gzdoom/src/p_acs.cpp
Christoph Oelckers e89a598b31 - renamed FTexture's UseType flags and gave them a dedicated type.
This was done mainly to reduce the amount of occurences of the word FTexture but it immediately helped detect two small and mostly harmless bugs that were found due to the stricter type checks.
2018-03-25 20:26:16 +02:00

11059 lines
255 KiB
C++

/*
** p_acs.cpp
** General BEHAVIOR management and ACS execution environment
**
**---------------------------------------------------------------------------
** Copyright 1998-2012 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
** This code at one time made lots of little-endian assumptions.
** I think it should be fine on big-endian machines now, but I have no
** real way to test it.
*/
#include <assert.h>
#include "templates.h"
#include "doomdef.h"
#include "p_local.h"
#include "d_player.h"
#include "p_spec.h"
#include "g_level.h"
#include "s_sound.h"
#include "p_acs.h"
#include "p_saveg.h"
#include "p_lnspec.h"
#include "p_enemy.h"
#include "m_random.h"
#include "doomstat.h"
#include "c_console.h"
#include "c_dispatch.h"
#include "s_sndseq.h"
#include "i_system.h"
#include "sbar.h"
#include "m_swap.h"
#include "a_sharedglobal.h"
#include "v_video.h"
#include "w_wad.h"
#include "r_sky.h"
#include "gstrings.h"
#include "gi.h"
#include "g_game.h"
#include "sc_man.h"
#include "c_bind.h"
#include "info.h"
#include "r_data/r_translate.h"
#include "cmdlib.h"
#include "m_png.h"
#include "p_setup.h"
#include "po_man.h"
#include "actorptrselect.h"
#include "serializer.h"
#include "decallib.h"
#include "p_terrain.h"
#include "version.h"
#include "p_effect.h"
#include "r_utility.h"
#include "a_morph.h"
#include "i_music.h"
#include "serializer.h"
#include "thingdef.h"
#include "a_pickups.h"
#include "r_data/colormaps.h"
#include "g_levellocals.h"
#include "actorinlines.h"
#include "stats.h"
#include "types.h"
#include "vm.h"
// P-codes for ACS scripts
enum
{
/* 0*/ PCD_NOP,
PCD_TERMINATE,
PCD_SUSPEND,
PCD_PUSHNUMBER,
PCD_LSPEC1,
PCD_LSPEC2,
PCD_LSPEC3,
PCD_LSPEC4,
PCD_LSPEC5,
PCD_LSPEC1DIRECT,
/* 10*/ PCD_LSPEC2DIRECT,
PCD_LSPEC3DIRECT,
PCD_LSPEC4DIRECT,
PCD_LSPEC5DIRECT,
PCD_ADD,
PCD_SUBTRACT,
PCD_MULTIPLY,
PCD_DIVIDE,
PCD_MODULUS,
PCD_EQ,
/* 20*/ PCD_NE,
PCD_LT,
PCD_GT,
PCD_LE,
PCD_GE,
PCD_ASSIGNSCRIPTVAR,
PCD_ASSIGNMAPVAR,
PCD_ASSIGNWORLDVAR,
PCD_PUSHSCRIPTVAR,
PCD_PUSHMAPVAR,
/* 30*/ PCD_PUSHWORLDVAR,
PCD_ADDSCRIPTVAR,
PCD_ADDMAPVAR,
PCD_ADDWORLDVAR,
PCD_SUBSCRIPTVAR,
PCD_SUBMAPVAR,
PCD_SUBWORLDVAR,
PCD_MULSCRIPTVAR,
PCD_MULMAPVAR,
PCD_MULWORLDVAR,
/* 40*/ PCD_DIVSCRIPTVAR,
PCD_DIVMAPVAR,
PCD_DIVWORLDVAR,
PCD_MODSCRIPTVAR,
PCD_MODMAPVAR,
PCD_MODWORLDVAR,
PCD_INCSCRIPTVAR,
PCD_INCMAPVAR,
PCD_INCWORLDVAR,
PCD_DECSCRIPTVAR,
/* 50*/ PCD_DECMAPVAR,
PCD_DECWORLDVAR,
PCD_GOTO,
PCD_IFGOTO,
PCD_DROP,
PCD_DELAY,
PCD_DELAYDIRECT,
PCD_RANDOM,
PCD_RANDOMDIRECT,
PCD_THINGCOUNT,
/* 60*/ PCD_THINGCOUNTDIRECT,
PCD_TAGWAIT,
PCD_TAGWAITDIRECT,
PCD_POLYWAIT,
PCD_POLYWAITDIRECT,
PCD_CHANGEFLOOR,
PCD_CHANGEFLOORDIRECT,
PCD_CHANGECEILING,
PCD_CHANGECEILINGDIRECT,
PCD_RESTART,
/* 70*/ PCD_ANDLOGICAL,
PCD_ORLOGICAL,
PCD_ANDBITWISE,
PCD_ORBITWISE,
PCD_EORBITWISE,
PCD_NEGATELOGICAL,
PCD_LSHIFT,
PCD_RSHIFT,
PCD_UNARYMINUS,
PCD_IFNOTGOTO,
/* 80*/ PCD_LINESIDE,
PCD_SCRIPTWAIT,
PCD_SCRIPTWAITDIRECT,
PCD_CLEARLINESPECIAL,
PCD_CASEGOTO,
PCD_BEGINPRINT,
PCD_ENDPRINT,
PCD_PRINTSTRING,
PCD_PRINTNUMBER,
PCD_PRINTCHARACTER,
/* 90*/ PCD_PLAYERCOUNT,
PCD_GAMETYPE,
PCD_GAMESKILL,
PCD_TIMER,
PCD_SECTORSOUND,
PCD_AMBIENTSOUND,
PCD_SOUNDSEQUENCE,
PCD_SETLINETEXTURE,
PCD_SETLINEBLOCKING,
PCD_SETLINESPECIAL,
/*100*/ PCD_THINGSOUND,
PCD_ENDPRINTBOLD, // [RH] End of Hexen p-codes
PCD_ACTIVATORSOUND,
PCD_LOCALAMBIENTSOUND,
PCD_SETLINEMONSTERBLOCKING,
PCD_PLAYERBLUESKULL, // [BC] Start of new [Skull Tag] pcodes
PCD_PLAYERREDSKULL,
PCD_PLAYERYELLOWSKULL,
PCD_PLAYERMASTERSKULL,
PCD_PLAYERBLUECARD,
/*110*/ PCD_PLAYERREDCARD,
PCD_PLAYERYELLOWCARD,
PCD_PLAYERMASTERCARD,
PCD_PLAYERBLACKSKULL,
PCD_PLAYERSILVERSKULL,
PCD_PLAYERGOLDSKULL,
PCD_PLAYERBLACKCARD,
PCD_PLAYERSILVERCARD,
PCD_ISNETWORKGAME,
PCD_PLAYERTEAM,
/*120*/ PCD_PLAYERHEALTH,
PCD_PLAYERARMORPOINTS,
PCD_PLAYERFRAGS,
PCD_PLAYEREXPERT,
PCD_BLUETEAMCOUNT,
PCD_REDTEAMCOUNT,
PCD_BLUETEAMSCORE,
PCD_REDTEAMSCORE,
PCD_ISONEFLAGCTF,
PCD_LSPEC6, // These are never used. They should probably
/*130*/ PCD_LSPEC6DIRECT, // be given names like PCD_DUMMY.
PCD_PRINTNAME,
PCD_MUSICCHANGE,
PCD_CONSOLECOMMANDDIRECT,
PCD_CONSOLECOMMAND,
PCD_SINGLEPLAYER, // [RH] End of Skull Tag p-codes
PCD_FIXEDMUL,
PCD_FIXEDDIV,
PCD_SETGRAVITY,
PCD_SETGRAVITYDIRECT,
/*140*/ PCD_SETAIRCONTROL,
PCD_SETAIRCONTROLDIRECT,
PCD_CLEARINVENTORY,
PCD_GIVEINVENTORY,
PCD_GIVEINVENTORYDIRECT,
PCD_TAKEINVENTORY,
PCD_TAKEINVENTORYDIRECT,
PCD_CHECKINVENTORY,
PCD_CHECKINVENTORYDIRECT,
PCD_SPAWN,
/*150*/ PCD_SPAWNDIRECT,
PCD_SPAWNSPOT,
PCD_SPAWNSPOTDIRECT,
PCD_SETMUSIC,
PCD_SETMUSICDIRECT,
PCD_LOCALSETMUSIC,
PCD_LOCALSETMUSICDIRECT,
PCD_PRINTFIXED,
PCD_PRINTLOCALIZED,
PCD_MOREHUDMESSAGE,
/*160*/ PCD_OPTHUDMESSAGE,
PCD_ENDHUDMESSAGE,
PCD_ENDHUDMESSAGEBOLD,
PCD_SETSTYLE,
PCD_SETSTYLEDIRECT,
PCD_SETFONT,
PCD_SETFONTDIRECT,
PCD_PUSHBYTE,
PCD_LSPEC1DIRECTB,
PCD_LSPEC2DIRECTB,
/*170*/ PCD_LSPEC3DIRECTB,
PCD_LSPEC4DIRECTB,
PCD_LSPEC5DIRECTB,
PCD_DELAYDIRECTB,
PCD_RANDOMDIRECTB,
PCD_PUSHBYTES,
PCD_PUSH2BYTES,
PCD_PUSH3BYTES,
PCD_PUSH4BYTES,
PCD_PUSH5BYTES,
/*180*/ PCD_SETTHINGSPECIAL,
PCD_ASSIGNGLOBALVAR,
PCD_PUSHGLOBALVAR,
PCD_ADDGLOBALVAR,
PCD_SUBGLOBALVAR,
PCD_MULGLOBALVAR,
PCD_DIVGLOBALVAR,
PCD_MODGLOBALVAR,
PCD_INCGLOBALVAR,
PCD_DECGLOBALVAR,
/*190*/ PCD_FADETO,
PCD_FADERANGE,
PCD_CANCELFADE,
PCD_PLAYMOVIE,
PCD_SETFLOORTRIGGER,
PCD_SETCEILINGTRIGGER,
PCD_GETACTORX,
PCD_GETACTORY,
PCD_GETACTORZ,
PCD_STARTTRANSLATION,
/*200*/ PCD_TRANSLATIONRANGE1,
PCD_TRANSLATIONRANGE2,
PCD_ENDTRANSLATION,
PCD_CALL,
PCD_CALLDISCARD,
PCD_RETURNVOID,
PCD_RETURNVAL,
PCD_PUSHMAPARRAY,
PCD_ASSIGNMAPARRAY,
PCD_ADDMAPARRAY,
/*210*/ PCD_SUBMAPARRAY,
PCD_MULMAPARRAY,
PCD_DIVMAPARRAY,
PCD_MODMAPARRAY,
PCD_INCMAPARRAY,
PCD_DECMAPARRAY,
PCD_DUP,
PCD_SWAP,
PCD_WRITETOINI,
PCD_GETFROMINI,
/*220*/ PCD_SIN,
PCD_COS,
PCD_VECTORANGLE,
PCD_CHECKWEAPON,
PCD_SETWEAPON,
PCD_TAGSTRING,
PCD_PUSHWORLDARRAY,
PCD_ASSIGNWORLDARRAY,
PCD_ADDWORLDARRAY,
PCD_SUBWORLDARRAY,
/*230*/ PCD_MULWORLDARRAY,
PCD_DIVWORLDARRAY,
PCD_MODWORLDARRAY,
PCD_INCWORLDARRAY,
PCD_DECWORLDARRAY,
PCD_PUSHGLOBALARRAY,
PCD_ASSIGNGLOBALARRAY,
PCD_ADDGLOBALARRAY,
PCD_SUBGLOBALARRAY,
PCD_MULGLOBALARRAY,
/*240*/ PCD_DIVGLOBALARRAY,
PCD_MODGLOBALARRAY,
PCD_INCGLOBALARRAY,
PCD_DECGLOBALARRAY,
PCD_SETMARINEWEAPON,
PCD_SETACTORPROPERTY,
PCD_GETACTORPROPERTY,
PCD_PLAYERNUMBER,
PCD_ACTIVATORTID,
PCD_SETMARINESPRITE,
/*250*/ PCD_GETSCREENWIDTH,
PCD_GETSCREENHEIGHT,
PCD_THING_PROJECTILE2,
PCD_STRLEN,
PCD_SETHUDSIZE,
PCD_GETCVAR,
PCD_CASEGOTOSORTED,
PCD_SETRESULTVALUE,
PCD_GETLINEROWOFFSET,
PCD_GETACTORFLOORZ,
/*260*/ PCD_GETACTORANGLE,
PCD_GETSECTORFLOORZ,
PCD_GETSECTORCEILINGZ,
PCD_LSPEC5RESULT,
PCD_GETSIGILPIECES,
PCD_GETLEVELINFO,
PCD_CHANGESKY,
PCD_PLAYERINGAME,
PCD_PLAYERISBOT,
PCD_SETCAMERATOTEXTURE,
/*270*/ PCD_ENDLOG,
PCD_GETAMMOCAPACITY,
PCD_SETAMMOCAPACITY,
PCD_PRINTMAPCHARARRAY, // [JB] start of new p-codes
PCD_PRINTWORLDCHARARRAY,
PCD_PRINTGLOBALCHARARRAY, // [JB] end of new p-codes
PCD_SETACTORANGLE, // [GRB]
PCD_GRABINPUT, // Unused but acc defines them
PCD_SETMOUSEPOINTER, // "
PCD_MOVEMOUSEPOINTER, // "
/*280*/ PCD_SPAWNPROJECTILE,
PCD_GETSECTORLIGHTLEVEL,
PCD_GETACTORCEILINGZ,
PCD_SETACTORPOSITION,
PCD_CLEARACTORINVENTORY,
PCD_GIVEACTORINVENTORY,
PCD_TAKEACTORINVENTORY,
PCD_CHECKACTORINVENTORY,
PCD_THINGCOUNTNAME,
PCD_SPAWNSPOTFACING,
/*290*/ PCD_PLAYERCLASS, // [GRB]
//[MW] start my p-codes
PCD_ANDSCRIPTVAR,
PCD_ANDMAPVAR,
PCD_ANDWORLDVAR,
PCD_ANDGLOBALVAR,
PCD_ANDMAPARRAY,
PCD_ANDWORLDARRAY,
PCD_ANDGLOBALARRAY,
PCD_EORSCRIPTVAR,
PCD_EORMAPVAR,
/*300*/ PCD_EORWORLDVAR,
PCD_EORGLOBALVAR,
PCD_EORMAPARRAY,
PCD_EORWORLDARRAY,
PCD_EORGLOBALARRAY,
PCD_ORSCRIPTVAR,
PCD_ORMAPVAR,
PCD_ORWORLDVAR,
PCD_ORGLOBALVAR,
PCD_ORMAPARRAY,
/*310*/ PCD_ORWORLDARRAY,
PCD_ORGLOBALARRAY,
PCD_LSSCRIPTVAR,
PCD_LSMAPVAR,
PCD_LSWORLDVAR,
PCD_LSGLOBALVAR,
PCD_LSMAPARRAY,
PCD_LSWORLDARRAY,
PCD_LSGLOBALARRAY,
PCD_RSSCRIPTVAR,
/*320*/ PCD_RSMAPVAR,
PCD_RSWORLDVAR,
PCD_RSGLOBALVAR,
PCD_RSMAPARRAY,
PCD_RSWORLDARRAY,
PCD_RSGLOBALARRAY,
//[MW] end my p-codes
PCD_GETPLAYERINFO, // [GRB]
PCD_CHANGELEVEL,
PCD_SECTORDAMAGE,
PCD_REPLACETEXTURES,
/*330*/ PCD_NEGATEBINARY,
PCD_GETACTORPITCH,
PCD_SETACTORPITCH,
PCD_PRINTBIND,
PCD_SETACTORSTATE,
PCD_THINGDAMAGE2,
PCD_USEINVENTORY,
PCD_USEACTORINVENTORY,
PCD_CHECKACTORCEILINGTEXTURE,
PCD_CHECKACTORFLOORTEXTURE,
/*340*/ PCD_GETACTORLIGHTLEVEL,
PCD_SETMUGSHOTSTATE,
PCD_THINGCOUNTSECTOR,
PCD_THINGCOUNTNAMESECTOR,
PCD_CHECKPLAYERCAMERA, // [TN]
PCD_MORPHACTOR, // [MH]
PCD_UNMORPHACTOR, // [MH]
PCD_GETPLAYERINPUT,
PCD_CLASSIFYACTOR,
PCD_PRINTBINARY,
/*350*/ PCD_PRINTHEX,
PCD_CALLFUNC,
PCD_SAVESTRING, // [FDARI] create string (temporary)
PCD_PRINTMAPCHRANGE, // [FDARI] output range (print part of array)
PCD_PRINTWORLDCHRANGE,
PCD_PRINTGLOBALCHRANGE,
PCD_STRCPYTOMAPCHRANGE, // [FDARI] input range (copy string to all/part of array)
PCD_STRCPYTOWORLDCHRANGE,
PCD_STRCPYTOGLOBALCHRANGE,
PCD_PUSHFUNCTION, // from Eternity
/*360*/ PCD_CALLSTACK, // from Eternity
PCD_SCRIPTWAITNAMED,
PCD_TRANSLATIONRANGE3,
PCD_GOTOSTACK,
PCD_ASSIGNSCRIPTARRAY,
PCD_PUSHSCRIPTARRAY,
PCD_ADDSCRIPTARRAY,
PCD_SUBSCRIPTARRAY,
PCD_MULSCRIPTARRAY,
PCD_DIVSCRIPTARRAY,
/*370*/ PCD_MODSCRIPTARRAY,
PCD_INCSCRIPTARRAY,
PCD_DECSCRIPTARRAY,
PCD_ANDSCRIPTARRAY,
PCD_EORSCRIPTARRAY,
PCD_ORSCRIPTARRAY,
PCD_LSSCRIPTARRAY,
PCD_RSSCRIPTARRAY,
PCD_PRINTSCRIPTCHARARRAY,
PCD_PRINTSCRIPTCHRANGE,
/*380*/ PCD_STRCPYTOSCRIPTCHRANGE,
PCD_LSPEC5EX,
PCD_LSPEC5EXRESULT,
PCD_TRANSLATIONRANGE4,
PCD_TRANSLATIONRANGE5,
/*381*/ PCODE_COMMAND_COUNT
};
// Some constants used by ACS scripts
enum {
LINE_FRONT = 0,
LINE_BACK = 1
};
enum {
SIDE_FRONT = 0,
SIDE_BACK = 1
};
enum {
TEXTURE_TOP = 0,
TEXTURE_MIDDLE = 1,
TEXTURE_BOTTOM = 2
};
enum {
GAME_SINGLE_PLAYER = 0,
GAME_NET_COOPERATIVE = 1,
GAME_NET_DEATHMATCH = 2,
GAME_TITLE_MAP = 3
};
enum {
CLASS_FIGHTER = 0,
CLASS_CLERIC = 1,
CLASS_MAGE = 2
};
enum {
SKILL_VERY_EASY = 0,
SKILL_EASY = 1,
SKILL_NORMAL = 2,
SKILL_HARD = 3,
SKILL_VERY_HARD = 4
};
enum {
BLOCK_NOTHING = 0,
BLOCK_CREATURES = 1,
BLOCK_EVERYTHING = 2,
BLOCK_RAILING = 3,
BLOCK_PLAYERS = 4
};
enum {
LEVELINFO_PAR_TIME,
LEVELINFO_CLUSTERNUM,
LEVELINFO_LEVELNUM,
LEVELINFO_TOTAL_SECRETS,
LEVELINFO_FOUND_SECRETS,
LEVELINFO_TOTAL_ITEMS,
LEVELINFO_FOUND_ITEMS,
LEVELINFO_TOTAL_MONSTERS,
LEVELINFO_KILLED_MONSTERS,
LEVELINFO_SUCK_TIME
};
enum {
PLAYERINFO_TEAM,
PLAYERINFO_AIMDIST,
PLAYERINFO_COLOR,
PLAYERINFO_GENDER,
PLAYERINFO_NEVERSWITCH,
PLAYERINFO_MOVEBOB,
PLAYERINFO_STILLBOB,
PLAYERINFO_PLAYERCLASS,
PLAYERINFO_FOV,
PLAYERINFO_DESIREDFOV,
};
extern FILE *Logfile;
FRandom pr_acs ("ACS");
// I imagine this much stack space is probably overkill, but it could
// potentially get used with recursive functions.
#define STACK_SIZE 4096
#define CLAMPCOLOR(c) (EColorRange)((unsigned)(c) >= NUM_TEXT_COLORS ? CR_UNTRANSLATED : (c))
#define LANGREGIONMASK MAKE_ID(0,0,0xff,0xff)
// HUD message flags
#define HUDMSG_LOG (0x80000000)
#define HUDMSG_COLORSTRING (0x40000000)
#define HUDMSG_ADDBLEND (0x20000000)
#define HUDMSG_ALPHA (0x10000000)
#define HUDMSG_NOWRAP (0x08000000)
// HUD message layers; these are not flags
#define HUDMSG_LAYER_SHIFT 12
#define HUDMSG_LAYER_MASK (0x0000F000)
// See HUDMSGLayer enumerations in sbar.h
// HUD message visibility flags
#define HUDMSG_VISIBILITY_SHIFT 16
#define HUDMSG_VISIBILITY_MASK (0x00070000)
// See HUDMSG visibility enumerations in sbar.h
// LineAttack flags
#define FHF_NORANDOMPUFFZ 1
#define FHF_NOIMPACTDECAL 2
// SpawnDecal flags
#define SDF_ABSANGLE 1
#define SDF_PERMANENT 2
// GetArmorInfo
enum
{
ARMORINFO_CLASSNAME,
ARMORINFO_SAVEAMOUNT,
ARMORINFO_SAVEPERCENT,
ARMORINFO_MAXABSORB,
ARMORINFO_MAXFULLABSORB,
ARMORINFO_ACTUALSAVEAMOUNT,
};
// PickActor
// [JP] I've renamed these flags to something else to avoid confusion with the other PAF_ flags
enum
{
// PAF_FORCETID,
// PAF_RETURNTID
PICKAF_FORCETID = 1,
PICKAF_RETURNTID = 2,
};
// ACS specific conversion functions to and from fixed point.
// These should be used to convert from and to sctipt variables
// so that there is a clear distinction between leftover fixed point code
// and genuinely needed conversions.
inline double ACSToDouble(int acsval)
{
return acsval / 65536.;
}
inline float ACSToFloat(int acsval)
{
return acsval / 65536.f;
}
inline int DoubleToACS(double val)
{
return xs_Fix<16>::ToFix(val);
}
inline DAngle ACSToAngle(int acsval)
{
return acsval * (360. / 65536.);
}
inline int AngleToACS(DAngle ang)
{
return ang.BAMs() >> 16;
}
inline int PitchToACS(DAngle ang)
{
return int(ang.Normalized180().Degrees * (65536. / 360));
}
struct CallReturn
{
CallReturn(int pc, ScriptFunction *func, FBehavior *module, const ACSLocalVariables &locals, ACSLocalArrays *arrays, bool discard, unsigned int runaway)
: ReturnFunction(func),
ReturnModule(module),
ReturnLocals(locals),
ReturnArrays(arrays),
ReturnAddress(pc),
bDiscardResult(discard),
EntryInstrCount(runaway)
{}
ScriptFunction *ReturnFunction;
FBehavior *ReturnModule;
ACSLocalVariables ReturnLocals;
ACSLocalArrays *ReturnArrays;
int ReturnAddress;
int bDiscardResult;
unsigned int EntryInstrCount;
};
class DLevelScript : public DObject
{
DECLARE_CLASS(DLevelScript, DObject)
HAS_OBJECT_POINTERS
public:
enum EScriptState
{
SCRIPT_Running,
SCRIPT_Suspended,
SCRIPT_Delayed,
SCRIPT_TagWait,
SCRIPT_PolyWait,
SCRIPT_ScriptWaitPre,
SCRIPT_ScriptWait,
SCRIPT_PleaseRemove,
SCRIPT_DivideBy0,
SCRIPT_ModulusBy0,
};
DLevelScript(AActor *who, line_t *where, int num, const ScriptPtr *code, FBehavior *module,
const int *args, int argcount, int flags);
~DLevelScript();
void Serialize(FSerializer &arc);
int RunScript();
inline void SetState(EScriptState newstate) { state = newstate; }
inline EScriptState GetState() { return state; }
DLevelScript *GetNext() const { return next; }
void MarkLocalVarStrings() const
{
GlobalACSStrings.MarkStringArray(&Localvars[0], Localvars.Size());
}
void LockLocalVarStrings() const
{
GlobalACSStrings.LockStringArray(&Localvars[0], Localvars.Size());
}
void UnlockLocalVarStrings() const
{
GlobalACSStrings.UnlockStringArray(&Localvars[0], Localvars.Size());
}
protected:
DLevelScript *next, *prev;
int script;
TArray<int32_t> Localvars;
int *pc;
EScriptState state;
int statedata;
TObjPtr<AActor*> activator;
line_t *activationline;
bool backSide;
FFont *activefont;
int hudwidth, hudheight;
int ClipRectLeft, ClipRectTop, ClipRectWidth, ClipRectHeight;
int WrapWidth;
bool HandleAspect;
FBehavior *activeBehavior;
int InModuleScriptNumber;
void Link();
void Unlink();
void PutLast();
void PutFirst();
static int Random(int min, int max);
static int ThingCount(int type, int stringid, int tid, int tag);
static void ChangeFlat(int tag, int name, bool floorOrCeiling);
static int CountPlayers();
static void SetLineTexture(int lineid, int side, int position, int name);
static int DoSpawn(int type, const DVector3 &pos, int tid, DAngle angle, bool force);
static int DoSpawn(int type, int x, int y, int z, int tid, int angle, bool force);
static bool DoCheckActorTexture(int tid, AActor *activator, int string, bool floor);
int DoSpawnSpot(int type, int spot, int tid, int angle, bool forced);
int DoSpawnSpotFacing(int type, int spot, int tid, bool forced);
int DoClassifyActor(int tid);
int CallFunction(int argCount, int funcIndex, int32_t *args);
void DoFadeTo(int r, int g, int b, int a, int time);
void DoFadeRange(int r1, int g1, int b1, int a1,
int r2, int g2, int b2, int a2, int time);
void DoSetFont(int fontnum);
void SetActorProperty(int tid, int property, int value);
void DoSetActorProperty(AActor *actor, int property, int value);
int GetActorProperty(int tid, int property);
int CheckActorProperty(int tid, int property, int value);
int GetPlayerInput(int playernum, int inputnum);
int LineFromID(int id);
int SideFromID(int id, int side);
private:
DLevelScript();
friend class DACSThinker;
};
class DACSThinker : public DThinker
{
DECLARE_CLASS(DACSThinker, DThinker)
HAS_OBJECT_POINTERS
public:
DACSThinker();
~DACSThinker();
void Serialize(FSerializer &arc);
void Tick();
typedef TMap<int, DLevelScript *> ScriptMap;
ScriptMap RunningScripts; // Array of all synchronous scripts
static TObjPtr<DACSThinker*> ActiveThinker;
void DumpScriptStatus();
void StopScriptsFor(AActor *actor);
private:
DLevelScript *LastScript;
DLevelScript *Scripts; // List of all running scripts
friend class DLevelScript;
friend class FBehavior;
};
static DLevelScript *P_GetScriptGoing (AActor *who, line_t *where, int num, const ScriptPtr *code, FBehavior *module,
const int *args, int argcount, int flags);
struct FBehavior::ArrayInfo
{
uint32_t ArraySize;
int32_t *Elements;
};
TArray<FBehavior *> FBehavior::StaticModules;
TArray<FString> ACS_StringBuilderStack;
#define STRINGBUILDER_START(Builder) if (Builder.IsNotEmpty() || ACS_StringBuilderStack.Size()) { ACS_StringBuilderStack.Push(Builder); Builder = ""; }
#define STRINGBUILDER_FINISH(Builder) if (!ACS_StringBuilderStack.Pop(Builder)) { Builder = ""; }
//============================================================================
//
// uallong
//
// Read a possibly unaligned four-byte little endian integer from memory.
//
//============================================================================
#if defined(_M_IX86) || defined(_M_X64) || defined(__i386__) || defined(__x86_64__)
inline int uallong(const int &foo)
{
return foo;
}
#else
inline int uallong(const int &foo)
{
const unsigned char *bar = (const unsigned char *)&foo;
return bar[0] | (bar[1] << 8) | (bar[2] << 16) | (bar[3] << 24);
}
#endif
//============================================================================
//
// Global and world variables
//
//============================================================================
// ACS variables with world scope
static BoundsCheckingArray<int32_t, NUM_WORLDVARS> ACS_WorldVars;
static BoundsCheckingArray<FWorldGlobalArray, NUM_WORLDVARS> ACS_WorldArrays;
// ACS variables with global scope
BoundsCheckingArray<int32_t, NUM_GLOBALVARS> ACS_GlobalVars;
BoundsCheckingArray<FWorldGlobalArray, NUM_GLOBALVARS> ACS_GlobalArrays;
//----------------------------------------------------------------------------
//
// ACS stack manager
//
// This is needed so that the garbage collector has access to all active
// script stacks
//
//----------------------------------------------------------------------------
using FACSStackMemory = BoundsCheckingArray<int32_t, STACK_SIZE>;
struct FACSStack
{
FACSStackMemory buffer;
int sp;
FACSStack *next;
FACSStack *prev;
static FACSStack *head;
FACSStack();
~FACSStack();
};
FACSStack *FACSStack::head;
FACSStack::FACSStack()
{
sp = 0;
next = head;
prev = NULL;
head = this;
}
FACSStack::~FACSStack()
{
if (next != NULL) next->prev = prev;
if (prev == NULL)
{
head = next;
}
else
{
prev->next = next;
}
}
//----------------------------------------------------------------------------
//
// Global ACS strings (Formerly known as On the fly strings)
//
// This special string table is part of the global state. Programmatically
// generated strings (e.g. those returned by strparam) are stored here.
// PCD_TAGSTRING also now stores strings in this table instead of simply
// tagging strings with their library ID.
//
// Identical strings map to identical string identifiers.
//
// When the string table needs to grow to hold more strings, a garbage
// collection is first attempted to see if more room can be made to store
// strings without growing. A string is considered in use if any value
// in any of these variable blocks contains a valid ID in the global string
// table:
// * The active area of the ACS stack
// * All running scripts' local variables
// * All map variables
// * All world variables
// * All global variables
// It's not important whether or not they are really used as strings, only
// that they might be. A string is also considered in use if its lock count
// is non-zero, even if none of the above variable blocks referenced it.
//
// To keep track of local and map variables for nonresident maps in a hub,
// when a map's state is archived, all strings found in its local and map
// variables are locked. When a map is revisited in a hub, all strings found
// in its local and map variables are unlocked. Locking and unlocking are
// cumulative operations.
//
// What this all means is that:
// * Strings returned by strparam last indefinitely. No longer do they
// disappear at the end of the tic they were generated.
// * You can pass library strings around freely without having to worry
// about always having the same libraries loaded in the same order on
// every map that needs to use those strings.
//
//----------------------------------------------------------------------------
ACSStringPool GlobalACSStrings;
void ACSStringPool::PoolEntry::Lock()
{
if (Locks.Find(level.levelnum) == Locks.Size())
{
Locks.Push(level.levelnum);
}
}
void ACSStringPool::PoolEntry::Unlock()
{
auto ndx = Locks.Find(level.levelnum);
if (ndx < Locks.Size())
{
Locks.Delete(ndx);
}
}
ACSStringPool::ACSStringPool()
{
memset(PoolBuckets, 0xFF, sizeof(PoolBuckets));
FirstFreeEntry = 0;
}
//============================================================================
//
// ACSStringPool :: Clear
//
// Remove all strings from the pool.
//
//============================================================================
void ACSStringPool::Clear()
{
Pool.Clear();
memset(PoolBuckets, 0xFF, sizeof(PoolBuckets));
FirstFreeEntry = 0;
}
//============================================================================
//
// ACSStringPool :: AddString
//
// Returns a valid string identifier (including library ID) or -1 if we ran
// out of room. Identical strings will return identical values.
//
//============================================================================
int ACSStringPool::AddString(const char *str)
{
if (str == nullptr) str = "";
size_t len = strlen(str);
unsigned int h = SuperFastHash(str, len);
unsigned int bucketnum = h % NUM_BUCKETS;
int i = FindString(str, len, h, bucketnum);
if (i >= 0)
{
return i | STRPOOL_LIBRARYID_OR;
}
FString fstr(str);
return InsertString(fstr, h, bucketnum);
}
int ACSStringPool::AddString(FString &str)
{
unsigned int h = SuperFastHash(str.GetChars(), str.Len());
unsigned int bucketnum = h % NUM_BUCKETS;
int i = FindString(str, str.Len(), h, bucketnum);
if (i >= 0)
{
return i | STRPOOL_LIBRARYID_OR;
}
return InsertString(str, h, bucketnum);
}
//============================================================================
//
// ACSStringPool :: GetString
//
//============================================================================
const char *ACSStringPool::GetString(int strnum)
{
assert((strnum & LIBRARYID_MASK) == STRPOOL_LIBRARYID_OR);
strnum &= ~LIBRARYID_MASK;
if ((unsigned)strnum < Pool.Size() && Pool[strnum].Next != FREE_ENTRY)
{
return Pool[strnum].Str;
}
return NULL;
}
//============================================================================
//
// ACSStringPool :: LockString
//
// Prevents this string from being purged.
//
//============================================================================
void ACSStringPool::LockString(int strnum)
{
assert((strnum & LIBRARYID_MASK) == STRPOOL_LIBRARYID_OR);
strnum &= ~LIBRARYID_MASK;
assert((unsigned)strnum < Pool.Size());
Pool[strnum].Lock();
}
//============================================================================
//
// ACSStringPool :: UnlockString
//
// When equally mated with LockString, allows this string to be purged.
//
//============================================================================
void ACSStringPool::UnlockString(int strnum)
{
assert((strnum & LIBRARYID_MASK) == STRPOOL_LIBRARYID_OR);
strnum &= ~LIBRARYID_MASK;
assert((unsigned)strnum < Pool.Size());
Pool[strnum].Unlock();
}
//============================================================================
//
// ACSStringPool :: MarkString
//
// Prevent this string from being purged during the next call to PurgeStrings.
// This does not carry over to subsequent calls of PurgeStrings.
//
//============================================================================
void ACSStringPool::MarkString(int strnum)
{
assert((strnum & LIBRARYID_MASK) == STRPOOL_LIBRARYID_OR);
strnum &= ~LIBRARYID_MASK;
assert((unsigned)strnum < Pool.Size());
Pool[strnum].Mark = true;
}
//============================================================================
//
// ACSStringPool :: LockStringArray
//
// Prevents several strings from being purged. Entries not in this pool will
// be silently ignored. The idea here is to pass this function a block of
// ACS variables. Everything that looks like it might be a string in the pool
// is locked, even if it's not actually used as such. It's better to keep
// more strings than we need than to throw away ones we do need.
//
//============================================================================
void ACSStringPool::LockStringArray(const int *strnum, unsigned int count)
{
for (unsigned int i = 0; i < count; ++i)
{
int num = strnum[i];
if ((num & LIBRARYID_MASK) == STRPOOL_LIBRARYID_OR)
{
num &= ~LIBRARYID_MASK;
if ((unsigned)num < Pool.Size())
{
Pool[num].Lock();
}
}
}
}
//============================================================================
//
// ACSStringPool :: UnlockStringArray
//
// Reverse of LockStringArray.
//
//============================================================================
void ACSStringPool::UnlockStringArray(const int *strnum, unsigned int count)
{
for (unsigned int i = 0; i < count; ++i)
{
int num = strnum[i];
if ((num & LIBRARYID_MASK) == STRPOOL_LIBRARYID_OR)
{
num &= ~LIBRARYID_MASK;
if ((unsigned)num < Pool.Size())
{
Pool[num].Unlock();
}
}
}
}
//============================================================================
//
// ACSStringPool :: MarkStringArray
//
// Array version of MarkString.
//
//============================================================================
void ACSStringPool::MarkStringArray(const int *strnum, unsigned int count)
{
for (unsigned int i = 0; i < count; ++i)
{
int num = strnum[i];
if ((num & LIBRARYID_MASK) == STRPOOL_LIBRARYID_OR)
{
num &= ~LIBRARYID_MASK;
if ((unsigned)num < Pool.Size())
{
Pool[num].Mark = true;
}
}
}
}
//============================================================================
//
// ACSStringPool :: MarkStringMap
//
// World/global variables version of MarkString.
//
//============================================================================
void ACSStringPool::MarkStringMap(const FWorldGlobalArray &aray)
{
FWorldGlobalArray::ConstIterator it(aray);
FWorldGlobalArray::ConstPair *pair;
while (it.NextPair(pair))
{
int num = pair->Value;
if ((num & LIBRARYID_MASK) == STRPOOL_LIBRARYID_OR)
{
num &= ~LIBRARYID_MASK;
if ((unsigned)num < Pool.Size())
{
Pool[num].Mark |= true;
}
}
}
}
//============================================================================
//
// ACSStringPool :: UnlockAll
//
// Resets every entry's lock count to 0. Used when doing a partial reset of
// ACS state such as travelling to a new hub.
//
//============================================================================
void ACSStringPool::UnlockAll()
{
for (unsigned int i = 0; i < Pool.Size(); ++i)
{
Pool[i].Mark = false;
Pool[i].Locks.Clear();
}
}
//============================================================================
//
// ACSStringPool :: PurgeStrings
//
// Remove all unlocked strings from the pool.
