qzdoom/src/p_acs.cpp

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/*
** p_acs.cpp
** General BEHAVIOR management and ACS execution environment
**
**---------------------------------------------------------------------------
** Copyright 1998-2005 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
** This code at one time made lots of little-endian assumptions.
** I think it should be better now, but I have no real way to test it.
*/
#include <assert.h>
#include "templates.h"
#include "doomdef.h"
#include "p_local.h"
#include "p_spec.h"
#include "g_level.h"
#include "s_sound.h"
#include "p_acs.h"
#include "p_saveg.h"
#include "p_lnspec.h"
#include "m_random.h"
#include "doomstat.h"
#include "c_console.h"
#include "c_dispatch.h"
#include "s_sndseq.h"
#include "i_system.h"
#include "i_movie.h"
#include "sbar.h"
#include "vectors.h"
#include "m_swap.h"
#include "a_sharedglobal.h"
#include "a_doomglobal.h"
#include "a_strifeglobal.h"
#include "v_video.h"
#include "w_wad.h"
#include "r_sky.h"
#include "gstrings.h"
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)>CR_UNTRANSLATED?CR_UNTRANSLATED:(c))
#define HUDMSG_LOG (0x80000000)
#define LANGREGIONMASK MAKE_ID(0,0,0xff,0xff)
struct CallReturn
{
ScriptFunction *ReturnFunction;
FBehavior *ReturnModule;
2006-04-12 01:50:09 +00:00
SDWORD *ReturnLocals;
int ReturnAddress;
int bDiscardResult;
};
static SDWORD Stack[STACK_SIZE];
static DLevelScript *P_GetScriptGoing (AActor *who, line_t *where, int num, const ScriptPtr *code, FBehavior *module,
bool lineSide, int arg0, int arg1, int arg2, int always, bool delay);
struct FBehavior::ArrayInfo
{
DWORD ArraySize;
SDWORD *Elements;
};
TArray<FBehavior *> FBehavior::StaticModules;
//---- Inventory functions --------------------------------------//
//
//============================================================================
//
// DoClearInv
//
// Clears the inventory of a single actor.
//
//============================================================================
static void DoClearInv (AActor *actor)
{
AInventory *inv = actor->Inventory;
while (inv != NULL)
{
AInventory *next = inv->Inventory;
if (!(inv->ItemFlags & IF_UNDROPPABLE))
{
inv->Destroy ();
}
else if (inv->GetClass() == RUNTIME_CLASS(AHexenArmor))
{
AHexenArmor *harmor = static_cast<AHexenArmor *> (inv);
harmor->Slots[3] = harmor->Slots[2] = harmor->Slots[1] = harmor->Slots[0] = 0;
}
inv = next;
}
if (actor->player != NULL)
{
actor->player->ReadyWeapon = NULL;
actor->player->PendingWeapon = WP_NOCHANGE;
actor->player->psprites[ps_weapon].state = NULL;
actor->player->psprites[ps_flash].state = NULL;
}
}
//============================================================================
//
// ClearInventory
//
// Clears the inventory for one or more actors.
//
//============================================================================
static void ClearInventory (AActor *activator)
{
if (activator == NULL)
{
for (int i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[i])
DoClearInv (players[i].mo);
}
}
else
{
DoClearInv (activator);
}
}
//============================================================================
//
// DoGiveInv
//
// Gives an item to a single actor.
//
//============================================================================
static void DoGiveInv (AActor *actor, const TypeInfo *info, int amount)
{
AWeapon *savedPendingWeap = actor->player != NULL
? actor->player->PendingWeapon : NULL;
bool hadweap = actor->player != NULL ? actor->player->ReadyWeapon != NULL : true;
AInventory *item = static_cast<AInventory *>(Spawn (info, 0,0,0));
// This shouldn't count for the item statistics!
if (item->flags & MF_COUNTITEM)
{
level.total_items--;
item->flags &= ~MF_COUNTITEM;
}
if (info->IsDescendantOf (RUNTIME_CLASS(ABasicArmorPickup)))
{
if (static_cast<ABasicArmorPickup*>(item)->SaveAmount != 0)
{
static_cast<ABasicArmorPickup*>(item)->SaveAmount *= amount;
}
else
{
static_cast<ABasicArmorPickup*>(item)->SaveAmount *= amount;
}
}
else if (info->IsDescendantOf (RUNTIME_CLASS(ABasicArmorBonus)))
{
static_cast<ABasicArmorBonus*>(item)->SaveAmount *= amount;
}
else
{
item->Amount = amount;
}
if (!item->TryPickup (actor))
{
item->Destroy ();
}
// If the item was a weapon, don't bring it up automatically
// unless the player was not already using a weapon.
if (savedPendingWeap != NULL && hadweap)
{
actor->player->PendingWeapon = savedPendingWeap;
}
}
//============================================================================
//
// GiveInventory
//
// Gives an item to one or more actors.
//
//============================================================================
static void GiveInventory (AActor *activator, const char *type, int amount)
{
const TypeInfo *info;
if (amount <= 0 || type == NULL)
{
return;
}
if (strcmp (type, "Armor") == 0)
{
type = "BasicArmorPickup";
}
info = TypeInfo::FindType (type);
if (info == NULL)
{
Printf ("ACS: I don't know what %s is.\n", type);
}
else if (!info->IsDescendantOf (RUNTIME_CLASS(AInventory)))
{
Printf ("ACS: %s is not an inventory item.\n", type);
}
else if (activator == NULL)
{
for (int i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[i])
DoGiveInv (players[i].mo, info, amount);
}
}
else
{
DoGiveInv (activator, info, amount);
}
}
//============================================================================
//
// DoTakeInv
//
// Takes an item from a single actor.
//
//============================================================================
static void DoTakeInv (AActor *actor, const TypeInfo *info, int amount)
{
AInventory *item = actor->FindInventory (info);
if (item != NULL)
{
item->Amount -= amount;
if (item->Amount <= 0)
{
// If it's not ammo, destroy it. Ammo needs to stick around, even
// when it's zero for the benefit of the weapons that use it and
// to maintain the maximum ammo amounts a backpack might have given.
if (item->GetClass()->ParentType != RUNTIME_CLASS(AAmmo))
{
item->Destroy ();
}
else
{
item->Amount = 0;
}
}
}
}
//============================================================================
//
// TakeInventory
//
// Takes an item from one or more actors.
//
//============================================================================
static void TakeInventory (AActor *activator, const char *type, int amount)
{
const TypeInfo *info;
if (type == NULL)
{
return;
}
if (strcmp (type, "Armor") == 0)
{
type = "BasicArmor";
}
if (amount <= 0)
{
return;
}
info = TypeInfo::FindType (type);
if (info == NULL)
{
return;
}
if (activator == NULL)
{
for (int i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[i])
DoTakeInv (players[i].mo, info, amount);
}
}
else
{
DoTakeInv (activator, info, amount);
}
}
//============================================================================
//
// CheckInventory
//
// Returns how much of a particular item an actor has.
//
//============================================================================
static int CheckInventory (AActor *activator, const char *type)
{
if (activator == NULL || type == NULL)
return 0;
if (strcmp (type, "Armor") == 0)
{
type = "BasicArmor";
}
else if (strcmp (type, "Health") == 0)
{
return activator->health;
}
const TypeInfo *info = TypeInfo::FindType (type);
AInventory *item = activator->FindInventory (info);
return item ? item->Amount : 0;
}
//---- Plane watchers ----//
class DPlaneWatcher : public DThinker
{
DECLARE_CLASS (DPlaneWatcher, DThinker)
HAS_OBJECT_POINTERS
public:
DPlaneWatcher (AActor *it, line_t *line, int lineSide, bool ceiling,
int tag, int height, int special,
int arg0, int arg1, int arg2, int arg3, int arg4);
void Tick ();
void Serialize (FArchive &arc);
private:
sector_t *Sector;
fixed_t WatchD, LastD;
int Special, Arg0, Arg1, Arg2, Arg3, Arg4;
AActor *Activator;
line_t *Line;
bool LineSide;
bool bCeiling;
DPlaneWatcher() {}
};
IMPLEMENT_POINTY_CLASS (DPlaneWatcher)
DECLARE_POINTER (Activator)
END_POINTERS
DPlaneWatcher::DPlaneWatcher (AActor *it, line_t *line, int lineSide, bool ceiling,
int tag, int height, int special,
int arg0, int arg1, int arg2, int arg3, int arg4)
: Special (special), Arg0 (arg0), Arg1 (arg1), Arg2 (arg2), Arg3 (arg3), Arg4 (arg4),
Activator (it), Line (line), LineSide (!!lineSide), bCeiling (ceiling)
{
int secnum;
secnum = P_FindSectorFromTag (tag, -1);
if (secnum >= 0)
{
secplane_t plane;
Sector = &sectors[secnum];
if (bCeiling)
{
plane = Sector->ceilingplane;
}
else
{
plane = Sector->floorplane;
}
LastD = plane.d;
plane.ChangeHeight (height << FRACBITS);
WatchD = plane.d;
}
else
{
Sector = NULL;
WatchD = LastD = 0;
}
}
void DPlaneWatcher::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << Special << Arg0 << Arg1 << Arg2 << Arg3 << Arg4
<< Sector << bCeiling << WatchD << LastD << Activator
<< Line << LineSide << bCeiling;
}
void DPlaneWatcher::Tick ()
{
if (Sector == NULL)
{
Destroy ();
return;
}
fixed_t newd;
if (bCeiling)
{
newd = Sector->ceilingplane.d;
}
else
{
newd = Sector->floorplane.d;
}
if ((LastD < WatchD && newd >= WatchD) ||
(LastD > WatchD && newd <= WatchD))
{
LineSpecials[Special] (Line, Activator, LineSide, Arg0, Arg1, Arg2, Arg3, Arg4);
Destroy ();
}
}
//---- ACS lump manager ----//
FBehavior *FBehavior::StaticLoadModule (int lumpnum)
{
for (unsigned int i = 0; i < StaticModules.Size(); ++i)
{
if (StaticModules[i]->LumpNum == lumpnum)
{
return StaticModules[i];
}
}
return new FBehavior (lumpnum);
}
bool FBehavior::StaticCheckAllGood ()
{
for (unsigned int i = 0; i < StaticModules.Size(); ++i)
{
if (!StaticModules[i]->IsGood())
{
return false;
}
}
return true;
}
void FBehavior::StaticUnloadModules ()
{
for (unsigned int i = StaticModules.Size(); i-- > 0; )
{
delete StaticModules[i];
}
StaticModules.Clear ();
}
FBehavior *FBehavior::StaticGetModule (int lib)
{
if ((size_t)lib >= StaticModules.Size())
{
return NULL;
}
return StaticModules[lib];
}
void FBehavior::StaticSerializeModuleStates (FArchive &arc)
{
DWORD modnum;
modnum = StaticModules.Size();
arc << modnum;
if (modnum != StaticModules.Size())
{
I_Error ("Level was saved with a different number of ACS modules.");
}
for (modnum = 0; modnum < StaticModules.Size(); ++modnum)
{
FBehavior *module = StaticModules[modnum];
if (arc.IsStoring())
{
arc.WriteString (module->ModuleName);
}
else
{
char *modname = NULL;
arc << modname;
if (stricmp (modname, module->ModuleName) != 0)
{
delete[] modname;
I_Error ("Level was saved with a different set of ACS modules.");
}
delete[] modname;
}
module->SerializeVars (arc);
}
}
void FBehavior::SerializeVars (FArchive &arc)
{
SerializeVarSet (arc, MapVarStore, NUM_MAPVARS);
for (int i = 0; i < NumArrays; ++i)
{
SerializeVarSet (arc, ArrayStore[i].Elements, ArrayStore[i].ArraySize);
}
}
void FBehavior::SerializeVarSet (FArchive &arc, SDWORD *vars, int max)
{
SDWORD arcval;
SDWORD first, last;
if (arc.IsStoring ())
{
// Find first non-zero variable
for (first = 0; first < max; ++first)
{
if (vars[first] != 0)
{
break;
}
}
// Find last non-zero variable
for (last = max - 1; last >= first; --last)
{
if (vars[last] != 0)
{
break;
}
}
if (last < first)
{ // no non-zero variables
arcval = 0;
arc << arcval;
return;
}
arcval = last - first + 1;
arc << arcval;
arcval = first;
arc << arcval;
while (first <= last)
{
arc << vars[first];
++first;
}
}
else
{
SDWORD truelast;
arc << last;
if (last == 0)
{
return;
}
arc << first;
last += first;
truelast = last;
if (last > max)
{
last = max;
}
memset (vars, 0, max*sizeof(*vars));
while (first < last)
{
arc << vars[first];
++first;
}
while (first < truelast)
{
arc << arcval;
++first;
}
}
}
FBehavior::FBehavior (int lumpnum)
{
BYTE *object;
int len;
int i;
NumScripts = 0;
NumFunctions = 0;
NumArrays = 0;
NumTotalArrays = 0;
Scripts = NULL;
Functions = NULL;
Arrays = NULL;
ArrayStore = NULL;
Chunks = NULL;
Format = ACS_Unknown;
LumpNum = lumpnum;
memset (MapVarStore, 0, sizeof(MapVarStore));
ModuleName[0] = 0;
len = Wads.LumpLength (lumpnum);
// Any behaviors smaller than 32 bytes cannot possibly contain anything useful.
