mirror of
https://github.com/ZDoom/gzdoom.git
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4429 lines
100 KiB
C++
4429 lines
100 KiB
C++
// Emacs style mode select -*- C++ -*-
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2000 Simon Howard
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// Copyright(C) 2005-2008 Christoph Oelckers
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//
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// This program is free software; you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation; either version 2 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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//
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//--------------------------------------------------------------------------
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//
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// Functions
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//
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// functions are stored as variables(see variable.c), the
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// value being a pointer to a 'handler' function for the
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// function. Arguments are stored in an argc/argv-style list
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//
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// this module contains all the handler functions for the
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// basic FraggleScript Functions.
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//
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// By Simon Howard
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//
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//---------------------------------------------------------------------------
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//
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#include "templates.h"
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#include "p_local.h"
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#include "t_script.h"
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#include "s_sound.h"
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#include "p_lnspec.h"
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#include "m_random.h"
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#include "c_console.h"
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#include "c_dispatch.h"
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#include "d_player.h"
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#include "w_wad.h"
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#include "gi.h"
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#include "zstring.h"
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#include "i_system.h"
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#include "doomstat.h"
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#include "g_level.h"
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#include "v_palette.h"
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#include "v_font.h"
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#include "r_data/colormaps.h"
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#include "serializer.h"
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#include "p_setup.h"
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#include "p_spec.h"
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#include "r_utility.h"
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#include "math/cmath.h"
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#include "g_levellocals.h"
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#include "actorinlines.h"
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static FRandom pr_script("FScript");
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// functions. FParser::SF_ means Script Function not, well.. heh, me
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/////////// actually running a function /////////////
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//==========================================================================
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//
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// The Doom actors in their original order
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//
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//==========================================================================
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static const char * const ActorNames_init[]=
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{
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"DoomPlayer",
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"ZombieMan",
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"ShotgunGuy",
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"Archvile",
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"ArchvileFire",
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"Revenant",
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"RevenantTracer",
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"RevenantTracerSmoke",
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"Fatso",
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"FatShot",
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"ChaingunGuy",
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"DoomImp",
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"Demon",
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"Spectre",
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"Cacodemon",
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"BaronOfHell",
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"BaronBall",
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"HellKnight",
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"LostSoul",
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"SpiderMastermind",
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"Arachnotron",
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"Cyberdemon",
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"PainElemental",
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"WolfensteinSS",
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"CommanderKeen",
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"BossBrain",
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"BossEye",
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"BossTarget",
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"SpawnShot",
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"SpawnFire",
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"ExplosiveBarrel",
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"DoomImpBall",
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"CacodemonBall",
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"Rocket",
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"PlasmaBall",
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"BFGBall",
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"ArachnotronPlasma",
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"BulletPuff",
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"Blood",
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"TeleportFog",
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"ItemFog",
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"TeleportDest",
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"BFGExtra",
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"GreenArmor",
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"BlueArmor",
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"HealthBonus",
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"ArmorBonus",
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"BlueCard",
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"RedCard",
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"YellowCard",
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"YellowSkull",
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"RedSkull",
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"BlueSkull",
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"Stimpack",
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"Medikit",
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"Soulsphere",
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"InvulnerabilitySphere",
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"Berserk",
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"BlurSphere",
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"RadSuit",
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"Allmap",
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"Infrared",
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"Megasphere",
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"Clip",
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"ClipBox",
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"RocketAmmo",
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"RocketBox",
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"Cell",
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"CellPack",
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"Shell",
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"ShellBox",
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"Backpack",
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"BFG9000",
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"Chaingun",
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"Chainsaw",
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"RocketLauncher",
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"PlasmaRifle",
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"Shotgun",
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"SuperShotgun",
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"TechLamp",
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"TechLamp2",
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"Column",
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"TallGreenColumn",
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"ShortGreenColumn",
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"TallRedColumn",
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"ShortRedColumn",
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"SkullColumn",
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"HeartColumn",
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"EvilEye",
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"FloatingSkull",
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"TorchTree",
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"BlueTorch",
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"GreenTorch",
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"RedTorch",
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"ShortBlueTorch",
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"ShortGreenTorch",
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"ShortRedTorch",
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"Slalagtite",
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"TechPillar",
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"CandleStick",
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"Candelabra",
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"BloodyTwitch",
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"Meat2",
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"Meat3",
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"Meat4",
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"Meat5",
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"NonsolidMeat2",
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"NonsolidMeat4",
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"NonsolidMeat3",
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"NonsolidMeat5",
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"NonsolidTwitch",
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"DeadCacodemon",
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"DeadMarine",
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"DeadZombieMan",
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"DeadDemon",
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"DeadLostSoul",
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"DeadDoomImp",
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"DeadShotgunGuy",
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"GibbedMarine",
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"GibbedMarineExtra",
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"HeadsOnAStick",
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"Gibs",
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"HeadOnAStick",
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"HeadCandles",
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"DeadStick",
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"LiveStick",
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"BigTree",
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"BurningBarrel",
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"HangNoGuts",
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"HangBNoBrain",
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"HangTLookingDown",
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"HangTSkull",
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"HangTLookingUp",
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"HangTNoBrain",
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"ColonGibs",
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"SmallBloodPool",
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"BrainStem",
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"PointPusher",
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"PointPuller",
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};
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static PClassActor * ActorTypes[countof(ActorNames_init)];
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//==========================================================================
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//
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// Some functions that take care of the major differences between the class
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// based actor system from ZDoom and Doom's index based one
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//
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//==========================================================================
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//==========================================================================
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//
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// Gets an actor class
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// Input can be either a class name, an actor variable or a Doom index
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// Doom index is only supported for the original things up to MBF
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//
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//==========================================================================
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PClassActor * T_GetMobjType(svalue_t arg)
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{
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PClassActor * pclass=NULL;
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if (arg.type==svt_string)
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{
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pclass=PClass::FindActor(arg.string);
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// invalid object to spawn
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if(!pclass) script_error("unknown object type: %s\n", arg.string.GetChars());
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}
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else if (arg.type==svt_mobj)
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{
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AActor * mo = actorvalue(arg);
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if (mo) pclass = mo->GetClass();
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}
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else
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{
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int objtype = intvalue(arg);
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if (objtype>=0 && objtype<int(countof(ActorTypes))) pclass=ActorTypes[objtype];
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else pclass=NULL;
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// invalid object to spawn
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if(!pclass) script_error("unknown object type: %i\n", objtype);
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}
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return pclass;
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}
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//==========================================================================
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//
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// Gets a player index
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// Input can be either an actor variable or an index value
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//
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//==========================================================================
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static int T_GetPlayerNum(const svalue_t &arg)
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{
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int playernum;
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if(arg.type == svt_mobj)
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{
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if(!actorvalue(arg) || !arg.value.mobj->player)
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{
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// I prefer this not to make an error.
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// This way a player function used for a non-player
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// object will just do nothing
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//script_error("mobj not a player!\n");
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return -1;
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}
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playernum = int(arg.value.mobj->player - players);
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}
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else
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playernum = intvalue(arg);
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if(playernum < 0 || playernum > MAXPLAYERS)
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{
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return -1;
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}
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if(!playeringame[playernum]) // no error, just return -1
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{
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return -1;
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}
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return playernum;
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}
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//==========================================================================
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//
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// Finds a sector from a tag. This has been extended to allow looking for
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// sectors directly by passing a negative value
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//
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//==========================================================================
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class FSSectorTagIterator : public FSectorTagIterator
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{
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public:
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FSSectorTagIterator(int tag)
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: FSectorTagIterator(tag)
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{
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if (tag < 0)
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{
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searchtag = INT_MIN;
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start = tag == -32768? 0 : -tag < (int)level.sectors.Size()? -tag : -1;
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}
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}
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};
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inline int T_FindFirstSectorFromTag(int tagnum)
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{
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FSSectorTagIterator it(tagnum);
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return it.Next();
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}
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//==========================================================================
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//
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// Get an ammo type
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// Input can be either a class name or a Doom index
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// Doom index is only supported for the 4 original ammo types
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//
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//==========================================================================
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static PClassActor * T_GetAmmo(const svalue_t &t)
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{
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const char * p;
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if (t.type==svt_string)
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{
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p=stringvalue(t);
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}
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else
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{
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// backwards compatibility with Legacy.
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// allow only Doom's standard types here!
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static const char * DefAmmo[]={"Clip","Shell","Cell","RocketAmmo"};
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int ammonum = intvalue(t);
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if(ammonum < 0 || ammonum >= 4)
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{
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script_error("ammo number out of range: %i", ammonum);
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return NULL;
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}
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p=DefAmmo[ammonum];
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}
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auto am = PClass::FindActor(p);
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if (am == NULL || !am->IsDescendantOf(PClass::FindClass(NAME_Ammo)))
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{
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script_error("unknown ammo type : %s", p);
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return NULL;
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}
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return am;
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}
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//==========================================================================
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//
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// Finds a sound in the sound table and adds a new entry if it isn't defined
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// It's too bad that this is necessary but FS doesn't know about this kind
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// of sound management.
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//
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//==========================================================================
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static FSoundID T_FindSound(const char * name)
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{
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char buffer[40];
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FSoundID so=S_FindSound(name);
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if (so>0) return so;
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// Now it gets dirty!
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if (gameinfo.gametype & GAME_DoomStrifeChex)
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{
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mysnprintf(buffer, countof(buffer), "DS%.35s", name);
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if (Wads.CheckNumForName(buffer, ns_sounds)<0) strcpy(buffer, name);
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}
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else
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{
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strcpy(buffer, name);
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if (Wads.CheckNumForName(buffer, ns_sounds)<0) mysnprintf(buffer, countof(buffer), "DS%.35s", name);
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}
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int id = S_AddSound(name, buffer);
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S_HashSounds();
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return FSoundID(id);
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}
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//==========================================================================
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//
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// Creates a string out of a print argument list. This version does not
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// have any length restrictions like the original FS versions had.
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//
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//==========================================================================
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FString FParser::GetFormatString(int startarg)
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{
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FString fmt="";
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for(int i=startarg; i<t_argc; i++) fmt += stringvalue(t_argv[i]);
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return fmt;
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}
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bool FParser::CheckArgs(int cnt)
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{
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if (t_argc<cnt)
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{
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script_error("Insufficient parameters for '%s'\n", t_func.GetChars());
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return false;
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}
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return true;
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}
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//==========================================================================
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//FUNCTIONS
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// the actual handler functions for the
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// functions themselves
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// arguments are evaluated and passed to the
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// handler functions using 't_argc' and 't_argv'
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// in a similar way to the way C does with command
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// line options.
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// values can be returned from the functions using
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// the variable 't_return'
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//
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//==========================================================================
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//==========================================================================
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//
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// prints some text to the console and the notify buffer
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//
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//==========================================================================
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void FParser::SF_Print(void)
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{
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Printf(PRINT_HIGH, "%s\n", GetFormatString(0).GetChars());
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}
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//==========================================================================
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//
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// return a random number from 0 to 255
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//
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//==========================================================================
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void FParser::SF_Rnd(void)
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{
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t_return.type = svt_int;
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t_return.value.i = pr_script();
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}
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//==========================================================================
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//
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// looping section. using the rover, find the highest level
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// loop we are currently in and return the DFsSection for it.
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//
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//==========================================================================
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DFsSection *FParser::looping_section()
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{
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DFsSection *best = NULL; // highest level loop we're in
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// that has been found so far
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int n;
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// check thru all the hashchains
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int32_t rover_index = Script->MakeIndex(Rover);
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for(n=0; n<SECTIONSLOTS; n++)
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{
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DFsSection *current = Script->sections[n];
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// check all the sections in this hashchain
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while(current)
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{
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// a loop?
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if(current->type == st_loop)
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// check to see if it's a loop that we're inside
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if(rover_index >= current->start_index && rover_index <= current->end_index)
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{
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// a higher nesting level than the best one so far?
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if(!best || (current->start_index > best->start_index))
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best = current; // save it
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}
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current = current->next;
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}
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}
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return best; // return the best one found
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}
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//==========================================================================
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//
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// "continue;" in FraggleScript is a function
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//
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//==========================================================================
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void FParser::SF_Continue(void)
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{
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DFsSection *section;
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if(!(section = looping_section()) ) // no loop found
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{
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script_error("continue() not in loop\n");
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return;
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}
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Rover = Script->SectionEnd(section); // jump to the closing brace
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void FParser::SF_Break(void)
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{
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DFsSection *section;
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if(!(section = looping_section()) )
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{
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script_error("break() not in loop\n");
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return;
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}
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Rover = Script->SectionEnd(section) + 1; // jump out of the loop
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void FParser::SF_Goto(void)
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{
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if (CheckArgs(1))
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{
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// check argument is a labelptr
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if(t_argv[0].type != svt_label)
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{
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script_error("goto argument not a label\n");
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return;
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}
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// go there then if everythings fine
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Rover = Script->LabelValue(t_argv[0]);
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void FParser::SF_Return(void)
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{
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throw CFsTerminator();
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void FParser::SF_Include(void)
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{
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char tempstr[12];
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if (CheckArgs(1))
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{
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if(t_argv[0].type == svt_string)
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{
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strncpy(tempstr, t_argv[0].string, 8);
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tempstr[8]=0;
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}
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else
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mysnprintf(tempstr, countof(tempstr), "%i", (int)t_argv[0].value.i);
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Script->ParseInclude(tempstr);
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void FParser::SF_Input(void)
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{
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Printf(PRINT_BOLD,"input() function not available in doom\n");
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_Beep(void)
|
|
{
|
|
S_Sound(CHAN_AUTO, "misc/chat", 1.0f, ATTN_IDLE);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_Clock(void)
|
|
{
|
|
t_return.type = svt_int;
|
|
t_return.value.i = (gametic*100)/TICRATE;
|
|
}
|
|
|
|
/**************** doom stuff ****************/
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_ExitLevel(void)
|
|
{
|
|
G_ExitLevel(0, false);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_Tip(void)
|
|
{
|
|
if (t_argc>0 && Script->trigger &&
|
|
Script->trigger->CheckLocalView(consoleplayer))
|
|
{
|
|
C_MidPrint(SmallFont, GetFormatString(0).GetChars());
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FParser::SF_TimedTip
|
|
//
|
|
// Implements: void timedtip(int clocks, ...)
