gzdoom/src/p_acs.cpp
Randy Heit 1acc3d00c4 - Discovered that Shader Model 1.4 clamps my constants, so I can't use
palettes smaller than 256 entries with the shader I wrote for it. Is there
  a list of gotchas like this listed some where? I'd really like to see it.
  
  Well, when compiled with SM2.0, the PalTex shader seems to be every-so-
  slightly faster on my GF7950GT than the SM1.4 version, so I guess it's a
  minor win for cards that support it.
- Fixed: ST_Endoom() failed to free the bitmap it used.
- Added the DTA_ColorOverlay attribute to blend a color with the texture
  being drawn. For software, this (currently) only works with black. For
  hardware, it works with any color. The motiviation for this was so I could
  rewrite the status bar calls that passed DIM_MAP to DTA_Translation to
  draw darker icons into something that didn't require making a whole new
  remap table.
- After having an "OMG! How could I have been so stupid?" moment, I have
  removed the off-by-one check from D3DFB. I had thought the off-by-one error
  was caused by rounding errors by the shader hardware. Not so. Rather, I
  wasn't sampling what I thought I was sampling. A texture that uses palette
  index 255 passes the value 1.0 to the shader. The shader needs to adjust the
  range of its palette indexes, or it will end up trying to read color 256
  from the palette texture when it should be reading color 255. Doh!
- The TranslationToTable() function has been added to map from translation
  numbers used by actors to the tables those numbers represent. This function
  performs validation for the input and returns NULL if the input value
  is invalid.
- Major changes to the way translation tables work: No longer are they each a
  256-byte array. Instead, the FRemapTable structure is used to represent each
  one. It includes a remap array for the software renderer, a palette array
  for a hardware renderer, and a native texture pointer for D3DFB. The
  translationtables array itself is now an array of TArrays that point to the
  real tables. The DTA_Translation attribute must also be passed a pointer
  to a FRemapTable, not a byte array as previously.
- Modified DFrameBuffer::DrawRateStuff() so that it can do its thing properly
  for D3DFB's 2D mode. Before, any fullscreen graphics (like help images)
  covered it up.


SVN r640 (trunk)
2007-12-26 04:42:15 +00:00

5584 lines
122 KiB
C++

/*
** p_acs.cpp
** General BEHAVIOR management and ACS execution environment
**
**---------------------------------------------------------------------------
** Copyright 1998-2007 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
** This code at one time made lots of little-endian assumptions.
** I think it should be better now, but I have no real way to test it.
*/
#include <assert.h>
#include "templates.h"
#include "doomdef.h"
#include "p_local.h"
#include "p_spec.h"
#include "g_level.h"
#include "s_sound.h"
#include "p_acs.h"
#include "p_saveg.h"
#include "p_lnspec.h"
#include "m_random.h"
#include "doomstat.h"
#include "c_console.h"
#include "c_dispatch.h"
#include "s_sndseq.h"
#include "i_system.h"
#include "i_movie.h"
#include "sbar.h"
#include "vectors.h"
#include "m_swap.h"
#include "a_sharedglobal.h"
#include "a_doomglobal.h"
#include "a_strifeglobal.h"
#include "v_video.h"
#include "w_wad.h"
#include "r_sky.h"
#include "gstrings.h"
#include "gi.h"
#include "sc_man.h"
#include "c_bind.h"
#include "info.h"
extern FILE *Logfile;
FRandom pr_acs ("ACS");
// I imagine this much stack space is probably overkill, but it could
// potentially get used with recursive functions.
#define STACK_SIZE 4096
#define CLAMPCOLOR(c) (EColorRange)((unsigned)(c) >= NUM_TEXT_COLORS ? CR_UNTRANSLATED : (c))
#define HUDMSG_LOG (0x80000000)
#define HUDMSG_COLORSTRING (0x40000000)
#define LANGREGIONMASK MAKE_ID(0,0,0xff,0xff)
// Flags for ReplaceTextures
#define NOT_BOTTOM 1
#define NOT_MIDDLE 2
#define NOT_TOP 4
#define NOT_FLOOR 8
#define NOT_CEILING 16
// Flags for SectorDamage
#define DAMAGE_PLAYERS 1
#define DAMAGE_NONPLAYERS 2
#define DAMAGE_IN_AIR 4
#define DAMAGE_SUBCLASSES_PROTECT 8
struct CallReturn
{
ScriptFunction *ReturnFunction;
FBehavior *ReturnModule;
SDWORD *ReturnLocals;
int ReturnAddress;
int bDiscardResult;
};
static DLevelScript *P_GetScriptGoing (AActor *who, line_t *where, int num, const ScriptPtr *code, FBehavior *module,
bool lineSide, int arg0, int arg1, int arg2, int always, bool delay);
struct FBehavior::ArrayInfo
{
DWORD ArraySize;
SDWORD *Elements;
};
TArray<FBehavior *> FBehavior::StaticModules;
//---- Inventory functions --------------------------------------//
//
//============================================================================
//
// DoClearInv
//
// Clears the inventory of a single actor.
//
//============================================================================
static void DoClearInv (AActor *actor)
{
AInventory *inv = actor->Inventory;
while (inv != NULL)
{
AInventory *next = inv->Inventory;
if (!(inv->ItemFlags & IF_UNDROPPABLE))
{
// Fix for undroppable weapons. Is this ok?
if (inv->IsKindOf(RUNTIME_CLASS(AAmmo)))
{
AAmmo *ammo = static_cast<AAmmo*>(inv);
ammo->Amount = 0;
}
else
inv->Destroy ();
}
else if (inv->GetClass() == RUNTIME_CLASS(AHexenArmor))
{
AHexenArmor *harmor = static_cast<AHexenArmor *> (inv);
harmor->Slots[3] = harmor->Slots[2] = harmor->Slots[1] = harmor->Slots[0] = 0;
}
inv = next;
}
if (actor->player != NULL)
{
actor->player->ReadyWeapon = NULL;
actor->player->PendingWeapon = WP_NOCHANGE;
actor->player->psprites[ps_weapon].state = NULL;
actor->player->psprites[ps_flash].state = NULL;
}
}
//============================================================================
//
// ClearInventory
//
// Clears the inventory for one or more actors.
//
//============================================================================
static void ClearInventory (AActor *activator)
{
if (activator == NULL)
{
for (int i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[i])
DoClearInv (players[i].mo);
}
}
else
{
DoClearInv (activator);
}
}
//============================================================================
//
// DoGiveInv
//
// Gives an item to a single actor.
//
//============================================================================
static void DoGiveInv (AActor *actor, const PClass *info, int amount)
{
AWeapon *savedPendingWeap = actor->player != NULL
? actor->player->PendingWeapon : NULL;
bool hadweap = actor->player != NULL ? actor->player->ReadyWeapon != NULL : true;
AInventory *item = static_cast<AInventory *>(Spawn (info, 0,0,0, NO_REPLACE));
// This shouldn't count for the item statistics!
if (item->flags & MF_COUNTITEM)
{
level.total_items--;
item->flags &= ~MF_COUNTITEM;
}
if (info->IsDescendantOf (RUNTIME_CLASS(ABasicArmorPickup)))
{
if (static_cast<ABasicArmorPickup*>(item)->SaveAmount != 0)
{
static_cast<ABasicArmorPickup*>(item)->SaveAmount *= amount;
}
else
{
static_cast<ABasicArmorPickup*>(item)->SaveAmount *= amount;
}
}
else if (info->IsDescendantOf (RUNTIME_CLASS(ABasicArmorBonus)))
{
static_cast<ABasicArmorBonus*>(item)->SaveAmount *= amount;
}
else
{
item->Amount = amount;
}
if (!item->TryPickup (actor))
{
item->Destroy ();
}
// If the item was a weapon, don't bring it up automatically
// unless the player was not already using a weapon.
if (savedPendingWeap != NULL && hadweap)
{
actor->player->PendingWeapon = savedPendingWeap;
}
}
//============================================================================
//
// GiveInventory
//
// Gives an item to one or more actors.
//
//============================================================================
static void GiveInventory (AActor *activator, const char *type, int amount)
{
const PClass *info;
if (amount <= 0 || type == NULL)
{
return;
}
if (stricmp (type, "Armor") == 0)
{
type = "BasicArmorPickup";
}
info = PClass::FindClass (type);
if (info == NULL)
{
Printf ("ACS: I don't know what %s is.\n", type);
}
else if (!info->IsDescendantOf (RUNTIME_CLASS(AInventory)))
{
Printf ("ACS: %s is not an inventory item.\n", type);
}
else if (activator == NULL)
{
for (int i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[i])
DoGiveInv (players[i].mo, info, amount);
}
}
else
{
DoGiveInv (activator, info, amount);
}
}
//============================================================================
//
// DoTakeInv
//
// Takes an item from a single actor.
//
//============================================================================
static void DoTakeInv (AActor *actor, const PClass *info, int amount)
{
AInventory *item = actor->FindInventory (info);
if (item != NULL)
{
item->Amount -= amount;
if (item->Amount <= 0)
{
// If it's not ammo or an internal armor, destroy it.
// Ammo needs to stick around, even when it's zero for the benefit
// of the weapons that use it and to maintain the maximum ammo
// amounts a backpack might have given.
// Armor shouldn't be removed because they only work properly when
// they are the last items in the inventory.
if (item->ItemFlags & IF_KEEPDEPLETED)
{
item->Amount = 0;
}
else
{
item->Destroy ();
}
}
}
}
//============================================================================
//
// TakeInventory
//
// Takes an item from one or more actors.
//
//============================================================================
static void TakeInventory (AActor *activator, const char *type, int amount)
{
const PClass *info;
if (type == NULL)
{
return;
}
if (strcmp (type, "Armor") == 0)
{
type = "BasicArmor";
}
if (amount <= 0)
{
return;
}
info = PClass::FindClass (type);
if (info == NULL)
{
return;
}
if (activator == NULL)
{
for (int i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[i])
DoTakeInv (players[i].mo, info, amount);
}
}
else
{
DoTakeInv (activator, info, amount);
}
}
//============================================================================
//
// DoUseInv
//
// Makes a single actor use an inventory item
//
//============================================================================
static bool DoUseInv (AActor *actor, const PClass *info)
{
AInventory *item = actor->FindInventory (info);
if (item != NULL)
{
return actor->UseInventory(item);
}
return false;
}
//============================================================================
//
// UseInventory
//
// makes one or more actors use an inventory item.
//
//============================================================================
static int UseInventory (AActor *activator, const char *type)
{
const PClass *info;
int ret = 0;
if (type == NULL)
{
return 0;
}
info = PClass::FindClass (type);
if (info == NULL)
{
return 0;
}
if (activator == NULL)
{
for (int i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[i])
ret += DoUseInv (players[i].mo, info);
}
}
else
{
ret = DoUseInv (activator, info);
}
return ret;
}
//============================================================================
//
// CheckInventory
//
// Returns how much of a particular item an actor has.
//
//============================================================================
static int CheckInventory (AActor *activator, const char *type)
{
if (activator == NULL || type == NULL)
return 0;
if (stricmp (type, "Armor") == 0)
{
type = "BasicArmor";
}
else if (stricmp (type, "Health") == 0)
{
return activator->health;
}
const PClass *info = PClass::FindClass (type);
AInventory *item = activator->FindInventory (info);
return item ? item->Amount : 0;
}
//---- Plane watchers ----//
class DPlaneWatcher : public DThinker
{
DECLARE_CLASS (DPlaneWatcher, DThinker)
HAS_OBJECT_POINTERS
public:
DPlaneWatcher (AActor *it, line_t *line, int lineSide, bool ceiling,
int tag, int height, int special,
int arg0, int arg1, int arg2, int arg3, int arg4);
void Tick ();
void Serialize (FArchive &arc);
private:
sector_t *Sector;
fixed_t WatchD, LastD;
int Special, Arg0, Arg1, Arg2, Arg3, Arg4;
AActor *Activator;
line_t *Line;
bool LineSide;
bool bCeiling;
DPlaneWatcher() {}
};
IMPLEMENT_POINTY_CLASS (DPlaneWatcher)
DECLARE_POINTER (Activator)
END_POINTERS
DPlaneWatcher::DPlaneWatcher (AActor *it, line_t *line, int lineSide, bool ceiling,
int tag, int height, int special,
int arg0, int arg1, int arg2, int arg3, int arg4)
: Special (special), Arg0 (arg0), Arg1 (arg1), Arg2 (arg2), Arg3 (arg3), Arg4 (arg4),
Activator (it), Line (line), LineSide (!!lineSide), bCeiling (ceiling)
{
int secnum;
secnum = P_FindSectorFromTag (tag, -1);
if (secnum >= 0)
{
secplane_t plane;
Sector = &sectors[secnum];
if (bCeiling)
{
plane = Sector->ceilingplane;
}
else
{
plane = Sector->floorplane;
}
LastD = plane.d;
plane.ChangeHeight (height << FRACBITS);
WatchD = plane.d;
}
else
{
Sector = NULL;
WatchD = LastD = 0;
}
}
void DPlaneWatcher::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << Special << Arg0 << Arg1 << Arg2 << Arg3 << Arg4
<< Sector << bCeiling << WatchD << LastD << Activator
<< Line << LineSide << bCeiling;
}
void DPlaneWatcher::Tick ()
{
if (Sector == NULL)
{
Destroy ();
return;
}
fixed_t newd;
if (bCeiling)
{
newd = Sector->ceilingplane.d;
}
else
{
newd = Sector->floorplane.d;
}
if ((LastD < WatchD && newd >= WatchD) ||
(LastD > WatchD && newd <= WatchD))
{
LineSpecials[Special] (Line, Activator, LineSide, Arg0, Arg1, Arg2, Arg3, Arg4);
Destroy ();
}
}
//---- ACS lump manager ----//
// Load user-specified default modules. This must be called after the level's
// own behavior is loaded (if it has one).
void FBehavior::StaticLoadDefaultModules ()
{
// When playing Strife, STRFHELP is always loaded.
if (gameinfo.gametype == GAME_Strife)
{
StaticLoadModule (Wads.CheckNumForName ("STRFHELP", ns_acslibrary));
}
// Scan each LOADACS lump and load the specified modules in order
int lump, lastlump = 0;
while ((lump = Wads.FindLump ("LOADACS", &lastlump)) != -1)
{
SC_OpenLumpNum (lump, "LOADACS");
while (SC_GetString())
{
int acslump = Wads.CheckNumForName (sc_String, ns_acslibrary);
if (acslump >= 0)
{
StaticLoadModule (acslump);
}
else
{
Printf ("Could not find autoloaded ACS library %s\n", sc_String);
}
}
SC_Close ();
}
}
FBehavior *FBehavior::StaticLoadModule (int lumpnum, FileReader * fr, int len)
{
for (unsigned int i = 0; i < StaticModules.Size(); ++i)
{
if (StaticModules[i]->LumpNum == lumpnum)
{
return StaticModules[i];
}
}
return new FBehavior (lumpnum, fr, len);
}
bool FBehavior::StaticCheckAllGood ()
{
for (unsigned int i = 0; i < StaticModules.Size(); ++i)
{
if (!StaticModules[i]->IsGood())
{
return false;
}
}
return true;
}
void FBehavior::StaticUnloadModules ()
{
for (unsigned int i = StaticModules.Size(); i-- > 0; )
{
delete StaticModules[i];
}
StaticModules.Clear ();
}
FBehavior *FBehavior::StaticGetModule (int lib)
{
if ((size_t)lib >= StaticModules.Size())
{
return NULL;
}
return StaticModules[lib];
}
void FBehavior::StaticSerializeModuleStates (FArchive &arc)
{
DWORD modnum;
modnum = StaticModules.Size();
arc << modnum;
if (modnum != StaticModules.Size())
{
I_Error ("Level was saved with a different number of ACS modules.");
}
for (modnum = 0; modnum < StaticModules.Size(); ++modnum)
{
FBehavior *module = StaticModules[modnum];
if (arc.IsStoring())
{
arc.WriteString (module->ModuleName);
}
else
{
char *modname = NULL;
arc << modname;
if (stricmp (modname, module->ModuleName) != 0)
{
delete[] modname;
I_Error ("Level was saved with a different set of ACS modules.");
}
delete[] modname;
}
module->SerializeVars (arc);
}
}
void FBehavior::SerializeVars (FArchive &arc)
{
SerializeVarSet (arc, MapVarStore, NUM_MAPVARS);
for (int i = 0; i < NumArrays; ++i)
{
SerializeVarSet (arc, ArrayStore[i].Elements, ArrayStore[i].ArraySize);
}
}
void FBehavior::SerializeVarSet (FArchive &arc, SDWORD *vars, int max)
{
SDWORD arcval;
SDWORD first, last;
if (arc.IsStoring ())
{
// Find first non-zero variable
for (first = 0; first < max; ++first)
{
if (vars[first] != 0)
{
break;
}
}
// Find last non-zero variable
for (last = max - 1; last >= first; --last)
{
if (vars[last] != 0)
{
break;
}
}
if (last < first)
{ // no non-zero variables
arcval = 0;
arc << arcval;
return;
}
arcval = last - first + 1;
arc << arcval;
arcval = first;
arc << arcval;
while (first <= last)
{
arc << vars[first];
++first;
}
}
else
{
SDWORD truelast;
arc << last;
if (last == 0)
{
return;
}
arc << first;
last += first;
truelast = last;
if (last > max)
{
last = max;
}
memset (vars, 0, max*sizeof(*vars));
while (first < last)
{
arc << vars[first];
++first;
}
while (first < truelast)
{
arc << arcval;
++first;
}
}
}
FBehavior::FBehavior (int lumpnum, FileReader * fr, int len)
{
BYTE *object;
int i;
NumScripts = 0;
NumFunctions = 0;
NumArrays = 0;
NumTotalArrays = 0;
Scripts = NULL;
Functions = NULL;
Arrays = NULL;
ArrayStore = NULL;
Chunks = NULL;
Data = NULL;
Format = ACS_Unknown;
LumpNum = lumpnum;
memset (MapVarStore, 0, sizeof(MapVarStore));
ModuleName[0] = 0;
// Now that everything is set up, record this module as being among the loaded modules.