// (16 bytes for a completely empty behavior + 12 bytes for one script header
// + 4 bytes for PCD_TERMINATE for an old-style object. A new-style object
// has 24 bytes if it is completely empty. An empty SPTR chunk adds 8 bytes.)
if (len < 32)
{
return;
}
object = new byte[len];
Wads.ReadLump (lumpnum, object);
if (object[0] != 'A' || object[1] != 'C' || object[2] != 'S')
{
return;
}
switch (object[3])
{
case 0:
Format = ACS_Old;
break;
case 'E':
Format = ACS_Enhanced;
break;
case 'e':
Format = ACS_LittleEnhanced;
break;
default:
return;
}
Wads.GetLumpName (ModuleName, lumpnum);
ModuleName[8] = 0;
Data = object;
DataSize = len;
if (Format == ACS_Old)
{
DWORD dirofs = LittleLong(((DWORD *)object)[1]);
DWORD pretag = ((DWORD *)(object + dirofs))[-1];
Chunks = object + len;
// Check for redesigned ACSE/ACSe
if (dirofs >= 6*4 &&
(pretag == MAKE_ID('A','C','S','e') ||
pretag == MAKE_ID('A','C','S','E')))
{
Format = (pretag == MAKE_ID('A','C','S','e')) ? ACS_LittleEnhanced : ACS_Enhanced;
Chunks = object + LittleLong(((DWORD *)(object + dirofs))[-2]);
// Forget about the compatibility cruft at the end of the lump
DataSize = LittleLong(((DWORD *)object)[1]) - 8;
}
}
else
{
Chunks = object + LittleLong(((DWORD *)object)[1]);
}
LoadScriptsDirectory ();
if (Format == ACS_Old)
{
StringTable = ((DWORD *)Data)[1];
StringTable += ((DWORD *)(Data + StringTable))[0] * 12 + 4;
}
else
{
UnencryptStrings ();
StringTable = FindChunk (MAKE_ID('S','T','R','L')) - Data + 8;
}
if (Format == ACS_Old)
{
// Do initialization for old-style behavior lumps
for (i = 0; i < NUM_MAPVARS; ++i)
{
MapVars[i] = &MapVarStore[i];
}
LibraryID = StaticModules.Push (this) << 16;
}
else
{
DWORD *chunk;
Functions = FindChunk (MAKE_ID('F','U','N','C'));
if (Functions != NULL)
{
NumFunctions = LittleLong(((DWORD *)Functions)[1]) / 8;
Functions += 8;
}
// Initialize this object's map variables
memset (MapVarStore, 0, sizeof(MapVarStore));
chunk = (DWORD *)FindChunk (MAKE_ID('M','I','N','I'));
while (chunk != NULL)
{
int numvars = LittleLong(chunk[1])/4 - 1;
int firstvar = LittleLong(chunk[2]);
for (i = 0; i < numvars; ++i)
{
MapVarStore[i+firstvar] = LittleLong(chunk[3+i]);
}
chunk = (DWORD *)NextChunk ((BYTE *)chunk);
}
// Initialize this object's map variable pointers to defaults. They can be changed
// later once the imported modules are loaded.
for (i = 0; i < NUM_MAPVARS; ++i)
{
MapVars[i] = &MapVarStore[i];
}
// Create arrays for this module
chunk = (DWORD *)FindChunk (MAKE_ID('A','R','A','Y'));
if (chunk != NULL)
{
NumArrays = LittleLong(chunk[1])/8;
ArrayStore = new ArrayInfo[NumArrays];
memset (ArrayStore, 0, sizeof(*Arrays)*NumArrays);
for (i = 0; i < NumArrays; ++i)
{
MapVarStore[LittleLong(chunk[2+i*2])] = i;
ArrayStore[i].ArraySize = LittleLong(chunk[3+i*2]);
ArrayStore[i].Elements = new SDWORD[ArrayStore[i].ArraySize];
memset(ArrayStore[i].Elements, 0, ArrayStore[i].ArraySize*sizeof(DWORD));
}
}
// Initialize arrays for this module
chunk = (DWORD *)FindChunk (MAKE_ID('A','I','N','I'));
while (chunk != NULL)
{
int arraynum = MapVarStore[LittleLong(chunk[2])];
if ((unsigned)arraynum < (unsigned)NumArrays)
{
int initsize = MIN<int> (ArrayStore[arraynum].ArraySize, (LittleLong(chunk[1])-4)/4);
SDWORD *elems = ArrayStore[arraynum].Elements;
for (i = 0; i < initsize; ++i)
{
elems[i] = LittleLong(chunk[3+i]);
}
}
chunk = (DWORD *)NextChunk((BYTE *)chunk);
}
// Start setting up array pointers
NumTotalArrays = NumArrays;
chunk = (DWORD *)FindChunk (MAKE_ID('A','I','M','P'));
if (chunk != NULL)
{
NumTotalArrays += LittleLong(chunk[2]);
}
if (NumTotalArrays != 0)
{
Arrays = new ArrayInfo *[NumTotalArrays];
for (i = 0; i < NumArrays; ++i)
{
Arrays[i] = &ArrayStore[i];
}
}
// 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.
LibraryID = StaticModules.Push (this) << 16;
// Tag the library ID to any map variables that are initialized with strings
if (LibraryID != 0)
{
chunk = (DWORD *)FindChunk (MAKE_ID('M','S','T','R'));
if (chunk != NULL)
{
for (DWORD i = 0; i < chunk[1]/4; ++i)
{
MapVarStore[chunk[i+2]] |= LibraryID;
}
}
chunk = (DWORD *)FindChunk (MAKE_ID('A','S','T','R'));
if (chunk != NULL)
{
for (DWORD i = 0; i < chunk[1]/4; ++i)
{
int arraynum = MapVarStore[LittleLong(chunk[i+2])];
if ((unsigned)arraynum < (unsigned)NumArrays)
{
SDWORD *elems = ArrayStore[arraynum].Elements;
for (int j = ArrayStore[arraynum].ArraySize; j > 0; --j, ++elems)
{
*elems |= LibraryID;
}
}
}
}
}
if (NULL != (chunk = (DWORD *)FindChunk (MAKE_ID('L','O','A','D'))))
{
const char *const parse = (char *)&chunk[2];
DWORD i;
for (i = 0; i < chunk[1]; )
{
if (parse[i])
{
FBehavior *module = NULL;
int lump = Wads.CheckNumForName (&parse[i], ns_acslibrary);
if (lump < 0)
{
Printf ("Could not find ACS library %s.\n", &parse[i]);
}
else
{
module = StaticLoadModule (lump);
}
Imports.Push (module);
do ; while (parse[++i]);
}
++i;
}
// Go through each imported module in order and resolve all imported functions
// and map variables.
for (i = 0; i < Imports.Size(); ++i)
{
FBehavior *lib = Imports[i];
int j;
if (lib == NULL)
continue;
// Resolve functions
chunk = (DWORD *)FindChunk(MAKE_ID('F','N','A','M'));
for (j = 0; j < NumFunctions; ++j)
{
ScriptFunction *func = &((ScriptFunction *)Functions)[j];
if (func->Address == 0 && func->ImportNum == 0)
{
int libfunc = lib->FindFunctionName ((char *)(chunk + 2) + chunk[3+j]);
if (libfunc >= 0)
{
ScriptFunction *realfunc = &((ScriptFunction *)lib->Functions)[libfunc];
// Make sure that the library really defines this function. It might simply
// be importing it itself.
if (realfunc->Address != 0 && realfunc->ImportNum == 0)
{
func->Address = libfunc;
func->ImportNum = i+1;
if (realfunc->ArgCount != func->ArgCount)
{
Printf ("Function %s in %s has %d arguments. %s expects it to have %d.\n",
(char *)(chunk + 2) + chunk[3+j], lib->ModuleName, realfunc->ArgCount,
ModuleName, func->ArgCount);
Format = ACS_Unknown;
}
// The next two properties do not effect code compatibility, so it is
// okay for them to be different in the imported module than they are
// in this one, as long as we make sure to use the real values.
func->LocalCount = realfunc->LocalCount;
func->HasReturnValue = realfunc->HasReturnValue;
}
}
}
}
// Resolve map variables
chunk = (DWORD *)FindChunk(MAKE_ID('M','I','M','P'));
if (chunk != NULL)
{
char *parse = (char *)&chunk[2];
for (DWORD j = 0; j < chunk[1]; )
{
DWORD varNum = LittleLong(*(DWORD *)&parse[j]);
j += 4;
int impNum = lib->FindMapVarName (&parse[j]);
if (impNum >= 0)
{
MapVars[varNum] = &lib->MapVarStore[impNum];
}
do ; while (parse[++j]);
++j;
}
}
// Resolve arrays
if (NumTotalArrays > NumArrays)
{
chunk = (DWORD *)FindChunk(MAKE_ID('A','I','M','P'));
char *parse = (char *)&chunk[3];
for (DWORD j = 0; j < LittleLong(chunk[2]); ++j)
{
DWORD varNum = LittleLong(*(DWORD *)parse);
parse += 4;
DWORD expectedSize = LittleLong(*(DWORD *)parse);
parse += 4;
int impNum = lib->FindMapArray (parse);
if (impNum >= 0)
{
Arrays[NumArrays + j] = &lib->ArrayStore[impNum];
MapVarStore[varNum] = NumArrays + j;
if (lib->ArrayStore[impNum].ArraySize != expectedSize)
{
Format = ACS_Unknown;
Printf ("The array %s in %s has %ld elements, but %s expects it to only have %ld.\n",
parse, lib->ModuleName, lib->ArrayStore[impNum].ArraySize,
ModuleName, expectedSize);
}
}
do ; while (*++parse);
++parse;
}
}
}
}
}
DPrintf ("Loaded %d scripts, %d functions\n", NumScripts, NumFunctions);
}
FBehavior::~FBehavior ()
{
if (Scripts != NULL)
{
delete[] Scripts;
Scripts = NULL;
}
if (Arrays != NULL)
{
delete[] Arrays;
Arrays = NULL;
}
if (ArrayStore != NULL)
{
for (int i = 0; i < NumArrays; ++i)
{
if (ArrayStore[i].Elements != NULL)
{
delete[] ArrayStore[i].Elements;
ArrayStore[i].Elements = NULL;
}
}
delete[] ArrayStore;
ArrayStore = NULL;
}
if (Data != NULL)
{
delete[] Data;
Data = NULL;
}
}
void FBehavior::LoadScriptsDirectory ()
{
union
{
BYTE *b;
DWORD *dw;
WORD *w;
ScriptPtr2 *po; // Old
ScriptPtr1 *pi; // Intermediate
ScriptPtr3 *pe; // LittleEnhanced
} scripts;
int i, max;
NumScripts = 0;
Scripts = NULL;
// Load the main script directory
switch (Format)
{
case ACS_Old:
scripts.dw = (DWORD *)(Data + ((DWORD *)Data)[1]);
NumScripts = scripts.dw[0];
if (NumScripts != 0)
{
scripts.dw++;
Scripts = new ScriptPtr[NumScripts];
for (i = 0; i < NumScripts; ++i)
{
ScriptPtr2 *ptr1 = &scripts.po[i];
ScriptPtr *ptr2 = &Scripts[i];
ptr2->Number = LittleLong(ptr1->Number) % 1000;
ptr2->Type = LittleLong(ptr1->Number) / 1000;
ptr2->ArgCount = LittleLong(ptr1->ArgCount);
ptr2->Address = LittleLong(ptr1->Address);
}
}
break;
case ACS_Enhanced:
case ACS_LittleEnhanced:
scripts.b = FindChunk (MAKE_ID('S','P','T','R'));
if (scripts.b == NULL)
{
// There are no scripts!
}
else if (*(DWORD *)Data != MAKE_ID('A','C','S',0))
{
NumScripts = scripts.dw[1] / 12;
Scripts = new ScriptPtr[NumScripts];
scripts.dw += 2;
for (i = 0; i < NumScripts; ++i)
{
ScriptPtr1 *ptr1 = &scripts.pi[i];
ScriptPtr *ptr2 = &Scripts[i];
ptr2->Number = LittleShort(ptr1->Number);
ptr2->Type = LittleShort(ptr1->Type);
ptr2->ArgCount = LittleLong(ptr1->ArgCount);
ptr2->Address = LittleLong(ptr1->Address);
}
}
else
{
NumScripts = scripts.dw[1] / 8;
Scripts = new ScriptPtr[NumScripts];
scripts.dw += 2;
for (i = 0; i < NumScripts; ++i)
{
ScriptPtr3 *ptr1 = &scripts.pe[i];
ScriptPtr *ptr2 = &Scripts[i];
ptr2->Number = LittleShort(ptr1->Number);
ptr2->Type = ptr1->Type;
ptr2->ArgCount = ptr1->ArgCount;
ptr2->Address = LittleLong(ptr1->Address);
}
}
break;
default:
break;
}
for (i = 0; i < NumScripts; ++i)
{
Scripts[i].Flags = 0;
Scripts[i].VarCount = LOCAL_SIZE;
}
// Sort scripts, so we can use a binary search to find them
if (NumScripts > 1)
{
qsort (Scripts, NumScripts, sizeof(ScriptPtr), SortScripts);
}
if (Format == ACS_Old)
return;
// Load script flags
scripts.b = FindChunk (MAKE_ID('S','F','L','G'));
if (scripts.dw != NULL)
{
max = scripts.dw[1];
scripts.dw += 2;
for (i = max; i > 0; --i, scripts.w += 2)
{
ScriptPtr *ptr = const_cast<ScriptPtr *>(FindScript (LittleShort(scripts.w[0])));
if (ptr != NULL)
{
ptr->Flags = LittleShort(scripts.w[1]);
}
}
}
// Load script var counts
scripts.b = FindChunk (MAKE_ID('S','V','C','T'));
if (scripts.dw != NULL)
{
max = scripts.dw[1];
scripts.dw += 2;
for (i = max; i > 0; --i, scripts.w += 2)
{
ScriptPtr *ptr = const_cast<ScriptPtr *>(FindScript (LittleShort(scripts.w[0])));
if (ptr != NULL)
{
ptr->VarCount = LittleShort(scripts.w[1]);
}
}
}
}
int STACK_ARGS FBehavior::SortScripts (const void *a, const void *b)
{
ScriptPtr *ptr1 = (ScriptPtr *)a;
ScriptPtr *ptr2 = (ScriptPtr *)b;
return ptr1->Number - ptr2->Number;
}
void FBehavior::UnencryptStrings ()
{
DWORD *prevchunk = NULL;
DWORD *chunk = (DWORD *)FindChunk(MAKE_ID('S','T','R','E'));
while (chunk != NULL)
{
for (DWORD strnum = 0; strnum < chunk[3]; ++strnum)
{
int ofs = chunk[5+strnum];
BYTE *data = (BYTE *)chunk + ofs + 8, last;
int p = (BYTE)(ofs*157135);
int i = 0;
do
{
last = (data[i] ^= (BYTE)(p+(i>>1)));
++i;
} while (last != 0);
}
prevchunk = chunk;
chunk = (DWORD *)NextChunk ((BYTE *)chunk);
*prevchunk = MAKE_ID('S','T','R','L');
}
if (prevchunk != NULL)
{
*prevchunk = MAKE_ID('S','T','R','L');
}
}
bool FBehavior::IsGood ()
{
bool bad;
int i;
// Check that the data format was understood
if (Format == ACS_Unknown)
{
return false;
}
// Check that all functions are resolved
bad = false;
for (i = 0; i < NumFunctions; ++i)
{
ScriptFunction *funcdef = (ScriptFunction *)Functions + i;
if (funcdef->Address == 0 && funcdef->ImportNum == 0)
{
DWORD *chunk = (DWORD *)FindChunk (MAKE_ID('F','N','A','M'));
Printf ("Could not find ACS function %s for use in %s.\n",
(char *)(chunk + 2) + chunk[3+i], ModuleName);
bad = true;
}
}
// Check that all imported modules were loaded
for (i = Imports.Size() - 1; i >= 0; --i)
{
if (Imports[i] == NULL)
{
Printf ("Not all the libraries used by %s could be found.\n", ModuleName);
return false;
}
}
return !bad;
}
const ScriptPtr *FBehavior::FindScript (int script) const
{
const ScriptPtr *ptr = BinarySearch<ScriptPtr, WORD>
((ScriptPtr *)Scripts, NumScripts, &ScriptPtr::Number, (WORD)script);
return ptr;
}
const ScriptPtr *FBehavior::StaticFindScript (int script, FBehavior *&module)
{
for (DWORD i = 0; i < StaticModules.Size(); ++i)
{
const ScriptPtr *code = StaticModules[i]->FindScript (script);
if (code != NULL)
{
module = StaticModules[i];
return code;
}
}
return NULL;
}
ScriptFunction *FBehavior::GetFunction (int funcnum, FBehavior *&module) const
{
if ((unsigned)funcnum >= (unsigned)NumFunctions)
{
return NULL;
}
ScriptFunction *funcdef = (ScriptFunction *)Functions + funcnum;
if (funcdef->ImportNum)
{
return Imports[funcdef->ImportNum - 1]->GetFunction (funcdef->Address, module);
}
// Should I just un-const this function instead of using a const_cast?