|
|
//
|
|
//==========================================================================
|
|
|
|
EXTERN_CVAR(Float, con_midtime)
|
|
|
|
void FParser::SF_TimedTip(void)
|
|
{
|
|
if (CheckArgs(2))
|
|
{
|
|
float saved = con_midtime;
|
|
con_midtime = intvalue(t_argv[0])/100.0f;
|
|
C_MidPrint(SmallFont, GetFormatString(1).GetChars());
|
|
con_midtime=saved;
|
|
}
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// tip to a particular player
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_PlayerTip(void)
|
|
{
|
|
if (CheckArgs(1))
|
|
{
|
|
int plnum = T_GetPlayerNum(t_argv[0]);
|
|
if (plnum!=-1 && players[plnum].mo->CheckLocalView(consoleplayer))
|
|
{
|
|
C_MidPrint(SmallFont, GetFormatString(1).GetChars());
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// message player
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_Message(void)
|
|
{
|
|
if (t_argc>0 && Script->trigger &&
|
|
Script->trigger->CheckLocalView(consoleplayer))
|
|
{
|
|
Printf(PRINT_HIGH, "%s\n", GetFormatString(0).GetChars());
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// message to a particular player
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_PlayerMsg(void)
|
|
{
|
|
if (CheckArgs(1))
|
|
{
|
|
int plnum = T_GetPlayerNum(t_argv[0]);
|
|
if (plnum!=-1 && players[plnum].mo->CheckLocalView(consoleplayer))
|
|
{
|
|
Printf(PRINT_HIGH, "%s\n", GetFormatString(1).GetChars());
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_PlayerInGame(void)
|
|
{
|
|
if (CheckArgs(1))
|
|
{
|
|
int plnum = T_GetPlayerNum(t_argv[0]);
|
|
|
|
if (plnum!=-1)
|
|
{
|
|
t_return.type = svt_int;
|
|
t_return.value.i = playeringame[plnum];
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_PlayerName(void)
|
|
{
|
|
int plnum;
|
|
|
|
if(!t_argc)
|
|
{
|
|
player_t *pl=NULL;
|
|
if (Script->trigger) pl = Script->trigger->player;
|
|
if(pl) plnum = int(pl - players);
|
|
else plnum=-1;
|
|
}
|
|
else
|
|
plnum = T_GetPlayerNum(t_argv[0]);
|
|
|
|
if(plnum !=-1)
|
|
{
|
|
t_return.type = svt_string;
|
|
t_return.string = players[plnum].userinfo.GetName();
|
|
}
|
|
else
|
|
{
|
|
script_error("script not started by player\n");
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// object being controlled by player
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_PlayerObj(void)
|
|
{
|
|
int plnum;
|
|
|
|
if(!t_argc)
|
|
{
|
|
player_t *pl=NULL;
|
|
if (Script->trigger) pl = Script->trigger->player;
|
|
if(pl) plnum = int(pl - players);
|
|
else plnum=-1;
|
|
}
|
|
else
|
|
plnum = T_GetPlayerNum(t_argv[0]);
|
|
|
|
if(plnum !=-1)
|
|
{
|
|
t_return.type = svt_mobj;
|
|
t_return.value.mobj = players[plnum].mo;
|
|
}
|
|
else
|
|
{
|
|
script_error("script not started by player\n");
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_Player(void)
|
|
{
|
|
// use trigger object if not specified
|
|
AActor *mo;
|
|
if(t_argc)
|
|
{
|
|
mo = actorvalue(t_argv[0]);
|
|
}
|
|
else
|
|
{
|
|
mo = Script->trigger;
|
|
}
|
|
|
|
t_return.type = svt_int;
|
|
|
|
if(mo && mo->player) // haleyjd: added mo->player
|
|
{
|
|
t_return.value.i = (int)(mo->player - players);
|
|
}
|
|
else
|
|
{
|
|
t_return.value.i = -1;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FParser::SF_Spawn
|
|
//
|
|
// Implements: mobj spawn(int type, int x, int y, [int angle], [int z], [bool zrel])
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_Spawn(void)
|
|
{
|
|
DVector3 pos;
|
|
PClassActor *pclass;
|
|
DAngle angle = 0.;
|
|
|
|
if (CheckArgs(3))
|
|
{
|
|
if (!(pclass=T_GetMobjType(t_argv[0]))) return;
|
|
|
|
pos.X = floatvalue(t_argv[1]);
|
|
pos.Y = floatvalue(t_argv[2]);
|
|
|
|
if(t_argc >= 5)
|
|
{
|
|
pos.Z = floatvalue(t_argv[4]);
|
|
// [Graf Zahl] added option of spawning with a relative z coordinate
|
|
if(t_argc > 5)
|
|
{
|
|
if (intvalue(t_argv[5])) pos.Z += P_PointInSector(pos)->floorplane.ZatPoint(pos);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Legacy compatibility is more important than correctness.
|
|
pos.Z = ONFLOORZ;// (GetDefaultByType(PClass)->flags & MF_SPAWNCEILING) ? ONCEILINGZ : ONFLOORZ;
|
|
}
|
|
|
|
if(t_argc >= 4)
|
|
{
|
|
angle = floatvalue(t_argv[3]);
|
|
}
|
|
|
|
t_return.type = svt_mobj;
|
|
t_return.value.mobj = Spawn(pclass, pos, ALLOW_REPLACE);
|
|
|
|
if (t_return.value.mobj)
|
|
{
|
|
t_return.value.mobj->Angles.Yaw = angle;
|
|
|
|
if (!DFraggleThinker::ActiveThinker->nocheckposition)
|
|
{
|
|
if (!P_TestMobjLocation(t_return.value.mobj))
|
|
{
|
|
if (t_return.value.mobj->flags&MF_COUNTKILL) level.total_monsters--;
|
|
if (t_return.value.mobj->flags&MF_COUNTITEM) level.total_items--;
|
|
t_return.value.mobj->Destroy();
|
|
t_return.value.mobj = NULL;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_RemoveObj(void)
|
|
{
|
|
if (CheckArgs(1))
|
|
{
|
|
AActor * mo = actorvalue(t_argv[0]);
|
|
if(mo) // nullptr check
|
|
{
|
|
mo->ClearCounters();
|
|
mo->Destroy();
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_KillObj(void)
|
|
{
|
|
// use trigger object if not specified
|
|
AActor *mo;
|
|
if(t_argc)
|
|
{
|
|
mo = actorvalue(t_argv[0]);
|
|
}
|
|
else
|
|
{
|
|
mo = Script->trigger; // default to trigger object
|
|
}
|
|
|
|
if(mo)
|
|
{
|
|
// ensure the thing can be killed
|
|
mo->flags|=MF_SHOOTABLE;
|
|
mo->flags2&=~(MF2_INVULNERABLE|MF2_DORMANT);
|
|
// [GrafZahl] This called P_KillMobj directly
|
|
// which is a very bad thing to do!
|
|
P_DamageMobj(mo, NULL, NULL, mo->health, NAME_Massacre);
|
|
}
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_ObjX(void)
|
|
{
|
|
// use trigger object if not specified
|
|
AActor *mo;
|
|
if(t_argc)
|
|
{
|
|
mo = actorvalue(t_argv[0]);
|
|
}
|
|
else
|
|
{
|
|
mo = Script->trigger;
|
|
}
|
|
|
|
t_return.setDouble(mo ? mo->X() : 0.);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_ObjY(void)
|
|
{
|
|
// use trigger object if not specified
|
|
AActor *mo;
|
|
if(t_argc)
|
|
{
|
|
mo = actorvalue(t_argv[0]);
|
|
}
|
|
else
|
|
{
|
|
mo = Script->trigger;
|
|
}
|
|
|
|
t_return.setDouble(mo ? mo->Y() : 0.);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_ObjZ(void)
|
|
{
|
|
// use trigger object if not specified
|
|
AActor *mo;
|
|
if(t_argc)
|
|
{
|
|
mo = actorvalue(t_argv[0]);
|
|
}
|
|
else
|
|
{
|
|
mo = Script->trigger;
|
|
}
|
|
|
|
t_return.setDouble(mo ? mo->Z() : 0.);
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_ObjAngle(void)
|
|
{
|
|
// use trigger object if not specified
|
|
AActor *mo;
|
|
if(t_argc)
|
|
{
|
|
mo = actorvalue(t_argv[0]);
|
|
}
|
|
else
|
|
{
|
|
mo = Script->trigger;
|
|
}
|
|
|
|
t_return.setDouble(mo ? mo->Angles.Yaw.Degrees : 0.);
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
// teleport: object, sector_tag
|
|
void FParser::SF_Teleport(void)
|
|
{
|
|
int tag;
|
|
AActor *mo;
|
|
|
|
if (CheckArgs(1))
|
|
{
|
|
if(t_argc == 1) // 1 argument: sector tag
|
|
{
|
|
mo = Script->trigger; // default to trigger
|
|
tag = intvalue(t_argv[0]);
|
|
}
|
|
else // 2 or more
|
|
{ // teleport a given object
|
|
mo = actorvalue(t_argv[0]);
|
|
tag = intvalue(t_argv[1]);
|
|
}
|
|
|
|
if(mo)
|
|
EV_Teleport(0, tag, NULL, 0, mo, TELF_DESTFOG | TELF_SOURCEFOG);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_SilentTeleport(void)
|
|
{
|
|
int tag;
|
|
AActor *mo;
|
|
|
|
if (CheckArgs(1))
|
|
{
|
|
if(t_argc == 1) // 1 argument: sector tag
|
|
{
|
|
mo = Script->trigger; // default to trigger
|
|
tag = intvalue(t_argv[0]);
|
|
}
|
|
else // 2 or more
|
|
{ // teleport a given object
|
|
mo = actorvalue(t_argv[0]);
|
|
tag = intvalue(t_argv[1]);
|
|
}
|
|
|
|
if(mo)
|
|
EV_Teleport(0, tag, NULL, 0, mo, TELF_KEEPORIENTATION);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_DamageObj(void)
|
|
{
|
|
AActor *mo;
|
|
int damageamount;
|
|
|
|
if (CheckArgs(1))
|
|
{
|
|
if(t_argc == 1) // 1 argument: damage trigger by amount
|
|
{
|
|
mo = Script->trigger; // default to trigger
|
|
damageamount = intvalue(t_argv[0]);
|
|
}
|
|
else // 2 or more
|
|
{ // damage a given object
|
|
mo = actorvalue(t_argv[0]);
|
|
damageamount = intvalue(t_argv[1]);
|
|
}
|
|
|
|
if(mo)
|
|
P_DamageMobj(mo, NULL, Script->trigger, damageamount, NAME_None);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
// the tag number of the sector the thing is in
|
|
void FParser::SF_ObjSector(void)
|
|
{
|
|
// use trigger object if not specified
|
|
AActor *mo;
|
|
if(t_argc)
|
|
{
|
|
mo = actorvalue(t_argv[0]);
|
|
}
|
|
else
|
|
{
|
|
mo = Script->trigger;
|
|
}
|
|
|
|
t_return.type = svt_int;
|
|
t_return.value.i = mo ? tagManager.GetFirstSectorTag(mo->Sector) : 0; // nullptr check
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
// the health number of an object
|
|
void FParser::SF_ObjHealth(void)
|
|
{
|
|
// use trigger object if not specified
|
|
AActor *mo;
|
|
if(t_argc)
|
|
{
|
|
mo = actorvalue(t_argv[0]);
|
|
}
|
|
else
|
|
{
|
|
mo = Script->trigger;
|
|
}
|
|
|
|
t_return.type = svt_int;
|
|
t_return.value.i = mo ? mo->health : 0;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_ObjFlag(void)
|
|
{
|
|
AActor *mo;
|
|
int flagnum;
|
|
|
|
if (CheckArgs(1))
|
|
{
|
|
if(t_argc == 1) // use trigger, 1st is flag
|
|
{
|
|
// use trigger:
|
|
mo = Script->trigger;
|
|
flagnum = intvalue(t_argv[0]);
|
|
}
|
|
else if(t_argc == 2) // specified object
|
|
{
|
|
mo = actorvalue(t_argv[0]);
|
|
flagnum = intvalue(t_argv[1]);
|
|
}
|
|
else // >= 3 : SET flags
|
|
{
|
|
mo = actorvalue(t_argv[0]);
|
|
flagnum = intvalue(t_argv[1]);
|
|
|
|
if(mo && flagnum<26) // nullptr check
|
|
{
|
|
uint32_t tempflags = mo->flags;
|
|
|
|
// remove old bit
|
|
tempflags &= ~(1 << flagnum);
|
|
|
|
// make the new flag
|
|
tempflags |= (!!intvalue(t_argv[2])) << flagnum;
|
|
mo->flags = ActorFlags::FromInt (tempflags);
|
|
}
|
|
}
|
|
t_return.type = svt_int;
|
|
if (mo && flagnum<26)
|
|
{
|
|
t_return.value.i = !!(mo->flags & ActorFlags::FromInt(1 << flagnum));
|
|
}
|
|
else t_return.value.i = 0;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
// apply momentum to a thing
|
|
void FParser::SF_PushThing(void)
|
|
{
|
|
if (CheckArgs(3))
|
|
{
|
|
AActor * mo = actorvalue(t_argv[0]);
|
|
if(!mo) return;
|
|
|
|
DAngle angle = floatvalue(t_argv[1]);
|
|
double force = floatvalue(t_argv[2]);
|
|
mo->Thrust(angle, force);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FParser::SF_ReactionTime -- useful for freezing things
|
|
//
|
|
//==========================================================================
|
|
|
|
|
|
void FParser::SF_ReactionTime(void)
|
|
{
|
|
if (CheckArgs(1))
|
|
{
|
|
AActor *mo = actorvalue(t_argv[0]);
|
|
|
|
if(t_argc > 1)
|
|
{
|
|
if(mo) mo->reactiontime = (intvalue(t_argv[1]) * TICRATE) / 100;
|
|
}
|
|
|
|
t_return.type = svt_int;
|
|
t_return.value.i = mo ? mo->reactiontime : 0;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FParser::SF_MobjTarget -- sets a thing's target field
|
|
//
|
|
//==========================================================================
|
|
|
|
// Sets a mobj's Target! >:)
|
|
void FParser::SF_MobjTarget(void)
|
|
{
|
|
AActor* mo;
|
|
AActor* target;
|
|
|
|
if (CheckArgs(1))
|
|
{
|
|
mo = actorvalue(t_argv[0]);
|
|
if(t_argc > 1)
|
|
{
|
|
target = actorvalue(t_argv[1]);
|
|
if(mo && target && mo->SeeState) // haleyjd: added target check -- no NULL allowed
|
|
{
|
|
mo->target=target;
|
|
mo->SetState(mo->SeeState);
|
|
mo->flags|=MF_JUSTHIT;
|
|
}
|
|
}
|
|
|
|
t_return.type = svt_mobj;
|
|
t_return.value.mobj = mo ? mo->target : NULL;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FParser::SF_MobjMomx, MobjMomy, MobjMomz -- momentum functions
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_MobjMomx(void)
|
|
{
|
|
AActor* mo;
|
|
|
|
if (CheckArgs(1))
|
|
{
|
|
mo = actorvalue(t_argv[0]);
|
|
if(t_argc > 1)
|
|
{
|
|
if(mo)
|
|
mo->Vel.X = floatvalue(t_argv[1]);
|
|
}
|
|
|
|
t_return.setDouble(mo ? mo->Vel.X : 0.);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_MobjMomy(void)
|
|
{
|
|
AActor* mo;
|
|
|
|
if (CheckArgs(1))
|
|
{
|
|
mo = actorvalue(t_argv[0]);
|
|
if(t_argc > 1)
|
|
{
|
|
if(mo)
|
|
mo->Vel.Y = floatvalue(t_argv[1]);
|
|
}
|
|
|
|
t_return.setDouble(mo ? mo->Vel.Y : 0.);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_MobjMomz(void)
|
|
{
|
|
AActor* mo;
|
|
|
|
if (CheckArgs(1))
|
|
{
|
|
mo = actorvalue(t_argv[0]);
|
|
if (t_argc > 1)
|
|
{
|
|
if (mo)
|
|
mo->Vel.Z = floatvalue(t_argv[1]);
|
|
}
|
|
|
|
t_return.setDouble(mo ? mo->Vel.Z : 0.);
|
|
}
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
/****************** Trig *********************/
|
|
|
|
void FParser::SF_PointToAngle(void)
|
|
{
|
|
if (CheckArgs(4))
|
|
{
|
|
double x1 = floatvalue(t_argv[0]);
|
|
double y1 = floatvalue(t_argv[1]);
|
|
double x2 = floatvalue(t_argv[2]);
|
|
double y2 = floatvalue(t_argv[3]);
|
|
|
|
t_return.setDouble(DVector2(x2 - x1, y2 - y1).Angle().Normalized360().Degrees);
|
|
}
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_PointToDist(void)
|
|
{
|
|
if (CheckArgs(4))
|
|
{
|
|
// Doing this in floating point is actually faster with modern computers!
|
|
double x = floatvalue(t_argv[2]) - floatvalue(t_argv[0]);
|
|
double y = floatvalue(t_argv[3]) - floatvalue(t_argv[1]);
|
|
t_return.setDouble(g_sqrt(x*x+y*y));
|
|
}
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// setcamera(obj, [angle], [height], [pitch])
|
|
//
|
|
// [GrafZahl] This is a complete rewrite.
|
|
// Although both Eternity and Legacy implement this function
|
|
// they are mutually incompatible with each other and with ZDoom...
