mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-07 21:41:25 +00:00
f08188b0e5
SVN r3261 (trunk)
725 lines
19 KiB
C++
725 lines
19 KiB
C++
// Emacs style mode select -*- C++ -*-
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//----------------------------------------------------------------------------
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//
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// Copyright(C) 2000 Simon Howard
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// Copyright(C) 2005-2008 Christoph Oelckers
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//
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// This program is free software; you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation; either version 2 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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//
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//--------------------------------------------------------------------------
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//
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// scripting.
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//
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// delayed scripts, running scripts, console cmds etc in here
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// the interface between FraggleScript and the rest of the game
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//
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// By Simon Howard
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//
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// (completely redone and cleaned up in 2008 by Christoph Oelckers)
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//
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//---------------------------------------------------------------------------
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//
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// FraggleScript is from SMMU which is under the GPL. Technically,
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// therefore, combining the FraggleScript code with the non-free
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// ZDoom code is a violation of the GPL.
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//
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// As this may be a problem for you, I hereby grant an exception to my
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// copyright on the SMMU source (including FraggleScript). You may use
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// any code from SMMU in (G)ZDoom, provided that:
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//
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// * For any binary release of the port, the source code is also made
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// available.
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// * The copyright notice is kept on any file containing my code.
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//
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//
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#include "t_script.h"
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#include "p_lnspec.h"
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#include "a_keys.h"
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#include "d_player.h"
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#include "p_spec.h"
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#include "c_dispatch.h"
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#include "i_system.h"
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#include "doomerrors.h"
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#include "doomstat.h"
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#include "farchive.h"
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//==========================================================================
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//
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// global variables
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// These two are the last remaining ones:
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// - The global script contains static data so it must be global
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// - The trigger is referenced by a global variable. However, it is set
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// each time a script is started so that's not a problem.
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//
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//==========================================================================
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DFsScript *global_script;
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AActor *trigger_obj;
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//==========================================================================
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//
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//
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//
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//==========================================================================
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#define DECLARE_16_POINTERS(v, i) \
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DECLARE_POINTER(v[i]) \
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DECLARE_POINTER(v[i+1]) \
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DECLARE_POINTER(v[i+2]) \
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DECLARE_POINTER(v[i+3]) \
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DECLARE_POINTER(v[i+4]) \
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DECLARE_POINTER(v[i+5]) \
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DECLARE_POINTER(v[i+6]) \
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DECLARE_POINTER(v[i+7]) \
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DECLARE_POINTER(v[i+8]) \
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DECLARE_POINTER(v[i+9]) \
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DECLARE_POINTER(v[i+10]) \
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DECLARE_POINTER(v[i+11]) \
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DECLARE_POINTER(v[i+12]) \
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DECLARE_POINTER(v[i+13]) \
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DECLARE_POINTER(v[i+14]) \
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DECLARE_POINTER(v[i+15]) \
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//==========================================================================
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//
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//
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//
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//==========================================================================
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IMPLEMENT_POINTY_CLASS(DFsScript)
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DECLARE_POINTER(parent)
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DECLARE_POINTER(trigger)
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DECLARE_16_POINTERS(sections, 0)
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DECLARE_POINTER(sections[16])
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DECLARE_16_POINTERS(variables, 0)
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DECLARE_16_POINTERS(children, 0)
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DECLARE_16_POINTERS(children, 16)
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DECLARE_16_POINTERS(children, 32)
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DECLARE_16_POINTERS(children, 48)
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DECLARE_16_POINTERS(children, 64)
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DECLARE_16_POINTERS(children, 80)
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DECLARE_16_POINTERS(children, 96)
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DECLARE_16_POINTERS(children, 112)
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DECLARE_16_POINTERS(children, 128)
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DECLARE_16_POINTERS(children, 144)
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DECLARE_16_POINTERS(children, 160)
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DECLARE_16_POINTERS(children, 176)
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DECLARE_16_POINTERS(children, 192)
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DECLARE_16_POINTERS(children, 208)
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DECLARE_16_POINTERS(children, 224)
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DECLARE_16_POINTERS(children, 240)
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DECLARE_POINTER(children[256])
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END_POINTERS
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void DFsScript::ClearChildren()
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{
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int j;
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for(j=0;j<MAXSCRIPTS;j++) if (children[j])
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{
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children[j]->Destroy();
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children[j]=NULL;
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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DFsScript::DFsScript()
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{
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int i;
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for(i=0; i<SECTIONSLOTS; i++) sections[i] = NULL;
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for(i=0; i<VARIABLESLOTS; i++) variables[i] = NULL;
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for(i=0; i<MAXSCRIPTS; i++) children[i] = NULL;
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data = NULL;
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scriptnum = -1;
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len = 0;
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parent = NULL;
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trigger = NULL;
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lastiftrue = false;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void DFsScript::Destroy()
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{
