// Emacs style mode select -*- C++ -*- //---------------------------------------------------------------------------- // // Copyright(C) 2000 Simon Howard // Copyright(C) 2005-2008 Christoph Oelckers // // This program is free software; you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation; either version 2 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA // //-------------------------------------------------------------------------- // // scripting. // // delayed scripts, running scripts, console cmds etc in here // the interface between FraggleScript and the rest of the game // // By Simon Howard // // (completely redone and cleaned up in 2008 by Christoph Oelckers) // //--------------------------------------------------------------------------- // // FraggleScript is from SMMU which is under the GPL. Technically, // therefore, combining the FraggleScript code with the non-free // ZDoom code is a violation of the GPL. // // As this may be a problem for you, I hereby grant an exception to my // copyright on the SMMU source (including FraggleScript). You may use // any code from SMMU in (G)ZDoom, provided that: // // * For any binary release of the port, the source code is also made // available. // * The copyright notice is kept on any file containing my code. // // #include "t_script.h" #include "p_lnspec.h" #include "a_keys.h" #include "d_player.h" #include "p_spec.h" #include "c_dispatch.h" #include "i_system.h" #include "doomerrors.h" #include "doomstat.h" #include "farchive.h" //========================================================================== // // global variables // These two are the last remaining ones: // - The global script contains static data so it must be global // - The trigger is referenced by a global variable. However, it is set // each time a script is started so that's not a problem. // //========================================================================== DFsScript *global_script; AActor *trigger_obj; //========================================================================== // // // //========================================================================== #define DECLARE_16_POINTERS(v, i) \ DECLARE_POINTER(v[i]) \ DECLARE_POINTER(v[i+1]) \ DECLARE_POINTER(v[i+2]) \ DECLARE_POINTER(v[i+3]) \ DECLARE_POINTER(v[i+4]) \ DECLARE_POINTER(v[i+5]) \ DECLARE_POINTER(v[i+6]) \ DECLARE_POINTER(v[i+7]) \ DECLARE_POINTER(v[i+8]) \ DECLARE_POINTER(v[i+9]) \ DECLARE_POINTER(v[i+10]) \ DECLARE_POINTER(v[i+11]) \ DECLARE_POINTER(v[i+12]) \ DECLARE_POINTER(v[i+13]) \ DECLARE_POINTER(v[i+14]) \ DECLARE_POINTER(v[i+15]) \ //========================================================================== // // // //========================================================================== IMPLEMENT_POINTY_CLASS(DFsScript) DECLARE_POINTER(parent) DECLARE_POINTER(trigger) DECLARE_16_POINTERS(sections, 0) DECLARE_POINTER(sections[16]) DECLARE_16_POINTERS(variables, 0) DECLARE_16_POINTERS(children, 0) DECLARE_16_POINTERS(children, 16) DECLARE_16_POINTERS(children, 32) DECLARE_16_POINTERS(children, 48) DECLARE_16_POINTERS(children, 64) DECLARE_16_POINTERS(children, 80) DECLARE_16_POINTERS(children, 96) DECLARE_16_POINTERS(children, 112) DECLARE_16_POINTERS(children, 128) DECLARE_16_POINTERS(children, 144) DECLARE_16_POINTERS(children, 160) DECLARE_16_POINTERS(children, 176) DECLARE_16_POINTERS(children, 192) DECLARE_16_POINTERS(children, 208) DECLARE_16_POINTERS(children, 224) DECLARE_16_POINTERS(children, 240) DECLARE_POINTER(children[256]) END_POINTERS //========================================================================== // // // //========================================================================== void DFsScript::ClearChildren() { int j; for(j=0;jDestroy(); children[j]=NULL; } } //========================================================================== // // // //========================================================================== DFsScript::DFsScript() { int i; for(i=0; i data+len) { Printf("script %d: trying to continue from point outside script!\n", scriptnum); return; } trigger_obj = trigger; // set trigger try { FParser parse(this); parse.Run(position, data, data + len); } catch (CRecoverableError &err) { Printf ("%s\n", err.GetMessage()); } // dont clear global vars! if(scriptnum != -1) ClearVariables(); // free variables // haleyjd lastiftrue = false; } //========================================================================== // // Running Scripts // //========================================================================== IMPLEMENT_POINTY_CLASS(DRunningScript) DECLARE_POINTER(prev) DECLARE_POINTER(next) DECLARE_POINTER(trigger) DECLARE_16_POINTERS(variables, 0) END_POINTERS //========================================================================== // // // //========================================================================== DRunningScript::DRunningScript(AActor *trigger, DFsScript *owner, int index) { prev = next = NULL; script = owner; GC::WriteBarrier(this, script); save_point = index; wait_type = wt_none; wait_data = 0; this->trigger = trigger; if (owner == NULL) { for(int i=0; i< VARIABLESLOTS; i++) variables[i] = NULL; } else { // save the script variables for(int i=0; ivariables[i]; if (index == 0) // we are starting another Script: { // remove all the variables from the script variable list // we only start with the basic labels while(variables[i] && variables[i]->type != svt_label) variables[i] = variables[i]->next; } else // a script is being halted { // remove all the variables from the script variable list // to prevent them being removed when the script stops while(owner->variables[i] && owner->variables[i]->type != svt_label) owner->variables[i] = owner->variables[i]->next; GC::WriteBarrier(owner, owner->variables[i]); } GC::WriteBarrier(this, variables[i]); } } } //========================================================================== // // // //========================================================================== void DRunningScript::Destroy() { int i; DFsVariable *current, *next; for(i=0; inext; // save for after freeing current->Destroy(); current = next; // go to next in chain } variables[i] = NULL; } Super::Destroy(); } //========================================================================== // // // //========================================================================== void DRunningScript::Serialize(FArchive &arc) { Super::Serialize(arc); arc << script << save_point << wait_type << wait_data << prev << next << trigger; for(int i=0; i< VARIABLESLOTS; i++) arc << variables[i]; } //========================================================================== // // The main thinker // //========================================================================== IMPLEMENT_POINTY_CLASS(DFraggleThinker) DECLARE_POINTER(RunningScripts) DECLARE_POINTER(LevelScript) END_POINTERS TObjPtr DFraggleThinker::ActiveThinker; //========================================================================== // // // //========================================================================== DFraggleThinker::DFraggleThinker() : DThinker(STAT_SCRIPTS) { if (ActiveThinker) { I_Error ("Only one FraggleThinker is allowed to exist at a time.