module = const_cast<FBehavior *>(this);
return funcdef;
}
int FBehavior::FindFunctionName (const char *funcname) const
{
return FindStringInChunk ((DWORD *)FindChunk (MAKE_ID('F','N','A','M')), funcname);
}
int FBehavior::FindMapVarName (const char *varname) const
{
return FindStringInChunk ((DWORD *)FindChunk (MAKE_ID('M','E','X','P')), varname);
}
int FBehavior::FindMapArray (const char *arrayname) const
{
int var = FindMapVarName (arrayname);
if (var >= 0)
{
return MapVarStore[var];
}
return -1;
}
int FBehavior::FindStringInChunk (DWORD *names, const char *varname) const
{
if (names != NULL)
{
DWORD i;
for (i = 0; i < names[2]; ++i)
{
if (stricmp (varname, (char *)(names + 2) + names[3+i]) == 0)
{
return (int)i;
}
}
}
return -1;
}
int FBehavior::GetArrayVal (int arraynum, int index) const
{
if ((unsigned)arraynum >= (unsigned)NumTotalArrays)
return 0;
const ArrayInfo *array = Arrays[arraynum];
if ((unsigned)index >= (unsigned)array->ArraySize)
return 0;
return array->Elements[index];
}
void FBehavior::SetArrayVal (int arraynum, int index, int value)
{
if ((unsigned)arraynum >= (unsigned)NumTotalArrays)
return;
const ArrayInfo *array = Arrays[arraynum];
if ((unsigned)index >= (unsigned)array->ArraySize)
return;
array->Elements[index] = value;
}
BYTE *FBehavior::FindChunk (DWORD id) const
{
BYTE *chunk = Chunks;
while (chunk != NULL && chunk < Data + DataSize)
{
if (((DWORD *)chunk)[0] == id)
{
return chunk;
}
chunk += ((DWORD *)chunk)[1] + 8;
}
return NULL;
}
BYTE *FBehavior::NextChunk (BYTE *chunk) const
{
DWORD id = *(DWORD *)chunk;
chunk += ((DWORD *)chunk)[1] + 8;
while (chunk != NULL && chunk < Data + DataSize)
{
if (((DWORD *)chunk)[0] == id)
{
return chunk;
}
chunk += ((DWORD *)chunk)[1] + 8;
}
return NULL;
}
const char *FBehavior::StaticLookupString (DWORD index)
{
DWORD lib = index >> 16;
if (lib >= (DWORD)StaticModules.Size())
{
return NULL;
}
return StaticModules[lib]->LookupString (index & 0xffff);
}
const char *FBehavior::LookupString (DWORD index) const
{
if (Format == ACS_Old)
{
DWORD *list = (DWORD *)(Data + StringTable);
if (index >= list[0])
return NULL; // Out of range for this list;
return (const char *)(Data + list[1+index]);
}
else
{
DWORD *list = (DWORD *)(Data + StringTable);
if (index >= list[1])
return NULL; // Out of range for this list
return (const char *)(Data + StringTable + list[3+index]);
}
}
void FBehavior::StaticStartTypedScripts (WORD type, AActor *activator, bool always, int arg1, bool runNow)
{
for (unsigned int i = 0; i < StaticModules.Size(); ++i)
{
StaticModules[i]->StartTypedScripts (type, activator, always, arg1, runNow);
}
}
void FBehavior::StartTypedScripts (WORD type, AActor *activator, bool always, int arg1, bool runNow)
{
const ScriptPtr *ptr;
int i;
for (i = 0; i < NumScripts; ++i)
{
ptr = &Scripts[i];
if (ptr->Type == type)
{
DLevelScript *runningScript = P_GetScriptGoing (activator, NULL, ptr->Number,
ptr, this, 0, arg1, 0, 0, always, true);
if (runNow)
{
runningScript->RunScript ();
}
}
}
}
//---- The ACS Interpreter ----//
void strbin (char *str);
IMPLEMENT_CLASS (DACSThinker)
DACSThinker *DACSThinker::ActiveThinker = NULL;
DACSThinker::DACSThinker ()
{
if (ActiveThinker)
{
I_Error ("Only one ACSThinker is allowed to exist at a time.\nCheck your code.");
}
else
{
ActiveThinker = this;
Scripts = NULL;
LastScript = NULL;
for (int i = 0; i < 1000; i++)
RunningScripts[i] = NULL;
}
}
DACSThinker::~DACSThinker ()
{
DLevelScript *script = Scripts;
while (script)
{
DLevelScript *next = script->next;
script->Destroy ();
script = next;
}
Scripts = NULL;
ActiveThinker = NULL;
}
void DACSThinker::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << Scripts << LastScript;
if (arc.IsStoring ())
{
WORD i;
for (i = 0; i < 1000; i++)
{
if (RunningScripts[i])
arc << RunningScripts[i] << i;
}
DLevelScript *nil = NULL;
arc << nil;
}
else
{
WORD scriptnum;
DLevelScript *script = NULL;
arc << script;
while (script)
{
arc << scriptnum;
RunningScripts[scriptnum] = script;
arc << script;
}
}
}
void DACSThinker::Tick ()
{
DLevelScript *script = Scripts;
while (script)
{
DLevelScript *next = script->next;
script->RunScript ();
script = next;
}
}
IMPLEMENT_POINTY_CLASS (DLevelScript)
DECLARE_POINTER (activator)
END_POINTERS
void DLevelScript::Serialize (FArchive &arc)
{
DWORD i;
Super::Serialize (arc);
arc << next << prev
<< script;
arc << state
<< statedata
<< activator
<< activationline
<< backSide
<< numlocalvars;
if (arc.IsLoading())
{
localvars = new SDWORD[numlocalvars];
}
for (i = 0; i < (DWORD)numlocalvars; i++)
{
arc << localvars[i];
}
if (arc.IsStoring ())
{
WORD lib = activeBehavior->GetLibraryID() >> 16;
arc << lib;
i = activeBehavior->PC2Ofs (pc);
arc << i;
}
else
{
WORD lib;
arc << lib << i;
activeBehavior = FBehavior::StaticGetModule (lib);
pc = activeBehavior->Ofs2PC (i);
}
arc << activefont
<< hudwidth << hudheight;
}
DLevelScript::DLevelScript ()
{
next = prev = NULL;
if (DACSThinker::ActiveThinker == NULL)
new DACSThinker;
activefont = SmallFont;
localvars = NULL;
}
DLevelScript::~DLevelScript ()
{
if (localvars != NULL)
delete[] localvars;
}
void DLevelScript::Unlink ()
{
DACSThinker *controller = DACSThinker::ActiveThinker;
if (controller->LastScript == this)
controller->LastScript = prev;
if (controller->Scripts == this)
controller->Scripts = next;
if (prev)
prev->next = next;
if (next)
next->prev = prev;
}
void DLevelScript::Link ()
{
DACSThinker *controller = DACSThinker::ActiveThinker;
next = controller->Scripts;
if (controller->Scripts)
controller->Scripts->prev = this;
prev = NULL;
controller->Scripts = this;
if (controller->LastScript == NULL)
controller->LastScript = this;
}
void DLevelScript::PutLast ()
{
DACSThinker *controller = DACSThinker::ActiveThinker;
if (controller->LastScript == this)
return;
Unlink ();
if (controller->Scripts == NULL)
{
Link ();
}
else
{
if (controller->LastScript)
controller->LastScript->next = this;
prev = controller->LastScript;
next = NULL;
controller->LastScript = this;
}
}
void DLevelScript::PutFirst ()
{
DACSThinker *controller = DACSThinker::ActiveThinker;
if (controller->Scripts == this)
return;
Unlink ();
Link ();
}
int DLevelScript::Random (int min, int max)
{
int num1, num2, num3, num4;
unsigned int num;
if (max < min)
{
swap (max, min);
}
if (max - min > 255)
{
num1 = pr_acs();
num2 = pr_acs();
num3 = pr_acs();
num4 = pr_acs();
num = ((num1 << 24) | (num2 << 16) | (num3 << 8) | num4);
}
else
{
num = pr_acs();
}
num %= (max - min + 1);
num += min;
return (int)num;
}
int DLevelScript::ThingCount (int type, int tid)
{
AActor *actor;
const TypeInfo *kind;
int count = 0;
if (type >= MAX_SPAWNABLES)
{
return 0;
}
else if (type > 0)
{
kind = SpawnableThings[type];
if (kind == NULL)
return 0;
}
else
{
kind = NULL;
}
if (tid)
{
FActorIterator iterator (tid);
while ( (actor = iterator.Next ()) )
{
if (actor->health > 0 &&
(kind == NULL || actor->IsA (kind)))
{
// Don't count items in somebody's inventory
if (!actor->IsKindOf (RUNTIME_CLASS(AInventory)) ||
static_cast<AInventory *>(actor)->Owner == NULL)
{
count++;
}
}
}
}
else
{
TThinkerIterator<AActor> iterator;
while ( (actor = iterator.Next ()) )
{
if (actor->health > 0 &&
(kind == NULL || actor->IsA (kind)))
{
// Don't count items in somebody's inventory
if (!actor->IsKindOf (RUNTIME_CLASS(AInventory)) ||
static_cast<AInventory *>(actor)->Owner == NULL)
{
count++;
}
}
}
}
return count;
}
void DLevelScript::ChangeFlat (int tag, int name, bool floorOrCeiling)
{
int flat, secnum = -1;
const char *flatname = FBehavior::StaticLookupString (name);
if (flatname == NULL)
return;
flat = TexMan.GetTexture (flatname, FTexture::TEX_Flat, FTextureManager::TEXMAN_Overridable);
while ((secnum = P_FindSectorFromTag (tag, secnum)) >= 0)
{
if (floorOrCeiling == false)
{
if (sectors[secnum].floorpic != flat)
{
sectors[secnum].floorpic = flat;
sectors[secnum].AdjustFloorClip ();
}
}
else
{
sectors[secnum].ceilingpic = flat;
}
}
}
int DLevelScript::CountPlayers ()
{
int count = 0, i;
for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i])
count++;
return count;
}
void DLevelScript::SetLineTexture (int lineid, int side, int position, int name)
{
int texture, linenum = -1;
const char *texname = FBehavior::StaticLookupString (name);
if (texname == NULL)
return;
side = !!side;
texture = TexMan.GetTexture (texname, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable);
while ((linenum = P_FindLineFromID (lineid, linenum)) >= 0)
{
side_t *sidedef;
if (lines[linenum].sidenum[side] == NO_SIDE)
continue;
sidedef = sides + lines[linenum].sidenum[side];
switch (position)
{
case TEXTURE_TOP:
sidedef->toptexture = texture;
break;
case TEXTURE_MIDDLE:
sidedef->midtexture = texture;
break;
case TEXTURE_BOTTOM:
sidedef->bottomtexture = texture;
break;
default:
break;
}
}
}
int DLevelScript::DoSpawn (int type, fixed_t x, fixed_t y, fixed_t z, int tid, int angle)
{
const TypeInfo *info = TypeInfo::FindType (FBehavior::StaticLookupString (type));
AActor *actor = NULL;
if (info != NULL)
{
actor = Spawn (info, x, y, z);
if (actor != NULL)
{
if (P_TestMobjLocation (actor))
{
actor->angle = angle << 24;
actor->tid = tid;
actor->AddToHash ();
if (actor->flags & MF_SPECIAL)
actor->flags |= MF_DROPPED; // Don't respawn
}
else
{
// If this is a monster, subtract it from the total monster
// count, because it already added to it during spawning.