// We need to do this before resolving any imports, because an import might (indirectly)
// need to resolve exports in this module. The only things that can be exported are
// functions and map variables, which must already be present if they're exported, so
// this is okay.
// This must be done first for 2 reasons:
// 1. If not, corrupt modules cause memory leaks
// 2. Corrupt modules won't be reported when a level is being loaded if this function quits before
// adding it to the list.
LibraryID = StaticModules.Push (this) << 16;
if (fr == NULL) len = Wads.LumpLength (lumpnum);
// Any behaviors smaller than 32 bytes cannot possibly contain anything useful.
// (16 bytes for a completely empty behavior + 12 bytes for one script header
// + 4 bytes for PCD_TERMINATE for an old-style object. A new-style object
// has 24 bytes if it is completely empty. An empty SPTR chunk adds 8 bytes.)
if (len < 32)
{
return;
}
object = new BYTE[len];
if (fr == NULL)
{
Wads.ReadLump (lumpnum, object);
}
else
{
fr->Read (object, len);
}
if (object[0] != 'A' || object[1] != 'C' || object[2] != 'S')
{
delete[] object;
return;
}
switch (object[3])
{
case 0:
Format = ACS_Old;
break;
case 'E':
Format = ACS_Enhanced;
break;
case 'e':
Format = ACS_LittleEnhanced;
break;
default:
delete[] object;
return;
}
if (fr == NULL)
{
Wads.GetLumpName (ModuleName, lumpnum);
ModuleName[8] = 0;
}
else
{
strcpy(ModuleName, "BEHAVIOR");
}
Data = object;
DataSize = len;
if (Format == ACS_Old)
{
DWORD dirofs = LittleLong(((DWORD *)object)[1]);
DWORD pretag = ((DWORD *)(object + dirofs))[-1];
Chunks = object + len;
// Check for redesigned ACSE/ACSe
if (dirofs >= 6*4 &&
(pretag == MAKE_ID('A','C','S','e') ||
pretag == MAKE_ID('A','C','S','E')))
{
Format = (pretag == MAKE_ID('A','C','S','e')) ? ACS_LittleEnhanced : ACS_Enhanced;
Chunks = object + LittleLong(((DWORD *)(object + dirofs))[-2]);
// Forget about the compatibility cruft at the end of the lump
DataSize = LittleLong(((DWORD *)object)[1]) - 8;
}
}
else
{
Chunks = object + LittleLong(((DWORD *)object)[1]);
}
LoadScriptsDirectory ();
if (Format == ACS_Old)
{
StringTable = ((DWORD *)Data)[1];
StringTable += ((DWORD *)(Data + StringTable))[0] * 12 + 4;
}
else
{
UnencryptStrings ();
BYTE *strings = FindChunk (MAKE_ID('S','T','R','L'));
if (strings != NULL)
{
StringTable = strings - Data + 8;
}
else
{
StringTable = 0;
}
}
if (Format == ACS_Old)
{
// Do initialization for old-style behavior lumps
for (i = 0; i < NUM_MAPVARS; ++i)
{
MapVars[i] = &MapVarStore[i];
}
//LibraryID = StaticModules.Push (this) << 16;
}
else
{
DWORD *chunk;
Functions = FindChunk (MAKE_ID('F','U','N','C'));
if (Functions != NULL)
{
NumFunctions = LittleLong(((DWORD *)Functions)[1]) / 8;
Functions += 8;
}
// Initialize this object's map variables
memset (MapVarStore, 0, sizeof(MapVarStore));
chunk = (DWORD *)FindChunk (MAKE_ID('M','I','N','I'));
while (chunk != NULL)
{
int numvars = LittleLong(chunk[1])/4 - 1;
int firstvar = LittleLong(chunk[2]);
for (i = 0; i < numvars; ++i)
{
MapVarStore[i+firstvar] = LittleLong(chunk[3+i]);
}
chunk = (DWORD *)NextChunk ((BYTE *)chunk);
}
// Initialize this object's map variable pointers to defaults. They can be changed
// later once the imported modules are loaded.
for (i = 0; i < NUM_MAPVARS; ++i)
{
MapVars[i] = &MapVarStore[i];
}
// Create arrays for this module
chunk = (DWORD *)FindChunk (MAKE_ID('A','R','A','Y'));
if (chunk != NULL)
{
NumArrays = LittleLong(chunk[1])/8;
ArrayStore = new ArrayInfo[NumArrays];
memset (ArrayStore, 0, sizeof(*Arrays)*NumArrays);
for (i = 0; i < NumArrays; ++i)
{
MapVarStore[LittleLong(chunk[2+i*2])] = i;
ArrayStore[i].ArraySize = LittleLong(chunk[3+i*2]);
ArrayStore[i].Elements = new SDWORD[ArrayStore[i].ArraySize];
memset(ArrayStore[i].Elements, 0, ArrayStore[i].ArraySize*sizeof(DWORD));
}
}
// Initialize arrays for this module
chunk = (DWORD *)FindChunk (MAKE_ID('A','I','N','I'));
while (chunk != NULL)
{
int arraynum = MapVarStore[LittleLong(chunk[2])];
if ((unsigned)arraynum < (unsigned)NumArrays)
{
int initsize = MIN<int> (ArrayStore[arraynum].ArraySize, (LittleLong(chunk[1])-4)/4);
SDWORD *elems = ArrayStore[arraynum].Elements;
for (i = 0; i < initsize; ++i)
{
elems[i] = LittleLong(chunk[3+i]);
}
}
chunk = (DWORD *)NextChunk((BYTE *)chunk);
}
// Start setting up array pointers
NumTotalArrays = NumArrays;
chunk = (DWORD *)FindChunk (MAKE_ID('A','I','M','P'));
if (chunk != NULL)
{
NumTotalArrays += LittleLong(chunk[2]);
}
if (NumTotalArrays != 0)
{
Arrays = new ArrayInfo *[NumTotalArrays];
for (i = 0; i < NumArrays; ++i)
{
Arrays[i] = &ArrayStore[i];
}
}
// Tag the library ID to any map variables that are initialized with strings
if (LibraryID != 0)
{
chunk = (DWORD *)FindChunk (MAKE_ID('M','S','T','R'));
if (chunk != NULL)
{
for (DWORD i = 0; i < chunk[1]/4; ++i)
{
MapVarStore[chunk[i+2]] |= LibraryID;
}
}
chunk = (DWORD *)FindChunk (MAKE_ID('A','S','T','R'));
if (chunk != NULL)
{
for (DWORD i = 0; i < chunk[1]/4; ++i)
{
int arraynum = MapVarStore[LittleLong(chunk[i+2])];
if ((unsigned)arraynum < (unsigned)NumArrays)
{
SDWORD *elems = ArrayStore[arraynum].Elements;
for (int j = ArrayStore[arraynum].ArraySize; j > 0; --j, ++elems)
{
*elems |= LibraryID;
}
}
}
}
}
if (NULL != (chunk = (DWORD *)FindChunk (MAKE_ID('L','O','A','D'))))
{
const char *const parse = (char *)&chunk[2];
DWORD i;
for (i = 0; i < chunk[1]; )
{
if (parse[i])
{
FBehavior *module = NULL;
int lump = Wads.CheckNumForName (&parse[i], ns_acslibrary);
if (lump < 0)
{
Printf ("Could not find ACS library %s.\n", &parse[i]);
}
else
{
module = StaticLoadModule (lump);
}
if (module != NULL) Imports.Push (module);
do ; while (parse[++i]);
}
++i;
}
// Go through each imported module in order and resolve all imported functions
// and map variables.
for (i = 0; i < Imports.Size(); ++i)
{
FBehavior *lib = Imports[i];
int j;
if (lib == NULL)
continue;
// Resolve functions
chunk = (DWORD *)FindChunk(MAKE_ID('F','N','A','M'));
for (j = 0; j < NumFunctions; ++j)
{
ScriptFunction *func = &((ScriptFunction *)Functions)[j];
if (func->Address == 0 && func->ImportNum == 0)
{
int libfunc = lib->FindFunctionName ((char *)(chunk + 2) + chunk[3+j]);
if (libfunc >= 0)
{
ScriptFunction *realfunc = &((ScriptFunction *)lib->Functions)[libfunc];
// Make sure that the library really defines this function. It might simply
// be importing it itself.
if (realfunc->Address != 0 && realfunc->ImportNum == 0)
{
func->Address = libfunc;
func->ImportNum = i+1;
if (realfunc->ArgCount != func->ArgCount)
{
Printf ("Function %s in %s has %d arguments. %s expects it to have %d.\n",
(char *)(chunk + 2) + chunk[3+j], lib->ModuleName, realfunc->ArgCount,
ModuleName, func->ArgCount);
Format = ACS_Unknown;
}
// The next two properties do not effect code compatibility, so it is
// okay for them to be different in the imported module than they are
// in this one, as long as we make sure to use the real values.
func->LocalCount = realfunc->LocalCount;
func->HasReturnValue = realfunc->HasReturnValue;
}
}
}
}
// Resolve map variables
chunk = (DWORD *)FindChunk(MAKE_ID('M','I','M','P'));
if (chunk != NULL)
{
char *parse = (char *)&chunk[2];
for (DWORD j = 0; j < chunk[1]; )
{
DWORD varNum = LittleLong(*(DWORD *)&parse[j]);
j += 4;
int impNum = lib->FindMapVarName (&parse[j]);
if (impNum >= 0)
{
MapVars[varNum] = &lib->MapVarStore[impNum];
}
do ; while (parse[++j]);
++j;
}
}
// Resolve arrays
if (NumTotalArrays > NumArrays)
{
chunk = (DWORD *)FindChunk(MAKE_ID('A','I','M','P'));
char *parse = (char *)&chunk[3];
for (DWORD j = 0; j < LittleLong(chunk[2]); ++j)
{
DWORD varNum = LittleLong(*(DWORD *)parse);
parse += 4;
DWORD expectedSize = LittleLong(*(DWORD *)parse);
parse += 4;
int impNum = lib->FindMapArray (parse);
if (impNum >= 0)
{
Arrays[NumArrays + j] = &lib->ArrayStore[impNum];
MapVarStore[varNum] = NumArrays + j;
if (lib->ArrayStore[impNum].ArraySize != expectedSize)
{
Format = ACS_Unknown;
Printf ("The array %s in %s has %u elements, but %s expects it to only have %u.\n",
parse, lib->ModuleName, lib->ArrayStore[impNum].ArraySize,
ModuleName, expectedSize);
}
}
do ; while (*++parse);
++parse;
}
}
}
}
}
DPrintf ("Loaded %d scripts, %d functions\n", NumScripts, NumFunctions);
}
FBehavior::~FBehavior ()
{
if (Scripts != NULL)
{
delete[] Scripts;
Scripts = NULL;
}
if (Arrays != NULL)
{
delete[] Arrays;
Arrays = NULL;
}
if (ArrayStore != NULL)
{
for (int i = 0; i < NumArrays; ++i)
{
if (ArrayStore[i].Elements != NULL)
{
delete[] ArrayStore[i].Elements;
ArrayStore[i].Elements = NULL;
}
}
delete[] ArrayStore;
ArrayStore = NULL;
}
if (Data != NULL)
{
delete[] Data;
Data = NULL;
}
}
void FBehavior::LoadScriptsDirectory ()
{
union
{
BYTE *b;
DWORD *dw;
WORD *w;
ScriptPtr2 *po; // Old
ScriptPtr1 *pi; // Intermediate
ScriptPtr3 *pe; // LittleEnhanced
} scripts;
int i, max;
NumScripts = 0;
Scripts = NULL;
// Load the main script directory
switch (Format)
{
case ACS_Old:
scripts.dw = (DWORD *)(Data + ((DWORD *)Data)[1]);
NumScripts = scripts.dw[0];
if (NumScripts != 0)
{
scripts.dw++;
Scripts = new ScriptPtr[NumScripts];
for (i = 0; i < NumScripts; ++i)
{
ScriptPtr2 *ptr1 = &scripts.po[i];
ScriptPtr *ptr2 = &Scripts[i];
ptr2->Number = LittleLong(ptr1->Number) % 1000;
ptr2->Type = LittleLong(ptr1->Number) / 1000;
ptr2->ArgCount = LittleLong(ptr1->ArgCount);
ptr2->Address = LittleLong(ptr1->Address);
}
}
break;
case ACS_Enhanced:
case ACS_LittleEnhanced:
scripts.b = FindChunk (MAKE_ID('S','P','T','R'));
if (scripts.b == NULL)
{
// There are no scripts!
}
else if (*(DWORD *)Data != MAKE_ID('A','C','S',0))
{
NumScripts = scripts.dw[1] / 12;
Scripts = new ScriptPtr[NumScripts];
scripts.dw += 2;
for (i = 0; i < NumScripts; ++i)
{
ScriptPtr1 *ptr1 = &scripts.pi[i];
ScriptPtr *ptr2 = &Scripts[i];
ptr2->Number = LittleShort(ptr1->Number);
ptr2->Type = LittleShort(ptr1->Type);
ptr2->ArgCount = LittleLong(ptr1->ArgCount);
ptr2->Address = LittleLong(ptr1->Address);
}
}
else
{
NumScripts = scripts.dw[1] / 8;
Scripts = new ScriptPtr[NumScripts];
scripts.dw += 2;
for (i = 0; i < NumScripts; ++i)
{
ScriptPtr3 *ptr1 = &scripts.pe[i];
ScriptPtr *ptr2 = &Scripts[i];
ptr2->Number = LittleShort(ptr1->Number);
ptr2->Type = ptr1->Type;
ptr2->ArgCount = ptr1->ArgCount;
ptr2->Address = LittleLong(ptr1->Address);
}
}
break;
default:
break;
}
for (i = 0; i < NumScripts; ++i)
{
Scripts[i].Flags = 0;
Scripts[i].VarCount = LOCAL_SIZE;
}
// Sort scripts, so we can use a binary search to find them
if (NumScripts > 1)
{
qsort (Scripts, NumScripts, sizeof(ScriptPtr), SortScripts);
}
if (Format == ACS_Old)
return;
// Load script flags
scripts.b = FindChunk (MAKE_ID('S','F','L','G'));
if (scripts.dw != NULL)
{
max = scripts.dw[1];
scripts.dw += 2;
for (i = max; i > 0; --i, scripts.w += 2)
{
ScriptPtr *ptr = const_cast<ScriptPtr *>(FindScript (LittleShort(scripts.w[0])));
if (ptr != NULL)
{
ptr->Flags = LittleShort(scripts.w[1]);
}
}
}
// Load script var counts
scripts.b = FindChunk (MAKE_ID('S','V','C','T'));
if (scripts.dw != NULL)
{
max = scripts.dw[1];
scripts.dw += 2;
for (i = max; i > 0; --i, scripts.w += 2)
{
ScriptPtr *ptr = const_cast<ScriptPtr *>(FindScript (LittleShort(scripts.w[0])));
if (ptr != NULL)
{
ptr->VarCount = LittleShort(scripts.w[1]);
}
}
}
}
int STACK_ARGS FBehavior::SortScripts (const void *a, const void *b)
{
ScriptPtr *ptr1 = (ScriptPtr *)a;
ScriptPtr *ptr2 = (ScriptPtr *)b;
return ptr1->Number - ptr2->Number;
}
void FBehavior::UnencryptStrings ()
{
DWORD *prevchunk = NULL;
DWORD *chunk = (DWORD *)FindChunk(MAKE_ID('S','T','R','E'));
while (chunk != NULL)
{
for (DWORD strnum = 0; strnum < chunk[3]; ++strnum)
{
int ofs = chunk[5+strnum];
BYTE *data = (BYTE *)chunk + ofs + 8, last;
int p = (BYTE)(ofs*157135);
int i = 0;
do
{
last = (data[i] ^= (BYTE)(p+(i>>1)));
++i;
} while (last != 0);
}
prevchunk = chunk;
chunk = (DWORD *)NextChunk ((BYTE *)chunk);
*prevchunk = MAKE_ID('S','T','R','L');
}
if (prevchunk != NULL)
{
*prevchunk = MAKE_ID('S','T','R','L');
}
}
bool FBehavior::IsGood ()
{
bool bad;
int i;
// Check that the data format was understood
if (Format == ACS_Unknown)
{
return false;
}
// Check that all functions are resolved
bad = false;
for (i = 0; i < NumFunctions; ++i)
{
ScriptFunction *funcdef = (ScriptFunction *)Functions + i;
if (funcdef->Address == 0 && funcdef->ImportNum == 0)
{
DWORD *chunk = (DWORD *)FindChunk (MAKE_ID('F','N','A','M'));
Printf ("Could not find ACS function %s for use in %s.\n",
(char *)(chunk + 2) + chunk[3+i], ModuleName);
bad = true;
}
}
// Check that all imported modules were loaded
for (i = Imports.Size() - 1; i >= 0; --i)
{
if (Imports[i] == NULL)
{
Printf ("Not all the libraries used by %s could be found.\n", ModuleName);
return false;
}
}
return !bad;
}
const ScriptPtr *FBehavior::FindScript (int script) const
{
const ScriptPtr *ptr = BinarySearch<ScriptPtr, WORD>
((ScriptPtr *)Scripts, NumScripts, &ScriptPtr::Number, (WORD)script);
return ptr;
}
const ScriptPtr *FBehavior::StaticFindScript (int script, FBehavior *&module)
{
for (DWORD i = 0; i < StaticModules.Size(); ++i)
{
const ScriptPtr *code = StaticModules[i]->FindScript (script);
if (code != NULL)
{
module = StaticModules[i];
return code;
}
}
return NULL;
}
ScriptFunction *FBehavior::GetFunction (int funcnum, FBehavior *&module) const
{
if ((unsigned)funcnum >= (unsigned)NumFunctions)
{
return NULL;
}
ScriptFunction *funcdef = (ScriptFunction *)Functions + funcnum;
if (funcdef->ImportNum)
{
return Imports[funcdef->ImportNum - 1]->GetFunction (funcdef->Address, module);
}
// Should I just un-const this function instead of using a const_cast?