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_SetCamera(void)
|
|
{
|
|
DAngle angle;
|
|
player_t * player;
|
|
AActor * newcamera;
|
|
|
|
if (CheckArgs(1))
|
|
{
|
|
player=Script->trigger->player;
|
|
if (!player) player=&players[0];
|
|
|
|
newcamera = actorvalue(t_argv[0]);
|
|
if(!newcamera)
|
|
{
|
|
script_error("invalid location object for camera\n");
|
|
return; // nullptr check
|
|
}
|
|
|
|
angle = t_argc < 2 ? newcamera->Angles.Yaw : floatvalue(t_argv[1]);
|
|
|
|
newcamera->specialf1 = newcamera->Angles.Yaw.Degrees;
|
|
newcamera->specialf2 = newcamera->Z();
|
|
double z = t_argc < 3 ? newcamera->Sector->floorplane.ZatPoint(newcamera) + 41 : floatvalue(t_argv[2]);
|
|
newcamera->SetOrigin(newcamera->PosAtZ(z), false);
|
|
newcamera->Angles.Yaw = angle;
|
|
if (t_argc < 4) newcamera->Angles.Pitch = 0.;
|
|
else newcamera->Angles.Pitch = clamp(floatvalue(t_argv[3]), -50., 50.) * (20. / 32.);
|
|
player->camera=newcamera;
|
|
R_ResetViewInterpolation();
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_ClearCamera(void)
|
|
{
|
|
player_t * player;
|
|
player=Script->trigger->player;
|
|
if (!player) player=&players[0];
|
|
|
|
AActor * cam=player->camera;
|
|
if (cam)
|
|
{
|
|
player->camera=player->mo;
|
|
cam->Angles.Yaw = cam->specialf1;
|
|
cam->SetZ(cam->specialf2);
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*********** sounds ******************/
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
// start sound from thing
|
|
void FParser::SF_StartSound(void)
|
|
{
|
|
AActor *mo;
|
|
|
|
if (CheckArgs(2))
|
|
{
|
|
mo = actorvalue(t_argv[0]);
|
|
|
|
if (mo)
|
|
{
|
|
S_Sound(mo, CHAN_BODY, T_FindSound(stringvalue(t_argv[1])), 1, ATTN_NORM);
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
// start sound from sector
|
|
void FParser::SF_StartSectorSound(void)
|
|
{
|
|
sector_t *sector;
|
|
int tagnum;
|
|
|
|
if (CheckArgs(2))
|
|
{
|
|
tagnum = intvalue(t_argv[0]);
|
|
|
|
int i=-1;
|
|
FSSectorTagIterator itr(tagnum);
|
|
while ((i = itr.Next()) >= 0)
|
|
{
|
|
sector = &level.sectors[i];
|
|
S_Sound(sector, CHAN_BODY, T_FindSound(stringvalue(t_argv[1])), 1.0f, ATTN_NORM);
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
// floor height of sector
|
|
void FParser::SF_FloorHeight(void)
|
|
{
|
|
int tagnum;
|
|
int secnum;
|
|
double dest;
|
|
double returnval = 1; // haleyjd: SoM's fixes
|
|
|
|
if (CheckArgs(1))
|
|
{
|
|
tagnum = intvalue(t_argv[0]);
|
|
|
|
if(t_argc > 1) // > 1: set floor height
|
|
{
|
|
int i;
|
|
int crush = (t_argc >= 3) ? intvalue(t_argv[2]) : false;
|
|
|
|
i = -1;
|
|
dest = floatvalue(t_argv[1]);
|
|
|
|
// set all sectors with tag
|
|
|
|
FSSectorTagIterator itr(tagnum);
|
|
while ((i = itr.Next()) >= 0)
|
|
{
|
|
auto &sec = level.sectors[i];
|
|
if (sec.floordata) continue; // don't move floors that are active!
|
|
|
|
if (sec.MoveFloor(
|
|
fabs(dest - sec.CenterFloor()),
|
|
sec.floorplane.PointToDist (sec.centerspot, dest),
|
|
crush? 10:-1,
|
|
(dest > sec.CenterFloor()) ? 1 : -1,
|
|
false) == EMoveResult::crushed)
|
|
{
|
|
returnval = 0;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
secnum = T_FindFirstSectorFromTag(tagnum);
|
|
if(secnum < 0)
|
|
{
|
|
script_error("sector not found with tagnum %i\n", tagnum);
|
|
return;
|
|
}
|
|
returnval = level.sectors[secnum].CenterFloor();
|
|
}
|
|
|
|
// return floor height
|
|
t_return.setDouble(returnval);
|
|
}
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_MoveFloor(void)
|
|
{
|
|
int secnum = -1;
|
|
int tagnum, crush;
|
|
double platspeed = 1, destheight;
|
|
|
|
if (CheckArgs(2))
|
|
{
|
|
tagnum = intvalue(t_argv[0]);
|
|
destheight = intvalue(t_argv[1]);
|
|
platspeed = t_argc > 2 ? floatvalue(t_argv[2]) : 1.;
|
|
crush = (t_argc > 3 ? intvalue(t_argv[3]) : -1);
|
|
|
|
// move all sectors with tag
|
|
|
|
FSSectorTagIterator itr(tagnum);
|
|
while ((secnum = itr.Next()) >= 0)
|
|
{
|
|
P_CreateFloor(&level.sectors[secnum], DFloor::floorMoveToValue, NULL, platspeed, destheight, crush, 0, false, false);
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
// ceiling height of sector
|
|
void FParser::SF_CeilingHeight(void)
|
|
{
|
|
double dest;
|
|
int secnum;
|
|
int tagnum;
|
|
double returnval = 1;
|
|
|
|
if (CheckArgs(1))
|
|
{
|
|
tagnum = intvalue(t_argv[0]);
|
|
|
|
if(t_argc > 1) // > 1: set ceilheight
|
|
{
|
|
int i;
|
|
int crush = (t_argc >= 3) ? intvalue(t_argv[2]) : false;
|
|
|
|
i = -1;
|
|
dest = floatvalue(t_argv[1]);
|
|
|
|
// set all sectors with tag
|
|
FSSectorTagIterator itr(tagnum);
|
|
while ((i = itr.Next()) >= 0)
|
|
{
|
|
auto &sec = level.sectors[i];
|
|
if (sec.ceilingdata) continue; // don't move ceilings that are active!
|
|
|
|
if (sec.MoveCeiling(
|
|
fabs(dest - sec.CenterCeiling()),
|
|
sec.ceilingplane.PointToDist (sec.centerspot, dest),
|
|
crush? 10:-1,
|
|
(dest > sec.CenterCeiling()) ? 1 : -1,
|
|
false) == EMoveResult::crushed)
|
|
{
|
|
returnval = 0;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
secnum = T_FindFirstSectorFromTag(tagnum);
|
|
if(secnum < 0)
|
|
{
|
|
script_error("sector not found with tagnum %i\n", tagnum);
|
|
return;
|
|
}
|
|
returnval = level.sectors[secnum].CenterCeiling();
|
|
}
|
|
|
|
// return ceiling height
|
|
t_return.setDouble(returnval);
|
|
}
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_MoveCeiling(void)
|
|
{
|
|
int secnum = -1;
|
|
int tagnum;
|
|
double platspeed = 1, destheight;
|
|
int crush;
|
|
int silent;
|
|
|
|
if (CheckArgs(2))
|
|
{
|
|
tagnum = intvalue(t_argv[0]);
|
|
destheight = intvalue(t_argv[1]);
|
|
platspeed = /*FLOORSPEED **/ (t_argc > 2 ? floatvalue(t_argv[2]) : 1);
|
|
crush=t_argc>3 ? intvalue(t_argv[3]):-1;
|
|
silent=t_argc>4 ? intvalue(t_argv[4]):1;
|
|
|
|
// move all sectors with tag
|
|
FSSectorTagIterator itr(tagnum);
|
|
while ((secnum = itr.Next()) >= 0)
|
|
{
|
|
P_CreateCeiling(&level.sectors[secnum], DCeiling::ceilMoveToValue, NULL, tagnum, platspeed, platspeed, destheight, crush, silent | 4, 0, DCeiling::ECrushMode::crushDoom);
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_LightLevel(void)
|
|
{
|
|
sector_t *sector;
|
|
int secnum;
|
|
int tagnum;
|
|
|
|
if (CheckArgs(1))
|
|
{
|
|
tagnum = intvalue(t_argv[0]);
|
|
|
|
// argv is sector tag
|
|
secnum = T_FindFirstSectorFromTag(tagnum);
|
|
|
|
if(secnum < 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
sector = &level.sectors[secnum];
|
|
|
|
if(t_argc > 1) // > 1: set light level
|
|
{
|
|
int i = -1;
|
|
|
|
// set all sectors with tag
|
|
FSSectorTagIterator itr(tagnum);
|
|
while ((i = itr.Next()) >= 0)
|
|
{
|
|
level.sectors[i].SetLightLevel(intvalue(t_argv[1]));
|
|
}
|
|
}
|
|
|
|
// return lightlevel
|
|
t_return.type = svt_int;
|
|
t_return.value.i = sector->lightlevel;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// Simple light fade - locks lightingdata. For FParser::SF_FadeLight
|
|
//
|
|
//==========================================================================
|
|
class DLightLevel : public DLighting
|
|
{
|
|
DECLARE_CLASS (DLightLevel, DLighting)
|
|
|
|
unsigned char destlevel;
|
|
unsigned char speed;
|
|
|
|
DLightLevel() {}
|
|
|
|
public:
|
|
|
|
DLightLevel(sector_t * s,int destlevel,int speed);
|
|
void Serialize(FSerializer &arc);
|
|
void Tick ();
|
|
void OnDestroy() { Super::OnDestroy(); m_Sector->lightingdata = nullptr; }
|
|
};
|
|
|
|
IMPLEMENT_CLASS(DLightLevel, false, false)
|
|
|
|
void DLightLevel::Serialize(FSerializer &arc)
|
|
{
|
|
Super::Serialize (arc);
|
|
arc("destlevel", destlevel)
|
|
("speed", speed);
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
// sf 13/10/99:
|
|
//
|
|
// T_LightFade()
|
|
//
|
|
// Just fade the light level in a sector to a new level
|
|
//
|
|
//==========================================================================
|
|
|
|
void DLightLevel::Tick()
|
|
{
|
|
Super::Tick();
|
|
if(m_Sector->lightlevel < destlevel)
|
|
{
|
|
// increase the lightlevel
|
|
if(m_Sector->lightlevel + speed >= destlevel)
|
|
{
|
|
// stop changing light level
|
|
m_Sector->SetLightLevel(destlevel); // set to dest lightlevel
|
|
Destroy();
|
|
}
|
|
else
|
|
{
|
|
m_Sector->ChangeLightLevel(speed);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// decrease lightlevel
|
|
if(m_Sector->lightlevel - speed <= destlevel)
|
|
{
|
|
// stop changing light level
|
|
m_Sector->SetLightLevel(destlevel); // set to dest lightlevel
|
|
Destroy();
|
|
}
|
|
else
|
|
{
|
|
m_Sector->ChangeLightLevel(-speed);
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
DLightLevel::DLightLevel(sector_t * s,int _destlevel,int _speed) : DLighting(s)
|
|
{
|
|
destlevel=_destlevel;
|
|
speed=_speed;
|
|
s->lightingdata=this;
|
|
}
|
|
|
|
//==========================================================================
|
|
// sf 13/10/99:
|
|
//
|
|
// P_FadeLight()
|
|
//
|
|
// Fade all the lights in sectors with a particular tag to a new value
|
|
//
|
|
//==========================================================================
|
|
void FParser::SF_FadeLight(void)
|
|
{
|
|
int sectag, destlevel, speed = 1;
|
|
int i;
|
|
|
|
if (CheckArgs(2))
|
|
{
|
|
sectag = intvalue(t_argv[0]);
|
|
destlevel = intvalue(t_argv[1]);
|
|
speed = t_argc>2 ? intvalue(t_argv[2]) : 1;
|
|
|
|
FSectorTagIterator it(sectag);
|
|
while ((i = it.Next()) >= 0)
|
|
{
|
|
if (!level.sectors[i].lightingdata) Create<DLightLevel>(&level.sectors[i],destlevel,speed);
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
void FParser::SF_FloorTexture(void)
|
|
{
|
|
int tagnum, secnum;
|
|
sector_t *sector;
|
|
|
|
if (CheckArgs(1))
|
|
{
|
|
tagnum = intvalue(t_argv[0]);
|
|
|
|
// argv is sector tag
|
|
secnum = T_FindFirstSectorFromTag(tagnum);
|
|
|
|
if(secnum < 0)
|
|
{ script_error("sector not found with tagnum %i\n", tagnum); return;}
|
|
|
|
sector = &level.sectors[secnum];
|
|
|
|
if(t_argc > 1)
|
|
{
|
|
int i = -1;
|
|
FTextureID picnum = TexMan.GetTexture(t_argv[1].string, FTexture::TEX_Flat, FTextureManager::TEXMAN_Overridable);
|
|
|
|
// set all sectors with tag
|
|
FSSectorTagIterator itr(tagnum);
|
|
while ((i = itr.Next()) >= 0)
|
|
{
|
|
level.sectors[i].SetTexture(sector_t::floor, picnum);
|
|
}
|
|
}
|
|
|
|
t_return.type = svt_string;
|
|
FTexture * tex = TexMan[sector->GetTexture(sector_t::floor)];
|
|
t_return.string = tex? tex->Name : "";
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_SectorColormap(void)
|
|
{
|
|
// This doesn't work properly and it never will.
