gzdoom/src/fragglescript/t_func.cpp

4429 lines
100 KiB
C++

// Emacs style mode select -*- C++ -*-
//---------------------------------------------------------------------------
//
// Copyright(C) 2000 Simon Howard
// Copyright(C) 2005-2008 Christoph Oelckers
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
//
//--------------------------------------------------------------------------
//
// Functions
//
// functions are stored as variables(see variable.c), the
// value being a pointer to a 'handler' function for the
// function. Arguments are stored in an argc/argv-style list
//
// this module contains all the handler functions for the
// basic FraggleScript Functions.
//
// By Simon Howard
//
//---------------------------------------------------------------------------
//
#include "templates.h"
#include "p_local.h"
#include "t_script.h"
#include "s_sound.h"
#include "p_lnspec.h"
#include "m_random.h"
#include "c_console.h"
#include "c_dispatch.h"
#include "d_player.h"
#include "w_wad.h"
#include "gi.h"
#include "zstring.h"
#include "i_system.h"
#include "doomstat.h"
#include "g_level.h"
#include "v_palette.h"
#include "v_font.h"
#include "r_data/colormaps.h"
#include "serializer.h"
#include "p_setup.h"
#include "p_spec.h"
#include "r_utility.h"
#include "math/cmath.h"
#include "g_levellocals.h"
#include "actorinlines.h"
static FRandom pr_script("FScript");
// functions. FParser::SF_ means Script Function not, well.. heh, me
/////////// actually running a function /////////////
//==========================================================================
//
// The Doom actors in their original order
//
//==========================================================================
static const char * const ActorNames_init[]=
{
"DoomPlayer",
"ZombieMan",
"ShotgunGuy",
"Archvile",
"ArchvileFire",
"Revenant",
"RevenantTracer",
"RevenantTracerSmoke",
"Fatso",
"FatShot",
"ChaingunGuy",
"DoomImp",
"Demon",
"Spectre",
"Cacodemon",
"BaronOfHell",
"BaronBall",
"HellKnight",
"LostSoul",
"SpiderMastermind",
"Arachnotron",
"Cyberdemon",
"PainElemental",
"WolfensteinSS",
"CommanderKeen",
"BossBrain",
"BossEye",
"BossTarget",
"SpawnShot",
"SpawnFire",
"ExplosiveBarrel",
"DoomImpBall",
"CacodemonBall",
"Rocket",
"PlasmaBall",
"BFGBall",
"ArachnotronPlasma",
"BulletPuff",
"Blood",
"TeleportFog",
"ItemFog",
"TeleportDest",
"BFGExtra",
"GreenArmor",
"BlueArmor",
"HealthBonus",
"ArmorBonus",
"BlueCard",
"RedCard",
"YellowCard",
"YellowSkull",
"RedSkull",
"BlueSkull",
"Stimpack",
"Medikit",
"Soulsphere",
"InvulnerabilitySphere",
"Berserk",
"BlurSphere",
"RadSuit",
"Allmap",
"Infrared",
"Megasphere",
"Clip",
"ClipBox",
"RocketAmmo",
"RocketBox",
"Cell",
"CellPack",
"Shell",
"ShellBox",
"Backpack",
"BFG9000",
"Chaingun",
"Chainsaw",
"RocketLauncher",
"PlasmaRifle",
"Shotgun",
"SuperShotgun",
"TechLamp",
"TechLamp2",
"Column",
"TallGreenColumn",
"ShortGreenColumn",
"TallRedColumn",
"ShortRedColumn",
"SkullColumn",
"HeartColumn",
"EvilEye",
"FloatingSkull",
"TorchTree",
"BlueTorch",
"GreenTorch",
"RedTorch",
"ShortBlueTorch",
"ShortGreenTorch",
"ShortRedTorch",
"Slalagtite",
"TechPillar",
"CandleStick",
"Candelabra",
"BloodyTwitch",
"Meat2",
"Meat3",
"Meat4",
"Meat5",
"NonsolidMeat2",
"NonsolidMeat4",
"NonsolidMeat3",
"NonsolidMeat5",
"NonsolidTwitch",
"DeadCacodemon",
"DeadMarine",
"DeadZombieMan",
"DeadDemon",
"DeadLostSoul",
"DeadDoomImp",
"DeadShotgunGuy",
"GibbedMarine",
"GibbedMarineExtra",
"HeadsOnAStick",
"Gibs",
"HeadOnAStick",
"HeadCandles",
"DeadStick",
"LiveStick",
"BigTree",
"BurningBarrel",
"HangNoGuts",
"HangBNoBrain",
"HangTLookingDown",
"HangTSkull",
"HangTLookingUp",
"HangTNoBrain",
"ColonGibs",
"SmallBloodPool",
"BrainStem",
"PointPusher",
"PointPuller",
};
static PClassActor * ActorTypes[countof(ActorNames_init)];
//==========================================================================
//
// Some functions that take care of the major differences between the class
// based actor system from ZDoom and Doom's index based one
//
//==========================================================================
//==========================================================================
//
// Gets an actor class