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ClearVariables(true);
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ClearSections();
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ClearChildren();
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parent = NULL;
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if (data != NULL) delete [] data;
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data = NULL;
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parent = NULL;
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trigger = NULL;
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Super::Destroy();
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void DFsScript::Serialize(FArchive &arc)
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{
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Super::Serialize(arc);
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// don't save a reference to the global script
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if (parent == global_script) parent = NULL;
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arc << data << scriptnum << len << parent << trigger << lastiftrue;
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for(int i=0; i< SECTIONSLOTS; i++) arc << sections[i];
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for(int i=0; i< VARIABLESLOTS; i++) arc << variables[i];
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for(int i=0; i< MAXSCRIPTS; i++) arc << children[i];
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if (parent == NULL) parent = global_script;
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}
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//==========================================================================
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//
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// run_script
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//
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// the function called by t_script.c
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//
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//==========================================================================
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void DFsScript::ParseScript(char *position)
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{
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if (position == NULL)
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{
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lastiftrue = false;
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position = data;
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}
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// check for valid position
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if(position < data || position > data+len)
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{
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Printf("script %d: trying to continue from point outside script!\n", scriptnum);
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return;
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}
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trigger_obj = trigger; // set trigger
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try
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{
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FParser parse(this);
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parse.Run(position, data, data + len);
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}
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catch (CRecoverableError &err)
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{
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Printf ("%s\n", err.GetMessage());
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}
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// dont clear global vars!
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if(scriptnum != -1) ClearVariables(); // free variables
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// haleyjd
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lastiftrue = false;
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}
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//==========================================================================
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//
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// Running Scripts
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//
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//==========================================================================
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IMPLEMENT_POINTY_CLASS(DRunningScript)
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DECLARE_POINTER(prev)
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DECLARE_POINTER(next)
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DECLARE_POINTER(trigger)
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DECLARE_16_POINTERS(variables, 0)
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END_POINTERS
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//==========================================================================
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//
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//
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//
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//==========================================================================
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DRunningScript::DRunningScript(AActor *trigger, DFsScript *owner, int index)
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{
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prev = next = NULL;
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script = owner;
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GC::WriteBarrier(this, script);
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save_point = index;
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wait_type = wt_none;
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wait_data = 0;
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this->trigger = trigger;
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if (owner == NULL)
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{
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for(int i=0; i< VARIABLESLOTS; i++) variables[i] = NULL;
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}
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else
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{
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// save the script variables
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for(int i=0; i<VARIABLESLOTS; i++)
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{
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variables[i] = owner->variables[i];
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if (index == 0) // we are starting another Script:
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{
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// remove all the variables from the script variable list
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// we only start with the basic labels
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while(variables[i] && variables[i]->type != svt_label)
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variables[i] = variables[i]->next;
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}
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else // a script is being halted
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{
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// remove all the variables from the script variable list
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// to prevent them being removed when the script stops
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while(owner->variables[i] && owner->variables[i]->type != svt_label)
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owner->variables[i] = owner->variables[i]->next;
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GC::WriteBarrier(owner, owner->variables[i]);
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}
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GC::WriteBarrier(this, variables[i]);
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}
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void DRunningScript::Destroy()
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{
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int i;
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DFsVariable *current, *next;
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for(i=0; i<VARIABLESLOTS; i++)
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{
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current = variables[i];
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// go thru this chain
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while(current)
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{
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next = current->next; // save for after freeing
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current->Destroy();
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current = next; // go to next in chain
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}
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variables[i] = NULL;
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}
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Super::Destroy();
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void DRunningScript::Serialize(FArchive &arc)
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{
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Super::Serialize(arc);
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arc << script << save_point << wait_type << wait_data << prev << next << trigger;
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for(int i=0; i< VARIABLESLOTS; i++) arc << variables[i];
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}
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//==========================================================================
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//
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// The main thinker
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//
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//==========================================================================
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IMPLEMENT_POINTY_CLASS(DFraggleThinker)