//
//============================================================================
void ACSStringPool::PurgeStrings()
{
// Clear the hash buckets. We'll rebuild them as we decide what strings
// to keep and which to toss.
memset(PoolBuckets, 0xFF, sizeof(PoolBuckets));
size_t usedcount = 0, freedcount = 0;
for (unsigned int i = 0; i < Pool.Size(); ++i)
{
PoolEntry *entry = &Pool[i];
if (entry->Next != FREE_ENTRY)
{
if (entry->Locks.Size() == 0 && !entry->Mark)
{
freedcount++;
// Mark this entry as free.
entry->Next = FREE_ENTRY;
if (i < FirstFreeEntry)
{
FirstFreeEntry = i;
}
// And free the string.
entry->Str = "";
}
else
{
usedcount++;
// Rehash this entry.
unsigned int h = entry->Hash % NUM_BUCKETS;
entry->Next = PoolBuckets[h];
PoolBuckets[h] = i;
// Remove MarkString's mark.
entry->Mark = false;
}
}
}
}
//============================================================================
//
// ACSStringPool :: FindString
//
// Finds a string in the pool. Does not include the library ID in the returned
// value. Returns -1 if the string does not exist in the pool.
//
//============================================================================
int ACSStringPool::FindString(const char *str, size_t len, unsigned int h, unsigned int bucketnum)
{
unsigned int i = PoolBuckets[bucketnum];
while (i != NO_ENTRY)
{
PoolEntry *entry = &Pool[i];
assert(entry->Next != FREE_ENTRY);
if (entry->Hash == h && entry->Str.Len() == len &&
memcmp(entry->Str.GetChars(), str, len) == 0)
{
return i;
}
i = entry->Next;
}
return -1;
}
//============================================================================
//
// ACSStringPool :: InsertString
//
// Inserts a new string into the pool.
//
//============================================================================
int ACSStringPool::InsertString(FString &str, unsigned int h, unsigned int bucketnum)
{
unsigned int index = FirstFreeEntry;
if (index >= MIN_GC_SIZE && index == Pool.Max())
{ // We will need to grow the array. Try a garbage collection first.
P_CollectACSGlobalStrings();
index = FirstFreeEntry;
}
if (FirstFreeEntry >= STRPOOL_LIBRARYID_OR)
{ // If we go any higher, we'll collide with the library ID marker.
return -1;
}
if (index == Pool.Size())
{ // There were no free entries; make a new one.
Pool.Reserve(MIN_GC_SIZE);
FirstFreeEntry++;
}
else
{ // Scan for the next free entry
FindFirstFreeEntry(FirstFreeEntry + 1);
}
PoolEntry *entry = &Pool[index];
entry->Str = str;
entry->Hash = h;
entry->Next = PoolBuckets[bucketnum];
entry->Mark = false;
entry->Locks.Clear();
PoolBuckets[bucketnum] = index;
return index | STRPOOL_LIBRARYID_OR;
}
//============================================================================
//
// ACSStringPool :: FindFirstFreeEntry
//
// Finds the first free entry, starting at base.
//
//============================================================================
void ACSStringPool::FindFirstFreeEntry(unsigned base)
{
while (base < Pool.Size() && Pool[base].Next != FREE_ENTRY)
{
base++;
}
FirstFreeEntry = base;
}
//============================================================================
//
// ACSStringPool :: ReadStrings
//
// Reads strings from a PNG chunk.
//
//============================================================================
void ACSStringPool::ReadStrings(FSerializer &file, const char *key)
{
Clear();
if (file.BeginObject(key))
{
int poolsize = 0;
file("poolsize", poolsize);
Pool.Resize(poolsize);
for (auto &p : Pool)
{
p.Next = FREE_ENTRY;
p.Mark = false;
p.Locks.Clear();
}
if (file.BeginArray("pool"))
{
int j = file.ArraySize();
for (int i = 0; i < j; i++)
{
if (file.BeginObject(nullptr))
{
unsigned ii = UINT_MAX;
file("index", ii);
if (ii < Pool.Size())
{
file("string", Pool[ii].Str)
("locks", Pool[ii].Locks);
unsigned h = SuperFastHash(Pool[ii].Str, Pool[ii].Str.Len());
unsigned bucketnum = h % NUM_BUCKETS;
Pool[ii].Hash = h;
Pool[ii].Next = PoolBuckets[bucketnum];
PoolBuckets[bucketnum] = ii;
}
file.EndObject();
}
}
}
}
FindFirstFreeEntry(FirstFreeEntry);
}
//============================================================================
//
// ACSStringPool :: WriteStrings
//
// Writes strings to a serializer
//
//============================================================================
void ACSStringPool::WriteStrings(FSerializer &file, const char *key) const
{
int32_t i, poolsize = (int32_t)Pool.Size();
if (poolsize == 0)
{ // No need to write if we don't have anything.
return;
}
if (file.BeginObject(key))
{
file("poolsize", poolsize);
if (file.BeginArray("pool"))
{
for (i = 0; i < poolsize; ++i)
{
PoolEntry *entry = &Pool[i];
if (entry->Next != FREE_ENTRY)
{
if (file.BeginObject(nullptr))
{
file("index", i)
("string", entry->Str)
("locks", entry->Locks)
.EndObject();
}
}
}
file.EndArray();
}
file.EndObject();
}
}
//============================================================================
//
// ACSStringPool :: Dump
//
// Lists all strings in the pool.
//
//============================================================================
void ACSStringPool::Dump() const
{
for (unsigned int i = 0; i < Pool.Size(); ++i)
{
if (Pool[i].Next != FREE_ENTRY)
{
Printf("%4u. (%2d) \"%s\"\n", i, Pool[i].Locks.Size(), Pool[i].Str.GetChars());
}
}
Printf("First free %u\n", FirstFreeEntry);
}
void ACSStringPool::UnlockForLevel(int lnum)
{
for (unsigned int i = 0; i < Pool.Size(); ++i)
{
if (Pool[i].Next != FREE_ENTRY)
{
auto ndx = Pool[i].Locks.Find(lnum);
if (ndx < Pool[i].Locks.Size())
{
Pool[i].Locks.Delete(ndx);
}
}
}
}
//============================================================================
//
// P_MarkWorldVarStrings
//
//============================================================================
void P_MarkWorldVarStrings()
{
GlobalACSStrings.MarkStringArray(ACS_WorldVars.Pointer(), ACS_WorldVars.Size());
for (size_t i = 0; i < ACS_WorldArrays.Size(); ++i)
{
GlobalACSStrings.MarkStringMap(ACS_WorldArrays.Pointer()[i]);
}
}
//============================================================================
//
// P_MarkGlobalVarStrings
//
//============================================================================
void P_MarkGlobalVarStrings()
{
GlobalACSStrings.MarkStringArray(ACS_GlobalVars.Pointer(), ACS_GlobalVars.Size());
for (size_t i = 0; i < ACS_GlobalArrays.Size(); ++i)
{
GlobalACSStrings.MarkStringMap(ACS_GlobalArrays.Pointer()[i]);
}
}
//============================================================================
//
// P_CollectACSGlobalStrings
//
// Garbage collect ACS global strings.
//
//============================================================================
void P_CollectACSGlobalStrings()
{
for (FACSStack *stack = FACSStack::head; stack != NULL; stack = stack->next)
{
const int32_t sp = stack->sp;
if (0 == sp)
{
continue;
}
else if (sp < 0 && sp >= STACK_SIZE)
{
I_Error("Corrupted stack pointer in ACS VM");
}
else
{
GlobalACSStrings.MarkStringArray(&stack->buffer[0], sp);
}
}
FBehavior::StaticMarkLevelVarStrings();
P_MarkWorldVarStrings();
P_MarkGlobalVarStrings();
GlobalACSStrings.PurgeStrings();
}
#ifdef _DEBUG
CCMD(acsgc)
{
P_CollectACSGlobalStrings();
}
CCMD(globstr)
{
GlobalACSStrings.Dump();
}
#endif
//============================================================================
//
// ScriptPresentation
//
// Returns a presentable version of the script number.
//
//============================================================================
static FString ScriptPresentation(int script)
{
FString out = "script ";
if (script < 0)
{
FName scrname = FName(ENamedName(-script));
if (scrname.IsValidName())
{
out << '"' << scrname.GetChars() << '"';
return out;
}
}
out.AppendFormat("%d", script);
return out;
}
//============================================================================
//
// P_ClearACSVars
//
//============================================================================
void P_ClearACSVars(bool alsoglobal)
{
int i;
ACS_WorldVars.Fill(0);
for (i = 0; i < NUM_WORLDVARS; ++i)
{
ACS_WorldArrays[i].Clear ();
}
if (alsoglobal)
{
ACS_GlobalVars.Fill(0);
for (i = 0; i < NUM_GLOBALVARS; ++i)
{
ACS_GlobalArrays[i].Clear ();
}
// Since we cleared all ACS variables, we know nothing refers to them
// anymore.
GlobalACSStrings.Clear();
}
else
{
// Purge any strings that aren't referenced by global variables, since
// they're the only possible references left.
P_MarkGlobalVarStrings();
GlobalACSStrings.PurgeStrings();
}
}
//============================================================================
//
// WriteVars
//
//============================================================================
static void WriteVars (FSerializer &file, int32_t *vars, size_t count, const char *key)
{
size_t i, j;
for (i = 0; i < count; ++i)
{
if (vars[i] != 0)
break;
}
if (i < count)
{
// Find last non-zero var. Anything beyond the last stored variable
// will be zeroed at load time.
for (j = count-1; j > i; --j)
{
if (vars[j] != 0)
break;
}
file.Array(key, vars, int(j+1));
}
}
//============================================================================
//
//
//
//============================================================================
static void ReadVars (FSerializer &arc, int32_t *vars, size_t count, const char *key)
{
memset(&vars[0], 0, count * 4);
arc.Array(key, vars, (int)count);
}
//============================================================================
//
//
//
//============================================================================
static void WriteArrayVars (FSerializer &file, FWorldGlobalArray *vars, unsigned int count, const char *key)
{
unsigned int i;
// Find the first non-empty array.
for (i = 0; i < count; ++i)
{
if (vars[i].CountUsed() != 0)
break;
}
if (i < count)
{
if (file.BeginObject(key))
{
for(;i<count;i++)
{
if (vars[i].CountUsed())
{
FString arraykey;
arraykey.Format("%d", i);
if (file.BeginObject(arraykey))
{
FWorldGlobalArray::ConstIterator it(vars[i]);
const FWorldGlobalArray::Pair *pair;
while (it.NextPair(pair))
{
arraykey.Format("%d", pair->Key);
int v = pair->Value;
file(arraykey.GetChars(), v);
}
file.EndObject();
}
}
}
file.EndObject();
}
}
}
//============================================================================
//
//
//
//============================================================================
static void ReadArrayVars (FSerializer &file, FWorldGlobalArray *vars, size_t count, const char *key)
{
for (size_t i = 0; i < count; ++i)
{
vars[i].Clear();
}
if (file.BeginObject(key))
{
const char *arraykey;
while ((arraykey = file.GetKey()))
{
int i = (int)strtoll(arraykey, nullptr, 10);
if (file.BeginObject(nullptr))
{
while ((arraykey = file.GetKey()))
{
int k = (int)strtoll(arraykey, nullptr, 10);
int val;
file(nullptr, val);
vars[i].Insert(k, val);
}
file.EndObject();
}
}
file.EndObject();
}
}
//============================================================================
//
//
//
//============================================================================
void P_ReadACSVars(FSerializer &arc)
{
ReadVars (arc, ACS_WorldVars.Pointer(), NUM_WORLDVARS, "acsworldvars");
ReadVars (arc, ACS_GlobalVars.Pointer(), NUM_GLOBALVARS, "acsglobalvars");
ReadArrayVars (arc, ACS_WorldArrays.Pointer(), NUM_WORLDVARS, "acsworldarrays");
ReadArrayVars (arc, ACS_GlobalArrays.Pointer(), NUM_GLOBALVARS, "acsglobalarrays");
GlobalACSStrings.ReadStrings(arc, "acsglobalstrings");
}
//============================================================================
//
//
//
//============================================================================
void P_WriteACSVars(FSerializer &arc)
{
WriteVars (arc, ACS_WorldVars.Pointer(), NUM_WORLDVARS, "acsworldvars");
WriteVars (arc, ACS_GlobalVars.Pointer(), NUM_GLOBALVARS, "acsglobalvars");
WriteArrayVars (arc, ACS_WorldArrays.Pointer(), NUM_WORLDVARS, "acsworldarrays");
WriteArrayVars (arc, ACS_GlobalArrays.Pointer(), NUM_GLOBALVARS, "acsglobalarrays");
GlobalACSStrings.WriteStrings(arc, "acsglobalstrings");
}
//---- Inventory functions --------------------------------------//
//
//============================================================================
//
// ClearInventory
//
// Clears the inventory for one or more actors.
//
//============================================================================
static void ClearInventory (AActor *activator)
{
if (activator == NULL)
{
for (int i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[i])
players[i].mo->ClearInventory();
}
}
else
{
activator->ClearInventory();
}
}
//============================================================================
//
// GiveInventory
//
// Gives an item to one or more actors.
//
//============================================================================
static void GiveInventory (AActor *activator, const char *type, int amount)
{
PClassActor *info;
if (amount <= 0 || type == NULL)
{
return;
}
if (stricmp (type, "Armor") == 0)
{
type = "BasicArmorPickup";
}
info = PClass::FindActor(type);
if (info == NULL)
{
Printf ("ACS: I don't know what %s is.\n", type);
}
else if (!info->IsDescendantOf (RUNTIME_CLASS(AInventory)))
{
Printf ("ACS: %s is not an inventory item.\n", type);
}
else if (activator == NULL)
{
for (int i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[i])
players[i].mo->GiveInventory(info, amount);
}
}
else
{
activator->GiveInventory(info, amount);
}
}
//============================================================================
//
// TakeInventory
//
// Takes an item from one or more actors.
//
//============================================================================
static void TakeInventory (AActor *activator, const char *type, int amount)
{
PClassActor *info;
if (type == NULL)
{
return;
}
if (strcmp (type, "Armor") == 0)
{
type = "BasicArmor";
}
if (amount <= 0)
{
return;
}
info = PClass::FindActor (type);
if (info == NULL)
{
return;
}
if (activator == NULL)
{
for (int i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[i])
players[i].mo->TakeInventory(info, amount);
}
}
else
{
activator->TakeInventory(info, amount);
}
}
//============================================================================
//
// DoUseInv
//
// Makes a single actor use an inventory item
//
//============================================================================
static bool DoUseInv (AActor *actor, PClassActor *info)
{
AInventory *item = actor->FindInventory (info);
if (item != NULL)
{
player_t* const player = actor->player;
if (nullptr == player)
{
return actor->UseInventory(item);
}
else
{
int cheats;
bool res;
// Bypass CF_TOTALLYFROZEN
cheats = player->cheats;
player->cheats &= ~CF_TOTALLYFROZEN;
res = actor->UseInventory(item);
player->cheats |= (cheats & CF_TOTALLYFROZEN);
return res;
}
}
return false;
}
//============================================================================
//
// UseInventory
//
// makes one or more actors use an inventory item.
//
//============================================================================
static int UseInventory (AActor *activator, const char *type)
{
PClassActor *info;
int ret = 0;
if (type == NULL)
{
return 0;
}
info = PClass::FindActor (type);
if (info == NULL)
{
return 0;
}
if (activator == NULL)
{
for (int i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[i])
ret += DoUseInv (players[i].mo, info);
}
}
else
{
ret = DoUseInv (activator, info);
}
return ret;
}
//============================================================================
//
// CheckInventory
//
// Returns how much of a particular item an actor has.
//
//============================================================================
static int CheckInventory (AActor *activator, const char *type, bool max)
{
if (activator == NULL || type == NULL)
return 0;
if (stricmp (type, "Armor") == 0)
{
type = "BasicArmor";
}
else if (stricmp (type, "Health") == 0)
{
if (max)
{
if (activator->IsKindOf (RUNTIME_CLASS (APlayerPawn)))
return static_cast<APlayerPawn *>(activator)->GetMaxHealth();
else
return activator->SpawnHealth();
}
return activator->health;
}
PClassActor *info = PClass::FindActor (type);
if (info == NULL)
{
DPrintf (DMSG_ERROR, "ACS: '%s': Unknown actor class.\n", type);
return 0;
}
else if (!info->IsDescendantOf(RUNTIME_CLASS(AInventory)))
{
DPrintf(DMSG_ERROR, "ACS: '%s' is not an inventory item.\n", type);
return 0;
}
AInventory *item = activator->FindInventory (info);
if (max)
{
if (item)
{
return item->MaxAmount;
}
else if (info != nullptr && info->IsDescendantOf(RUNTIME_CLASS(AInventory)))
{
return ((AInventory *)GetDefaultByType(info))->MaxAmount;
}
}
return item ? item->Amount : 0;
}
//---- Plane watchers ----//
class DPlaneWatcher : public DThinker
{
DECLARE_CLASS (DPlaneWatcher, DThinker)
HAS_OBJECT_POINTERS
public:
DPlaneWatcher (AActor *it, line_t *line, int lineSide, bool ceiling,
int tag, int height, int special,
int arg0, int arg1, int arg2, int arg3, int arg4);
void Tick ();
void Serialize(FSerializer &arc);
private:
sector_t *Sector;
double WatchD, LastD;
int Special;
int Args[5];
TObjPtr<AActor*> Activator;
line_t *Line;
bool LineSide;
bool bCeiling;
DPlaneWatcher() {}
};
IMPLEMENT_CLASS(DPlaneWatcher, false, true)
IMPLEMENT_POINTERS_START(DPlaneWatcher)
IMPLEMENT_POINTER(Activator)
IMPLEMENT_POINTERS_END
DPlaneWatcher::DPlaneWatcher (AActor *it, line_t *line, int lineSide, bool ceiling,
int tag, int height, int special,
int arg0, int arg1, int arg2, int arg3, int arg4)
: Special (special),
Activator (it), Line (line), LineSide (!!lineSide), bCeiling (ceiling)
{
int secnum;
Args[0] = arg0;
Args[1] = arg1;
Args[2] = arg2;
Args[3] = arg3;
Args[4] = arg4;
secnum = P_FindFirstSectorFromTag (tag);
if (secnum >= 0)
{
secplane_t plane;
Sector = &level.sectors[secnum];
if (bCeiling)
{
plane = Sector->ceilingplane;
}
else
{
plane = Sector->floorplane;
}
LastD = plane.fD();
plane.ChangeHeight (height);
WatchD = plane.fD();
}
else
{
Sector = NULL;
WatchD = LastD = 0;
}
}
void DPlaneWatcher::Serialize(FSerializer &arc)
{
Super::Serialize (arc);
arc("special", Special)
.Args("args", Args, nullptr, Special)
("sector", Sector)
("ceiling", bCeiling)
("watchd", WatchD)
("lastd", LastD)
("activator", Activator)
("line", Line)
("lineside", LineSide);
}
void DPlaneWatcher::Tick ()
{
if (Sector == NULL)
{
Destroy ();
return;
}
double newd;
if (bCeiling)
{
newd = Sector->ceilingplane.fD();
}
else
{
newd = Sector->floorplane.fD();
}
if ((LastD < WatchD && newd >= WatchD) ||
(LastD > WatchD && newd <= WatchD))
{
P_ExecuteSpecial(Special, Line, Activator, LineSide, Args[0], Args[1], Args[2], Args[3], Args[4]);
Destroy ();
}
}
//---- ACS lump manager ----//
// Load user-specified default modules. This must be called after the level's
// own behavior is loaded (if it has one).
void FBehavior::StaticLoadDefaultModules ()
{
// Scan each LOADACS lump and load the specified modules in order
int lump, lastlump = 0;
while ((lump = Wads.FindLump ("LOADACS", &lastlump)) != -1)
{
FScanner sc(lump);
while (sc.GetString())
{
int acslump = Wads.CheckNumForName (sc.String, ns_acslibrary);
if (acslump >= 0)
{
StaticLoadModule (acslump);
}
else
{
Printf (TEXTCOLOR_RED "Could not find autoloaded ACS library %s\n", sc.String);
}
}
}
}
FBehavior *FBehavior::StaticLoadModule (int lumpnum, FileReader *fr, int len)
{
if (lumpnum == -1 && fr == NULL) return NULL;
for (unsigned int i = 0; i < StaticModules.Size(); ++i)
{
if (StaticModules[i]->LumpNum == lumpnum)
{
return StaticModules[i];
}
}
FBehavior * behavior = new FBehavior ();
if (behavior->Init(lumpnum, fr, len))
{
return behavior;
}
else
{
delete behavior;
Printf(TEXTCOLOR_RED "%s: invalid ACS module\n", Wads.GetLumpFullName(lumpnum));
return NULL;
}
}
bool FBehavior::StaticCheckAllGood ()
{
for (unsigned int i = 0; i < StaticModules.Size(); ++i)
{
if (!StaticModules[i]->IsGood())
{
return false;
}
}
return true;
}
void FBehavior::StaticUnloadModules ()
{
for (unsigned int i = StaticModules.Size(); i-- > 0; )
{
delete StaticModules[i];
}
StaticModules.Clear ();
}
FBehavior *FBehavior::StaticGetModule (int lib)
{
if ((size_t)lib >= StaticModules.Size())
{
return NULL;
}
return StaticModules[lib];
}
void FBehavior::StaticMarkLevelVarStrings()
{
// Mark map variables.
for (uint32_t modnum = 0; modnum < StaticModules.Size(); ++modnum)
{
StaticModules[modnum]->MarkMapVarStrings();
}
// Mark running scripts' local variables.
if (DACSThinker::ActiveThinker != NULL)
{
for (DLevelScript *script = DACSThinker::ActiveThinker->Scripts; script != NULL; script = script->GetNext())
{
script->MarkLocalVarStrings();
}
}
}
void FBehavior::StaticLockLevelVarStrings()
{
// Lock map variables.
for (uint32_t modnum = 0; modnum < StaticModules.Size(); ++modnum)
{
StaticModules[modnum]->LockMapVarStrings();
}
// Lock running scripts' local variables.
if (DACSThinker::ActiveThinker != NULL)
{
for (DLevelScript *script = DACSThinker::ActiveThinker->Scripts; script != NULL; script = script->GetNext())
{
script->LockLocalVarStrings();
}
}
}
void FBehavior::StaticUnlockLevelVarStrings()
{
GlobalACSStrings.UnlockForLevel(level.levelnum);
}
void FBehavior::MarkMapVarStrings() const
{
GlobalACSStrings.MarkStringArray(MapVarStore, NUM_MAPVARS);
for (int i = 0; i < NumArrays; ++i)
{
GlobalACSStrings.MarkStringArray(ArrayStore[i].Elements, ArrayStore[i].ArraySize);
}
}
void FBehavior::LockMapVarStrings() const
{
GlobalACSStrings.LockStringArray(MapVarStore, NUM_MAPVARS);
for (int i = 0; i < NumArrays; ++i)
{
GlobalACSStrings.LockStringArray(ArrayStore[i].Elements, ArrayStore[i].ArraySize);
}
}
void FBehavior::UnlockMapVarStrings() const
{
GlobalACSStrings.UnlockStringArray(MapVarStore, NUM_MAPVARS);
for (int i = 0; i < NumArrays; ++i)
{
GlobalACSStrings.UnlockStringArray(ArrayStore[i].Elements, ArrayStore[i].ArraySize);
}
}
void FBehavior::StaticSerializeModuleStates (FSerializer &arc)
{
auto modnum = StaticModules.Size();
if (arc.BeginArray("acsmodules"))
{
if (arc.isReading())
{
auto modnum = arc.ArraySize();
if (modnum != StaticModules.Size())
{
I_Error("Level was saved with a different number of ACS modules. (Have %d, save has %d)", StaticModules.Size(), modnum);
}
}
for (modnum = 0; modnum < StaticModules.Size(); ++modnum)
{
FBehavior *module = StaticModules[modnum];
const char *modname = module->ModuleName;
int ModSize = module->GetDataSize();
if (arc.BeginObject(nullptr))
{
arc.StringPtr("modname", modname)
("modsize", ModSize);
if (arc.isReading())
{
if (stricmp(modname, module->ModuleName) != 0)
{
I_Error("Level was saved with a different set or order of ACS modules. (Have %s, save has %s)", module->ModuleName, modname);
}
else if (ModSize != module->GetDataSize())
{
I_Error("ACS module %s has changed from what was saved. (Have %d bytes, save has %d bytes)", module->ModuleName, module->GetDataSize(), ModSize);
}
}
module->SerializeVars(arc);
arc.EndObject();
}
}
arc.EndArray();
}
}
void FBehavior::SerializeVars (FSerializer &arc)
{
if (arc.BeginArray("variables"))
{
SerializeVarSet(arc, MapVarStore, NUM_MAPVARS);
for (int i = 0; i < NumArrays; ++i)
{
SerializeVarSet(arc, ArrayStore[i].Elements, ArrayStore[i].ArraySize);
}
arc.EndArray();
}
}
void FBehavior::SerializeVarSet (FSerializer &arc, int32_t *vars, int max)
{
int32_t count;
int32_t first, last;
if (arc.BeginObject(nullptr))
{
if (arc.isWriting())
{
// Find first non-zero variable
for (first = 0; first < max; ++first)
{
if (vars[first] != 0)
{
break;
}
}
// Find last non-zero variable
for (last = max - 1; last >= first; --last)
{
if (vars[last] != 0)
{
break;
}
}
if (last < first)
{ // no non-zero variables
count = 0;
arc("count", count);
}
else
{
count = last - first + 1;
arc("count", count);
arc("first", first);
arc.Array("values", &vars[first], count);
}
}
else
{
memset(vars, 0, max * sizeof(*vars));
arc("count", count);
if (count != 0)
{
arc("first", first);
if (first + count > max) count = max - first;
arc.Array("values", &vars[first], count);
}
}
arc.EndObject();
}
}
static int ParseLocalArrayChunk(void *chunk, ACSLocalArrays *arrays, int offset)
{
unsigned count = LittleShort(static_cast<unsigned short>(((unsigned *)chunk)[1] - 2)) / 4;
int *sizes = (int *)((uint8_t *)chunk + 10);
arrays->Count = count;
if (count > 0)
{
ACSLocalArrayInfo *info = new ACSLocalArrayInfo[count];
arrays->Info = info;
for (unsigned i = 0; i < count; ++i)
{
info[i].Size = LittleLong(sizes[i]);
info[i].Offset = offset;
offset += info[i].Size;
}
}
// Return the new local variable size, with space for the arrays
return offset;
}
FBehavior::FBehavior()
{
NumScripts = 0;
NumFunctions = 0;
NumArrays = 0;
NumTotalArrays = 0;
Scripts = NULL;
Functions = NULL;
Arrays = NULL;
ArrayStore = NULL;
Chunks = NULL;
Data = NULL;
Format = ACS_Unknown;
LumpNum = -1;
memset (MapVarStore, 0, sizeof(MapVarStore));
ModuleName[0] = 0;
FunctionProfileData = NULL;
}
bool FBehavior::Init(int lumpnum, FileReader * fr, int len)
{
uint8_t *object;
int i;
LumpNum = lumpnum;
// Now that everything is set up, record this module as being among the loaded modules.
// We need to do this before resolving any imports, because an import might (indirectly)
// need to resolve exports in this module. The only things that can be exported are
// functions and map variables, which must already be present if they're exported, so
// this is okay.
// This must be done first for 2 reasons:
// 1. If not, corrupt modules cause memory leaks
// 2. Corrupt modules won't be reported when a level is being loaded if this function quits before
// adding it to the list.
if (fr == NULL) len = Wads.LumpLength (lumpnum);
// Any behaviors smaller than 32 bytes cannot possibly contain anything useful.
// (16 bytes for a completely empty behavior + 12 bytes for one script header
// + 4 bytes for PCD_TERMINATE for an old-style object. A new-style object
// has 24 bytes if it is completely empty. An empty SPTR chunk adds 8 bytes.)
if (len < 32)
{
return false;
}
object = new uint8_t[len];
if (fr == NULL)
{
Wads.ReadLump (lumpnum, object);
}
else
{
fr->Read (object, len);
}
if (object[0] != 'A' || object[1] != 'C' || object[2] != 'S')
{
delete[] object;
return false;
}
switch (object[3])
{
case 0:
Format = ACS_Old;
break;
case 'E':
Format = ACS_Enhanced;
break;
case 'e':
Format = ACS_LittleEnhanced;
break;
default:
delete[] object;
return false;
}
LibraryID = StaticModules.Push (this) << LIBRARYID_SHIFT;
if (fr == NULL)
{
Wads.GetLumpName (ModuleName, lumpnum);
ModuleName[8] = 0;
}
else
{
strcpy(ModuleName, "BEHAVIOR");
}
Data = object;
DataSize = len;
if (Format == ACS_Old)
{
uint32_t dirofs = LittleLong(((uint32_t *)object)[1]);
uint32_t pretag = ((uint32_t *)(object + dirofs))[-1];
Chunks = object + len;
// Check for redesigned ACSE/ACSe
if (dirofs >= 6*4 &&
(pretag == MAKE_ID('A','C','S','e') ||
pretag == MAKE_ID('A','C','S','E')))
{
Format = (pretag == MAKE_ID('A','C','S','e')) ? ACS_LittleEnhanced : ACS_Enhanced;
Chunks = object + LittleLong(((uint32_t *)(object + dirofs))[-2]);
// Forget about the compatibility cruft at the end of the lump
DataSize = LittleLong(((uint32_t *)object)[1]) - 8;
}
}
else
{
Chunks = object + LittleLong(((uint32_t *)object)[1]);
}
LoadScriptsDirectory ();
if (Format == ACS_Old)
{
StringTable = LittleLong(((uint32_t *)Data)[1]);
StringTable += LittleLong(((uint32_t *)(Data + StringTable))[0]) * 12 + 4;
UnescapeStringTable(Data + StringTable, Data, false);
}
else
{
UnencryptStrings ();
uint8_t *strings = FindChunk (MAKE_ID('S','T','R','L'));
if (strings != NULL)
{
StringTable = uint32_t(strings - Data + 8);
UnescapeStringTable(strings + 8, NULL, true);
}
else
{
StringTable = 0;
}
}
if (Format == ACS_Old)
{
// Do initialization for old-style behavior lumps
for (i = 0; i < NUM_MAPVARS; ++i)
{
MapVars[i] = &MapVarStore[i];
}
//LibraryID = StaticModules.Push (this) << LIBRARYID_SHIFT;
}
else
{
uint32_t *chunk;
// Load functions
uint8_t *funcs;
Functions = NULL;
funcs = FindChunk (MAKE_ID('F','U','N','C'));
if (funcs != NULL)
{
NumFunctions = LittleLong(((uint32_t *)funcs)[1]) / 8;
funcs += 8;
FunctionProfileData = new ACSProfileInfo[NumFunctions];
Functions = new ScriptFunction[NumFunctions];
for (i = 0; i < NumFunctions; ++i)
{
ScriptFunctionInFile *funcf = &((ScriptFunctionInFile *)funcs)[i];
ScriptFunction *funcm = &Functions[i];
funcm->ArgCount = funcf->ArgCount;
funcm->HasReturnValue = funcf->HasReturnValue;
funcm->ImportNum = funcf->ImportNum;
funcm->LocalCount = funcf->LocalCount;
funcm->Address = LittleLong(funcf->Address);
}
}
// Load local arrays for functions
if (NumFunctions > 0)
{
for (chunk = (uint32_t *)FindChunk(MAKE_ID('F','A','R','Y')); chunk != NULL; chunk = (uint32_t *)NextChunk((uint8_t *)chunk))
{
int size = LittleLong(chunk[1]);
if (size >= 6)
{
unsigned int func_num = LittleShort(((uint16_t *)chunk)[4]);
if (func_num < (unsigned int)NumFunctions)
{
ScriptFunction *func = &Functions[func_num];
// Unlike scripts, functions do not include their arg count in their local count.
func->LocalCount = ParseLocalArrayChunk(chunk, &func->LocalArrays, func->LocalCount + func->ArgCount) - func->ArgCount;
}
}
}
}
// Load JUMP points
chunk = (uint32_t *)FindChunk (MAKE_ID('J','U','M','P'));
if (chunk != NULL)
{
for (i = 0;i < (int)LittleLong(chunk[1]);i += 4)
JumpPoints.Push(LittleLong(chunk[2 + i/4]));
}
// Initialize this object's map variables
memset (MapVarStore, 0, sizeof(MapVarStore));
chunk = (uint32_t *)FindChunk (MAKE_ID('M','I','N','I'));
while (chunk != NULL)
{
int numvars = LittleLong(chunk[1])/4 - 1;
int firstvar = LittleLong(chunk[2]);
for (i = 0; i < numvars; ++i)
{
MapVarStore[i+firstvar] = LittleLong(chunk[3+i]);
}
chunk = (uint32_t *)NextChunk ((uint8_t *)chunk);
}
// Initialize this object's map variable pointers to defaults. They can be changed
// later once the imported modules are loaded.
for (i = 0; i < NUM_MAPVARS; ++i)
{
MapVars[i] = &MapVarStore[i];
}
// Create arrays for this module
chunk = (uint32_t *)FindChunk (MAKE_ID('A','R','A','Y'));
if (chunk != NULL)
{
NumArrays = LittleLong(chunk[1])/8;
ArrayStore = new ArrayInfo[NumArrays];
memset (ArrayStore, 0, sizeof(*Arrays)*NumArrays);
for (i = 0; i < NumArrays; ++i)
{
MapVarStore[LittleLong(chunk[2+i*2])] = i;
ArrayStore[i].ArraySize = LittleLong(chunk[3+i*2]);
ArrayStore[i].Elements = new int32_t[ArrayStore[i].ArraySize];
memset(ArrayStore[i].Elements, 0, ArrayStore[i].ArraySize*sizeof(uint32_t));
}
}
// Initialize arrays for this module
chunk = (uint32_t *)FindChunk (MAKE_ID('A','I','N','I'));
while (chunk != NULL)
{
int arraynum = MapVarStore[LittleLong(chunk[2])];
if ((unsigned)arraynum < (unsigned)NumArrays)
{
// Use unsigned iterator here to avoid issue with GCC 4.9/5.x
// optimizer. Might be some undefined behavior in this code,
// but I don't know what it is.
unsigned int initsize = MIN<unsigned int> (ArrayStore[arraynum].ArraySize, (LittleLong(chunk[1])-4)/4);
int32_t *elems = ArrayStore[arraynum].Elements;
for (unsigned int j = 0; j < initsize; ++j)
{
elems[j] = LittleLong(chunk[3+j]);
}
}
chunk = (uint32_t *)NextChunk((uint8_t *)chunk);
}
// Start setting up array pointers
NumTotalArrays = NumArrays;
chunk = (uint32_t *)FindChunk (MAKE_ID('A','I','M','P'));
if (chunk != NULL)
{
NumTotalArrays += LittleLong(chunk[2]);
}
if (NumTotalArrays != 0)
{
Arrays = new ArrayInfo *[NumTotalArrays];
for (i = 0; i < NumArrays; ++i)
{
Arrays[i] = &ArrayStore[i];
}
}
// Tag the library ID to any map variables that are initialized with strings
if (LibraryID != 0)
{
chunk = (uint32_t *)FindChunk (MAKE_ID('M','S','T','R'));
if (chunk != NULL)
{
for (uint32_t i = 0; i < LittleLong(chunk[1])/4; ++i)
{
const char *str = LookupString(MapVarStore[LittleLong(chunk[i+2])]);
if (str != NULL)
{
MapVarStore[LittleLong(chunk[i+2])] = GlobalACSStrings.AddString(str);
}
}
}
chunk = (uint32_t *)FindChunk (MAKE_ID('A','S','T','R'));
if (chunk != NULL)
{
for (uint32_t i = 0; i < LittleLong(chunk[1])/4; ++i)
{
int arraynum = MapVarStore[LittleLong(chunk[i+2])];
if ((unsigned)arraynum < (unsigned)NumArrays)
{
int32_t *elems = ArrayStore[arraynum].Elements;
for (int j = ArrayStore[arraynum].ArraySize; j > 0; --j, ++elems)
{
// *elems |= LibraryID;
const char *str = LookupString(*elems);
if (str != NULL)
{
*elems = GlobalACSStrings.AddString(str);
}
}
}
}
}
// [BL] Newer version of ASTR for structure aware compilers although we only have one array per chunk
chunk = (uint32_t *)FindChunk (MAKE_ID('A','T','A','G'));
while (chunk != NULL)
{
const uint8_t* chunkData = (const uint8_t*)(chunk + 2);
// First byte is version, it should be 0
if(*chunkData++ == 0)
{
int arraynum = MapVarStore[uallong(LittleLong(*(const int*)(chunkData)))];
chunkData += 4;
if ((unsigned)arraynum < (unsigned)NumArrays)
{
int32_t *elems = ArrayStore[arraynum].Elements;
// Ending zeros may be left out.
for (int j = MIN(LittleLong(chunk[1])-5, ArrayStore[arraynum].ArraySize); j > 0; --j, ++elems, ++chunkData)
{
// For ATAG, a value of 0 = Integer, 1 = String, 2 = FunctionPtr
// Our implementation uses the same tags for both String and FunctionPtr
if (*chunkData == 2)
{
*elems |= LibraryID;
}
else if (*chunkData == 1)
{
const char *str = LookupString(*elems);
if (str != NULL)
{
*elems = GlobalACSStrings.AddString(str);
}
}
}
}
}
chunk = (uint32_t *)NextChunk ((uint8_t *)chunk);
}
}
// Load required libraries.