2006-04-16 13:29:50 +00:00
if (actor->CountsAsKill())
{
level.total_monsters--;
}
// Same, for items
if (actor->flags & MF_COUNTITEM)
{
level.total_items--;
}
actor->Destroy ();
actor = NULL;
}
}
}
return (int)(actor - (AActor *)0);
}
int DLevelScript::DoSpawnSpot (int type, int spot, int tid, int angle)
{
FActorIterator iterator (spot);
AActor *aspot;
int spawned = 0;
while ( (aspot = iterator.Next ()) )
{
spawned = DoSpawn (type, aspot->x, aspot->y, aspot->z, tid, angle);
}
return spawned;
}
void DLevelScript::DoFadeTo (int r, int g, int b, int a, fixed_t time)
{
DoFadeRange (0, 0, 0, -1, r, g, b, a, time);
}
void DLevelScript::DoFadeRange (int r1, int g1, int b1, int a1,
int r2, int g2, int b2, int a2, fixed_t time)
{
player_t *viewer;
float ftime = (float)time / 65536.f;
bool fadingFrom = a1 >= 0;
float fr1 = 0, fg1 = 0, fb1 = 0, fa1 = 0;
float fr2, fg2, fb2, fa2;
int i;
fr2 = (float)r2 / 255.f;
fg2 = (float)g2 / 255.f;
fb2 = (float)b2 / 255.f;
fa2 = (float)a2 / 65536.f;
if (fadingFrom)
{
fr1 = (float)r1 / 255.f;
fg1 = (float)g1 / 255.f;
fb1 = (float)b1 / 255.f;
fa1 = (float)a1 / 65536.f;
}
if (activator != NULL)
{
viewer = activator->player;
if (viewer == NULL)
return;
i = MAXPLAYERS;
goto showme;
}
else
{
for (i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[i])
{
viewer = &players[i];
showme:
if (ftime <= 0.f)
{
viewer->BlendR = fr2;
viewer->BlendG = fg2;
viewer->BlendB = fb2;
viewer->BlendA = fa2;
}
else
{
if (!fadingFrom)
{
if (viewer->BlendA <= 0.f)
{
fr1 = fr2;
fg1 = fg2;
fb1 = fb2;
fa1 = 0.f;
}
else
{
fr1 = viewer->BlendR;
fg1 = viewer->BlendG;
fb1 = viewer->BlendB;
fa1 = viewer->BlendA;
}
}
new DFlashFader (fr1, fg1, fb1, fa1, fr2, fg2, fb2, fa2, ftime, viewer->mo);
}
}
}
}
}
void DLevelScript::DoSetFont (int fontnum)
{
const char *fontname = FBehavior::StaticLookupString (fontnum);
activefont = FFont::FindFont (fontname);
if (activefont == NULL)
{
int num = Wads.CheckNumForName (fontname);
if (num != -1)
{
char head[3];
{
FWadLump lump = Wads.OpenLumpNum (num);
lump.Read (head, 3);
}
if (head[0] == 'F' && head[1] == 'O' && head[2] == 'N')
{
activefont = new FSingleLumpFont (fontname, num);
}
}
if (activefont == NULL)
{
num = TexMan.CheckForTexture (fontname, FTexture::TEX_Any);
if (num <= 0)
{
num = Wads.CheckNumForName (fontname);
if (num > 0)
{
num = TexMan.CreateTexture (num);
}
}
if (num > 0)
{
activefont = new FSingleLumpFont (fontname, -1);
}
else
{
activefont = SmallFont;
}
}
}
if (screen != NULL)
{
screen->SetFont (activefont);
}
}
#define APROP_Health 0
#define APROP_Speed 1
#define APROP_Damage 2
#define APROP_Alpha 3
#define APROP_RenderStyle 4
#define APROP_Ambush 10
#define APROP_Invulnerable 11
#define APROP_JumpZ 12 // [GRB]
#define APROP_SeeSound 5 // Sounds can only be set, not gotten
#define APROP_AttackSound 6
#define APROP_PainSound 7
#define APROP_DeathSound 8
#define APROP_ActiveSound 9
void DLevelScript::SetActorProperty (int tid, int property, int value)
{
if (tid == 0)
{
DoSetActorProperty (activator, property, value);
}
else
{
AActor *actor;
FActorIterator iterator (tid);
while ((actor = iterator.Next()) != NULL)
{
DoSetActorProperty (actor, property, value);
}
}
}
void DLevelScript::DoSetActorProperty (AActor *actor, int property, int value)
{
if (actor == NULL)
{
return;
}
switch (property)
{
case APROP_Health:
actor->health = value;
if (actor->player != NULL)
{
actor->player->health = value;
}
break;
case APROP_Speed: actor->Speed = value; break;
case APROP_Damage: actor->damage = value; break;
case APROP_Alpha: actor->alpha = value; break;
case APROP_RenderStyle: actor->RenderStyle = value; break;
case APROP_Ambush: if (value) actor->flags |= MF_AMBUSH; else actor->flags &= ~MF_AMBUSH; break;
case APROP_Invulnerable:if (value) actor->flags2 |= MF2_INVULNERABLE; else actor->flags2 &= ~MF2_INVULNERABLE; break;
case APROP_JumpZ: if (actor->IsKindOf (RUNTIME_CLASS (APlayerPawn)))
static_cast<APlayerPawn *>(actor)->JumpZ = value; break; // [GRB]
case APROP_SeeSound: actor->SeeSound = S_FindSound (FBehavior::StaticLookupString (value)); break;
case APROP_AttackSound: actor->AttackSound = S_FindSound (FBehavior::StaticLookupString (value)); break;
case APROP_PainSound: actor->PainSound = S_FindSound (FBehavior::StaticLookupString (value)); break;
case APROP_DeathSound: actor->DeathSound = S_FindSound (FBehavior::StaticLookupString (value)); break;
case APROP_ActiveSound: actor->ActiveSound = S_FindSound (FBehavior::StaticLookupString (value)); break;
}
}
static AActor *SingleActorFromTID (int tid, AActor *defactor)
{
if (tid == 0)
{
return defactor;
}
else
{
FActorIterator iterator (tid);
return iterator.Next();
}
}
int DLevelScript::GetActorProperty (int tid, int property)
{
AActor *actor = SingleActorFromTID (tid, activator);
if (actor == NULL)
{
return 0;
}
switch (property)
{
case APROP_Health: return actor->health;
case APROP_Speed: return actor->Speed;
case APROP_Damage: return actor->damage;
case APROP_Alpha: return actor->alpha;
case APROP_RenderStyle: return actor->RenderStyle;
case APROP_Ambush: return !!(actor->flags & MF_AMBUSH);
case APROP_JumpZ: if (actor->IsKindOf (RUNTIME_CLASS (APlayerPawn)))
{
return static_cast<APlayerPawn *>(actor)->JumpZ; // [GRB]
}
else
{
return 0;
}
default: return 0;
}
}
#define NEXTWORD (LittleLong(*pc++))
#define NEXTBYTE (fmt==ACS_LittleEnhanced?getbyte(pc):NEXTWORD)
#define STACK(a) (Stack[sp - (a)])
#define PushToStack(a) (Stack[sp++] = (a))
inline int getbyte (int *&pc)
{
int res = *(BYTE *)pc;
pc = (int *)((BYTE *)pc+1);
return res;
}
int DLevelScript::RunScript ()
{
DACSThinker *controller = DACSThinker::ActiveThinker;
SDWORD *locals = localvars;
ScriptFunction *activeFunction = NULL;
BYTE *translation = 0;
int resultValue = 1;
switch (state)
{
case SCRIPT_Delayed:
// Decrement the delay counter and enter state running
// if it hits 0
if (--statedata == 0)
state = SCRIPT_Running;
break;
case SCRIPT_TagWait:
// Wait for tagged sector(s) to go inactive, then enter
// state running
{
int secnum = -1;
while ((secnum = P_FindSectorFromTag (statedata, secnum)) >= 0)
if (sectors[secnum].floordata || sectors[secnum].ceilingdata)
return resultValue;
// If we got here, none of the tagged sectors were busy
state = SCRIPT_Running;
}
break;
case SCRIPT_PolyWait:
// Wait for polyobj(s) to stop moving, then enter state running
if (!PO_Busy (statedata))
{
state = SCRIPT_Running;
}
break;
case SCRIPT_ScriptWaitPre:
// Wait for a script to start running, then enter state scriptwait
if (controller->RunningScripts[statedata])
state = SCRIPT_ScriptWait;
break;
case SCRIPT_ScriptWait:
// Wait for a script to stop running, then enter state running
if (controller->RunningScripts[statedata])
return resultValue;
state = SCRIPT_Running;
PutFirst ();
break;
default:
break;
}
int *pc = this->pc;
int sp = 0;
ACSFormat fmt = activeBehavior->GetFormat();
int runaway = 0; // used to prevent infinite loops
int pcd;
char workreal[4096], *const work = workreal+2, *workwhere = work;
const char *lookup;
int optstart = -1;
int temp;
if (screen != NULL)
{
screen->SetFont (activefont);
}
while (state == SCRIPT_Running)
{
if (++runaway > 500000)
{
Printf ("Runaway script %d terminated\n", script);
state = SCRIPT_PleaseRemove;
break;
}
if (fmt == ACS_LittleEnhanced)
{
pcd = getbyte(pc);
if (pcd >= 256-16)
{
pcd = (256-16) + ((pcd - (256-16)) << 8) + getbyte(pc);
}
}
else
{
pcd = NEXTWORD;
}
switch (pcd)
{
default:
Printf ("Unknown P-Code %d in script %d\n", pcd, script);
// fall through
case PCD_TERMINATE:
DPrintf ("Script %d finished\n", script);
state = SCRIPT_PleaseRemove;
break;
case PCD_NOP:
break;
case PCD_SUSPEND:
state = SCRIPT_Suspended;
break;
case PCD_TAGSTRING:
Stack[sp-1] |= activeBehavior->GetLibraryID();
break;
case PCD_PUSHNUMBER:
PushToStack (NEXTWORD);
break;
case PCD_PUSHBYTE:
PushToStack (*(BYTE *)pc);
pc = (int *)((BYTE *)pc + 1);
break;
case PCD_PUSH2BYTES:
Stack[sp] = ((BYTE *)pc)[0];
Stack[sp+1] = ((BYTE *)pc)[1];
sp += 2;
pc = (int *)((BYTE *)pc + 2);
break;
case PCD_PUSH3BYTES:
Stack[sp] = ((BYTE *)pc)[0];
Stack[sp+1] = ((BYTE *)pc)[1];
Stack[sp+2] = ((BYTE *)pc)[2];
sp += 3;
pc = (int *)((BYTE *)pc + 3);
break;
case PCD_PUSH4BYTES:
Stack[sp] = ((BYTE *)pc)[0];
Stack[sp+1] = ((BYTE *)pc)[1];
Stack[sp+2] = ((BYTE *)pc)[2];
Stack[sp+3] = ((BYTE *)pc)[3];
sp += 4;
pc = (int *)((BYTE *)pc + 4);
break;
case PCD_PUSH5BYTES:
Stack[sp] = ((BYTE *)pc)[0];
Stack[sp+1] = ((BYTE *)pc)[1];
Stack[sp+2] = ((BYTE *)pc)[2];
Stack[sp+3] = ((BYTE *)pc)[3];
Stack[sp+4] = ((BYTE *)pc)[4];
sp += 5;
pc = (int *)((BYTE *)pc + 5);
break;
case PCD_PUSHBYTES:
temp = *(BYTE *)pc;
pc = (int *)((BYTE *)pc + temp + 1);
for (temp = -temp; temp; temp++)
{
PushToStack (*((BYTE *)pc + temp));
}
break;
case PCD_DUP:
Stack[sp] = Stack[sp-1];
sp++;
break;
case PCD_SWAP:
swap(Stack[sp-2], Stack[sp-1]);
break;
case PCD_LSPEC1:
LineSpecials[NEXTBYTE] (activationline, activator, backSide,
STACK(1), 0, 0, 0, 0);
sp -= 1;
break;
case PCD_LSPEC2:
LineSpecials[NEXTBYTE] (activationline, activator, backSide,
STACK(2), STACK(1), 0, 0, 0);
sp -= 2;
break;
case PCD_LSPEC3:
LineSpecials[NEXTBYTE] (activationline, activator, backSide,
STACK(3), STACK(2), STACK(1), 0, 0);
sp -= 3;
break;
case PCD_LSPEC4:
LineSpecials[NEXTBYTE] (activationline, activator, backSide,
STACK(4), STACK(3), STACK(2),
STACK(1), 0);
sp -= 4;
break;
case PCD_LSPEC5:
LineSpecials[NEXTBYTE] (activationline, activator, backSide,
STACK(5), STACK(4), STACK(3),
STACK(2), STACK(1));
sp -= 5;
break;
case PCD_LSPEC5RESULT:
STACK(5) = LineSpecials[NEXTBYTE] (activationline, activator, backSide,
STACK(5), STACK(4), STACK(3),
STACK(2), STACK(1));
sp -= 4;
break;
case PCD_LSPEC1DIRECT:
temp = NEXTBYTE;
LineSpecials[temp] (activationline, activator, backSide,
pc[0], 0, 0, 0, 0);
pc += 1;
break;
case PCD_LSPEC2DIRECT:
temp = NEXTBYTE;
LineSpecials[temp] (activationline, activator, backSide,
pc[0], pc[1], 0, 0, 0);
pc += 2;
break;
case PCD_LSPEC3DIRECT:
temp = NEXTBYTE;
LineSpecials[temp] (activationline, activator, backSide,
pc[0], pc[1], pc[2], 0, 0);
pc += 3;
break;
case PCD_LSPEC4DIRECT:
temp = NEXTBYTE;
LineSpecials[temp] (activationline, activator, backSide,
pc[0], pc[1], pc[2], pc[3], 0);
pc += 4;
break;
case PCD_LSPEC5DIRECT:
temp = NEXTBYTE;
LineSpecials[temp] (activationline, activator, backSide,
pc[0], pc[1], pc[2], pc[3], pc[4]);
pc += 5;
break;
case PCD_LSPEC1DIRECTB:
LineSpecials[((BYTE *)pc)[0]] (activationline, activator, backSide,
((BYTE *)pc)[1], 0, 0, 0, 0);
pc = (int *)((BYTE *)pc + 2);
break;
case PCD_LSPEC2DIRECTB:
LineSpecials[((BYTE *)pc)[0]] (activationline, activator, backSide,
((BYTE *)pc)[1], ((BYTE *)pc)[2], 0, 0, 0);
pc = (int *)((BYTE *)pc + 3);
break;
case PCD_LSPEC3DIRECTB:
LineSpecials[((BYTE *)pc)[0]] (activationline, activator, backSide,
((BYTE *)pc)[1], ((BYTE *)pc)[2], ((BYTE *)pc)[3], 0, 0);
pc = (int *)((BYTE *)pc + 4);
break;
case PCD_LSPEC4DIRECTB:
LineSpecials[((BYTE *)pc)[0]] (activationline, activator, backSide,
((BYTE *)pc)[1], ((BYTE *)pc)[2], ((BYTE *)pc)[3],
((BYTE *)pc)[4], 0);
pc = (int *)((BYTE *)pc + 5);
break;
case PCD_LSPEC5DIRECTB:
LineSpecials[((BYTE *)pc)[0]] (activationline, activator, backSide,
((BYTE *)pc)[1], ((BYTE *)pc)[2], ((BYTE *)pc)[3],
((BYTE *)pc)[4], ((BYTE *)pc)[5]);
pc = (int *)((BYTE *)pc + 6);
break;
case PCD_CALL:
case PCD_CALLDISCARD:
{
int funcnum;
int i;
ScriptFunction *func;
FBehavior *module = activeBehavior;
2006-04-12 01:50:09 +00:00
SDWORD *mylocals;
funcnum = NEXTBYTE;
func = activeBehavior->GetFunction (funcnum, module);
if (func == NULL)
{
Printf ("Function %d in script %d out of range\n", funcnum, script);
state = SCRIPT_PleaseRemove;
break;
}
if (sp + func->LocalCount + 64 > STACK_SIZE)
{ // 64 is the margin for the function's working space
Printf ("Out of stack space in script %d\n", script);
state = SCRIPT_PleaseRemove;
break;
}
2006-04-12 01:50:09 +00:00
mylocals = locals;
// The function's first argument is also its first local variable.
locals = &Stack[sp - func->ArgCount];
// Make space on the stack for any other variables the function uses.