module = const_cast<FBehavior *>(this);
return funcdef;
}
int FBehavior::FindFunctionName (const char *funcname) const
{
return FindStringInChunk ((DWORD *)FindChunk (MAKE_ID('F','N','A','M')), funcname);
}
int FBehavior::FindMapVarName (const char *varname) const
{
return FindStringInChunk ((DWORD *)FindChunk (MAKE_ID('M','E','X','P')), varname);
}
int FBehavior::FindMapArray (const char *arrayname) const
{
int var = FindMapVarName (arrayname);
if (var >= 0)
{
return MapVarStore[var];
}
return -1;
}
int FBehavior::FindStringInChunk (DWORD *names, const char *varname) const
{
if (names != NULL)
{
DWORD i;
for (i = 0; i < names[2]; ++i)
{
if (stricmp (varname, (char *)(names + 2) + names[3+i]) == 0)
{
return (int)i;
}
}
}
return -1;
}
int FBehavior::GetArrayVal (int arraynum, int index) const
{
if ((unsigned)arraynum >= (unsigned)NumTotalArrays)
return 0;
const ArrayInfo *array = Arrays[arraynum];
if ((unsigned)index >= (unsigned)array->ArraySize)
return 0;
return array->Elements[index];
}
void FBehavior::SetArrayVal (int arraynum, int index, int value)
{
if ((unsigned)arraynum >= (unsigned)NumTotalArrays)
return;
const ArrayInfo *array = Arrays[arraynum];
if ((unsigned)index >= (unsigned)array->ArraySize)
return;
array->Elements[index] = value;
}
BYTE *FBehavior::FindChunk (DWORD id) const
{
BYTE *chunk = Chunks;
while (chunk != NULL && chunk < Data + DataSize)
{
if (((DWORD *)chunk)[0] == id)
{
return chunk;
}
chunk += ((DWORD *)chunk)[1] + 8;
}
return NULL;
}
BYTE *FBehavior::NextChunk (BYTE *chunk) const
{
DWORD id = *(DWORD *)chunk;
chunk += ((DWORD *)chunk)[1] + 8;
while (chunk != NULL && chunk < Data + DataSize)
{
if (((DWORD *)chunk)[0] == id)
{
return chunk;
}
chunk += ((DWORD *)chunk)[1] + 8;
}
return NULL;
}
const char *FBehavior::StaticLookupString (DWORD index)
{
DWORD lib = index >> 16;
if (lib >= (DWORD)StaticModules.Size())
{
return NULL;
}
return StaticModules[lib]->LookupString (index & 0xffff);
}
const char *FBehavior::LookupString (DWORD index) const
{
if (StringTable == 0)
{
return NULL;
}
if (Format == ACS_Old)
{
DWORD *list = (DWORD *)(Data + StringTable);
if (index >= list[0])
return NULL; // Out of range for this list;
return (const char *)(Data + list[1+index]);
}
else
{
DWORD *list = (DWORD *)(Data + StringTable);
if (index >= list[1])
return NULL; // Out of range for this list
return (const char *)(Data + StringTable + list[3+index]);
}
}
void FBehavior::StaticStartTypedScripts (WORD type, AActor *activator, bool always, int arg1, bool runNow)
{
for (unsigned int i = 0; i < StaticModules.Size(); ++i)
{
StaticModules[i]->StartTypedScripts (type, activator, always, arg1, runNow);
}
}
void FBehavior::StartTypedScripts (WORD type, AActor *activator, bool always, int arg1, bool runNow)
{
const ScriptPtr *ptr;
int i;
for (i = 0; i < NumScripts; ++i)
{
ptr = &Scripts[i];
if (ptr->Type == type)
{
DLevelScript *runningScript = P_GetScriptGoing (activator, NULL, ptr->Number,
ptr, this, 0, arg1, 0, 0, always, true);
if (runNow)
{
runningScript->RunScript ();
}
}
}
}
// FBehavior :: StaticStopMyScripts
//
// Stops any scripts started by the specified actor. Used by the net code
// when a player disconnects. Should this be used in general whenever an
// actor is destroyed?
void FBehavior::StaticStopMyScripts (AActor *actor)
{
DACSThinker *controller = DACSThinker::ActiveThinker;
if (controller != NULL)
{
controller->StopScriptsFor (actor);
}
}
//---- The ACS Interpreter ----//
IMPLEMENT_CLASS (DACSThinker)
DACSThinker *DACSThinker::ActiveThinker = NULL;
DACSThinker::DACSThinker ()
{
if (ActiveThinker)
{
I_Error ("Only one ACSThinker is allowed to exist at a time.\nCheck your code.");
}
else
{
ActiveThinker = this;
Scripts = NULL;
LastScript = NULL;
for (int i = 0; i < 1000; i++)
RunningScripts[i] = NULL;
}
}
DACSThinker::~DACSThinker ()
{
DLevelScript *script = Scripts;
while (script)
{
DLevelScript *next = script->next;
script->Destroy ();
script = next;
}
Scripts = NULL;
ActiveThinker = NULL;
}
void DACSThinker::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << Scripts << LastScript;
if (arc.IsStoring ())
{
WORD i;
for (i = 0; i < 1000; i++)
{
if (RunningScripts[i])
arc << RunningScripts[i] << i;
}
DLevelScript *nil = NULL;
arc << nil;
}
else
{
WORD scriptnum;
DLevelScript *script = NULL;
arc << script;
while (script)
{
arc << scriptnum;
RunningScripts[scriptnum] = script;
arc << script;
}
}
}
void DACSThinker::Tick ()
{
DLevelScript *script = Scripts;
while (script)
{
DLevelScript *next = script->next;
script->RunScript ();
script = next;
}
}
void DACSThinker::StopScriptsFor (AActor *actor)
{
DLevelScript *script = Scripts;
while (script != NULL)
{
DLevelScript *next = script->next;
if (script->activator == actor)
{
script->SetState (DLevelScript::SCRIPT_PleaseRemove);
}
script = next;
}
}
IMPLEMENT_POINTY_CLASS (DLevelScript)
DECLARE_POINTER (activator)
END_POINTERS
void DLevelScript::Serialize (FArchive &arc)
{
DWORD i;
Super::Serialize (arc);
arc << next << prev
<< script;
arc << state
<< statedata
<< activator
<< activationline
<< backSide
<< numlocalvars;
if (arc.IsLoading())
{
localvars = new SDWORD[numlocalvars];
}
for (i = 0; i < (DWORD)numlocalvars; i++)
{
arc << localvars[i];
}
if (arc.IsStoring ())
{
WORD lib = activeBehavior->GetLibraryID() >> 16;
arc << lib;
i = activeBehavior->PC2Ofs (pc);
arc << i;
}
else
{
WORD lib;
arc << lib << i;
activeBehavior = FBehavior::StaticGetModule (lib);
pc = activeBehavior->Ofs2PC (i);
}
arc << activefont
<< hudwidth << hudheight;
}
DLevelScript::DLevelScript ()
{
next = prev = NULL;
if (DACSThinker::ActiveThinker == NULL)
new DACSThinker;
activefont = SmallFont;
localvars = NULL;
}
DLevelScript::~DLevelScript ()
{
if (localvars != NULL)
delete[] localvars;
}
void DLevelScript::Unlink ()
{
DACSThinker *controller = DACSThinker::ActiveThinker;
if (controller->LastScript == this)
controller->LastScript = prev;
if (controller->Scripts == this)
controller->Scripts = next;
if (prev)
prev->next = next;
if (next)
next->prev = prev;
}
void DLevelScript::Link ()
{
DACSThinker *controller = DACSThinker::ActiveThinker;
next = controller->Scripts;
if (controller->Scripts)
controller->Scripts->prev = this;
prev = NULL;
controller->Scripts = this;
if (controller->LastScript == NULL)
controller->LastScript = this;
}
void DLevelScript::PutLast ()
{
DACSThinker *controller = DACSThinker::ActiveThinker;
if (controller->LastScript == this)
return;
Unlink ();
if (controller->Scripts == NULL)
{
Link ();
}
else
{
if (controller->LastScript)
controller->LastScript->next = this;
prev = controller->LastScript;
next = NULL;
controller->LastScript = this;
}
}
void DLevelScript::PutFirst ()
{
DACSThinker *controller = DACSThinker::ActiveThinker;
if (controller->Scripts == this)
return;
Unlink ();
Link ();
}
int DLevelScript::Random (int min, int max)
{
if (max < min)
{
swap (max, min);
}
return min + pr_acs(max - min + 1);
}
int DLevelScript::ThingCount (int type, int stringid, int tid)
{
AActor *actor;
const PClass *kind;
int count = 0;
bool replacemented = false;
if (type >= MAX_SPAWNABLES)
{
return 0;
}
else if (type > 0)
{
kind = SpawnableThings[type];
if (kind == NULL)
return 0;
}
else if (stringid >= 0)
{
const char *type_name = FBehavior::StaticLookupString (stringid);
if (type_name == NULL)
return 0;
kind = PClass::FindClass (type_name);
if (kind == NULL || kind->ActorInfo == NULL)
return 0;
}
else
{
kind = NULL;
}
do_count:
if (tid)
{
FActorIterator iterator (tid);
while ( (actor = iterator.Next ()) )
{
if (actor->health > 0 &&
(kind == NULL || actor->IsA (kind)))
{
// Don't count items in somebody's inventory
if (!actor->IsKindOf (RUNTIME_CLASS(AInventory)) ||
static_cast<AInventory *>(actor)->Owner == NULL)
{
count++;
}
}
}
}
else
{
TThinkerIterator<AActor> iterator;
while ( (actor = iterator.Next ()) )
{
if (actor->health > 0 &&
(kind == NULL || actor->IsA (kind)))
{
// Don't count items in somebody's inventory
if (!actor->IsKindOf (RUNTIME_CLASS(AInventory)) ||
static_cast<AInventory *>(actor)->Owner == NULL)
{
count++;
}
}
}
}
if (!replacemented && kind != NULL)
{
// Again, with decorate replacements
replacemented = true;
PClass *newkind = kind->ActorInfo->GetReplacement()->Class;
if (newkind != kind)
{
kind = newkind;
goto do_count;
}
}
return count;
}
void DLevelScript::ChangeFlat (int tag, int name, bool floorOrCeiling)
{
int flat, secnum = -1;
const char *flatname = FBehavior::StaticLookupString (name);
if (flatname == NULL)
return;
flat = TexMan.GetTexture (flatname, FTexture::TEX_Flat, FTextureManager::TEXMAN_Overridable);
while ((secnum = P_FindSectorFromTag (tag, secnum)) >= 0)
{
if (floorOrCeiling == false)
{
if (sectors[secnum].floorpic != flat)
{
sectors[secnum].floorpic = flat;
sectors[secnum].AdjustFloorClip ();
}
}
else
{
sectors[secnum].ceilingpic = flat;
}
}
}
int DLevelScript::CountPlayers ()
{
int count = 0, i;
for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i])
count++;
return count;
}
void DLevelScript::SetLineTexture (int lineid, int side, int position, int name)
{
int texture, linenum = -1;
const char *texname = FBehavior::StaticLookupString (name);
if (texname == NULL)
return;
side = !!side;
texture = TexMan.GetTexture (texname, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable);
while ((linenum = P_FindLineFromID (lineid, linenum)) >= 0)
{
side_t *sidedef;
if (lines[linenum].sidenum[side] == NO_SIDE)
continue;
sidedef = sides + lines[linenum].sidenum[side];
switch (position)
{
case TEXTURE_TOP:
sidedef->toptexture = texture;
break;
case TEXTURE_MIDDLE:
sidedef->midtexture = texture;
break;
case TEXTURE_BOTTOM:
sidedef->bottomtexture = texture;
break;
default:
break;
}
}
}
void DLevelScript::ReplaceTextures (int fromnamei, int tonamei, int flags)
{
const char *fromname = FBehavior::StaticLookupString (fromnamei);
const char *toname = FBehavior::StaticLookupString (tonamei);
int picnum1, picnum2;
if (fromname == NULL)
return;
if ((flags ^ (NOT_BOTTOM | NOT_MIDDLE | NOT_TOP)) != 0)
{
picnum1 = TexMan.GetTexture (fromname, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable);
picnum2 = TexMan.GetTexture (toname, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable);
for (int i = 0; i < numsides; ++i)
{
side_t *wal = &sides[i];
if (!(flags & NOT_BOTTOM) && wal->bottomtexture == picnum1) wal->bottomtexture = picnum2;
if (!(flags & NOT_MIDDLE) && wal->midtexture == picnum1) wal->midtexture = picnum2;
if (!(flags & NOT_TOP) && wal->toptexture == picnum1) wal->toptexture = picnum2;
}
}
if ((flags ^ (NOT_FLOOR | NOT_CEILING)) != 0)
{
picnum1 = TexMan.GetTexture (fromname, FTexture::TEX_Flat, FTextureManager::TEXMAN_Overridable);
picnum2 = TexMan.GetTexture (toname, FTexture::TEX_Flat, FTextureManager::TEXMAN_Overridable);
for (int i = 0; i < numsectors; ++i)
{
sector_t *sec = &sectors[i];
if (!(flags & NOT_FLOOR) && sec->floorpic == picnum1) sec->floorpic = picnum2;
if (!(flags & NOT_CEILING) && sec->ceilingpic == picnum1) sec->ceilingpic = picnum2;
}
}
}
int DLevelScript::DoSpawn (int type, fixed_t x, fixed_t y, fixed_t z, int tid, int angle)
{
const PClass *info = PClass::FindClass (FBehavior::StaticLookupString (type));
AActor *actor = NULL;
int spawncount = 0;
if (info != NULL)
{
actor = Spawn (info, x, y, z, ALLOW_REPLACE);
if (actor != NULL)
{
DWORD oldFlags2 = actor->flags2;
actor->flags2 |= MF2_PASSMOBJ;
if (P_TestMobjLocation (actor))
{
actor->angle = angle << 24;
actor->tid = tid;
actor->AddToHash ();
if (actor->flags & MF_SPECIAL)
actor->flags |= MF_DROPPED; // Don't respawn
actor->flags2 = oldFlags2;
spawncount++;
}
else
{
// If this is a monster, subtract it from the total monster
// count, because it already added to it during spawning.