if (NULL != (chunk = (uint32_t *)FindChunk (MAKE_ID('L','O','A','D'))))
{
const char *const parse = (char *)&chunk[2];
uint32_t i;
for (i = 0; i < LittleLong(chunk[1]); )
{
if (parse[i])
{
FBehavior *module = NULL;
int lump = Wads.CheckNumForName (&parse[i], ns_acslibrary);
if (lump < 0)
{
Printf (TEXTCOLOR_RED "Could not find ACS library %s.\n", &parse[i]);
}
else
{
module = StaticLoadModule (lump);
}
if (module != NULL) Imports.Push (module);
do {;} while (parse[++i]);
}
++i;
}
// Go through each imported module in order and resolve all imported functions
// and map variables.
for (i = 0; i < Imports.Size(); ++i)
{
FBehavior *lib = Imports[i];
int j;
if (lib == NULL)
continue;
// Resolve functions
chunk = (uint32_t *)FindChunk(MAKE_ID('F','N','A','M'));
for (j = 0; j < NumFunctions; ++j)
{
ScriptFunction *func = &((ScriptFunction *)Functions)[j];
if (func->Address == 0 && func->ImportNum == 0)
{
int libfunc = lib->FindFunctionName ((char *)(chunk + 2) + LittleLong(chunk[3+j]));
if (libfunc >= 0)
{
ScriptFunction *realfunc = &((ScriptFunction *)lib->Functions)[libfunc];
// Make sure that the library really defines this function. It might simply
// be importing it itself.
if (realfunc->Address != 0 && realfunc->ImportNum == 0)
{
func->Address = libfunc;
func->ImportNum = i+1;
if (realfunc->ArgCount != func->ArgCount)
{
Printf (TEXTCOLOR_ORANGE "Function %s in %s has %d arguments. %s expects it to have %d.\n",
(char *)(chunk + 2) + LittleLong(chunk[3+j]), lib->ModuleName, realfunc->ArgCount,
ModuleName, func->ArgCount);
Format = ACS_Unknown;
}
// The next two properties do not affect code compatibility, so it is
// okay for them to be different in the imported module than they are
// in this one, as long as we make sure to use the real values.
func->LocalCount = LittleLong(realfunc->LocalCount);
func->HasReturnValue = realfunc->HasReturnValue;
}
}
}
}
// Resolve map variables
chunk = (uint32_t *)FindChunk(MAKE_ID('M','I','M','P'));
if (chunk != NULL)
{
char *parse = (char *)&chunk[2];
for (uint32_t j = 0; j < LittleLong(chunk[1]); )
{
uint32_t varNum = LittleLong(*(uint32_t *)&parse[j]);
j += 4;
int impNum = lib->FindMapVarName (&parse[j]);
if (impNum >= 0)
{
MapVars[varNum] = &lib->MapVarStore[impNum];
}
do {;} while (parse[++j]);
++j;
}
}
// Resolve arrays
if (NumTotalArrays > NumArrays)
{
chunk = (uint32_t *)FindChunk(MAKE_ID('A','I','M','P'));
char *parse = (char *)&chunk[3];
for (uint32_t j = 0; j < LittleLong(chunk[2]); ++j)
{
uint32_t varNum = LittleLong(*(uint32_t *)parse);
parse += 4;
uint32_t expectedSize = LittleLong(*(uint32_t *)parse);
parse += 4;
int impNum = lib->FindMapArray (parse);
if (impNum >= 0)
{
Arrays[NumArrays + j] = &lib->ArrayStore[impNum];
MapVarStore[varNum] = NumArrays + j;
if (lib->ArrayStore[impNum].ArraySize != expectedSize)
{
Format = ACS_Unknown;
Printf (TEXTCOLOR_ORANGE "The array %s in %s has %u elements, but %s expects it to only have %u.\n",
parse, lib->ModuleName, lib->ArrayStore[impNum].ArraySize,
ModuleName, expectedSize);
}
}
do {;} while (*++parse);
++parse;
}
}
}
}
}
DPrintf (DMSG_NOTIFY, "Loaded %d scripts, %d functions\n", NumScripts, NumFunctions);
return true;
}
FBehavior::~FBehavior ()
{
if (Scripts != NULL)
{
delete[] Scripts;
Scripts = NULL;
}
if (Arrays != NULL)
{
delete[] Arrays;
Arrays = NULL;
}
if (ArrayStore != NULL)
{
for (int i = 0; i < NumArrays; ++i)
{
if (ArrayStore[i].Elements != NULL)
{
delete[] ArrayStore[i].Elements;
ArrayStore[i].Elements = NULL;
}
}
delete[] ArrayStore;
ArrayStore = NULL;
}
if (Functions != NULL)
{
delete[] Functions;
Functions = NULL;
}
if (FunctionProfileData != NULL)
{
delete[] FunctionProfileData;
FunctionProfileData = NULL;
}
if (Data != NULL)
{
delete[] Data;
Data = NULL;
}
}
void FBehavior::LoadScriptsDirectory ()
{
union
{
uint8_t *b;
uint32_t *dw;
uint16_t *w;
int16_t *sw;
ScriptPtr2 *po; // Old
ScriptPtr1 *pi; // Intermediate
ScriptPtr3 *pe; // LittleEnhanced
} scripts;
int i, max;
NumScripts = 0;
Scripts = NULL;
// Load the main script directory
switch (Format)
{
case ACS_Old:
scripts.dw = (uint32_t *)(Data + LittleLong(((uint32_t *)Data)[1]));
NumScripts = LittleLong(scripts.dw[0]);
if (NumScripts != 0)
{
scripts.dw++;
Scripts = new ScriptPtr[NumScripts];
for (i = 0; i < NumScripts; ++i)
{
ScriptPtr2 *ptr1 = &scripts.po[i];
ScriptPtr *ptr2 = &Scripts[i];
ptr2->Number = LittleLong(ptr1->Number) % 1000;
ptr2->Type = LittleLong(ptr1->Number) / 1000;
ptr2->ArgCount = LittleLong(ptr1->ArgCount);
ptr2->Address = LittleLong(ptr1->Address);
}
}
break;
case ACS_Enhanced:
case ACS_LittleEnhanced:
scripts.b = FindChunk (MAKE_ID('S','P','T','R'));
if (scripts.b == NULL)
{
// There are no scripts!
}
else if (*(uint32_t *)Data != MAKE_ID('A','C','S',0))
{
NumScripts = LittleLong(scripts.dw[1]) / 12;
Scripts = new ScriptPtr[NumScripts];
scripts.dw += 2;
for (i = 0; i < NumScripts; ++i)
{
ScriptPtr1 *ptr1 = &scripts.pi[i];
ScriptPtr *ptr2 = &Scripts[i];
ptr2->Number = LittleShort(ptr1->Number);
ptr2->Type = uint8_t(LittleShort(ptr1->Type));
ptr2->ArgCount = LittleLong(ptr1->ArgCount);
ptr2->Address = LittleLong(ptr1->Address);
}
}
else
{
NumScripts = LittleLong(scripts.dw[1]) / 8;
Scripts = new ScriptPtr[NumScripts];
scripts.dw += 2;
for (i = 0; i < NumScripts; ++i)
{
ScriptPtr3 *ptr1 = &scripts.pe[i];
ScriptPtr *ptr2 = &Scripts[i];
ptr2->Number = LittleShort(ptr1->Number);
ptr2->Type = ptr1->Type;
ptr2->ArgCount = ptr1->ArgCount;
ptr2->Address = LittleLong(ptr1->Address);
}
}
break;
default:
break;
}
// [EP] Clang 3.5.0 optimizer miscompiles this function and causes random
// crashes in the program. This is fixed in 3.5.1 onwards.
#if defined(__clang__) && __clang_major__ == 3 && __clang_minor__ == 5 && __clang_patchlevel__ == 0
asm("" : "+g" (NumScripts));
#endif
for (i = 0; i < NumScripts; ++i)
{
Scripts[i].Flags = 0;
Scripts[i].VarCount = LOCAL_SIZE;
}
// Sort scripts, so we can use a binary search to find them
if (NumScripts > 1)
{
qsort (Scripts, NumScripts, sizeof(ScriptPtr), SortScripts);
// Check for duplicates because ACC originally did not enforce
// script number uniqueness across different script types. We
// only need to do this for old format lumps, because the ACCs
// that produce new format lumps won't let you do this.
if (Format == ACS_Old)
{
for (i = 0; i < NumScripts - 1; ++i)
{
if (Scripts[i].Number == Scripts[i+1].Number)
{
Printf(TEXTCOLOR_ORANGE "%s appears more than once.\n",
ScriptPresentation(Scripts[i].Number).GetChars());
// Make the closed version the first one.
if (Scripts[i+1].Type == SCRIPT_Closed)
{
swapvalues(Scripts[i], Scripts[i+1]);
}
}
}
}
}
if (Format == ACS_Old)
return;
// Load script flags
scripts.b = FindChunk (MAKE_ID('S','F','L','G'));
if (scripts.dw != NULL)
{
max = LittleLong(scripts.dw[1]) / 4;
scripts.dw += 2;
for (i = max; i > 0; --i, scripts.w += 2)
{
ScriptPtr *ptr = const_cast<ScriptPtr *>(FindScript (LittleShort(scripts.sw[0])));
if (ptr != NULL)
{
ptr->Flags = LittleShort(scripts.w[1]);
}
}
}
// Load script var counts. (Only recorded for scripts that use more than LOCAL_SIZE variables.)
scripts.b = FindChunk (MAKE_ID('S','V','C','T'));
if (scripts.dw != NULL)
{
max = LittleLong(scripts.dw[1]) / 4;
scripts.dw += 2;
for (i = max; i > 0; --i, scripts.w += 2)
{
ScriptPtr *ptr = const_cast<ScriptPtr *>(FindScript (LittleShort(scripts.sw[0])));
if (ptr != NULL)
{
ptr->VarCount = LittleShort(scripts.w[1]);
}
}
}
// Load script array sizes. (One chunk per script that uses arrays.)
for (scripts.b = FindChunk(MAKE_ID('S','A','R','Y')); scripts.dw != NULL; scripts.b = NextChunk(scripts.b))
{
int size = LittleLong(scripts.dw[1]);
if (size >= 6)
{
int script_num = LittleShort(scripts.sw[4]);
ScriptPtr *ptr = const_cast<ScriptPtr *>(FindScript(script_num));
if (ptr != NULL)
{
ptr->VarCount = ParseLocalArrayChunk(scripts.b, &ptr->LocalArrays, ptr->VarCount);
}
}
}
// Load script names (if any)
scripts.b = FindChunk(MAKE_ID('S','N','A','M'));
if (scripts.dw != NULL)
{
UnescapeStringTable(scripts.b + 8, NULL, false);
for (i = 0; i < NumScripts; ++i)
{
// ACC stores script names as an index into the SNAM chunk, with the first index as
// -1 and counting down from there. We convert this from an index into SNAM into
// a negative index into the global name table.
if (Scripts[i].Number < 0)
{
const char *str = (const char *)(scripts.b + 8 + scripts.dw[3 + (-Scripts[i].Number - 1)]);
FName name(str);
Scripts[i].Number = -name;
}
}
// We need to resort scripts, because the new numbers for named scripts likely
// do not match the order they were originally in.
qsort (Scripts, NumScripts, sizeof(ScriptPtr), SortScripts);
}
}
int FBehavior::SortScripts (const void *a, const void *b)
{
ScriptPtr *ptr1 = (ScriptPtr *)a;
ScriptPtr *ptr2 = (ScriptPtr *)b;
return ptr1->Number - ptr2->Number;
}
//============================================================================
//
// FBehavior :: UnencryptStrings
//
// Descrambles strings in a STRE chunk to transform it into a STRL chunk.
//
//============================================================================
void FBehavior::UnencryptStrings ()
{
uint32_t *prevchunk = NULL;
uint32_t *chunk = (uint32_t *)FindChunk(MAKE_ID('S','T','R','E'));
while (chunk != NULL)
{
for (uint32_t strnum = 0; strnum < LittleLong(chunk[3]); ++strnum)
{
int ofs = LittleLong(chunk[5+strnum]);
uint8_t *data = (uint8_t *)chunk + ofs + 8, last;
int p = (uint8_t)(ofs*157135);
int i = 0;
do
{
last = (data[i] ^= (uint8_t)(p+(i>>1)));
++i;
} while (last != 0);
}
prevchunk = chunk;
chunk = (uint32_t *)NextChunk ((uint8_t *)chunk);
*prevchunk = MAKE_ID('S','T','R','L');
}
if (prevchunk != NULL)
{
*prevchunk = MAKE_ID('S','T','R','L');
}
}
//============================================================================
//
// FBehavior :: UnescapeStringTable
//
// Processes escape sequences for every string in a string table.
// Chunkstart points to the string table. Datastart points to the base address
// for offsets in the string table; if NULL, it will use chunkstart. If
// has_padding is true, then this is a STRL chunk with four bytes of padding
// on either side of the string count.
//
//============================================================================
void FBehavior::UnescapeStringTable(uint8_t *chunkstart, uint8_t *datastart, bool has_padding)
{
assert(chunkstart != NULL);
uint32_t *chunk = (uint32_t *)chunkstart;
if (datastart == NULL)
{
datastart = chunkstart;
}
if (!has_padding)
{
chunk[0] = LittleLong(chunk[0]);
for (uint32_t strnum = 0; strnum < chunk[0]; ++strnum)
{
int ofs = LittleLong(chunk[1 + strnum]); // Byte swap offset, if needed.
chunk[1 + strnum] = ofs;
strbin((char *)datastart + ofs);
}
}
else
{
chunk[1] = LittleLong(chunk[1]);
for (uint32_t strnum = 0; strnum < chunk[1]; ++strnum)
{
int ofs = LittleLong(chunk[3 + strnum]); // Byte swap offset, if needed.
chunk[3 + strnum] = ofs;
strbin((char *)datastart + ofs);
}
}
}
//============================================================================
//
// FBehavior :: IsGood
//
//============================================================================
bool FBehavior::IsGood ()
{
bool bad;
int i;
// Check that the data format was understood
if (Format == ACS_Unknown)
{
return false;
}
// Check that all functions are resolved
bad = false;
for (i = 0; i < NumFunctions; ++i)
{
ScriptFunction *funcdef = (ScriptFunction *)Functions + i;
if (funcdef->Address == 0 && funcdef->ImportNum == 0)
{
uint32_t *chunk = (uint32_t *)FindChunk (MAKE_ID('F','N','A','M'));
Printf (TEXTCOLOR_RED "Could not find ACS function %s for use in %s.\n",
(char *)(chunk + 2) + chunk[3+i], ModuleName);
bad = true;
}
}
// Check that all imported modules were loaded
for (i = Imports.Size() - 1; i >= 0; --i)
{
if (Imports[i] == NULL)
{
Printf (TEXTCOLOR_RED "Not all the libraries used by %s could be found.\n", ModuleName);
return false;
}
}
return !bad;
}
const ScriptPtr *FBehavior::FindScript (int script) const
{
const ScriptPtr *ptr = BinarySearch<ScriptPtr, int>
((ScriptPtr *)Scripts, NumScripts, &ScriptPtr::Number, script);
// If the preceding script has the same number, return it instead.
// See the note by the script sorting above for why.
if (ptr > Scripts)
{
if (ptr[-1].Number == script)
{
ptr--;
}
}
return ptr;
}
const ScriptPtr *FBehavior::StaticFindScript (int script, FBehavior *&module)
{
for (uint32_t i = 0; i < StaticModules.Size(); ++i)
{
const ScriptPtr *code = StaticModules[i]->FindScript (script);
if (code != NULL)
{
module = StaticModules[i];
return code;
}
}
return NULL;
}
ScriptFunction *FBehavior::GetFunction (int funcnum, FBehavior *&module) const
{
if ((unsigned)funcnum >= (unsigned)NumFunctions)
{
return NULL;
}
ScriptFunction *funcdef = (ScriptFunction *)Functions + funcnum;
if (funcdef->ImportNum)
{
return Imports[funcdef->ImportNum - 1]->GetFunction (funcdef->Address, module);
}
// Should I just un-const this function instead of using a const_cast?
module = const_cast<FBehavior *>(this);
return funcdef;
}
int FBehavior::FindFunctionName (const char *funcname) const
{
return FindStringInChunk ((uint32_t *)FindChunk (MAKE_ID('F','N','A','M')), funcname);
}
int FBehavior::FindMapVarName (const char *varname) const
{
return FindStringInChunk ((uint32_t *)FindChunk (MAKE_ID('M','E','X','P')), varname);
}
int FBehavior::FindMapArray (const char *arrayname) const
{
int var = FindMapVarName (arrayname);
if (var >= 0)
{
return MapVarStore[var];
}
return -1;
}
int FBehavior::FindStringInChunk (uint32_t *names, const char *varname) const
{
if (names != NULL)
{
uint32_t i;
for (i = 0; i < LittleLong(names[2]); ++i)
{
if (stricmp (varname, (char *)(names + 2) + LittleLong(names[3+i])) == 0)
{
return (int)i;
}
}
}
return -1;
}
int FBehavior::GetArrayVal (int arraynum, int index) const
{
if ((unsigned)arraynum >= (unsigned)NumTotalArrays)
return 0;
const ArrayInfo *array = Arrays[arraynum];
if ((unsigned)index >= (unsigned)array->ArraySize)
return 0;
return array->Elements[index];
}
void FBehavior::SetArrayVal (int arraynum, int index, int value)
{
if ((unsigned)arraynum >= (unsigned)NumTotalArrays)
return;
const ArrayInfo *array = Arrays[arraynum];
if ((unsigned)index >= (unsigned)array->ArraySize)
return;
array->Elements[index] = value;
}
inline bool FBehavior::CopyStringToArray(int arraynum, int index, int maxLength, const char *string)
{
// false if the operation was incomplete or unsuccessful
if ((unsigned)arraynum >= (unsigned)NumTotalArrays || index < 0)
return false;
const ArrayInfo *array = Arrays[arraynum];
if ((signed)array->ArraySize - index < maxLength) maxLength = (signed)array->ArraySize - index;
while (maxLength-- > 0)
{
array->Elements[index++] = *string;
if (!(*string)) return true; // written terminating 0
string++;
}
return !(*string); // return true if only terminating 0 was not written
}
uint8_t *FBehavior::FindChunk (uint32_t id) const
{
uint8_t *chunk = Chunks;
while (chunk != NULL && chunk < Data + DataSize)
{
if (((uint32_t *)chunk)[0] == id)
{
return chunk;
}
chunk += LittleLong(((uint32_t *)chunk)[1]) + 8;
}
return NULL;
}
uint8_t *FBehavior::NextChunk (uint8_t *chunk) const
{
uint32_t id = *(uint32_t *)chunk;
chunk += LittleLong(((uint32_t *)chunk)[1]) + 8;
while (chunk != NULL && chunk < Data + DataSize)
{
if (((uint32_t *)chunk)[0] == id)
{
return chunk;
}
chunk += LittleLong(((uint32_t *)chunk)[1]) + 8;
}
return NULL;
}
const char *FBehavior::StaticLookupString (uint32_t index)
{
uint32_t lib = index >> LIBRARYID_SHIFT;
if (lib == STRPOOL_LIBRARYID)
{
return GlobalACSStrings.GetString(index);
}
if (lib >= (uint32_t)StaticModules.Size())
{
return NULL;
}
return StaticModules[lib]->LookupString (index & 0xffff);
}
const char *FBehavior::LookupString (uint32_t index) const
{
if (StringTable == 0)
{
return NULL;
}
if (Format == ACS_Old)
{
uint32_t *list = (uint32_t *)(Data + StringTable);
if (index >= list[0])
return NULL; // Out of range for this list;
return (const char *)(Data + list[1+index]);
}
else
{
uint32_t *list = (uint32_t *)(Data + StringTable);
if (index >= list[1])
return NULL; // Out of range for this list
return (const char *)(Data + StringTable + list[3+index]);
}
}
void FBehavior::StaticStartTypedScripts (uint16_t type, AActor *activator, bool always, int arg1, bool runNow)
{
static const char *const TypeNames[] =
{
"Closed",
"Open",
"Respawn",
"Death",
"Enter",
"Pickup",
"BlueReturn",
"RedReturn",
"WhiteReturn",
"Unknown", "Unknown", "Unknown",
"Lightning",
"Unloading",
"Disconnect",
"Return",
"Event",
"Kill",
"Reopen"
};
DPrintf(DMSG_NOTIFY, "Starting all scripts of type %d (%s)\n", type,
type < countof(TypeNames) ? TypeNames[type] : TypeNames[SCRIPT_Lightning - 1]);
for (unsigned int i = 0; i < StaticModules.Size(); ++i)
{
StaticModules[i]->StartTypedScripts (type, activator, always, arg1, runNow);
}
}
void FBehavior::StartTypedScripts (uint16_t type, AActor *activator, bool always, int arg1, bool runNow)
{
const ScriptPtr *ptr;
int i;
for (i = 0; i < NumScripts; ++i)
{
ptr = &Scripts[i];
if (ptr->Type == type)
{
DLevelScript *runningScript = P_GetScriptGoing (activator, NULL, ptr->Number,
ptr, this, &arg1, 1, always ? ACS_ALWAYS : 0);
if (nullptr != runningScript && runNow)
{
runningScript->RunScript ();
}
}
}
}
// FBehavior :: StaticStopMyScripts
//
// Stops any scripts started by the specified actor. Used by the net code
// when a player disconnects. Should this be used in general whenever an
// actor is destroyed?
void FBehavior::StaticStopMyScripts (AActor *actor)
{
DACSThinker *controller = DACSThinker::ActiveThinker;
if (controller != NULL)
{
controller->StopScriptsFor (actor);
}
}
//---- The ACS Interpreter ----//
IMPLEMENT_CLASS(DACSThinker, false, true)
IMPLEMENT_POINTERS_START(DACSThinker)
IMPLEMENT_POINTER(LastScript)
IMPLEMENT_POINTER(Scripts)
IMPLEMENT_POINTERS_END
TObjPtr<DACSThinker*> DACSThinker::ActiveThinker;
DACSThinker::DACSThinker ()
: DThinker(STAT_SCRIPTS)
{
if (ActiveThinker)
{
I_Error ("Only one ACSThinker is allowed to exist at a time.\nCheck your code.");
}
else
{
ActiveThinker = this;
Scripts = NULL;
LastScript = NULL;
RunningScripts.Clear();
}
}
DACSThinker::~DACSThinker ()
{
Scripts = NULL;
ActiveThinker = NULL;
}
//==========================================================================
//
// helper class for the runningscripts serializer
//
//==========================================================================
struct SavingRunningscript
{
int scriptnum;
DLevelScript *lscript;
};
FSerializer &Serialize(FSerializer &arc, const char *key, SavingRunningscript &rs, SavingRunningscript *def)
{
if (arc.BeginObject(key))
{
arc.ScriptNum("num", rs.scriptnum)
("script", rs.lscript)
.EndObject();
}
return arc;
}
void DACSThinker::Serialize(FSerializer &arc)
{
Super::Serialize(arc);
arc("scripts", Scripts)
("lastscript", LastScript);
if (arc.isWriting())
{
if (RunningScripts.CountUsed())
{
ScriptMap::Iterator it(RunningScripts);
ScriptMap::Pair *pair;
arc.BeginArray("runningscripts");
while (it.NextPair(pair))
{
assert(pair->Value != nullptr);
SavingRunningscript srs = { pair->Key, pair->Value };
arc(nullptr, srs);
}
arc.EndArray();
}
}
else // Loading
{
DLevelScript *script = nullptr;
RunningScripts.Clear();
if (arc.BeginArray("runningscripts"))
{
auto cnt = arc.ArraySize();
for (unsigned i = 0; i < cnt; i++)
{
SavingRunningscript srs;
arc(nullptr, srs);
RunningScripts[srs.scriptnum] = srs.lscript;
}
arc.EndArray();
}
}
}
cycle_t ACSTime;
void DACSThinker::Tick ()
{
ACSTime.Reset();
ACSTime.Clock();
DLevelScript *script = Scripts;
while (script)
{
DLevelScript *next = script->next;
script->RunScript ();
script = next;
}
// GlobalACSStrings.Clear();
if (ACS_StringBuilderStack.Size())
{
int size = ACS_StringBuilderStack.Size();
ACS_StringBuilderStack.Clear();
I_Error("Error: %d garbage entries on ACS string builder stack.", size);
}
ACSTime.Unclock();
}
void DACSThinker::StopScriptsFor (AActor *actor)
{
DLevelScript *script = Scripts;
while (script != NULL)
{
DLevelScript *next = script->next;
if (script->activator == actor)
{
script->SetState (DLevelScript::SCRIPT_PleaseRemove);
}
script = next;
}
}
IMPLEMENT_CLASS(DLevelScript, false, true)
IMPLEMENT_POINTERS_START(DLevelScript)
IMPLEMENT_POINTER(next)
IMPLEMENT_POINTER(prev)
IMPLEMENT_POINTER(activator)
IMPLEMENT_POINTERS_END
//==========================================================================
//
// SerializeFFontPtr
//
//==========================================================================
void DLevelScript::Serialize(FSerializer &arc)
{
Super::Serialize(arc);
uint32_t pcofs;
uint16_t lib;
if (arc.isWriting())
{
lib = activeBehavior->GetLibraryID() >> LIBRARYID_SHIFT;
pcofs = activeBehavior->PC2Ofs(pc);
}
arc.ScriptNum("scriptnum", script)
("next", next)
("prev", prev)
.Enum("state", state)
("statedata", statedata)
("activator", activator)
("activationline", activationline)
("backside", backSide)
("localvars", Localvars)
("lib", lib)
("pc", pcofs)
("activefont", activefont)
("hudwidth", hudwidth)
("hudheight", hudheight)
("cliprectleft", ClipRectLeft)
("cliprectop", ClipRectTop)
("cliprectwidth", ClipRectWidth)
("cliprectheight", ClipRectHeight)
("wrapwidth", WrapWidth)
("inmodulescriptnum", InModuleScriptNumber);
if (arc.isReading())
{
activeBehavior = FBehavior::StaticGetModule(lib);
if (nullptr == activeBehavior)
{
I_Error("Could not find ACS module");
}
pc = activeBehavior->Ofs2PC(pcofs);
}
}
DLevelScript::DLevelScript ()
{
next = prev = NULL;
if (DACSThinker::ActiveThinker == NULL)
Create<DACSThinker>();
activefont = SmallFont;
}
DLevelScript::~DLevelScript ()
{
}
void DLevelScript::Unlink ()
{
DACSThinker *controller = DACSThinker::ActiveThinker;
if (controller->LastScript == this)
{
controller->LastScript = prev;
GC::WriteBarrier(controller, prev);
}
if (controller->Scripts == this)
{
controller->Scripts = next;
GC::WriteBarrier(controller, next);
}
if (prev)
{
prev->next = next;
GC::WriteBarrier(prev, next);
}
if (next)
{
next->prev = prev;
GC::WriteBarrier(next, prev);
}
}
void DLevelScript::Link ()
{
DACSThinker *controller = DACSThinker::ActiveThinker;
next = controller->Scripts;
GC::WriteBarrier(this, next);
if (controller->Scripts)
{
controller->Scripts->prev = this;
GC::WriteBarrier(controller->Scripts, this);
}
prev = NULL;
controller->Scripts = this;
GC::WriteBarrier(controller, this);
if (controller->LastScript == NULL)
{
controller->LastScript = this;
}
}
void DLevelScript::PutLast ()
{
DACSThinker *controller = DACSThinker::ActiveThinker;
if (controller->LastScript == this)
return;
Unlink ();
if (controller->Scripts == NULL)
{
Link ();
}
else
{
if (controller->LastScript)
controller->LastScript->next = this;
prev = controller->LastScript;
next = NULL;
controller->LastScript = this;
}
}
void DLevelScript::PutFirst ()
{
DACSThinker *controller = DACSThinker::ActiveThinker;
if (controller->Scripts == this)
return;
Unlink ();
Link ();
}
int DLevelScript::Random (int min, int max)
{
if (max < min)
{
swapvalues (max, min);
}
return min + pr_acs(max - min + 1);
}
int DLevelScript::ThingCount (int type, int stringid, int tid, int tag)
{
AActor *actor;
PClassActor *kind;
int count = 0;
bool replacemented = false;
if (type > 0)
{
kind = P_GetSpawnableType(type);
if (kind == NULL)
return 0;
}
else if (stringid >= 0)
{
const char *type_name = FBehavior::StaticLookupString (stringid);
if (type_name == NULL)
return 0;
kind = PClass::FindActor(type_name);
if (kind == NULL)
return 0;
}
else
{
kind = NULL;
}
do_count:
if (tid)
{
FActorIterator iterator (tid);
while ( (actor = iterator.Next ()) )
{
if (actor->health > 0 &&
(kind == NULL || actor->IsA (kind)))
{
if (tag == -1 || tagManager.SectorHasTag(actor->Sector, tag))
{
// Don't count items in somebody's inventory
if (!actor->IsKindOf (RUNTIME_CLASS(AInventory)) ||
static_cast<AInventory *>(actor)->Owner == NULL)
{
count++;
}
}
}
}
}
else
{
TThinkerIterator<AActor> iterator;
while ( (actor = iterator.Next ()) )
{
if (actor->health > 0 &&
(kind == NULL || actor->IsA (kind)))
{
if (tag == -1 || tagManager.SectorHasTag(actor->Sector, tag))
{
// Don't count items in somebody's inventory
if (!actor->IsKindOf (RUNTIME_CLASS(AInventory)) ||
static_cast<AInventory *>(actor)->Owner == NULL)
{
count++;
}
}
}
}
}
if (!replacemented && kind != NULL)
{
// Again, with decorate replacements
replacemented = true;
PClassActor *newkind = kind->GetReplacement();
if (newkind != kind)
{
kind = newkind;
goto do_count;
}
}
return count;
}
void DLevelScript::ChangeFlat (int tag, int name, bool floorOrCeiling)
{
FTextureID flat;
int secnum = -1;
const char *flatname = FBehavior::StaticLookupString (name);
if (flatname == NULL)
return;
flat = TexMan.GetTexture (flatname, ETextureType::Flat, FTextureManager::TEXMAN_Overridable);
FSectorTagIterator it(tag);
while ((secnum = it.Next()) >= 0)
{
int pos = floorOrCeiling? sector_t::ceiling : sector_t::floor;
level.sectors[secnum].SetTexture(pos, flat);
}
}
int DLevelScript::CountPlayers ()
{
int count = 0, i;
for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i])
count++;
return count;
}
void DLevelScript::SetLineTexture (int lineid, int side, int position, int name)
{
FTextureID texture;
int linenum = -1;
const char *texname = FBehavior::StaticLookupString (name);
if (texname == nullptr)
return;
side = !!side;
texture = TexMan.GetTexture (texname, ETextureType::Wall, FTextureManager::TEXMAN_Overridable);
FLineIdIterator itr(lineid);
while ((linenum = itr.Next()) >= 0)
{
side_t *sidedef;
sidedef = level.lines[linenum].sidedef[side];
if (sidedef == nullptr)
continue;
switch (position)
{
case TEXTURE_TOP:
sidedef->SetTexture(side_t::top, texture);
break;
case TEXTURE_MIDDLE:
sidedef->SetTexture(side_t::mid, texture);
break;
case TEXTURE_BOTTOM:
sidedef->SetTexture(side_t::bottom, texture);
break;
default:
break;
}
}
}
int DLevelScript::DoSpawn (int type, const DVector3 &pos, int tid, DAngle angle, bool force)
{
PClassActor *info = PClass::FindActor(FBehavior::StaticLookupString (type));
AActor *actor = NULL;
int spawncount = 0;
if (info != NULL)
{
info = info->GetReplacement ();
if ((GetDefaultByType (info)->flags3 & MF3_ISMONSTER) &&
((dmflags & DF_NO_MONSTERS) || (level.flags2 & LEVEL2_NOMONSTERS)))
{
return 0;
}
actor = Spawn (info, pos, ALLOW_REPLACE);
if (actor != NULL)
{
ActorFlags2 oldFlags2 = actor->flags2;
actor->flags2 |= MF2_PASSMOBJ;
if (force || P_TestMobjLocation (actor))
{
actor->Angles.Yaw = angle;
actor->tid = tid;
actor->AddToHash ();
if (actor->flags & MF_SPECIAL)
actor->flags |= MF_DROPPED; // Don't respawn
actor->flags2 = oldFlags2;
spawncount++;
}
else
{
// If this is a monster, subtract it from the total monster
// count, because it already added to it during spawning.
actor->ClearCounters();
actor->Destroy ();
actor = NULL;
}
}
}
return spawncount;
}
int DLevelScript::DoSpawn(int type, int x, int y, int z, int tid, int angle, bool force)
{
return DoSpawn(type, DVector3(ACSToDouble(x), ACSToDouble(y), ACSToDouble(z)), tid, angle * (360. / 256), force);
}
int DLevelScript::DoSpawnSpot (int type, int spot, int tid, int angle, bool force)
{
int spawned = 0;
if (spot != 0)
{
FActorIterator iterator (spot);
AActor *aspot;
while ( (aspot = iterator.Next ()) )
{
spawned += DoSpawn (type, aspot->Pos(), tid, angle * (360. / 256), force);
}
}
else if (activator != NULL)
{
spawned += DoSpawn (type, activator->Pos(), tid, angle * (360. / 256), force);
}
return spawned;
}
int DLevelScript::DoSpawnSpotFacing (int type, int spot, int tid, bool force)
{
int spawned = 0;
if (spot != 0)
{
FActorIterator iterator (spot);
AActor *aspot;
while ( (aspot = iterator.Next ()) )
{
spawned += DoSpawn (type, aspot->Pos(), tid, aspot->Angles.Yaw, force);
}
}
else if (activator != NULL)
{
spawned += DoSpawn (type, activator->Pos(), tid, activator->Angles.Yaw, force);
}
return spawned;
}
void DLevelScript::DoFadeTo (int r, int g, int b, int a, int time)
{
DoFadeRange (0, 0, 0, -1, clamp(r, 0, 255), clamp(g, 0, 255), clamp(b, 0, 255), clamp(a, 0, 65536), time);
}
void DLevelScript::DoFadeRange (int r1, int g1, int b1, int a1,
int r2, int g2, int b2, int a2, int time)
{
player_t *viewer;
float ftime = (float)time / 65536.f;
bool fadingFrom = a1 >= 0;
float fr1 = 0, fg1 = 0, fb1 = 0, fa1 = 0;
float fr2, fg2, fb2, fa2;
int i;
fr2 = (float)r2 / 255.f;
fg2 = (float)g2 / 255.f;
fb2 = (float)b2 / 255.f;
fa2 = (float)a2 / 65536.f;
if (fadingFrom)
{
fr1 = (float)r1 / 255.f;
fg1 = (float)g1 / 255.f;
fb1 = (float)b1 / 255.f;
fa1 = (float)a1 / 65536.f;
}
if (activator != NULL)
{
viewer = activator->player;
if (viewer == NULL)
return;
i = MAXPLAYERS;
goto showme;
}
else
{
for (i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[i])
{
viewer = &players[i];
showme:
if (ftime <= 0.f)
{
viewer->BlendR = fr2;
viewer->BlendG = fg2;
viewer->BlendB = fb2;
viewer->BlendA = fa2;
}
else
{
if (!fadingFrom)
{
if (viewer->BlendA <= 0.f)
{
fr1 = fr2;
fg1 = fg2;
fb1 = fb2;
fa1 = 0.f;
}
else
{
fr1 = viewer->BlendR;
fg1 = viewer->BlendG;
fb1 = viewer->BlendB;
fa1 = viewer->BlendA;
}
}
Create<DFlashFader> (fr1, fg1, fb1, fa1, fr2, fg2, fb2, fa2, ftime, viewer->mo);
}
}
}
}
}
void DLevelScript::DoSetFont (int fontnum)
{
const char *fontname = FBehavior::StaticLookupString (fontnum);
activefont = V_GetFont (fontname);
if (activefont == NULL)
{
activefont = SmallFont;
}
}
int DoSetMaster (AActor *self, AActor *master)
{
AActor *defs;
if (self->flags3&MF3_ISMONSTER)
{
if (master)
{
if (master->flags3&MF3_ISMONSTER)
{
self->FriendPlayer = 0;
self->master = master;
level.total_monsters -= self->CountsAsKill();
self->flags = (self->flags & ~MF_FRIENDLY) | (master->flags & MF_FRIENDLY);
level.total_monsters += self->CountsAsKill();
// Don't attack your new master
if (self->target == self->master) self->target = NULL;
if (self->lastenemy == self->master) self->lastenemy = NULL;
if (self->LastHeard == self->master) self->LastHeard = NULL;
return 1;
}
else if (master->player)
{
// [KS] Be friendly to this player
self->master = NULL;
level.total_monsters -= self->CountsAsKill();
self->flags|=MF_FRIENDLY;
self->SetFriendPlayer(master->player);
AActor * attacker=master->player->attacker;
if (attacker)
{
if (!(attacker->flags&MF_FRIENDLY) ||
(deathmatch && attacker->FriendPlayer!=0 && attacker->FriendPlayer!=self->FriendPlayer))
{
self->LastHeard = self->target = attacker;
}
}
// And stop attacking him if necessary.
if (self->target == master) self->target = NULL;
if (self->lastenemy == master) self->lastenemy = NULL;
if (self->LastHeard == master) self->LastHeard = NULL;
return 1;
}
}
else
{
self->master = NULL;
self->FriendPlayer = 0;
// Go back to whatever friendliness we usually have...
defs = self->GetDefault();
level.total_monsters -= self->CountsAsKill();
self->flags = (self->flags & ~MF_FRIENDLY) | (defs->flags & MF_FRIENDLY);
level.total_monsters += self->CountsAsKill();
// ...And re-side with our friends.