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DECLARE_POINTER(RunningScripts)
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DECLARE_POINTER(LevelScript)
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END_POINTERS
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TObjPtr<DFraggleThinker> DFraggleThinker::ActiveThinker;
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//==========================================================================
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//
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//
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//
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//==========================================================================
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DFraggleThinker::DFraggleThinker()
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: DThinker(STAT_SCRIPTS)
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{
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if (ActiveThinker)
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{
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I_Error ("Only one FraggleThinker is allowed to exist at a time.\nCheck your code.");
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}
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else
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{
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ActiveThinker = this;
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RunningScripts = new DRunningScript;
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LevelScript = new DFsScript;
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LevelScript->parent = global_script;
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GC::WriteBarrier(this, RunningScripts);
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GC::WriteBarrier(this, LevelScript);
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nocheckposition = false;
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void DFraggleThinker::Destroy()
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{
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DRunningScript *p = RunningScripts;
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while (p)
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{
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DRunningScript *q = p;
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p = p->next;
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q->prev = q->next = NULL;
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q->Destroy();
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}
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RunningScripts = NULL;
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LevelScript->Destroy();
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LevelScript = NULL;
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SpawnedThings.Clear();
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ActiveThinker = NULL;
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Super::Destroy();
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void DFraggleThinker::Serialize(FArchive &arc)
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{
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Super::Serialize(arc);
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arc << LevelScript << RunningScripts << SpawnedThings << nocheckposition;
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}
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//==========================================================================
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//
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// PAUSING SCRIPTS
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//
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//==========================================================================
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bool DFraggleThinker::wait_finished(DRunningScript *script)
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{
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switch(script->wait_type)
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{
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case wt_none: return true; // uh? hehe
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case wt_scriptwait: // waiting for script to finish
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{
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DRunningScript *current;
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for(current = RunningScripts->next; current; current = current->next)
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{
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if(current == script) continue; // ignore this script
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if(current->script->scriptnum == script->wait_data)
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return false; // script still running
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}
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return true; // can continue now
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}
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case wt_delay: // just count down
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{
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return --script->wait_data <= 0;
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}
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case wt_tagwait:
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{
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int secnum = -1;
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while ((secnum = P_FindSectorFromTag(script->wait_data, secnum)) >= 0)
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{
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sector_t *sec = §ors[secnum];
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if(sec->floordata || sec->ceilingdata || sec->lightingdata)
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return false; // not finished
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}
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return true;
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}
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case wt_scriptwaitpre: // haleyjd - wait for script to start
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{
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DRunningScript *current;
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for(current = RunningScripts->next; current; current=current->next)
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{
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if(current == script) continue; // ignore this script
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if(current->script->scriptnum == script->wait_data)
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return true; // script is now running
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}
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return false; // no running instances found
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}
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default: return true;
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}
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return false;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void DFraggleThinker::Tick()
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{
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DRunningScript *current, *next;
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int i;
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current = RunningScripts->next;
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while(current)
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{
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if(wait_finished(current))
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{
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// copy out the script variables from the
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// runningscript
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for(i=0; i<VARIABLESLOTS; i++)
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{
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current->script->variables[i] = current->variables[i];
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GC::WriteBarrier(current->script, current->variables[i]);
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current->variables[i] = NULL;
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}
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current->script->trigger = current->trigger; // copy trigger
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// unhook from chain
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current->prev->next = current->next;
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GC::WriteBarrier(current->prev, current->next);
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if(current->next)
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{
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current->next->prev = current->prev;
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GC::WriteBarrier(current->next, current->prev);
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}
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next = current->next; // save before freeing
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// continue the script
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current->script->ParseScript (current->script->data + current->save_point);
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// free
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current->Destroy();
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}
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else
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next = current->next;
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current = next; // continue to next in chain
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}
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}
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//==========================================================================
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//
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// We have to mark the SpawnedThings array manually because it's not
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// in the list of declared pointers.