if (actor->CountsAsKill())
{
level.total_monsters--;
}
// Same, for items
if (actor->flags & MF_COUNTITEM)
{
level.total_items--;
}
actor->Destroy ();
actor = NULL;
}
}
}
return spawncount;
}
int DLevelScript::DoSpawnSpot (int type, int spot, int tid, int angle)
{
FActorIterator iterator (spot);
AActor *aspot;
int spawned = 0;
while ( (aspot = iterator.Next ()) )
{
spawned += DoSpawn (type, aspot->x, aspot->y, aspot->z, tid, angle);
}
return spawned;
}
int DLevelScript::DoSpawnSpotFacing (int type, int spot, int tid)
{
FActorIterator iterator (spot);
AActor *aspot;
int spawned = 0;
while ( (aspot = iterator.Next ()) )
{
spawned += DoSpawn (type, aspot->x, aspot->y, aspot->z, tid, aspot->angle >> 24);
}
return spawned;
}
void DLevelScript::DoFadeTo (int r, int g, int b, int a, fixed_t time)
{
DoFadeRange (0, 0, 0, -1, r, g, b, a, time);
}
void DLevelScript::DoFadeRange (int r1, int g1, int b1, int a1,
int r2, int g2, int b2, int a2, fixed_t time)
{
player_t *viewer;
float ftime = (float)time / 65536.f;
bool fadingFrom = a1 >= 0;
float fr1 = 0, fg1 = 0, fb1 = 0, fa1 = 0;
float fr2, fg2, fb2, fa2;
int i;
fr2 = (float)r2 / 255.f;
fg2 = (float)g2 / 255.f;
fb2 = (float)b2 / 255.f;
fa2 = (float)a2 / 65536.f;
if (fadingFrom)
{
fr1 = (float)r1 / 255.f;
fg1 = (float)g1 / 255.f;
fb1 = (float)b1 / 255.f;
fa1 = (float)a1 / 65536.f;
}
if (activator != NULL)
{
viewer = activator->player;
if (viewer == NULL)
return;
i = MAXPLAYERS;
goto showme;
}
else
{
for (i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[i])
{
viewer = &players[i];
showme:
if (ftime <= 0.f)
{
viewer->BlendR = fr2;
viewer->BlendG = fg2;
viewer->BlendB = fb2;
viewer->BlendA = fa2;
}
else
{
if (!fadingFrom)
{
if (viewer->BlendA <= 0.f)
{
fr1 = fr2;
fg1 = fg2;
fb1 = fb2;
fa1 = 0.f;
}
else
{
fr1 = viewer->BlendR;
fg1 = viewer->BlendG;
fb1 = viewer->BlendB;
fa1 = viewer->BlendA;
}
}
new DFlashFader (fr1, fg1, fb1, fa1, fr2, fg2, fb2, fa2, ftime, viewer->mo);
}
}
}
}
}
void DLevelScript::DoSetFont (int fontnum)
{
const char *fontname = FBehavior::StaticLookupString (fontnum);
activefont = V_GetFont (fontname);
if (activefont == NULL)
{
activefont = SmallFont;
}
if (screen != NULL)
{
screen->SetFont (activefont);
}
}
#define APROP_Health 0
#define APROP_Speed 1
#define APROP_Damage 2
#define APROP_Alpha 3
#define APROP_RenderStyle 4
#define APROP_Ambush 10
#define APROP_Invulnerable 11
#define APROP_JumpZ 12 // [GRB]
#define APROP_ChaseGoal 13
#define APROP_Frightened 14
#define APROP_Gravity 15
#define APROP_Friendly 16
#define APROP_SeeSound 5 // Sounds can only be set, not gotten
#define APROP_AttackSound 6
#define APROP_PainSound 7
#define APROP_DeathSound 8
#define APROP_ActiveSound 9
void DLevelScript::SetActorProperty (int tid, int property, int value)
{
if (tid == 0)
{
DoSetActorProperty (activator, property, value);
}
else
{
AActor *actor;
FActorIterator iterator (tid);
while ((actor = iterator.Next()) != NULL)
{
DoSetActorProperty (actor, property, value);
}
}
}
void DLevelScript::DoSetActorProperty (AActor *actor, int property, int value)
{
if (actor == NULL)
{
return;
}
switch (property)
{
case APROP_Health:
actor->health = value;
if (actor->player != NULL)
{
actor->player->health = value;
}
break;
case APROP_Speed:
actor->Speed = value;
break;
case APROP_Damage:
actor->Damage = value;
break;
case APROP_Alpha:
actor->alpha = value;
break;
case APROP_RenderStyle:
actor->RenderStyle = value;
break;
case APROP_Ambush:
if (value) actor->flags |= MF_AMBUSH; else actor->flags &= ~MF_AMBUSH;
break;
case APROP_Invulnerable:
if (value) actor->flags2 |= MF2_INVULNERABLE; else actor->flags2 &= ~MF2_INVULNERABLE;
break;
case APROP_JumpZ:
if (actor->IsKindOf (RUNTIME_CLASS (APlayerPawn)))
static_cast<APlayerPawn *>(actor)->JumpZ = value;
break; // [GRB]
case APROP_ChaseGoal:
if (value)
actor->flags5 |= MF5_CHASEGOAL;
else
actor->flags5 &= ~MF5_CHASEGOAL;
break;
case APROP_Frightened:
if (value)
actor->flags4 |= MF4_FRIGHTENED;
else
actor->flags4 &= ~MF4_FRIGHTENED;
break;
case APROP_Friendly:
if (value)
actor->flags |= MF_FRIENDLY;
else
actor->flags &= ~MF_FRIENDLY;
break;
case APROP_Gravity:
actor->gravity = value;
break;
case APROP_SeeSound:
actor->SeeSound = S_FindSound (FBehavior::StaticLookupString (value));
break;
case APROP_AttackSound:
actor->AttackSound = S_FindSound (FBehavior::StaticLookupString (value));
break;
case APROP_PainSound:
actor->PainSound = S_FindSound (FBehavior::StaticLookupString (value));
break;
case APROP_DeathSound:
actor->DeathSound = S_FindSound (FBehavior::StaticLookupString (value));
break;
case APROP_ActiveSound:
actor->ActiveSound = S_FindSound (FBehavior::StaticLookupString (value));
break;
}
}
static AActor *SingleActorFromTID (int tid, AActor *defactor)
{
if (tid == 0)
{
return defactor;
}
else
{
FActorIterator iterator (tid);
return iterator.Next();
}
}
int DLevelScript::GetActorProperty (int tid, int property)
{
AActor *actor = SingleActorFromTID (tid, activator);
if (actor == NULL)
{
return 0;
}
switch (property)
{
case APROP_Health: return actor->health;
case APROP_Speed: return actor->Speed;
case APROP_Damage: return actor->Damage; // Should this call GetMissileDamage() instead?
case APROP_Alpha: return actor->alpha;
case APROP_RenderStyle: return actor->RenderStyle;
case APROP_Gravity: return actor->gravity;
case APROP_Ambush: return !!(actor->flags & MF_AMBUSH);
case APROP_ChaseGoal: return !!(actor->flags5 & MF5_CHASEGOAL);
case APROP_Frightened: return !!(actor->flags4 & MF4_FRIGHTENED);
case APROP_Friendly: return !!(actor->flags & MF_FRIENDLY);
case APROP_JumpZ: if (actor->IsKindOf (RUNTIME_CLASS (APlayerPawn)))
{
return static_cast<APlayerPawn *>(actor)->JumpZ; // [GRB]
}
else
{
return 0;
}
default: return 0;
}
}
#define NEXTWORD (LittleLong(*pc++))
#define NEXTBYTE (fmt==ACS_LittleEnhanced?getbyte(pc):NEXTWORD)
#define STACK(a) (Stack[sp - (a)])
#define PushToStack(a) (Stack[sp++] = (a))
inline int getbyte (int *&pc)
{
int res = *(BYTE *)pc;
pc = (int *)((BYTE *)pc+1);
return res;
}
int DLevelScript::RunScript ()
{
DACSThinker *controller = DACSThinker::ActiveThinker;
SDWORD *locals = localvars;
ScriptFunction *activeFunction = NULL;
FRemapTable *translation = 0;
int resultValue = 1;
switch (state)
{
case SCRIPT_Delayed:
// Decrement the delay counter and enter state running
// if it hits 0
if (--statedata == 0)
state = SCRIPT_Running;
break;
case SCRIPT_TagWait:
// Wait for tagged sector(s) to go inactive, then enter
// state running
{
int secnum = -1;
while ((secnum = P_FindSectorFromTag (statedata, secnum)) >= 0)
if (sectors[secnum].floordata || sectors[secnum].ceilingdata)
return resultValue;
// If we got here, none of the tagged sectors were busy
state = SCRIPT_Running;
}
break;
case SCRIPT_PolyWait:
// Wait for polyobj(s) to stop moving, then enter state running
if (!PO_Busy (statedata))
{
state = SCRIPT_Running;
}
break;
case SCRIPT_ScriptWaitPre:
// Wait for a script to start running, then enter state scriptwait
if (controller->RunningScripts[statedata])
state = SCRIPT_ScriptWait;
break;
case SCRIPT_ScriptWait:
// Wait for a script to stop running, then enter state running
if (controller->RunningScripts[statedata])
return resultValue;
state = SCRIPT_Running;
PutFirst ();
break;
default:
break;
}
SDWORD Stack[STACK_SIZE];
int sp = 0;
int *pc = this->pc;
ACSFormat fmt = activeBehavior->GetFormat();
int runaway = 0; // used to prevent infinite loops
int pcd;
FString work;
const char *lookup;
int optstart = -1;
int temp;
if (screen != NULL)
{
screen->SetFont (activefont);
}
while (state == SCRIPT_Running)
{
if (++runaway > 500000)
{
Printf ("Runaway script %d terminated\n", script);
state = SCRIPT_PleaseRemove;
break;
}
if (fmt == ACS_LittleEnhanced)
{
pcd = getbyte(pc);
if (pcd >= 256-16)
{
pcd = (256-16) + ((pcd - (256-16)) << 8) + getbyte(pc);
}
}
else
{
pcd = NEXTWORD;
}
switch (pcd)
{
default:
Printf ("Unknown P-Code %d in script %d\n", pcd, script);
// fall through
case PCD_TERMINATE:
DPrintf ("Script %d finished\n", script);
state = SCRIPT_PleaseRemove;
break;
case PCD_NOP:
break;
case PCD_SUSPEND:
state = SCRIPT_Suspended;
break;
case PCD_TAGSTRING:
Stack[sp-1] |= activeBehavior->GetLibraryID();
break;
case PCD_PUSHNUMBER:
PushToStack (NEXTWORD);
break;
case PCD_PUSHBYTE:
PushToStack (*(BYTE *)pc);
pc = (int *)((BYTE *)pc + 1);
break;
case PCD_PUSH2BYTES:
Stack[sp] = ((BYTE *)pc)[0];
Stack[sp+1] = ((BYTE *)pc)[1];
sp += 2;
pc = (int *)((BYTE *)pc + 2);
break;
case PCD_PUSH3BYTES:
Stack[sp] = ((BYTE *)pc)[0];
Stack[sp+1] = ((BYTE *)pc)[1];
Stack[sp+2] = ((BYTE *)pc)[2];
sp += 3;
pc = (int *)((BYTE *)pc + 3);
break;
case PCD_PUSH4BYTES:
Stack[sp] = ((BYTE *)pc)[0];
Stack[sp+1] = ((BYTE *)pc)[1];
Stack[sp+2] = ((BYTE *)pc)[2];
Stack[sp+3] = ((BYTE *)pc)[3];
sp += 4;
pc = (int *)((BYTE *)pc + 4);
break;
case PCD_PUSH5BYTES:
Stack[sp] = ((BYTE *)pc)[0];
Stack[sp+1] = ((BYTE *)pc)[1];
Stack[sp+2] = ((BYTE *)pc)[2];
Stack[sp+3] = ((BYTE *)pc)[3];
Stack[sp+4] = ((BYTE *)pc)[4];
sp += 5;
pc = (int *)((BYTE *)pc + 5);
break;
case PCD_PUSHBYTES:
temp = *(BYTE *)pc;
pc = (int *)((BYTE *)pc + temp + 1);
for (temp = -temp; temp; temp++)
{
PushToStack (*((BYTE *)pc + temp));
}
break;
case PCD_DUP:
Stack[sp] = Stack[sp-1];
sp++;
break;
case PCD_SWAP:
swap(Stack[sp-2], Stack[sp-1]);
break;
case PCD_LSPEC1:
LineSpecials[NEXTBYTE] (activationline, activator, backSide,
STACK(1), 0, 0, 0, 0);
sp -= 1;
break;
case PCD_LSPEC2:
LineSpecials[NEXTBYTE] (activationline, activator, backSide,
STACK(2), STACK(1), 0, 0, 0);
sp -= 2;
break;
case PCD_LSPEC3:
LineSpecials[NEXTBYTE] (activationline, activator, backSide,
STACK(3), STACK(2), STACK(1), 0, 0);
sp -= 3;
break;
case PCD_LSPEC4:
LineSpecials[NEXTBYTE] (activationline, activator, backSide,
STACK(4), STACK(3), STACK(2),
STACK(1), 0);
sp -= 4;
break;
case PCD_LSPEC5:
LineSpecials[NEXTBYTE] (activationline, activator, backSide,
STACK(5), STACK(4), STACK(3),
STACK(2), STACK(1));
sp -= 5;
break;
case PCD_LSPEC5RESULT:
STACK(5) = LineSpecials[NEXTBYTE] (activationline, activator, backSide,
STACK(5), STACK(4), STACK(3),
STACK(2), STACK(1));
sp -= 4;
break;
case PCD_LSPEC1DIRECT:
temp = NEXTBYTE;
LineSpecials[temp] (activationline, activator, backSide,
pc[0], 0, 0, 0, 0);
pc += 1;
break;
case PCD_LSPEC2DIRECT:
temp = NEXTBYTE;
LineSpecials[temp] (activationline, activator, backSide,
pc[0], pc[1], 0, 0, 0);
pc += 2;
break;
case PCD_LSPEC3DIRECT:
temp = NEXTBYTE;
LineSpecials[temp] (activationline, activator, backSide,
pc[0], pc[1], pc[2], 0, 0);
pc += 3;
break;
case PCD_LSPEC4DIRECT:
temp = NEXTBYTE;
LineSpecials[temp] (activationline, activator, backSide,
pc[0], pc[1], pc[2], pc[3], 0);
pc += 4;
break;
case PCD_LSPEC5DIRECT:
temp = NEXTBYTE;
LineSpecials[temp] (activationline, activator, backSide,
pc[0], pc[1], pc[2], pc[3], pc[4]);
pc += 5;
break;
case PCD_LSPEC1DIRECTB:
LineSpecials[((BYTE *)pc)[0]] (activationline, activator, backSide,
((BYTE *)pc)[1], 0, 0, 0, 0);
pc = (int *)((BYTE *)pc + 2);
break;
case PCD_LSPEC2DIRECTB:
LineSpecials[((BYTE *)pc)[0]] (activationline, activator, backSide,
((BYTE *)pc)[1], ((BYTE *)pc)[2], 0, 0, 0);
pc = (int *)((BYTE *)pc + 3);
break;
case PCD_LSPEC3DIRECTB:
LineSpecials[((BYTE *)pc)[0]] (activationline, activator, backSide,
((BYTE *)pc)[1], ((BYTE *)pc)[2], ((BYTE *)pc)[3], 0, 0);
pc = (int *)((BYTE *)pc + 4);
break;
case PCD_LSPEC4DIRECTB:
LineSpecials[((BYTE *)pc)[0]] (activationline, activator, backSide,
((BYTE *)pc)[1], ((BYTE *)pc)[2], ((BYTE *)pc)[3],
((BYTE *)pc)[4], 0);
pc = (int *)((BYTE *)pc + 5);
break;
case PCD_LSPEC5DIRECTB:
LineSpecials[((BYTE *)pc)[0]] (activationline, activator, backSide,
((BYTE *)pc)[1], ((BYTE *)pc)[2], ((BYTE *)pc)[3],
((BYTE *)pc)[4], ((BYTE *)pc)[5]);
pc = (int *)((BYTE *)pc + 6);
break;
case PCD_CALL:
case PCD_CALLDISCARD:
{
union
{
CallReturn *ret;
SDWORD *retsp;
};
int funcnum;
int i;
ScriptFunction *func;
FBehavior *module = activeBehavior;
SDWORD *mylocals;
funcnum = NEXTBYTE;
func = activeBehavior->GetFunction (funcnum, module);
if (func == NULL)
{
Printf ("Function %d in script %d out of range\n", funcnum, script);
state = SCRIPT_PleaseRemove;
break;
}
if (sp + func->LocalCount + 64 > STACK_SIZE)
{ // 64 is the margin for the function's working space
Printf ("Out of stack space in script %d\n", script);
state = SCRIPT_PleaseRemove;
break;
}
mylocals = locals;
// The function's first argument is also its first local variable.
locals = &Stack[sp - func->ArgCount];
// Make space on the stack for any other variables the function uses.