if (self->target && !self->IsHostile (self->target)) self->target = NULL;
if (self->lastenemy && !self->IsHostile (self->lastenemy)) self->lastenemy = NULL;
if (self->LastHeard && !self->IsHostile (self->LastHeard)) self->LastHeard = NULL;
return 1;
}
}
return 0;
}
int DoGetMasterTID (AActor *self)
{
if (self->master) return self->master->tid;
else if (self->FriendPlayer)
{
player_t *player = &players[(self->FriendPlayer)-1];
return player->mo->tid;
}
else return 0;
}
AActor *SingleActorFromTID (int tid, AActor *defactor)
{
if (tid == 0)
{
return defactor;
}
else
{
FActorIterator iterator (tid);
return iterator.Next();
}
}
enum
{
APROP_Health = 0,
APROP_Speed = 1,
APROP_Damage = 2,
APROP_Alpha = 3,
APROP_RenderStyle = 4,
APROP_SeeSound = 5, // Sounds can only be set, not gotten
APROP_AttackSound = 6,
APROP_PainSound = 7,
APROP_DeathSound = 8,
APROP_ActiveSound = 9,
APROP_Ambush = 10,
APROP_Invulnerable = 11,
APROP_JumpZ = 12, // [GRB]
APROP_ChaseGoal = 13,
APROP_Frightened = 14,
APROP_Gravity = 15,
APROP_Friendly = 16,
APROP_SpawnHealth = 17,
APROP_Dropped = 18,
APROP_Notarget = 19,
APROP_Species = 20,
APROP_NameTag = 21,
APROP_Score = 22,
APROP_Notrigger = 23,
APROP_DamageFactor = 24,
APROP_MasterTID = 25,
APROP_TargetTID = 26,
APROP_TracerTID = 27,
APROP_WaterLevel = 28,
APROP_ScaleX = 29,
APROP_ScaleY = 30,
APROP_Dormant = 31,
APROP_Mass = 32,
APROP_Accuracy = 33,
APROP_Stamina = 34,
APROP_Height = 35,
APROP_Radius = 36,
APROP_ReactionTime = 37,
APROP_MeleeRange = 38,
APROP_ViewHeight = 39,
APROP_AttackZOffset = 40,
APROP_StencilColor = 41,
APROP_Friction = 42,
APROP_DamageMultiplier=43,
APROP_MaxStepHeight = 44,
APROP_MaxDropOffHeight= 45,
APROP_DamageType = 46,
};
// These are needed for ACS's APROP_RenderStyle
static const int LegacyRenderStyleIndices[] =
{
0, // STYLE_None,
1, // STYLE_Normal,
2, // STYLE_Fuzzy,
3, // STYLE_SoulTrans,
4, // STYLE_OptFuzzy,
5, // STYLE_Stencil,
64, // STYLE_Translucent
65, // STYLE_Add,
66, // STYLE_Shaded,
67, // STYLE_TranslucentStencil,
68, // STYLE_Shadow,
69, // STYLE_Subtract,
6, // STYLE_AddStencil
7, // STYLE_AddShaded
-1
};
void DLevelScript::SetActorProperty (int tid, int property, int value)
{
if (tid == 0)
{
DoSetActorProperty (activator, property, value);
}
else
{
AActor *actor;
FActorIterator iterator (tid);
while ((actor = iterator.Next()) != NULL)
{
DoSetActorProperty (actor, property, value);
}
}
}
void DLevelScript::DoSetActorProperty (AActor *actor, int property, int value)
{
if (actor == NULL)
{
return;
}
switch (property)
{
case APROP_Health:
// Don't alter the health of dead things.
if (actor->health <= 0 || (actor->player != NULL && actor->player->playerstate == PST_DEAD))
{
break;
}
actor->health = value;
if (actor->player != NULL)
{
actor->player->health = value;
}
// If the health is set to a non-positive value, properly kill the actor.
if (value <= 0)
{
actor->Die(activator, activator);
}
break;
case APROP_Speed:
actor->Speed = ACSToDouble(value);
break;
case APROP_Damage:
actor->SetDamage(value);
break;
case APROP_Alpha:
actor->Alpha = ACSToDouble(value);
break;
case APROP_RenderStyle:
for(int i=0; LegacyRenderStyleIndices[i] >= 0; i++)
{
if (LegacyRenderStyleIndices[i] == value)
{
actor->RenderStyle = ERenderStyle(i);
break;
}
}
break;
case APROP_Ambush:
if (value) actor->flags |= MF_AMBUSH; else actor->flags &= ~MF_AMBUSH;
break;
case APROP_Dropped:
if (value) actor->flags |= MF_DROPPED; else actor->flags &= ~MF_DROPPED;
break;
case APROP_Invulnerable:
if (value) actor->flags2 |= MF2_INVULNERABLE; else actor->flags2 &= ~MF2_INVULNERABLE;
break;
case APROP_Notarget:
if (value) actor->flags3 |= MF3_NOTARGET; else actor->flags3 &= ~MF3_NOTARGET;
break;
case APROP_Notrigger:
if (value) actor->flags6 |= MF6_NOTRIGGER; else actor->flags6 &= ~MF6_NOTRIGGER;
break;
case APROP_JumpZ:
if (actor->IsKindOf (RUNTIME_CLASS (APlayerPawn)))
static_cast<APlayerPawn *>(actor)->JumpZ = ACSToDouble(value);
break; // [GRB]
case APROP_ChaseGoal:
if (value)
actor->flags5 |= MF5_CHASEGOAL;
else
actor->flags5 &= ~MF5_CHASEGOAL;
break;
case APROP_Frightened:
if (value)
actor->flags4 |= MF4_FRIGHTENED;
else
actor->flags4 &= ~MF4_FRIGHTENED;
break;
case APROP_Friendly:
if (actor->CountsAsKill()) level.total_monsters--;
if (value)
{
actor->flags |= MF_FRIENDLY;
}
else
{
actor->flags &= ~MF_FRIENDLY;
}
if (actor->CountsAsKill()) level.total_monsters++;
break;
case APROP_SpawnHealth:
if (actor->IsKindOf (RUNTIME_CLASS (APlayerPawn)))
{
static_cast<APlayerPawn *>(actor)->MaxHealth = value;
}
break;
case APROP_Gravity:
actor->Gravity = ACSToDouble(value);
break;
case APROP_SeeSound:
actor->SeeSound = FBehavior::StaticLookupString(value);
break;
case APROP_AttackSound:
actor->AttackSound = FBehavior::StaticLookupString(value);
break;
case APROP_PainSound:
actor->PainSound = FBehavior::StaticLookupString(value);
break;
case APROP_DeathSound:
actor->DeathSound = FBehavior::StaticLookupString(value);
break;
case APROP_ActiveSound:
actor->ActiveSound = FBehavior::StaticLookupString(value);
break;
case APROP_Species:
actor->Species = FBehavior::StaticLookupString(value);
break;
case APROP_Score:
actor->Score = value;
break;
case APROP_NameTag:
actor->SetTag(FBehavior::StaticLookupString(value));
break;
case APROP_DamageFactor:
actor->DamageFactor = ACSToDouble(value);
break;
case APROP_DamageMultiplier:
actor->DamageMultiply = ACSToDouble(value);
break;
case APROP_MasterTID:
AActor *other;
other = SingleActorFromTID (value, NULL);
DoSetMaster (actor, other);
break;
case APROP_ScaleX:
actor->Scale.X = ACSToDouble(value);
break;
case APROP_ScaleY:
actor->Scale.Y = ACSToDouble(value);
break;
case APROP_Mass:
actor->Mass = value;
break;
case APROP_Accuracy:
actor->accuracy = value;
break;
case APROP_Stamina:
actor->stamina = value;
break;
case APROP_ReactionTime:
actor->reactiontime = value;
break;
case APROP_MeleeRange:
actor->meleerange = ACSToDouble(value);
break;
case APROP_ViewHeight:
if (actor->IsKindOf (RUNTIME_CLASS (APlayerPawn)))
{
static_cast<APlayerPawn *>(actor)->ViewHeight = ACSToDouble(value);
if (actor->player != NULL)
{
actor->player->viewheight = ACSToDouble(value);
}
}
break;
case APROP_AttackZOffset:
if (actor->IsKindOf (RUNTIME_CLASS (APlayerPawn)))
static_cast<APlayerPawn *>(actor)->AttackZOffset = ACSToDouble(value);
break;
case APROP_StencilColor:
actor->SetShade(value);
break;
case APROP_Friction:
actor->Friction = ACSToDouble(value);
break;
case APROP_MaxStepHeight:
actor->MaxStepHeight = ACSToDouble(value);
break;
case APROP_MaxDropOffHeight:
actor->MaxDropOffHeight = ACSToDouble(value);
break;
case APROP_DamageType:
actor->DamageType = FBehavior::StaticLookupString(value);
break;
default:
// do nothing.
break;
}
}
int DLevelScript::GetActorProperty (int tid, int property)
{
AActor *actor = SingleActorFromTID (tid, activator);
if (actor == NULL)
{
return 0;
}
switch (property)
{
case APROP_Health: return actor->health;
case APROP_Speed: return DoubleToACS(actor->Speed);
case APROP_Damage: return actor->GetMissileDamage(0,1);
case APROP_DamageFactor:return DoubleToACS(actor->DamageFactor);
case APROP_DamageMultiplier: return DoubleToACS(actor->DamageMultiply);
case APROP_Alpha: return DoubleToACS(actor->Alpha);
case APROP_RenderStyle: for (int style = STYLE_None; style < STYLE_Count; ++style)
{ // Check for a legacy render style that matches.
if (LegacyRenderStyles[style] == actor->RenderStyle)
{
return LegacyRenderStyleIndices[style];
}
}
// The current render style isn't expressable as a legacy style,
// so pretends it's normal.
return STYLE_Normal;
case APROP_Gravity: return DoubleToACS(actor->Gravity);
case APROP_Invulnerable:return !!(actor->flags2 & MF2_INVULNERABLE);
case APROP_Ambush: return !!(actor->flags & MF_AMBUSH);
case APROP_Dropped: return !!(actor->flags & MF_DROPPED);
case APROP_ChaseGoal: return !!(actor->flags5 & MF5_CHASEGOAL);
case APROP_Frightened: return !!(actor->flags4 & MF4_FRIGHTENED);
case APROP_Friendly: return !!(actor->flags & MF_FRIENDLY);
case APROP_Notarget: return !!(actor->flags3 & MF3_NOTARGET);
case APROP_Notrigger: return !!(actor->flags6 & MF6_NOTRIGGER);
case APROP_Dormant: return !!(actor->flags2 & MF2_DORMANT);
case APROP_SpawnHealth: if (actor->IsKindOf (RUNTIME_CLASS (APlayerPawn)))
{
return static_cast<APlayerPawn *>(actor)->GetMaxHealth();
}
else
{
return actor->SpawnHealth();
}
case APROP_JumpZ: if (actor->IsKindOf (RUNTIME_CLASS (APlayerPawn)))
{
return DoubleToACS(static_cast<APlayerPawn *>(actor)->JumpZ); // [GRB]
}
else
{
return 0;
}
case APROP_Score: return actor->Score;
case APROP_MasterTID: return DoGetMasterTID (actor);
case APROP_TargetTID: return (actor->target != NULL)? actor->target->tid : 0;
case APROP_TracerTID: return (actor->tracer != NULL)? actor->tracer->tid : 0;
case APROP_WaterLevel: return actor->waterlevel;
case APROP_ScaleX: return DoubleToACS(actor->Scale.X);
case APROP_ScaleY: return DoubleToACS(actor->Scale.Y);
case APROP_Mass: return actor->Mass;
case APROP_Accuracy: return actor->accuracy;
case APROP_Stamina: return actor->stamina;
case APROP_Height: return DoubleToACS(actor->Height);
case APROP_Radius: return DoubleToACS(actor->radius);
case APROP_ReactionTime:return actor->reactiontime;
case APROP_MeleeRange: return DoubleToACS(actor->meleerange);
case APROP_ViewHeight: if (actor->IsKindOf (RUNTIME_CLASS (APlayerPawn)))
{
return DoubleToACS(static_cast<APlayerPawn *>(actor)->ViewHeight);
}
else
{
return 0;
}
case APROP_AttackZOffset:
if (actor->IsKindOf (RUNTIME_CLASS (APlayerPawn)))
{
return DoubleToACS(static_cast<APlayerPawn *>(actor)->AttackZOffset);
}
else
{
return 0;
}
case APROP_SeeSound: return GlobalACSStrings.AddString(actor->SeeSound);
case APROP_AttackSound: return GlobalACSStrings.AddString(actor->AttackSound);
case APROP_PainSound: return GlobalACSStrings.AddString(actor->PainSound);
case APROP_DeathSound: return GlobalACSStrings.AddString(actor->DeathSound);
case APROP_ActiveSound: return GlobalACSStrings.AddString(actor->ActiveSound);
case APROP_Species: return GlobalACSStrings.AddString(actor->GetSpecies());
case APROP_NameTag: return GlobalACSStrings.AddString(actor->GetTag());
case APROP_StencilColor:return actor->fillcolor;
case APROP_Friction: return DoubleToACS(actor->Friction);
case APROP_MaxStepHeight: return DoubleToACS(actor->MaxStepHeight);
case APROP_MaxDropOffHeight: return DoubleToACS(actor->MaxDropOffHeight);
case APROP_DamageType: return GlobalACSStrings.AddString(actor->DamageType);
default: return 0;
}
}
int DLevelScript::CheckActorProperty (int tid, int property, int value)
{
AActor *actor = SingleActorFromTID (tid, activator);
const char *string = NULL;
if (actor == NULL)
{
return 0;
}
switch (property)
{
// Default
default: return 0;
// Straightforward integer values:
case APROP_Health:
case APROP_Speed:
case APROP_Damage:
case APROP_DamageFactor:
case APROP_Alpha:
case APROP_RenderStyle:
case APROP_Gravity:
case APROP_SpawnHealth:
case APROP_JumpZ:
case APROP_Score:
case APROP_MasterTID:
case APROP_TargetTID:
case APROP_TracerTID:
case APROP_WaterLevel:
case APROP_ScaleX:
case APROP_ScaleY:
case APROP_Mass:
case APROP_Accuracy:
case APROP_Stamina:
case APROP_Height:
case APROP_Radius:
case APROP_ReactionTime:
case APROP_MeleeRange:
case APROP_ViewHeight:
case APROP_AttackZOffset:
case APROP_MaxStepHeight:
case APROP_MaxDropOffHeight:
case APROP_StencilColor:
return (GetActorProperty(tid, property) == value);
// Boolean values need to compare to a binary version of value
case APROP_Ambush:
case APROP_Invulnerable:
case APROP_Dropped:
case APROP_ChaseGoal:
case APROP_Frightened:
case APROP_Friendly:
case APROP_Notarget:
case APROP_Notrigger:
case APROP_Dormant:
return (GetActorProperty(tid, property) == (!!value));
// Strings are covered by GetActorProperty, but they're fairly
// heavy-duty, so make the check here.
case APROP_SeeSound: string = actor->SeeSound; break;
case APROP_AttackSound: string = actor->AttackSound; break;
case APROP_PainSound: string = actor->PainSound; break;
case APROP_DeathSound: string = actor->DeathSound; break;
case APROP_ActiveSound: string = actor->ActiveSound; break;
case APROP_Species: string = actor->GetSpecies(); break;
case APROP_NameTag: string = actor->GetTag(); break;
case APROP_DamageType: string = actor->DamageType; break;
}
if (string == NULL) string = "";
return (!stricmp(string, FBehavior::StaticLookupString(value)));
}
bool DLevelScript::DoCheckActorTexture(int tid, AActor *activator, int string, bool floor)
{
AActor *actor = SingleActorFromTID(tid, activator);
if (actor == NULL)
{
return 0;
}
FTexture *tex = TexMan.FindTexture(FBehavior::StaticLookupString(string), ETextureType::Flat,
FTextureManager::TEXMAN_Overridable|FTextureManager::TEXMAN_TryAny|FTextureManager::TEXMAN_DontCreate);
if (tex == NULL)
{ // If the texture we want to check against doesn't exist, then
// they're obviously not the same.
return 0;
}
FTextureID secpic;
sector_t *resultsec;
F3DFloor *resffloor;
if (floor)
{
actor->Sector->NextLowestFloorAt(actor->X(), actor->Y(), actor->Z(), 0, actor->MaxStepHeight, &resultsec, &resffloor);
secpic = resffloor ? *resffloor->top.texture : resultsec->planes[sector_t::floor].Texture;
}
else
{
actor->Sector->NextHighestCeilingAt(actor->X(), actor->Y(), actor->Z(), actor->Top(), 0, &resultsec, &resffloor);
secpic = resffloor ? *resffloor->bottom.texture : resultsec->planes[sector_t::ceiling].Texture;
}
return tex == TexMan[secpic];
}
int DLevelScript::GetPlayerInput(int playernum, int inputnum)
{
player_t *p;
if (playernum < 0)
{
if (activator == NULL)
{
return 0;
}
p = activator->player;
}
else if (playernum >= MAXPLAYERS || !playeringame[playernum])
{
return 0;
}
else
{
p = &players[playernum];
}
if (p == NULL)
{
return 0;
}
return P_Thing_CheckInputNum(p, inputnum);
}
enum
{
ACTOR_NONE = 0x00000000,
ACTOR_WORLD = 0x00000001,
ACTOR_PLAYER = 0x00000002,
ACTOR_BOT = 0x00000004,
ACTOR_VOODOODOLL = 0x00000008,
ACTOR_MONSTER = 0x00000010,
ACTOR_ALIVE = 0x00000020,
ACTOR_DEAD = 0x00000040,
ACTOR_MISSILE = 0x00000080,
ACTOR_GENERIC = 0x00000100
};
int DLevelScript::DoClassifyActor(int tid)
{
AActor *actor;
int classify;
if (tid == 0)
{
actor = activator;
if (actor == NULL)
{
return ACTOR_WORLD;
}
}
else
{
FActorIterator it(tid);
actor = it.Next();
}
if (actor == NULL)
{
return ACTOR_NONE;
}
classify = 0;
if (actor->player != NULL)
{
classify |= ACTOR_PLAYER;
if (actor->player->playerstate == PST_DEAD)
{
classify |= ACTOR_DEAD;
}
else
{
classify |= ACTOR_ALIVE;
}
if (actor->player->mo != actor)
{
classify |= ACTOR_VOODOODOLL;
}
if (actor->player->Bot != NULL)
{
classify |= ACTOR_BOT;
}
}
else if (actor->flags3 & MF3_ISMONSTER)
{
classify |= ACTOR_MONSTER;
if (actor->health <= 0)
{
classify |= ACTOR_DEAD;
}
else
{
classify |= ACTOR_ALIVE;
}
}
else if (actor->flags & MF_MISSILE)
{
classify |= ACTOR_MISSILE;
}
else
{
classify |= ACTOR_GENERIC;
}
return classify;
}
enum
{
SOUND_See,
SOUND_Attack,
SOUND_Pain,
SOUND_Death,
SOUND_Active,
SOUND_Use,
SOUND_Bounce,
SOUND_WallBounce,
SOUND_CrushPain,
SOUND_Howl,
};
static FSoundID GetActorSound(AActor *actor, int soundtype)
{
switch (soundtype)
{
case SOUND_See: return actor->SeeSound;
case SOUND_Attack: return actor->AttackSound;
case SOUND_Pain: return actor->PainSound;
case SOUND_Death: return actor->DeathSound;
case SOUND_Active: return actor->ActiveSound;
case SOUND_Use: return actor->UseSound;
case SOUND_Bounce: return actor->BounceSound;
case SOUND_WallBounce: return actor->WallBounceSound;
case SOUND_CrushPain: return actor->CrushPainSound;
case SOUND_Howl: return actor->SoundVar(NAME_HowlSound);
default: return 0;
}
}
enum EACSFunctions
{
ACSF_GetLineUDMFInt=1,
ACSF_GetLineUDMFFixed,
ACSF_GetThingUDMFInt,
ACSF_GetThingUDMFFixed,
ACSF_GetSectorUDMFInt,
ACSF_GetSectorUDMFFixed,
ACSF_GetSideUDMFInt,
ACSF_GetSideUDMFFixed,
ACSF_GetActorVelX,
ACSF_GetActorVelY,
ACSF_GetActorVelZ,
ACSF_SetActivator,
ACSF_SetActivatorToTarget,
ACSF_GetActorViewHeight,
ACSF_GetChar,
ACSF_GetAirSupply,
ACSF_SetAirSupply,
ACSF_SetSkyScrollSpeed,
ACSF_GetArmorType,
ACSF_SpawnSpotForced,
ACSF_SpawnSpotFacingForced,
ACSF_CheckActorProperty,
ACSF_SetActorVelocity,
ACSF_SetUserVariable,
ACSF_GetUserVariable,
ACSF_Radius_Quake2,
ACSF_CheckActorClass,
ACSF_SetUserArray,
ACSF_GetUserArray,
ACSF_SoundSequenceOnActor,
ACSF_SoundSequenceOnSector,
ACSF_SoundSequenceOnPolyobj,
ACSF_GetPolyobjX,
ACSF_GetPolyobjY,
ACSF_CheckSight,
ACSF_SpawnForced,
ACSF_AnnouncerSound, // Skulltag
ACSF_SetPointer,
ACSF_ACS_NamedExecute,
ACSF_ACS_NamedSuspend,
ACSF_ACS_NamedTerminate,
ACSF_ACS_NamedLockedExecute,
ACSF_ACS_NamedLockedExecuteDoor,
ACSF_ACS_NamedExecuteWithResult,
ACSF_ACS_NamedExecuteAlways,
ACSF_UniqueTID,
ACSF_IsTIDUsed,
ACSF_Sqrt,
ACSF_FixedSqrt,
ACSF_VectorLength,
ACSF_SetHUDClipRect,
ACSF_SetHUDWrapWidth,
ACSF_SetCVar,
ACSF_GetUserCVar,
ACSF_SetUserCVar,
ACSF_GetCVarString,
ACSF_SetCVarString,
ACSF_GetUserCVarString,
ACSF_SetUserCVarString,
ACSF_LineAttack,
ACSF_PlaySound,
ACSF_StopSound,
ACSF_strcmp,
ACSF_stricmp,
ACSF_StrLeft,
ACSF_StrRight,
ACSF_StrMid,
ACSF_GetActorClass,
ACSF_GetWeapon,
ACSF_SoundVolume,
ACSF_PlayActorSound,
ACSF_SpawnDecal,
ACSF_CheckFont,
ACSF_DropItem,
ACSF_CheckFlag,
ACSF_SetLineActivation,
ACSF_GetLineActivation,
ACSF_GetActorPowerupTics,
ACSF_ChangeActorAngle,
ACSF_ChangeActorPitch, // 80
ACSF_GetArmorInfo,
ACSF_DropInventory,
ACSF_PickActor,
ACSF_IsPointerEqual,
ACSF_CanRaiseActor,
ACSF_SetActorTeleFog, // 86
ACSF_SwapActorTeleFog,
ACSF_SetActorRoll,
ACSF_ChangeActorRoll,
ACSF_GetActorRoll,
ACSF_QuakeEx,
ACSF_Warp, // 92
ACSF_GetMaxInventory,
ACSF_SetSectorDamage,
ACSF_SetSectorTerrain,
ACSF_SpawnParticle,
ACSF_SetMusicVolume,
ACSF_CheckProximity,
ACSF_CheckActorState, // 99
/* Zandronum's - these must be skipped when we reach 99!
-100:ResetMap(0),
-101 : PlayerIsSpectator(1),
-102 : ConsolePlayerNumber(0),
-103 : GetTeamProperty(2),
-104 : GetPlayerLivesLeft(1),
-105 : SetPlayerLivesLeft(2),
-106 : KickFromGame(2),
*/
ACSF_CheckClass = 200,
ACSF_DamageActor, // [arookas]
ACSF_SetActorFlag,
ACSF_SetTranslation,
ACSF_GetActorFloorTexture,
ACSF_GetActorFloorTerrain,
ACSF_StrArg,
ACSF_Floor,
ACSF_Round,
ACSF_Ceil,
ACSF_ScriptCall,
ACSF_StartSlideshow,
// Eternity's
ACSF_GetLineX = 300,
ACSF_GetLineY,
// OpenGL stuff
ACSF_SetSectorGlow = 400,
ACSF_SetFogDensity,
// ZDaemon
ACSF_GetTeamScore = 19620, // (int team)
ACSF_SetTeamScore, // (int team, int value
};
int DLevelScript::SideFromID(int id, int side)
{
if (side != 0 && side != 1) return -1;
if (id == 0)
{
if (activationline == NULL) return -1;
if (activationline->sidedef[side] == NULL) return -1;
return activationline->sidedef[side]->UDMFIndex;
}
else
{
int line = P_FindFirstLineFromID(id);
if (line == -1) return -1;
if (level.lines[line].sidedef[side] == NULL) return -1;
return level.lines[line].sidedef[side]->UDMFIndex;
}
}
int DLevelScript::LineFromID(int id)
{
if (id == 0)
{
if (activationline == NULL) return -1;
return activationline->Index();
}
else
{
return P_FindFirstLineFromID(id);
}
}
bool GetVarAddrType(AActor *self, FName varname, int index, void *&addr, PType *&type, bool readonly)
{
PField *var = dyn_cast<PField>(self->GetClass()->FindSymbol(varname, true));
if (var == NULL || (!readonly && (var->Flags & VARF_Native)))
{
return false;
}
type = var->Type;
uint8_t *baddr = reinterpret_cast<uint8_t *>(self) + var->Offset;
if (type->isArray())
{
PArray *arraytype = static_cast<PArray*>(type);
// unwrap contained type
type = arraytype->ElementType;
// offset by index (if in bounds)
if ((unsigned)index >= arraytype->ElementCount)
{ // out of bounds
return false;
}
baddr += arraytype->ElementSize * index;
}
else if (index != 0)
{ // ignore attempts to set indexed values on non-arrays
return false;
}
addr = baddr;
// We don't want Int subclasses like Name or Color to be accessible here.
if (!type->isInt() && !type->isFloat() && type != TypeBool && type != TypeString)
{
// For reading, we also support Name types.
if (readonly && (type == TypeName))
{
return true;
}
return false;
}
return true;
}
static void SetUserVariable(AActor *self, FName varname, int index, int value)
{
void *addr;
PType *type;
if (GetVarAddrType(self, varname, index, addr, type, false))
{
if (type == TypeString)
{
FString str = FBehavior::StaticLookupString(value);
type->InitializeValue(addr, &str);
}
else if (type->isFloat())
{
type->SetValue(addr, ACSToDouble(value));
}
else
{
type->SetValue(addr, value);
}
}
}
static int GetUserVariable(AActor *self, FName varname, int index)
{
void *addr;
PType *type;
if (GetVarAddrType(self, varname, index, addr, type, true))
{
if (type->isFloat())
{
return DoubleToACS(type->GetValueFloat(addr));
}
else if (type == TypeName)
{
return GlobalACSStrings.AddString(FName(ENamedName(type->GetValueInt(addr))).GetChars());
}
else if (type == TypeString)
{
return GlobalACSStrings.AddString(*(FString *)addr);
}
else
{
return type->GetValueInt(addr);
}
}
return 0;
}
// Converts fixed- to floating-point as required.
static void DoSetCVar(FBaseCVar *cvar, int value, bool is_string, bool force=false)
{
UCVarValue val;
ECVarType type;
// For serverinfo variables, only the arbitrator should set it.
// The actual change to this cvar will not show up until it's
// been replicated to all peers.
if ((cvar->GetFlags() & CVAR_SERVERINFO) && consoleplayer != Net_Arbitrator)
{
return;
}
if (is_string)
{
val.String = FBehavior::StaticLookupString(value);
type = CVAR_String;
}
else if (cvar->GetRealType() == CVAR_Float)
{
val.Float = ACSToFloat(value);
type = CVAR_Float;
}
else
{
val.Int = value;
type = CVAR_Int;
}
if (force)
{
cvar->ForceSet(val, type, true);
}
else
{
cvar->SetGenericRep(val, type);
}
}
// Converts floating- to fixed-point as required.
static int DoGetCVar(FBaseCVar *cvar, bool is_string)
{
UCVarValue val;
if (cvar == nullptr)
{
return 0;
}
else if (is_string)
{
val = cvar->GetGenericRep(CVAR_String);
return GlobalACSStrings.AddString(val.String);
}
else if (cvar->GetRealType() == CVAR_Float)
{
val = cvar->GetGenericRep(CVAR_Float);
return DoubleToACS(val.Float);
}
else
{
val = cvar->GetGenericRep(CVAR_Int);
return val.Int;
}
}
static int SetUserCVar(int playernum, const char *cvarname, int value, bool is_string)
{
if ((unsigned)playernum >= MAXPLAYERS || !playeringame[playernum])
{
return 0;
}
FBaseCVar **cvar_p = players[playernum].userinfo.CheckKey(FName(cvarname, true));
FBaseCVar *cvar;
// Only mod-created cvars may be set.
if (cvar_p == NULL || (cvar = *cvar_p) == NULL || (cvar->GetFlags() & CVAR_IGNORE) || !(cvar->GetFlags() & CVAR_MOD))
{
return 0;
}
DoSetCVar(cvar, value, is_string);
// If we are this player, then also reflect this change in the local version of this cvar.
if (playernum == consoleplayer)
{
FBaseCVar *cvar = FindCVar(cvarname, NULL);
// If we can find it in the userinfo, then we should also be able to find it in the normal cvar list,
// but check just to be safe.
if (cvar != NULL)
{
DoSetCVar(cvar, value, is_string, true);
}
}
return 1;
}
static int SetCVar(AActor *activator, const char *cvarname, int value, bool is_string)
{
FBaseCVar *cvar = FindCVar(cvarname, NULL);
// Only mod-created cvars may be set.
if (cvar == NULL || (cvar->GetFlags() & (CVAR_IGNORE|CVAR_NOSET)) || !(cvar->GetFlags() & CVAR_MOD))
{
return 0;
}
// For userinfo cvars, redirect to SetUserCVar
if (cvar->GetFlags() & CVAR_USERINFO)
{
if (activator == NULL || activator->player == NULL)
{
return 0;
}
return SetUserCVar(int(activator->player - players), cvarname, value, is_string);
}
DoSetCVar(cvar, value, is_string);
return 1;
}
static bool DoSpawnDecal(AActor *actor, const FDecalTemplate *tpl, int flags, DAngle angle, double zofs, double distance)
{
if (!(flags & SDF_ABSANGLE))
{
angle += actor->Angles.Yaw;
}
return NULL != ShootDecal(tpl, actor, actor->Sector, actor->X(), actor->Y(),
actor->Center() - actor->Floorclip + actor->GetBobOffset() + zofs,
angle, distance, !!(flags & SDF_PERMANENT));
}
static void SetActorAngle(AActor *activator, int tid, int angle, bool interpolate)
{
DAngle an = ACSToAngle(angle);
if (tid == 0)
{
if (activator != NULL)
{
activator->SetAngle(an, interpolate);
}
}
else
{
FActorIterator iterator(tid);
AActor *actor;
while ((actor = iterator.Next()))
{
actor->SetAngle(an, interpolate);
}
}
}
static void SetActorPitch(AActor *activator, int tid, int angle, bool interpolate)
{
DAngle an = ACSToAngle(angle);
if (tid == 0)
{
if (activator != NULL)
{
activator->SetPitch(an, interpolate);
}
}
else
{
FActorIterator iterator(tid);
AActor *actor;
while ((actor = iterator.Next()))
{
actor->SetPitch(an, interpolate);
}
}
}
static void SetActorRoll(AActor *activator, int tid, int angle, bool interpolate)
{
DAngle an = ACSToAngle(angle);
if (tid == 0)
{
if (activator != NULL)
{
activator->SetRoll(an, interpolate);
}
}
else
{
FActorIterator iterator(tid);
AActor *actor;
while ((actor = iterator.Next()))
{
actor->SetRoll(an, interpolate);
}
}
}
static void SetActorTeleFog(AActor *activator, int tid, FString telefogsrc, FString telefogdest)
{
// Set the actor's telefog to the specified actor. Handle "" as "don't
// change" since "None" should work just fine for disabling the fog (given
// that it will resolve to NAME_None which is not a valid actor name).
if (tid == 0)
{
if (activator != NULL)
{
if (telefogsrc.IsNotEmpty())
activator->TeleFogSourceType = PClass::FindActor(telefogsrc);
if (telefogdest.IsNotEmpty())
activator->TeleFogDestType = PClass::FindActor(telefogdest);
}
}
else
{
FActorIterator iterator(tid);
AActor *actor;
PClassActor * src = PClass::FindActor(telefogsrc);
PClassActor * dest = PClass::FindActor(telefogdest);
while ((actor = iterator.Next()))
{
if (telefogsrc.IsNotEmpty())
actor->TeleFogSourceType = src;
if (telefogdest.IsNotEmpty())
actor->TeleFogDestType = dest;
}
}
}
static int SwapActorTeleFog(AActor *activator, int tid)
{
int count = 0;
if (tid == 0)
{
if ((activator == NULL) || (activator->TeleFogSourceType == activator->TeleFogDestType))
return 0; //Does nothing if they're the same.
swapvalues (activator->TeleFogSourceType, activator->TeleFogDestType);
return 1;
}
else
{
FActorIterator iterator(tid);
AActor *actor;
while ((actor = iterator.Next()))
{
if (actor->TeleFogSourceType == actor->TeleFogDestType)
continue; //They're the same. Save the effort.
swapvalues (actor->TeleFogSourceType, actor->TeleFogDestType);
count++;
}
}
return count;
}
static int ScriptCall(AActor *activator, unsigned argc, int32_t *args)
{
int retval = 0;
if (argc >= 2)
{
auto clsname = FBehavior::StaticLookupString(args[0]);
auto funcname = FBehavior::StaticLookupString(args[1]);
auto cls = PClass::FindClass(clsname);
if (!cls)
{
I_Error("ACS call to unknown class in script function %s.%s", clsname, funcname);
}
auto funcsym = dyn_cast<PFunction>(cls->FindSymbol(funcname, true));
if (funcsym == nullptr)
{
I_Error("ACS call to unknown script function %s.%s", clsname, funcname);
}
auto func = funcsym->Variants[0].Implementation;
if (func->ImplicitArgs > 0)
{
I_Error("ACS call to non-static script function %s.%s", clsname, funcname);
}
// Note that this array may not be reallocated so its initial size must be the maximum possible elements.
TArray<FString> strings(argc);
TArray<VMValue> params;
int p = 1;
if (func->Proto->ArgumentTypes.Size() > 0 && func->Proto->ArgumentTypes[0] == NewPointer(RUNTIME_CLASS(AActor)))
{
params.Push(activator);
p = 0;
}
for (unsigned i = 2; i < argc; i++)
{
if (func->Proto->ArgumentTypes.Size() < i - p)
{
I_Error("Too many parameters in call to %s.%s", clsname, funcname);
}
auto argtype = func->Proto->ArgumentTypes[i - p - 1];
// The only types allowed are int, bool, double, Name, Sound, Color and String
if (argtype == TypeSInt32 || argtype == TypeColor)
{
params.Push(args[i]);
}
else if (argtype == TypeBool)
{
params.Push(!!args[i]);
}
else if (argtype == TypeFloat64)
{
params.Push(ACSToDouble(args[i]));
}
else if (argtype == TypeName)
{
params.Push(FName(FBehavior::StaticLookupString(args[i])).GetIndex());
}
else if (argtype == TypeString)
{
strings.Push(FBehavior::StaticLookupString(args[i]));
params.Push(&strings.Last());
}
else if (argtype == TypeSound)
{
params.Push(int(FSoundID(FBehavior::StaticLookupString(args[i]))));
}
else
{
I_Error("Invalid type %s in call to %s.%s", argtype->DescriptiveName(), clsname, funcname);
}
}
if (func->Proto->ArgumentTypes.Size() > params.Size())
{
// Check if we got enough parameters. That means we either cover the full argument list of the function or the next argument is optional.
if (!(funcsym->Variants[0].ArgFlags[params.Size()] & VARF_Optional))
{
I_Error("Insufficient parameters in call to %s.%s", clsname, funcname);
}
}
// The return value can be the same types as the parameter types, plus void
if (func->Proto->ReturnTypes.Size() == 0)
{
VMCall(func, &params[0], params.Size(), nullptr, 0);
}
else
{
auto rettype = func->Proto->ReturnTypes[0];
if (rettype == TypeSInt32 || rettype == TypeBool || rettype == TypeColor || rettype == TypeName || rettype == TypeSound)
{
VMReturn ret(&retval);
VMCall(func, &params[0], params.Size(), &ret, 1);
if (rettype == TypeName)
{
retval = GlobalACSStrings.AddString(FName(ENamedName(retval)));
}
else if (rettype == TypeSound)
{
retval = GlobalACSStrings.AddString(FSoundID(retval));
}
}
else if (rettype == TypeFloat64)
{
double d;
VMReturn ret(&d);
VMCall(func, &params[0], params.Size(), &ret, 1);
retval = DoubleToACS(d);
}
else if (rettype == TypeString)
{
FString d;
VMReturn ret(&d);
VMCall(func, &params[0], params.Size(), &ret, 1);
retval = GlobalACSStrings.AddString(d);
}
else
{
// All other return values can not be handled so ignore them.