for (i = 0; i < func->LocalCount; ++i)
{
Stack[sp+i] = 0;
}
sp += i;
((CallReturn *)&Stack[sp])->ReturnAddress = activeBehavior->PC2Ofs (pc);
((CallReturn *)&Stack[sp])->ReturnFunction = activeFunction;
((CallReturn *)&Stack[sp])->ReturnModule = activeBehavior;
2006-04-12 01:50:09 +00:00
((CallReturn *)&Stack[sp])->ReturnLocals = mylocals;
((CallReturn *)&Stack[sp])->bDiscardResult = (pcd == PCD_CALLDISCARD);
sp += sizeof(CallReturn)/sizeof(int);
pc = module->Ofs2PC (func->Address);
activeFunction = func;
activeBehavior = module;
fmt = module->GetFormat();
}
break;
case PCD_RETURNVOID:
case PCD_RETURNVAL:
{
int value;
CallReturn *retState;
if (pcd == PCD_RETURNVAL)
{
value = Stack[--sp];
}
else
{
value = 0;
}
sp -= sizeof(CallReturn)/sizeof(int);
retState = (CallReturn *)&Stack[sp];
2006-04-12 01:50:09 +00:00
sp = locals - Stack;
pc = retState->ReturnModule->Ofs2PC (retState->ReturnAddress);
activeFunction = retState->ReturnFunction;
activeBehavior = retState->ReturnModule;
fmt = activeBehavior->GetFormat();
2006-04-12 01:50:09 +00:00
locals = retState->ReturnLocals;
if (!retState->bDiscardResult)
{
Stack[sp++] = value;
}
}
break;
case PCD_ADD:
STACK(2) = STACK(2) + STACK(1);
sp--;
break;
case PCD_SUBTRACT:
STACK(2) = STACK(2) - STACK(1);
sp--;
break;
case PCD_MULTIPLY:
STACK(2) = STACK(2) * STACK(1);
sp--;
break;
case PCD_DIVIDE:
if (STACK(1) == 0)
{
state = SCRIPT_DivideBy0;
}
else
{
STACK(2) = STACK(2) / STACK(1);
sp--;
}
break;
case PCD_MODULUS:
if (STACK(1) == 0)
{
state = SCRIPT_ModulusBy0;
}
else
{
STACK(2) = STACK(2) % STACK(1);
sp--;
}
break;
case PCD_EQ:
STACK(2) = (STACK(2) == STACK(1));
sp--;
break;
case PCD_NE:
STACK(2) = (STACK(2) != STACK(1));
sp--;
break;
case PCD_LT:
STACK(2) = (STACK(2) < STACK(1));
sp--;
break;
case PCD_GT:
STACK(2) = (STACK(2) > STACK(1));
sp--;
break;
case PCD_LE:
STACK(2) = (STACK(2) <= STACK(1));
sp--;
break;
case PCD_GE:
STACK(2) = (STACK(2) >= STACK(1));
sp--;
break;
case PCD_ASSIGNSCRIPTVAR:
locals[NEXTBYTE] = STACK(1);
sp--;
break;
case PCD_ASSIGNMAPVAR:
*(activeBehavior->MapVars[NEXTBYTE]) = STACK(1);
sp--;
break;
case PCD_ASSIGNWORLDVAR:
ACS_WorldVars[NEXTBYTE] = STACK(1);
sp--;
break;
case PCD_ASSIGNGLOBALVAR:
ACS_GlobalVars[NEXTBYTE] = STACK(1);
sp--;
break;
case PCD_ASSIGNMAPARRAY:
activeBehavior->SetArrayVal (*(activeBehavior->MapVars[NEXTBYTE]), STACK(2), STACK(1));
sp -= 2;
break;
case PCD_ASSIGNWORLDARRAY:
ACS_WorldArrays[NEXTBYTE].SetVal (STACK(2), STACK(1));
sp -= 2;
break;
case PCD_ASSIGNGLOBALARRAY:
ACS_GlobalArrays[NEXTBYTE].SetVal (STACK(2), STACK(1));
sp -= 2;
break;
case PCD_PUSHSCRIPTVAR:
PushToStack (locals[NEXTBYTE]);
break;
case PCD_PUSHMAPVAR:
PushToStack (*(activeBehavior->MapVars[NEXTBYTE]));
break;
case PCD_PUSHWORLDVAR:
PushToStack (ACS_WorldVars[NEXTBYTE]);
break;
case PCD_PUSHGLOBALVAR:
PushToStack (ACS_GlobalVars[NEXTBYTE]);
break;
case PCD_PUSHMAPARRAY:
STACK(1) = activeBehavior->GetArrayVal (*(activeBehavior->MapVars[NEXTBYTE]), STACK(1));
break;
case PCD_PUSHWORLDARRAY:
STACK(1) = ACS_WorldArrays[NEXTBYTE].GetVal (STACK(1));
break;
case PCD_PUSHGLOBALARRAY:
STACK(1) = ACS_GlobalArrays[NEXTBYTE].GetVal (STACK(1));
break;
case PCD_ADDSCRIPTVAR:
locals[NEXTBYTE] += STACK(1);
sp--;
break;
case PCD_ADDMAPVAR:
*(activeBehavior->MapVars[NEXTBYTE]) += STACK(1);
sp--;
break;
case PCD_ADDWORLDVAR:
ACS_WorldVars[NEXTBYTE] += STACK(1);
sp--;
break;
case PCD_ADDGLOBALVAR:
ACS_GlobalVars[NEXTBYTE] += STACK(1);
sp--;
break;
case PCD_ADDMAPARRAY:
{
int a = *(activeBehavior->MapVars[NEXTBYTE]);
int i = STACK(2);
activeBehavior->SetArrayVal (a, i, activeBehavior->GetArrayVal (a, i) + STACK(1));
sp -= 2;
}
break;
case PCD_ADDWORLDARRAY:
{
int a = NEXTBYTE;
int i = STACK(2);
ACS_WorldArrays[a].SetVal (i, ACS_WorldArrays[a].GetVal (i) + STACK(1));
sp -= 2;
}
break;
case PCD_ADDGLOBALARRAY:
{
int a = NEXTBYTE;
int i = STACK(2);
ACS_GlobalArrays[a].SetVal (i, ACS_GlobalArrays[a].GetVal (i) + STACK(1));
sp -= 2;
}
break;
case PCD_SUBSCRIPTVAR:
locals[NEXTBYTE] -= STACK(1);
sp--;
break;
case PCD_SUBMAPVAR:
*(activeBehavior->MapVars[NEXTBYTE]) -= STACK(1);
sp--;
break;
case PCD_SUBWORLDVAR:
ACS_WorldVars[NEXTBYTE] -= STACK(1);
sp--;
break;
case PCD_SUBGLOBALVAR:
ACS_GlobalVars[NEXTBYTE] -= STACK(1);
sp--;
break;
case PCD_SUBMAPARRAY:
{
int a = *(activeBehavior->MapVars[NEXTBYTE]);
int i = STACK(2);
activeBehavior->SetArrayVal (a, i, activeBehavior->GetArrayVal (a, i) - STACK(1));
sp -= 2;
}
break;
case PCD_SUBWORLDARRAY:
{
int a = NEXTBYTE;
int i = STACK(2);
ACS_WorldArrays[a].SetVal (i, ACS_WorldArrays[a].GetVal (i) - STACK(1));
sp -= 2;
}
break;
case PCD_SUBGLOBALARRAY:
{
int a = NEXTBYTE;
int i = STACK(2);
ACS_GlobalArrays[a].SetVal (i, ACS_GlobalArrays[a].GetVal (i) - STACK(1));
sp -= 2;
}
break;
case PCD_MULSCRIPTVAR:
locals[NEXTBYTE] *= STACK(1);
sp--;
break;
case PCD_MULMAPVAR:
*(activeBehavior->MapVars[NEXTBYTE]) *= STACK(1);
sp--;
break;
case PCD_MULWORLDVAR:
ACS_WorldVars[NEXTBYTE] *= STACK(1);
sp--;
break;
case PCD_MULGLOBALVAR:
ACS_GlobalVars[NEXTBYTE] *= STACK(1);
sp--;
break;
case PCD_MULMAPARRAY:
{
int a = *(activeBehavior->MapVars[NEXTBYTE]);
int i = STACK(2);
activeBehavior->SetArrayVal (a, i, activeBehavior->GetArrayVal (a, i) * STACK(1));
sp -= 2;
}
break;
case PCD_MULWORLDARRAY:
{
int a = NEXTBYTE;
int i = STACK(2);
ACS_WorldArrays[a].SetVal (i, ACS_WorldArrays[a].GetVal (i) * STACK(1));
sp -= 2;
}
break;
case PCD_MULGLOBALARRAY:
{
int a = NEXTBYTE;
int i = STACK(2);
ACS_GlobalArrays[a].SetVal (i, ACS_GlobalArrays[a].GetVal (i) * STACK(1));
sp -= 2;
}
break;
case PCD_DIVSCRIPTVAR:
if (STACK(1) == 0)
{
state = SCRIPT_DivideBy0;
}
else
{
locals[NEXTBYTE] /= STACK(1);
sp--;
}
break;
case PCD_DIVMAPVAR:
if (STACK(1) == 0)
{
state = SCRIPT_DivideBy0;
}
else
{
*(activeBehavior->MapVars[NEXTBYTE]) /= STACK(1);
sp--;
}
break;
case PCD_DIVWORLDVAR:
if (STACK(1) == 0)
{
state = SCRIPT_DivideBy0;
}
else
{
ACS_WorldVars[NEXTBYTE] /= STACK(1);
sp--;
}
break;
case PCD_DIVGLOBALVAR:
if (STACK(1) == 0)
{
state = SCRIPT_DivideBy0;
}
else
{
ACS_GlobalVars[NEXTBYTE] /= STACK(1);
sp--;
}
break;
case PCD_DIVMAPARRAY:
if (STACK(1) == 0)
{
state = SCRIPT_DivideBy0;
}
else
{
int a = *(activeBehavior->MapVars[NEXTBYTE]);
int i = STACK(2);
activeBehavior->SetArrayVal (a, i, activeBehavior->GetArrayVal (a, i) / STACK(1));
sp -= 2;
}
break;
case PCD_DIVWORLDARRAY:
if (STACK(1) == 0)
{
state = SCRIPT_DivideBy0;
}
else
{
int a = NEXTBYTE;
int i = STACK(2);
ACS_WorldArrays[a].SetVal (i, ACS_WorldArrays[a].GetVal (i) / STACK(1));
sp -= 2;
}
break;
case PCD_DIVGLOBALARRAY:
if (STACK(1) == 0)
{
state = SCRIPT_DivideBy0;
}
else
{
int a = NEXTBYTE;
int i = STACK(2);
ACS_GlobalArrays[a].SetVal (i, ACS_GlobalArrays[a].GetVal (i) / STACK(1));
sp -= 2;
}
break;
case PCD_MODSCRIPTVAR:
if (STACK(1) == 0)
{
state = SCRIPT_ModulusBy0;
}
else
{
locals[NEXTBYTE] %= STACK(1);
sp--;
}
break;
case PCD_MODMAPVAR:
if (STACK(1) == 0)
{
state = SCRIPT_ModulusBy0;
}
else
{
*(activeBehavior->MapVars[NEXTBYTE]) %= STACK(1);
sp--;
}
break;
case PCD_MODWORLDVAR:
if (STACK(1) == 0)
{
state = SCRIPT_ModulusBy0;
}
else
{
ACS_WorldVars[NEXTBYTE] %= STACK(1);
sp--;
}
break;
case PCD_MODGLOBALVAR:
if (STACK(1) == 0)
{
state = SCRIPT_ModulusBy0;
}
else
{
ACS_GlobalVars[NEXTBYTE] %= STACK(1);
sp--;
}
break;
case PCD_MODMAPARRAY:
if (STACK(1) == 0)
{
state = SCRIPT_ModulusBy0;
}
else
{
int a = *(activeBehavior->MapVars[NEXTBYTE]);
int i = STACK(2);
activeBehavior->SetArrayVal (a, i, activeBehavior->GetArrayVal (a, i) % STACK(1));
sp -= 2;
}
break;
case PCD_MODWORLDARRAY:
if (STACK(1) == 0)
{
state = SCRIPT_ModulusBy0;
}
else
{
int a = NEXTBYTE;
int i = STACK(2);
ACS_WorldArrays[a].SetVal (i, ACS_WorldArrays[a].GetVal (i) % STACK(1));
sp -= 2;
}
break;
case PCD_MODGLOBALARRAY:
if (STACK(1) == 0)
{
state = SCRIPT_ModulusBy0;
}
else
{
int a = NEXTBYTE;
int i = STACK(2);
ACS_GlobalArrays[a].SetVal (i, ACS_GlobalArrays[a].GetVal (i) % STACK(1));
sp -= 2;
}
break;
case PCD_INCSCRIPTVAR:
++locals[NEXTBYTE];
break;
case PCD_INCMAPVAR:
*(activeBehavior->MapVars[NEXTBYTE]) += 1;
break;
case PCD_INCWORLDVAR:
++ACS_WorldVars[NEXTBYTE];
break;
case PCD_INCGLOBALVAR:
++ACS_GlobalVars[NEXTBYTE];
break;
case PCD_INCMAPARRAY:
{
int a = *(activeBehavior->MapVars[NEXTBYTE]);
int i = STACK(1);
activeBehavior->SetArrayVal (a, i, activeBehavior->GetArrayVal (a, i) + 1);
sp--;
}
break;
case PCD_INCWORLDARRAY:
{
int a = NEXTBYTE;
int i = STACK(1);
ACS_WorldArrays[a].SetVal (i, ACS_WorldArrays[a].GetVal (i) + 1);
sp--;
}
break;
case PCD_INCGLOBALARRAY:
{
int a = NEXTBYTE;
int i = STACK(1);
ACS_GlobalArrays[a].SetVal (i, ACS_GlobalArrays[a].GetVal (i) + 1);
sp--;
}
break;
case PCD_DECSCRIPTVAR:
--locals[NEXTBYTE];
break;
case PCD_DECMAPVAR:
*(activeBehavior->MapVars[NEXTBYTE]) -= 1;
break;
case PCD_DECWORLDVAR:
--ACS_WorldVars[NEXTBYTE];
break;
case PCD_DECGLOBALVAR:
--ACS_GlobalVars[NEXTBYTE];
break;
case PCD_DECMAPARRAY:
{
int a = *(activeBehavior->MapVars[NEXTBYTE]);
int i = STACK(1);
activeBehavior->SetArrayVal (a, i, activeBehavior->GetArrayVal (a, i) - 1);
sp--;
}
break;
case PCD_DECWORLDARRAY:
{
int a = NEXTBYTE;
int i = STACK(1);
ACS_WorldArrays[a].SetVal (i, ACS_WorldArrays[a].GetVal (i) - 1);
sp--;
}
break;
case PCD_DECGLOBALARRAY:
{
int a = NEXTBYTE;
int i = STACK(1);
ACS_GlobalArrays[a].SetVal (i, ACS_GlobalArrays[a].GetVal (i) - 1);
sp--;
}
break;
case PCD_GOTO:
pc = activeBehavior->Ofs2PC (*pc);
break;
case PCD_IFGOTO:
if (STACK(1))
pc = activeBehavior->Ofs2PC (*pc);
else
pc++;
sp--;
break;
case PCD_DROP:
case PCD_SETRESULTVALUE:
resultValue = STACK(1);
sp--;
break;
case PCD_DELAY:
statedata = STACK(1);
if (statedata > 0)
{
state = SCRIPT_Delayed;
}
sp--;
break;
case PCD_DELAYDIRECT:
statedata = NEXTWORD;
if (statedata > 0)
{
state = SCRIPT_Delayed;
}
break;
case PCD_DELAYDIRECTB:
statedata = *(BYTE *)pc;
if (statedata > 0)
{
state = SCRIPT_Delayed;
}
pc = (int *)((BYTE *)pc + 1);
break;
case PCD_RANDOM:
STACK(2) = Random (STACK(2), STACK(1));
sp--;
break;
case PCD_RANDOMDIRECT:
PushToStack (Random (pc[0], pc[1]));
pc += 2;
break;
case PCD_RANDOMDIRECTB:
PushToStack (Random (((BYTE *)pc)[0], ((BYTE *)pc)[1]));
pc = (int *)((BYTE *)pc + 2);
break;
case PCD_THINGCOUNT:
STACK(2) = ThingCount (STACK(2), STACK(1));
sp--;
break;
case PCD_THINGCOUNTDIRECT:
PushToStack (ThingCount (pc[0], pc[1]));
pc += 2;
break;
case PCD_TAGWAIT:
state = SCRIPT_TagWait;
statedata = STACK(1);
sp--;
break;
case PCD_TAGWAITDIRECT:
state = SCRIPT_TagWait;
statedata = NEXTWORD;
break;
case PCD_POLYWAIT:
state = SCRIPT_PolyWait;
statedata = STACK(1);
sp--;
break;
case PCD_POLYWAITDIRECT:
state = SCRIPT_PolyWait;
statedata = NEXTWORD;
break;
case PCD_CHANGEFLOOR:
ChangeFlat (STACK(2), STACK(1), 0);
sp -= 2;
break;
case PCD_CHANGEFLOORDIRECT:
ChangeFlat (pc[0], pc[1], 0);
pc += 2;
break;
case PCD_CHANGECEILING:
ChangeFlat (STACK(2), STACK(1), 1);
sp -= 2;
break;
case PCD_CHANGECEILINGDIRECT:
ChangeFlat (pc[0], pc[1], 1);
pc += 2;
break;
case PCD_RESTART:
{
const ScriptPtr *scriptp;
scriptp = activeBehavior->FindScript (script);
pc = activeBehavior->GetScriptAddress (scriptp);
}
break;
case PCD_ANDLOGICAL:
STACK(2) = (STACK(2) && STACK(1));
sp--;
break;
case PCD_ORLOGICAL:
STACK(2) = (STACK(2) || STACK(1));
sp--;
break;
case PCD_ANDBITWISE:
STACK(2) = (STACK(2) & STACK(1));
sp--;
break;
case PCD_ORBITWISE:
STACK(2) = (STACK(2) | STACK(1));
sp--;
break;
case PCD_EORBITWISE:
STACK(2) = (STACK(2) ^ STACK(1));
sp--;
break;
case PCD_NEGATELOGICAL:
STACK(1) = !STACK(1);
break;
case PCD_LSHIFT:
STACK(2) = (STACK(2) << STACK(1));
sp--;
break;
case PCD_RSHIFT:
STACK(2) = (STACK(2) >> STACK(1));
sp--;
break;
case PCD_UNARYMINUS:
STACK(1) = -STACK(1);
break;
case PCD_IFNOTGOTO:
if (!STACK(1))
pc = activeBehavior->Ofs2PC (*pc);
else
pc++;
sp--;
break;
case PCD_LINESIDE:
PushToStack (backSide);
break;
case PCD_SCRIPTWAIT:
statedata = STACK(1);
if (controller->RunningScripts[statedata])
state = SCRIPT_ScriptWait;
else
state = SCRIPT_ScriptWaitPre;
sp--;
PutLast ();
break;
case PCD_SCRIPTWAITDIRECT:
state = SCRIPT_ScriptWait;
statedata = NEXTWORD;
PutLast ();
break;
case PCD_CLEARLINESPECIAL:
if (activationline)
activationline->special = 0;
break;
case PCD_CASEGOTO:
if (STACK(1) == NEXTWORD)
{
pc = activeBehavior->Ofs2PC (*pc);
sp--;
}
else
{
pc++;
}
break;
case PCD_CASEGOTOSORTED:
// The count and jump table are 4-byte aligned
pc = (int *)((BYTE *)pc + (4 - (((size_t)pc & 3)) & 3));
{
int numcases = NEXTWORD;
int min = 0, max = numcases-1;
while (min <= max)
{
int mid = (min + max) / 2;
SDWORD caseval = pc[mid*2];
if (caseval == STACK(1))
{
pc = activeBehavior->Ofs2PC (pc[mid*2+1]);
sp--;
break;
}
else if (caseval < STACK(1))
{
min = mid + 1;
}
else
{
max = mid - 1;
}
}
if (min > max)
{
// The case was not found, so go to the next instruction.
pc += numcases * 2;
}
}
break;
case PCD_BEGINPRINT:
workwhere = work;
work[0] = 0;
break;
case PCD_PRINTSTRING:
case PCD_PRINTLOCALIZED:
lookup = FBehavior::StaticLookupString (STACK(1));
if (pcd == PCD_PRINTLOCALIZED)
{
lookup = GStrings(lookup);
}
if (lookup != NULL)
{
workwhere += sprintf (workwhere, "%s", lookup);
}
--sp;
break;
case PCD_PRINTNUMBER:
workwhere += sprintf (workwhere, "%ld", STACK(1));
--sp;
break;
case PCD_PRINTCHARACTER:
workwhere[0] = STACK(1);
workwhere[1] = 0;
workwhere++;
--sp;
break;
case PCD_PRINTFIXED:
workwhere += sprintf (workwhere, "%g", FIXED2FLOAT(STACK(1)));
--sp;
break;
// [BC] Print activator's name
// [RH] Fancied up a bit
case PCD_PRINTNAME:
{
player_t *player = NULL;
if (STACK(1) == 0 || (unsigned)STACK(1) > MAXPLAYERS)
{
if (activator)
{
player = activator->player;
}
}
else if (playeringame[STACK(1)-1])
{
player = &players[STACK(1)-1];
}
else
{
workwhere += sprintf (workwhere, "Player %ld", STACK(1));
sp--;
break;
}
if (player)
{
workwhere += sprintf (workwhere, "%s", player->userinfo.netname);
}
else if (activator)
{
workwhere += sprintf (workwhere, "%s", RUNTIME_TYPE(activator)->Name+1);
}
else
{
workwhere += sprintf (workwhere, " ");
}
sp--;
}
break;
// [JB] Print map character array
case PCD_PRINTMAPCHARARRAY:
{
int a = *(activeBehavior->MapVars[STACK(1)]);
int offset = STACK(2);
while((workwhere[0] = activeBehavior->GetArrayVal (a, offset)) != '\0') {
workwhere++;
offset++;
}
sp-=2;
}
break;
// [JB] Print world character array
case PCD_PRINTWORLDCHARARRAY:
{
int a = STACK(1);
int offset = STACK(2);
while((workwhere[0] = ACS_WorldArrays[a].GetVal (offset)) != '\0') {
workwhere++;
offset++;
}
sp-=2;
}
break;
// [JB] Print global character array
case PCD_PRINTGLOBALCHARARRAY:
{
int a = STACK(1);
int offset = STACK(2);
while((workwhere[0] = ACS_GlobalArrays[a].GetVal (offset)) != '\0') {
workwhere++;
offset++;
}
sp-=2;
}
break;
case PCD_ENDPRINT:
case PCD_ENDPRINTBOLD:
case PCD_MOREHUDMESSAGE:
case PCD_ENDLOG:
strbin (work);
if (pcd == PCD_ENDLOG)
{
Printf ("%s\n", 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))
{
C_MidPrint (work);
}
}
else
{
optstart = -1;
}
break;
case PCD_OPTHUDMESSAGE:
optstart = sp;
break;
case PCD_ENDHUDMESSAGE:
case PCD_ENDHUDMESSAGEBOLD:
if (optstart == -1)
{
optstart = sp;
}
{
AActor *screen = activator;
if (screen != NULL &&
screen->player == NULL &&
(screen->flags & MF_MISSILE) &&
screen->target != NULL)
{
screen = screen->target;
}
if (pcd == PCD_ENDHUDMESSAGEBOLD || screen == NULL ||
players[consoleplayer].mo == screen)
{
int type = Stack[optstart-6];
int id = Stack[optstart-5];
EColorRange color = CLAMPCOLOR(Stack[optstart-4]);
float x = FIXED2FLOAT(Stack[optstart-3]);
float y = FIXED2FLOAT(Stack[optstart-2]);
float holdTime = FIXED2FLOAT(Stack[optstart-1]);
DHUDMessage *msg;
switch (type & ~HUDMSG_LOG)
{
default: // normal
msg = new DHUDMessage (work, x, y, hudwidth, hudheight, color, holdTime);
break;
case 1: // fade out
{
float fadeTime = (optstart < sp) ? FIXED2FLOAT(Stack[optstart]) : 0.5f;
msg = new DHUDMessageFadeOut (work, x, y, hudwidth, hudheight, color, holdTime, fadeTime);
}
break;
case 2: // type on, then fade out
{
float typeTime = (optstart < sp) ? FIXED2FLOAT(Stack[optstart]) : 0.05f;
float fadeTime = (optstart < sp-1) ? FIXED2FLOAT(Stack[optstart+1]) : 0.5f;
msg = new DHUDMessageTypeOnFadeOut (work, x, y, hudwidth, hudheight, color, typeTime, holdTime, fadeTime);
}
break;
case 3: // fade in, then fade out
{
float inTime = (optstart < sp) ? FIXED2FLOAT(Stack[optstart]) : 0.5f;
float outTime = (optstart < sp-1) ? FIXED2FLOAT(Stack[optstart+1]) : 0.5f;
msg = new DHUDMessageFadeInOut (work, x, y, hudwidth, hudheight, color, holdTime, inTime, outTime);
}
break;
}
StatusBar->AttachMessage (msg, id ? 0xff000000|id : 0);
if (type & HUDMSG_LOG)
{
static const char bar[] = TEXTCOLOR_ORANGE "\n\35\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36"
"\36\36\36\36\36\36\36\36\36\36\36\36\37" TEXTCOLOR_NORMAL "\n";
static const char logbar[] = "\n<------------------------------->\n";
workreal[0] = '\x1c';
2006-04-12 01:50:09 +00:00
workreal[1] = color >= CR_BRICK && color <= CR_YELLOW ? color + 'A' : '-';
AddToConsole (-1, bar);
AddToConsole (-1, workreal);
AddToConsole (-1, bar);
if (Logfile)
{
fputs (logbar, Logfile);
fputs (workreal, Logfile);
fputs (logbar, Logfile);
fflush (Logfile);
}
}
}
}
sp = optstart-6;
break;
case PCD_SETFONT:
DoSetFont (STACK(1));
sp--;
break;
case PCD_SETFONTDIRECT:
DoSetFont (pc[0]);
pc++;
break;
case PCD_PLAYERCOUNT:
PushToStack (CountPlayers ());
break;
case PCD_GAMETYPE:
if (gamestate == GS_TITLELEVEL)
PushToStack (GAME_TITLE_MAP);
else if (deathmatch)
PushToStack (GAME_NET_DEATHMATCH);
else if (multiplayer)
PushToStack (GAME_NET_COOPERATIVE);
else
PushToStack (GAME_SINGLE_PLAYER);
break;
case PCD_GAMESKILL:
PushToStack (gameskill);
break;
// [BC] Start ST PCD's
case PCD_PLAYERHEALTH:
if (activator)
PushToStack (activator->health);
else
PushToStack (0);
break;
case PCD_PLAYERARMORPOINTS:
if (activator)
{
ABasicArmor *armor = activator->FindInventory<ABasicArmor>();
PushToStack (armor ? armor->Amount : 0);
}
else
{
PushToStack (0);
}
break;
case PCD_PLAYERFRAGS:
if (activator && activator->player)
PushToStack (activator->player->fragcount);
else
PushToStack (0);
break;
case PCD_MUSICCHANGE:
lookup = FBehavior::StaticLookupString (STACK(2));
if (lookup != NULL)
{
S_ChangeMusic (lookup, STACK(1));
}
sp -= 2;
break;
case PCD_SINGLEPLAYER:
PushToStack (!netgame);
break;
// [BC] End ST PCD's
case PCD_TIMER:
PushToStack (level.time);
break;
case PCD_SECTORSOUND:
lookup = FBehavior::StaticLookupString (STACK(2));
if (lookup != NULL)
{
if (activationline)
{
S_Sound (
activationline->frontsector->soundorg,
CHAN_AUTO,
lookup,
(float)(STACK(1)) / 127.f,
ATTN_NORM);
}
else
{
S_Sound (
CHAN_AUTO,
lookup,
(float)(STACK(1)) / 127.f,
ATTN_NORM);
}
}
sp -= 2;
break;
case PCD_AMBIENTSOUND:
lookup = FBehavior::StaticLookupString (STACK(2));
if (lookup != NULL)
{
S_Sound (CHAN_AUTO,
lookup,
(float)(STACK(1)) / 127.f, ATTN_NONE);
}
sp -= 2;
break;
case PCD_LOCALAMBIENTSOUND:
lookup = FBehavior::StaticLookupString (STACK(2));
if (lookup != NULL && activator->CheckLocalView (consoleplayer))
{
S_Sound (CHAN_AUTO,
lookup,
(float)(STACK(1)) / 127.f, ATTN_NONE);
}
sp -= 2;
break;
case PCD_ACTIVATORSOUND:
lookup = FBehavior::StaticLookupString (STACK(2));
if (lookup != NULL)
{
S_Sound (activator, CHAN_AUTO,
lookup,
(float)(STACK(1)) / 127.f, ATTN_NORM);
}
sp -= 2;
break;
case PCD_SOUNDSEQUENCE:
lookup = FBehavior::StaticLookupString (STACK(1));
if (lookup != NULL)
{
if (activationline)
{
SN_StartSequence (
activationline->frontsector,
lookup);
}
}
sp--;
break;
case PCD_SETLINETEXTURE:
SetLineTexture (STACK(4), STACK(3), STACK(2), STACK(1));
sp -= 4;
break;
case PCD_SETLINEBLOCKING:
{
int line = -1;
while ((line = P_FindLineFromID (STACK(2), line)) >= 0)
{
switch (STACK(1))
{
case BLOCK_NOTHING:
lines[line].flags &= ~(ML_BLOCKING|ML_BLOCKEVERYTHING|ML_RAILING);
break;
case BLOCK_CREATURES:
default:
lines[line].flags &= ~(ML_BLOCKEVERYTHING|ML_RAILING);
