to game int AActor **pMobj; // pointer to game obj void (FParser::*handler)(); // for functions const FLineSpecial *ls; } value; public: DFsVariable(const char *_name = ""); void GetValue(svalue_t &result); void SetValue(const svalue_t &newvalue); void Serialize(FArchive &ar); }; //========================================================================== // // hash the variables for speed: this is the hashkey // //========================================================================== inline int variable_hash(const char *n) { return (n[0]? ( ( n[0] + n[1] + (n[1] ? n[2] + (n[2] ? n[3] : 0) : 0) ) % VARIABLESLOTS ) :0); } //========================================================================== // // Sections // //========================================================================== enum // section types { st_empty, // empty {} braces st_if, st_elseif, st_else, st_loop, }; struct DFsSection : public DObject { DECLARE_CLASS(DFsSection, DObject) HAS_OBJECT_POINTERS public: int type; int start_index; int end_index; int loop_index; TObjPtr next; // for hashing DFsSection() { next = NULL; } void Serialize(FArchive &ar); }; //========================================================================== // // Tokens // //========================================================================== enum tokentype_t { name_, // a name, eg 'count1' or 'frag' number, operator_, string_, unset, function // function name }; enum // brace types: where current_section is a { or } { bracket_open, bracket_close }; //========================================================================== // // Errors // //========================================================================== class CFsError { public: // trying to throw strings crashes VC++ badly so we have to use a static buffer. :( char msg[2048]; CFsError(const FString &in) { strncpy(msg, in, 2047); msg[2047]=0; } }; // throw this object to regularly terminate a script's execution. class CFsTerminator { int fill; }; //========================================================================== // // Scripts // //========================================================================== class DFsScript : public DObject { DECLARE_CLASS(DFsScript, DObject) HAS_OBJECT_POINTERS public: // script data char *data; int scriptnum; // this script's number int len; // {} sections TObjPtr sections[SECTIONSLOTS]; // variables: TObjPtr variables[VARIABLESLOTS]; // ptr to the parent script // the parent script is the script above this level // eg. individual linetrigger scripts are children // of the levelscript, which is a child of the // global_script TObjPtr parent; // haleyjd: 8-17 // child scripts. // levelscript holds ptrs to all of the level's scripts // here. TObjPtr children[MAXSCRIPTS]; TObjPtr trigger; // object which triggered this script bool lastiftrue; // haleyjd: whether last "if" statement was // true or false DFsScript(); void Destroy(); void Serialize(FArchive &ar); DFsVariable *NewVariable(const char *name, int vtype); void NewFunction(const char *name, void (FParser::*handler)()); DFsVariable *VariableForName(const char *name); DFsVariable *FindVariable(const char *name); void ClearVariables(bool complete= false); DFsVariable *NewLabel(char *labelptr); char *LabelValue(const svalue_t &v); char *SectionStart(const DFsSection *sec); char *SectionEnd(const DFsSection *sec); char *SectionLoop(const DFsSection *sec); void ClearSections(); void ClearChildren(); int MakeIndex(const char *p) { return int(p-data); } // preprocessor int section_hash(const char *b) { return MakeIndex(b) % SECTIONSLOTS; } DFsSection *NewSection(const char *brace); DFsSection *FindSectionStart(const char *brace); DFsSection *FindSectionEnd(const char *brace); char *ProcessFindChar(char *data, char find); void DryRunScript(); void Preprocess(); void ParseInclude(char *lumpname); void ParseScript(char *rover = NULL); void ParseData(char *rover, char *data, char *end); }; //========================================================================== // // The script parser // //========================================================================== struct FParser { struct operator_t { const char *string; void (FParser::*handler)(svalue_t &, int, int, int); // left, mid, right int direction; }; enum { forward, backward }; static operator_t operators[]; static int num_operators; char *LineStart; char *Rover; char *Tokens[T_MAXTOKENS]; tokentype_t TokenType[T_MAXTOKENS]; int NumTokens; DFsScript *Script; // the current script DFsSection *Section; DFsSection *PrevSection; int BraceType; int t_argc; // number of arguments svalue_t *t_argv; // arguments svalue_t t_return; // returned value FString t_func; // name of current function FParser(DFsScript *scr) { LineStart = NULL; Rover = NULL; Tokens[0] = new char[scr->len+32]; // 32 for safety. FS seems to need a few bytes more than the script's actual length. NumTokens = 0; Script = scr; Section = PrevSection = NULL; BraceType = 0; } ~FParser() { if (Tokens[0]) delete [] Tokens[0]; } void NextToken(); char *GetTokens(char *s); void PrintTokens(); void ErrorMessage(FString msg); void Run(char *rover, char *data, char *end); void RunStatement(); int FindOperator(int start, int stop, const char *value); int FindOperatorBackwards(int start, int stop, const char *value); void SimpleEvaluate(svalue_t &, int n); void PointlessBrackets(int *start, int *stop); void EvaluateExpression(svalue_t &, int start, int stop); void EvaluateFunction(svalue_t &, int start, int stop); void OPequals(svalue_t &, int, int, int); // = void OPplus(svalue_t &, int, int, int); // + void OPminus(svalue_t &, int, int, int); // - void OPmultiply(svalue_t &, int, int, int); // * void OPdivide(svalue_t &, int, int, int); // / void OPremainder(svalue_t &, int, int, int); // % void OPor(svalue_t &, int, int, int); // || void OPand(svalue_t &, int, int, int); // && void OPnot(svalue_t &, int, int, int); // ! void OPor_bin(svalue_t &, int, int, int); // | void OPand_bin(svalue_t &, int, int, int); // & void OPnot_bin(svalue_t &, int, int, int); // ~ void OPcmp(svalue_t &, int, int, int); // == void OPnotcmp(svalue_t &, int, int, int); // != void OPlessthan(svalue_t &, int, int, int); // < void OPgreaterthan(svalue_t &, int, int, int); // > void OPincrement(svalue_t &, int, int, int); // ++ void OPdecrement(svalue_t &, int, int, int); // -- void OPstructure(svalue_t &, int, int, int); // in t_vari.c void OPlessthanorequal(svalue_t &, int, int, int); // <= void OPgreaterthanorequal(svalue_t &, int, int, int); // >= void spec_brace(); bool spec_if(); bool spec_elseif(bool lastif); void spec_else(bool lastif); void spec_for(); void spec_while(); void CreateVariable(int newvar_type, DFsScript *newvar_script, int start, int stop); void ParseVarLine(int newvar_type, DFsScript *newvar_script, int start); bool spec_variable(); void spec_script(); DFsSection *looping_section(); FString GetFormatString(int startarg); bool CheckArgs(int cnt); void SF_Print(); void SF_Rnd(); void SF_Continue(); void SF_Break(); void SF_Goto(); void SF_Return(); void SF_Include(); void SF_Input(); void SF_Beep(); void SF_Clock(); void SF_ExitLevel(); void SF_Tip(); 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 script; // where we are int save_point; int wait_type; int wait_data; // data for wait: tagnum, counter, script number etc // saved variables TObjPtr variables[VARIABLESLOTS]; TObjPtr prev, next; // for chain TObjPtr 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 LevelScript; TObjPtr RunningScripts; TArray > 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 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