VMCall(func, &params[0], params.Size(), nullptr, 0);
}
}
}
return retval;
}
int DLevelScript::CallFunction(int argCount, int funcIndex, int32_t *args)
{
AActor *actor;
switch(funcIndex)
{
case ACSF_GetLineUDMFInt:
return GetUDMFInt(UDMF_Line, LineFromID(args[0]), FBehavior::StaticLookupString(args[1]));
case ACSF_GetLineUDMFFixed:
return DoubleToACS(GetUDMFFloat(UDMF_Line, LineFromID(args[0]), FBehavior::StaticLookupString(args[1])));
case ACSF_GetThingUDMFInt:
case ACSF_GetThingUDMFFixed:
return 0; // Not implemented yet
case ACSF_GetSectorUDMFInt:
return GetUDMFInt(UDMF_Sector, P_FindFirstSectorFromTag(args[0]), FBehavior::StaticLookupString(args[1]));
case ACSF_GetSectorUDMFFixed:
return DoubleToACS(GetUDMFFloat(UDMF_Sector, P_FindFirstSectorFromTag(args[0]), FBehavior::StaticLookupString(args[1])));
case ACSF_GetSideUDMFInt:
return GetUDMFInt(UDMF_Side, SideFromID(args[0], args[1]), FBehavior::StaticLookupString(args[2]));
case ACSF_GetSideUDMFFixed:
return DoubleToACS(GetUDMFFloat(UDMF_Side, SideFromID(args[0], args[1]), FBehavior::StaticLookupString(args[2])));
case ACSF_GetActorVelX:
actor = SingleActorFromTID(args[0], activator);
return actor != NULL? DoubleToACS(actor->Vel.X) : 0;
case ACSF_GetActorVelY:
actor = SingleActorFromTID(args[0], activator);
return actor != NULL? DoubleToACS(actor->Vel.Y) : 0;
case ACSF_GetActorVelZ:
actor = SingleActorFromTID(args[0], activator);
return actor != NULL? DoubleToACS(actor->Vel.Z) : 0;
case ACSF_SetPointer:
if (activator)
{
AActor *ptr = SingleActorFromTID(args[1], activator);
if (argCount > 2)
{
ptr = COPY_AAPTR(ptr, args[2]);
}
if (ptr == activator) ptr = NULL;
ASSIGN_AAPTR(activator, args[0], ptr, (argCount > 3) ? args[3] : 0);
return ptr != NULL;
}
return 0;
case ACSF_SetActivator:
if (argCount > 1 && args[1] != AAPTR_DEFAULT) // condition (x != AAPTR_DEFAULT) is essentially condition (x).
{
activator = COPY_AAPTR(SingleActorFromTID(args[0], activator), args[1]);
}
else
{
activator = SingleActorFromTID(args[0], NULL);
}
return activator != NULL;
case ACSF_SetActivatorToTarget:
// [KS] I revised this a little bit
actor = SingleActorFromTID(args[0], activator);
if (actor != NULL)
{
if (actor->player != NULL && actor->player->playerstate == PST_LIVE)
{
FTranslatedLineTarget t;
P_BulletSlope(actor, &t, ALF_PORTALRESTRICT);
actor = t.linetarget;
}
else
{
actor = actor->target;
}
if (actor != NULL) // [FDARI] moved this (actor != NULL)-branch inside the other, so that it is only tried when it can be true
{
activator = actor;
return 1;
}
}
return 0;
case ACSF_GetActorViewHeight:
actor = SingleActorFromTID(args[0], activator);
if (actor != NULL)
{
if (actor->player != NULL)
{
return DoubleToACS(actor->player->mo->ViewHeight + actor->player->crouchviewdelta);
}
else
{
return DoubleToACS(actor->GetCameraHeight());
}
}
else return 0;
case ACSF_GetChar:
{
const char *p = FBehavior::StaticLookupString(args[0]);
if (p != NULL && args[1] >= 0 && args[1] < int(strlen(p)))
{
return p[args[1]];
}
else
{
return 0;
}
}
case ACSF_GetAirSupply:
{
if (args[0] < 0 || args[0] >= MAXPLAYERS || !playeringame[args[0]])
{
return 0;
}
else
{
return players[args[0]].air_finished - level.time;
}
}
case ACSF_SetAirSupply:
{
if (args[0] < 0 || args[0] >= MAXPLAYERS || !playeringame[args[0]])
{
return 0;
}
else
{
players[args[0]].air_finished = args[1] + level.time;
return 1;
}
}
case ACSF_SetSkyScrollSpeed:
{
if (args[0] == 1) level.skyspeed1 = ACSToFloat(args[1]);
else if (args[0] == 2) level.skyspeed2 = ACSToFloat(args[1]);
return 1;
}
case ACSF_GetArmorType:
{
if (args[1] < 0 || args[1] >= MAXPLAYERS || !playeringame[args[1]])
{
return 0;
}
else
{
FName p(FBehavior::StaticLookupString(args[0]));
auto armor = players[args[1]].mo->FindInventory(NAME_BasicArmor);
if (armor && armor->NameVar(NAME_ArmorType) == p) return armor->Amount;
}
return 0;
}
case ACSF_GetArmorInfo:
{
if (activator == NULL || activator->player == NULL) return 0;
auto equippedarmor = activator->FindInventory(NAME_BasicArmor);
if (equippedarmor && equippedarmor->Amount != 0)
{
switch(args[0])
{
case ARMORINFO_CLASSNAME:
return GlobalACSStrings.AddString(equippedarmor->NameVar(NAME_ArmorType).GetChars());
case ARMORINFO_SAVEAMOUNT:
return equippedarmor->IntVar(NAME_MaxAmount);
case ARMORINFO_SAVEPERCENT:
return DoubleToACS(equippedarmor->FloatVar(NAME_SavePercent));
case ARMORINFO_MAXABSORB:
return equippedarmor->IntVar(NAME_MaxAbsorb);
case ARMORINFO_MAXFULLABSORB:
return equippedarmor->IntVar(NAME_MaxFullAbsorb);
case ARMORINFO_ACTUALSAVEAMOUNT:
return equippedarmor->IntVar(NAME_ActualSaveAmount);
default:
return 0;
}
}
return args[0] == ARMORINFO_CLASSNAME ? GlobalACSStrings.AddString("None") : 0;
}
case ACSF_SpawnSpotForced:
return DoSpawnSpot(args[0], args[1], args[2], args[3], true);
case ACSF_SpawnSpotFacingForced:
return DoSpawnSpotFacing(args[0], args[1], args[2], true);
case ACSF_CheckActorProperty:
return (CheckActorProperty(args[0], args[1], args[2]));
case ACSF_SetActorVelocity:
{
DVector3 vel(ACSToDouble(args[1]), ACSToDouble(args[2]), ACSToDouble(args[3]));
if (args[0] == 0)
{
P_Thing_SetVelocity(activator, vel, !!args[4], !!args[5]);
}
else
{
TActorIterator<AActor> iterator(args[0]);
while ((actor = iterator.Next()))
{
P_Thing_SetVelocity(actor, vel, !!args[4], !!args[5]);
}
}
return 0;
}
case ACSF_SetUserVariable:
{
int cnt = 0;
FName varname(FBehavior::StaticLookupString(args[1]), true);
if (varname != NAME_None)
{
if (args[0] == 0)
{
if (activator != NULL)
{
SetUserVariable(activator, varname, 0, args[2]);
}
cnt++;
}
else
{
TActorIterator<AActor> iterator(args[0]);
while ( (actor = iterator.Next()) )
{
SetUserVariable(actor, varname, 0, args[2]);
cnt++;
}
}
}
return cnt;
}
case ACSF_GetUserVariable:
{
FName varname(FBehavior::StaticLookupString(args[1]), true);
if (varname != NAME_None)
{
AActor *a = SingleActorFromTID(args[0], activator);
return a != NULL ? GetUserVariable(a, varname, 0) : 0;
}
return 0;
}
case ACSF_SetUserArray:
{
int cnt = 0;
FName varname(FBehavior::StaticLookupString(args[1]), true);
if (varname != NAME_None)
{
if (args[0] == 0)
{
if (activator != NULL)
{
SetUserVariable(activator, varname, args[2], args[3]);
}
cnt++;
}
else
{
TActorIterator<AActor> iterator(args[0]);
while ( (actor = iterator.Next()) )
{
SetUserVariable(actor, varname, args[2], args[3]);
cnt++;
}
}
}
return cnt;
}
case ACSF_GetUserArray:
{
FName varname(FBehavior::StaticLookupString(args[1]), true);
if (varname != NAME_None)
{
AActor *a = SingleActorFromTID(args[0], activator);
return a != NULL ? GetUserVariable(a, varname, args[2]) : 0;
}
return 0;
}
case ACSF_Radius_Quake2:
P_StartQuake(activator, args[0], args[1], args[2], args[3], args[4], FBehavior::StaticLookupString(args[5]));
break;
case ACSF_CheckActorClass:
{
AActor *a = SingleActorFromTID(args[0], activator);
return a == NULL ? false : a->GetClass()->TypeName == FName(FBehavior::StaticLookupString(args[1]));
}
case ACSF_GetActorClass:
{
AActor *a = SingleActorFromTID(args[0], activator);
return GlobalACSStrings.AddString(a == NULL ? "None" : a->GetClass()->TypeName.GetChars());
}
case ACSF_SoundSequenceOnActor:
{
const char *seqname = FBehavior::StaticLookupString(args[1]);
if (seqname != NULL)
{
if (args[0] == 0)
{
if (activator != NULL)
{
SN_StartSequence(activator, seqname, 0);
}
}
else
{
FActorIterator it(args[0]);
AActor *actor;
while ( (actor = it.Next()) )
{
SN_StartSequence(actor, seqname, 0);
}
}
}
}
break;
case ACSF_SoundSequenceOnSector:
{
const char *seqname = FBehavior::StaticLookupString(args[1]);
int space = args[2] < CHAN_FLOOR || args[2] > CHAN_INTERIOR ? CHAN_FULLHEIGHT : args[2];
if (seqname != NULL)
{
FSectorTagIterator it(args[0]);
int s;
while ((s = it.Next()) >= 0)
{
SN_StartSequence(&level.sectors[s], args[2], seqname, 0);
}
}
}
break;
case ACSF_SoundSequenceOnPolyobj:
{
const char *seqname = FBehavior::StaticLookupString(args[1]);
if (seqname != NULL)
{
FPolyObj *poly = PO_GetPolyobj(args[0]);
if (poly != NULL)
{
SN_StartSequence(poly, seqname, 0);
}
}
}
break;
case ACSF_GetPolyobjX:
{
FPolyObj *poly = PO_GetPolyobj(args[0]);
if (poly != NULL)
{
return DoubleToACS(poly->StartSpot.pos.X);
}
}
return FIXED_MAX;
case ACSF_GetPolyobjY:
{
FPolyObj *poly = PO_GetPolyobj(args[0]);
if (poly != NULL)
{
return DoubleToACS(poly->StartSpot.pos.Y);
}
}
return FIXED_MAX;
case ACSF_CheckSight:
{
AActor *source;
AActor *dest;
int flags = SF_IGNOREVISIBILITY;
if (args[2] & 1) flags |= SF_IGNOREWATERBOUNDARY;
if (args[2] & 2) flags |= SF_SEEPASTBLOCKEVERYTHING | SF_SEEPASTSHOOTABLELINES;
if (args[0] == 0)
{
source = (AActor *) activator;
if (args[1] == 0) return 1; // [KS] I'm sure the activator can see itself.
TActorIterator<AActor> dstiter (args[1]);
while ( (dest = dstiter.Next ()) )
{
if (P_CheckSight(source, dest, flags)) return 1;
}
}
else
{
TActorIterator<AActor> srciter (args[0]);
while ( (source = srciter.Next ()) )
{
if (args[1] != 0)
{
TActorIterator<AActor> dstiter (args[1]);
while ( (dest = dstiter.Next ()) )
{
if (P_CheckSight(source, dest, flags)) return 1;
}
}
else
{
if (P_CheckSight(source, activator, flags)) return 1;
}
}
}
return 0;
}
case ACSF_SpawnForced:
return DoSpawn(args[0], args[1], args[2], args[3], args[4], args[5], true);
case ACSF_ACS_NamedExecute:
case ACSF_ACS_NamedSuspend:
case ACSF_ACS_NamedTerminate:
case ACSF_ACS_NamedLockedExecute:
case ACSF_ACS_NamedLockedExecuteDoor:
case ACSF_ACS_NamedExecuteWithResult:
case ACSF_ACS_NamedExecuteAlways:
{
int scriptnum = -FName(FBehavior::StaticLookupString(args[0]));
int arg1 = argCount > 1 ? args[1] : 0;
int arg2 = argCount > 2 ? args[2] : 0;
int arg3 = argCount > 3 ? args[3] : 0;
int arg4 = argCount > 4 ? args[4] : 0;
return P_ExecuteSpecial(NamedACSToNormalACS[funcIndex - ACSF_ACS_NamedExecute],
activationline, activator, backSide,
scriptnum, arg1, arg2, arg3, arg4);
}
break;
case ACSF_UniqueTID:
return P_FindUniqueTID(argCount > 0 ? args[0] : 0, (argCount > 1 && args[1] >= 0) ? args[1] : 0);
case ACSF_IsTIDUsed:
return P_IsTIDUsed(args[0]);
case ACSF_Sqrt:
return xs_FloorToInt(g_sqrt(double(args[0])));
case ACSF_FixedSqrt:
return DoubleToACS(g_sqrt(ACSToDouble(args[0])));
case ACSF_VectorLength:
return DoubleToACS(DVector2(ACSToDouble(args[0]), ACSToDouble(args[1])).Length());
case ACSF_SetHUDClipRect:
ClipRectLeft = argCount > 0 ? args[0] : 0;
ClipRectTop = argCount > 1 ? args[1] : 0;
ClipRectWidth = argCount > 2 ? args[2] : 0;
ClipRectHeight = argCount > 3 ? args[3] : 0;
WrapWidth = argCount > 4 ? args[4] : 0;
HandleAspect = argCount > 5 ? !!args[5] : true;
break;
case ACSF_SetHUDWrapWidth:
WrapWidth = argCount > 0 ? args[0] : 0;
break;
case ACSF_GetCVarString:
if (argCount == 1)
{
return DoGetCVar(GetCVar(activator, FBehavior::StaticLookupString(args[0])), true);
}
break;
case ACSF_SetCVar:
if (argCount == 2)
{
return SetCVar(activator, FBehavior::StaticLookupString(args[0]), args[1], false);
}
break;
case ACSF_SetCVarString:
if (argCount == 2)
{
return SetCVar(activator, FBehavior::StaticLookupString(args[0]), args[1], true);
}
break;
case ACSF_GetUserCVar:
if (argCount == 2)
{
return DoGetCVar(GetUserCVar(args[0], FBehavior::StaticLookupString(args[1])), false);
}
break;
case ACSF_GetUserCVarString:
if (argCount == 2)
{
return DoGetCVar(GetUserCVar(args[0], FBehavior::StaticLookupString(args[1])), true);
}
break;
case ACSF_SetUserCVar:
if (argCount == 3)
{
return SetUserCVar(args[0], FBehavior::StaticLookupString(args[1]), args[2], false);
}
break;
case ACSF_SetUserCVarString:
if (argCount == 3)
{
return SetUserCVar(args[0], FBehavior::StaticLookupString(args[1]), args[2], true);
}
break;
//[RC] A bullet firing function for ACS. Thanks to DavidPH.
case ACSF_LineAttack:
{
DAngle angle = ACSToAngle(args[1]);
DAngle pitch = ACSToAngle(args[2]);
int damage = args[3];
FName pufftype = argCount > 4 && args[4]? FName(FBehavior::StaticLookupString(args[4])) : NAME_BulletPuff;
FName damagetype = argCount > 5 && args[5]? FName(FBehavior::StaticLookupString(args[5])) : NAME_None;
double range = argCount > 6 && args[6]? ACSToDouble(args[6]) : MISSILERANGE;
int flags = argCount > 7 && args[7]? args[7] : 0;
int pufftid = argCount > 8 && args[8]? args[8] : 0;
int fhflags = 0;
if (flags & FHF_NORANDOMPUFFZ) fhflags |= LAF_NORANDOMPUFFZ;
if (flags & FHF_NOIMPACTDECAL) fhflags |= LAF_NOIMPACTDECAL;
if (args[0] == 0)
{
AActor *puff = P_LineAttack(activator, angle, range, pitch, damage, damagetype, pufftype, fhflags);
if (puff != NULL && pufftid != 0)
{
puff->tid = pufftid;
puff->AddToHash();
}
}
else
{
AActor *source;
FActorIterator it(args[0]);
while ((source = it.Next()) != NULL)
{
AActor *puff = P_LineAttack(source, angle, range, pitch, damage, damagetype, pufftype, fhflags);
if (puff != NULL && pufftid != 0)
{
puff->tid = pufftid;
puff->AddToHash();
}
}
}
}
break;
case ACSF_PlaySound:
case ACSF_PlayActorSound:
// PlaySound(tid, "SoundName", channel, volume, looping, attenuation, local)
{
FSoundID sid;
if (funcIndex == ACSF_PlaySound)
{
const char *lookup = FBehavior::StaticLookupString(args[1]);
if (lookup != NULL)
{
sid = lookup;
}
}
if (sid != 0 || funcIndex == ACSF_PlayActorSound)
{
FActorIterator it(args[0]);
AActor *spot;
int chan = argCount > 2 ? args[2] : CHAN_BODY;
float vol = argCount > 3 ? ACSToFloat(args[3]) : 1.f;
INTBOOL looping = argCount > 4 ? args[4] : false;
float atten = argCount > 5 ? ACSToFloat(args[5]) : ATTN_NORM;
INTBOOL local = argCount > 6 ? args[6] : false;
if (args[0] == 0)
{
spot = activator;
goto doplaysound;
}
while ((spot = it.Next()) != NULL)
{
doplaysound: if (funcIndex == ACSF_PlayActorSound)
{
sid = GetActorSound(spot, args[1]);
}
if (sid != 0)
{
if (!looping)
{
S_PlaySound(spot, chan, sid, vol, atten, !!local);
}
else if (!S_IsActorPlayingSomething(spot, chan & 7, sid))
{
S_PlaySound(spot, chan | CHAN_LOOP, sid, vol, atten, !!local);
}
}
}
}
}
break;
case ACSF_StopSound:
{
int chan = argCount > 1 ? args[1] : CHAN_BODY;
if (args[0] == 0)
{
S_StopSound(activator, chan);
}
else
{
FActorIterator it(args[0]);
AActor *spot;
while ((spot = it.Next()) != NULL)
{
S_StopSound(spot, chan);
}
}
}
break;
case ACSF_SoundVolume:
// SoundVolume(int tid, int channel, fixed volume)
{
int chan = args[1];
float volume = ACSToFloat(args[2]);
if (args[0] == 0)
{
S_ChangeSoundVolume(activator, chan, volume);
}
else
{
FActorIterator it(args[0]);
AActor *spot;
while ((spot = it.Next()) != NULL)
{
S_ChangeSoundVolume(spot, chan, volume);
}
}
}
break;
case ACSF_strcmp:
case ACSF_stricmp:
if (argCount >= 2)
{
const char *a, *b;
// If the string indicies are the same, then they are the same string.
if (args[0] == args[1])
{
return 0;
}
a = FBehavior::StaticLookupString(args[0]);
b = FBehavior::StaticLookupString(args[1]);
// Don't crash on invalid strings.
if (a == NULL) a = "";
if (b == NULL) b = "";
if (argCount > 2)
{
int n = args[2];
return (funcIndex == ACSF_strcmp) ? strncmp(a, b, n) : strnicmp(a, b, n);
}
else
{
return (funcIndex == ACSF_strcmp) ? strcmp(a, b) : stricmp(a, b);
}
}
break;
case ACSF_StrLeft:
case ACSF_StrRight:
if (argCount >= 2)
{
const char *oldstr = FBehavior::StaticLookupString(args[0]);
if (oldstr == NULL || *oldstr == '\0')
{
return GlobalACSStrings.AddString("");
}
size_t oldlen = strlen(oldstr);
size_t newlen = args[1];
if (oldlen < newlen)
{
newlen = oldlen;
}
FString newstr(funcIndex == ACSF_StrLeft ? oldstr : oldstr + oldlen - newlen, newlen);
return GlobalACSStrings.AddString(newstr);
}
break;
case ACSF_StrMid:
if (argCount >= 3)
{
const char *oldstr = FBehavior::StaticLookupString(args[0]);
if (oldstr == NULL || *oldstr == '\0')
{
return GlobalACSStrings.AddString("");
}
size_t oldlen = strlen(oldstr);
size_t pos = args[1];
size_t newlen = args[2];
if (pos >= oldlen)
{
return GlobalACSStrings.AddString("");
}
if (pos + newlen > oldlen || pos + newlen < pos)
{
newlen = oldlen - pos;
}
return GlobalACSStrings.AddString(FString(oldstr + pos, newlen));
}
break;
case ACSF_GetWeapon:
if (activator == NULL || activator->player == NULL || // Non-players do not have weapons
activator->player->ReadyWeapon == NULL)
{
return GlobalACSStrings.AddString("None");
}
else
{
return GlobalACSStrings.AddString(activator->player->ReadyWeapon->GetClass()->TypeName.GetChars());
}
case ACSF_SpawnDecal:
// int SpawnDecal(int tid, str decalname, int flags, fixed angle, int zoffset, int distance)
// Returns number of decals spawned (not including spreading)
{
int count = 0;
const FDecalTemplate *tpl = DecalLibrary.GetDecalByName(FBehavior::StaticLookupString(args[1]));
if (tpl != NULL)
{
int flags = (argCount > 2) ? args[2] : 0;
DAngle angle = ACSToAngle((argCount > 3) ? args[3] : 0);
int zoffset = (argCount > 4) ? args[4]: 0;
int distance = (argCount > 5) ? args[5] : 64;
if (args[0] == 0)
{
if (activator != NULL)
{
count += DoSpawnDecal(activator, tpl, flags, angle, zoffset, distance);
}
}
else
{
FActorIterator it(args[0]);
AActor *actor;
while ((actor = it.Next()) != NULL)
{
count += DoSpawnDecal(actor, tpl, flags, angle, zoffset, distance);
}
}
}
return count;
}
break;
case ACSF_CheckFont:
// bool CheckFont(str fontname)
return V_GetFont(FBehavior::StaticLookupString(args[0])) != NULL;
case ACSF_DropItem:
{
const char *type = FBehavior::StaticLookupString(args[1]);
int amount = argCount >= 3? args[2] : -1;
int chance = argCount >= 4? args[3] : 256;
PClassActor *cls = PClass::FindActor(type);
int cnt = 0;
if (cls != NULL)
{
if (args[0] == 0)
{
if (activator != NULL)
{
P_DropItem(activator, cls, amount, chance);
cnt++;
}
}
else
{
FActorIterator it(args[0]);
AActor *actor;
while ((actor = it.Next()) != NULL)
{
P_DropItem(actor, cls, amount, chance);
cnt++;
}
}
return cnt;
}
break;
}
case ACSF_DropInventory:
{
const char *type = FBehavior::StaticLookupString(args[1]);
AInventory *inv;
if (type != NULL)
{
if (args[0] == 0)
{
if (activator != NULL)
{
inv = activator->FindInventory(type);
if (inv)
{
activator->DropInventory(inv);
}
}
}
else
{
FActorIterator it(args[0]);
AActor *actor;
while ((actor = it.Next()) != NULL)
{
inv = actor->FindInventory(type);
if (inv)
{
actor->DropInventory(inv);
}
}
}
}
break;
}
case ACSF_CheckFlag:
{
AActor *actor = SingleActorFromTID(args[0], activator);
if (actor != NULL)
{
return !!CheckActorFlag(actor, FBehavior::StaticLookupString(args[1]));
}
break;
}
case ACSF_QuakeEx:
{
return P_StartQuakeXYZ(activator, args[0], args[1], args[2], args[3], args[4], args[5], args[6], FBehavior::StaticLookupString(args[7]),
argCount > 8 ? args[8] : 0,
argCount > 9 ? ACSToDouble(args[9]) : 1.0,
argCount > 10 ? ACSToDouble(args[10]) : 1.0,
argCount > 11 ? ACSToDouble(args[11]) : 1.0,
argCount > 12 ? args[12] : 0,
argCount > 13 ? args[13] : 0,
argCount > 14 ? ACSToDouble(args[14]) : 0,
argCount > 15 ? ACSToDouble(args[15]) : 0);
}
case ACSF_SetLineActivation:
if (argCount >= 2)
{
int line;
FLineIdIterator itr(args[0]);
while ((line = itr.Next()) >= 0)
{
level.lines[line].activation = args[1];
}
}
break;
case ACSF_GetLineActivation:
if (argCount > 0)
{
int line = P_FindFirstLineFromID(args[0]);
return line >= 0 ? level.lines[line].activation : 0;
}
break;
case ACSF_GetActorPowerupTics:
if (argCount >= 2)
{
PClassActor *powerupclass = PClass::FindActor(FBehavior::StaticLookupString(args[1]));
if (powerupclass == NULL || !powerupclass->IsDescendantOf(NAME_Powerup))
{
Printf("'%s' is not a type of Powerup.\n", FBehavior::StaticLookupString(args[1]));
return 0;
}
AActor *actor = SingleActorFromTID(args[0], activator);
if (actor != NULL)
{
auto powerup = actor->FindInventory(powerupclass);
if (powerup != NULL)
return powerup->IntVar(NAME_EffectTics);
}
return 0;
}
break;
case ACSF_ChangeActorAngle:
if (argCount >= 2)
{
SetActorAngle(activator, args[0], args[1], argCount > 2 ? !!args[2] : false);
}
break;
case ACSF_ChangeActorPitch:
if (argCount >= 2)
{
SetActorPitch(activator, args[0], args[1], argCount > 2 ? !!args[2] : false);
}
break;
case ACSF_SetActorTeleFog:
if (argCount >= 3)
{
SetActorTeleFog(activator, args[0], FBehavior::StaticLookupString(args[1]), FBehavior::StaticLookupString(args[2]));
}
break;
case ACSF_SwapActorTeleFog:
if (argCount >= 1)
{
return SwapActorTeleFog(activator, args[0]);
}
break;
case ACSF_PickActor:
if (argCount >= 5)
{
actor = SingleActorFromTID(args[0], activator);
if (actor == NULL)
{
return 0;
}
ActorFlags actorMask = MF_SHOOTABLE;
if (argCount >= 6) {
actorMask = ActorFlags::FromInt(args[5]);
}
uint32_t wallMask = ML_BLOCKEVERYTHING | ML_BLOCKHITSCAN;
if (argCount >= 7) {
wallMask = args[6];
}
int flags = 0;
if (argCount >= 8)
{
flags = args[7];
}
AActor* pickedActor = P_LinePickActor(actor, ACSToAngle(args[1]), ACSToDouble(args[3]), ACSToAngle(args[2]), actorMask, wallMask);
if (pickedActor == NULL) {
return 0;
}
if (!(flags & PICKAF_FORCETID) && (args[4] == 0) && (pickedActor->tid == 0))
return 0;
if ((pickedActor->tid == 0) || (flags & PICKAF_FORCETID))
{
pickedActor->RemoveFromHash();
pickedActor->tid = args[4];
pickedActor->AddToHash();
}
if (flags & PICKAF_RETURNTID)
{
return pickedActor->tid;
}
return 1;
}
break;
case ACSF_IsPointerEqual:
{
int tid1 = 0, tid2 = 0;
switch (argCount)
{
case 4: tid2 = args[3];
case 3: tid1 = args[2];
}
actor = SingleActorFromTID(tid1, activator);
AActor * actor2 = tid2 == tid1 ? actor : SingleActorFromTID(tid2, activator);
return COPY_AAPTR(actor, args[0]) == COPY_AAPTR(actor2, args[1]);
}
break;
case ACSF_CanRaiseActor:
if (argCount >= 1) {
if (args[0] == 0) {
actor = SingleActorFromTID(args[0], activator);
if (actor != NULL) {
return P_Thing_CanRaise(actor);
}
}
FActorIterator iterator(args[0]);
bool canraiseall = true;
while ((actor = iterator.Next()))
{
canraiseall = P_Thing_CanRaise(actor) & canraiseall;
}
return canraiseall;
}
break;
// [Nash] Actor roll functions. Let's roll!
case ACSF_SetActorRoll:
SetActorRoll(activator, args[0], args[1], false);
return 0;
case ACSF_ChangeActorRoll:
if (argCount >= 2)
{
SetActorRoll(activator, args[0], args[1], argCount > 2 ? !!args[2] : false);
}
break;
case ACSF_GetActorRoll:
actor = SingleActorFromTID(args[0], activator);
return actor != NULL? AngleToACS(actor->Angles.Roll) : 0;
// [ZK] A_Warp in ACS
case ACSF_Warp:
{
if (nullptr == activator)
{
return false;
}
const int dest = args[0];
const int flags = args[5];
AActor* const reference = ((flags & WARPF_USEPTR) && (AAPTR_DEFAULT != dest))
? COPY_AAPTR(activator, dest)
: SingleActorFromTID(dest, activator);
if (nullptr == reference)
{
// there is no actor to warp to
return false;
}
const double xofs = ACSToDouble(args[1]);
const double yofs = ACSToDouble(args[2]);
const double zofs = ACSToDouble(args[3]);
const DAngle angle = ACSToAngle(args[4]);
const double heightoffset = argCount > 8 ? ACSToDouble(args[8]) : 0.0;
const double radiusoffset = argCount > 9 ? ACSToDouble(args[9]) : 0.0;
const DAngle pitch = ACSToAngle(argCount > 10 ? args[10] : 0);
if (!P_Thing_Warp(activator, reference, xofs, yofs, zofs, angle, flags, heightoffset, radiusoffset, pitch))
{
return false;
}
if (argCount > 6)
{
const char* const statename = FBehavior::StaticLookupString(args[6]);
if (nullptr != statename)
{
const bool exact = argCount > 7 && !!args[7];
FState* const state = activator->GetClass()->FindStateByString(statename, exact);
if (nullptr != state)
{
activator->SetState(state);
}
}
}
return true;
}
case ACSF_GetMaxInventory:
actor = SingleActorFromTID(args[0], activator);
if (actor != NULL)
{
return CheckInventory(actor, FBehavior::StaticLookupString(args[1]), true);
}
break;
case ACSF_SetSectorDamage:
if (argCount >= 2)
{
FSectorTagIterator it(args[0]);
int s;
while ((s = it.Next()) >= 0)
{
sector_t *sec = &level.sectors[s];
sec->damageamount = args[1];
sec->damagetype = argCount >= 3 ? FName(FBehavior::StaticLookupString(args[2])) : FName(NAME_None);
sec->damageinterval = argCount >= 4 ? clamp(args[3], 1, INT_MAX) : 32;
sec->leakydamage = argCount >= 5 ? args[4] : 0;
}
}
break;
case ACSF_SetSectorTerrain:
if (argCount >= 3)
{
if (args[1] == sector_t::floor || args[1] == sector_t::ceiling)
{
int terrain = P_FindTerrain(FBehavior::StaticLookupString(args[2]));
FSectorTagIterator it(args[0]);
int s;
while ((s = it.Next()) >= 0)
{
level.sectors[s].terrainnum[args[1]] = terrain;
}
}
}
break;
case ACSF_SpawnParticle:
{
PalEntry color = args[0];
bool fullbright = argCount > 1 ? !!args[1] : false;
int lifetime = argCount > 2 ? args[2] : 35;
double size = argCount > 3 ? args[3] : 1.;
int x = argCount > 4 ? args[4] : 0;
int y = argCount > 5 ? args[5] : 0;
int z = argCount > 6 ? args[6] : 0;
int xvel = argCount > 7 ? args[7] : 0;
int yvel = argCount > 8 ? args[8] : 0;
int zvel = argCount > 9 ? args[9] : 0;
int accelx = argCount > 10 ? args[10] : 0;
int accely = argCount > 11 ? args[11] : 0;
int accelz = argCount > 12 ? args[12] : 0;
int startalpha = argCount > 13 ? args[13] : 0xFF; // Byte trans
int fadestep = argCount > 14 ? args[14] : -1;
double endsize = argCount > 15 ? args[15] : -1.;
startalpha = clamp<int>(startalpha, 0, 255); // Clamp to byte
lifetime = clamp<int>(lifetime, 0, 255); // Clamp to byte
fadestep = clamp<int>(fadestep, -1, 255); // Clamp to byte inc. -1 (indicating automatic)
size = fabs(size);
if (lifetime != 0)
P_SpawnParticle(DVector3(ACSToDouble(x), ACSToDouble(y), ACSToDouble(z)),
DVector3(ACSToDouble(xvel), ACSToDouble(yvel), ACSToDouble(zvel)),
DVector3(ACSToDouble(accelx), ACSToDouble(accely), ACSToDouble(accelz)),
color, startalpha/255., lifetime, size, endsize, fadestep/255., fullbright);
}
break;
case ACSF_SetMusicVolume:
level.SetMusicVolume(ACSToFloat(args[0]));
break;
case ACSF_CheckProximity:
{
// [zombie] ACS version of A_CheckProximity
actor = SingleActorFromTID(args[0], activator);
PClass *classname = PClass::FindClass(FBehavior::StaticLookupString(args[1]));
double distance = ACSToDouble(args[2]);
int count = argCount >= 4 ? args[3] : 1;
int flags = argCount >= 5 ? args[4] : 0;
int ptr = argCount >= 6 ? args[5] : AAPTR_DEFAULT;
return P_Thing_CheckProximity(actor, classname, distance, count, flags, ptr);
}
case ACSF_CheckActorState:
{
actor = SingleActorFromTID(args[0], activator);
const char *statename = FBehavior::StaticLookupString(args[1]);
bool exact = (argCount > 2) ? !!args[2] : false;
if (actor && statename)
{
return (actor->GetClass()->FindStateByString(statename, exact) != nullptr);
}
return false;
}
case ACSF_CheckClass:
{
const char *clsname = FBehavior::StaticLookupString(args[0]);
return !!PClass::FindActor(clsname);
}
case ACSF_DamageActor: // [arookas] wrapper around P_DamageMobj
{
// (target, ptr_select1, inflictor, ptr_select2, amount, damagetype)
AActor* target = COPY_AAPTR(SingleActorFromTID(args[0], activator), args[1]);
AActor* inflictor = COPY_AAPTR(SingleActorFromTID(args[2], activator), args[3]);
FName damagetype(FBehavior::StaticLookupString(args[5]));
return P_DamageMobj(target, inflictor, inflictor, args[4], damagetype);
}
case ACSF_SetActorFlag:
{
int tid = args[0];
FString flagname = FBehavior::StaticLookupString(args[1]);
bool flagvalue = !!args[2];
int count = 0; // Return value; number of actors affected
if (tid == 0)
{
if (ModActorFlag(activator, flagname, flagvalue))
{
++count;
}
}
else
{
FActorIterator it(tid);
while ((actor = it.Next()) != nullptr)
{
// Don't log errors when affecting many actors because things might share a TID but not share the flag
if (ModActorFlag(actor, flagname, flagvalue, false))
{
++count;
}
}
}
return count;
}
case ACSF_SetTranslation:
{
int tid = args[0];
const char *trname = FBehavior::StaticLookupString(args[1]);
if (tid == 0)
{
if (activator != nullptr)
activator->SetTranslation(trname);
}
else
{
FActorIterator it(tid);
while ((actor = it.Next()) != nullptr)
{
actor->SetTranslation(trname);
}
}
return 1;
}
// OpenGL exclusive functions
case ACSF_SetSectorGlow:
{
int which = !!args[1];
PalEntry color(args[2], args[3], args[4]);
float height = float(args[5]);
if (args[2] == -1) color = -1;
FSectorTagIterator it(args[0]);
int s;
while ((s = it.Next()) >= 0)
{
level.sectors[s].planes[which].GlowColor = color;
level.sectors[s].planes[which].GlowHeight = height;
}
break;
}
case ACSF_SetFogDensity:
{
FSectorTagIterator it(args[0]);
int s;
int d = clamp(args[1]/2, 0, 255);
while ((s = it.Next()) >= 0)
{
level.sectors[s].SetFogDensity(d);
}
break;
}
case ACSF_GetActorFloorTexture:
{
auto a = SingleActorFromTID(args[0], activator);
if (a != nullptr)
{
return GlobalACSStrings.AddString(TexMan[a->floorpic]->Name);
}
else
{
return GlobalACSStrings.AddString("");
}
break;
}
case ACSF_GetActorFloorTerrain:
{
auto a = SingleActorFromTID(args[0], activator);
if (a != nullptr)
{
return GlobalACSStrings.AddString(Terrains[a->floorterrain].Name);
}
else
{
return GlobalACSStrings.AddString("");
}
break;
}
case ACSF_StrArg:
return -FName(FBehavior::StaticLookupString(args[0]));
case ACSF_Floor:
return args[0] & ~0xffff;
case ACSF_Ceil:
return (args[0] & ~0xffff) + 0x10000;
case ACSF_Round:
return (args[0] + 32768) & ~0xffff;
case ACSF_ScriptCall:
return ScriptCall(activator, argCount, args);
case ACSF_StartSlideshow:
G_StartSlideshow(FName(FBehavior::StaticLookupString(args[0])));
break;
case ACSF_GetLineX:
case ACSF_GetLineY:
{
FLineIdIterator it(args[0]);
int lineno = it.Next();
if (lineno < 0) return 0;
DVector2 delta = level.lines[lineno].Delta();
double result = delta[funcIndex - ACSF_GetLineX] * ACSToDouble(args[1]);
if (args[2])
{
DVector2 normal = DVector2(delta.Y, -delta.X).Unit();
result += normal[funcIndex - ACSF_GetLineX] * ACSToDouble(args[2]);
}
return DoubleToACS(result);
}
default:
break;
}
return 0;
}
enum
{
PRINTNAME_LEVELNAME = -1,
PRINTNAME_LEVEL = -2,
PRINTNAME_SKILL = -3,
PRINTNAME_NEXTLEVEL = -4,
PRINTNAME_NEXTSECRET = -5,
};
#define NEXTWORD (LittleLong(*pc++))
#define NEXTBYTE (fmt==ACS_LittleEnhanced?getbyte(pc):NEXTWORD)
#define NEXTSHORT (fmt==ACS_LittleEnhanced?getshort(pc):NEXTWORD)
#define STACK(a) (Stack[sp - (a)])
#define PushToStack(a) (Stack[sp++] = (a))
// Direct instructions that take strings need to have the tag applied.