lines[line].flags |= ML_BLOCKING;
break;
case BLOCK_EVERYTHING:
lines[line].flags &= ~ML_RAILING;
lines[line].flags |= ML_BLOCKING|ML_BLOCKEVERYTHING;
break;
case BLOCK_RAILING:
lines[line].flags &= ~ML_BLOCKEVERYTHING;
lines[line].flags |= ML_RAILING|ML_BLOCKING;
break;
}
}
sp -= 2;
}
break;
case PCD_SETLINEMONSTERBLOCKING:
{
int line = -1;
while ((line = P_FindLineFromID (STACK(2), line)) >= 0)
{
if (STACK(1))
lines[line].flags |= ML_BLOCKMONSTERS;
else
lines[line].flags &= ~ML_BLOCKMONSTERS;
}
sp -= 2;
}
break;
case PCD_SETLINESPECIAL:
{
int linenum = -1;
while ((linenum = P_FindLineFromID (STACK(7), linenum)) >= 0) {
line_t *line = &lines[linenum];
line->special = STACK(6);
line->args[0] = STACK(5);
line->args[1] = STACK(4);
line->args[2] = STACK(3);
line->args[3] = STACK(2);
line->args[4] = STACK(1);
}
sp -= 7;
}
break;
case PCD_SETTHINGSPECIAL:
{
FActorIterator iterator (STACK(7));
AActor *actor;
while ( (actor = iterator.Next ()) )
{
actor->special = STACK(6);
actor->args[0] = STACK(5);
actor->args[1] = STACK(4);
actor->args[2] = STACK(3);
actor->args[3] = STACK(2);
actor->args[4] = STACK(1);
}
sp -= 7;
}
break;
case PCD_THINGSOUND:
lookup = FBehavior::StaticLookupString (STACK(2));
if (lookup != NULL)
{
FActorIterator iterator (STACK(3));
AActor *spot;
while ( (spot = iterator.Next ()) )
{
S_Sound (spot, CHAN_AUTO,
lookup,
(float)(STACK(1))/127.f, ATTN_NORM);
}
}
sp -= 3;
break;
case PCD_FIXEDMUL:
STACK(2) = FixedMul (STACK(2), STACK(1));
sp--;
break;
case PCD_FIXEDDIV:
STACK(2) = FixedDiv (STACK(2), STACK(1));
sp--;
break;
case PCD_SETGRAVITY:
level.gravity = (float)STACK(1) / 65536.f;
sp--;
break;
case PCD_SETGRAVITYDIRECT:
level.gravity = (float)pc[0] / 65536.f;
pc++;
break;
case PCD_SETAIRCONTROL:
level.aircontrol = STACK(1);
sp--;
G_AirControlChanged ();
break;
case PCD_SETAIRCONTROLDIRECT:
level.aircontrol = pc[0];
pc++;
G_AirControlChanged ();
break;
case PCD_SPAWN:
STACK(6) = DoSpawn (STACK(6), STACK(5), STACK(4), STACK(3), STACK(2), STACK(1));
sp -= 5;
break;
case PCD_SPAWNDIRECT:
PushToStack (DoSpawn (pc[0], pc[1], pc[2], pc[3], pc[4], pc[5]));
pc += 6;
break;
case PCD_SPAWNSPOT:
STACK(4) = DoSpawnSpot (STACK(4), STACK(3), STACK(2), STACK(1));
sp -= 3;
break;
case PCD_SPAWNSPOTDIRECT:
PushToStack (DoSpawnSpot (pc[0], pc[1], pc[2], pc[3]));
pc += 4;
break;
case PCD_CLEARINVENTORY:
ClearInventory (activator);
break;
case PCD_GIVEINVENTORY:
GiveInventory (activator, FBehavior::StaticLookupString (STACK(2)), STACK(1));
sp -= 2;
break;
case PCD_GIVEINVENTORYDIRECT:
GiveInventory (activator, FBehavior::StaticLookupString (pc[0]), pc[1]);
pc += 2;
break;
case PCD_TAKEINVENTORY:
TakeInventory (activator, FBehavior::StaticLookupString (STACK(2)), STACK(1));
sp -= 2;
break;
case PCD_TAKEINVENTORYDIRECT:
TakeInventory (activator, FBehavior::StaticLookupString (pc[0]), pc[1]);
pc += 2;
break;
case PCD_CHECKINVENTORY:
STACK(1) = CheckInventory (activator, FBehavior::StaticLookupString (STACK(1)));
break;
case PCD_CHECKINVENTORYDIRECT:
PushToStack (CheckInventory (activator, FBehavior::StaticLookupString (pc[0])));
pc += 1;
break;
case PCD_GETSIGILPIECES:
{
ASigil *sigil;
if (activator == NULL || (sigil = activator->FindInventory<ASigil>()) == NULL)
{
PushToStack (0);
}
else
{
PushToStack (sigil->NumPieces);
}
}
break;
case PCD_GETAMMOCAPACITY:
if (activator != NULL)
{
const TypeInfo *type = TypeInfo::FindType (FBehavior::StaticLookupString (STACK(1)));
AInventory *item;
if (type != NULL && type->ParentType == RUNTIME_CLASS(AAmmo))
{
item = activator->FindInventory (type);
if (item != NULL)
{
STACK(1) = item->MaxAmount;
}
else
{
STACK(1) = ((AInventory *)GetDefaultByType (type))->MaxAmount;
}
}
else
{
STACK(1) = 0;
}
}
else
{
STACK(1) = 0;
}
break;
case PCD_SETAMMOCAPACITY:
if (activator != NULL)
{
const TypeInfo *type = TypeInfo::FindType (FBehavior::StaticLookupString (STACK(2)));
AInventory *item;
if (type != NULL && type->ParentType == RUNTIME_CLASS(AAmmo))
{
item = activator->FindInventory (type);
if (item != NULL)
{
item->MaxAmount = STACK(1);
}
else
{
item = activator->GiveInventoryType (type);
item->MaxAmount = STACK(1);
item->Amount = 0;
}
}
}
sp -= 2;
break;
case PCD_SETMUSIC:
S_ChangeMusic (FBehavior::StaticLookupString (STACK(3)), STACK(2));
sp -= 3;
break;
case PCD_SETMUSICDIRECT:
S_ChangeMusic (FBehavior::StaticLookupString (pc[0]), pc[1]);
pc += 3;
break;
case PCD_LOCALSETMUSIC:
if (activator == players[consoleplayer].mo)
{
S_ChangeMusic (FBehavior::StaticLookupString (STACK(3)), STACK(2));
}
sp -= 3;
break;
case PCD_LOCALSETMUSICDIRECT:
if (activator == players[consoleplayer].mo)
{
S_ChangeMusic (FBehavior::StaticLookupString (pc[0]), pc[1]);
}
pc += 3;
break;
case PCD_FADETO:
DoFadeTo (STACK(5), STACK(4), STACK(3), STACK(2), STACK(1));
sp -= 5;
break;
case PCD_FADERANGE:
DoFadeRange (STACK(9), STACK(8), STACK(7), STACK(6),
STACK(5), STACK(4), STACK(3), STACK(2), STACK(1));
sp -= 9;
break;
case PCD_CANCELFADE:
{
TThinkerIterator<DFlashFader> iterator;
DFlashFader *fader;
while ( (fader = iterator.Next()) )
{
if (activator == NULL || fader->WhoFor() == activator)
{
fader->Cancel ();
}
}
}
break;
case PCD_PLAYMOVIE:
STACK(1) = I_PlayMovie (FBehavior::StaticLookupString (STACK(1)));
break;
case PCD_GETACTORX:
case PCD_GETACTORY:
case PCD_GETACTORZ:
{
AActor *actor = SingleActorFromTID (STACK(1), activator);
if (actor == NULL)
{
STACK(1) = 0;
}
else
{
STACK(1) = (&actor->x)[pcd - PCD_GETACTORX];
}
}
break;
case PCD_GETACTORFLOORZ:
{
AActor *actor = SingleActorFromTID (STACK(1), activator);
if (actor == NULL)
{
STACK(1) = 0;
}
else
{
STACK(1) = actor->floorz;
}
}
break;
case PCD_GETACTORANGLE:
{
AActor *actor = SingleActorFromTID (STACK(1), activator);
if (actor == NULL)
{
STACK(1) = 0;
}
else
{
STACK(1) = actor->angle >> 16;
}
}
break;
case PCD_GETLINEROWOFFSET:
if (activationline)
{
PushToStack (sides[activationline->sidenum[0]].rowoffset >> FRACBITS);
}
else
{
PushToStack (0);
}
break;
case PCD_GETSECTORFLOORZ:
case PCD_GETSECTORCEILINGZ:
// Arguments are (tag, x, y). If you don't use slopes, then (x, y) don't
// really matter and can be left as (0, 0) if you like.
{
int secnum = P_FindSectorFromTag (STACK(3), -1);
fixed_t z = 0;
if (secnum >= 0)
{
fixed_t x = STACK(2) << FRACBITS;
fixed_t y = STACK(1) << FRACBITS;
if (pcd == PCD_GETSECTORFLOORZ)
{
z = sectors[secnum].floorplane.ZatPoint (x, y);
}
else
{
z = sectors[secnum].ceilingplane.ZatPoint (x, y);
}
}
sp -= 2;
STACK(1) = z;
}
break;
case PCD_SETFLOORTRIGGER:
new DPlaneWatcher (activator, activationline, backSide, false, STACK(8),
STACK(7), STACK(6), STACK(5), STACK(4), STACK(3), STACK(2), STACK(1));
sp -= 8;
break;
case PCD_SETCEILINGTRIGGER:
new DPlaneWatcher (activator, activationline, backSide, true, STACK(8),
STACK(7), STACK(6), STACK(5), STACK(4), STACK(3), STACK(2), STACK(1));
sp -= 8;
break;
case PCD_STARTTRANSLATION:
{
int i = STACK(1);
sp--;
if (i >= 1 && i <= MAX_ACS_TRANSLATIONS)
{
translation = &translationtables[TRANSLATION_LevelScripted][i*256-256];
for (i = 0; i < 256; ++i)
{
translation[i] = i;
}
}
}
break;
case PCD_TRANSLATIONRANGE1:
{ // translation using palette shifting
int start = STACK(4);
int end = STACK(3);
int pal1 = STACK(2);
int pal2 = STACK(1);
fixed_t palcol, palstep;
sp -= 4;
if (translation == NULL)
{
break;
}
if (start > end)
{
swap (start, end);
swap (pal1, pal2);
}
else if (start == end)
{
translation[start] = pal1;
break;
}
palcol = pal1 << FRACBITS;
palstep = ((pal2 << FRACBITS) - palcol) / (end - start);
for (int i = start; i <= end; palcol += palstep, ++i)
{
translation[i] = palcol >> FRACBITS;
}
}
break;
case PCD_TRANSLATIONRANGE2:
{ // translation using RGB values
// (would HSV be a good idea too?)
int start = STACK(8);
int end = STACK(7);
fixed_t r1 = STACK(6) << FRACBITS;
fixed_t g1 = STACK(5) << FRACBITS;
fixed_t b1 = STACK(4) << FRACBITS;
fixed_t r2 = STACK(3) << FRACBITS;
fixed_t g2 = STACK(2) << FRACBITS;
fixed_t b2 = STACK(1) << FRACBITS;
fixed_t r, g, b;
fixed_t rs, gs, bs;
sp -= 8;
if (translation == NULL)
{
break;
}
if (start > end)
{
swap (start, end);
r = r2;
g = g2;
b = b2;
rs = r1 - r2;
gs = g1 - g2;
bs = b1 - b2;
}
else
{
r = r1;
g = g1;
b = b1;
rs = r2 - r1;
gs = g2 - g1;
bs = b2 - b1;
}
if (start == end)
{
translation[start] = ColorMatcher.Pick
(r >> FRACBITS, g >> FRACBITS, b >> FRACBITS);
break;
}
rs /= (end - start);
gs /= (end - start);
bs /= (end - start);
for (int i = start; i <= end; ++i)
{
translation[i] = ColorMatcher.Pick
(r >> FRACBITS, g >> FRACBITS, b >> FRACBITS);
r += rs;
g += gs;
b += bs;
}
}
break;
case PCD_ENDTRANSLATION:
// This might be useful for hardware rendering, but
// for software it is superfluous.
translation = NULL;
break;
case PCD_SIN:
STACK(1) = finesine[angle_t(STACK(1)<<16)>>ANGLETOFINESHIFT];
break;
case PCD_COS:
STACK(1) = finecosine[angle_t(STACK(1)<<16)>>ANGLETOFINESHIFT];
break;
case PCD_VECTORANGLE:
STACK(2) = R_PointToAngle2 (0, 0, STACK(2), STACK(1)) >> 16;
sp--;
break;
case PCD_CHECKWEAPON:
if (activator == NULL || activator->player == NULL || // Non-players do not have weapons
activator->player->ReadyWeapon == NULL)
{
STACK(1) = 0;
}
else
{
STACK(1) = 0 == strcmp (FBehavior::StaticLookupString (STACK(1)),
activator->player->ReadyWeapon->GetClass()->Name+1);
}
break;
case PCD_SETWEAPON:
if (activator == NULL || activator->player == NULL)
{
STACK(1) = 0;
}
else
{
AInventory *item = activator->FindInventory (TypeInfo::FindType (
FBehavior::StaticLookupString (STACK(1))));
if (item == NULL || !item->IsKindOf (RUNTIME_CLASS(AWeapon)))
{
STACK(1) = 0;
}
else if (activator->player->ReadyWeapon == item)
{
// The weapon is already selected, so setweapon succeeds by default,
// but make sure the player isn't switching away from it.
activator->player->PendingWeapon = WP_NOCHANGE;
STACK(1) = 1;
}
else
{
AWeapon *weap = static_cast<AWeapon *> (item);
if (weap->CheckAmmo (AWeapon::EitherFire, false))
{
// There's enough ammo, so switch to it.