|
|
// Whatever was done here originally, it is incompatible
|
|
// with Boom and ZDoom and doesn't work properly in Legacy either.
|
|
|
|
// Making it no-op is probably the best thing one can do in this case.
|
|
|
|
/*
|
|
int tagnum, secnum;
|
|
sector_t *sector;
|
|
int c=2;
|
|
int i = -1;
|
|
|
|
if(t_argc<2)
|
|
{ script_error("insufficient arguments to function\n"); return; }
|
|
|
|
tagnum = intvalue(t_argv[0]);
|
|
|
|
// argv is sector tag
|
|
secnum = T_FindFirstSectorFromTag(tagnum);
|
|
|
|
if(secnum < 0)
|
|
{ script_error("sector not found with tagnum %i\n", tagnum); return;}
|
|
|
|
sector = &level.sectors[secnum];
|
|
|
|
if (t_argv[1].type==svt_string)
|
|
{
|
|
uint32_t cm = R_ColormapNumForName(t_argv[1].value.s);
|
|
|
|
FSSectorTagIterator itr(tagnum);
|
|
while ((i = itr.Next()) >= 0)
|
|
{
|
|
sectors[i].midmap=cm;
|
|
sectors[i].heightsec=&level.sectors[i];
|
|
}
|
|
}
|
|
*/
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_CeilingTexture(void)
|
|
{
|
|
int tagnum, secnum;
|
|
sector_t *sector;
|
|
|
|
if (CheckArgs(1))
|
|
{
|
|
tagnum = intvalue(t_argv[0]);
|
|
|
|
// argv is sector tag
|
|
secnum = T_FindFirstSectorFromTag(tagnum);
|
|
|
|
if(secnum < 0)
|
|
{ script_error("sector not found with tagnum %i\n", tagnum); return;}
|
|
|
|
sector = &level.sectors[secnum];
|
|
|
|
if(t_argc > 1)
|
|
{
|
|
int i = -1;
|
|
FTextureID picnum = TexMan.GetTexture(t_argv[1].string, FTexture::TEX_Flat, FTextureManager::TEXMAN_Overridable);
|
|
|
|
// set all sectors with tag
|
|
FSSectorTagIterator itr(tagnum);
|
|
while ((i = itr.Next()) >= 0)
|
|
{
|
|
level.sectors[i].SetTexture(sector_t::ceiling, picnum);
|
|
}
|
|
}
|
|
|
|
t_return.type = svt_string;
|
|
FTexture * tex = TexMan[sector->GetTexture(sector_t::ceiling)];
|
|
t_return.string = tex? tex->Name : "";
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_ChangeHubLevel(void)
|
|
{
|
|
script_error("FS hub system permanently disabled\n");
|
|
}
|
|
|
|
// for start map: start new game on a particular skill
|
|
void FParser::SF_StartSkill(void)
|
|
{
|
|
script_error("startskill is not supported by this implementation!\n");
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Doors
|
|
//
|
|
// opendoor(sectag, [delay], [speed])
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_OpenDoor(void)
|
|
{
|
|
int speed, wait_time;
|
|
int sectag;
|
|
|
|
if (CheckArgs(1))
|
|
{
|
|
// got sector tag
|
|
sectag = intvalue(t_argv[0]);
|
|
if (sectag==0) return; // tag 0 not allowed
|
|
|
|
// door wait time
|
|
if(t_argc > 1) wait_time = (intvalue(t_argv[1]) * TICRATE) / 100;
|
|
else wait_time = 0; // 0= stay open
|
|
|
|
// door speed
|
|
if(t_argc > 2) speed = intvalue(t_argv[2]);
|
|
else speed = 1; // 1= normal speed
|
|
|
|
EV_DoDoor(wait_time ? DDoor::doorRaise : DDoor::doorOpen, NULL, NULL, sectag, 2. * clamp(speed, 1, 127), wait_time, 0, 0);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_CloseDoor(void)
|
|
{
|
|
int speed;
|
|
int sectag;
|
|
|
|
if (CheckArgs(1))
|
|
{
|
|
// got sector tag
|
|
sectag = intvalue(t_argv[0]);
|
|
if (sectag==0) return; // tag 0 not allowed
|
|
|
|
// door speed
|
|
if(t_argc > 1) speed = intvalue(t_argv[1]);
|
|
else speed = 1; // 1= normal speed
|
|
|
|
EV_DoDoor(DDoor::doorClose, NULL, NULL, sectag, 2.*clamp(speed, 1, 127), 0, 0, 0);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
// run console cmd
|
|
void FParser::SF_RunCommand(void)
|
|
{
|
|
FS_EmulateCmd(GetFormatString(0).LockBuffer());
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_LineTrigger()
|
|
{
|
|
if (CheckArgs(1))
|
|
{
|
|
line_t line;
|
|
maplinedef_t mld;
|
|
mld.special=intvalue(t_argv[0]);
|
|
mld.tag=t_argc > 1 ? intvalue(t_argv[1]) : 0;
|
|
P_TranslateLineDef(&line, &mld);
|
|
P_ExecuteSpecial(line.special, NULL, Script->trigger, false,
|
|
line.args[0],line.args[1],line.args[2],line.args[3],line.args[4]);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
bool FS_ChangeMusic(const char * string)
|
|
{
|
|
char buffer[40];
|
|
|
|
if (Wads.CheckNumForName(string, ns_music)<0 || !S_ChangeMusic(string,true))
|
|
{
|
|
// Retry with O_ prepended to the music name, then with D_
|
|
mysnprintf(buffer, countof(buffer), "O_%s", string);
|
|
if (Wads.CheckNumForName(buffer, ns_music)<0 || !S_ChangeMusic(buffer,true))
|
|
{
|
|
mysnprintf(buffer, countof(buffer), "D_%s", string);
|
|
if (Wads.CheckNumForName(buffer, ns_music)<0)
|
|
{
|
|
S_ChangeMusic(NULL, 0);
|
|
return false;
|
|
}
|
|
else S_ChangeMusic(buffer,true);
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
void FParser::SF_ChangeMusic(void)
|
|
{
|
|
if (CheckArgs(1))
|
|
{
|
|
FS_ChangeMusic(stringvalue(t_argv[0]));
|
|
}
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// FParser::SF_SetLineBlocking()
|
|
//
|
|
// Sets a line blocking or unblocking
|
|
//
|
|
//==========================================================================
|
|
void FParser::SF_SetLineBlocking(void)
|
|
{
|
|
static unsigned short blocks[]={0,ML_BLOCKING,ML_BLOCKEVERYTHING};
|
|
|
|
if (CheckArgs(2))
|
|
{
|
|
int blocking=intvalue(t_argv[1]);
|
|
if (blocking>=0 && blocking<=2)
|
|
{
|
|
blocking=blocks[blocking];
|
|
int tag=intvalue(t_argv[0]);
|
|
FLineIdIterator itr(tag);
|
|
int i;
|
|
while ((i = itr.Next()) >= 0)
|
|
{
|
|
level.lines[i].flags = (level.lines[i].flags & ~(ML_BLOCKING | ML_BLOCKEVERYTHING)) | blocking;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// similar, but monster blocking
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_SetLineMonsterBlocking(void)
|
|
{
|
|
if (CheckArgs(2))
|
|
{
|
|
int blocking = intvalue(t_argv[1]) ? (int)ML_BLOCKMONSTERS : 0;
|
|
int tag=intvalue(t_argv[0]);
|
|
|
|
FLineIdIterator itr(tag);
|
|
int i;
|
|
while ((i = itr.Next()) >= 0)
|
|
{
|
|
level.lines[i].flags = (level.lines[i].flags & ~ML_BLOCKMONSTERS) | blocking;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
//FParser::SF_SetLineTexture
|
|
//
|
|
// #2 in a not-so-long line of ACS-inspired functions
|
|
// This one is *much* needed, IMO
|
|
//
|
|
// Eternity: setlinetexture(tag, side, position, texture)
|
|
// Legacy: setlinetexture(tag, texture, side, sections)
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_SetLineTexture(void)
|
|
{
|
|
int tag;
|
|
int side;
|
|
int position;
|
|
const char *texture;
|
|
FTextureID texturenum;
|
|
int i;
|
|
|
|
if (CheckArgs(4))
|
|
{
|
|
tag = intvalue(t_argv[0]);
|
|
|
|
// the eternity version
|
|
if (t_argv[3].type==svt_string)
|
|
{
|
|
side = intvalue(t_argv[1]);
|
|
if(side < 0 || side > 1)
|
|
{
|
|
script_error("invalid side number for texture change\n");
|
|
return;
|
|
}
|
|
|
|
position = intvalue(t_argv[2]);
|
|
if(position < 1 || position > 3)
|
|
{
|
|
script_error("invalid position for texture change\n");
|
|
return;
|
|
}
|
|
position=3-position;
|
|
|
|
texture = stringvalue(t_argv[3]);
|
|
texturenum = TexMan.GetTexture(texture, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable);
|
|
|
|
FLineIdIterator itr(tag);
|
|
while ((i = itr.Next()) >= 0)
|
|
{
|
|
// bad sidedef, Hexen just SEGV'd here!
|
|
if (level.lines[i].sidedef[side] != NULL)
|
|
{
|
|
if (position >= 0 && position <= 2)
|
|
{
|
|
level.lines[i].sidedef[side]->SetTexture(position, texturenum);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else // and an improved legacy version
|
|
{
|
|
FTextureID picnum = TexMan.GetTexture(t_argv[1].string, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable);
|
|
side = !!intvalue(t_argv[2]);
|
|
int sections = intvalue(t_argv[3]);
|
|
|
|
// set all sectors with tag
|
|
FLineIdIterator itr(tag);
|
|
while ((i = itr.Next()) >= 0)
|
|
{
|
|
side_t *sided = level.lines[i].sidedef[side];
|
|
if(sided != NULL)
|
|
{
|
|
if(sections & 1) sided->SetTexture(side_t::top, picnum);
|
|
if(sections & 2) sided->SetTexture(side_t::mid, picnum);
|
|
if(sections & 4) sided->SetTexture(side_t::bottom, picnum);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// SoM: Max, Min, Abs math functions.
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_Max(void)
|
|
{
|
|
if (CheckArgs(2))
|
|
{
|
|
auto n1 = fixedvalue(t_argv[0]);
|
|
auto n2 = fixedvalue(t_argv[1]);
|
|
|
|
t_return.type = svt_fixed;
|
|
t_return.value.f = (n1 > n2) ? n1 : n2;
|
|
}
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_Min(void)
|
|
{
|
|
if (CheckArgs(1))
|
|
{
|
|
auto n1 = fixedvalue(t_argv[0]);
|
|
auto n2 = fixedvalue(t_argv[1]);
|
|
|
|
t_return.type = svt_fixed;
|
|
t_return.value.f = (n1 < n2) ? n1 : n2;
|
|
}
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_Abs(void)
|
|
{
|
|
|
|
if (CheckArgs(1))
|
|
{
|
|
auto n1 = fixedvalue(t_argv[0]);
|
|
|
|
t_return.type = svt_fixed;
|
|
t_return.value.f = (n1 < 0) ? -n1 : n1;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FParser::SF_Gameskill, FParser::SF_Gamemode
|
|
//
|
|
// Access functions are more elegant for these than variables,
|
|
// especially for the game mode, which doesn't exist as a numeric
|
|
// variable already.
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_Gameskill(void)
|
|
{
|
|
t_return.type = svt_int;
|
|
t_return.value.i = G_SkillProperty(SKILLP_ACSReturn) + 1; // +1 for the user skill value
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_Gamemode(void)
|
|
{
|
|
t_return.type = svt_int;
|
|
if(!multiplayer)
|
|
{
|
|
t_return.value.i = 0; // single-player
|
|
}
|
|
else if(!deathmatch)
|
|
{
|
|
t_return.value.i = 1; // cooperative
|
|
}
|
|
else
|
|
t_return.value.i = 2; // deathmatch
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FParser::SF_IsPlayerObj()
|
|
//
|
|
// A function suggested by SoM to help the script coder prevent
|
|
// exceptions related to calling player functions on non-player
|
|
// objects.
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_IsPlayerObj(void)
|
|
{
|
|
// use trigger object if not specified
|
|
AActor *mo;
|
|
if(t_argc)
|
|
{
|
|
mo = actorvalue(t_argv[0]);
|
|
}
|
|
else
|
|
{
|
|
mo = Script->trigger;
|
|
}
|
|
|
|
t_return.type = svt_int;
|
|
t_return.value.i = (mo && mo->player) ? 1 : 0;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// Inventory stuff - mostly new to GZDoom
|
|
//
|
|
// all the original functions are still supported but they have not
|
|
// been expanded from their original and are limited as a result
|
|
//
|
|
// Since FraggleScript is rather hard coded to the original inventory
|
|
// handling of Doom this is quite messy.
|
|
//
|
|
//============================================================================
|
|
|
|
|
|
//============================================================================
|
|
//
|
|
// DoGiveInv
|
|
//
|
|
// Gives an item to a single actor.
|
|
//
|
|
//============================================================================
|
|
|
|
static void FS_GiveInventory (AActor *actor, const char * type, int amount)
|
|
{
|
|
if (amount <= 0)
|
|
{
|
|
return;
|
|
}
|
|
if (strcmp (type, "Armor") == 0)
|
|
{
|
|
type = "BasicArmorPickup";
|
|
}
|
|
auto info = PClass::FindActor (type);
|
|
if (info == NULL || !info->IsDescendantOf(RUNTIME_CLASS(AInventory)))
|
|
{
|
|
Printf ("Unknown inventory item: %s\n", type);
|
|
return;
|
|
}
|
|
|
|
actor->GiveInventory(info, amount);
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// DoTakeInv
|
|
//
|
|
// Takes an item from a single actor.
|
|
//
|
|
//============================================================================
|
|
|
|
static void FS_TakeInventory (AActor *actor, const char * type, int amount)
|
|
{
|
|
if (strcmp (type, "Armor") == 0)
|
|
{
|
|
type = "BasicArmor";
|
|
}
|
|
if (amount <= 0)
|
|
{
|
|
return;
|
|
}
|
|
PClassActor * info = PClass::FindActor (type);
|
|
if (info == NULL)
|
|
{
|
|
return;
|
|
}
|
|
|
|
AInventory *item = actor->FindInventory (info);
|
|
if (item != NULL)
|
|
{
|
|
item->Amount -= amount;
|
|
if (item->Amount <= 0)
|
|
{
|
|
// If it's not ammo, 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.
|
|
item->DepleteOrDestroy();
|
|
}
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// CheckInventory
|
|
//
|
|
// Returns how much of a particular item an actor has.
|
|
//
|
|
//============================================================================
|
|
|
|
static int FS_CheckInventory (AActor *activator, const char *type)
|
|
{
|
|
if (activator == NULL)
|
|
return 0;
|
|
|
|
if (strcmp (type, "Armor") == 0)
|
|
{
|
|
type = "BasicArmor";
|
|
}
|
|
else if (strcmp (type, "Health") == 0)
|
|
{
|
|
return activator->health;
|
|
}
|
|
|
|
PClassActor *info = PClass::FindActor (type);
|
|
AInventory *item = activator->FindInventory (info);
|
|
return item ? item->Amount : 0;
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// This function is just kept for backwards compatibility
|
|
// and intentionally limited to thr standard keys!
|
|
// Use Give/Take/CheckInventory instead!