\nCheck your code."); } else { ActiveThinker = this; RunningScripts = new DRunningScript; LevelScript = new DFsScript; LevelScript->parent = global_script; GC::WriteBarrier(this, RunningScripts); GC::WriteBarrier(this, LevelScript); nocheckposition = false; } } //========================================================================== // // // //========================================================================== void DFraggleThinker::Destroy() { DRunningScript *p = RunningScripts; while (p) { DRunningScript *q = p; p = p->next; q->prev = q->next = NULL; q->Destroy(); } RunningScripts = NULL; LevelScript->Destroy(); LevelScript = NULL; SpawnedThings.Clear(); ActiveThinker = NULL; Super::Destroy(); } //========================================================================== // // // //========================================================================== void DFraggleThinker::Serialize(FArchive &arc) { Super::Serialize(arc); arc << LevelScript << RunningScripts << SpawnedThings << nocheckposition; } //========================================================================== // // PAUSING SCRIPTS // //========================================================================== bool DFraggleThinker::wait_finished(DRunningScript *script) { switch(script->wait_type) { case wt_none: return true; // uh? hehe case wt_scriptwait: // waiting for script to finish { DRunningScript *current; for(current = RunningScripts->next; current; current = current->next) { if(current == script) continue; // ignore this script if(current->script->scriptnum == script->wait_data) return false; // script still running } return true; // can continue now } case wt_delay: // just count down { return --script->wait_data <= 0; } case wt_tagwait: { int secnum; FSectorTagIterator itr(script->wait_data); while ((secnum = itr.Next()) >= 0) { sector_t *sec = §ors[secnum]; if(sec->floordata || sec->ceilingdata || sec->lightingdata) return false; // not finished } return true; } case wt_scriptwaitpre: // haleyjd - wait for script to start { DRunningScript *current; for(current = RunningScripts->next; current; current=current->next) { if(current == script) continue; // ignore this script if(current->script->scriptnum == script->wait_data) return true; // script is now running } return false; // no running instances found } default: return true; } return false; } //========================================================================== // // // //========================================================================== void DFraggleThinker::Tick() { DRunningScript *current, *next; int i; current = RunningScripts->next; while(current) { if(wait_finished(current)) { // copy out the script variables from the // runningscript for(i=0; iscript->variables[i] = current->variables[i]; GC::WriteBarrier(current->script, current->variables[i]); current->variables[i] = NULL; } current->script->trigger = current->trigger; // copy trigger // unhook from chain current->prev->next = current->next; GC::WriteBarrier(current->prev, current->next); if(current->next) { current->next->prev = current->prev; GC::WriteBarrier(current->next, current->prev); } next = current->next; // save before freeing // continue the script current->script->ParseScript (current->script->data + current->save_point); // free current->Destroy(); } else next = current->next; current = next; // continue to next in chain } } //========================================================================== // // We have to mark the SpawnedThings array manually because it's not // in the list of declared pointers. // //========================================================================== size_t DFraggleThinker::PropagateMark() { for(unsigned i=0;i(old)) { SpawnedThings[i] = static_cast(notOld); changed++; } } return changed; } //========================================================================== // // Adds a running script to the list of running scripts // //========================================================================== void DFraggleThinker::AddRunningScript(DRunningScript *runscr) { runscr->next = RunningScripts->next; GC::WriteBarrier(runscr, RunningScripts->next); runscr->prev = RunningScripts; GC::WriteBarrier(runscr, RunningScripts); runscr->prev->next = runscr; GC::WriteBarrier(runscr->prev, runscr); if(runscr->next) { runscr->next->prev = runscr; GC::WriteBarrier(runscr->next, runscr); } } //========================================================================== // // // //========================================================================== void T_PreprocessScripts() { DFraggleThinker *th = DFraggleThinker::ActiveThinker; if (th) { // run the levelscript first // get the other scripts // levelscript started by player 0 'superplayer' th->LevelScript->trigger = players[0].mo; th->LevelScript->Preprocess(); th->LevelScript->ParseScript(); } } //========================================================================== // // // //========================================================================== bool T_RunScript(int snum, AActor * t_trigger) { DFraggleThinker *th = DFraggleThinker::ActiveThinker; if (th) { // [CO] It is far too dangerous to start the script right away. // Better queue it for execution for the next time // the runningscripts are checked. if(snum < 0 || snum >= MAXSCRIPTS) return false; DFsScript *script = th->LevelScript->children[snum]; if(!script) return false; DRunningScript *runscr = new DRunningScript(t_trigger, script, 0); // hook into chain at start th->AddRunningScript(runscr); return true; } return false; } //========================================================================== // // // //========================================================================== void FS_Close() { if (global_script != NULL) { GC::DelSoftRoot(global_script); global_script->Destroy(); global_script = NULL; } } void T_Init() { void init_functions(); if (global_script == NULL) { global_script = new DFsScript; GC::AddSoftRoot(global_script); init_functions(); } } //========================================================================== // // // //========================================================================== CCMD(fpuke) { int argc = argv.argc(); if (argc < 2) { Printf (" fpuke