// Input can be either a class name, an actor variable or a Doom index
// Doom index is only supported for the original things up to MBF
//
//==========================================================================
PClassActor * T_GetMobjType(svalue_t arg)
{
PClassActor * pclass=NULL;
if (arg.type==svt_string)
{
pclass=PClass::FindActor(arg.string);
// invalid object to spawn
if(!pclass) script_error("unknown object type: %s\n", arg.string.GetChars());
}
else if (arg.type==svt_mobj)
{
AActor * mo = actorvalue(arg);
if (mo) pclass = mo->GetClass();
}
else
{
int objtype = intvalue(arg);
if (objtype>=0 && objtype<int(countof(ActorTypes))) pclass=ActorTypes[objtype];
else pclass=NULL;
// invalid object to spawn
if(!pclass) script_error("unknown object type: %i\n", objtype);
}
return pclass;
}
//==========================================================================
//
// Gets a player index
// Input can be either an actor variable or an index value
//
//==========================================================================
static int T_GetPlayerNum(const svalue_t &arg)
{
int playernum;
if(arg.type == svt_mobj)
{
if(!actorvalue(arg) || !arg.value.mobj->player)
{
// I prefer this not to make an error.
// This way a player function used for a non-player
// object will just do nothing
//script_error("mobj not a player!\n");
return -1;
}
playernum = int(arg.value.mobj->player - players);
}
else
playernum = intvalue(arg);
if(playernum < 0 || playernum > MAXPLAYERS)
{
return -1;
}
if(!playeringame[playernum]) // no error, just return -1
{
return -1;
}
return playernum;
}
//==========================================================================
//
// Finds a sector from a tag. This has been extended to allow looking for
// sectors directly by passing a negative value
//
//==========================================================================
class FSSectorTagIterator : public FSectorTagIterator
{
public:
FSSectorTagIterator(int tag)
: FSectorTagIterator(tag)
{
if (tag < 0)
{
searchtag = INT_MIN;
start = tag == -32768? 0 : -tag < (int)level.sectors.Size()? -tag : -1;
}
}
};
inline int T_FindFirstSectorFromTag(int tagnum)
{
FSSectorTagIterator it(tagnum);
return it.Next();
}
//==========================================================================
//
// Get an ammo type
// Input can be either a class name or a Doom index
// Doom index is only supported for the 4 original ammo types
//
//==========================================================================
static PClassActor * T_GetAmmo(const svalue_t &t)
{
const char * p;
if (t.type==svt_string)
{
p=stringvalue(t);
}
else
{
// backwards compatibility with Legacy.
// allow only Doom's standard types here!
static const char * DefAmmo[]={"Clip","Shell","Cell","RocketAmmo"};
int ammonum = intvalue(t);
if(ammonum < 0 || ammonum >= 4)
{
script_error("ammo number out of range: %i", ammonum);
return NULL;
}
p=DefAmmo[ammonum];
}
auto am = PClass::FindActor(p);
if (am == NULL || !am->IsDescendantOf(PClass::FindClass(NAME_Ammo)))
{
script_error("unknown ammo type : %s", p);
return NULL;
}
return am;
}
//==========================================================================
//
// Finds a sound in the sound table and adds a new entry if it isn't defined
// It's too bad that this is necessary but FS doesn't know about this kind
// of sound management.
//
//==========================================================================
static FSoundID T_FindSound(const char * name)
{
char buffer[40];
FSoundID so=S_FindSound(name);
if (so>0) return so;
// Now it gets dirty!
if (gameinfo.gametype & GAME_DoomStrifeChex)
{
mysnprintf(buffer, countof(buffer), "DS%.35s", name);
if (Wads.CheckNumForName(buffer, ns_sounds)<0) strcpy(buffer, name);
}
else
{
strcpy(buffer, name);
if (Wads.CheckNumForName(buffer, ns_sounds)<0) mysnprintf(buffer, countof(buffer), "DS%.35s", name);
}
int id = S_AddSound(name, buffer);
S_HashSounds();
return FSoundID(id);
}
//==========================================================================
//
// Creates a string out of a print argument list. This version does not
// have any length restrictions like the original FS versions had.