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_PlayerKeys(void)
|
|
{
|
|
static const char * const DoomKeys[]={"BlueCard", "YellowCard", "RedCard", "BlueSkull", "YellowSkull", "RedSkull"};
|
|
int playernum, keynum, givetake;
|
|
const char * keyname;
|
|
|
|
if (CheckArgs(2))
|
|
{
|
|
playernum=T_GetPlayerNum(t_argv[0]);
|
|
if (playernum==-1) return;
|
|
|
|
keynum = intvalue(t_argv[1]);
|
|
if(keynum < 0 || keynum >= 6)
|
|
{
|
|
script_error("key number out of range: %i\n", keynum);
|
|
return;
|
|
}
|
|
keyname=DoomKeys[keynum];
|
|
|
|
if(t_argc == 2)
|
|
{
|
|
t_return.type = svt_int;
|
|
t_return.value.i = FS_CheckInventory(players[playernum].mo, keyname);
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
givetake = intvalue(t_argv[2]);
|
|
if(givetake) FS_GiveInventory(players[playernum].mo, keyname, 1);
|
|
else FS_TakeInventory(players[playernum].mo, keyname, 1);
|
|
t_return.type = svt_int;
|
|
t_return.value.i = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// This function is just kept for backwards compatibility and intentionally limited!
|
|
// Use Give/Take/CheckInventory instead!
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_PlayerAmmo(void)
|
|
{
|
|
int playernum, amount;
|
|
PClassActor * ammotype;
|
|
|
|
if (CheckArgs(2))
|
|
{
|
|
playernum=T_GetPlayerNum(t_argv[0]);
|
|
if (playernum==-1) return;
|
|
|
|
ammotype=T_GetAmmo(t_argv[1]);
|
|
if (!ammotype) return;
|
|
|
|
if(t_argc >= 3)
|
|
{
|
|
AInventory * iammo = players[playernum].mo->FindInventory(ammotype);
|
|
amount = intvalue(t_argv[2]);
|
|
if(amount < 0) amount = 0;
|
|
if (iammo) iammo->Amount = amount;
|
|
else players[playernum].mo->GiveAmmo(ammotype, amount);
|
|
}
|
|
|
|
t_return.type = svt_int;
|
|
AInventory * iammo = players[playernum].mo->FindInventory(ammotype);
|
|
if (iammo) t_return.value.i = iammo->Amount;
|
|
else t_return.value.i = 0;
|
|
}
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_MaxPlayerAmmo()
|
|
{
|
|
int playernum, amount;
|
|
PClassActor * ammotype;
|
|
|
|
if (CheckArgs(2))
|
|
{
|
|
playernum=T_GetPlayerNum(t_argv[0]);
|
|
if (playernum==-1) return;
|
|
|
|
ammotype=T_GetAmmo(t_argv[1]);
|
|
if (!ammotype) return;
|
|
|
|
if(t_argc == 2)
|
|
{
|
|
}
|
|
else if(t_argc >= 3)
|
|
{
|
|
auto iammo = players[playernum].mo->FindInventory(ammotype);
|
|
amount = intvalue(t_argv[2]);
|
|
if(amount < 0) amount = 0;
|
|
if (!iammo)
|
|
{
|
|
players[playernum].mo->GiveAmmo(ammotype, 1);
|
|
iammo = players[playernum].mo->FindInventory(ammotype);
|
|
iammo->Amount = 0;
|
|
}
|
|
iammo->MaxAmount = amount;
|
|
|
|
|
|
for (AInventory *item = players[playernum].mo->Inventory; item != NULL; item = item->Inventory)
|
|
{
|
|
if (item->IsKindOf(NAME_BackpackItem))
|
|
{
|
|
if (t_argc>=4) amount = intvalue(t_argv[3]);
|
|
else amount*=2;
|
|
break;
|
|
}
|
|
}
|
|
iammo->IntVar("BackpackMaxAmount") = amount;
|
|
}
|
|
|
|
t_return.type = svt_int;
|
|
AInventory * iammo = players[playernum].mo->FindInventory(ammotype);
|
|
if (iammo) t_return.value.i = iammo->MaxAmount;
|
|
else t_return.value.i = ((AInventory*)GetDefaultByType(ammotype))->MaxAmount;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// This function is just kept for backwards compatibility and
|
|
// intentionally limited to the standard weapons!
|
|
// Use Give/Take/CheckInventory instead!
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_PlayerWeapon()
|
|
{
|
|
static const char * const WeaponNames[]={
|
|
"Fist", "Pistol", "Shotgun", "Chaingun", "RocketLauncher",
|
|
"PlasmaRifle", "BFG9000", "Chainsaw", "SuperShotgun" };
|
|
|
|
|
|
int playernum;
|
|
int weaponnum;
|
|
int newweapon;
|
|
|
|
if (CheckArgs(2))
|
|
{
|
|
playernum=T_GetPlayerNum(t_argv[0]);
|
|
weaponnum = intvalue(t_argv[1]);
|
|
if (playernum==-1) return;
|
|
if (weaponnum<0 || weaponnum>9)
|
|
{
|
|
script_error("weaponnum out of range! %d\n", weaponnum);
|
|
return;
|
|
}
|
|
auto ti = PClass::FindActor(WeaponNames[weaponnum]);
|
|
if (!ti || !ti->IsDescendantOf(NAME_Weapon))
|
|
{
|
|
script_error("incompatibility in playerweapon %d\n", weaponnum);
|
|
return;
|
|
}
|
|
|
|
if (t_argc == 2)
|
|
{
|
|
AActor * wp = players[playernum].mo->FindInventory(ti);
|
|
t_return.type = svt_int;
|
|
t_return.value.i = wp!=NULL;
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
AActor * wp = players[playernum].mo->FindInventory(ti);
|
|
|
|
newweapon = !!intvalue(t_argv[2]);
|
|
if (!newweapon)
|
|
{
|
|
if (wp)
|
|
{
|
|
wp->Destroy();
|
|
// If the weapon is active pick a replacement. Legacy didn't do this!
|
|
if (players[playernum].PendingWeapon==wp) players[playernum].PendingWeapon=WP_NOCHANGE;
|
|
if (players[playernum].ReadyWeapon==wp)
|
|
{
|
|
players[playernum].ReadyWeapon=NULL;
|
|
players[playernum].mo->PickNewWeapon(NULL);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (!wp)
|
|
{
|
|
auto pw=players[playernum].PendingWeapon;
|
|
players[playernum].mo->GiveInventoryType(ti);
|
|
players[playernum].PendingWeapon=pw;
|
|
}
|
|
}
|
|
|
|
t_return.type = svt_int;
|
|
t_return.value.i = !!newweapon;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// This function is just kept for backwards compatibility and
|
|
// intentionally limited to the standard weapons!
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_PlayerSelectedWeapon()
|
|
{
|
|
int playernum;
|
|
int weaponnum;
|
|
|
|
|
|
static const char * const WeaponNames[]={
|
|
"Fist", "Pistol", "Shotgun", "Chaingun", "RocketLauncher",
|
|
"PlasmaRifle", "BFG9000", "Chainsaw", "SuperShotgun" };
|
|
|
|
|
|
if (CheckArgs(1))
|
|
{
|
|
playernum=T_GetPlayerNum(t_argv[0]);
|
|
|
|
if(t_argc == 2)
|
|
{
|
|
weaponnum = intvalue(t_argv[1]);
|
|
|
|
if (weaponnum<0 || weaponnum>=9)
|
|
{
|
|
script_error("weaponnum out of range! %d\n", weaponnum);
|
|
return;
|
|
}
|
|
auto ti = PClass::FindActor(WeaponNames[weaponnum]);
|
|
if (!ti || !ti->IsDescendantOf(NAME_Weapon))
|
|
{
|
|
script_error("incompatibility in playerweapon %d\n", weaponnum);
|
|
return;
|
|
}
|
|
|
|
players[playernum].PendingWeapon = (AWeapon*)players[playernum].mo->FindInventory(ti);
|
|
|
|
}
|
|
t_return.type = svt_int;
|
|
for(int i=0;i<9;i++)
|
|
{
|
|
if (players[playernum].ReadyWeapon->GetClass ()->TypeName == FName(WeaponNames[i]))
|
|
{
|
|
t_return.value.i=i;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// new for GZDoom: named inventory handling
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_GiveInventory(void)
|
|
{
|
|
int playernum, count;
|
|
|
|
if (CheckArgs(2))
|
|
{
|
|
playernum=T_GetPlayerNum(t_argv[0]);
|
|
if (playernum==-1) return;
|
|
|
|
if(t_argc == 2) count=1;
|
|
else count=intvalue(t_argv[2]);
|
|
FS_GiveInventory(players[playernum].mo, stringvalue(t_argv[1]), count);
|
|
t_return.type = svt_int;
|
|
t_return.value.i = 0;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// new for GZDoom: named inventory handling
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_TakeInventory(void)
|
|
{
|
|
int playernum, count;
|
|
|
|
if (CheckArgs(2))
|
|
{
|
|
playernum=T_GetPlayerNum(t_argv[0]);
|
|
if (playernum==-1) return;
|
|
|
|
if(t_argc == 2) count=32767;
|
|
else count=intvalue(t_argv[2]);
|
|
FS_TakeInventory(players[playernum].mo, stringvalue(t_argv[1]), count);
|
|
t_return.type = svt_int;
|
|
t_return.value.i = 0;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// new for GZDoom: named inventory handling
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_CheckInventory(void)
|
|
{
|
|
int playernum;
|
|
|
|
if (CheckArgs(2))
|
|
{
|
|
playernum=T_GetPlayerNum(t_argv[0]);
|
|
if (playernum==-1)
|
|
{
|
|
t_return.value.i = 0;
|
|
return;
|
|
}
|
|
t_return.type = svt_int;
|
|
t_return.value.i = FS_CheckInventory(players[playernum].mo, stringvalue(t_argv[1]));
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_SetWeapon()
|
|
{
|
|
if (CheckArgs(2))
|
|
{
|
|
int playernum=T_GetPlayerNum(t_argv[0]);
|
|
if (playernum!=-1)
|
|
{
|
|
AInventory *item = players[playernum].mo->FindInventory (PClass::FindActor (stringvalue(t_argv[1])));
|
|
|
|
if (item == NULL || !item->IsKindOf(NAME_Weapon))
|
|
{
|
|
}
|
|
else if (players[playernum].ReadyWeapon == item)
|
|
{
|
|
// The weapon is already selected, so setweapon succeeds by default,
|
|
// but make sure the player isn't switching away from it.
|
|
players[playernum].PendingWeapon = WP_NOCHANGE;
|
|
t_return.value.i = 1;
|
|
}
|
|
else
|
|
{
|
|
auto weap = static_cast<AWeapon *> (item);
|
|
|
|
if (weap->CheckAmmo (AWeapon::EitherFire, false))
|
|
{
|
|
// There's enough ammo, so switch to it.
|
|
t_return.value.i = 1;
|
|
players[playernum].PendingWeapon = weap;
|
|
}
|
|
}
|
|
}
|
|
t_return.value.i = 0;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// movecamera(camera, targetobj, targetheight, movespeed, targetangle, anglespeed)
|
|
//
|
|
// This has been completely rewritten in a sane fashion, using actual vector math.
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_MoveCamera(void)
|
|
{
|
|
if (CheckArgs(6))
|
|
{
|
|
AActor *cam = actorvalue(t_argv[0]);
|
|
AActor *target = actorvalue(t_argv[1]);
|
|
if(!cam || !target)
|
|
{
|
|
script_error("invalid target for camera\n"); return;
|
|
}
|
|
|
|
double targetheight = floatvalue(t_argv[2]);
|
|
DVector3 campos = cam->Pos();
|
|
DVector3 targpos = DVector3(target->Pos(), targetheight);
|
|
if (campos != targpos)
|
|
{
|
|
DVector3 movement = targpos - campos;
|
|
double movelen = movement.Length();
|
|
double movespeed = floatvalue(t_argv[3]);
|
|
DVector3 movepos;
|
|
bool finished = (movespeed >= movelen);
|
|
if (finished) movepos = targpos;
|
|
else movepos = campos + movement.Resized(movespeed);
|
|
|
|
DAngle targetangle = floatvalue(t_argv[4]);
|
|
DAngle anglespeed = floatvalue(t_argv[5]);
|
|
|
|
if (movespeed > 0 && anglespeed == 0.)
|
|
{
|
|
if (!finished)
|
|
{
|
|
const DAngle diffangle = targetangle - cam->Angles.Yaw;
|
|
targetangle = cam->Angles.Yaw + diffangle * movespeed / movelen;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
targetangle = cam->Angles.Yaw + anglespeed;
|
|
}
|
|
|
|
cam->radius = 1 / 8192.;
|
|
cam->Height = 1 / 8192.;
|
|
cam->SetOrigin(movepos, true);
|
|
cam->SetAngle(targetangle, false);
|
|
t_return.value.i = 1;
|
|
}
|
|
else
|
|
{
|
|
t_return.value.i = 0;
|
|
}
|
|
t_return.type = svt_int;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// FParser::SF_ObjAwaken
|
|
//
|
|
// Implements: void objawaken([mobj mo])
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_ObjAwaken(void)
|
|
{
|
|
// use trigger object if not specified
|
|
AActor *mo;
|
|
if(t_argc)
|
|
{
|
|
mo = actorvalue(t_argv[0]);
|
|
}
|
|
else
|
|
{
|
|
mo = Script->trigger;
|
|
}
|
|
|
|
if(mo)
|
|
{
|
|
mo->CallActivate(Script->trigger);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FParser::SF_AmbientSound
|
|
//
|
|
// Implements: void ambientsound(string name)
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_AmbientSound(void)
|
|
{
|
|
if (CheckArgs(1))
|
|
{
|
|
S_Sound(CHAN_AUTO, T_FindSound(stringvalue(t_argv[0])), 1, ATTN_NORM);
|
|
}
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// FParser::SF_ExitSecret
|
|
//
|
|
// Implements: void exitsecret()
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_ExitSecret(void)
|
|
{
|
|
G_SecretExitLevel(0);
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// Type forcing functions -- useful with arrays et al
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_MobjValue(void)
|
|
{
|
|
if (CheckArgs(1))
|
|
{
|
|
t_return.type = svt_mobj;
|
|
t_return.value.mobj = actorvalue(t_argv[0]);
|
|
}
|
|
}
|
|
|
|
void FParser::SF_StringValue(void)
|
|
{
|
|
if (CheckArgs(1))
|
|
{
|
|
t_return.type = svt_string;
|
|
if (t_argv[0].type == svt_string)
|
|
{
|
|
t_return.string = t_argv[0].string;
|
|
}
|
|
else
|
|
{
|
|
t_return.string = stringvalue(t_argv[0]);
|
|
}
|
|
}
|
|
}
|
|
|
|
void FParser::SF_IntValue(void)
|
|
{
|
|
if (CheckArgs(1))
|
|
{
|
|
t_return.type = svt_int;
|
|
t_return.value.i = intvalue(t_argv[0]);
|
|
}
|
|
}
|
|
|
|
void FParser::SF_FixedValue(void)
|
|
{
|
|
if (CheckArgs(1))
|
|
{
|
|
t_return.type = svt_fixed;
|
|
t_return.value.f = fixedvalue(t_argv[0]);
|
|
}
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// Starting here are functions present in Legacy but not Eternity.