#define TAGSTR(a) (a|activeBehavior->GetLibraryID())
inline int getbyte (int *&pc)
{
int res = *(uint8_t *)pc;
pc = (int *)((uint8_t *)pc+1);
return res;
}
inline int getshort (int *&pc)
{
int res = LittleShort( *(int16_t *)pc);
pc = (int *)((uint8_t *)pc+2);
return res;
}
static bool CharArrayParms(int &capacity, int &offset, int &a, FACSStackMemory& Stack, int &sp, bool ranged)
{
if (ranged)
{
capacity = STACK(1);
offset = STACK(2);
if (capacity < 1 || offset < 0)
{
sp -= 4;
return false;
}
sp -= 2;
}
else
{
capacity = INT_MAX;
offset = 0;
}
a = STACK(1);
offset += STACK(2);
sp -= 2;
return true;
}
static void SetMarineWeapon(AActor *marine, int weapon)
{
static VMFunction *smw = nullptr;
if (smw == nullptr) PClass::FindFunction(&smw, NAME_ScriptedMarine, NAME_SetWeapon);
if (smw)
{
VMValue params[2] = { marine, weapon };
VMCall(smw, params, 2, nullptr, 0);
}
}
static void SetMarineSprite(AActor *marine, PClassActor *source)
{
static VMFunction *sms = nullptr;
if (sms == nullptr) PClass::FindFunction(&sms, NAME_ScriptedMarine, NAME_SetSprite);
if (sms)
{
VMValue params[2] = { marine, source };
VMCall(sms, params, 2, nullptr, 0);
}
}
int DLevelScript::RunScript ()
{
DACSThinker *controller = DACSThinker::ActiveThinker;
ACSLocalVariables locals(Localvars);
ACSLocalArrays noarrays;
ACSLocalArrays *localarrays = &noarrays;
ScriptFunction *activeFunction = NULL;
FRemapTable *translation = 0;
int resultValue = 1;
if (InModuleScriptNumber >= 0)
{
ScriptPtr *ptr = activeBehavior->GetScriptPtr(InModuleScriptNumber);
assert(ptr != NULL);
if (ptr != NULL)
{
localarrays = &ptr->LocalArrays;
}
}
// Hexen truncates all special arguments to bytes (only when using an old MAPINFO and old ACS format
const int specialargmask = ((level.flags2 & LEVEL2_HEXENHACK) && activeBehavior->GetFormat() == ACS_Old) ? 255 : ~0;
switch (state)
{
case SCRIPT_Delayed:
// Decrement the delay counter and enter state running
// if it hits 0
if (--statedata == 0)
state = SCRIPT_Running;
break;
case SCRIPT_TagWait:
// Wait for tagged sector(s) to go inactive, then enter
// state running
{
int secnum;
FSectorTagIterator it(statedata);
while ((secnum = it.Next()) >= 0)
{
if (level.sectors[secnum].floordata || level.sectors[secnum].ceilingdata)
return resultValue;
}
// If we got here, none of the tagged sectors were busy
state = SCRIPT_Running;
}
break;
case SCRIPT_PolyWait:
// Wait for polyobj(s) to stop moving, then enter state running
if (!PO_Busy (statedata))
{
state = SCRIPT_Running;
}
break;
case SCRIPT_ScriptWaitPre:
// Wait for a script to start running, then enter state scriptwait
if (controller->RunningScripts.CheckKey(statedata) != NULL)
state = SCRIPT_ScriptWait;
break;
case SCRIPT_ScriptWait:
// Wait for a script to stop running, then enter state running
if (controller->RunningScripts.CheckKey(statedata) != NULL)
return resultValue;
state = SCRIPT_Running;
PutFirst ();
break;
default:
break;
}
FACSStack stackobj;
FACSStackMemory& Stack = stackobj.buffer;
int &sp = stackobj.sp;
int *pc = this->pc;
ACSFormat fmt = activeBehavior->GetFormat();
FBehavior* const savedActiveBehavior = activeBehavior;
unsigned int runaway = 0; // used to prevent infinite loops
int pcd;
FString work;
const char *lookup;
int optstart = -1;
int temp;
while (state == SCRIPT_Running)
{
if (++runaway > 2000000)
{
Printf ("Runaway %s terminated\n", ScriptPresentation(script).GetChars());
state = SCRIPT_PleaseRemove;
break;
}
if (fmt == ACS_LittleEnhanced)
{
pcd = getbyte(pc);
if (pcd >= 256-16)
{
pcd = (256-16) + ((pcd - (256-16)) << 8) + getbyte(pc);
}
}
else
{
pcd = NEXTWORD;
}
switch (pcd)
{
default:
Printf ("Unknown P-Code %d in %s\n", pcd, ScriptPresentation(script).GetChars());
activeBehavior = savedActiveBehavior;
// fall through
case PCD_TERMINATE:
DPrintf (DMSG_NOTIFY, "%s finished\n", ScriptPresentation(script).GetChars());
state = SCRIPT_PleaseRemove;
break;
case PCD_NOP:
break;
case PCD_SUSPEND:
state = SCRIPT_Suspended;
break;
case PCD_TAGSTRING:
//Stack[sp-1] |= activeBehavior->GetLibraryID();
Stack[sp-1] = GlobalACSStrings.AddString(activeBehavior->LookupString(Stack[sp-1]));
break;
case PCD_PUSHNUMBER:
PushToStack (uallong(pc[0]));
pc++;
break;
case PCD_PUSHBYTE:
PushToStack (*(uint8_t *)pc);
pc = (int *)((uint8_t *)pc + 1);
break;
case PCD_PUSH2BYTES:
Stack[sp] = ((uint8_t *)pc)[0];
Stack[sp+1] = ((uint8_t *)pc)[1];
sp += 2;
pc = (int *)((uint8_t *)pc + 2);
break;
case PCD_PUSH3BYTES:
Stack[sp] = ((uint8_t *)pc)[0];
Stack[sp+1] = ((uint8_t *)pc)[1];
Stack[sp+2] = ((uint8_t *)pc)[2];
sp += 3;
pc = (int *)((uint8_t *)pc + 3);
break;
case PCD_PUSH4BYTES:
Stack[sp] = ((uint8_t *)pc)[0];
Stack[sp+1] = ((uint8_t *)pc)[1];
Stack[sp+2] = ((uint8_t *)pc)[2];
Stack[sp+3] = ((uint8_t *)pc)[3];
sp += 4;
pc = (int *)((uint8_t *)pc + 4);
break;
case PCD_PUSH5BYTES:
Stack[sp] = ((uint8_t *)pc)[0];
Stack[sp+1] = ((uint8_t *)pc)[1];
Stack[sp+2] = ((uint8_t *)pc)[2];
Stack[sp+3] = ((uint8_t *)pc)[3];
Stack[sp+4] = ((uint8_t *)pc)[4];
sp += 5;
pc = (int *)((uint8_t *)pc + 5);
break;
case PCD_PUSHBYTES:
temp = *(uint8_t *)pc;
pc = (int *)((uint8_t *)pc + temp + 1);
for (temp = -temp; temp; temp++)
{
PushToStack (*((uint8_t *)pc + temp));
}
break;
case PCD_DUP:
Stack[sp] = Stack[sp-1];
sp++;
break;
case PCD_SWAP:
swapvalues(Stack[sp-2], Stack[sp-1]);
break;
case PCD_LSPEC1:
P_ExecuteSpecial(NEXTBYTE, activationline, activator, backSide,
STACK(1) & specialargmask, 0, 0, 0, 0);
sp -= 1;
break;
case PCD_LSPEC2:
P_ExecuteSpecial(NEXTBYTE, activationline, activator, backSide,
STACK(2) & specialargmask,
STACK(1) & specialargmask, 0, 0, 0);
sp -= 2;
break;
case PCD_LSPEC3:
P_ExecuteSpecial(NEXTBYTE, activationline, activator, backSide,
STACK(3) & specialargmask,
STACK(2) & specialargmask,
STACK(1) & specialargmask, 0, 0);
sp -= 3;
break;
case PCD_LSPEC4:
P_ExecuteSpecial(NEXTBYTE, activationline, activator, backSide,
STACK(4) & specialargmask,
STACK(3) & specialargmask,
STACK(2) & specialargmask,
STACK(1) & specialargmask, 0);
sp -= 4;
break;
case PCD_LSPEC5:
P_ExecuteSpecial(NEXTBYTE, activationline, activator, backSide,
STACK(5) & specialargmask,
STACK(4) & specialargmask,
STACK(3) & specialargmask,
STACK(2) & specialargmask,
STACK(1) & specialargmask);
sp -= 5;
break;
case PCD_LSPEC5RESULT:
STACK(5) = P_ExecuteSpecial(NEXTBYTE, activationline, activator, backSide,
STACK(5) & specialargmask,
STACK(4) & specialargmask,
STACK(3) & specialargmask,
STACK(2) & specialargmask,
STACK(1) & specialargmask);
sp -= 4;
break;
case PCD_LSPEC5EX:
P_ExecuteSpecial(NEXTWORD, activationline, activator, backSide,
STACK(5) & specialargmask,
STACK(4) & specialargmask,
STACK(3) & specialargmask,
STACK(2) & specialargmask,
STACK(1) & specialargmask);
sp -= 5;
break;
case PCD_LSPEC5EXRESULT:
STACK(5) = P_ExecuteSpecial(NEXTWORD, activationline, activator, backSide,
STACK(5) & specialargmask,
STACK(4) & specialargmask,
STACK(3) & specialargmask,
STACK(2) & specialargmask,
STACK(1) & specialargmask);
sp -= 4;
break;
case PCD_LSPEC1DIRECT:
temp = NEXTBYTE;
P_ExecuteSpecial(temp, activationline, activator, backSide,
uallong(pc[0]) & specialargmask ,0, 0, 0, 0);
pc += 1;
break;
case PCD_LSPEC2DIRECT:
temp = NEXTBYTE;
P_ExecuteSpecial(temp, activationline, activator, backSide,
uallong(pc[0]) & specialargmask,
uallong(pc[1]) & specialargmask, 0, 0, 0);
pc += 2;
break;
case PCD_LSPEC3DIRECT:
temp = NEXTBYTE;
P_ExecuteSpecial(temp, activationline, activator, backSide,
uallong(pc[0]) & specialargmask,
uallong(pc[1]) & specialargmask,
uallong(pc[2]) & specialargmask, 0, 0);
pc += 3;
break;
case PCD_LSPEC4DIRECT:
temp = NEXTBYTE;
P_ExecuteSpecial(temp, activationline, activator, backSide,
uallong(pc[0]) & specialargmask,
uallong(pc[1]) & specialargmask,
uallong(pc[2]) & specialargmask,
uallong(pc[3]) & specialargmask, 0);
pc += 4;
break;
case PCD_LSPEC5DIRECT:
temp = NEXTBYTE;
P_ExecuteSpecial(temp, activationline, activator, backSide,
uallong(pc[0]) & specialargmask,
uallong(pc[1]) & specialargmask,
uallong(pc[2]) & specialargmask,
uallong(pc[3]) & specialargmask,
uallong(pc[4]) & specialargmask);
pc += 5;
break;
// Parameters for PCD_LSPEC?DIRECTB are by definition bytes so never need and-ing.
case PCD_LSPEC1DIRECTB:
P_ExecuteSpecial(((uint8_t *)pc)[0], activationline, activator, backSide,
((uint8_t *)pc)[1], 0, 0, 0, 0);
pc = (int *)((uint8_t *)pc + 2);
break;
case PCD_LSPEC2DIRECTB:
P_ExecuteSpecial(((uint8_t *)pc)[0], activationline, activator, backSide,
((uint8_t *)pc)[1], ((uint8_t *)pc)[2], 0, 0, 0);
pc = (int *)((uint8_t *)pc + 3);
break;
case PCD_LSPEC3DIRECTB:
P_ExecuteSpecial(((uint8_t *)pc)[0], activationline, activator, backSide,
((uint8_t *)pc)[1], ((uint8_t *)pc)[2], ((uint8_t *)pc)[3], 0, 0);
pc = (int *)((uint8_t *)pc + 4);
break;
case PCD_LSPEC4DIRECTB:
P_ExecuteSpecial(((uint8_t *)pc)[0], activationline, activator, backSide,
((uint8_t *)pc)[1], ((uint8_t *)pc)[2], ((uint8_t *)pc)[3],
((uint8_t *)pc)[4], 0);
pc = (int *)((uint8_t *)pc + 5);
break;
case PCD_LSPEC5DIRECTB:
P_ExecuteSpecial(((uint8_t *)pc)[0], activationline, activator, backSide,
((uint8_t *)pc)[1], ((uint8_t *)pc)[2], ((uint8_t *)pc)[3],
((uint8_t *)pc)[4], ((uint8_t *)pc)[5]);
pc = (int *)((uint8_t *)pc + 6);
break;
case PCD_CALLFUNC:
{
int argCount = NEXTBYTE;
int funcIndex = NEXTSHORT;
int retval = CallFunction(argCount, funcIndex, &STACK(argCount));
sp -= argCount-1;
STACK(1) = retval;
}
break;
case PCD_PUSHFUNCTION:
{
int funcnum = NEXTBYTE;
// Not technically a string, but since we use the same tagging mechanism
PushToStack(TAGSTR(funcnum));
break;
}
case PCD_CALL:
case PCD_CALLDISCARD:
case PCD_CALLSTACK:
{
int funcnum;
int i;
ScriptFunction *func;
FBehavior *module;
if(pcd == PCD_CALLSTACK)
{
funcnum = STACK(1);
module = FBehavior::StaticGetModule(funcnum>>LIBRARYID_SHIFT);
--sp;
funcnum &= 0xFFFF; // Clear out tag
}
else
{
module = activeBehavior;
funcnum = NEXTBYTE;
}
func = module->GetFunction (funcnum, module);
if (func == NULL)
{
Printf ("Function %d in %s out of range\n", funcnum, ScriptPresentation(script).GetChars());
state = SCRIPT_PleaseRemove;
break;
}
if (sp + func->LocalCount + 64 > STACK_SIZE)
{ // 64 is the margin for the function's working space
Printf ("Out of stack space in %s\n", ScriptPresentation(script).GetChars());
state = SCRIPT_PleaseRemove;
break;
}
const ACSLocalVariables mylocals = locals;
// The function's first argument is also its first local variable.
locals.Reset(&Stack[sp - func->ArgCount], func->ArgCount + func->LocalCount);
// Make space on the stack for any other variables the function uses.
for (i = 0; i < func->LocalCount; ++i)
{
Stack[sp+i] = 0;
}
sp += i;
::new(&Stack[sp]) CallReturn(activeBehavior->PC2Ofs(pc), activeFunction,
activeBehavior, mylocals, localarrays, pcd == PCD_CALLDISCARD, runaway);
sp += (sizeof(CallReturn) + sizeof(int) - 1) / sizeof(int);
pc = module->Ofs2PC (func->Address);
localarrays = &func->LocalArrays;
activeFunction = func;
activeBehavior = module;
fmt = module->GetFormat();
}
break;
case PCD_RETURNVOID:
case PCD_RETURNVAL:
{
int value;
union
{
int32_t *retsp;
CallReturn *ret;
};
if (pcd == PCD_RETURNVAL)
{
value = Stack[--sp];
}
else
{
value = 0;
}
sp -= sizeof(CallReturn)/sizeof(int);
retsp = &Stack[sp];
activeBehavior->GetFunctionProfileData(activeFunction)->AddRun(runaway - ret->EntryInstrCount);
sp = int(locals.GetPointer() - &Stack[0]);
pc = ret->ReturnModule->Ofs2PC(ret->ReturnAddress);
activeFunction = ret->ReturnFunction;
activeBehavior = ret->ReturnModule;
fmt = activeBehavior->GetFormat();
locals = ret->ReturnLocals;
localarrays = ret->ReturnArrays;
if (!ret->bDiscardResult)
{
Stack[sp++] = value;
}
ret->~CallReturn();
}
break;
case PCD_ADD:
STACK(2) = STACK(2) + STACK(1);
sp--;
break;
case PCD_SUBTRACT:
STACK(2) = STACK(2) - STACK(1);
sp--;
break;
case PCD_MULTIPLY:
STACK(2) = STACK(2) * STACK(1);
sp--;
break;
case PCD_DIVIDE:
if (STACK(1) == 0)
{
state = SCRIPT_DivideBy0;
}
else
{
STACK(2) = STACK(2) / STACK(1);
sp--;
}
break;
case PCD_MODULUS:
if (STACK(1) == 0)
{
state = SCRIPT_ModulusBy0;
}
else
{
STACK(2) = STACK(2) % STACK(1);
sp--;
}
break;
case PCD_EQ:
STACK(2) = (STACK(2) == STACK(1));
sp--;
break;
case PCD_NE:
STACK(2) = (STACK(2) != STACK(1));
sp--;
break;
case PCD_LT:
STACK(2) = (STACK(2) < STACK(1));
sp--;
break;
case PCD_GT:
STACK(2) = (STACK(2) > STACK(1));
sp--;
break;
case PCD_LE:
STACK(2) = (STACK(2) <= STACK(1));
sp--;
break;
case PCD_GE:
STACK(2) = (STACK(2) >= STACK(1));
sp--;
break;
case PCD_ASSIGNSCRIPTVAR:
locals[NEXTBYTE] = STACK(1);
sp--;
break;
case PCD_ASSIGNMAPVAR:
*(activeBehavior->MapVars[NEXTBYTE]) = STACK(1);
sp--;
break;
case PCD_ASSIGNWORLDVAR:
ACS_WorldVars[NEXTBYTE] = STACK(1);
sp--;
break;
case PCD_ASSIGNGLOBALVAR:
ACS_GlobalVars[NEXTBYTE] = STACK(1);
sp--;
break;
case PCD_ASSIGNSCRIPTARRAY:
localarrays->Set(locals, NEXTBYTE, STACK(2), STACK(1));
sp -= 2;
break;
case PCD_ASSIGNMAPARRAY:
activeBehavior->SetArrayVal (*(activeBehavior->MapVars[NEXTBYTE]), STACK(2), STACK(1));
sp -= 2;
break;
case PCD_ASSIGNWORLDARRAY:
ACS_WorldArrays[NEXTBYTE][STACK(2)] = STACK(1);
sp -= 2;
break;
case PCD_ASSIGNGLOBALARRAY:
ACS_GlobalArrays[NEXTBYTE][STACK(2)] = STACK(1);
sp -= 2;
break;
case PCD_PUSHSCRIPTVAR:
PushToStack (locals[NEXTBYTE]);
break;
case PCD_PUSHMAPVAR:
PushToStack (*(activeBehavior->MapVars[NEXTBYTE]));
break;
case PCD_PUSHWORLDVAR:
PushToStack (ACS_WorldVars[NEXTBYTE]);
break;
case PCD_PUSHGLOBALVAR:
PushToStack (ACS_GlobalVars[NEXTBYTE]);
break;
case PCD_PUSHSCRIPTARRAY:
STACK(1) = localarrays->Get(locals, NEXTBYTE, STACK(1));
break;
case PCD_PUSHMAPARRAY:
STACK(1) = activeBehavior->GetArrayVal (*(activeBehavior->MapVars[NEXTBYTE]), STACK(1));
break;
case PCD_PUSHWORLDARRAY:
STACK(1) = ACS_WorldArrays[NEXTBYTE][STACK(1)];
break;
case PCD_PUSHGLOBALARRAY:
STACK(1) = ACS_GlobalArrays[NEXTBYTE][STACK(1)];
break;
case PCD_ADDSCRIPTVAR:
locals[NEXTBYTE] += STACK(1);
sp--;
break;
case PCD_ADDMAPVAR:
*(activeBehavior->MapVars[NEXTBYTE]) += STACK(1);
sp--;
break;
case PCD_ADDWORLDVAR:
ACS_WorldVars[NEXTBYTE] += STACK(1);
sp--;
break;
case PCD_ADDGLOBALVAR:
ACS_GlobalVars[NEXTBYTE] += STACK(1);
sp--;
break;
case PCD_ADDSCRIPTARRAY:
{
int a = NEXTBYTE, i = STACK(2);
localarrays->Set(locals, a, i, localarrays->Get(locals, a, i) + STACK(1));
sp -= 2;
}
break;
case PCD_ADDMAPARRAY:
{
int a = *(activeBehavior->MapVars[NEXTBYTE]);
int i = STACK(2);
activeBehavior->SetArrayVal (a, i, activeBehavior->GetArrayVal (a, i) + STACK(1));
sp -= 2;
}
break;
case PCD_ADDWORLDARRAY:
{
int a = NEXTBYTE;
ACS_WorldArrays[a][STACK(2)] += STACK(1);
sp -= 2;
}
break;
case PCD_ADDGLOBALARRAY:
{
int a = NEXTBYTE;
ACS_GlobalArrays[a][STACK(2)] += STACK(1);
sp -= 2;
}
break;
case PCD_SUBSCRIPTVAR:
locals[NEXTBYTE] -= STACK(1);
sp--;
break;
case PCD_SUBMAPVAR:
*(activeBehavior->MapVars[NEXTBYTE]) -= STACK(1);
sp--;
break;
case PCD_SUBWORLDVAR:
ACS_WorldVars[NEXTBYTE] -= STACK(1);
sp--;
break;
case PCD_SUBGLOBALVAR:
ACS_GlobalVars[NEXTBYTE] -= STACK(1);
sp--;
break;
case PCD_SUBSCRIPTARRAY:
{
int a = NEXTBYTE, i = STACK(2);
localarrays->Set(locals, a, i, localarrays->Get(locals, a, i) - STACK(1));
sp -= 2;
}
break;
case PCD_SUBMAPARRAY:
{
int a = *(activeBehavior->MapVars[NEXTBYTE]);
int i = STACK(2);
activeBehavior->SetArrayVal (a, i, activeBehavior->GetArrayVal (a, i) - STACK(1));
sp -= 2;
}
break;
case PCD_SUBWORLDARRAY:
{
int a = NEXTBYTE;
ACS_WorldArrays[a][STACK(2)] -= STACK(1);
sp -= 2;
}
break;
case PCD_SUBGLOBALARRAY:
{
int a = NEXTBYTE;
ACS_GlobalArrays[a][STACK(2)] -= STACK(1);
sp -= 2;
}
break;
case PCD_MULSCRIPTVAR:
locals[NEXTBYTE] *= STACK(1);
sp--;
break;
case PCD_MULMAPVAR:
*(activeBehavior->MapVars[NEXTBYTE]) *= STACK(1);
sp--;
break;
case PCD_MULWORLDVAR:
ACS_WorldVars[NEXTBYTE] *= STACK(1);
sp--;
break;
case PCD_MULGLOBALVAR:
ACS_GlobalVars[NEXTBYTE] *= STACK(1);
sp--;
break;
case PCD_MULSCRIPTARRAY:
{
int a = NEXTBYTE, i = STACK(2);
localarrays->Set(locals, a, i, localarrays->Get(locals, a, i) * STACK(1));
sp -= 2;
}
break;
case PCD_MULMAPARRAY:
{
int a = *(activeBehavior->MapVars[NEXTBYTE]);
int i = STACK(2);
activeBehavior->SetArrayVal (a, i, activeBehavior->GetArrayVal (a, i) * STACK(1));
sp -= 2;
}
break;
case PCD_MULWORLDARRAY:
{
int a = NEXTBYTE;
ACS_WorldArrays[a][STACK(2)] *= STACK(1);
sp -= 2;
}
break;
case PCD_MULGLOBALARRAY:
{
int a = NEXTBYTE;
ACS_GlobalArrays[a][STACK(2)] *= STACK(1);
sp -= 2;
}
break;
case PCD_DIVSCRIPTVAR:
if (STACK(1) == 0)
{
state = SCRIPT_DivideBy0;
}
else
{
locals[NEXTBYTE] /= STACK(1);
sp--;
}
break;
case PCD_DIVMAPVAR:
if (STACK(1) == 0)
{
state = SCRIPT_DivideBy0;
}
else
{
*(activeBehavior->MapVars[NEXTBYTE]) /= STACK(1);
sp--;
}
break;
case PCD_DIVWORLDVAR:
if (STACK(1) == 0)
{
state = SCRIPT_DivideBy0;
}
else
{
ACS_WorldVars[NEXTBYTE] /= STACK(1);
sp--;
}
break;
case PCD_DIVGLOBALVAR:
if (STACK(1) == 0)
{
state = SCRIPT_DivideBy0;
}
else
{
ACS_GlobalVars[NEXTBYTE] /= STACK(1);
sp--;
}
break;
case PCD_DIVSCRIPTARRAY:
if (STACK(1) == 0)
{
state = SCRIPT_DivideBy0;
}
else
{
int a = NEXTBYTE, i = STACK(2);
localarrays->Set(locals, a, i, localarrays->Get(locals, a, i) / STACK(1));
sp -= 2;
}
break;
case PCD_DIVMAPARRAY:
if (STACK(1) == 0)
{
state = SCRIPT_DivideBy0;
}
else
{
int a = *(activeBehavior->MapVars[NEXTBYTE]);
int i = STACK(2);
activeBehavior->SetArrayVal (a, i, activeBehavior->GetArrayVal (a, i) / STACK(1));
sp -= 2;
}
break;
case PCD_DIVWORLDARRAY:
if (STACK(1) == 0)
{
state = SCRIPT_DivideBy0;
}
else
{
int a = NEXTBYTE;
ACS_WorldArrays[a][STACK(2)] /= STACK(1);
sp -= 2;
}
break;
case PCD_DIVGLOBALARRAY:
if (STACK(1) == 0)
{
state = SCRIPT_DivideBy0;
}
else
{
int a = NEXTBYTE;
ACS_GlobalArrays[a][STACK(2)] /= STACK(1);
sp -= 2;
}
break;
case PCD_MODSCRIPTVAR:
if (STACK(1) == 0)
{
state = SCRIPT_ModulusBy0;
}
else
{
locals[NEXTBYTE] %= STACK(1);
sp--;
}
break;
case PCD_MODMAPVAR:
if (STACK(1) == 0)
{
state = SCRIPT_ModulusBy0;
}
else
{
*(activeBehavior->MapVars[NEXTBYTE]) %= STACK(1);
sp--;
}
break;
case PCD_MODWORLDVAR:
if (STACK(1) == 0)
{
state = SCRIPT_ModulusBy0;
}
else
{
ACS_WorldVars[NEXTBYTE] %= STACK(1);
sp--;
}
break;
case PCD_MODGLOBALVAR:
if (STACK(1) == 0)
{
state = SCRIPT_ModulusBy0;
}
else
{
ACS_GlobalVars[NEXTBYTE] %= STACK(1);
sp--;
}
break;
case PCD_MODSCRIPTARRAY:
if (STACK(1) == 0)
{
state = SCRIPT_ModulusBy0;
}
else
{
int a = NEXTBYTE, i = STACK(2);
localarrays->Set(locals, a, i, localarrays->Get(locals, a, i) % STACK(1));
sp -= 2;
}
break;
case PCD_MODMAPARRAY:
if (STACK(1) == 0)
{
state = SCRIPT_ModulusBy0;
}
else
{
int a = *(activeBehavior->MapVars[NEXTBYTE]);
int i = STACK(2);
activeBehavior->SetArrayVal (a, i, activeBehavior->GetArrayVal (a, i) % STACK(1));
sp -= 2;
}
break;
case PCD_MODWORLDARRAY:
if (STACK(1) == 0)
{
state = SCRIPT_ModulusBy0;
}
else
{
int a = NEXTBYTE;
ACS_WorldArrays[a][STACK(2)] %= STACK(1);
sp -= 2;
}
break;
case PCD_MODGLOBALARRAY:
if (STACK(1) == 0)
{
state = SCRIPT_ModulusBy0;
}
else
{
int a = NEXTBYTE;
ACS_GlobalArrays[a][STACK(2)] %= STACK(1);
sp -= 2;
}
break;
//[MW] start
case PCD_ANDSCRIPTVAR:
locals[NEXTBYTE] &= STACK(1);
sp--;
break;
case PCD_ANDMAPVAR:
*(activeBehavior->MapVars[NEXTBYTE]) &= STACK(1);
sp--;
break;
case PCD_ANDWORLDVAR:
ACS_WorldVars[NEXTBYTE] &= STACK(1);
sp--;
break;
case PCD_ANDGLOBALVAR:
ACS_GlobalVars[NEXTBYTE] &= STACK(1);
sp--;
break;
case PCD_ANDSCRIPTARRAY:
{
int a = NEXTBYTE, i = STACK(2);
localarrays->Set(locals, a, i, localarrays->Get(locals, a, i) & STACK(1));
sp -= 2;
}
break;
case PCD_ANDMAPARRAY:
{
int a = *(activeBehavior->MapVars[NEXTBYTE]);
int i = STACK(2);
activeBehavior->SetArrayVal (a, i, activeBehavior->GetArrayVal (a, i) & STACK(1));
sp -= 2;
}
break;
case PCD_ANDWORLDARRAY:
{
int a = NEXTBYTE;
ACS_WorldArrays[a][STACK(2)] &= STACK(1);
sp -= 2;
}
break;
case PCD_ANDGLOBALARRAY:
{
int a = NEXTBYTE;
ACS_GlobalArrays[a][STACK(2)] &= STACK(1);
sp -= 2;
}
break;
case PCD_EORSCRIPTVAR:
locals[NEXTBYTE] ^= STACK(1);
sp--;
break;
case PCD_EORMAPVAR:
*(activeBehavior->MapVars[NEXTBYTE]) ^= STACK(1);
sp--;
break;
case PCD_EORWORLDVAR:
ACS_WorldVars[NEXTBYTE] ^= STACK(1);
sp--;
break;
case PCD_EORGLOBALVAR:
ACS_GlobalVars[NEXTBYTE] ^= STACK(1);
sp--;
break;
case PCD_EORSCRIPTARRAY:
{
int a = NEXTBYTE, i = STACK(2);
localarrays->Set(locals, a, i, localarrays->Get(locals, a, i) ^ STACK(1));
sp -= 2;
}
break;
case PCD_EORMAPARRAY:
{
int a = *(activeBehavior->MapVars[NEXTBYTE]);
int i = STACK(2);
activeBehavior->SetArrayVal (a, i, activeBehavior->GetArrayVal (a, i) ^ STACK(1));
sp -= 2;
}
break;
case PCD_EORWORLDARRAY:
{
int a = NEXTBYTE;
ACS_WorldArrays[a][STACK(2)] ^= STACK(1);
sp -= 2;
}
break;
case PCD_EORGLOBALARRAY:
{
int a = NEXTBYTE;
ACS_GlobalArrays[a][STACK(2)] ^= STACK(1);
sp -= 2;
}
break;
case PCD_ORSCRIPTVAR:
locals[NEXTBYTE] |= STACK(1);
sp--;
break;
case PCD_ORMAPVAR:
*(activeBehavior->MapVars[NEXTBYTE]) |= STACK(1);
sp--;
break;
case PCD_ORWORLDVAR:
ACS_WorldVars[NEXTBYTE] |= STACK(1);
sp--;
break;
case PCD_ORGLOBALVAR:
ACS_GlobalVars[NEXTBYTE] |= STACK(1);
sp--;
break;
case PCD_ORSCRIPTARRAY:
{
int a = NEXTBYTE, i = STACK(2);
localarrays->Set(locals, a, i, localarrays->Get(locals, a, i) | STACK(1));
sp -= 2;
}
break;
case PCD_ORMAPARRAY:
{
int a = *(activeBehavior->MapVars[NEXTBYTE]);
int i = STACK(2);
activeBehavior->SetArrayVal (a, i, activeBehavior->GetArrayVal (a, i) | STACK(1));
sp -= 2;
}
break;
case PCD_ORWORLDARRAY:
{
int a = NEXTBYTE;
ACS_WorldArrays[a][STACK(2)] |= STACK(1);
sp -= 2;
}
break;
case PCD_ORGLOBALARRAY:
{
int a = NEXTBYTE;
int i = STACK(2);
ACS_GlobalArrays[a][STACK(2)] |= STACK(1);
sp -= 2;
}
break;
case PCD_LSSCRIPTVAR:
locals[NEXTBYTE] <<= STACK(1);
sp--;
break;
case PCD_LSMAPVAR:
*(activeBehavior->MapVars[NEXTBYTE]) <<= STACK(1);
sp--;
break;
case PCD_LSWORLDVAR:
ACS_WorldVars[NEXTBYTE] <<= STACK(1);
sp--;
break;
case PCD_LSGLOBALVAR:
ACS_GlobalVars[NEXTBYTE] <<= STACK(1);
sp--;
break;
case PCD_LSSCRIPTARRAY:
{
int a = NEXTBYTE, i = STACK(2);
localarrays->Set(locals, a, i, localarrays->Get(locals, a, i) << STACK(1));
sp -= 2;
}
break;
case PCD_LSMAPARRAY:
{
int a = *(activeBehavior->MapVars[NEXTBYTE]);
int i = STACK(2);
activeBehavior->SetArrayVal (a, i, activeBehavior->GetArrayVal (a, i) << STACK(1));
sp -= 2;
}
break;
case PCD_LSWORLDARRAY:
{
int a = NEXTBYTE;
ACS_WorldArrays[a][STACK(2)] <<= STACK(1);
sp -= 2;
}
break;
case PCD_LSGLOBALARRAY:
{
int a = NEXTBYTE;
ACS_GlobalArrays[a][STACK(2)] <<= STACK(1);
sp -= 2;
}
break;
case PCD_RSSCRIPTVAR:
locals[NEXTBYTE] >>= STACK(1);
sp--;
break;
case PCD_RSMAPVAR:
*(activeBehavior->MapVars[NEXTBYTE]) >>= STACK(1);
sp--;
break;
case PCD_RSWORLDVAR:
ACS_WorldVars[NEXTBYTE] >>= STACK(1);
sp--;
break;
case PCD_RSGLOBALVAR:
ACS_GlobalVars[NEXTBYTE] >>= STACK(1);
sp--;
break;
case PCD_RSSCRIPTARRAY:
{
int a = NEXTBYTE, i = STACK(2);
localarrays->Set(locals, a, i, localarrays->Get(locals, a, i) >> STACK(1));
sp -= 2;
}
break;
case PCD_RSMAPARRAY:
{
int a = *(activeBehavior->MapVars[NEXTBYTE]);
int i = STACK(2);
activeBehavior->SetArrayVal (a, i, activeBehavior->GetArrayVal (a, i) >> STACK(1));
sp -= 2;
}
break;
case PCD_RSWORLDARRAY:
{
int a = NEXTBYTE;
ACS_WorldArrays[a][STACK(2)] >>= STACK(1);
sp -= 2;
}
break;
case PCD_RSGLOBALARRAY:
{
int a = NEXTBYTE;
ACS_GlobalArrays[a][STACK(2)] >>= STACK(1);
sp -= 2;
}
break;
//[MW] end
case PCD_INCSCRIPTVAR:
++locals[NEXTBYTE];
break;
case PCD_INCMAPVAR:
*(activeBehavior->MapVars[NEXTBYTE]) += 1;
break;
case PCD_INCWORLDVAR:
++ACS_WorldVars[NEXTBYTE];
break;
case PCD_INCGLOBALVAR:
++ACS_GlobalVars[NEXTBYTE];
break;
case PCD_INCSCRIPTARRAY:
{
int a = NEXTBYTE, i = STACK(1);
localarrays->Set(locals, a, i, localarrays->Get(locals, a, i) + 1);
sp--;
}
break;
case PCD_INCMAPARRAY:
{
int a = *(activeBehavior->MapVars[NEXTBYTE]);
int i = STACK(1);
activeBehavior->SetArrayVal (a, i, activeBehavior->GetArrayVal (a, i) + 1);
sp--;
}
break;
case PCD_INCWORLDARRAY:
{
int a = NEXTBYTE;
ACS_WorldArrays[a][STACK(1)] += 1;
sp--;
}
break;
case PCD_INCGLOBALARRAY:
{
int a = NEXTBYTE;
ACS_GlobalArrays[a][STACK(1)] += 1;
sp--;
}
break;
case PCD_DECSCRIPTVAR:
--locals[NEXTBYTE];
break;
case PCD_DECMAPVAR:
*(activeBehavior->MapVars[NEXTBYTE]) -= 1;
break;
case PCD_DECWORLDVAR:
--ACS_WorldVars[NEXTBYTE];
break;
case PCD_DECGLOBALVAR:
--ACS_GlobalVars[NEXTBYTE];
break;
case PCD_DECSCRIPTARRAY:
{
int a = NEXTBYTE, i = STACK(1);
localarrays->Set(locals, a, i, localarrays->Get(locals, a, i) - 1);
sp--;
}
break;
case PCD_DECMAPARRAY:
{
int a = *(activeBehavior->MapVars[NEXTBYTE]);
int i = STACK(1);
activeBehavior->SetArrayVal (a, i, activeBehavior->GetArrayVal (a, i) - 1);
sp--;
}
break;
case PCD_DECWORLDARRAY:
{
int a = NEXTBYTE;
ACS_WorldArrays[a][STACK(1)] -= 1;
sp--;
}
break;
case PCD_DECGLOBALARRAY:
{
int a = NEXTBYTE;
int i = STACK(1);
ACS_GlobalArrays[a][STACK(1)] -= 1;
sp--;
}
break;
case PCD_GOTO:
pc = activeBehavior->Ofs2PC (LittleLong(*pc));
break;
case PCD_GOTOSTACK:
pc = activeBehavior->Jump2PC (STACK(1));
sp--;
break;
case PCD_IFGOTO:
if (STACK(1))
pc = activeBehavior->Ofs2PC (LittleLong(*pc));
else
pc++;
sp--;
break;
case PCD_SETRESULTVALUE:
resultValue = STACK(1);
case PCD_DROP: //fall through.