for (i = 0; i < func->LocalCount; ++i)
{
Stack[sp+i] = 0;
}
sp += i;
retsp = &Stack[sp];
ret->ReturnAddress = activeBehavior->PC2Ofs (pc);
ret->ReturnFunction = activeFunction;
ret->ReturnModule = activeBehavior;
ret->ReturnLocals = mylocals;
ret->bDiscardResult = (pcd == PCD_CALLDISCARD);
sp += sizeof(CallReturn)/sizeof(int);
pc = module->Ofs2PC (func->Address);
activeFunction = func;
activeBehavior = module;
fmt = module->GetFormat();
}
break;
case PCD_RETURNVOID:
case PCD_RETURNVAL:
{
int value;
union
{
SDWORD *retsp;
CallReturn *retState;
};
if (pcd == PCD_RETURNVAL)
{
value = Stack[--sp];
}
else
{
value = 0;
}
sp -= sizeof(CallReturn)/sizeof(int);
retsp = &Stack[sp];
sp = locals - Stack;
pc = retState->ReturnModule->Ofs2PC (retState->ReturnAddress);
activeFunction = retState->ReturnFunction;
activeBehavior = retState->ReturnModule;
fmt = activeBehavior->GetFormat();
locals = retState->ReturnLocals;
if (!retState->bDiscardResult)
{
Stack[sp++] = value;
}
}
break;
case PCD_ADD:
STACK(2) = STACK(2) + STACK(1);
sp--;
break;
case PCD_SUBTRACT:
STACK(2) = STACK(2) - STACK(1);
sp--;
break;
case PCD_MULTIPLY:
STACK(2) = STACK(2) * STACK(1);
sp--;
break;
case PCD_DIVIDE:
if (STACK(1) == 0)
{
state = SCRIPT_DivideBy0;
}
else
{
STACK(2) = STACK(2) / STACK(1);
sp--;
}
break;
case PCD_MODULUS:
if (STACK(1) == 0)
{
state = SCRIPT_ModulusBy0;
}
else
{
STACK(2) = STACK(2) % STACK(1);
sp--;
}
break;
case PCD_EQ:
STACK(2) = (STACK(2) == STACK(1));
sp--;
break;
case PCD_NE:
STACK(2) = (STACK(2) != STACK(1));
sp--;
break;
case PCD_LT:
STACK(2) = (STACK(2) < STACK(1));
sp--;
break;
case PCD_GT:
STACK(2) = (STACK(2) > STACK(1));
sp--;
break;
case PCD_LE:
STACK(2) = (STACK(2) <= STACK(1));
sp--;
break;
case PCD_GE:
STACK(2) = (STACK(2) >= STACK(1));
sp--;
break;
case PCD_ASSIGNSCRIPTVAR:
locals[NEXTBYTE] = STACK(1);
sp--;
break;
case PCD_ASSIGNMAPVAR:
*(activeBehavior->MapVars[NEXTBYTE]) = STACK(1);
sp--;
break;
case PCD_ASSIGNWORLDVAR:
ACS_WorldVars[NEXTBYTE] = STACK(1);
sp--;
break;
case PCD_ASSIGNGLOBALVAR:
ACS_GlobalVars[NEXTBYTE] = STACK(1);
sp--;
break;
case PCD_ASSIGNMAPARRAY:
activeBehavior->SetArrayVal (*(activeBehavior->MapVars[NEXTBYTE]), STACK(2), STACK(1));
sp -= 2;
break;
case PCD_ASSIGNWORLDARRAY:
ACS_WorldArrays[NEXTBYTE][STACK(2)] = STACK(1);
sp -= 2;
break;
case PCD_ASSIGNGLOBALARRAY:
ACS_GlobalArrays[NEXTBYTE][STACK(2)] = STACK(1);
sp -= 2;
break;
case PCD_PUSHSCRIPTVAR:
PushToStack (locals[NEXTBYTE]);
break;
case PCD_PUSHMAPVAR:
PushToStack (*(activeBehavior->MapVars[NEXTBYTE]));
break;
case PCD_PUSHWORLDVAR:
PushToStack (ACS_WorldVars[NEXTBYTE]);
break;
case PCD_PUSHGLOBALVAR:
PushToStack (ACS_GlobalVars[NEXTBYTE]);
break;
case PCD_PUSHMAPARRAY:
STACK(1) = activeBehavior->GetArrayVal (*(activeBehavior->MapVars[NEXTBYTE]), STACK(1));
break;
case PCD_PUSHWORLDARRAY:
STACK(1) = ACS_WorldArrays[NEXTBYTE][STACK(1)];
break;
case PCD_PUSHGLOBALARRAY:
STACK(1) = ACS_GlobalArrays[NEXTBYTE][STACK(1)];
break;
case PCD_ADDSCRIPTVAR:
locals[NEXTBYTE] += STACK(1);
sp--;
break;
case PCD_ADDMAPVAR:
*(activeBehavior->MapVars[NEXTBYTE]) += STACK(1);
sp--;
break;
case PCD_ADDWORLDVAR:
ACS_WorldVars[NEXTBYTE] += STACK(1);
sp--;
break;
case PCD_ADDGLOBALVAR:
ACS_GlobalVars[NEXTBYTE] += STACK(1);
sp--;
break;
case PCD_ADDMAPARRAY:
{
int a = *(activeBehavior->MapVars[NEXTBYTE]);
int i = STACK(2);
activeBehavior->SetArrayVal (a, i, activeBehavior->GetArrayVal (a, i) + STACK(1));
sp -= 2;
}
break;
case PCD_ADDWORLDARRAY:
{
int a = NEXTBYTE;
ACS_WorldArrays[a][STACK(2)] += STACK(1);
sp -= 2;
}
break;
case PCD_ADDGLOBALARRAY:
{
int a = NEXTBYTE;
ACS_GlobalArrays[a][STACK(2)] += STACK(1);
sp -= 2;
}
break;
case PCD_SUBSCRIPTVAR:
locals[NEXTBYTE] -= STACK(1);
sp--;
break;
case PCD_SUBMAPVAR:
*(activeBehavior->MapVars[NEXTBYTE]) -= STACK(1);
sp--;
break;
case PCD_SUBWORLDVAR:
ACS_WorldVars[NEXTBYTE] -= STACK(1);
sp--;
break;
case PCD_SUBGLOBALVAR:
ACS_GlobalVars[NEXTBYTE] -= STACK(1);
sp--;
break;
case PCD_SUBMAPARRAY:
{
int a = *(activeBehavior->MapVars[NEXTBYTE]);
int i = STACK(2);
activeBehavior->SetArrayVal (a, i, activeBehavior->GetArrayVal (a, i) - STACK(1));
sp -= 2;
}
break;
case PCD_SUBWORLDARRAY:
{
int a = NEXTBYTE;
ACS_WorldArrays[a][STACK(2)] -= STACK(1);
sp -= 2;
}
break;
case PCD_SUBGLOBALARRAY:
{
int a = NEXTBYTE;
ACS_GlobalArrays[a][STACK(2)] -= STACK(1);
sp -= 2;
}
break;
case PCD_MULSCRIPTVAR:
locals[NEXTBYTE] *= STACK(1);
sp--;
break;
case PCD_MULMAPVAR:
*(activeBehavior->MapVars[NEXTBYTE]) *= STACK(1);
sp--;
break;
case PCD_MULWORLDVAR:
ACS_WorldVars[NEXTBYTE] *= STACK(1);
sp--;
break;
case PCD_MULGLOBALVAR:
ACS_GlobalVars[NEXTBYTE] *= STACK(1);
sp--;
break;
case PCD_MULMAPARRAY:
{
int a = *(activeBehavior->MapVars[NEXTBYTE]);
int i = STACK(2);
activeBehavior->SetArrayVal (a, i, activeBehavior->GetArrayVal (a, i) * STACK(1));
sp -= 2;
}
break;
case PCD_MULWORLDARRAY:
{
int a = NEXTBYTE;
ACS_WorldArrays[a][STACK(2)] *= STACK(1);
sp -= 2;
}
break;
case PCD_MULGLOBALARRAY:
{
int a = NEXTBYTE;
ACS_GlobalArrays[a][STACK(2)] *= STACK(1);
sp -= 2;
}
break;
case PCD_DIVSCRIPTVAR:
if (STACK(1) == 0)
{
state = SCRIPT_DivideBy0;
}
else
{
locals[NEXTBYTE] /= STACK(1);
sp--;
}
break;
case PCD_DIVMAPVAR:
if (STACK(1) == 0)
{
state = SCRIPT_DivideBy0;
}
else
{
*(activeBehavior->MapVars[NEXTBYTE]) /= STACK(1);
sp--;
}
break;
case PCD_DIVWORLDVAR:
if (STACK(1) == 0)
{
state = SCRIPT_DivideBy0;
}
else
{
ACS_WorldVars[NEXTBYTE] /= STACK(1);
sp--;
}
break;
case PCD_DIVGLOBALVAR:
if (STACK(1) == 0)
{
state = SCRIPT_DivideBy0;
}
else
{
ACS_GlobalVars[NEXTBYTE] /= STACK(1);
sp--;
}
break;
case PCD_DIVMAPARRAY:
if (STACK(1) == 0)
{
state = SCRIPT_DivideBy0;
}
else
{
int a = *(activeBehavior->MapVars[NEXTBYTE]);
int i = STACK(2);
activeBehavior->SetArrayVal (a, i, activeBehavior->GetArrayVal (a, i) / STACK(1));
sp -= 2;
}
break;
case PCD_DIVWORLDARRAY:
if (STACK(1) == 0)
{
state = SCRIPT_DivideBy0;
}
else
{
int a = NEXTBYTE;
ACS_WorldArrays[a][STACK(2)] /= STACK(1);
sp -= 2;
}
break;
case PCD_DIVGLOBALARRAY:
if (STACK(1) == 0)
{
state = SCRIPT_DivideBy0;
}
else
{
int a = NEXTBYTE;
ACS_GlobalArrays[a][STACK(2)] /= STACK(1);
sp -= 2;
}
break;
case PCD_MODSCRIPTVAR:
if (STACK(1) == 0)
{
state = SCRIPT_ModulusBy0;
}
else
{
locals[NEXTBYTE] %= STACK(1);
sp--;
}
break;
case PCD_MODMAPVAR:
if (STACK(1) == 0)
{
state = SCRIPT_ModulusBy0;
}
else
{
*(activeBehavior->MapVars[NEXTBYTE]) %= STACK(1);
sp--;
}
break;
case PCD_MODWORLDVAR:
if (STACK(1) == 0)
{
state = SCRIPT_ModulusBy0;
}
else
{
ACS_WorldVars[NEXTBYTE] %= STACK(1);
sp--;
}
break;
case PCD_MODGLOBALVAR:
if (STACK(1) == 0)
{
state = SCRIPT_ModulusBy0;
}
else
{
ACS_GlobalVars[NEXTBYTE] %= STACK(1);
sp--;
}
break;
case PCD_MODMAPARRAY:
if (STACK(1) == 0)
{
state = SCRIPT_ModulusBy0;
}
else
{
int a = *(activeBehavior->MapVars[NEXTBYTE]);
int i = STACK(2);
activeBehavior->SetArrayVal (a, i, activeBehavior->GetArrayVal (a, i) % STACK(1));
sp -= 2;
}
break;
case PCD_MODWORLDARRAY:
if (STACK(1) == 0)
{
state = SCRIPT_ModulusBy0;
}
else
{
int a = NEXTBYTE;
ACS_WorldArrays[a][STACK(2)] %= STACK(1);
sp -= 2;
}
break;
case PCD_MODGLOBALARRAY:
if (STACK(1) == 0)
{
state = SCRIPT_ModulusBy0;
}
else
{
int a = NEXTBYTE;
ACS_GlobalArrays[a][STACK(2)] %= STACK(1);
sp -= 2;
}
break;
//[MW] start
case PCD_ANDSCRIPTVAR:
locals[NEXTBYTE] &= STACK(1);
sp--;
break;
case PCD_ANDMAPVAR:
*(activeBehavior->MapVars[NEXTBYTE]) &= STACK(1);
sp--;
break;
case PCD_ANDWORLDVAR:
ACS_WorldVars[NEXTBYTE] &= STACK(1);
sp--;
break;
case PCD_ANDGLOBALVAR:
ACS_GlobalVars[NEXTBYTE] &= STACK(1);
sp--;
break;
case PCD_ANDMAPARRAY:
{
int a = *(activeBehavior->MapVars[NEXTBYTE]);
int i = STACK(2);
activeBehavior->SetArrayVal (a, i, activeBehavior->GetArrayVal (a, i) & STACK(1));
sp -= 2;
}
break;
case PCD_ANDWORLDARRAY:
{
int a = NEXTBYTE;
ACS_WorldArrays[a][STACK(2)] &= STACK(1);
sp -= 2;
}
break;
case PCD_ANDGLOBALARRAY:
{
int a = NEXTBYTE;
ACS_GlobalArrays[a][STACK(2)] &= STACK(1);
sp -= 2;
}
break;
case PCD_EORSCRIPTVAR:
locals[NEXTBYTE] ^= STACK(1);
sp--;
break;
case PCD_EORMAPVAR:
*(activeBehavior->MapVars[NEXTBYTE]) ^= STACK(1);
sp--;
break;
case PCD_EORWORLDVAR:
ACS_WorldVars[NEXTBYTE] ^= STACK(1);
sp--;
break;
case PCD_EORGLOBALVAR:
ACS_GlobalVars[NEXTBYTE] ^= STACK(1);
sp--;
break;
case PCD_EORMAPARRAY:
{
int a = *(activeBehavior->MapVars[NEXTBYTE]);
int i = STACK(2);
activeBehavior->SetArrayVal (a, i, activeBehavior->GetArrayVal (a, i) ^ STACK(1));
sp -= 2;
}
break;
case PCD_EORWORLDARRAY:
{
int a = NEXTBYTE;
ACS_WorldArrays[a][STACK(2)] ^= STACK(1);
sp -= 2;
}
break;
case PCD_EORGLOBALARRAY:
{
int a = NEXTBYTE;
ACS_GlobalArrays[a][STACK(2)] ^= STACK(1);
sp -= 2;
}
break;
case PCD_ORSCRIPTVAR:
locals[NEXTBYTE] |= STACK(1);
sp--;
break;
case PCD_ORMAPVAR:
*(activeBehavior->MapVars[NEXTBYTE]) |= STACK(1);
sp--;
break;
case PCD_ORWORLDVAR:
ACS_WorldVars[NEXTBYTE] |= STACK(1);
sp--;
break;
case PCD_ORGLOBALVAR:
ACS_GlobalVars[NEXTBYTE] |= STACK(1);
sp--;
break;
case PCD_ORMAPARRAY:
{
int a = *(activeBehavior->MapVars[NEXTBYTE]);
int i = STACK(2);
activeBehavior->SetArrayVal (a, i, activeBehavior->GetArrayVal (a, i) | STACK(1));
sp -= 2;
}
break;
case PCD_ORWORLDARRAY:
{
int a = NEXTBYTE;
ACS_WorldArrays[a][STACK(2)] |= STACK(1);
sp -= 2;
}
break;
case PCD_ORGLOBALARRAY:
{
int a = NEXTBYTE;
int i = STACK(2);
ACS_GlobalArrays[a][STACK(2)] |= STACK(1);
sp -= 2;
}
break;
case PCD_LSSCRIPTVAR:
locals[NEXTBYTE] <<= STACK(1);
sp--;
break;
case PCD_LSMAPVAR:
*(activeBehavior->MapVars[NEXTBYTE]) <<= STACK(1);
sp--;
break;
case PCD_LSWORLDVAR:
ACS_WorldVars[NEXTBYTE] <<= STACK(1);
sp--;
break;
case PCD_LSGLOBALVAR:
ACS_GlobalVars[NEXTBYTE] <<= STACK(1);
sp--;
break;
case PCD_LSMAPARRAY:
{
int a = *(activeBehavior->MapVars[NEXTBYTE]);
int i = STACK(2);
activeBehavior->SetArrayVal (a, i, activeBehavior->GetArrayVal (a, i) << STACK(1));
sp -= 2;
}
break;
case PCD_LSWORLDARRAY:
{
int a = NEXTBYTE;
ACS_WorldArrays[a][STACK(2)] <<= STACK(1);
sp -= 2;
}
break;
case PCD_LSGLOBALARRAY:
{
int a = NEXTBYTE;
ACS_GlobalArrays[a][STACK(2)] <<= STACK(1);
sp -= 2;
}
break;
case PCD_RSSCRIPTVAR:
locals[NEXTBYTE] >>= STACK(1);
sp--;
break;
case PCD_RSMAPVAR:
*(activeBehavior->MapVars[NEXTBYTE]) >>= STACK(1);
sp--;
break;
case PCD_RSWORLDVAR:
ACS_WorldVars[NEXTBYTE] >>= STACK(1);
sp--;
break;
case PCD_RSGLOBALVAR:
ACS_GlobalVars[NEXTBYTE] >>= STACK(1);
sp--;
break;
case PCD_RSMAPARRAY:
{
int a = *(activeBehavior->MapVars[NEXTBYTE]);
int i = STACK(2);
activeBehavior->SetArrayVal (a, i, activeBehavior->GetArrayVal (a, i) >> STACK(1));
sp -= 2;
}
break;
case PCD_RSWORLDARRAY:
{
int a = NEXTBYTE;
ACS_WorldArrays[a][STACK(2)] >>= STACK(1);
sp -= 2;
}
break;
case PCD_RSGLOBALARRAY:
{
int a = NEXTBYTE;
ACS_GlobalArrays[a][STACK(2)] >>= STACK(1);
sp -= 2;
}
break;
//[MW] end
case PCD_INCSCRIPTVAR:
++locals[NEXTBYTE];
break;
case PCD_INCMAPVAR:
*(activeBehavior->MapVars[NEXTBYTE]) += 1;
break;
case PCD_INCWORLDVAR:
++ACS_WorldVars[NEXTBYTE];
break;
case PCD_INCGLOBALVAR:
++ACS_GlobalVars[NEXTBYTE];
break;
case PCD_INCMAPARRAY:
{
int a = *(activeBehavior->MapVars[NEXTBYTE]);
int i = STACK(1);
activeBehavior->SetArrayVal (a, i, activeBehavior->GetArrayVal (a, i) + 1);
sp--;
}
break;
case PCD_INCWORLDARRAY:
{
int a = NEXTBYTE;
ACS_WorldArrays[a][STACK(1)] += 1;
sp--;
}
break;
case PCD_INCGLOBALARRAY:
{
int a = NEXTBYTE;
ACS_GlobalArrays[a][STACK(1)] += 1;
sp--;
}
break;
case PCD_DECSCRIPTVAR:
--locals[NEXTBYTE];
break;
case PCD_DECMAPVAR:
*(activeBehavior->MapVars[NEXTBYTE]) -= 1;
break;
case PCD_DECWORLDVAR:
--ACS_WorldVars[NEXTBYTE];
break;
case PCD_DECGLOBALVAR:
--ACS_GlobalVars[NEXTBYTE];
break;
case PCD_DECMAPARRAY:
{
int a = *(activeBehavior->MapVars[NEXTBYTE]);
int i = STACK(1);
activeBehavior->SetArrayVal (a, i, activeBehavior->GetArrayVal (a, i) - 1);
sp--;
}
break;
case PCD_DECWORLDARRAY:
{
int a = NEXTBYTE;
ACS_WorldArrays[a][STACK(1)] -= 1;
sp--;
}
break;
case PCD_DECGLOBALARRAY:
{
int a = NEXTBYTE;
int i = STACK(1);
ACS_GlobalArrays[a][STACK(1)] -= 1;
sp--;
}
break;
case PCD_GOTO:
pc = activeBehavior->Ofs2PC (*pc);
break;
case PCD_IFGOTO:
if (STACK(1))
pc = activeBehavior->Ofs2PC (*pc);
else
pc++;
sp--;
break;
case PCD_DROP:
case PCD_SETRESULTVALUE:
resultValue = STACK(1);
sp--;
break;
case PCD_DELAY:
statedata = STACK(1) + (fmt == ACS_Old && gameinfo.gametype == GAME_Hexen);
if (statedata > 0)
{
state = SCRIPT_Delayed;
}
sp--;
break;
case PCD_DELAYDIRECT:
statedata = NEXTWORD + (fmt == ACS_Old && gameinfo.gametype == GAME_Hexen);
if (statedata > 0)
{
state = SCRIPT_Delayed;
}
break;
case PCD_DELAYDIRECTB:
statedata = *(BYTE *)pc + (fmt == ACS_Old && gameinfo.gametype == GAME_Hexen);
if (statedata > 0)
{
state = SCRIPT_Delayed;
}
pc = (int *)((BYTE *)pc + 1);
break;
case PCD_RANDOM:
STACK(2) = Random (STACK(2), STACK(1));
sp--;
break;
case PCD_RANDOMDIRECT:
PushToStack (Random (pc[0], pc[1]));
pc += 2;
break;
case PCD_RANDOMDIRECTB:
PushToStack (Random (((BYTE *)pc)[0], ((BYTE *)pc)[1]));
pc = (int *)((BYTE *)pc + 2);
break;
case PCD_THINGCOUNT:
STACK(2) = ThingCount (STACK(2), -1, STACK(1));
sp--;
break;
case PCD_THINGCOUNTDIRECT:
PushToStack (ThingCount (pc[0], -1, pc[1]));
pc += 2;
break;
case PCD_THINGCOUNTNAME:
STACK(2) = ThingCount (-1, STACK(2), STACK(1));
sp--;
break;
case PCD_TAGWAIT:
state = SCRIPT_TagWait;
statedata = STACK(1);
sp--;
break;
case PCD_TAGWAITDIRECT:
state = SCRIPT_TagWait;
statedata = NEXTWORD;
break;
case PCD_POLYWAIT:
state = SCRIPT_PolyWait;
statedata = STACK(1);
sp--;
break;
case PCD_POLYWAITDIRECT:
state = SCRIPT_PolyWait;
statedata = NEXTWORD;
break;
case PCD_CHANGEFLOOR:
ChangeFlat (STACK(2), STACK(1), 0);
sp -= 2;
break;
case PCD_CHANGEFLOORDIRECT:
ChangeFlat (pc[0], pc[1], 0);
pc += 2;
break;
case PCD_CHANGECEILING:
ChangeFlat (STACK(2), STACK(1), 1);
sp -= 2;
break;
case PCD_CHANGECEILINGDIRECT:
ChangeFlat (pc[0], pc[1], 1);
pc += 2;
break;
case PCD_RESTART:
{
const ScriptPtr *scriptp;
scriptp = activeBehavior->FindScript (script);
pc = activeBehavior->GetScriptAddress (scriptp);
}
break;
case PCD_ANDLOGICAL:
STACK(2) = (STACK(2) && STACK(1));
sp--;
break;
case PCD_ORLOGICAL:
STACK(2) = (STACK(2) || STACK(1));
sp--;
break;
case PCD_ANDBITWISE:
STACK(2) = (STACK(2) & STACK(1));
sp--;
break;
case PCD_ORBITWISE:
STACK(2) = (STACK(2) | STACK(1));
sp--;
break;
case PCD_EORBITWISE:
STACK(2) = (STACK(2) ^ STACK(1));
sp--;
break;
case PCD_NEGATELOGICAL:
STACK(1) = !STACK(1);
break;
case PCD_NEGATEBINARY:
STACK(1) = ~STACK(1);
break;
case PCD_LSHIFT:
STACK(2) = (STACK(2) << STACK(1));
sp--;
break;
case PCD_RSHIFT:
STACK(2) = (STACK(2) >> STACK(1));
sp--;
break;
case PCD_UNARYMINUS:
STACK(1) = -STACK(1);
break;
case PCD_IFNOTGOTO:
if (!STACK(1))
pc = activeBehavior->Ofs2PC (*pc);
else
pc++;
sp--;
break;
case PCD_LINESIDE:
PushToStack (backSide);
break;
case PCD_SCRIPTWAIT:
statedata = STACK(1);
if (controller->RunningScripts[statedata])
state = SCRIPT_ScriptWait;
else
state = SCRIPT_ScriptWaitPre;
sp--;
PutLast ();
break;
case PCD_SCRIPTWAITDIRECT:
state = SCRIPT_ScriptWait;
statedata = NEXTWORD;
PutLast ();
break;
case PCD_CLEARLINESPECIAL:
if (activationline)
activationline->special = 0;
break;
case PCD_CASEGOTO:
if (STACK(1) == NEXTWORD)
{
pc = activeBehavior->Ofs2PC (*pc);
sp--;
}
else
{
pc++;
}
break;
case PCD_CASEGOTOSORTED:
// The count and jump table are 4-byte aligned
pc = (int *)((BYTE *)pc + (4 - (((size_t)pc & 3)) & 3));
{
int numcases = NEXTWORD;
int min = 0, max = numcases-1;
while (min <= max)
{
int mid = (min + max) / 2;
SDWORD caseval = pc[mid*2];
if (caseval == STACK(1))
{
pc = activeBehavior->Ofs2PC (pc[mid*2+1]);
sp--;
break;
}
else if (caseval < STACK(1))
{
min = mid + 1;
}
else
{
max = mid - 1;
}
}
if (min > max)
{
// The case was not found, so go to the next instruction.