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_SpawnExplosion()
|
|
{
|
|
DVector3 pos;
|
|
AActor* spawn;
|
|
PClassActor * pclass;
|
|
|
|
if (CheckArgs(3))
|
|
{
|
|
if (!(pclass=T_GetMobjType(t_argv[0]))) return;
|
|
|
|
pos.X = floatvalue(t_argv[1]);
|
|
pos.Y = floatvalue(t_argv[2]);
|
|
if(t_argc > 3)
|
|
pos.Z = floatvalue(t_argv[3]);
|
|
else
|
|
pos.Z = P_PointInSector(pos)->floorplane.ZatPoint(pos);
|
|
|
|
spawn = Spawn (pclass, pos, ALLOW_REPLACE);
|
|
t_return.type = svt_int;
|
|
t_return.value.i=0;
|
|
if (spawn)
|
|
{
|
|
spawn->ClearCounters();
|
|
t_return.value.i = spawn->SetState(spawn->FindState(NAME_Death));
|
|
if(spawn->DeathSound) S_Sound (spawn, CHAN_BODY, spawn->DeathSound, 1, ATTN_NORM);
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_RadiusAttack()
|
|
{
|
|
AActor *spot;
|
|
AActor *source;
|
|
int damage;
|
|
|
|
if (CheckArgs(3))
|
|
{
|
|
spot = actorvalue(t_argv[0]);
|
|
source = actorvalue(t_argv[1]);
|
|
damage = intvalue(t_argv[2]);
|
|
|
|
if (spot && source)
|
|
{
|
|
P_RadiusAttack(spot, source, damage, damage, NAME_None, RADF_HURTSOURCE);
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_SetObjPosition()
|
|
{
|
|
AActor* mobj;
|
|
|
|
if (CheckArgs(2))
|
|
{
|
|
mobj = actorvalue(t_argv[0]);
|
|
|
|
if (!mobj) return;
|
|
|
|
mobj->SetOrigin(
|
|
floatvalue(t_argv[1]),
|
|
(t_argc >= 3)? floatvalue(t_argv[2]) : mobj->Y(),
|
|
(t_argc >= 4)? floatvalue(t_argv[3]) : mobj->Z(), false);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_TestLocation()
|
|
{
|
|
// use trigger object if not specified
|
|
AActor *mo;
|
|
if(t_argc)
|
|
{
|
|
mo = actorvalue(t_argv[0]);
|
|
}
|
|
else
|
|
{
|
|
mo = Script->trigger;
|
|
}
|
|
|
|
if (mo)
|
|
{
|
|
t_return.type = svt_int;
|
|
t_return.value.f = !!P_TestMobjLocation(mo);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_HealObj() //no pain sound
|
|
{
|
|
// use trigger object if not specified
|
|
AActor *mo;
|
|
if(t_argc)
|
|
{
|
|
mo = actorvalue(t_argv[0]);
|
|
}
|
|
else
|
|
{
|
|
mo = Script->trigger;
|
|
}
|
|
|
|
if(t_argc < 2)
|
|
{
|
|
mo->health = mo->GetDefault()->health;
|
|
if(mo->player) mo->player->health = mo->health;
|
|
}
|
|
|
|
else if (t_argc == 2)
|
|
{
|
|
mo->health += intvalue(t_argv[1]);
|
|
if(mo->player) mo->player->health = mo->health;
|
|
}
|
|
|
|
else
|
|
script_error("invalid number of arguments for objheal");
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_ObjDead()
|
|
{
|
|
// use trigger object if not specified
|
|
AActor *mo;
|
|
if(t_argc)
|
|
{
|
|
mo = actorvalue(t_argv[0]);
|
|
}
|
|
else
|
|
{
|
|
mo = Script->trigger;
|
|
}
|
|
|
|
t_return.type = svt_int;
|
|
if(mo && (mo->health <= 0 || mo->flags&MF_CORPSE))
|
|
t_return.value.i = 1;
|
|
else
|
|
t_return.value.i = 0;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_SpawnMissile()
|
|
{
|
|
AActor *mobj;
|
|
AActor *target;
|
|
PClassActor * pclass;
|
|
|
|
if (CheckArgs(3))
|
|
{
|
|
if (!(pclass=T_GetMobjType(t_argv[2]))) return;
|
|
|
|
mobj = actorvalue(t_argv[0]);
|
|
target = actorvalue(t_argv[1]);
|
|
if (mobj && target) P_SpawnMissile(mobj, target, pclass);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//checks to see if a Map Thing Number exists; used to avoid script errors
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_MapThingNumExist()
|
|
{
|
|
auto &SpawnedThings = DFraggleThinker::ActiveThinker->SpawnedThings;
|
|
|
|
int intval;
|
|
|
|
if (CheckArgs(1))
|
|
{
|
|
intval = intvalue(t_argv[0]);
|
|
|
|
if (intval < 0 || intval >= int(SpawnedThings.Size()) || !SpawnedThings[intval])
|
|
{
|
|
t_return.type = svt_int;
|
|
t_return.value.i = 0;
|
|
}
|
|
else
|
|
{
|
|
// Inventory items in the player's inventory have to be considered non-present.
|
|
if (SpawnedThings[intval]->IsKindOf(RUNTIME_CLASS(AInventory)) &&
|
|
barrier_cast<AInventory*>(SpawnedThings[intval])->Owner != NULL)
|
|
{
|
|
t_return.value.i = 0;
|
|
}
|
|
else
|
|
{
|
|
t_return.value.i = 1;
|
|
}
|
|
t_return.type = svt_int;
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_MapThings()
|
|
{
|
|
auto &SpawnedThings = DFraggleThinker::ActiveThinker->SpawnedThings;
|
|
|
|
t_return.type = svt_int;
|
|
t_return.value.i = SpawnedThings.Size();
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_ObjState()
|
|
{
|
|
int state;
|
|
AActor *mo = NULL;
|
|
|
|
if (CheckArgs(1))
|
|
{
|
|
if(t_argc == 1)
|
|
{
|
|
mo = Script->trigger;
|
|
state = intvalue(t_argv[0]);
|
|
}
|
|
|
|
else if(t_argc == 2)
|
|
{
|
|
mo = actorvalue(t_argv[0]);
|
|
state = intvalue(t_argv[1]);
|
|
}
|
|
|
|
if (mo)
|
|
{
|
|
static ENamedName statenames[]= {
|
|
NAME_Spawn, NAME_See, NAME_Missile, NAME_Melee,
|
|
NAME_Pain, NAME_Death, NAME_Raise, NAME_XDeath, NAME_Crash };
|
|
|
|
if (state <1 || state > 9)
|
|
{
|
|
script_error("objstate: invalid state");
|
|
return;
|
|
}
|
|
|
|
t_return.type = svt_int;
|
|
t_return.value.i = mo->SetState(mo->FindState(statenames[state]));
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// only here for Legacy maps. The implementation of this function
|
|
// is completely useless.
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_LineFlag()
|
|
{
|
|
line_t* line;
|
|
unsigned linenum;
|
|
int flagnum;
|
|
|
|
if (CheckArgs(2))
|
|
{
|
|
linenum = intvalue(t_argv[0]);
|
|
if(linenum >= level.lines.Size())
|
|
{
|
|
script_error("LineFlag: Invalid line number.\n");
|
|
return;
|
|
}
|
|
|
|
line = &level.lines[linenum];
|
|
|
|
flagnum = intvalue(t_argv[1]);
|
|
if(flagnum < 0 || (flagnum > 8 && flagnum!=15))
|
|
{
|
|
script_error("LineFlag: Invalid flag number.\n");
|
|
return;
|
|
}
|
|
|
|
if(t_argc > 2)
|
|
{
|
|
line->flags &= ~(1 << flagnum);
|
|
if(intvalue(t_argv[2]))
|
|
line->flags |= (1 << flagnum);
|
|
}
|
|
|
|
t_return.type = svt_int;
|
|
t_return.value.i = line->flags & (1 << flagnum);
|
|
}
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_PlayerAddFrag()
|
|
{
|
|
int playernum1;
|
|
int playernum2;
|
|
|
|
if (CheckArgs(1))
|
|
{
|
|
if (t_argc == 1)
|
|
{
|
|
playernum1 = T_GetPlayerNum(t_argv[0]);
|
|
|
|
players[playernum1].fragcount++;
|
|
|
|
t_return.type = svt_int;
|
|
t_return.value.f = players[playernum1].fragcount;
|
|
}
|
|
|
|
else
|
|
{
|
|
playernum1 = T_GetPlayerNum(t_argv[0]);
|
|
playernum2 = T_GetPlayerNum(t_argv[1]);
|
|
|
|
players[playernum1].frags[playernum2]++;
|
|
|
|
t_return.type = svt_int;
|
|
t_return.value.f = players[playernum1].frags[playernum2];
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_SkinColor()
|
|
{
|
|
// Ignoring it for now.
|
|
}
|
|
|
|
void FParser::SF_PlayDemo()
|
|
{
|
|
// Ignoring it for now.
|
|
}
|
|
|
|
void FParser::SF_CheckCVar()
|
|
{
|
|
// can't be done so return 0.
|
|
}
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_Resurrect()
|
|
{
|
|
|
|
AActor *mo;
|
|
|
|
if (CheckArgs(1))
|
|
{
|
|
mo = actorvalue(t_argv[0]);
|
|
|
|
FState * state = mo->FindState(NAME_Raise);
|
|
if (!state) //Don't resurrect things that can't be resurrected
|
|
return;
|
|
|
|
mo->SetState(state);
|
|
mo->Height = mo->GetDefault()->Height;
|
|
mo->radius = mo->GetDefault()->radius;
|
|
mo->Revive();
|
|
mo->target = NULL;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_LineAttack()
|
|
{
|
|
AActor *mo;
|
|
int damage;
|
|
DAngle angle, slope;
|
|
|
|
if (CheckArgs(3))
|
|
{
|
|
mo = actorvalue(t_argv[0]);
|
|
damage = intvalue(t_argv[2]);
|
|
|
|
angle = floatvalue(t_argv[1]);
|
|
slope = P_AimLineAttack(mo, angle, MISSILERANGE);
|
|
|
|
P_LineAttack(mo, angle, MISSILERANGE, slope, damage, NAME_Hitscan, NAME_BulletPuff);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// This is a lousy hack. It only works for the standard actors
|
|
// and it is quite inefficient.
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_ObjType()
|
|
{
|
|
// use trigger object if not specified
|
|
AActor *mo;
|
|
if(t_argc)
|
|
{
|
|
mo = actorvalue(t_argv[0]);
|
|
}
|
|
else
|
|
{
|
|
mo = Script->trigger;
|
|
}
|
|
|
|
if (mo != NULL)
|
|
{
|
|
for (unsigned int i = 0; i < countof(ActorTypes); i++) if (mo->GetClass() == ActorTypes[i])
|
|
{
|
|
t_return.type = svt_int;
|
|
t_return.value.i = i;
|
|
return;
|
|
}
|
|
}
|
|
t_return.type = svt_int;
|
|
t_return.value.i = -1;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// some new math functions
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_Sin()
|
|
{
|
|
if (CheckArgs(1))
|
|
{
|
|
t_return.setDouble(g_sin(floatvalue(t_argv[0])));
|
|
}
|
|
}
|
|
|
|
|
|
void FParser::SF_ASin()
|
|
{
|
|
if (CheckArgs(1))
|
|
{
|
|
t_return.setDouble(g_asin(floatvalue(t_argv[0])));
|
|
}
|
|
}
|
|
|
|
|
|
void FParser::SF_Cos()
|
|
{
|
|
if (CheckArgs(1))
|
|
{
|
|
t_return.setDouble(g_cos(floatvalue(t_argv[0])));
|
|
}
|
|
}
|
|
|
|
|
|
void FParser::SF_ACos()
|
|
{
|
|
if (CheckArgs(1))
|
|
{
|
|
t_return.setDouble(g_acos(floatvalue(t_argv[0])));
|
|
}
|
|
}
|
|
|
|
|
|
void FParser::SF_Tan()
|
|
{
|
|
if (CheckArgs(1))
|
|
{
|
|
t_return.setDouble(g_tan(floatvalue(t_argv[0])));
|
|
}
|
|
}
|
|
|
|
|
|
void FParser::SF_ATan()
|
|
{
|
|
if (CheckArgs(1))
|
|
{
|
|
t_return.setDouble(g_atan(floatvalue(t_argv[0])));
|
|
}
|
|
}
|
|
|
|
|
|
void FParser::SF_Exp()
|
|
{
|
|
if (CheckArgs(1))
|
|
{
|
|
t_return.setDouble(g_exp(floatvalue(t_argv[0])));
|
|
}
|
|
}
|
|
|
|
void FParser::SF_Log()
|
|
{
|
|
if (CheckArgs(1))
|
|
{
|
|
t_return.setDouble(g_log(floatvalue(t_argv[0])));
|
|
}
|
|
}
|
|
|
|
|
|
void FParser::SF_Sqrt()
|
|
{
|
|
if (CheckArgs(1))
|
|
{
|
|
t_return.setDouble(g_sqrt(floatvalue(t_argv[0])));
|
|
}
|
|
}
|
|
|
|
|
|
void FParser::SF_Floor()
|
|
{
|
|
if (CheckArgs(1))
|
|
{
|
|
t_return.type = svt_fixed;
|
|
t_return.value.f = fixedvalue(t_argv[0]) & 0xffff0000;
|
|
}
|
|
}
|
|
|
|
|
|
void FParser::SF_Pow()
|
|
{
|
|
if (CheckArgs(2))
|
|
{
|
|
t_return.setDouble(g_pow(floatvalue(t_argv[0]), floatvalue(t_argv[1])));
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// HUD pics (not operational yet!)
|
|
//
|
|
//==========================================================================
|
|
|
|
|
|
void FParser::SF_NewHUPic()
|
|
{
|
|
// disabled because it was never used and never tested
|
|
}
|
|
|
|
void FParser::SF_DeleteHUPic()
|
|
{
|
|
// disabled because it was never used and never tested
|
|
}
|
|
|
|
void FParser::SF_ModifyHUPic()
|
|
{
|
|
// disabled because it was never used and never tested
|
|
}
|
|
|
|
void FParser::SF_SetHUPicDisplay()
|
|
{
|
|
// disabled because it was never used and never tested
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// Yet to be made operational.