STACK(1) = 1;
activator->player->PendingWeapon = weap;
}
else
{
STACK(1) = 0;
}
}
}
break;
case PCD_SETMARINEWEAPON:
if (STACK(2) != 0)
{
AScriptedMarine *marine;
TActorIterator<AScriptedMarine> iterator (STACK(2));
while ((marine = iterator.Next()) != NULL)
{
marine->SetWeapon ((AScriptedMarine::EMarineWeapon)STACK(1));
}
}
else
{
if (activator->IsKindOf (RUNTIME_CLASS(AScriptedMarine)))
{
static_cast<AScriptedMarine *>(activator)->SetWeapon (
(AScriptedMarine::EMarineWeapon)STACK(1));
}
}
sp -= 2;
break;
case PCD_SETMARINESPRITE:
{
const TypeInfo *type = TypeInfo::FindType (FBehavior::StaticLookupString (STACK(1)));
if (type != NULL)
{
if (STACK(2) != 0)
{
AScriptedMarine *marine;
TActorIterator<AScriptedMarine> iterator (STACK(2));
while ((marine = iterator.Next()) != NULL)
{
marine->SetSprite (type);
}
}
else
{
if (activator->IsKindOf (RUNTIME_CLASS(AScriptedMarine)))
{
static_cast<AScriptedMarine *>(activator)->SetSprite (type);
}
}
}
else
{
Printf ("Unknown actor type: %s\n", FBehavior::StaticLookupString (STACK(1)));
}
}
sp -= 2;
break;
case PCD_SETACTORPROPERTY:
SetActorProperty (STACK(3), STACK(2), STACK(1));
sp -= 3;
break;
case PCD_GETACTORPROPERTY:
STACK(2) = GetActorProperty (STACK(2), STACK(1));
sp -= 1;
break;
case PCD_PLAYERNUMBER:
if (activator == NULL || activator->player == NULL)
{
PushToStack (-1);
}
else
{
PushToStack (activator->player - players);
}
break;
case PCD_PLAYERINGAME:
if (STACK(1) < 0 || STACK(1) > MAXPLAYERS)
{
STACK(1) = false;
}
else
{
STACK(1) = playeringame[STACK(1)];
}
break;
case PCD_PLAYERISBOT:
if (STACK(1) < 0 || STACK(1) > MAXPLAYERS || !playeringame[STACK(1)])
{
STACK(1) = false;
}
else
{
STACK(1) = players[STACK(1)].isbot;
}
break;
case PCD_ACTIVATORTID:
if (activator == NULL)
{
PushToStack (0);
}
else
{
PushToStack (activator->tid);
}
break;
case PCD_GETSCREENWIDTH:
PushToStack (SCREENWIDTH);
break;
case PCD_GETSCREENHEIGHT:
PushToStack (SCREENHEIGHT);
break;
case PCD_THING_PROJECTILE2:
// Like Thing_Projectile(Gravity) specials, but you can give the
// projectile a TID.
// Thing_Projectile2 (tid, type, angle, speed, vspeed, gravity, newtid);
P_Thing_Projectile (STACK(7), STACK(6), ((angle_t)(STACK(5)<<24)),
STACK(4)<<(FRACBITS-3), STACK(3)<<(FRACBITS-3), 0, NULL, STACK(2), STACK(1), false);
sp -= 7;
break;
case PCD_STRLEN:
STACK(1) = SDWORD(strlen(FBehavior::StaticLookupString (STACK(1))));
break;
case PCD_GETCVAR:
{
FBaseCVar *cvar = FindCVar (FBehavior::StaticLookupString (STACK(1)), NULL);
if (cvar == NULL)
{
STACK(1) = 0;
}
else
{
UCVarValue val = cvar->GetGenericRep (CVAR_Int);
STACK(1) = val.Int;
}
}
break;
case PCD_SETHUDSIZE:
hudwidth = abs (STACK(3));
hudheight = abs (STACK(2));
if (STACK(1) != 0)
{ // Negative height means to cover the status bar
hudheight = -hudheight;
}
sp -= 3;
break;
case PCD_GETLEVELINFO:
switch (STACK(1))
{
case LEVELINFO_PAR_TIME: STACK(1) = level.partime; break;
case LEVELINFO_SUCK_TIME: STACK(1) = level.sucktime; break;
case LEVELINFO_CLUSTERNUM: STACK(1) = level.cluster; break;
case LEVELINFO_LEVELNUM: STACK(1) = level.levelnum; break;
case LEVELINFO_TOTAL_SECRETS: STACK(1) = level.total_secrets; break;
case LEVELINFO_FOUND_SECRETS: STACK(1) = level.found_secrets; break;
case LEVELINFO_TOTAL_ITEMS: STACK(1) = level.total_items; break;
case LEVELINFO_FOUND_ITEMS: STACK(1) = level.found_items; break;
case LEVELINFO_TOTAL_MONSTERS: STACK(1) = level.total_monsters; break;
case LEVELINFO_KILLED_MONSTERS: STACK(1) = level.killed_monsters; break;
default: STACK(1) = 0; break;
}
break;
case PCD_CHANGESKY:
{
const char *sky1name, *sky2name;
sky1name = FBehavior::StaticLookupString (STACK(2));
sky2name = FBehavior::StaticLookupString (STACK(1));
if (sky1name[0] != 0)
{
strncpy (level.skypic1, sky1name, 8);
sky1texture = TexMan.GetTexture (sky1name, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable);
}
if (sky2name[0] != 0)
{
strncpy (level.skypic2, sky2name, 8);
sky2texture = TexMan.GetTexture (sky2name, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable);
}
R_InitSkyMap ();
}
break;
case PCD_SETCAMERATOTEXTURE:
{
const char *picname = FBehavior::StaticLookupString (STACK(2));
AActor *camera;
if (STACK(3) == 0)
{
camera = activator;
}
else
{
FActorIterator it (STACK(3));
camera = it.Next ();
}
if (camera != NULL)
{
int picnum = TexMan.CheckForTexture (picname, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable);
if (picnum < 0)
{
Printf ("SetCameraToTexture: %s is not a texture\n", picname);
}
else
{
FCanvasTextureInfo::Add (camera, picnum, STACK(1));
}
}
sp -= 3;
}
break;
case PCD_SETACTORANGLE: // [GRB]
{
FActorIterator iterator (STACK(2));
AActor *actor;
while ( (actor = iterator.Next ()) )
{
actor->angle = STACK(1) << 16;
}
}
sp -= 2;
break;
}
}
if (state == SCRIPT_DivideBy0)
{
Printf ("Divide by zero in script %d\n", script);
state = SCRIPT_PleaseRemove;
}
else if (state == SCRIPT_ModulusBy0)
{
Printf ("Modulus by zero in script %d\n", script);
state = SCRIPT_PleaseRemove;
}
if (state == SCRIPT_PleaseRemove)
{
Unlink ();
if (controller->RunningScripts[script] == this)
controller->RunningScripts[script] = NULL;
this->Destroy ();
}
else
{
this->pc = pc;
assert (sp == 0);
}
if (screen != NULL)
{
screen->SetFont (SmallFont);
}
return resultValue;
}
#undef PushtoStack
static DLevelScript *P_GetScriptGoing (AActor *who, line_t *where, int num, const ScriptPtr *code, FBehavior *module,
bool backSide, int arg0, int arg1, int arg2, int always, bool delay)
{
DACSThinker *controller = DACSThinker::ActiveThinker;
if (controller && !always && controller->RunningScripts[num])
{
if (controller->RunningScripts[num]->GetState () == DLevelScript::SCRIPT_Suspended)
{
controller->RunningScripts[num]->SetState (DLevelScript::SCRIPT_Running);
return controller->RunningScripts[num];
}
return NULL;
}
return new DLevelScript (who, where, num, code, module, backSide, arg0, arg1, arg2, always, delay);
}
DLevelScript::DLevelScript (AActor *who, line_t *where, int num, const ScriptPtr *code, FBehavior *module,
bool backside, int arg0, int arg1, int arg2, int always, bool delay)
: activeBehavior (module)
{
if (DACSThinker::ActiveThinker == NULL)
new DACSThinker;
script = num;
numlocalvars = code->VarCount;
localvars = new SDWORD[code->VarCount];
localvars[0] = arg0;
localvars[1] = arg1;
localvars[2] = arg2;
memset (localvars+code->ArgCount, 0, (code->VarCount-code->ArgCount)*sizeof(SDWORD));
pc = module->GetScriptAddress (code);
activator = who;
activationline = where;
backSide = backside;
activefont = SmallFont;
hudwidth = hudheight = 0;
if (delay)
{
// From Hexen: Give the world some time to set itself up before running open scripts.
//script->state = SCRIPT_Delayed;
//script->statedata = TICRATE;
state = SCRIPT_Running;
}
else
{
state = SCRIPT_Running;
}
if (!always)
DACSThinker::ActiveThinker->RunningScripts[num] = this;
Link ();
DPrintf ("Script %d started.\n", num);
}
static void SetScriptState (int script, DLevelScript::EScriptState state)
{
DACSThinker *controller = DACSThinker::ActiveThinker;
if (controller != NULL && controller->RunningScripts[script])
controller->RunningScripts[script]->SetState (state);
}
void P_DoDeferedScripts ()
{
acsdefered_t *def;
const ScriptPtr *scriptdata;
FBehavior *module;
// Handle defered scripts in this step, too
def = level.info->defered;
while (def)
{
acsdefered_t *next = def->next;
switch (def->type)
{
case acsdefered_t::defexecute:
case acsdefered_t::defexealways:
scriptdata = FBehavior::StaticFindScript (def->script, module);
if (scriptdata)
{
P_GetScriptGoing ((unsigned)def->playernum < MAXPLAYERS &&
playeringame[def->playernum] ? players[def->playernum].mo : NULL,
NULL, def->script,
scriptdata, module,
0, def->arg0, def->arg1, def->arg2,
def->type == acsdefered_t::defexealways, true);
}
else
{
Printf ("P_DoDeferredScripts: Unknown script %d\n", def->script);
}
break;
case acsdefered_t::defsuspend:
SetScriptState (def->script, DLevelScript::SCRIPT_Suspended);
DPrintf ("Defered suspend of script %d\n", def->script);
break;
case acsdefered_t::defterminate:
SetScriptState (def->script, DLevelScript::SCRIPT_PleaseRemove);
DPrintf ("Defered terminate of script %d\n", def->script);
break;
}
delete def;
def = next;
}
level.info->defered = NULL;
}
static void addDefered (level_info_t *i, acsdefered_t::EType type, int script, int arg0, int arg1, int arg2, AActor *who)
{
if (i)
{
acsdefered_t *def = new acsdefered_s;
def->next = i->defered;
def->type = type;
def->script = script;
def->arg0 = arg0;
def->arg1 = arg1;
def->arg2 = arg2;
if (who != NULL && who->player != NULL)
{
def->playernum = who->player - players;
}
else
{
def->playernum = -1;
}
i->defered = def;
DPrintf ("Script %d on map %s defered\n", script, i->mapname);
}
}
EXTERN_CVAR (Bool, sv_cheats)
int P_StartScript (AActor *who, line_t *where, int script, char *map, bool backSide,
int arg0, int arg1, int arg2, int always, bool wantResultCode, bool net)
{
if (map == NULL || 0 == strnicmp (level.mapname, map, 8))
{
FBehavior *module = NULL;
const ScriptPtr *scriptdata;
if ((scriptdata = FBehavior::StaticFindScript (script, module)) != NULL)
{
if (net && netgame && !sv_cheats)
{
// If playing multiplayer and cheats are disallowed, check to
// make sure only net scripts are run.
if (!(scriptdata->Flags & SCRIPTF_Net))
{
Printf (PRINT_BOLD, "%s tried to puke script %d (%d, %d, %d)\n",
who->player->userinfo.netname, script, arg0, arg1, arg2);
return false;
}
}
DLevelScript *runningScript = P_GetScriptGoing (who, where, script,
scriptdata, module, backSide, arg0, arg1, arg2, always, false);
if (runningScript != NULL)
{
if (wantResultCode)
{
return runningScript->RunScript ();
}
return true;
}
return false;
}
else
{
if (!net || who->player == &players[consoleplayer])
{
Printf ("P_StartScript: Unknown script %d\n", script);
}
}
}
else
{
addDefered (FindLevelInfo (map),
always ? acsdefered_t::defexealways : acsdefered_t::defexecute,
script, arg0, arg1, arg2, who);
return true;
}
return false;
}
void P_SuspendScript (int script, char *map)
{
if (strnicmp (level.mapname, map, 8))
addDefered (FindLevelInfo (map), acsdefered_t::defsuspend, script, 0, 0, 0, NULL);
else
SetScriptState (script, DLevelScript::SCRIPT_Suspended);
}
void P_TerminateScript (int script, char *map)
{
if (strnicmp (level.mapname, map, 8))
addDefered (FindLevelInfo (map), acsdefered_t::defterminate, script, 0, 0, 0, NULL);
else
SetScriptState (script, DLevelScript::SCRIPT_PleaseRemove);
}
void strbin (char *str)
{
char *p = str, c;
int i;
while ( (c = *p++) ) {
if (c != '\\') {
*str++ = c;
} else {
switch (*p) {
case 'c':
*str++ = TEXTCOLOR_ESCAPE;
break;
case 'n':
*str++ = '\n';
break;
case 't':
*str++ = '\t';
break;
case 'r':
*str++ = '\r';
break;
case '\n':
break;
case 'x':
case 'X':
c = 0;
p++;
for (i = 0; i < 2; i++) {
c <<= 4;
if (*p >= '0' && *p <= '9')
c += *p-'0';
else if (*p >= 'a' && *p <= 'f')
c += 10 + *p-'a';
else if (*p >= 'A' && *p <= 'F')
c += 10 + *p-'A';
else
break;
p++;
}
*str++ = c;
break;
case '0':
case '1':
case '2':
case '3':
case '4':
case '5':
case '6':
case '7':
c = 0;
for (i = 0; i < 3; i++) {
c <<= 3;
if (*p >= '0' && *p <= '7')
c += *p-'0';
else
break;
p++;
}
*str++ = c;
break;
default:
*str++ = *p;
break;
}
p++;
}
}
*str = 0;
}
FArchive &operator<< (FArchive &arc, acsdefered_s *&defertop)
{
BYTE more;
if (arc.IsStoring ())
{
acsdefered_s *defer = defertop;
more = 1;
while (defer)
{
BYTE type;
arc << more;
type = (BYTE)defer->type;
arc << type << defer->script << defer->playernum
<< defer->arg0 << defer->arg1 << defer->arg2;
defer = defer->next;
}
more = 0;
arc << more;
}
else
{
acsdefered_s **defer = &defertop;
arc << more;
while (more)
{
*defer = new acsdefered_s;
arc << more;
(*defer)->type = (acsdefered_s::EType)more;
arc << (*defer)->script << (*defer)->playernum
<< (*defer)->arg0 << (*defer)->arg1 << (*defer)->arg2;
defer = &((*defer)->next);
arc << more;
}
*defer = NULL;
}
return arc;
}
CCMD (scriptstat)
{
if (DACSThinker::ActiveThinker == NULL)
{
Printf ("No scripts are running.\n");
}
else
{
DACSThinker::ActiveThinker->DumpScriptStatus ();
}
}
void DACSThinker::DumpScriptStatus ()
{
static const char *stateNames[] =
{
"Running",
"Suspended",
"Delayed",
"TagWait",
"PolyWait",
"ScriptWaitPre",
"ScriptWait",
"PleaseRemove"
};
DLevelScript *script = Scripts;
while (script != NULL)
{
Printf ("%d: %s\n", script->script, stateNames[script->state]);
script = script->next;
}
}