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//
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//==========================================================================
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size_t DFraggleThinker::PropagateMark()
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{
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for(unsigned i=0;i<SpawnedThings.Size();i++)
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{
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GC::Mark(SpawnedThings[i]);
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}
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return Super::PropagateMark();
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}
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//==========================================================================
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//
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// Again we have to handle the SpawnedThings array manually because
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// it's not in the list of declared pointers.
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//
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//==========================================================================
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size_t DFraggleThinker::PointerSubstitution (DObject *old, DObject *notOld)
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{
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size_t changed = Super::PointerSubstitution(old, notOld);
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for(unsigned i=0;i<SpawnedThings.Size();i++)
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{
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if (SpawnedThings[i] == static_cast<AActor*>(old))
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{
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SpawnedThings[i] = static_cast<AActor*>(notOld);
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changed++;
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}
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}
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return changed;
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}
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//==========================================================================
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//
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// Adds a running script to the list of running scripts
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//
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//==========================================================================
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void DFraggleThinker::AddRunningScript(DRunningScript *runscr)
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{
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runscr->next = RunningScripts->next;
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GC::WriteBarrier(runscr, RunningScripts->next);
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runscr->prev = RunningScripts;
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GC::WriteBarrier(runscr, RunningScripts);
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runscr->prev->next = runscr;
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GC::WriteBarrier(runscr->prev, runscr);
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if(runscr->next)
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{
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runscr->next->prev = runscr;
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GC::WriteBarrier(runscr->next, runscr);
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}
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}
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|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
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();
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
static bool 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;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
static int LS_FS_Execute (line_t *ln, AActor *it, bool backSide,
|
|
int arg0, int arg1, int arg2, int arg3, int arg4)
|
|
// FS_Execute(script#,firstsideonly,lock,msgtype)
|
|
{
|
|
if (arg1 && ln && backSide) return false;
|
|
if (arg2!=0 && !P_CheckKeys(it, arg2, !!arg3)) return false;
|
|
return RunScript(arg0,it);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void FS_Close()
|
|
{
|
|
int i;
|
|
DFsVariable *current, *next;
|
|
|
|
// we have to actually delete the global variables if we don't want
|
|
// to get them reported as memory leaks.
|
|
for(i=0; i<VARIABLESLOTS; i++)
|
|
{
|
|
current = global_script->variables[i];
|
|
|
|
while(current)
|
|
{
|
|
next = current->next; // save for after freeing
|
|
|
|
current->ObjectFlags |= OF_YesReallyDelete;
|
|
delete current;
|
|
current = next; // go to next in chain
|
|
}
|
|
}
|
|
GC::DelSoftRoot(global_script);
|
|
global_script->ObjectFlags |= OF_YesReallyDelete;
|
|
delete global_script;
|
|
}
|
|
|
|
void T_Init()
|
|
{
|
|
void init_functions();
|
|
|
|
if (global_script == NULL)
|
|
{
|
|
// I'd rather link the special here than make another source file depend on FS!
|
|
LineSpecials[FS_Execute]=LS_FS_Execute;
|
|
global_script = new DFsScript;
|
|
GC::AddSoftRoot(global_script);
|
|
init_functions();
|
|
atterm(FS_Close);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
CCMD(fpuke)
|
|
{
|
|
int argc = argv.argc();
|
|
|
|
if (argc < 2)
|
|
{
|
|
Printf (" fpuke <script>\n");
|
|
}
|
|
else
|
|
{
|
|
RunScript(atoi(argv[1]), players[consoleplayer].mo);
|
|
}
|
|
}
|