sp--;
break;
case PCD_DELAY:
statedata = STACK(1) + (fmt == ACS_Old && gameinfo.gametype == GAME_Hexen);
if (statedata > 0)
{
state = SCRIPT_Delayed;
}
sp--;
break;
case PCD_DELAYDIRECT:
statedata = uallong(pc[0]) + (fmt == ACS_Old && gameinfo.gametype == GAME_Hexen);
pc++;
if (statedata > 0)
{
state = SCRIPT_Delayed;
}
break;
case PCD_DELAYDIRECTB:
statedata = *(uint8_t *)pc + (fmt == ACS_Old && gameinfo.gametype == GAME_Hexen);
if (statedata > 0)
{
state = SCRIPT_Delayed;
}
pc = (int *)((uint8_t *)pc + 1);
break;
case PCD_RANDOM:
STACK(2) = Random (STACK(2), STACK(1));
sp--;
break;
case PCD_RANDOMDIRECT:
PushToStack (Random (uallong(pc[0]), uallong(pc[1])));
pc += 2;
break;
case PCD_RANDOMDIRECTB:
PushToStack (Random (((uint8_t *)pc)[0], ((uint8_t *)pc)[1]));
pc = (int *)((uint8_t *)pc + 2);
break;
case PCD_THINGCOUNT:
STACK(2) = ThingCount (STACK(2), -1, STACK(1), -1);
sp--;
break;
case PCD_THINGCOUNTDIRECT:
PushToStack (ThingCount (uallong(pc[0]), -1, uallong(pc[1]), -1));
pc += 2;
break;
case PCD_THINGCOUNTNAME:
STACK(2) = ThingCount (-1, STACK(2), STACK(1), -1);
sp--;
break;
case PCD_THINGCOUNTNAMESECTOR:
STACK(3) = ThingCount (-1, STACK(3), STACK(2), STACK(1));
sp -= 2;
break;
case PCD_THINGCOUNTSECTOR:
STACK(3) = ThingCount (STACK(3), -1, STACK(2), STACK(1));
sp -= 2;
break;
case PCD_TAGWAIT:
state = SCRIPT_TagWait;
statedata = STACK(1);
sp--;
break;
case PCD_TAGWAITDIRECT:
state = SCRIPT_TagWait;
statedata = uallong(pc[0]);
pc++;
break;
case PCD_POLYWAIT:
state = SCRIPT_PolyWait;
statedata = STACK(1);
sp--;
break;
case PCD_POLYWAITDIRECT:
state = SCRIPT_PolyWait;
statedata = uallong(pc[0]);
pc++;
break;
case PCD_CHANGEFLOOR:
ChangeFlat (STACK(2), STACK(1), 0);
sp -= 2;
break;
case PCD_CHANGEFLOORDIRECT:
ChangeFlat (uallong(pc[0]), TAGSTR(uallong(pc[1])), 0);
pc += 2;
break;
case PCD_CHANGECEILING:
ChangeFlat (STACK(2), STACK(1), 1);
sp -= 2;
break;
case PCD_CHANGECEILINGDIRECT:
ChangeFlat (uallong(pc[0]), TAGSTR(uallong(pc[1])), 1);
pc += 2;
break;
case PCD_RESTART:
{
const ScriptPtr *scriptp;
scriptp = activeBehavior->FindScript (script);
pc = activeBehavior->GetScriptAddress (scriptp);
}
break;
case PCD_ANDLOGICAL:
STACK(2) = (STACK(2) && STACK(1));
sp--;
break;
case PCD_ORLOGICAL:
STACK(2) = (STACK(2) || STACK(1));
sp--;
break;
case PCD_ANDBITWISE:
STACK(2) = (STACK(2) & STACK(1));
sp--;
break;
case PCD_ORBITWISE:
STACK(2) = (STACK(2) | STACK(1));
sp--;
break;
case PCD_EORBITWISE:
STACK(2) = (STACK(2) ^ STACK(1));
sp--;
break;
case PCD_NEGATELOGICAL:
STACK(1) = !STACK(1);
break;
case PCD_NEGATEBINARY:
STACK(1) = ~STACK(1);
break;
case PCD_LSHIFT:
STACK(2) = (STACK(2) << STACK(1));
sp--;
break;
case PCD_RSHIFT:
STACK(2) = (STACK(2) >> STACK(1));
sp--;
break;
case PCD_UNARYMINUS:
STACK(1) = -STACK(1);
break;
case PCD_IFNOTGOTO:
if (!STACK(1))
pc = activeBehavior->Ofs2PC (LittleLong(*pc));
else
pc++;
sp--;
break;
case PCD_LINESIDE:
PushToStack (backSide);
break;
case PCD_SCRIPTWAIT:
statedata = STACK(1);
sp--;
scriptwait:
if (controller->RunningScripts.CheckKey(statedata) != NULL)
state = SCRIPT_ScriptWait;
else
state = SCRIPT_ScriptWaitPre;
PutLast ();
break;
case PCD_SCRIPTWAITDIRECT:
statedata = uallong(pc[0]);
pc++;
goto scriptwait;
case PCD_SCRIPTWAITNAMED:
statedata = -FName(FBehavior::StaticLookupString(STACK(1)));
sp--;
goto scriptwait;
case PCD_CLEARLINESPECIAL:
if (activationline != NULL)
{
activationline->special = 0;
DPrintf(DMSG_SPAMMY, "Cleared line special on line %d\n", activationline->Index());
}
break;
case PCD_CASEGOTO:
if (STACK(1) == uallong(pc[0]))
{
pc = activeBehavior->Ofs2PC (uallong(pc[1]));
sp--;
}
else
{
pc += 2;
}
break;
case PCD_CASEGOTOSORTED:
// The count and jump table are 4-byte aligned
pc = (int *)(((size_t)pc + 3) & ~3);
{
int numcases = uallong(pc[0]); pc++;
int min = 0, max = numcases-1;
while (min <= max)
{
int mid = (min + max) / 2;
int32_t caseval = LittleLong(pc[mid*2]);
if (caseval == STACK(1))
{
pc = activeBehavior->Ofs2PC (LittleLong(pc[mid*2+1]));
sp--;
break;
}
else if (caseval < STACK(1))
{
min = mid + 1;
}
else
{
max = mid - 1;
}
}
if (min > max)
{
// The case was not found, so go to the next instruction.
pc += numcases * 2;
}
}
break;
case PCD_BEGINPRINT:
STRINGBUILDER_START(work);
break;
case PCD_PRINTSTRING:
case PCD_PRINTLOCALIZED:
lookup = FBehavior::StaticLookupString (STACK(1));
if (pcd == PCD_PRINTLOCALIZED)
{
lookup = GStrings(lookup);
}
if (lookup != NULL)
{
work += lookup;
}
--sp;
break;
case PCD_PRINTNUMBER:
work.AppendFormat ("%d", STACK(1));
--sp;
break;
case PCD_PRINTBINARY:
IGNORE_FORMAT_PRE
work.AppendFormat ("%B", STACK(1));
IGNORE_FORMAT_POST
--sp;
break;
case PCD_PRINTHEX:
work.AppendFormat ("%X", STACK(1));
--sp;
break;
case PCD_PRINTCHARACTER:
work += (char)STACK(1);
--sp;
break;
case PCD_PRINTFIXED:
work.AppendFormat ("%g", ACSToDouble(STACK(1)));
--sp;
break;
// [BC] Print activator's name
// [RH] Fancied up a bit
case PCD_PRINTNAME:
{
player_t *player = NULL;
if (STACK(1) < 0)
{
switch (STACK(1))
{
case PRINTNAME_LEVELNAME:
work += level.LevelName;
break;
case PRINTNAME_LEVEL:
{
FString uppername = level.MapName;
uppername.ToUpper();
work += uppername;
break;
}
case PRINTNAME_NEXTLEVEL:
{
FString uppername = level.NextMap;
uppername.ToUpper();
work += uppername;
break;
}
case PRINTNAME_NEXTSECRET:
{
FString uppername = level.NextSecretMap;
uppername.ToUpper();
work += uppername;
break;
}
case PRINTNAME_SKILL:
work += G_SkillName();
break;
default:
work += ' ';
break;
}
sp--;
break;
}
else if (STACK(1) == 0 || (unsigned)STACK(1) > MAXPLAYERS)
{
if (activator)
{
player = activator->player;
}
}
else if (playeringame[STACK(1)-1])
{
player = &players[STACK(1)-1];
}
else
{
work.AppendFormat ("Player %d", STACK(1));
sp--;
break;
}
if (player)
{
work += player->userinfo.GetName();
}
else if (activator)
{
work += activator->GetTag();
}
else
{
work += ' ';
}
sp--;
}
break;
// Print script character array
case PCD_PRINTSCRIPTCHARARRAY:
case PCD_PRINTSCRIPTCHRANGE:
{
int capacity, offset, a, c;
if (CharArrayParms(capacity, offset, a, Stack, sp, pcd == PCD_PRINTSCRIPTCHRANGE))
{
while (capacity-- && (c = localarrays->Get(locals, a, offset)) != '\0')
{
work += (char)c;
offset++;
}
}
}
break;
// [JB] Print map character array
case PCD_PRINTMAPCHARARRAY:
case PCD_PRINTMAPCHRANGE:
{
int capacity, offset, a, c;
if (CharArrayParms(capacity, offset, a, Stack, sp, pcd == PCD_PRINTMAPCHRANGE))
{
while (capacity-- && (c = activeBehavior->GetArrayVal (a, offset)) != '\0')
{
work += (char)c;
offset++;
}
}
}
break;
// [JB] Print world character array
case PCD_PRINTWORLDCHARARRAY:
case PCD_PRINTWORLDCHRANGE:
{
int capacity, offset, a, c;
if (CharArrayParms(capacity, offset, a, Stack, sp, pcd == PCD_PRINTWORLDCHRANGE))
{
while (capacity-- && (c = ACS_WorldArrays[a][offset]) != '\0')
{
work += (char)c;
offset++;
}
}
}
break;
// [JB] Print global character array
case PCD_PRINTGLOBALCHARARRAY:
case PCD_PRINTGLOBALCHRANGE:
{
int capacity, offset, a, c;
if (CharArrayParms(capacity, offset, a, Stack, sp, pcd == PCD_PRINTGLOBALCHRANGE))
{
while (capacity-- && (c = ACS_GlobalArrays[a][offset]) != '\0')
{
work += (char)c;
offset++;
}
}
}
break;
// [GRB] Print key name(s) for a command
case PCD_PRINTBIND:
lookup = FBehavior::StaticLookupString (STACK(1));
if (lookup != NULL)
{
int key1 = 0, key2 = 0;
Bindings.GetKeysForCommand ((char *)lookup, &key1, &key2);
if (key2)
work << KeyNames[key1] << " or " << KeyNames[key2];
else if (key1)
work << KeyNames[key1];
else
work << "??? (" << (char *)lookup << ')';
}
--sp;
break;
case PCD_ENDPRINT:
case PCD_ENDPRINTBOLD:
case PCD_MOREHUDMESSAGE:
case PCD_ENDLOG:
if (pcd == PCD_ENDLOG)
{
Printf ("%s\n", work.GetChars());
STRINGBUILDER_FINISH(work);
}
else if (pcd != PCD_MOREHUDMESSAGE)
{
AActor *screen = activator;
// If a missile is the activator, make the thing that
// launched the missile the target of the print command.
if (screen != NULL &&
screen->player == NULL &&
(screen->flags & MF_MISSILE) &&
screen->target != NULL)
{
screen = screen->target;
}
if (pcd == PCD_ENDPRINTBOLD || screen == NULL ||
screen->CheckLocalView (consoleplayer))
{
if (pcd == PCD_ENDPRINTBOLD && (gameinfo.correctprintbold || (level.flags2 & LEVEL2_HEXENHACK)))
C_MidPrintBold(activefont, work);
else
C_MidPrint (activefont, work);
}
STRINGBUILDER_FINISH(work);
}
else
{
optstart = -1;
}
break;
case PCD_OPTHUDMESSAGE:
optstart = sp;
break;
case PCD_ENDHUDMESSAGE:
case PCD_ENDHUDMESSAGEBOLD:
if (optstart == -1)
{
optstart = sp;
}
{
AActor *screen = activator;
if (screen != NULL &&
screen->player == NULL &&
(screen->flags & MF_MISSILE) &&
screen->target != NULL)
{
screen = screen->target;
}
if (pcd == PCD_ENDHUDMESSAGEBOLD || screen == NULL ||
players[consoleplayer].mo == screen)
{
int type = Stack[optstart-6];
int id = Stack[optstart-5];
EColorRange color;
float x = ACSToFloat(Stack[optstart-3]);
float y = ACSToFloat(Stack[optstart-2]);
float holdTime = ACSToFloat(Stack[optstart-1]);
float alpha;
DHUDMessage *msg;
if (type & HUDMSG_COLORSTRING)
{
color = V_FindFontColor(FBehavior::StaticLookupString(Stack[optstart-4]));
}
else
{
color = CLAMPCOLOR(Stack[optstart-4]);
}
switch (type & 0xFF)
{
default: // normal
alpha = (optstart < sp) ? ACSToFloat(Stack[optstart]) : 1.f;
msg = Create<DHUDMessage> (activefont, work, x, y, hudwidth, hudheight, color, holdTime);
break;
case 1: // fade out
{
float fadeTime = (optstart < sp) ? ACSToFloat(Stack[optstart]) : 0.5f;
alpha = (optstart < sp-1) ? ACSToFloat(Stack[optstart+1]) : 1.f;
msg = Create<DHUDMessageFadeOut> (activefont, work, x, y, hudwidth, hudheight, color, holdTime, fadeTime);
}
break;
case 2: // type on, then fade out
{
float typeTime = (optstart < sp) ? ACSToFloat(Stack[optstart]) : 0.05f;
float fadeTime = (optstart < sp-1) ? ACSToFloat(Stack[optstart+1]) : 0.5f;
alpha = (optstart < sp-2) ? ACSToFloat(Stack[optstart+2]) : 1.f;
msg = Create<DHUDMessageTypeOnFadeOut> (activefont, work, x, y, hudwidth, hudheight, color, typeTime, holdTime, fadeTime);
}
break;
case 3: // fade in, then fade out
{
float inTime = (optstart < sp) ? ACSToFloat(Stack[optstart]) : 0.5f;
float outTime = (optstart < sp-1) ? ACSToFloat(Stack[optstart+1]) : 0.5f;
alpha = (optstart < sp-2) ? ACSToFloat(Stack[optstart + 2]) : 1.f;
msg = Create<DHUDMessageFadeInOut> (activefont, work, x, y, hudwidth, hudheight, color, holdTime, inTime, outTime);
}
break;
}
msg->SetClipRect(ClipRectLeft, ClipRectTop, ClipRectWidth, ClipRectHeight, HandleAspect);
if (WrapWidth != 0)
{
msg->SetWrapWidth(WrapWidth);
}
msg->SetVisibility((type & HUDMSG_VISIBILITY_MASK) >> HUDMSG_VISIBILITY_SHIFT);
if (type & HUDMSG_NOWRAP)
{
msg->SetNoWrap(true);
}
if (type & HUDMSG_ALPHA)
{
msg->SetAlpha(alpha);
}
if (type & HUDMSG_ADDBLEND)
{
msg->SetRenderStyle(STYLE_Add);
}
StatusBar->AttachMessage (msg, id ? 0xff000000|id : 0,
(type & HUDMSG_LAYER_MASK) >> HUDMSG_LAYER_SHIFT);
if (type & HUDMSG_LOG)
{
static const char bar[] = TEXTCOLOR_ORANGE "\n\35\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36"
"\36\36\36\36\36\36\36\36\36\36\36\36\37" TEXTCOLOR_NORMAL "\n";
char consolecolor[3];
consolecolor[0] = '\x1c';
consolecolor[1] = color >= CR_BRICK && color <= CR_YELLOW ? color + 'A' : '-';
consolecolor[2] = '\0';
AddToConsole (-1, bar);
AddToConsole (-1, consolecolor);
AddToConsole (-1, work);
AddToConsole (-1, bar);
}
}
}
STRINGBUILDER_FINISH(work);
sp = optstart-6;
break;
case PCD_SETFONT:
DoSetFont (STACK(1));
sp--;
break;
case PCD_SETFONTDIRECT:
DoSetFont (TAGSTR(uallong(pc[0])));
pc++;
break;
case PCD_PLAYERCOUNT:
PushToStack (CountPlayers ());
break;
case PCD_GAMETYPE:
if (gamestate == GS_TITLELEVEL)
PushToStack (GAME_TITLE_MAP);
else if (deathmatch)
PushToStack (GAME_NET_DEATHMATCH);
else if (multiplayer)
PushToStack (GAME_NET_COOPERATIVE);
else
PushToStack (GAME_SINGLE_PLAYER);
break;
case PCD_GAMESKILL:
PushToStack (G_SkillProperty(SKILLP_ACSReturn));
break;
// [BC] Start ST PCD's
case PCD_ISNETWORKGAME:
PushToStack(netgame);
break;
case PCD_PLAYERTEAM:
if ( activator && activator->player )
PushToStack( activator->player->userinfo.GetTeam() );
else
PushToStack( 0 );
break;
case PCD_PLAYERHEALTH:
if (activator)
PushToStack (activator->health);
else
PushToStack (0);
break;
case PCD_PLAYERARMORPOINTS:
if (activator)
{
auto armor = activator->FindInventory(NAME_BasicArmor);
PushToStack (armor ? armor->Amount : 0);
}
else
{
PushToStack (0);
}
break;
case PCD_PLAYERFRAGS:
if (activator && activator->player)
PushToStack (activator->player->fragcount);
else
PushToStack (0);
break;
case PCD_MUSICCHANGE:
lookup = FBehavior::StaticLookupString (STACK(2));
if (lookup != NULL)
{
S_ChangeMusic (lookup, STACK(1));
}
sp -= 2;
break;
case PCD_SINGLEPLAYER:
PushToStack (!multiplayer);
break;
// [BC] End ST PCD's
case PCD_TIMER:
PushToStack (level.time);
break;
case PCD_SECTORSOUND:
lookup = FBehavior::StaticLookupString (STACK(2));
if (lookup != NULL)
{
if (activationline)
{
S_Sound (
activationline->frontsector,
CHAN_AUTO, // Not CHAN_AREA, because that'd probably break existing scripts.
lookup,
(float)(STACK(1)) / 127.f,
ATTN_NORM);
}
else
{
S_Sound (
CHAN_AUTO,
lookup,
(float)(STACK(1)) / 127.f,
ATTN_NORM);
}
}
sp -= 2;
break;
case PCD_AMBIENTSOUND:
lookup = FBehavior::StaticLookupString (STACK(2));
if (lookup != NULL)
{
S_Sound (CHAN_AUTO,
lookup,
(float)(STACK(1)) / 127.f, ATTN_NONE);
}
sp -= 2;
break;
case PCD_LOCALAMBIENTSOUND:
lookup = FBehavior::StaticLookupString (STACK(2));
if (lookup != NULL && activator->CheckLocalView (consoleplayer))
{
S_Sound (CHAN_AUTO,
lookup,
(float)(STACK(1)) / 127.f, ATTN_NONE);
}
sp -= 2;
break;
case PCD_ACTIVATORSOUND:
lookup = FBehavior::StaticLookupString (STACK(2));
if (lookup != NULL)
{
if (activator != NULL)
{
S_Sound (activator, CHAN_AUTO,
lookup,
(float)(STACK(1)) / 127.f, ATTN_NORM);
}
else
{
S_Sound (CHAN_AUTO,
lookup,
(float)(STACK(1)) / 127.f, ATTN_NONE);
}
}
sp -= 2;
break;
case PCD_SOUNDSEQUENCE:
lookup = FBehavior::StaticLookupString (STACK(1));
if (lookup != NULL)
{
if (activationline != NULL)
{
SN_StartSequence (activationline->frontsector, CHAN_FULLHEIGHT, lookup, 0);
}
}
sp--;
break;
case PCD_SETLINETEXTURE:
SetLineTexture (STACK(4), STACK(3), STACK(2), STACK(1));
sp -= 4;
break;
case PCD_REPLACETEXTURES:
{
const char *fromname = FBehavior::StaticLookupString(STACK(3));
const char *toname = FBehavior::StaticLookupString(STACK(2));
P_ReplaceTextures(fromname, toname, STACK(1));
sp -= 3;
break;
}
case PCD_SETLINEBLOCKING:
{
int lineno;
FLineIdIterator itr(STACK(2));
while ((lineno = itr.Next()) >= 0)
{
auto &line = level.lines[lineno];
switch (STACK(1))
{
case BLOCK_NOTHING:
line.flags &= ~(ML_BLOCKING|ML_BLOCKEVERYTHING|ML_RAILING|ML_BLOCK_PLAYERS);
break;
case BLOCK_CREATURES:
default:
line.flags &= ~(ML_BLOCKEVERYTHING|ML_RAILING|ML_BLOCK_PLAYERS);
line.flags |= ML_BLOCKING;
break;
case BLOCK_EVERYTHING:
line.flags &= ~(ML_RAILING|ML_BLOCK_PLAYERS);
line.flags |= ML_BLOCKING|ML_BLOCKEVERYTHING;
break;
case BLOCK_RAILING:
line.flags &= ~(ML_BLOCKEVERYTHING|ML_BLOCK_PLAYERS);
line.flags |= ML_RAILING|ML_BLOCKING;
break;
case BLOCK_PLAYERS:
line.flags &= ~(ML_BLOCKEVERYTHING|ML_BLOCKING|ML_RAILING);
line.flags |= ML_BLOCK_PLAYERS;
break;
}
}
sp -= 2;
}
break;
case PCD_SETLINEMONSTERBLOCKING:
{
int line;
FLineIdIterator itr(STACK(2));
while ((line = itr.Next()) >= 0)
{
if (STACK(1))
level.lines[line].flags |= ML_BLOCKMONSTERS;
else
level.lines[line].flags &= ~ML_BLOCKMONSTERS;
}
sp -= 2;
}
break;
case PCD_SETLINESPECIAL:
{
int linenum = -1;
int specnum = STACK(6);
int arg0 = STACK(5);
// Convert named ACS "specials" into real specials.
if (specnum >= -ACSF_ACS_NamedExecuteAlways && specnum <= -ACSF_ACS_NamedExecute)
{
specnum = NamedACSToNormalACS[-specnum - ACSF_ACS_NamedExecute];
arg0 = -FName(FBehavior::StaticLookupString(arg0));
}
FLineIdIterator itr(STACK(7));
while ((linenum = itr.Next()) >= 0)
{
line_t *line = &level.lines[linenum];
line->special = specnum;
line->args[0] = arg0;
line->args[1] = STACK(4);
line->args[2] = STACK(3);
line->args[3] = STACK(2);
line->args[4] = STACK(1);
DPrintf(DMSG_SPAMMY, "Set special on line %d (id %d) to %d(%d,%d,%d,%d,%d)\n",
linenum, STACK(7), specnum, arg0, STACK(4), STACK(3), STACK(2), STACK(1));
}
sp -= 7;
}
break;
case PCD_SETTHINGSPECIAL:
{
int specnum = STACK(6);
int arg0 = STACK(5);
// Convert named ACS "specials" into real specials.
if (specnum >= -ACSF_ACS_NamedExecuteAlways && specnum <= -ACSF_ACS_NamedExecute)
{
specnum = NamedACSToNormalACS[-specnum - ACSF_ACS_NamedExecute];
arg0 = -FName(FBehavior::StaticLookupString(arg0));
}
if (STACK(7) != 0)
{
FActorIterator iterator (STACK(7));
AActor *actor;
while ( (actor = iterator.Next ()) )
{
actor->special = specnum;
actor->args[0] = arg0;
actor->args[1] = STACK(4);
actor->args[2] = STACK(3);
actor->args[3] = STACK(2);
actor->args[4] = STACK(1);
}
}
else if (activator != NULL)
{
activator->special = specnum;
activator->args[0] = arg0;
activator->args[1] = STACK(4);
activator->args[2] = STACK(3);
activator->args[3] = STACK(2);
activator->args[4] = STACK(1);
}
sp -= 7;
}
break;
case PCD_THINGSOUND:
lookup = FBehavior::StaticLookupString (STACK(2));
if (lookup != NULL)
{
FActorIterator iterator (STACK(3));
AActor *spot;
while ( (spot = iterator.Next ()) )
{
S_Sound (spot, CHAN_AUTO,
lookup,
(float)(STACK(1))/127.f, ATTN_NORM);
}
}
sp -= 3;
break;
case PCD_FIXEDMUL:
STACK(2) = FixedMul (STACK(2), STACK(1));
sp--;
break;
case PCD_FIXEDDIV:
STACK(2) = FixedDiv (STACK(2), STACK(1));
sp--;
break;
case PCD_SETGRAVITY:
level.gravity = ACSToDouble(STACK(1));
sp--;
break;
case PCD_SETGRAVITYDIRECT:
level.gravity = ACSToDouble(uallong(pc[0]));
pc++;
break;
case PCD_SETAIRCONTROL:
level.aircontrol = ACSToDouble(STACK(1));
sp--;
G_AirControlChanged ();
break;
case PCD_SETAIRCONTROLDIRECT:
level.aircontrol = ACSToDouble(uallong(pc[0]));
pc++;
G_AirControlChanged ();
break;
case PCD_SPAWN:
STACK(6) = DoSpawn (STACK(6), STACK(5), STACK(4), STACK(3), STACK(2), STACK(1), false);
sp -= 5;
break;
case PCD_SPAWNDIRECT:
PushToStack (DoSpawn (TAGSTR(uallong(pc[0])), uallong(pc[1]), uallong(pc[2]), uallong(pc[3]), uallong(pc[4]), uallong(pc[5]), false));
pc += 6;
break;
case PCD_SPAWNSPOT:
STACK(4) = DoSpawnSpot (STACK(4), STACK(3), STACK(2), STACK(1), false);
sp -= 3;
break;
case PCD_SPAWNSPOTDIRECT:
PushToStack (DoSpawnSpot (TAGSTR(uallong(pc[0])), uallong(pc[1]), uallong(pc[2]), uallong(pc[3]), false));
pc += 4;
break;
case PCD_SPAWNSPOTFACING:
STACK(3) = DoSpawnSpotFacing (STACK(3), STACK(2), STACK(1), false);
sp -= 2;
break;
case PCD_CLEARINVENTORY:
ClearInventory (activator);
break;
case PCD_CLEARACTORINVENTORY:
if (STACK(1) == 0)
{
ClearInventory(NULL);
}
else
{
FActorIterator it(STACK(1));
AActor *actor;
for (actor = it.Next(); actor != NULL; actor = it.Next())
{
ClearInventory(actor);
}
}
sp--;
break;
case PCD_GIVEINVENTORY:
GiveInventory (activator, FBehavior::StaticLookupString (STACK(2)), STACK(1));
sp -= 2;
break;
case PCD_GIVEACTORINVENTORY:
{
const char *type = FBehavior::StaticLookupString(STACK(2));
if (STACK(3) == 0)
{
GiveInventory(NULL, FBehavior::StaticLookupString(STACK(2)), STACK(1));
}
else
{
FActorIterator it(STACK(3));
AActor *actor;
for (actor = it.Next(); actor != NULL; actor = it.Next())
{
GiveInventory(actor, type, STACK(1));
}
}
sp -= 3;
}
break;
case PCD_GIVEINVENTORYDIRECT:
GiveInventory (activator, FBehavior::StaticLookupString (TAGSTR(uallong(pc[0]))), uallong(pc[1]));
pc += 2;
break;
case PCD_TAKEINVENTORY:
TakeInventory (activator, FBehavior::StaticLookupString (STACK(2)), STACK(1));
sp -= 2;
break;
case PCD_TAKEACTORINVENTORY:
{
const char *type = FBehavior::StaticLookupString(STACK(2));
if (STACK(3) == 0)
{
TakeInventory(NULL, type, STACK(1));
}
else
{
FActorIterator it(STACK(3));
AActor *actor;
for (actor = it.Next(); actor != NULL; actor = it.Next())
{
TakeInventory(actor, type, STACK(1));
}
}
sp -= 3;
}
break;
case PCD_TAKEINVENTORYDIRECT:
TakeInventory (activator, FBehavior::StaticLookupString (TAGSTR(uallong(pc[0]))), uallong(pc[1]));
pc += 2;
break;
case PCD_CHECKINVENTORY:
STACK(1) = CheckInventory (activator, FBehavior::StaticLookupString (STACK(1)), false);
break;
case PCD_CHECKACTORINVENTORY:
STACK(2) = CheckInventory (SingleActorFromTID(STACK(2), NULL),
FBehavior::StaticLookupString (STACK(1)), false);
sp--;
break;
case PCD_CHECKINVENTORYDIRECT:
PushToStack (CheckInventory (activator, FBehavior::StaticLookupString (TAGSTR(uallong(pc[0]))), false));
pc += 1;
break;
case PCD_USEINVENTORY:
STACK(1) = UseInventory (activator, FBehavior::StaticLookupString (STACK(1)));
break;
case PCD_USEACTORINVENTORY:
{
int ret = 0;
const char *type = FBehavior::StaticLookupString(STACK(1));
if (STACK(2) == 0)
{
ret = UseInventory(NULL, type);
}
else
{
FActorIterator it(STACK(2));
AActor *actor;
for (actor = it.Next(); actor != NULL; actor = it.Next())
{
ret += UseInventory(actor, type);
}
}
STACK(2) = ret;
sp--;
}
break;
case PCD_GETSIGILPIECES:
{
AInventory *sigil;
if (activator == NULL || (sigil = activator->FindInventory(NAME_Sigil)) == NULL)
{
PushToStack (0);
}
else
{
PushToStack (sigil->health);
}
}
break;
case PCD_GETAMMOCAPACITY:
if (activator != NULL)
{
PClass *type = PClass::FindClass (FBehavior::StaticLookupString (STACK(1)));
AInventory *item;
if (type != NULL && type->ParentClass == PClass::FindActor(NAME_Ammo))
{
item = activator->FindInventory (static_cast<PClassActor *>(type));
if (item != NULL)
{
STACK(1) = item->MaxAmount;
}
else
{
STACK(1) = ((AInventory *)GetDefaultByType (type))->MaxAmount;
}
}
else
{
STACK(1) = 0;
}
}
else
{
STACK(1) = 0;
}
break;
case PCD_SETAMMOCAPACITY:
if (activator != NULL)
{
PClassActor *type = PClass::FindActor (FBehavior::StaticLookupString (STACK(2)));
AInventory *item;
if (type != NULL && type->ParentClass == PClass::FindActor(NAME_Ammo))
{
item = activator->FindInventory (type);
if (item != NULL)
{
item->MaxAmount = STACK(1);
}
else
{
item = activator->GiveInventoryType (type);
if (item != NULL)
{
item->MaxAmount = STACK(1);
item->Amount = 0;
}
}
}
}
sp -= 2;
break;
case PCD_SETMUSIC:
S_ChangeMusic (FBehavior::StaticLookupString (STACK(3)), STACK(2));
sp -= 3;
break;
case PCD_SETMUSICDIRECT:
S_ChangeMusic (FBehavior::StaticLookupString (TAGSTR(uallong(pc[0]))), uallong(pc[1]));
pc += 3;
break;
case PCD_LOCALSETMUSIC:
if (activator == players[consoleplayer].mo)
{
S_ChangeMusic (FBehavior::StaticLookupString (STACK(3)), STACK(2));
}
sp -= 3;
break;
case PCD_LOCALSETMUSICDIRECT:
if (activator == players[consoleplayer].mo)
{
S_ChangeMusic (FBehavior::StaticLookupString (TAGSTR(uallong(pc[0]))), uallong(pc[1]));
}
pc += 3;
break;
case PCD_FADETO:
DoFadeTo (STACK(5), STACK(4), STACK(3), STACK(2), STACK(1));
sp -= 5;
break;
case PCD_FADERANGE:
DoFadeRange (STACK(9), STACK(8), STACK(7), STACK(6),
STACK(5), STACK(4), STACK(3), STACK(2), STACK(1));
sp -= 9;
break;
case PCD_CANCELFADE:
{
TThinkerIterator<DFlashFader> iterator;
DFlashFader *fader;
while ( (fader = iterator.Next()) )
{
if (activator == NULL || fader->WhoFor() == activator)
{
fader->Cancel ();
}
}
}
break;
case PCD_PLAYMOVIE:
STACK(1) = -1;
break;
case PCD_SETACTORPOSITION:
{
bool result = false;
AActor *actor = SingleActorFromTID (STACK(5), activator);
if (actor != NULL)
result = P_MoveThing(actor, DVector3(ACSToDouble(STACK(4)), ACSToDouble(STACK(3)), ACSToDouble(STACK(2))), !!STACK(1));
sp -= 4;
STACK(1) = result;
}
break;
case PCD_GETACTORX:
case PCD_GETACTORY:
case PCD_GETACTORZ:
{
AActor *actor = SingleActorFromTID(STACK(1), activator);
if (actor == NULL)
{
STACK(1) = 0;
}
else if (pcd == PCD_GETACTORZ)
{
STACK(1) = DoubleToACS(actor->Z() + actor->GetBobOffset());
}
else
{
STACK(1) = DoubleToACS(pcd == PCD_GETACTORX ? actor->X() : actor->Y());
}
}
break;
case PCD_GETACTORFLOORZ:
{
AActor *actor = SingleActorFromTID(STACK(1), activator);
STACK(1) = actor == NULL ? 0 : DoubleToACS(actor->floorz);
}
break;
case PCD_GETACTORCEILINGZ:
{
AActor *actor = SingleActorFromTID(STACK(1), activator);
STACK(1) = actor == NULL ? 0 : DoubleToACS(actor->ceilingz);
}
break;
case PCD_GETACTORANGLE:
{
AActor *actor = SingleActorFromTID(STACK(1), activator);
STACK(1) = actor == NULL ? 0 : AngleToACS(actor->Angles.Yaw);
}
break;
case PCD_GETACTORPITCH:
{
AActor *actor = SingleActorFromTID(STACK(1), activator);
STACK(1) = actor == NULL ? 0 : PitchToACS(actor->Angles.Pitch);
}
break;
case PCD_GETLINEROWOFFSET:
if (activationline != NULL)
{
PushToStack (int(activationline->sidedef[0]->GetTextureYOffset(side_t::mid)));
}
else
{
PushToStack (0);
}
break;
case PCD_GETSECTORFLOORZ:
case PCD_GETSECTORCEILINGZ:
// Arguments are (tag, x, y). If you don't use slopes, then (x, y) don't
// really matter and can be left as (0, 0) if you like.
// [Dusk] If tag = 0, then this returns the z height at whatever sector
// is in x, y.
{
int tag = STACK(3);
int secnum;
double x = double(STACK(2));
double y = double(STACK(1));
double z = 0;
if (tag != 0)
secnum = P_FindFirstSectorFromTag (tag);
else
secnum = P_PointInSector (x, y)->sectornum;
if (secnum >= 0)
{
if (pcd == PCD_GETSECTORFLOORZ)
{
z = level.sectors[secnum].floorplane.ZatPoint (x, y);
}
else
{
z = level.sectors[secnum].ceilingplane.ZatPoint (x, y);
}
}
sp -= 2;
STACK(1) = DoubleToACS(z);
}
break;
case PCD_GETSECTORLIGHTLEVEL:
{
int secnum = P_FindFirstSectorFromTag (STACK(1));
int z = -1;
if (secnum >= 0)
{
z = level.sectors[secnum].lightlevel;
}
STACK(1) = z;
}
break;
case PCD_SETFLOORTRIGGER:
Create<DPlaneWatcher> (activator, activationline, backSide, false, STACK(8),
STACK(7), STACK(6), STACK(5), STACK(4), STACK(3), STACK(2), STACK(1));
sp -= 8;
break;
case PCD_SETCEILINGTRIGGER:
Create<DPlaneWatcher> (activator, activationline, backSide, true, STACK(8),
STACK(7), STACK(6), STACK(5), STACK(4), STACK(3), STACK(2), STACK(1));
sp -= 8;
break;
case PCD_STARTTRANSLATION:
{
int i = STACK(1);
sp--;
if (i >= 1 && i <= MAX_ACS_TRANSLATIONS)
{
translation = translationtables[TRANSLATION_LevelScripted].GetVal(i - 1);
if (translation == NULL)
{
translation = new FRemapTable;
translationtables[TRANSLATION_LevelScripted].SetVal(i - 1, translation);
}
translation->MakeIdentity();
}
}
break;
case PCD_TRANSLATIONRANGE1:
{ // translation using palette shifting
int start = STACK(4);
int end = STACK(3);
int pal1 = STACK(2);
int pal2 = STACK(1);
sp -= 4;
if (translation != NULL)
translation->AddIndexRange(start, end, pal1, pal2);
}
break;
case PCD_TRANSLATIONRANGE2:
{ // translation using RGB values
// (would HSV be a good idea too?)
int start = STACK(8);
int end = STACK(7);
int r1 = STACK(6);
int g1 = STACK(5);
int b1 = STACK(4);
int r2 = STACK(3);
int g2 = STACK(2);
int b2 = STACK(1);
sp -= 8;
if (translation != NULL)
translation->AddColorRange(start, end, r1, g1, b1, r2, g2, b2);
}
break;
case PCD_TRANSLATIONRANGE3:
{ // translation using desaturation
int start = STACK(8);
int end = STACK(7);
int r1 = STACK(6);
int g1 = STACK(5);
int b1 = STACK(4);
int r2 = STACK(3);
int g2 = STACK(2);
int b2 = STACK(1);
sp -= 8;
if (translation != NULL)
translation->AddDesaturation(start, end,
ACSToDouble(r1), ACSToDouble(g1), ACSToDouble(b1),
ACSToDouble(r2), ACSToDouble(g2), ACSToDouble(b2));
}
break;
case PCD_TRANSLATIONRANGE4:
{ // Colourise translation
int start = STACK(5);
int end = STACK(4);
int r = STACK(3);
int g = STACK(2);
int b = STACK(1);
sp -= 5;
if (translation != NULL)
translation->AddColourisation(start, end, r, g, b);
}
break;
case PCD_TRANSLATIONRANGE5:
{ // Tint translation
int start = STACK(6);
int end = STACK(5);
int a = STACK(4);
int r = STACK(3);
int g = STACK(2);
int b = STACK(1);
sp -= 6;
if (translation != NULL)
translation->AddTint(start, end, r, g, b, a);
}
break;
case PCD_ENDTRANSLATION:
if (translation != NULL)
{
translation->UpdateNative();
translation = NULL;
}
break;
case PCD_SIN:
STACK(1) = DoubleToACS(ACSToAngle(STACK(1)).Sin());
break;
case PCD_COS:
STACK(1) = DoubleToACS(ACSToAngle(STACK(1)).Cos());
break;
case PCD_VECTORANGLE:
STACK(2) = AngleToACS(VecToAngle(STACK(2), STACK(1)).Degrees);
sp--;
break;
case PCD_CHECKWEAPON:
if (activator == NULL || activator->player == NULL || // Non-players do not have weapons
activator->player->ReadyWeapon == NULL)
{
STACK(1) = 0;
}
else
{
STACK(1) = activator->player->ReadyWeapon->GetClass()->TypeName == FName(FBehavior::StaticLookupString (STACK(1)), true);
}
break;
case PCD_SETWEAPON:
if (activator == NULL || activator->player == NULL)
{
STACK(1) = 0;
}
else
{
AInventory *item = activator->FindInventory (PClass::FindActor (FBehavior::StaticLookupString (STACK(1))));
if (item == NULL || !item->IsKindOf(NAME_Weapon))
{
STACK(1) = 0;
}
else if (activator->player->ReadyWeapon == item)
{
// The weapon is already selected, so setweapon succeeds by default,
// but make sure the player isn't switching away from it.
activator->player->PendingWeapon = WP_NOCHANGE;
STACK(1) = 1;
}
else
{
AWeapon *weap = static_cast<AWeapon *> (item);
if (weap->CheckAmmo (AWeapon::EitherFire, false))
{
// There's enough ammo, so switch to it.