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_SetCorona(void)
|
|
{
|
|
if(t_argc != 3)
|
|
{
|
|
script_error("incorrect arguments to function\n");
|
|
return;
|
|
}
|
|
|
|
int num = intvalue(t_argv[0]); // which corona we want to modify
|
|
int what = intvalue(t_argv[1]); // what we want to modify (type, color, offset,...)
|
|
double val = floatvalue(t_argv[2]); // the value of what we modify
|
|
|
|
/*
|
|
switch (what)
|
|
{
|
|
case 0:
|
|
lspr[num].type = ival;
|
|
break;
|
|
case 1:
|
|
lspr[num].light_xoffset = fval;
|
|
break;
|
|
case 2:
|
|
lspr[num].light_yoffset = fval;
|
|
break;
|
|
case 3:
|
|
if (t_argv[2].type == svt_string)
|
|
lspr[num].corona_color = String2Hex(t_argv[2].value.s);
|
|
else
|
|
memcpy(&lspr[num].corona_color, &ival, sizeof(int));
|
|
break;
|
|
case 4:
|
|
lspr[num].corona_radius = fval;
|
|
break;
|
|
case 5:
|
|
if (t_argv[2].type == svt_string)
|
|
lspr[num].dynamic_color = String2Hex(t_argv[2].value.s);
|
|
else
|
|
memcpy(&lspr[num].dynamic_color, &ival, sizeof(int));
|
|
break;
|
|
case 6:
|
|
lspr[num].dynamic_radius = fval;
|
|
lspr[num].dynamic_sqrradius = g_sqrt(lspr[num].dynamic_radius);
|
|
break;
|
|
default:
|
|
CONS_Printf("Error in setcorona\n");
|
|
break;
|
|
}
|
|
*/
|
|
|
|
// no use for this!
|
|
t_return.type = svt_int;
|
|
t_return.value.i = 0;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// new for GZDoom: Gets the levelnum
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_LevelNum()
|
|
{
|
|
t_return.type = svt_int;
|
|
t_return.value.f = level.levelnum;
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// new for GZDoom
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_MobjRadius(void)
|
|
{
|
|
AActor* mo;
|
|
|
|
if (CheckArgs(1))
|
|
{
|
|
mo = actorvalue(t_argv[0]);
|
|
if(t_argc > 1)
|
|
{
|
|
if(mo)
|
|
mo->radius = floatvalue(t_argv[1]);
|
|
}
|
|
t_return.setDouble(mo ? mo->radius : 0.);
|
|
}
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// new for GZDoom
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_MobjHeight(void)
|
|
{
|
|
AActor* mo;
|
|
|
|
if (CheckArgs(1))
|
|
{
|
|
mo = actorvalue(t_argv[0]);
|
|
if(t_argc > 1)
|
|
{
|
|
if(mo)
|
|
mo->Height = floatvalue(t_argv[1]);
|
|
}
|
|
t_return.setDouble(mo ? mo->Height : 0.);
|
|
}
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// new for GZDoom
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_ThingCount(void)
|
|
{
|
|
PClassActor *pClass;
|
|
AActor * mo;
|
|
int count=0;
|
|
bool replacemented = false;
|
|
|
|
|
|
if (CheckArgs(1))
|
|
{
|
|
pClass=T_GetMobjType(t_argv[0]);
|
|
if (!pClass) return;
|
|
// If we want to count map items we must consider actor replacement
|
|
pClass = pClass->GetReplacement();
|
|
|
|
again:
|
|
TThinkerIterator<AActor> it;
|
|
|
|
if (t_argc<2 || intvalue(t_argv[1])==0 || pClass->IsDescendantOf(RUNTIME_CLASS(AInventory)))
|
|
{
|
|
while ((mo=it.Next()))
|
|
{
|
|
if (mo->IsA(pClass))
|
|
{
|
|
if (!mo->IsKindOf (RUNTIME_CLASS(AInventory)) ||
|
|
static_cast<AInventory *>(mo)->Owner == NULL)
|
|
{
|
|
count++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
while ((mo=it.Next()))
|
|
{
|
|
if (mo->IsA(pClass) && mo->health>0) count++;
|
|
}
|
|
}
|
|
if (!replacemented)
|
|
{
|
|
// Again, with decorate replacements
|
|
replacemented = true;
|
|
PClassActor *newkind = pClass->GetReplacement();
|
|
if (newkind != pClass)
|
|
{
|
|
pClass = newkind;
|
|
goto again;
|
|
}
|
|
}
|
|
t_return.type = svt_int;
|
|
t_return.value.i = count;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// new for GZDoom: Sets a sector color
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_SetColor(void)
|
|
{
|
|
int tagnum, secnum;
|
|
int c=2;
|
|
int i = -1;
|
|
PalEntry color=0;
|
|
|
|
if (CheckArgs(2))
|
|
{
|
|
tagnum = intvalue(t_argv[0]);
|
|
|
|
secnum = T_FindFirstSectorFromTag(tagnum);
|
|
|
|
if(secnum < 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if(t_argc >1 && t_argc<4)
|
|
{
|
|
color=intvalue(t_argv[1]);
|
|
}
|
|
else if (t_argc>=4)
|
|
{
|
|
color.r=intvalue(t_argv[1]);
|
|
color.g=intvalue(t_argv[2]);
|
|
color.b=intvalue(t_argv[3]);
|
|
color.a = 0;
|
|
}
|
|
else return;
|
|
|
|
// set all sectors with tag
|
|
FSSectorTagIterator itr(tagnum);
|
|
while ((i = itr.Next()) >= 0)
|
|
{
|
|
if (!DFraggleThinker::ActiveThinker->setcolormaterial)
|
|
{
|
|
level.sectors[i].SetColor(color.r, color.g, color.b, 0);
|
|
}
|
|
else
|
|
{
|
|
// little hack for testing the D64 color stuff.
|
|
for (int j = 0; j < 4; j++) level.sectors[i].SetSpecialColor(j, color);
|
|
// simulates 'nocoloredspritelighting' settings.
|
|
int v = (color.r + color.g + color.b) / 3;
|
|
v = (255 + v + v) / 3;
|
|
level.sectors[i].SetSpecialColor(sector_t::sprites, v, v, v);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// Spawns a projectile at a map spot
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_SpawnShot2(void)
|
|
{
|
|
AActor *source = NULL;
|
|
PClassActor * pclass;
|
|
double z = 0;
|
|
|
|
// t_argv[0] = type to spawn
|
|
// t_argv[1] = source mobj, optional, -1 to default
|
|
// shoots at source's angle
|
|
|
|
if (CheckArgs(2))
|
|
{
|
|
if (t_argv[1].type == svt_int && t_argv[1].value.i < 0)
|
|
source = Script->trigger;
|
|
else
|
|
source = actorvalue(t_argv[1]);
|
|
|
|
if (t_argc > 2) z = floatvalue(t_argv[2]);
|
|
|
|
if (!source) return;
|
|
|
|
if (!(pclass = T_GetMobjType(t_argv[0]))) return;
|
|
|
|
t_return.type = svt_mobj;
|
|
|
|
AActor *mo = Spawn(pclass, source->PosPlusZ(z), ALLOW_REPLACE);
|
|
if (mo)
|
|
{
|
|
S_Sound(mo, CHAN_VOICE, mo->SeeSound, 1, ATTN_NORM);
|
|
mo->target = source;
|
|
mo->Angles.Yaw = source->Angles.Yaw;
|
|
mo->Thrust();
|
|
if (!P_CheckMissileSpawn(mo, source->radius)) mo = NULL;
|
|
}
|
|
t_return.value.mobj = mo;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// new for GZDoom
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_KillInSector()
|
|
{
|
|
if (CheckArgs(1))
|
|
{
|
|
TThinkerIterator<AActor> it;
|
|
AActor * mo;
|
|
int tag=intvalue(t_argv[0]);
|
|
|
|
while ((mo=it.Next()))
|
|
{
|
|
if (mo->flags3&MF3_ISMONSTER && tagManager.SectorHasTag(mo->Sector, tag)) P_DamageMobj(mo, NULL, NULL, 1000000, NAME_Massacre);
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// new for GZDoom: Sets a new line trigger type (Doom format!)
|
|
// (Sure, this is not particularly useful. But having it made it possible
|
|
// to fix a few annoying bugs in some old maps ;) )
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_SetLineTrigger()
|
|
{
|
|
int i,id,spec,tag(0);
|
|
|
|
if (CheckArgs(2))
|
|
{
|
|
id=intvalue(t_argv[0]);
|
|
spec=intvalue(t_argv[1]);
|
|
if (t_argc>2) tag=intvalue(t_argv[2]);
|
|
FLineIdIterator itr(id);
|
|
while ((i = itr.Next()) >= 0)
|
|
{
|
|
maplinedef_t mld;
|
|
mld.special = spec;
|
|
mld.tag = tag;
|
|
mld.flags = 0;
|
|
int f = level.lines[i].flags;
|
|
P_TranslateLineDef(&level.lines[i], &mld);
|
|
level.lines[i].flags = (level.lines[i].flags & (ML_MONSTERSCANACTIVATE | ML_REPEAT_SPECIAL | ML_SPAC_MASK | ML_FIRSTSIDEONLY)) |
|
|
(f & ~(ML_MONSTERSCANACTIVATE | ML_REPEAT_SPECIAL | ML_SPAC_MASK | ML_FIRSTSIDEONLY));
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// new for GZDoom: Call a Hexen line special
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::RunLineSpecial(const FLineSpecial *spec)
|
|
{
|
|
|
|
if (CheckArgs(spec->min_args))
|
|
{
|
|
int args[5];
|
|
for(int i=0;i<5;i++)
|
|
{
|
|
if (t_argc>i) args[i]=intvalue(t_argv[i]);
|
|
else args[i] = 0;
|
|
}
|
|
t_return.value.i = P_ExecuteSpecial(spec->number, NULL,Script->trigger,false, args[0],args[1],args[2],args[3],args[4]);
|
|
}
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
DRunningScript *FParser::SaveCurrentScript()
|
|
{
|
|
DFraggleThinker *th = DFraggleThinker::ActiveThinker;
|
|
if (th)
|
|
{
|
|
DRunningScript *runscr = Create<DRunningScript>(Script->trigger, Script, Script->MakeIndex(Rover));
|
|
|
|
// hook into chain at start
|
|
th->AddRunningScript(runscr);
|
|
return runscr;
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// script function
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_Wait()
|
|
{
|
|
DRunningScript *runscr;
|
|
|
|
if(t_argc != 1)
|
|
{
|
|
script_error("incorrect arguments to function\n");
|
|
return;
|
|
}
|
|
|
|
runscr = SaveCurrentScript();
|
|
|
|
runscr->wait_type = wt_delay;
|
|
|
|
runscr->wait_data = (intvalue(t_argv[0]) * TICRATE) / 100;
|
|
throw CFsTerminator();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// wait for sector with particular tag to stop moving
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_TagWait()
|
|
{
|
|
DRunningScript *runscr;
|
|
|
|
if(t_argc != 1)
|
|
{
|
|
script_error("incorrect arguments to function\n");
|
|
return;
|
|
}
|
|
|
|
runscr = SaveCurrentScript();
|
|
|
|
runscr->wait_type = wt_tagwait;
|
|
runscr->wait_data = intvalue(t_argv[0]);
|
|
throw CFsTerminator();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// wait for a script to finish
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_ScriptWait()
|
|
{
|
|
DRunningScript *runscr;
|
|
|
|
if(t_argc != 1)
|
|
{
|
|
script_error("insufficient arguments to function\n");
|
|
return;
|
|
}
|
|
|
|
runscr = SaveCurrentScript();
|
|
|
|
runscr->wait_type = wt_scriptwait;
|
|
runscr->wait_data = intvalue(t_argv[0]);
|
|
throw CFsTerminator();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// haleyjd 05/23/01: wait for a script to start (zdoom-inspired)
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_ScriptWaitPre()
|
|
{
|
|
DRunningScript *runscr;
|
|
|
|
if(t_argc != 1)
|
|
{
|
|
script_error("insufficient arguments to function\n");
|
|
return;
|
|
}
|
|
|
|
runscr = SaveCurrentScript();
|
|
runscr->wait_type = wt_scriptwaitpre;
|
|
runscr->wait_data = intvalue(t_argv[0]);
|
|
throw CFsTerminator();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// start a new script
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_StartScript()
|
|
{
|
|
if(t_argc != 1)
|
|
{
|
|
script_error("incorrect arguments to function\n");
|
|
return;
|
|
}
|
|
|
|
int snum = intvalue(t_argv[0]);
|
|
|
|
if(snum < 0 || snum >= MAXSCRIPTS)
|
|
{
|
|
script_error("script number %d out of range\n",snum);
|
|
return;
|
|
}
|
|
|
|
DFraggleThinker *th = DFraggleThinker::ActiveThinker;
|
|
if (th)
|
|
{
|
|
|
|
DFsScript *script = th->LevelScript->children[snum];
|
|
|
|
if(!script)
|
|
{
|
|
script_error("script %i not defined\n", snum);
|
|
}
|
|
|
|
DRunningScript *runscr = Create<DRunningScript>(Script->trigger, script, 0);
|
|
// hook into chain at start
|
|
th->AddRunningScript(runscr);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// checks if a script is running
|
|
//
|
|
//==========================================================================
|
|
|
|
void FParser::SF_ScriptRunning()
|
|
{
|
|
DRunningScript *current;
|
|
int snum = 0;
|
|
|
|
if(t_argc < 1)
|
|
{
|
|
script_error("not enough arguments to function\n");
|
|
return;
|
|
}
|
|
|
|
snum = intvalue(t_argv[0]);
|
|
|
|
for(current = DFraggleThinker::ActiveThinker->RunningScripts->next; current; current=current->next)
|
|
{
|
|
if(current->script->scriptnum == snum)
|
|
{
|
|
// script found so return
|
|
t_return.type = svt_int;
|
|
t_return.value.i = 1;
|
|
return;
|
|
}
|
|
}
|
|
|
|
// script not found
|
|
t_return.type = svt_int;
|
|
t_return.value.i = 0;
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// Init Functions
|
|
//
|
|
//==========================================================================
|
|
|
|
static int zoom=1; // Dummy - no longer needed!