pc += numcases * 2;
}
}
break;
case PCD_BEGINPRINT:
work = "";
break;
case PCD_PRINTSTRING:
case PCD_PRINTLOCALIZED:
lookup = FBehavior::StaticLookupString (STACK(1));
if (pcd == PCD_PRINTLOCALIZED)
{
lookup = GStrings(lookup);
}
if (lookup != NULL)
{
work += lookup;
}
--sp;
break;
case PCD_PRINTNUMBER:
work.AppendFormat ("%d", STACK(1));
--sp;
break;
case PCD_PRINTCHARACTER:
work += (char)STACK(1);
--sp;
break;
case PCD_PRINTFIXED:
work.AppendFormat ("%g", FIXED2FLOAT(STACK(1)));
--sp;
break;
// [BC] Print activator's name
// [RH] Fancied up a bit
case PCD_PRINTNAME:
{
player_t *player = NULL;
if (STACK(1) == 0 || (unsigned)STACK(1) > MAXPLAYERS)
{
if (activator)
{
player = activator->player;
}
}
else if (playeringame[STACK(1)-1])
{
player = &players[STACK(1)-1];
}
else
{
work.AppendFormat ("Player %d", STACK(1));
sp--;
break;
}
if (player)
{
work += player->userinfo.netname;
}
else if (activator)
{
work += RUNTIME_TYPE(activator)->TypeName.GetChars();
}
else
{
work += ' ';
}
sp--;
}
break;
// [JB] Print map character array
case PCD_PRINTMAPCHARARRAY:
{
int a = *(activeBehavior->MapVars[STACK(1)]);
int offset = STACK(2);
int c;
while((c = activeBehavior->GetArrayVal (a, offset)) != '\0') {
work += (char)c;
offset++;
}
sp-=2;
}
break;
// [JB] Print world character array
case PCD_PRINTWORLDCHARARRAY:
{
int a = STACK(1);
int offset = STACK(2);
int c;
while((c = ACS_WorldArrays[a][offset]) != '\0') {
work += (char)c;
offset++;
}
sp-=2;
}
break;
// [JB] Print global character array
case PCD_PRINTGLOBALCHARARRAY:
{
int a = STACK(1);
int offset = STACK(2);
int c;
while((c = ACS_GlobalArrays[a][offset]) != '\0') {
work += (char)c;
offset++;
}
sp-=2;
}
break;
// [GRB] Print key name(s) for a command
case PCD_PRINTBIND:
lookup = FBehavior::StaticLookupString (STACK(1));
if (lookup != NULL)
{
int key1 = 0, key2 = 0;
C_GetKeysForCommand ((char *)lookup, &key1, &key2);
if (key2)
work << KeyNames[key1] << " or " << KeyNames[key2];
else if (key1)
work << KeyNames[key1];
else
work << "??? (" << (char *)lookup << ')';
}
--sp;
break;
case PCD_ENDPRINT:
case PCD_ENDPRINTBOLD:
case PCD_MOREHUDMESSAGE:
case PCD_ENDLOG:
strbin (work.LockBuffer());
work.Truncate ((long)strlen(work));
work.UnlockBuffer();
if (pcd == PCD_ENDLOG)
{
Printf ("%s\n", work.GetChars());
}
else if (pcd != PCD_MOREHUDMESSAGE)
{
AActor *screen = activator;
// If a missile is the activator, make the thing that
// launched the missile the target of the print command.
if (screen != NULL &&
screen->player == NULL &&
(screen->flags & MF_MISSILE) &&
screen->target != NULL)
{
screen = screen->target;
}
if (pcd == PCD_ENDPRINTBOLD || screen == NULL ||
screen->CheckLocalView (consoleplayer))
{
C_MidPrint (work);
}
}
else
{
optstart = -1;
}
break;
case PCD_OPTHUDMESSAGE:
optstart = sp;
break;
case PCD_ENDHUDMESSAGE:
case PCD_ENDHUDMESSAGEBOLD:
if (optstart == -1)
{
optstart = sp;
}
{
AActor *screen = activator;
if (screen != NULL &&
screen->player == NULL &&
(screen->flags & MF_MISSILE) &&
screen->target != NULL)
{
screen = screen->target;
}
if (pcd == PCD_ENDHUDMESSAGEBOLD || screen == NULL ||
players[consoleplayer].mo == screen)
{
int type = Stack[optstart-6];
int id = Stack[optstart-5];
EColorRange color;
float x = FIXED2FLOAT(Stack[optstart-3]);
float y = FIXED2FLOAT(Stack[optstart-2]);
float holdTime = FIXED2FLOAT(Stack[optstart-1]);
DHUDMessage *msg;
if (type & HUDMSG_COLORSTRING)
{
color = V_FindFontColor(FBehavior::StaticLookupString(Stack[optstart-4]));
}
else
{
color = CLAMPCOLOR(Stack[optstart-4]);
}
switch (type & 0xFFFF)
{
default: // normal
msg = new DHUDMessage (work, x, y, hudwidth, hudheight, color, holdTime);
break;
case 1: // fade out
{
float fadeTime = (optstart < sp) ? FIXED2FLOAT(Stack[optstart]) : 0.5f;
msg = new DHUDMessageFadeOut (work, x, y, hudwidth, hudheight, color, holdTime, fadeTime);
}
break;
case 2: // type on, then fade out
{
float typeTime = (optstart < sp) ? FIXED2FLOAT(Stack[optstart]) : 0.05f;
float fadeTime = (optstart < sp-1) ? FIXED2FLOAT(Stack[optstart+1]) : 0.5f;
msg = new DHUDMessageTypeOnFadeOut (work, x, y, hudwidth, hudheight, color, typeTime, holdTime, fadeTime);
}
break;
case 3: // fade in, then fade out
{
float inTime = (optstart < sp) ? FIXED2FLOAT(Stack[optstart]) : 0.5f;
float outTime = (optstart < sp-1) ? FIXED2FLOAT(Stack[optstart+1]) : 0.5f;
msg = new DHUDMessageFadeInOut (work, x, y, hudwidth, hudheight, color, holdTime, inTime, outTime);
}
break;
}
StatusBar->AttachMessage (msg, id ? 0xff000000|id : 0);
if (type & HUDMSG_LOG)
{
static const char bar[] = TEXTCOLOR_ORANGE "\n\35\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36"
"\36\36\36\36\36\36\36\36\36\36\36\36\37" TEXTCOLOR_NORMAL "\n";
static const char logbar[] = "\n<------------------------------->\n";
char consolecolor[3];
consolecolor[0] = '\x1c';
consolecolor[1] = color >= CR_BRICK && color <= CR_YELLOW ? color + 'A' : '-';
consolecolor[2] = '\0';
AddToConsole (-1, bar);
AddToConsole (-1, consolecolor);
AddToConsole (-1, work);
AddToConsole (-1, bar);
if (Logfile)
{
fputs (logbar, Logfile);
fputs (work, Logfile);
fputs (logbar, Logfile);
fflush (Logfile);
}
}
}
}
sp = optstart-6;
break;
case PCD_SETFONT:
DoSetFont (STACK(1));
sp--;
break;
case PCD_SETFONTDIRECT:
DoSetFont (pc[0]);
pc++;
break;
case PCD_PLAYERCOUNT:
PushToStack (CountPlayers ());
break;
case PCD_GAMETYPE:
if (gamestate == GS_TITLELEVEL)
PushToStack (GAME_TITLE_MAP);
else if (deathmatch)
PushToStack (GAME_NET_DEATHMATCH);
else if (multiplayer)
PushToStack (GAME_NET_COOPERATIVE);
else
PushToStack (GAME_SINGLE_PLAYER);
break;
case PCD_GAMESKILL:
PushToStack (G_SkillProperty(SKILLP_ACSReturn));
break;
// [BC] Start ST PCD's
case PCD_PLAYERHEALTH:
if (activator)
PushToStack (activator->health);
else
PushToStack (0);
break;
case PCD_PLAYERARMORPOINTS:
if (activator)
{
ABasicArmor *armor = activator->FindInventory<ABasicArmor>();
PushToStack (armor ? armor->Amount : 0);
}
else
{
PushToStack (0);
}
break;
case PCD_PLAYERFRAGS:
if (activator && activator->player)
PushToStack (activator->player->fragcount);
else
PushToStack (0);
break;
case PCD_MUSICCHANGE:
lookup = FBehavior::StaticLookupString (STACK(2));
if (lookup != NULL)
{
S_ChangeMusic (lookup, STACK(1));
}
sp -= 2;
break;
case PCD_SINGLEPLAYER:
PushToStack (!netgame);
break;
// [BC] End ST PCD's
case PCD_TIMER:
PushToStack (level.time);
break;
case PCD_SECTORSOUND:
lookup = FBehavior::StaticLookupString (STACK(2));
if (lookup != NULL)
{
if (activationline)
{
S_Sound (
activationline->frontsector->soundorg,
CHAN_AUTO,
lookup,
(float)(STACK(1)) / 127.f,
ATTN_NORM);
}
else
{
S_Sound (
CHAN_AUTO,
lookup,
(float)(STACK(1)) / 127.f,
ATTN_NORM);
}
}
sp -= 2;
break;
case PCD_AMBIENTSOUND:
lookup = FBehavior::StaticLookupString (STACK(2));
if (lookup != NULL)
{
S_Sound (CHAN_AUTO,
lookup,
(float)(STACK(1)) / 127.f, ATTN_NONE);
}
sp -= 2;
break;
case PCD_LOCALAMBIENTSOUND:
lookup = FBehavior::StaticLookupString (STACK(2));
if (lookup != NULL && activator->CheckLocalView (consoleplayer))
{
S_Sound (CHAN_AUTO,
lookup,
(float)(STACK(1)) / 127.f, ATTN_NONE);
}
sp -= 2;
break;
case PCD_ACTIVATORSOUND:
lookup = FBehavior::StaticLookupString (STACK(2));
if (lookup != NULL)
{
S_Sound (activator, CHAN_AUTO,
lookup,
(float)(STACK(1)) / 127.f, ATTN_NORM);
}
sp -= 2;
break;
case PCD_SOUNDSEQUENCE:
lookup = FBehavior::StaticLookupString (STACK(1));
if (lookup != NULL)
{
if (activationline)
{
SN_StartSequence (activationline->frontsector, lookup, 0);
}
}
sp--;
break;
case PCD_SETLINETEXTURE:
SetLineTexture (STACK(4), STACK(3), STACK(2), STACK(1));
sp -= 4;
break;
case PCD_REPLACETEXTURES:
ReplaceTextures (STACK(3), STACK(2), STACK(1));
sp -= 3;
break;
case PCD_SETLINEBLOCKING:
{
int line = -1;
while ((line = P_FindLineFromID (STACK(2), line)) >= 0)
{
switch (STACK(1))
{
case BLOCK_NOTHING:
lines[line].flags &= ~(ML_BLOCKING|ML_BLOCKEVERYTHING|ML_RAILING|ML_BLOCK_PLAYERS);
break;
case BLOCK_CREATURES:
default:
lines[line].flags &= ~(ML_BLOCKEVERYTHING|ML_RAILING|ML_BLOCK_PLAYERS);
lines[line].flags |= ML_BLOCKING;
break;
case BLOCK_EVERYTHING:
lines[line].flags &= ~(ML_RAILING|ML_BLOCK_PLAYERS);
lines[line].flags |= ML_BLOCKING|ML_BLOCKEVERYTHING;
break;
case BLOCK_RAILING:
lines[line].flags &= ~(ML_BLOCKEVERYTHING|ML_BLOCK_PLAYERS);
lines[line].flags |= ML_RAILING|ML_BLOCKING;
break;
case BLOCK_PLAYERS:
lines[line].flags &= ~(ML_BLOCKEVERYTHING|ML_BLOCKING|ML_RAILING);
lines[line].flags |= ML_BLOCK_PLAYERS;
break;
}
}
sp -= 2;
}
break;
case PCD_SETLINEMONSTERBLOCKING:
{
int line = -1;
while ((line = P_FindLineFromID (STACK(2), line)) >= 0)
{
if (STACK(1))
lines[line].flags |= ML_BLOCKMONSTERS;
else
lines[line].flags &= ~ML_BLOCKMONSTERS;
}
sp -= 2;
}
break;
case PCD_SETLINESPECIAL:
{
int linenum = -1;
while ((linenum = P_FindLineFromID (STACK(7), linenum)) >= 0) {
line_t *line = &lines[linenum];
line->special = STACK(6);
line->args[0] = STACK(5);
line->args[1] = STACK(4);
line->args[2] = STACK(3);
line->args[3] = STACK(2);
line->args[4] = STACK(1);
}
sp -= 7;
}
break;
case PCD_SETTHINGSPECIAL:
{
if (STACK(7) != 0)
{
FActorIterator iterator (STACK(7));
AActor *actor;
while ( (actor = iterator.Next ()) )
{
actor->special = STACK(6);
actor->args[0] = STACK(5);
actor->args[1] = STACK(4);
actor->args[2] = STACK(3);
actor->args[3] = STACK(2);
actor->args[4] = STACK(1);
}
}
else if (activator != NULL)
{
activator->special = STACK(6);
activator->args[0] = STACK(5);
activator->args[1] = STACK(4);
activator->args[2] = STACK(3);
activator->args[3] = STACK(2);
activator->args[4] = STACK(1);
}
sp -= 7;
}
break;
case PCD_THINGSOUND:
lookup = FBehavior::StaticLookupString (STACK(2));
if (lookup != NULL)
{
FActorIterator iterator (STACK(3));
AActor *spot;
while ( (spot = iterator.Next ()) )
{
S_Sound (spot, CHAN_AUTO,
lookup,
(float)(STACK(1))/127.f, ATTN_NORM);
}
}
sp -= 3;
break;
case PCD_FIXEDMUL:
STACK(2) = FixedMul (STACK(2), STACK(1));
sp--;
break;
case PCD_FIXEDDIV:
STACK(2) = FixedDiv (STACK(2), STACK(1));
sp--;
break;
case PCD_SETGRAVITY:
level.gravity = (float)STACK(1) / 65536.f;
sp--;
break;
case PCD_SETGRAVITYDIRECT:
level.gravity = (float)pc[0] / 65536.f;
pc++;
break;
case PCD_SETAIRCONTROL:
level.aircontrol = STACK(1);
sp--;
G_AirControlChanged ();
break;
case PCD_SETAIRCONTROLDIRECT:
level.aircontrol = pc[0];
pc++;
G_AirControlChanged ();
break;
case PCD_SPAWN:
STACK(6) = DoSpawn (STACK(6), STACK(5), STACK(4), STACK(3), STACK(2), STACK(1));
sp -= 5;
break;
case PCD_SPAWNDIRECT:
PushToStack (DoSpawn (pc[0], pc[1], pc[2], pc[3], pc[4], pc[5]));
pc += 6;
break;
case PCD_SPAWNSPOT:
STACK(4) = DoSpawnSpot (STACK(4), STACK(3), STACK(2), STACK(1));
sp -= 3;
break;
case PCD_SPAWNSPOTDIRECT:
PushToStack (DoSpawnSpot (pc[0], pc[1], pc[2], pc[3]));
pc += 4;
break;
case PCD_SPAWNSPOTFACING:
STACK(3) = DoSpawnSpotFacing (STACK(3), STACK(2), STACK(1));
sp -= 2;
break;
case PCD_CLEARINVENTORY:
ClearInventory (activator);
break;
case PCD_CLEARACTORINVENTORY:
if (STACK(3) == 0)
{
ClearInventory(NULL);
}
else
{
FActorIterator it(STACK(3));
AActor *actor;
for (actor = it.Next(); actor != NULL; actor = it.Next())
{
ClearInventory(actor);
}
}
sp--;
break;
case PCD_GIVEINVENTORY:
GiveInventory (activator, FBehavior::StaticLookupString (STACK(2)), STACK(1));
sp -= 2;
break;
case PCD_GIVEACTORINVENTORY:
{
const char *type = FBehavior::StaticLookupString(STACK(2));
if (STACK(3) == 0)
{
GiveInventory(NULL, FBehavior::StaticLookupString(STACK(2)), STACK(1));
}
else
{
FActorIterator it(STACK(3));
AActor *actor;
for (actor = it.Next(); actor != NULL; actor = it.Next())
{
GiveInventory(actor, type, STACK(1));