STACK(1) = 1;
activator->player->PendingWeapon = weap;
}
else
{
STACK(1) = 0;
}
}
}
break;
case PCD_SETMARINEWEAPON:
if (STACK(2) != 0)
{
AActor *marine;
NActorIterator iterator(NAME_ScriptedMarine, STACK(2));
while ((marine = iterator.Next()) != NULL)
{
SetMarineWeapon(marine, STACK(1));
}
}
else
{
if (activator != nullptr && activator->IsKindOf (NAME_ScriptedMarine))
{
SetMarineWeapon(activator, STACK(1));
}
}
sp -= 2;
break;
case PCD_SETMARINESPRITE:
{
PClassActor *type = PClass::FindActor(FBehavior::StaticLookupString (STACK(1)));
if (type != NULL)
{
if (STACK(2) != 0)
{
AActor *marine;
NActorIterator iterator(NAME_ScriptedMarine, STACK(2));
while ((marine = iterator.Next()) != NULL)
{
SetMarineSprite(marine, type);
}
}
else
{
if (activator != nullptr && activator->IsKindOf(NAME_ScriptedMarine))
{
SetMarineSprite(activator, type);
}
}
}
else
{
Printf ("Unknown actor type: %s\n", FBehavior::StaticLookupString (STACK(1)));
}
}
sp -= 2;
break;
case PCD_SETACTORPROPERTY:
SetActorProperty (STACK(3), STACK(2), STACK(1));
sp -= 3;
break;
case PCD_GETACTORPROPERTY:
STACK(2) = GetActorProperty (STACK(2), STACK(1));
sp -= 1;
break;
case PCD_GETPLAYERINPUT:
STACK(2) = GetPlayerInput (STACK(2), STACK(1));
sp -= 1;
break;
case PCD_PLAYERNUMBER:
if (activator == NULL || activator->player == NULL)
{
PushToStack (-1);
}
else
{
PushToStack (int(activator->player - players));
}
break;
case PCD_PLAYERINGAME:
if (STACK(1) < 0 || STACK(1) >= MAXPLAYERS)
{
STACK(1) = false;
}
else
{
STACK(1) = playeringame[STACK(1)];
}
break;
case PCD_PLAYERISBOT:
if (STACK(1) < 0 || STACK(1) >= MAXPLAYERS || !playeringame[STACK(1)])
{
STACK(1) = false;
}
else
{
STACK(1) = (players[STACK(1)].Bot != NULL);
}
break;
case PCD_ACTIVATORTID:
if (activator == NULL)
{
PushToStack (0);
}
else
{
PushToStack (activator->tid);
}
break;
case PCD_GETSCREENWIDTH:
PushToStack (SCREENWIDTH);
break;
case PCD_GETSCREENHEIGHT:
PushToStack (SCREENHEIGHT);
break;
case PCD_THING_PROJECTILE2:
// Like Thing_Projectile(Gravity) specials, but you can give the
// projectile a TID.
// Thing_Projectile2 (tid, type, angle, speed, vspeed, gravity, newtid);
P_Thing_Projectile(STACK(7), activator, STACK(6), NULL, STACK(5) * (360. / 256.),
STACK(4) / 8., STACK(3) / 8., 0, NULL, STACK(2), STACK(1), false);
sp -= 7;
break;
case PCD_SPAWNPROJECTILE:
// Same, but takes an actor name instead of a spawn ID.
P_Thing_Projectile(STACK(7), activator, 0, FBehavior::StaticLookupString(STACK(6)), STACK(5) * (360. / 256.),
STACK(4) / 8., STACK(3) / 8., 0, NULL, STACK(2), STACK(1), false);
sp -= 7;
break;
case PCD_STRLEN:
{
const char *str = FBehavior::StaticLookupString(STACK(1));
if (str != NULL)
{
STACK(1) = int32_t(strlen(str));
break;
}
static bool StrlenInvalidPrintedAlready = false;
if (!StrlenInvalidPrintedAlready)
{
Printf(PRINT_BOLD, "Warning: ACS function strlen called with invalid string argument.\n");
StrlenInvalidPrintedAlready = true;
}
STACK(1) = 0;
}
break;
case PCD_GETCVAR:
STACK(1) = DoGetCVar(GetCVar(activator, FBehavior::StaticLookupString(STACK(1))), false);
break;
case PCD_SETHUDSIZE:
hudwidth = abs (STACK(3));
hudheight = abs (STACK(2));
if (STACK(1) != 0)
{ // Negative height means to cover the status bar
hudheight = -hudheight;
}
sp -= 3;
break;
case PCD_GETLEVELINFO:
switch (STACK(1))
{
case LEVELINFO_PAR_TIME: STACK(1) = level.partime; break;
case LEVELINFO_SUCK_TIME: STACK(1) = level.sucktime; break;
case LEVELINFO_CLUSTERNUM: STACK(1) = level.cluster; break;
case LEVELINFO_LEVELNUM: STACK(1) = level.levelnum; break;
case LEVELINFO_TOTAL_SECRETS: STACK(1) = level.total_secrets; break;
case LEVELINFO_FOUND_SECRETS: STACK(1) = level.found_secrets; break;
case LEVELINFO_TOTAL_ITEMS: STACK(1) = level.total_items; break;
case LEVELINFO_FOUND_ITEMS: STACK(1) = level.found_items; break;
case LEVELINFO_TOTAL_MONSTERS: STACK(1) = level.total_monsters; break;
case LEVELINFO_KILLED_MONSTERS: STACK(1) = level.killed_monsters; break;
default: STACK(1) = 0; break;
}
break;
case PCD_CHANGESKY:
{
const char *sky1name, *sky2name;
sky1name = FBehavior::StaticLookupString (STACK(2));
sky2name = FBehavior::StaticLookupString (STACK(1));
if (sky1name[0] != 0)
{
sky1texture = level.skytexture1 = TexMan.GetTexture (sky1name, ETextureType::Wall, FTextureManager::TEXMAN_Overridable|FTextureManager::TEXMAN_ReturnFirst);
}
if (sky2name[0] != 0)
{
sky2texture = level.skytexture2 = TexMan.GetTexture (sky2name, ETextureType::Wall, FTextureManager::TEXMAN_Overridable|FTextureManager::TEXMAN_ReturnFirst);
}
R_InitSkyMap ();
sp -= 2;
}
break;
case PCD_SETCAMERATOTEXTURE:
{
const char *picname = FBehavior::StaticLookupString (STACK(2));
AActor *camera;
if (STACK(3) == 0)
{
camera = activator;
}
else
{
FActorIterator it (STACK(3));
camera = it.Next ();
}
if (camera != NULL)
{
FTextureID picnum = TexMan.CheckForTexture (picname, ETextureType::Wall, FTextureManager::TEXMAN_Overridable);
if (!picnum.Exists())
{
Printf ("SetCameraToTexture: %s is not a texture\n", picname);
}
else
{
FCanvasTextureInfo::Add (camera, picnum, STACK(1));
}
}
sp -= 3;
}
break;
case PCD_SETACTORANGLE: // [GRB]
SetActorAngle(activator, STACK(2), STACK(1), false);
sp -= 2;
break;
case PCD_SETACTORPITCH:
SetActorPitch(activator, STACK(2), STACK(1), false);
sp -= 2;
break;
case PCD_SETACTORSTATE:
{
const char *statename = FBehavior::StaticLookupString (STACK(2));
FState *state;
if (STACK(3) == 0)
{
if (activator != NULL)
{
state = activator->GetClass()->FindStateByString (statename, !!STACK(1));
if (state != NULL)
{
activator->SetState (state);
STACK(3) = 1;
}
else
{
STACK(3) = 0;
}
}
}
else
{
FActorIterator iterator (STACK(3));
AActor *actor;
int count = 0;
while ( (actor = iterator.Next ()) )
{
state = actor->GetClass()->FindStateByString (statename, !!STACK(1));
if (state != NULL)
{
actor->SetState (state);
count++;
}
}
STACK(3) = count;
}
sp -= 2;
}
break;
case PCD_PLAYERCLASS: // [GRB]
if (STACK(1) < 0 || STACK(1) >= MAXPLAYERS || !playeringame[STACK(1)])
{
STACK(1) = -1;
}
else
{
STACK(1) = players[STACK(1)].CurrentPlayerClass;
}
break;
case PCD_GETPLAYERINFO: // [GRB]
if (STACK(2) < 0 || STACK(2) >= MAXPLAYERS || !playeringame[STACK(2)])
{
STACK(2) = -1;
}
else
{
player_t *pl = &players[STACK(2)];
userinfo_t *userinfo = &pl->userinfo;
switch (STACK(1))
{
case PLAYERINFO_TEAM: STACK(2) = userinfo->GetTeam(); break;
case PLAYERINFO_AIMDIST: STACK(2) = (int32_t)(userinfo->GetAimDist() * (0x40000000/90.)); break; // Yes, this has been returning a BAM since its creation.
case PLAYERINFO_COLOR: STACK(2) = userinfo->GetColor(); break;
case PLAYERINFO_GENDER: STACK(2) = userinfo->GetGender(); break;
case PLAYERINFO_NEVERSWITCH: STACK(2) = userinfo->GetNeverSwitch(); break;
case PLAYERINFO_MOVEBOB: STACK(2) = DoubleToACS(userinfo->GetMoveBob()); break;
case PLAYERINFO_STILLBOB: STACK(2) = DoubleToACS(userinfo->GetStillBob()); break;
case PLAYERINFO_PLAYERCLASS: STACK(2) = userinfo->GetPlayerClassNum(); break;
case PLAYERINFO_DESIREDFOV: STACK(2) = (int)pl->DesiredFOV; break;
case PLAYERINFO_FOV: STACK(2) = (int)pl->FOV; break;
default: STACK(2) = 0; break;
}
}
sp -= 1;
break;
case PCD_CHANGELEVEL:
{
G_ChangeLevel(FBehavior::StaticLookupString(STACK(4)), STACK(3), STACK(2), STACK(1));
sp -= 4;
}
break;
case PCD_SECTORDAMAGE:
{
int tag = STACK(5);
int amount = STACK(4);
FName type = FBehavior::StaticLookupString(STACK(3));
FName protection = FName (FBehavior::StaticLookupString(STACK(2)), true);
PClassActor *protectClass = PClass::FindActor (protection);
int flags = STACK(1);
sp -= 5;
P_SectorDamage(tag, amount, type, protectClass, flags);
}
break;
case PCD_THINGDAMAGE2:
STACK(3) = P_Thing_Damage (STACK(3), activator, STACK(2), FName(FBehavior::StaticLookupString(STACK(1))));
sp -= 2;
break;
case PCD_CHECKACTORCEILINGTEXTURE:
STACK(2) = DoCheckActorTexture(STACK(2), activator, STACK(1), false);
sp--;
break;
case PCD_CHECKACTORFLOORTEXTURE:
STACK(2) = DoCheckActorTexture(STACK(2), activator, STACK(1), true);
sp--;
break;
case PCD_GETACTORLIGHTLEVEL:
{
AActor *actor = SingleActorFromTID(STACK(1), activator);
if (actor != NULL)
{
sector_t *sector = actor->Sector;
if (sector->e->XFloor.lightlist.Size())
{
unsigned i;
TArray<lightlist_t> &lightlist = sector->e->XFloor.lightlist;
STACK(1) = *lightlist.Last().p_lightlevel;
for (i = 1; i < lightlist.Size(); i++)
{
if (lightlist[i].plane.ZatPoint(actor) <= actor->Z())
{
STACK(1) = *lightlist[i - 1].p_lightlevel;
break;
}
}
}
else
{
STACK(1) = actor->Sector->lightlevel;
}
}
else STACK(1) = 0;
break;
}
case PCD_SETMUGSHOTSTATE:
if (!multiplayer || (activator != nullptr && activator->CheckLocalView(consoleplayer)))
{
StatusBar->SetMugShotState(FBehavior::StaticLookupString(STACK(1)));
}
sp--;
break;
case PCD_CHECKPLAYERCAMERA:
{
int playernum = STACK(1);
if (playernum < 0 || playernum >= MAXPLAYERS || !playeringame[playernum] || players[playernum].camera == NULL || players[playernum].camera->player != NULL)
{
STACK(1) = -1;
}
else
{
STACK(1) = players[playernum].camera->tid;
}
}
break;
case PCD_CLASSIFYACTOR:
STACK(1) = DoClassifyActor(STACK(1));
break;
case PCD_MORPHACTOR:
{
int tag = STACK(7);
FName playerclass_name = FBehavior::StaticLookupString(STACK(6));
auto playerclass = PClass::FindActor (playerclass_name);
FName monsterclass_name = FBehavior::StaticLookupString(STACK(5));
PClassActor *monsterclass = PClass::FindActor(monsterclass_name);
int duration = STACK(4);
int style = STACK(3);
FName morphflash_name = FBehavior::StaticLookupString(STACK(2));
PClassActor *morphflash = PClass::FindActor(morphflash_name);
FName unmorphflash_name = FBehavior::StaticLookupString(STACK(1));
PClassActor *unmorphflash = PClass::FindActor(unmorphflash_name);
int changes = 0;
if (tag == 0)
{
if (activator != NULL && activator->player)
{
changes += P_MorphPlayer(activator->player, activator->player, playerclass, duration, style, morphflash, unmorphflash);
}
else
{
changes += P_MorphMonster(activator, monsterclass, duration, style, morphflash, unmorphflash);
}
}
else
{
FActorIterator iterator (tag);
AActor *actor;
while ( (actor = iterator.Next ()) )
{
if (actor->player)
{
changes += P_MorphPlayer(activator == NULL ? NULL : activator->player,
actor->player, playerclass, duration, style, morphflash, unmorphflash);
}
else
{
changes += P_MorphMonster(actor, monsterclass, duration, style, morphflash, unmorphflash);
}
}
}
STACK(7) = changes;
sp -= 6;
}
break;
case PCD_UNMORPHACTOR:
{
int tag = STACK(2);
bool force = !!STACK(1);
int changes = 0;
if (tag == 0)
{
if (activator->player)
{
if (P_UndoPlayerMorph(activator->player, activator->player, 0, force))
{
changes++;
}
}
else
{
if (activator->GetClass()->IsDescendantOf(RUNTIME_CLASS(AMorphedMonster)))
{
AMorphedMonster *morphed_actor = barrier_cast<AMorphedMonster *>(activator);
if (P_UndoMonsterMorph(morphed_actor, force))
{
changes++;
}
}
}
}
else
{
FActorIterator iterator (tag);
AActor *actor;
while ( (actor = iterator.Next ()) )
{
if (actor->player)
{
if (P_UndoPlayerMorph(activator->player, actor->player, 0, force))
{
changes++;
}
}
else
{
if (actor->GetClass()->IsDescendantOf(RUNTIME_CLASS(AMorphedMonster)))
{
AMorphedMonster *morphed_actor = static_cast<AMorphedMonster *>(actor);
if (P_UndoMonsterMorph(morphed_actor, force))
{
changes++;
}
}
}
}
}
STACK(2) = changes;
sp -= 1;
}
break;
case PCD_SAVESTRING:
// Saves the string
{
const int str = GlobalACSStrings.AddString(work);
PushToStack(str);
STRINGBUILDER_FINISH(work);
}
break;
case PCD_STRCPYTOSCRIPTCHRANGE:
case PCD_STRCPYTOMAPCHRANGE:
case PCD_STRCPYTOWORLDCHRANGE:
case PCD_STRCPYTOGLOBALCHRANGE:
// source: stringid(2); stringoffset(1)
// destination: capacity (3); stringoffset(4); arrayid (5); offset(6)
{
int index = STACK(4);
int capacity = STACK(3);
if (index < 0 || STACK(1) < 0)
{
// no writable destination, or negative offset to source string
sp -= 5;
Stack[sp-1] = 0; // false
break;
}
index += STACK(6);
lookup = FBehavior::StaticLookupString (STACK(2));
if (!lookup) {
// no data, operation complete
STRCPYTORANGECOMPLETE:
sp -= 5;
Stack[sp-1] = 1; // true
break;
}
for (int i = 0; i < STACK(1); i++)
{
if (! (*(lookup++)))
{
// no data, operation complete
goto STRCPYTORANGECOMPLETE;
}
}
switch (pcd)
{
case PCD_STRCPYTOSCRIPTCHRANGE:
{
int a = STACK(5);
while (capacity-- > 0)
{
localarrays->Set(locals, a, index++, *lookup);
if (! (*(lookup++))) goto STRCPYTORANGECOMPLETE; // complete with terminating 0
}
Stack[sp-6] = !(*lookup); // true/success if only terminating 0 was not copied
}
break;
case PCD_STRCPYTOMAPCHRANGE:
{
int a = STACK(5);
if (a < NUM_MAPVARS && a > 0 &&
activeBehavior->MapVars[a])
{
Stack[sp-6] = activeBehavior->CopyStringToArray(*(activeBehavior->MapVars[a]), index, capacity, lookup);
}
}
break;
case PCD_STRCPYTOWORLDCHRANGE:
{
int a = STACK(5);
while (capacity-- > 0)
{
ACS_WorldArrays[a][index++] = *lookup;
if (! (*(lookup++))) goto STRCPYTORANGECOMPLETE; // complete with terminating 0
}
Stack[sp-6] = !(*lookup); // true/success if only terminating 0 was not copied
}
break;
case PCD_STRCPYTOGLOBALCHRANGE:
{
int a = STACK(5);
while (capacity-- > 0)
{
ACS_GlobalArrays[a][index++] = *lookup;
if (! (*(lookup++))) goto STRCPYTORANGECOMPLETE; // complete with terminating 0
}
Stack[sp-6] = !(*lookup); // true/success if only terminating 0 was not copied
}
break;
}
sp -= 5;
}
break;
case PCD_CONSOLECOMMAND:
case PCD_CONSOLECOMMANDDIRECT:
Printf (TEXTCOLOR_RED GAMENAME " doesn't support execution of console commands from scripts\n");
if (pcd == PCD_CONSOLECOMMAND)
sp -= 3;
else
pc += 3;
break;
}
}
if (runaway != 0 && InModuleScriptNumber >= 0)
{
auto scriptptr = activeBehavior->GetScriptPtr(InModuleScriptNumber);
if (scriptptr != nullptr)
{
scriptptr->ProfileData.AddRun(runaway);
}
else
{
// It is pointless to continue execution. The script is broken and needs to be aborted.
I_Error("Bad script definition encountered. Script %d is reported running but not present.\nThe most likely cause for this message is using 'delay' inside a function which is not supported.\nPlease check the ACS compiler used for compiling the script!", InModuleScriptNumber);
}
}
if (state == SCRIPT_DivideBy0)
{
Printf ("Divide by zero in %s\n", ScriptPresentation(script).GetChars());
state = SCRIPT_PleaseRemove;
}
else if (state == SCRIPT_ModulusBy0)
{
Printf ("Modulus by zero in %s\n", ScriptPresentation(script).GetChars());
state = SCRIPT_PleaseRemove;
}
if (state == SCRIPT_PleaseRemove)
{
Unlink ();
DLevelScript **running;
if ((running = controller->RunningScripts.CheckKey(script)) != NULL &&
*running == this)
{
controller->RunningScripts.Remove(script);
}
}
else
{
this->pc = pc;
assert (sp == 0);
}
return resultValue;
}
#undef PushtoStack
static DLevelScript *P_GetScriptGoing (AActor *who, line_t *where, int num, const ScriptPtr *code, FBehavior *module,
const int *args, int argcount, int flags)
{
DACSThinker *controller = DACSThinker::ActiveThinker;
DLevelScript **running;
if (controller && !(flags & ACS_ALWAYS) && (running = controller->RunningScripts.CheckKey(num)) != NULL)
{
if ((*running)->GetState() == DLevelScript::SCRIPT_Suspended)
{
(*running)->SetState(DLevelScript::SCRIPT_Running);
return *running;
}
return NULL;
}
return Create<DLevelScript> (who, where, num, code, module, args, argcount, flags);
}
DLevelScript::DLevelScript (AActor *who, line_t *where, int num, const ScriptPtr *code, FBehavior *module,
const int *args, int argcount, int flags)
: activeBehavior (module)
{
if (DACSThinker::ActiveThinker == NULL)
Create<DACSThinker>();
script = num;
assert(code->VarCount >= code->ArgCount);
Localvars.Resize(code->VarCount);
memset(&Localvars[0], 0, code->VarCount * sizeof(int32_t));
for (int i = 0; i < MIN<int>(argcount, code->ArgCount); ++i)
{
Localvars[i] = args[i];
}
pc = module->GetScriptAddress(code);
InModuleScriptNumber = module->GetScriptIndex(code);
activator = who;
activationline = where;
backSide = flags & ACS_BACKSIDE;
activefont = SmallFont;
hudwidth = hudheight = 0;
ClipRectLeft = ClipRectTop = ClipRectWidth = ClipRectHeight = WrapWidth = 0;
HandleAspect = true;
state = SCRIPT_Running;
// Hexen waited one second before executing any open scripts. I didn't realize
// this when I wrote my ACS implementation. Now that I know, it's still best to
// run them right away because there are several map properties that can't be
// set in an editor. If an open script sets them, it looks dumb if a second
// goes by while they're in their default state.
if (!(flags & ACS_ALWAYS))
DACSThinker::ActiveThinker->RunningScripts[num] = this;
Link();
if (level.flags2 & LEVEL2_HEXENHACK)
{
PutLast();
}
DPrintf(DMSG_SPAMMY, "%s started.\n", ScriptPresentation(num).GetChars());
}
static void SetScriptState (int script, DLevelScript::EScriptState state)
{
DACSThinker *controller = DACSThinker::ActiveThinker;
DLevelScript **running;
if (controller != NULL && (running = controller->RunningScripts.CheckKey(script)) != NULL)
{
(*running)->SetState (state);
}
}
void P_DoDeferedScripts ()
{
const ScriptPtr *scriptdata;
FBehavior *module;
// Handle defered scripts in this step, too
for(int i = level.info->deferred.Size()-1; i>=0; i--)
{
acsdefered_t *def = &level.info->deferred[i];
switch (def->type)
{
case acsdefered_t::defexecute:
case acsdefered_t::defexealways:
scriptdata = FBehavior::StaticFindScript (def->script, module);
if (scriptdata)
{
P_GetScriptGoing ((unsigned)def->playernum < MAXPLAYERS &&
playeringame[def->playernum] ? players[def->playernum].mo : NULL,
NULL, def->script,
scriptdata, module,
def->args, 3,
def->type == acsdefered_t::defexealways ? ACS_ALWAYS : 0);
}
else
{
Printf ("P_DoDeferredScripts: Unknown %s\n", ScriptPresentation(def->script).GetChars());
}
break;
case acsdefered_t::defsuspend:
SetScriptState (def->script, DLevelScript::SCRIPT_Suspended);
DPrintf (DMSG_SPAMMY, "Deferred suspend of %s\n", ScriptPresentation(def->script).GetChars());
break;
case acsdefered_t::defterminate:
SetScriptState (def->script, DLevelScript::SCRIPT_PleaseRemove);
DPrintf (DMSG_SPAMMY, "Deferred terminate of %s\n", ScriptPresentation(def->script).GetChars());
break;
}
}
level.info->deferred.Clear();
}
static void addDefered (level_info_t *i, acsdefered_t::EType type, int script, const int *args, int argcount, AActor *who)
{
if (i)
{
acsdefered_t &def = i->deferred[i->deferred.Reserve(1)];
int j;
def.type = type;
def.script = script;
for (j = 0; (size_t)j < countof(def.args) && j < argcount; ++j)
{
def.args[j] = args[j];
}
while ((size_t)j < countof(def.args))
{
def.args[j++] = 0;
}
if (who != NULL && who->player != NULL)
{
def.playernum = int(who->player - players);
}
else
{
def.playernum = -1;
}
DPrintf (DMSG_SPAMMY, "%s on map %s deferred\n", ScriptPresentation(script).GetChars(), i->MapName.GetChars());
}
}
EXTERN_CVAR (Bool, sv_cheats)
int P_StartScript (AActor *who, line_t *where, int script, const char *map, const int *args, int argcount, int flags)
{
if (map == NULL || 0 == strnicmp (level.MapName, map, 8))
{
FBehavior *module = NULL;
const ScriptPtr *scriptdata;
if ((scriptdata = FBehavior::StaticFindScript (script, module)) != NULL)
{
if ((flags & ACS_NET) && netgame && !sv_cheats)
{
// If playing multiplayer and cheats are disallowed, check to
// make sure only net scripts are run.
if (!(scriptdata->Flags & SCRIPTF_Net))
{
Printf(PRINT_BOLD, "%s tried to puke %s (\n",
who->player->userinfo.GetName(), ScriptPresentation(script).GetChars());
for (int i = 0; i < argcount; ++i)
{
Printf(PRINT_BOLD, "%d%s", args[i], i == argcount-1 ? "" : ", ");
}
Printf(PRINT_BOLD, ")\n");
return false;
}
}
DLevelScript *runningScript = P_GetScriptGoing (who, where, script,
scriptdata, module, args, argcount, flags);
if (runningScript != NULL)
{
if (flags & ACS_WANTRESULT)
{
return runningScript->RunScript();
}
return true;
}
return false;
}
else
{
if (!(flags & ACS_NET) || (who && who->player == &players[consoleplayer]))
{
Printf("P_StartScript: Unknown %s\n", ScriptPresentation(script).GetChars());
}
}
}
else
{
addDefered (FindLevelInfo (map),
(flags & ACS_ALWAYS) ? acsdefered_t::defexealways : acsdefered_t::defexecute,
script, args, argcount, who);
return true;
}
return false;
}
void P_SuspendScript (int script, const char *map)
{
if (strnicmp (level.MapName, map, 8))
addDefered (FindLevelInfo (map), acsdefered_t::defsuspend, script, NULL, 0, NULL);
else
SetScriptState (script, DLevelScript::SCRIPT_Suspended);
}
void P_TerminateScript (int script, const char *map)
{
if (strnicmp (level.MapName, map, 8))
addDefered (FindLevelInfo (map), acsdefered_t::defterminate, script, NULL, 0, NULL);
else
SetScriptState (script, DLevelScript::SCRIPT_PleaseRemove);
}
FSerializer &Serialize(FSerializer &arc, const char *key, acsdefered_t &defer, acsdefered_t *def)
{
if (arc.BeginObject(key))
{
arc.Enum("type", defer.type)
.ScriptNum("script", defer.script)
.Array("args", defer.args, 3)
("player", defer.playernum)
.EndObject();
}
return arc;
}
CCMD (scriptstat)
{
if (DACSThinker::ActiveThinker == NULL)
{
Printf ("No scripts are running.\n");
}
else
{
DACSThinker::ActiveThinker->DumpScriptStatus ();
}
}
void DACSThinker::DumpScriptStatus ()
{
static const char *stateNames[] =
{
"Running",
"Suspended",
"Delayed",
"TagWait",
"PolyWait",
"ScriptWaitPre",
"ScriptWait",
"PleaseRemove"
};
DLevelScript *script = Scripts;
while (script != NULL)
{
Printf("%s: %s\n", ScriptPresentation(script->script).GetChars(), stateNames[script->state]);
script = script->next;
}
}
// Profiling support --------------------------------------------------------
ACSProfileInfo::ACSProfileInfo()
{
Reset();
}
void ACSProfileInfo::Reset()
{
TotalInstr = 0;
NumRuns = 0;
MinInstrPerRun = UINT_MAX;
MaxInstrPerRun = 0;
}
void ACSProfileInfo::AddRun(unsigned int num_instr)
{
TotalInstr += num_instr;
NumRuns++;
if (num_instr < MinInstrPerRun)
{
MinInstrPerRun = num_instr;
}
if (num_instr > MaxInstrPerRun)
{
MaxInstrPerRun = num_instr;
}
}
void ArrangeScriptProfiles(TArray<ProfileCollector> &profiles)
{
for (unsigned int mod_num = 0; mod_num < FBehavior::StaticModules.Size(); ++mod_num)
{
FBehavior *module = FBehavior::StaticModules[mod_num];
ProfileCollector prof;
prof.Module = module;
for (int i = 0; i < module->NumScripts; ++i)
{
prof.Index = i;
prof.ProfileData = &module->Scripts[i].ProfileData;
profiles.Push(prof);
}
}
}
void ArrangeFunctionProfiles(TArray<ProfileCollector> &profiles)
{
for (unsigned int mod_num = 0; mod_num < FBehavior::StaticModules.Size(); ++mod_num)
{
FBehavior *module = FBehavior::StaticModules[mod_num];
ProfileCollector prof;
prof.Module = module;
for (int i = 0; i < module->NumFunctions; ++i)
{
ScriptFunction *func = (ScriptFunction *)module->Functions + i;
if (func->ImportNum == 0)
{
prof.Index = i;
prof.ProfileData = module->FunctionProfileData + i;
profiles.Push(prof);
}
}
}
}
void ClearProfiles(TArray<ProfileCollector> &profiles)
{
for (unsigned int i = 0; i < profiles.Size(); ++i)
{
profiles[i].ProfileData->Reset();
}
}
static int sort_by_total_instr(const void *a_, const void *b_)
{
const ProfileCollector *a = (const ProfileCollector *)a_;
const ProfileCollector *b = (const ProfileCollector *)b_;
assert(a != NULL && a->ProfileData != NULL);
assert(b != NULL && b->ProfileData != NULL);
return (int)(b->ProfileData->TotalInstr - a->ProfileData->TotalInstr);
}
static int sort_by_min(const void *a_, const void *b_)
{
const ProfileCollector *a = (const ProfileCollector *)a_;
const ProfileCollector *b = (const ProfileCollector *)b_;
return b->ProfileData->MinInstrPerRun - a->ProfileData->MinInstrPerRun;
}
static int sort_by_max(const void *a_, const void *b_)
{
const ProfileCollector *a = (const ProfileCollector *)a_;
const ProfileCollector *b = (const ProfileCollector *)b_;
return b->ProfileData->MaxInstrPerRun - a->ProfileData->MaxInstrPerRun;
}
static int sort_by_avg(const void *a_, const void *b_)
{
const ProfileCollector *a = (const ProfileCollector *)a_;
const ProfileCollector *b = (const ProfileCollector *)b_;
int a_avg = a->ProfileData->NumRuns == 0 ? 0 : int(a->ProfileData->TotalInstr / a->ProfileData->NumRuns);
int b_avg = b->ProfileData->NumRuns == 0 ? 0 : int(b->ProfileData->TotalInstr / b->ProfileData->NumRuns);
return b_avg - a_avg;
}
static int sort_by_runs(const void *a_, const void *b_)
{
const ProfileCollector *a = (const ProfileCollector *)a_;
const ProfileCollector *b = (const ProfileCollector *)b_;
return b->ProfileData->NumRuns - a->ProfileData->NumRuns;
}
static void ShowProfileData(TArray<ProfileCollector> &profiles, long ilimit,
int (*sorter)(const void *, const void *), bool functions)
{
static const char *const typelabels[2] = { "script", "function" };
if (profiles.Size() == 0)
{
return;
}
unsigned int limit;
char modname[13];
char scriptname[21];
qsort(&profiles[0], profiles.Size(), sizeof(ProfileCollector), sorter);
if (ilimit > 0)
{
Printf(TEXTCOLOR_ORANGE "Top %ld %ss:\n", ilimit, typelabels[functions]);
limit = (unsigned int)ilimit;
}
else
{
Printf(TEXTCOLOR_ORANGE "All %ss:\n", typelabels[functions]);
limit = UINT_MAX;
}
Printf(TEXTCOLOR_YELLOW "Module %-20s Total Runs Avg Min Max\n", typelabels[functions]);
Printf(TEXTCOLOR_YELLOW "------------ -------------------- ---------- ------- ------- ------- -------\n");
for (unsigned int i = 0; i < limit && i < profiles.Size(); ++i)
{
ProfileCollector *prof = &profiles[i];
if (prof->ProfileData->NumRuns == 0)
{ // Don't list ones that haven't run.
continue;
}
// Module name
mysnprintf(modname, sizeof(modname), "%s", prof->Module->GetModuleName());
// Script/function name
if (functions)
{
uint32_t *fnames = (uint32_t *)prof->Module->FindChunk(MAKE_ID('F','N','A','M'));
if (prof->Index >= 0 && prof->Index < (int)LittleLong(fnames[2]))
{
mysnprintf(scriptname, sizeof(scriptname), "%s",
(char *)(fnames + 2) + LittleLong(fnames[3+prof->Index]));
}
else
{
mysnprintf(scriptname, sizeof(scriptname), "Function %d", prof->Index);
}
}
else
{
mysnprintf(scriptname, sizeof(scriptname), "%s",
ScriptPresentation(prof->Module->GetScriptPtr(prof->Index)->Number).GetChars() + 7);
}
Printf("%-12s %-20s%11llu%8u%8u%8u%8u\n",
modname, scriptname,
prof->ProfileData->TotalInstr,
prof->ProfileData->NumRuns,
unsigned(prof->ProfileData->TotalInstr / prof->ProfileData->NumRuns),
prof->ProfileData->MinInstrPerRun,
prof->ProfileData->MaxInstrPerRun
);
}
}
CCMD(acsprofile)
{
static int (*sort_funcs[])(const void*, const void *) =
{
sort_by_total_instr,
sort_by_min,
sort_by_max,
sort_by_avg,
sort_by_runs
};
static const char *sort_names[] = { "total", "min", "max", "avg", "runs" };
static const uint8_t sort_match_len[] = { 1, 2, 2, 1, 1 };
TArray<ProfileCollector> ScriptProfiles, FuncProfiles;
long limit = 10;
int (*sorter)(const void *, const void *) = sort_by_total_instr;
assert(countof(sort_names) == countof(sort_match_len));
ArrangeScriptProfiles(ScriptProfiles);
ArrangeFunctionProfiles(FuncProfiles);
if (argv.argc() > 1)
{
// `acsprofile clear` will zero all profiling information collected so far.
if (stricmp(argv[1], "clear") == 0)
{
ClearProfiles(ScriptProfiles);
ClearProfiles(FuncProfiles);
return;
}
for (int i = 1; i < argv.argc(); ++i)
{
// If it's a number, set the display limit.
char *endptr;
long num = strtol(argv[i], &endptr, 0);
if (endptr != argv[i])
{
limit = num;
continue;
}
// If it's a name, set the sort method. We accept partial matches for
// options that are shorter than the sort name.
size_t optlen = strlen(argv[i]);
unsigned int j;
for (j = 0; j < countof(sort_names); ++j)
{
if (optlen < sort_match_len[j] || optlen > strlen(sort_names[j]))
{ // Too short or long to match.
continue;
}
if (strnicmp(argv[i], sort_names[j], optlen) == 0)
{
sorter = sort_funcs[j];
break;
}
}
if (j == countof(sort_names))
{
Printf("Unknown option '%s'\n", argv[i]);
Printf("acsprofile clear : Reset profiling information\n");
Printf("acsprofile [total|min|max|avg|runs] [<limit>]\n");
return;
}
}
}
ShowProfileData(ScriptProfiles, limit, sorter, false);
ShowProfileData(FuncProfiles, limit, sorter, true);
}
ADD_STAT(ACS)
{
return FStringf("ACS time: %f ms", ACSTime.TimeMS());
}