//
//==========================================================================
FString FParser::GetFormatString(int startarg)
{
FString fmt="";
for(int i=startarg; i<t_argc; i++) fmt += stringvalue(t_argv[i]);
return fmt;
}
bool FParser::CheckArgs(int cnt)
{
if (t_argc<cnt)
{
script_error("Insufficient parameters for '%s'\n", t_func.GetChars());
return false;
}
return true;
}
//==========================================================================
//FUNCTIONS
// the actual handler functions for the
// functions themselves
// arguments are evaluated and passed to the
// handler functions using 't_argc' and 't_argv'
// in a similar way to the way C does with command
// line options.
// values can be returned from the functions using
// the variable 't_return'
//
//==========================================================================
//==========================================================================
//
// prints some text to the console and the notify buffer
//
//==========================================================================
void FParser::SF_Print(void)
{
Printf(PRINT_HIGH, "%s\n", GetFormatString(0).GetChars());
}
//==========================================================================
//
// return a random number from 0 to 255
//
//==========================================================================
void FParser::SF_Rnd(void)
{
t_return.type = svt_int;
t_return.value.i = pr_script();
}
//==========================================================================
//
// looping section. using the rover, find the highest level
// loop we are currently in and return the DFsSection for it.
//
//==========================================================================
DFsSection *FParser::looping_section()
{
DFsSection *best = NULL; // highest level loop we're in
// that has been found so far
int n;
// check thru all the hashchains
int32_t rover_index = Script->MakeIndex(Rover);
for(n=0; n<SECTIONSLOTS; n++)
{
DFsSection *current = Script->sections[n];
// check all the sections in this hashchain
while(current)
{
// a loop?
if(current->type == st_loop)
// check to see if it's a loop that we're inside
if(rover_index >= current->start_index && rover_index <= current->end_index)
{
// a higher nesting level than the best one so far?
if(!best || (current->start_index > best->start_index))
best = current; // save it
}
current = current->next;
}
}
return best; // return the best one found
}
//==========================================================================
//
// "continue;" in FraggleScript is a function
//
//==========================================================================
void FParser::SF_Continue(void)
{
DFsSection *section;
if(!(section = looping_section()) ) // no loop found
{
script_error("continue() not in loop\n");
return;
}
Rover = Script->SectionEnd(section); // jump to the closing brace
}
//==========================================================================
//
//
//
//==========================================================================
void FParser::SF_Break(void)
{
DFsSection *section;
if(!(section = looping_section()) )
{
script_error("break() not in loop\n");
return;
}
Rover = Script->SectionEnd(section) + 1; // jump out of the loop
}
//==========================================================================
//
//
//
//==========================================================================
void FParser::SF_Goto(void)
{
if (CheckArgs(1))
{
// check argument is a labelptr
if(t_argv[0].type != svt_label)
{
script_error("goto argument not a label\n");
return;
}
// go there then if everythings fine
Rover = Script->LabelValue(t_argv[0]);
}
}
//==========================================================================
//
//
//
//==========================================================================
void FParser::SF_Return(void)
{
throw CFsTerminator();
}
//==========================================================================
//
//
//
//==========================================================================
void FParser::SF_Include(void)
{
char tempstr[12];
if (CheckArgs(1))
{
if(t_argv[0].type == svt_string)
{
strncpy(tempstr, t_argv[0].string, 8);
tempstr[8]=0;
}
else
mysnprintf(tempstr, countof(tempstr), "%i", (int)t_argv[0].value.i);
Script->ParseInclude(tempstr);
}
}
//==========================================================================
//
//
//
//==========================================================================