}
}
sp -= 3;
}
break;
case PCD_GIVEINVENTORYDIRECT:
GiveInventory (activator, FBehavior::StaticLookupString (pc[0]), pc[1]);
pc += 2;
break;
case PCD_TAKEINVENTORY:
TakeInventory (activator, FBehavior::StaticLookupString (STACK(2)), STACK(1));
sp -= 2;
break;
case PCD_TAKEACTORINVENTORY:
{
const char *type = FBehavior::StaticLookupString(STACK(2));
if (STACK(3) == 0)
{
TakeInventory(NULL, type, STACK(1));
}
else
{
FActorIterator it(STACK(3));
AActor *actor;
for (actor = it.Next(); actor != NULL; actor = it.Next())
{
TakeInventory(actor, type, STACK(1));
}
}
sp -= 3;
}
break;
case PCD_TAKEINVENTORYDIRECT:
TakeInventory (activator, FBehavior::StaticLookupString (pc[0]), pc[1]);
pc += 2;
break;
case PCD_CHECKINVENTORY:
STACK(1) = CheckInventory (activator, FBehavior::StaticLookupString (STACK(1)));
break;
case PCD_CHECKACTORINVENTORY:
STACK(2) = CheckInventory (SingleActorFromTID(STACK(2), NULL),
FBehavior::StaticLookupString (STACK(1)));
sp--;
break;
case PCD_CHECKINVENTORYDIRECT:
PushToStack (CheckInventory (activator, FBehavior::StaticLookupString (pc[0])));
pc += 1;
break;
case PCD_USEINVENTORY:
STACK(1) = UseInventory (activator, FBehavior::StaticLookupString (STACK(1)));
break;
case PCD_USEACTORINVENTORY:
{
int ret = 0;
const char *type = FBehavior::StaticLookupString(STACK(1));
if (STACK(2) == 0)
{
ret = UseInventory(NULL, type);
}
else
{
FActorIterator it(STACK(2));
AActor *actor;
for (actor = it.Next(); actor != NULL; actor = it.Next())
{
ret += UseInventory(actor, type);
}
}
STACK(2) = ret;
sp--;
}
break;
case PCD_GETSIGILPIECES:
{
ASigil *sigil;
if (activator == NULL || (sigil = activator->FindInventory<ASigil>()) == NULL)
{
PushToStack (0);
}
else
{
PushToStack (sigil->NumPieces);
}
}
break;
case PCD_GETAMMOCAPACITY:
if (activator != NULL)
{
const PClass *type = PClass::FindClass (FBehavior::StaticLookupString (STACK(1)));
AInventory *item;
if (type != NULL && type->ParentClass == RUNTIME_CLASS(AAmmo))
{
item = activator->FindInventory (type);
if (item != NULL)
{
STACK(1) = item->MaxAmount;
}
else
{
STACK(1) = ((AInventory *)GetDefaultByType (type))->MaxAmount;
}
}
else
{
STACK(1) = 0;
}
}
else
{
STACK(1) = 0;
}
break;
case PCD_SETAMMOCAPACITY:
if (activator != NULL)
{
const PClass *type = PClass::FindClass (FBehavior::StaticLookupString (STACK(2)));
AInventory *item;
if (type != NULL && type->ParentClass == RUNTIME_CLASS(AAmmo))
{
item = activator->FindInventory (type);
if (item != NULL)
{
item->MaxAmount = STACK(1);
}
else
{
item = activator->GiveInventoryType (type);
item->MaxAmount = STACK(1);
item->Amount = 0;
}
}
}
sp -= 2;
break;
case PCD_SETMUSIC:
S_ChangeMusic (FBehavior::StaticLookupString (STACK(3)), STACK(2));
sp -= 3;
break;
case PCD_SETMUSICDIRECT:
S_ChangeMusic (FBehavior::StaticLookupString (pc[0]), pc[1]);
pc += 3;
break;
case PCD_LOCALSETMUSIC:
if (activator == players[consoleplayer].mo)
{
S_ChangeMusic (FBehavior::StaticLookupString (STACK(3)), STACK(2));
}
sp -= 3;
break;
case PCD_LOCALSETMUSICDIRECT:
if (activator == players[consoleplayer].mo)
{
S_ChangeMusic (FBehavior::StaticLookupString (pc[0]), pc[1]);
}
pc += 3;
break;
case PCD_FADETO:
DoFadeTo (STACK(5), STACK(4), STACK(3), STACK(2), STACK(1));
sp -= 5;
break;
case PCD_FADERANGE:
DoFadeRange (STACK(9), STACK(8), STACK(7), STACK(6),
STACK(5), STACK(4), STACK(3), STACK(2), STACK(1));
sp -= 9;
break;
case PCD_CANCELFADE:
{
TThinkerIterator<DFlashFader> iterator;
DFlashFader *fader;
while ( (fader = iterator.Next()) )
{
if (activator == NULL || fader->WhoFor() == activator)
{
fader->Cancel ();
}
}
}
break;
case PCD_PLAYMOVIE:
STACK(1) = I_PlayMovie (FBehavior::StaticLookupString (STACK(1)));
break;
case PCD_SETACTORPOSITION:
{
bool result = false;
AActor *actor = SingleActorFromTID (STACK(5), activator);
if (actor != NULL)
result = P_MoveThing(actor, STACK(4), STACK(3), STACK(2), !!STACK(1));
sp -= 4;
STACK(1) = result;
}
break;
case PCD_GETACTORX:
case PCD_GETACTORY:
case PCD_GETACTORZ:
{
AActor *actor = SingleActorFromTID (STACK(1), activator);
if (actor == NULL)
{
STACK(1) = 0;
}
else
{
STACK(1) = (&actor->x)[pcd - PCD_GETACTORX];
}
}
break;
case PCD_GETACTORFLOORZ:
case PCD_GETACTORCEILINGZ:
{
AActor *actor = SingleActorFromTID (STACK(1), activator);
if (actor == NULL)
{
STACK(1) = 0;
}
else if (pcd == PCD_GETACTORFLOORZ)
{
STACK(1) = actor->floorz;
}
else
{
STACK(1) = actor->ceilingz;
}
}
break;
case PCD_GETACTORANGLE:
{
AActor *actor = SingleActorFromTID (STACK(1), activator);
if (actor == NULL)
{
STACK(1) = 0;
}
else
{
STACK(1) = actor->angle >> 16;
}
}
break;
case PCD_GETACTORPITCH:
{
AActor *actor = SingleActorFromTID (STACK(1), activator);
if (actor == NULL)
{
STACK(1) = 0;
}
else
{
STACK(1) = actor->pitch >> 16;
}
}
break;
case PCD_GETLINEROWOFFSET:
if (activationline)
{
PushToStack (sides[activationline->sidenum[0]].rowoffset >> FRACBITS);
}
else
{
PushToStack (0);
}
break;
case PCD_GETSECTORFLOORZ:
case PCD_GETSECTORCEILINGZ:
// Arguments are (tag, x, y). If you don't use slopes, then (x, y) don't
// really matter and can be left as (0, 0) if you like.
{
int secnum = P_FindSectorFromTag (STACK(3), -1);
fixed_t z = 0;
if (secnum >= 0)
{
fixed_t x = STACK(2) << FRACBITS;
fixed_t y = STACK(1) << FRACBITS;
if (pcd == PCD_GETSECTORFLOORZ)
{
z = sectors[secnum].floorplane.ZatPoint (x, y);
}
else
{
z = sectors[secnum].ceilingplane.ZatPoint (x, y);
}
}
sp -= 2;
STACK(1) = z;
}
break;
case PCD_GETSECTORLIGHTLEVEL:
{
int secnum = P_FindSectorFromTag (STACK(1), -1);
int z = -1;
if (secnum >= 0)
{
z = sectors[secnum].lightlevel;
}
STACK(1) = z;
}
break;
case PCD_SETFLOORTRIGGER:
new DPlaneWatcher (activator, activationline, backSide, false, STACK(8),
STACK(7), STACK(6), STACK(5), STACK(4), STACK(3), STACK(2), STACK(1));
sp -= 8;
break;
case PCD_SETCEILINGTRIGGER:
new DPlaneWatcher (activator, activationline, backSide, true, STACK(8),
STACK(7), STACK(6), STACK(5), STACK(4), STACK(3), STACK(2), STACK(1));
sp -= 8;
break;
case PCD_STARTTRANSLATION:
{
int i = STACK(1);
sp--;
if (i >= 1 && i <= MAX_ACS_TRANSLATIONS)
{
translation = translationtables[TRANSLATION_LevelScripted].GetVal(i - 1);
if (translation == NULL)
{
translation = new FRemapTable;
translationtables[TRANSLATION_LevelScripted].SetVal(i - 1, translation);
}
translation->MakeIdentity();
}
}
break;
case PCD_TRANSLATIONRANGE1:
{ // translation using palette shifting
int start = STACK(4);
int end = STACK(3);
int pal1 = STACK(2);
int pal2 = STACK(1);
fixed_t palcol, palstep;
sp -= 4;
if (translation == NULL)
{
break;
}
if (start > end)
{
swap (start, end);
swap (pal1, pal2);
}
else if (start == end)
{
translation->Remap[start] = pal1;
translation->Palette[start] = GPalette.BaseColors[pal1];
break;
}
palcol = pal1 << FRACBITS;
palstep = ((pal2 << FRACBITS) - palcol) / (end - start);
for (int i = start; i <= end; palcol += palstep, ++i)
{
translation->Remap[i] = palcol >> FRACBITS;
translation->Palette[i] = GPalette.BaseColors[palcol >> FRACBITS];
}
}
break;
case PCD_TRANSLATIONRANGE2:
{ // translation using RGB values
// (would HSV be a good idea too?)
int start = STACK(8);
int end = STACK(7);
fixed_t r1 = STACK(6) << FRACBITS;
fixed_t g1 = STACK(5) << FRACBITS;
fixed_t b1 = STACK(4) << FRACBITS;
fixed_t r2 = STACK(3) << FRACBITS;
fixed_t g2 = STACK(2) << FRACBITS;
fixed_t b2 = STACK(1) << FRACBITS;
fixed_t r, g, b;
fixed_t rs, gs, bs;
sp -= 8;
if (translation == NULL)
{
break;
}
if (start > end)
{
swap (start, end);
r = r2;
g = g2;
b = b2;
rs = r1 - r2;
gs = g1 - g2;
bs = b1 - b2;
}
else
{
r = r1;
g = g1;
b = b1;
rs = r2 - r1;
gs = g2 - g1;
bs = b2 - b1;
}
if (start == end)
{
translation->Remap[start] = ColorMatcher.Pick
(r >> FRACBITS, g >> FRACBITS, b >> FRACBITS);
translation->Palette[start] = PalEntry(r >> FRACBITS, g >> FRACBITS, b >> FRACBITS);
break;
}
rs /= (end - start);
gs /= (end - start);
bs /= (end - start);
for (int i = start; i <= end; ++i)
{
translation->Remap[i] = ColorMatcher.Pick
(r >> FRACBITS, g >> FRACBITS, b >> FRACBITS);
translation->Palette[i] = PalEntry(r >> FRACBITS, g >> FRACBITS, b >> FRACBITS);
r += rs;
g += gs;
b += bs;
}
}
break;
case PCD_ENDTRANSLATION:
// This might be useful for hardware rendering, but
// for software it is superfluous.
translation->UpdateNative();
translation = NULL;
break;
case PCD_SIN:
STACK(1) = finesine[angle_t(STACK(1)<<16)>>ANGLETOFINESHIFT];
break;
case PCD_COS:
STACK(1) = finecosine[angle_t(STACK(1)<<16)>>ANGLETOFINESHIFT];
break;
case PCD_VECTORANGLE:
STACK(2) = R_PointToAngle2 (0, 0, STACK(2), STACK(1)) >> 16;
sp--;
break;
case PCD_CHECKWEAPON:
if (activator == NULL || activator->player == NULL || // Non-players do not have weapons
activator->player->ReadyWeapon == NULL)
{
STACK(1) = 0;
}
else
{
STACK(1) = 0 == stricmp (FBehavior::StaticLookupString (STACK(1)),
activator->player->ReadyWeapon->GetClass()->TypeName.GetChars());
}
break;
case PCD_SETWEAPON:
if (activator == NULL || activator->player == NULL)
{
STACK(1) = 0;
}
else
{
AInventory *item = activator->FindInventory (PClass::FindClass (
FBehavior::StaticLookupString (STACK(1))));
if (item == NULL || !item->IsKindOf (RUNTIME_CLASS(AWeapon)))
{
STACK(1) = 0;
}
else if (activator->player->ReadyWeapon == item)
{
// The weapon is already selected, so setweapon succeeds by default,
// but make sure the player isn't switching away from it.
activator->player->PendingWeapon = WP_NOCHANGE;
STACK(1) = 1;
}
else
{
AWeapon *weap = static_cast<AWeapon *> (item);
if (weap->CheckAmmo (AWeapon::EitherFire, false))
{
// There's enough ammo, so switch to it.
STACK(1) = 1;
activator->player->PendingWeapon = weap;
}
else
{
STACK(1) = 0;
}
}
}
break;
case PCD_SETMARINEWEAPON:
if (STACK(2) != 0)
{
AScriptedMarine *marine;
TActorIterator<AScriptedMarine> iterator (STACK(2));
while ((marine = iterator.Next()) != NULL)
{
marine->SetWeapon ((AScriptedMarine::EMarineWeapon)STACK(1));
}
}
else
{
if (activator->IsKindOf (RUNTIME_CLASS(AScriptedMarine)))
{
static_cast<AScriptedMarine *>(activator)->SetWeapon (
(AScriptedMarine::EMarineWeapon)STACK(1));
}
}
sp -= 2;
break;
case PCD_SETMARINESPRITE:
{
const PClass *type = PClass::FindClass (FBehavior::StaticLookupString (STACK(1)));
if (type != NULL)
{
if (STACK(2) != 0)
{
AScriptedMarine *marine;
TActorIterator<AScriptedMarine> iterator (STACK(2));
while ((marine = iterator.Next()) != NULL)
{
marine->SetSprite (type);
}
}
else
{
if (activator->IsKindOf (RUNTIME_CLASS(AScriptedMarine)))
{
static_cast<AScriptedMarine *>(activator)->SetSprite (type);
}
}
}
else
{
Printf ("Unknown actor type: %s\n", FBehavior::StaticLookupString (STACK(1)));
}
}
sp -= 2;
break;
case PCD_SETACTORPROPERTY:
SetActorProperty (STACK(3), STACK(2), STACK(1));
sp -= 3;
break;
case PCD_GETACTORPROPERTY:
STACK(2) = GetActorProperty (STACK(2), STACK(1));
sp -= 1;
break;
case PCD_PLAYERNUMBER:
if (activator == NULL || activator->player == NULL)
{
PushToStack (-1);
}
else
{
PushToStack (activator->player - players);
}
break;
case PCD_PLAYERINGAME:
if (STACK(1) < 0 || STACK(1) > MAXPLAYERS)
{
STACK(1) = false;
}
else
{
STACK(1) = playeringame[STACK(1)];
}
break;
case PCD_PLAYERISBOT:
if (STACK(1) < 0 || STACK(1) > MAXPLAYERS || !playeringame[STACK(1)])
{
STACK(1) = false;
}
else
{
STACK(1) = players[STACK(1)].isbot;
}
break;
case PCD_ACTIVATORTID:
if (activator == NULL)
{
PushToStack (0);
}
else
{
PushToStack (activator->tid);
}
break;
case PCD_GETSCREENWIDTH:
PushToStack (SCREENWIDTH);
break;
case PCD_GETSCREENHEIGHT:
PushToStack (SCREENHEIGHT);
break;
case PCD_THING_PROJECTILE2:
// Like Thing_Projectile(Gravity) specials, but you can give the
// projectile a TID.