|
|
|
|
void init_functions(void)
|
|
{
|
|
for(unsigned i=0;i<countof(ActorNames_init);i++)
|
|
{
|
|
ActorTypes[i]=PClass::FindActor(ActorNames_init[i]);
|
|
}
|
|
|
|
DFsScript * gscr = global_script;
|
|
|
|
// add all the functions
|
|
gscr->NewVariable("consoleplayer", svt_pInt)->value.pI = &consoleplayer;
|
|
gscr->NewVariable("displayplayer", svt_pInt)->value.pI = &consoleplayer;
|
|
gscr->NewVariable("zoom", svt_pInt)->value.pI = &zoom;
|
|
gscr->NewVariable("fov", svt_pInt)->value.pI = &zoom;
|
|
gscr->NewVariable("trigger", svt_pMobj)->value.pMobj = &trigger_obj;
|
|
|
|
// Create constants for all existing line specials
|
|
int max = P_GetMaxLineSpecial();
|
|
for(int i=0; i<=max; i++)
|
|
{
|
|
const FLineSpecial *ls = P_GetLineSpecialInfo(i);
|
|
|
|
if (ls != NULL && ls->max_args >= 0) // specials with max args set to -1 can only be used in a map and are of no use hee.
|
|
{
|
|
gscr->NewVariable(ls->name, svt_linespec)->value.ls = ls;
|
|
}
|
|
}
|
|
|
|
// important C-emulating stuff
|
|
gscr->NewFunction("break", &FParser::SF_Break);
|
|
gscr->NewFunction("continue", &FParser::SF_Continue);
|
|
gscr->NewFunction("return", &FParser::SF_Return);
|
|
gscr->NewFunction("goto", &FParser::SF_Goto);
|
|
gscr->NewFunction("include", &FParser::SF_Include);
|
|
|
|
// standard FraggleScript functions
|
|
gscr->NewFunction("print", &FParser::SF_Print);
|
|
gscr->NewFunction("rnd", &FParser::SF_Rnd); // Legacy uses a normal rand() call for this which is extremely dangerous.
|
|
gscr->NewFunction("prnd", &FParser::SF_Rnd); // I am mapping rnd and prnd to the same named RNG which should eliminate any problem
|
|
gscr->NewFunction("input", &FParser::SF_Input);
|
|
gscr->NewFunction("beep", &FParser::SF_Beep);
|
|
gscr->NewFunction("clock", &FParser::SF_Clock);
|
|
gscr->NewFunction("wait", &FParser::SF_Wait);
|
|
gscr->NewFunction("tagwait", &FParser::SF_TagWait);
|
|
gscr->NewFunction("scriptwait", &FParser::SF_ScriptWait);
|
|
gscr->NewFunction("startscript", &FParser::SF_StartScript);
|
|
gscr->NewFunction("scriptrunning", &FParser::SF_ScriptRunning);
|
|
|
|
// doom stuff
|
|
gscr->NewFunction("startskill", &FParser::SF_StartSkill);
|
|
gscr->NewFunction("exitlevel", &FParser::SF_ExitLevel);
|
|
gscr->NewFunction("tip", &FParser::SF_Tip);
|
|
gscr->NewFunction("timedtip", &FParser::SF_TimedTip);
|
|
gscr->NewFunction("message", &FParser::SF_Message);
|
|
gscr->NewFunction("gameskill", &FParser::SF_Gameskill);
|
|
gscr->NewFunction("gamemode", &FParser::SF_Gamemode);
|
|
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// player stuff
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gscr->NewFunction("playermsg", &FParser::SF_PlayerMsg);
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gscr->NewFunction("playertip", &FParser::SF_PlayerTip);
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gscr->NewFunction("playeringame", &FParser::SF_PlayerInGame);
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gscr->NewFunction("playername", &FParser::SF_PlayerName);
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gscr->NewFunction("playeraddfrag", &FParser::SF_PlayerAddFrag);
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gscr->NewFunction("playerobj", &FParser::SF_PlayerObj);
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gscr->NewFunction("isplayerobj", &FParser::SF_IsPlayerObj);
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gscr->NewFunction("isobjplayer", &FParser::SF_IsPlayerObj);
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gscr->NewFunction("skincolor", &FParser::SF_SkinColor);
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gscr->NewFunction("playerkeys", &FParser::SF_PlayerKeys);
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gscr->NewFunction("playerammo", &FParser::SF_PlayerAmmo);
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gscr->NewFunction("maxplayerammo", &FParser::SF_MaxPlayerAmmo);
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gscr->NewFunction("playerweapon", &FParser::SF_PlayerWeapon);
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gscr->NewFunction("playerselwep", &FParser::SF_PlayerSelectedWeapon);
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// mobj stuff
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gscr->NewFunction("spawn", &FParser::SF_Spawn);
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gscr->NewFunction("spawnexplosion", &FParser::SF_SpawnExplosion);
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gscr->NewFunction("radiusattack", &FParser::SF_RadiusAttack);
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gscr->NewFunction("kill", &FParser::SF_KillObj);
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gscr->NewFunction("removeobj", &FParser::SF_RemoveObj);
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gscr->NewFunction("objx", &FParser::SF_ObjX);
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gscr->NewFunction("objy", &FParser::SF_ObjY);
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gscr->NewFunction("objz", &FParser::SF_ObjZ);
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gscr->NewFunction("testlocation", &FParser::SF_TestLocation);
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gscr->NewFunction("teleport", &FParser::SF_Teleport);
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gscr->NewFunction("silentteleport", &FParser::SF_SilentTeleport);
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gscr->NewFunction("damageobj", &FParser::SF_DamageObj);
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gscr->NewFunction("healobj", &FParser::SF_HealObj);
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gscr->NewFunction("player", &FParser::SF_Player);
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gscr->NewFunction("objsector", &FParser::SF_ObjSector);
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gscr->NewFunction("objflag", &FParser::SF_ObjFlag);
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gscr->NewFunction("pushobj", &FParser::SF_PushThing);
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gscr->NewFunction("pushthing", &FParser::SF_PushThing);
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gscr->NewFunction("objangle", &FParser::SF_ObjAngle);
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gscr->NewFunction("objhealth", &FParser::SF_ObjHealth);
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gscr->NewFunction("objdead", &FParser::SF_ObjDead);
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gscr->NewFunction("reactiontime", &FParser::SF_ReactionTime);
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gscr->NewFunction("objreactiontime", &FParser::SF_ReactionTime);
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gscr->NewFunction("objtarget", &FParser::SF_MobjTarget);
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gscr->NewFunction("objmomx", &FParser::SF_MobjMomx);
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gscr->NewFunction("objmomy", &FParser::SF_MobjMomy);
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gscr->NewFunction("objmomz", &FParser::SF_MobjMomz);
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gscr->NewFunction("spawnmissile", &FParser::SF_SpawnMissile);
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gscr->NewFunction("mapthings", &FParser::SF_MapThings);
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gscr->NewFunction("objtype", &FParser::SF_ObjType);
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gscr->NewFunction("mapthingnumexist", &FParser::SF_MapThingNumExist);
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gscr->NewFunction("objstate", &FParser::SF_ObjState);
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gscr->NewFunction("resurrect", &FParser::SF_Resurrect);
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gscr->NewFunction("lineattack", &FParser::SF_LineAttack);
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gscr->NewFunction("setobjposition", &FParser::SF_SetObjPosition);
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// sector stuff
|
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gscr->NewFunction("floorheight", &FParser::SF_FloorHeight);
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gscr->NewFunction("floortext", &FParser::SF_FloorTexture);
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gscr->NewFunction("floortexture", &FParser::SF_FloorTexture); // haleyjd: alias
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gscr->NewFunction("movefloor", &FParser::SF_MoveFloor);
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gscr->NewFunction("ceilheight", &FParser::SF_CeilingHeight);
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gscr->NewFunction("ceilingheight", &FParser::SF_CeilingHeight); // haleyjd: alias
|
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gscr->NewFunction("moveceil", &FParser::SF_MoveCeiling);
|
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gscr->NewFunction("moveceiling", &FParser::SF_MoveCeiling); // haleyjd: aliases
|
|
gscr->NewFunction("ceilingtexture", &FParser::SF_CeilingTexture);
|
|
gscr->NewFunction("ceiltext", &FParser::SF_CeilingTexture); // haleyjd: wrong
|
|
gscr->NewFunction("lightlevel", &FParser::SF_LightLevel); // handler - was
|
|
gscr->NewFunction("fadelight", &FParser::SF_FadeLight); // &FParser::SF_FloorTexture!
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gscr->NewFunction("colormap", &FParser::SF_SectorColormap);
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|
|
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// cameras!
|
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gscr->NewFunction("setcamera", &FParser::SF_SetCamera);
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|
gscr->NewFunction("clearcamera", &FParser::SF_ClearCamera);
|
|
gscr->NewFunction("movecamera", &FParser::SF_MoveCamera);
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|
|
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// trig functions
|
|
gscr->NewFunction("pointtoangle", &FParser::SF_PointToAngle);
|
|
gscr->NewFunction("pointtodist", &FParser::SF_PointToDist);
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|
|
|
// sound functions
|
|
gscr->NewFunction("startsound", &FParser::SF_StartSound);
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|
gscr->NewFunction("startsectorsound", &FParser::SF_StartSectorSound);
|
|
gscr->NewFunction("ambientsound", &FParser::SF_AmbientSound);
|
|
gscr->NewFunction("startambiantsound", &FParser::SF_AmbientSound); // Legacy's incorrectly spelled name!
|
|
gscr->NewFunction("changemusic", &FParser::SF_ChangeMusic);
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|
|
|
// hubs!
|
|
gscr->NewFunction("changehublevel", &FParser::SF_ChangeHubLevel);
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|
|
|
// doors
|
|
gscr->NewFunction("opendoor", &FParser::SF_OpenDoor);
|
|
gscr->NewFunction("closedoor", &FParser::SF_CloseDoor);
|
|
|
|
// HU Graphics
|
|
gscr->NewFunction("newhupic", &FParser::SF_NewHUPic);
|
|
gscr->NewFunction("createpic", &FParser::SF_NewHUPic);
|
|
gscr->NewFunction("deletehupic", &FParser::SF_DeleteHUPic);
|
|
gscr->NewFunction("modifyhupic", &FParser::SF_ModifyHUPic);
|
|
gscr->NewFunction("modifypic", &FParser::SF_ModifyHUPic);
|
|
gscr->NewFunction("sethupicdisplay", &FParser::SF_SetHUPicDisplay);
|
|
gscr->NewFunction("setpicvisible", &FParser::SF_SetHUPicDisplay);
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|
|
|
//
|
|
gscr->NewFunction("playdemo", &FParser::SF_PlayDemo);
|
|
gscr->NewFunction("runcommand", &FParser::SF_RunCommand);
|
|
gscr->NewFunction("checkcvar", &FParser::SF_CheckCVar);
|
|
gscr->NewFunction("setlinetexture", &FParser::SF_SetLineTexture);
|
|
gscr->NewFunction("linetrigger", &FParser::SF_LineTrigger);
|
|
gscr->NewFunction("lineflag", &FParser::SF_LineFlag);
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|
|
|
//Hurdler: new math functions
|
|
gscr->NewFunction("max", &FParser::SF_Max);
|
|
gscr->NewFunction("min", &FParser::SF_Min);
|
|
gscr->NewFunction("abs", &FParser::SF_Abs);
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|
|
|
gscr->NewFunction("sin", &FParser::SF_Sin);
|
|
gscr->NewFunction("asin", &FParser::SF_ASin);
|
|
gscr->NewFunction("cos", &FParser::SF_Cos);
|
|
gscr->NewFunction("acos", &FParser::SF_ACos);
|
|
gscr->NewFunction("tan", &FParser::SF_Tan);
|
|
gscr->NewFunction("atan", &FParser::SF_ATan);
|
|
gscr->NewFunction("exp", &FParser::SF_Exp);
|
|
gscr->NewFunction("log", &FParser::SF_Log);
|
|
gscr->NewFunction("sqrt", &FParser::SF_Sqrt);
|
|
gscr->NewFunction("floor", &FParser::SF_Floor);
|
|
gscr->NewFunction("pow", &FParser::SF_Pow);
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|
|
|
// Eternity extensions
|
|
gscr->NewFunction("setlineblocking", &FParser::SF_SetLineBlocking);
|
|
gscr->NewFunction("setlinetrigger", &FParser::SF_SetLineTrigger);
|
|
gscr->NewFunction("setlinemnblock", &FParser::SF_SetLineMonsterBlocking);
|
|
gscr->NewFunction("scriptwaitpre", &FParser::SF_ScriptWaitPre);
|
|
gscr->NewFunction("exitsecret", &FParser::SF_ExitSecret);
|
|
gscr->NewFunction("objawaken", &FParser::SF_ObjAwaken);
|
|
|
|
// forced coercion functions
|
|
gscr->NewFunction("mobjvalue", &FParser::SF_MobjValue);
|
|
gscr->NewFunction("stringvalue", &FParser::SF_StringValue);
|
|
gscr->NewFunction("intvalue", &FParser::SF_IntValue);
|
|
gscr->NewFunction("fixedvalue", &FParser::SF_FixedValue);
|
|
|
|
// new for GZDoom
|
|
gscr->NewFunction("spawnshot2", &FParser::SF_SpawnShot2);
|
|
gscr->NewFunction("setcolor", &FParser::SF_SetColor);
|
|
gscr->NewFunction("objradius", &FParser::SF_MobjRadius);
|
|
gscr->NewFunction("objheight", &FParser::SF_MobjHeight);
|
|
gscr->NewFunction("thingcount", &FParser::SF_ThingCount);
|
|
gscr->NewFunction("killinsector", &FParser::SF_KillInSector);
|
|
gscr->NewFunction("levelnum", &FParser::SF_LevelNum);
|
|
|
|
// new inventory
|
|
gscr->NewFunction("giveinventory", &FParser::SF_GiveInventory);
|
|
gscr->NewFunction("takeinventory", &FParser::SF_TakeInventory);
|
|
gscr->NewFunction("checkinventory", &FParser::SF_CheckInventory);
|
|
gscr->NewFunction("setweapon", &FParser::SF_SetWeapon);
|
|
|
|
// Dummies - shut up warnings
|
|
gscr->NewFunction("setcorona", &FParser::SF_SetCorona);
|
|
}
|
|
|