void FParser::SF_Input(void)
{
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);
// player stuff
gscr->NewFunction("playermsg", &FParser::SF_PlayerMsg);
gscr->NewFunction("playertip", &FParser::SF_PlayerTip);
gscr->NewFunction("playeringame", &FParser::SF_PlayerInGame);
gscr->NewFunction("playername", &FParser::SF_PlayerName);
gscr->NewFunction("playeraddfrag", &FParser::SF_PlayerAddFrag);
gscr->NewFunction("playerobj", &FParser::SF_PlayerObj);
gscr->NewFunction("isplayerobj", &FParser::SF_IsPlayerObj);
gscr->NewFunction("isobjplayer", &FParser::SF_IsPlayerObj);
gscr->NewFunction("skincolor", &FParser::SF_SkinColor);
gscr->NewFunction("playerkeys", &FParser::SF_PlayerKeys);
gscr->NewFunction("playerammo", &FParser::SF_PlayerAmmo);
gscr->NewFunction("maxplayerammo", &FParser::SF_MaxPlayerAmmo);
gscr->NewFunction("playerweapon", &FParser::SF_PlayerWeapon);
gscr->NewFunction("playerselwep", &FParser::SF_PlayerSelectedWeapon);
// mobj stuff
gscr->NewFunction("spawn", &FParser::SF_Spawn);
gscr->NewFunction("spawnexplosion", &FParser::SF_SpawnExplosion);
gscr->NewFunction("radiusattack", &FParser::SF_RadiusAttack);
gscr->NewFunction("kill", &FParser::SF_KillObj);
gscr->NewFunction("removeobj", &FParser::SF_RemoveObj);
gscr->NewFunction("objx", &FParser::SF_ObjX);
gscr->NewFunction("objy", &FParser::SF_ObjY);
gscr->NewFunction("objz", &FParser::SF_ObjZ);
gscr->NewFunction("testlocation", &FParser::SF_TestLocation);
gscr->NewFunction("teleport", &FParser::SF_Teleport);
gscr->NewFunction("silentteleport", &FParser::SF_SilentTeleport);
gscr->NewFunction("damageobj", &FParser::SF_DamageObj);
gscr->NewFunction("healobj", &FParser::SF_HealObj);
gscr->NewFunction("player", &FParser::SF_Player);
gscr->NewFunction("objsector", &FParser::SF_ObjSector);
gscr->NewFunction("objflag", &FParser::SF_ObjFlag);
gscr->NewFunction("pushobj", &FParser::SF_PushThing);
gscr->NewFunction("pushthing", &FParser::SF_PushThing);
gscr->NewFunction("objangle", &FParser::SF_ObjAngle);
gscr->NewFunction("objhealth", &FParser::SF_ObjHealth);
gscr->NewFunction("objdead", &FParser::SF_ObjDead);
gscr->NewFunction("reactiontime", &FParser::SF_ReactionTime);
gscr->NewFunction("objreactiontime", &FParser::SF_ReactionTime);
gscr->NewFunction("objtarget", &FParser::SF_MobjTarget);
gscr->NewFunction("objmomx", &FParser::SF_MobjMomx);
gscr->NewFunction("objmomy", &FParser::SF_MobjMomy);
gscr->NewFunction("objmomz", &FParser::SF_MobjMomz);
gscr->NewFunction("spawnmissile", &FParser::SF_SpawnMissile);
gscr->NewFunction("mapthings", &FParser::SF_MapThings);
gscr->NewFunction("objtype", &FParser::SF_ObjType);
gscr->NewFunction("mapthingnumexist", &FParser::SF_MapThingNumExist);
gscr->NewFunction("objstate", &FParser::SF_ObjState);
gscr->NewFunction("resurrect", &FParser::SF_Resurrect);
gscr->NewFunction("lineattack", &FParser::SF_LineAttack);
gscr->NewFunction("setobjposition", &FParser::SF_SetObjPosition);
// sector stuff
gscr->NewFunction("floorheight", &FParser::SF_FloorHeight);
gscr->NewFunction("floortext", &FParser::SF_FloorTexture);
gscr->NewFunction("floortexture", &FParser::SF_FloorTexture); // haleyjd: alias
gscr->NewFunction("movefloor", &FParser::SF_MoveFloor);
gscr->NewFunction("ceilheight", &FParser::SF_CeilingHeight);
gscr->NewFunction("ceilingheight", &FParser::SF_CeilingHeight); // haleyjd: alias
gscr->NewFunction("moveceil", &FParser::SF_MoveCeiling);
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!
gscr->NewFunction("colormap", &FParser::SF_SectorColormap);
// cameras!
gscr->NewFunction("setcamera", &FParser::SF_SetCamera);
gscr->NewFunction("clearcamera", &FParser::SF_ClearCamera);
gscr->NewFunction("movecamera", &FParser::SF_MoveCamera);
// trig functions
gscr->NewFunction("pointtoangle", &FParser::SF_PointToAngle);
gscr->NewFunction("pointtodist", &FParser::SF_PointToDist);
// sound functions
gscr->NewFunction("startsound", &FParser::SF_StartSound);
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);
// hubs!
gscr->NewFunction("changehublevel", &FParser::SF_ChangeHubLevel);
// 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);
//
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);
//Hurdler: new math functions
gscr->NewFunction("max", &FParser::SF_Max);
gscr->NewFunction("min", &FParser::SF_Min);
gscr->NewFunction("abs", &FParser::SF_Abs);
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);
// 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);
}