// Thing_Projectile2 (tid, type, angle, speed, vspeed, gravity, newtid);
P_Thing_Projectile (STACK(7), activator, STACK(6), NULL, ((angle_t)(STACK(5)<<24)),
STACK(4)<<(FRACBITS-3), STACK(3)<<(FRACBITS-3), 0, NULL, STACK(2), STACK(1), false);
sp -= 7;
break;
case PCD_SPAWNPROJECTILE:
// Same, but takes an actor name instead of a spawn ID.
P_Thing_Projectile (STACK(7), activator, 0, FBehavior::StaticLookupString (STACK(6)), ((angle_t)(STACK(5)<<24)),
STACK(4)<<(FRACBITS-3), STACK(3)<<(FRACBITS-3), 0, NULL, STACK(2), STACK(1), false);
sp -= 7;
break;
case PCD_STRLEN:
STACK(1) = SDWORD(strlen(FBehavior::StaticLookupString (STACK(1))));
break;
case PCD_GETCVAR:
{
FBaseCVar *cvar = FindCVar (FBehavior::StaticLookupString (STACK(1)), NULL);
if (cvar == NULL)
{
STACK(1) = 0;
}
else
{
UCVarValue val = cvar->GetGenericRep (CVAR_Int);
STACK(1) = val.Int;
}
}
break;
case PCD_SETHUDSIZE:
hudwidth = abs (STACK(3));
hudheight = abs (STACK(2));
if (STACK(1) != 0)
{ // Negative height means to cover the status bar
hudheight = -hudheight;
}
sp -= 3;
break;
case PCD_GETLEVELINFO:
switch (STACK(1))
{
case LEVELINFO_PAR_TIME: STACK(1) = level.partime; break;
case LEVELINFO_SUCK_TIME: STACK(1) = level.sucktime; break;
case LEVELINFO_CLUSTERNUM: STACK(1) = level.cluster; break;
case LEVELINFO_LEVELNUM: STACK(1) = level.levelnum; break;
case LEVELINFO_TOTAL_SECRETS: STACK(1) = level.total_secrets; break;
case LEVELINFO_FOUND_SECRETS: STACK(1) = level.found_secrets; break;
case LEVELINFO_TOTAL_ITEMS: STACK(1) = level.total_items; break;
case LEVELINFO_FOUND_ITEMS: STACK(1) = level.found_items; break;
case LEVELINFO_TOTAL_MONSTERS: STACK(1) = level.total_monsters; break;
case LEVELINFO_KILLED_MONSTERS: STACK(1) = level.killed_monsters; break;
default: STACK(1) = 0; break;
}
break;
case PCD_CHANGESKY:
{
const char *sky1name, *sky2name;
sky1name = FBehavior::StaticLookupString (STACK(2));
sky2name = FBehavior::StaticLookupString (STACK(1));
if (sky1name[0] != 0)
{
strncpy (level.skypic1, sky1name, 8);
sky1texture = TexMan.GetTexture (sky1name, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable);
}
if (sky2name[0] != 0)
{
strncpy (level.skypic2, sky2name, 8);
sky2texture = TexMan.GetTexture (sky2name, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable);
}
R_InitSkyMap ();
}
break;
case PCD_SETCAMERATOTEXTURE:
{
const char *picname = FBehavior::StaticLookupString (STACK(2));
AActor *camera;
if (STACK(3) == 0)
{
camera = activator;
}
else
{
FActorIterator it (STACK(3));
camera = it.Next ();
}
if (camera != NULL)
{
int picnum = TexMan.CheckForTexture (picname, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable);
if (picnum < 0)
{
Printf ("SetCameraToTexture: %s is not a texture\n", picname);
}
else
{
FCanvasTextureInfo::Add (camera, picnum, STACK(1));
}
}
sp -= 3;
}
break;
case PCD_SETACTORANGLE: // [GRB]
if (STACK(2) == 0)
{
activator->angle = STACK(1) << 16;
}
else
{
FActorIterator iterator (STACK(2));
AActor *actor;
while ( (actor = iterator.Next ()) )
{
actor->angle = STACK(1) << 16;
}
}
sp -= 2;
break;
case PCD_SETACTORPITCH:
if (STACK(2) == 0)
{
activator->pitch = STACK(1) << 16;
}
else
{
FActorIterator iterator (STACK(2));
AActor *actor;
while ( (actor = iterator.Next ()) )
{
actor->pitch = STACK(1) << 16;
}
}
sp -= 2;
break;
case PCD_SETACTORSTATE:
{
const char *statename = FBehavior::StaticLookupString (STACK(2));
TArray<FName> statelist;
FState *state;
MakeStateNameList(statename, &statelist);
if (STACK(3) == 0)
{
state = RUNTIME_TYPE(activator)->ActorInfo->FindState (statelist.Size(), &statelist[0], !!STACK(1));
if (state != NULL)
{
activator->SetState (state);
STACK(3) = 1;
}
else
{
STACK(3) = 0;
}
}
else
{
FActorIterator iterator (STACK(3));
AActor *actor;
int count = 0;
while ( (actor = iterator.Next ()) )
{
state = RUNTIME_TYPE(actor)->ActorInfo->FindState (statelist.Size(), &statelist[0], !!STACK(1));
if (state != NULL)
{
actor->SetState (state);
count++;
}
}
STACK(3) = count;
}
sp -= 2;
}
break;
case PCD_PLAYERCLASS: // [GRB]
if (STACK(1) < 0 || STACK(1) >= MAXPLAYERS || !playeringame[STACK(1)])
{
STACK(1) = -1;
}
else
{
STACK(1) = players[STACK(1)].CurrentPlayerClass;
}
break;
case PCD_GETPLAYERINFO: // [GRB]
if (STACK(2) < 0 || STACK(2) >= MAXPLAYERS || !playeringame[STACK(2)])
{
STACK(2) = -1;
}
else
{
userinfo_t *userinfo = &players[STACK(2)].userinfo;
switch (STACK(1))
{
case PLAYERINFO_TEAM: STACK(2) = userinfo->team; break;
case PLAYERINFO_AIMDIST: STACK(2) = userinfo->aimdist; break;
case PLAYERINFO_COLOR: STACK(2) = userinfo->color; break;
case PLAYERINFO_GENDER: STACK(2) = userinfo->gender; break;
case PLAYERINFO_NEVERSWITCH: STACK(2) = userinfo->neverswitch; break;
case PLAYERINFO_MOVEBOB: STACK(2) = userinfo->MoveBob; break;
case PLAYERINFO_STILLBOB: STACK(2) = userinfo->StillBob; break;
case PLAYERINFO_PLAYERCLASS: STACK(2) = userinfo->PlayerClass; break;
default: STACK(2) = 0; break;
}
}
sp -= 1;
break;
case PCD_CHANGELEVEL:
{
int flags = STACK(2);
G_ChangeLevel(FBehavior::StaticLookupString(STACK(4)), STACK(3),
!!(flags & CHANGELEVEL_KEEPFACING), STACK(1),
!!(flags & CHANGELEVEL_NOINTERMISSION),
!!(flags & CHANGELEVEL_RESETINVENTORY),
!!(flags & CHANGELEVEL_NOMONSTERS));
sp -= 4;
}
break;
case PCD_SECTORDAMAGE:
{
int tag = STACK(5);
int amount = STACK(4);
FName type = FBehavior::StaticLookupString(STACK(3));
FName protection = FName (FBehavior::StaticLookupString(STACK(2)), true);
const PClass *protectClass = PClass::FindClass (protection);
int flags = STACK(1);
sp -= 5;
int secnum = -1;
while ((secnum = P_FindSectorFromTag (tag, secnum)) >= 0)
{
AActor *actor, *next;
sector_t *sec = &sectors[secnum];
for (actor = sec->thinglist; actor != NULL; actor = next)
{
next = actor->snext;
if (!(actor->flags & MF_SHOOTABLE))
continue;
if (!(flags & DAMAGE_NONPLAYERS) && actor->player == NULL)
continue;
if (!(flags & DAMAGE_PLAYERS) && actor->player != NULL)
continue;
if (!(flags & DAMAGE_IN_AIR) && actor->z != sec->floorplane.ZatPoint (actor->x, actor->y) && !actor->waterlevel)
continue;
if (protectClass != NULL)
{
if (!(flags & DAMAGE_SUBCLASSES_PROTECT))
{
if (actor->FindInventory (protectClass))
continue;
}
else
{
AInventory *item;
for (item = actor->Inventory; item != NULL; item = item->Inventory)
{
if (item->IsKindOf (protectClass))
break;
}
if (item != NULL)
continue;
}
}
P_DamageMobj (actor, NULL, NULL, amount, type);
}
}
}
case PCD_THINGDAMAGE2:
STACK(3) = P_Thing_Damage (STACK(3), activator, STACK(2), FName(FBehavior::StaticLookupString(STACK(1))));
sp -= 2;
break;
}
}
if (state == SCRIPT_DivideBy0)
{
Printf ("Divide by zero in script %d\n", script);
state = SCRIPT_PleaseRemove;
}
else if (state == SCRIPT_ModulusBy0)
{
Printf ("Modulus by zero in script %d\n", script);
state = SCRIPT_PleaseRemove;
}
if (state == SCRIPT_PleaseRemove)
{
Unlink ();
if (controller->RunningScripts[script] == this)
controller->RunningScripts[script] = NULL;
this->Destroy ();
}
else
{
this->pc = pc;
assert (sp == 0);
}
if (screen != NULL)
{
screen->SetFont (SmallFont);
}
return resultValue;
}
#undef PushtoStack
static DLevelScript *P_GetScriptGoing (AActor *who, line_t *where, int num, const ScriptPtr *code, FBehavior *module,
bool backSide, int arg0, int arg1, int arg2, int always, bool delay)
{
DACSThinker *controller = DACSThinker::ActiveThinker;
if (controller && !always && controller->RunningScripts[num])
{
if (controller->RunningScripts[num]->GetState () == DLevelScript::SCRIPT_Suspended)
{
controller->RunningScripts[num]->SetState (DLevelScript::SCRIPT_Running);
return controller->RunningScripts[num];
}
return NULL;
}
return new DLevelScript (who, where, num, code, module, backSide, arg0, arg1, arg2, always, delay);
}
DLevelScript::DLevelScript (AActor *who, line_t *where, int num, const ScriptPtr *code, FBehavior *module,
bool backside, int arg0, int arg1, int arg2, int always, bool delay)
: activeBehavior (module)
{
if (DACSThinker::ActiveThinker == NULL)
new DACSThinker;
script = num;
numlocalvars = code->VarCount;
localvars = new SDWORD[code->VarCount];
localvars[0] = arg0;
localvars[1] = arg1;
localvars[2] = arg2;
memset (localvars+code->ArgCount, 0, (code->VarCount-code->ArgCount)*sizeof(SDWORD));
pc = module->GetScriptAddress (code);
activator = who;
activationline = where;
backSide = backside;
activefont = SmallFont;
hudwidth = hudheight = 0;
if (delay)
{
// From Hexen: Give the world some time to set itself up before running open scripts.
//script->state = SCRIPT_Delayed;
//script->statedata = TICRATE;
state = SCRIPT_Running;
}
else
{
state = SCRIPT_Running;
}
if (!always)
DACSThinker::ActiveThinker->RunningScripts[num] = this;
Link ();
DPrintf ("Script %d started.\n", num);
}
static void SetScriptState (int script, DLevelScript::EScriptState state)
{
DACSThinker *controller = DACSThinker::ActiveThinker;
if (controller != NULL && controller->RunningScripts[script])
controller->RunningScripts[script]->SetState (state);
}
void P_DoDeferedScripts ()
{
acsdefered_t *def;
const ScriptPtr *scriptdata;
FBehavior *module;
// Handle defered scripts in this step, too
def = level.info->defered;
while (def)
{
acsdefered_t *next = def->next;
switch (def->type)
{
case acsdefered_t::defexecute:
case acsdefered_t::defexealways:
scriptdata = FBehavior::StaticFindScript (def->script, module);
if (scriptdata)
{
P_GetScriptGoing ((unsigned)def->playernum < MAXPLAYERS &&
playeringame[def->playernum] ? players[def->playernum].mo : NULL,
NULL, def->script,
scriptdata, module,
0, def->arg0, def->arg1, def->arg2,
def->type == acsdefered_t::defexealways, true);
}
else
{
Printf ("P_DoDeferredScripts: Unknown script %d\n", def->script);
}
break;
case acsdefered_t::defsuspend:
SetScriptState (def->script, DLevelScript::SCRIPT_Suspended);
DPrintf ("Defered suspend of script %d\n", def->script);
break;
case acsdefered_t::defterminate:
SetScriptState (def->script, DLevelScript::SCRIPT_PleaseRemove);
DPrintf ("Defered terminate of script %d\n", def->script);
break;
}
delete def;
def = next;
}
level.info->defered = NULL;
}
static void addDefered (level_info_t *i, acsdefered_t::EType type, int script, int arg0, int arg1, int arg2, AActor *who)
{
if (i)
{
acsdefered_t *def = new acsdefered_s;
def->next = i->defered;
def->type = type;
def->script = script;
def->arg0 = arg0;
def->arg1 = arg1;
def->arg2 = arg2;
if (who != NULL && who->player != NULL)
{
def->playernum = who->player - players;
}
else
{
def->playernum = -1;
}
i->defered = def;
DPrintf ("Script %d on map %s defered\n", script, i->mapname);
}
}
EXTERN_CVAR (Bool, sv_cheats)
int P_StartScript (AActor *who, line_t *where, int script, char *map, bool backSide,
int arg0, int arg1, int arg2, int always, bool wantResultCode, bool net)
{
if (map == NULL || 0 == strnicmp (level.mapname, map, 8))
{
FBehavior *module = NULL;
const ScriptPtr *scriptdata;
if ((scriptdata = FBehavior::StaticFindScript (script, module)) != NULL)
{
if (net && netgame && !sv_cheats)
{
// If playing multiplayer and cheats are disallowed, check to
// make sure only net scripts are run.
if (!(scriptdata->Flags & SCRIPTF_Net))
{
Printf (PRINT_BOLD, "%s tried to puke script %d (%d, %d, %d)\n",
who->player->userinfo.netname, script, arg0, arg1, arg2);
return false;
}
}
DLevelScript *runningScript = P_GetScriptGoing (who, where, script,
scriptdata, module, backSide, arg0, arg1, arg2, always, false);
if (runningScript != NULL)
{
if (wantResultCode)
{
return runningScript->RunScript ();
}
return true;
}
return false;
}
else
{
if (!net || (who && who->player == &players[consoleplayer]))
{
Printf ("P_StartScript: Unknown script %d\n", script);
}
}
}
else
{
addDefered (FindLevelInfo (map),
always ? acsdefered_t::defexealways : acsdefered_t::defexecute,
script, arg0, arg1, arg2, who);
return true;
}
return false;
}
void P_SuspendScript (int script, char *map)
{
if (strnicmp (level.mapname, map, 8))
addDefered (FindLevelInfo (map), acsdefered_t::defsuspend, script, 0, 0, 0, NULL);
else
SetScriptState (script, DLevelScript::SCRIPT_Suspended);
}
void P_TerminateScript (int script, char *map)
{
if (strnicmp (level.mapname, map, 8))
addDefered (FindLevelInfo (map), acsdefered_t::defterminate, script, 0, 0, 0, NULL);
else
SetScriptState (script, DLevelScript::SCRIPT_PleaseRemove);
}
FArchive &operator<< (FArchive &arc, acsdefered_s *&defertop)
{
BYTE more;
if (arc.IsStoring ())
{
acsdefered_s *defer = defertop;
more = 1;
while (defer)
{
BYTE type;
arc << more;
type = (BYTE)defer->type;
arc << type << defer->script << defer->playernum
<< defer->arg0 << defer->arg1 << defer->arg2;
defer = defer->next;
}
more = 0;
arc << more;
}
else
{
acsdefered_s **defer = &defertop;
arc << more;
while (more)
{
*defer = new acsdefered_s;
arc << more;
(*defer)->type = (acsdefered_s::EType)more;
arc << (*defer)->script << (*defer)->playernum
<< (*defer)->arg0 << (*defer)->arg1 << (*defer)->arg2;
defer = &((*defer)->next);
arc << more;
}
*defer = NULL;
}
return arc;
}
CCMD (scriptstat)
{
if (DACSThinker::ActiveThinker == NULL)
{
Printf ("No scripts are running.\n");
}
else
{
DACSThinker::ActiveThinker->DumpScriptStatus ();
}
}
void DACSThinker::DumpScriptStatus ()
{
static const char *stateNames[] =
{
"Running",
"Suspended",
"Delayed",
"TagWait",
"PolyWait",
"ScriptWaitPre",
"ScriptWait",
"PleaseRemove"
};
DLevelScript *script = Scripts;
while (script != NULL)
{
Printf ("%d: %s\n", script->script, stateNames[script->state]);
script = script->next;
}
}