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ac3b805dd9
destroyed. For example, if a weapon has a sister weapon immediately after it in the inventory list, they would both be destroyed by the call to destroy the weapon, and ClearInventory would fail to find anything beyond the sister weapon in the inventory list. SVN r3413 (trunk)
7522 lines
172 KiB
C++
7522 lines
172 KiB
C++
/*
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** p_acs.cpp
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** General BEHAVIOR management and ACS execution environment
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2012 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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** This code at one time made lots of little-endian assumptions.
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** I think it should be fine on big-endian machines now, but I have no
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** real way to test it.
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*/
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#include <assert.h>
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#include "templates.h"
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#include "doomdef.h"
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#include "p_local.h"
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#include "p_spec.h"
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#include "g_level.h"
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#include "s_sound.h"
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#include "p_acs.h"
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#include "p_saveg.h"
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#include "p_lnspec.h"
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#include "m_random.h"
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#include "doomstat.h"
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#include "c_console.h"
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#include "c_dispatch.h"
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#include "s_sndseq.h"
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#include "i_system.h"
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#include "i_movie.h"
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#include "sbar.h"
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#include "m_swap.h"
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#include "a_sharedglobal.h"
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#include "a_doomglobal.h"
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#include "a_strifeglobal.h"
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#include "v_video.h"
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#include "w_wad.h"
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#include "r_sky.h"
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#include "gstrings.h"
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#include "gi.h"
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#include "sc_man.h"
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#include "c_bind.h"
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#include "info.h"
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#include "r_data/r_translate.h"
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#include "cmdlib.h"
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#include "m_png.h"
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#include "p_setup.h"
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#include "po_man.h"
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#include "actorptrselect.h"
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#include "farchive.h"
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#include "g_shared/a_pickups.h"
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extern FILE *Logfile;
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FRandom pr_acs ("ACS");
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// I imagine this much stack space is probably overkill, but it could
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// potentially get used with recursive functions.
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#define STACK_SIZE 4096
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#define CLAMPCOLOR(c) (EColorRange)((unsigned)(c) >= NUM_TEXT_COLORS ? CR_UNTRANSLATED : (c))
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#define HUDMSG_LOG (0x80000000)
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#define HUDMSG_COLORSTRING (0x40000000)
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#define LANGREGIONMASK MAKE_ID(0,0,0xff,0xff)
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// Flags for ReplaceTextures
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#define NOT_BOTTOM 1
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#define NOT_MIDDLE 2
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#define NOT_TOP 4
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#define NOT_FLOOR 8
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#define NOT_CEILING 16
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// Flags for SectorDamage
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#define DAMAGE_PLAYERS 1
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#define DAMAGE_NONPLAYERS 2
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#define DAMAGE_IN_AIR 4
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#define DAMAGE_SUBCLASSES_PROTECT 8
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struct CallReturn
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{
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CallReturn(int pc, ScriptFunction *func, FBehavior *module, SDWORD *locals, bool discard, FString &str)
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: ReturnFunction(func),
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ReturnModule(module),
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ReturnLocals(locals),
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ReturnAddress(pc),
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bDiscardResult(discard),
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StringBuilder(str)
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{}
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ScriptFunction *ReturnFunction;
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FBehavior *ReturnModule;
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SDWORD *ReturnLocals;
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int ReturnAddress;
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int bDiscardResult;
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FString StringBuilder;
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};
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static DLevelScript *P_GetScriptGoing (AActor *who, line_t *where, int num, const ScriptPtr *code, FBehavior *module,
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const int *args, int argcount, int flags);
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struct FBehavior::ArrayInfo
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{
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DWORD ArraySize;
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SDWORD *Elements;
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};
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TArray<FBehavior *> FBehavior::StaticModules;
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//============================================================================
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//
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// Global and world variables
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//
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//============================================================================
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// ACS variables with world scope
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SDWORD ACS_WorldVars[NUM_WORLDVARS];
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FWorldGlobalArray ACS_WorldArrays[NUM_WORLDVARS];
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// ACS variables with global scope
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SDWORD ACS_GlobalVars[NUM_GLOBALVARS];
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FWorldGlobalArray ACS_GlobalArrays[NUM_GLOBALVARS];
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//============================================================================
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//
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// On the fly strings
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//
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//============================================================================
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#define LIB_ACSSTRINGS_ONTHEFLY 0x7fff
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#define ACSSTRING_OR_ONTHEFLY (LIB_ACSSTRINGS_ONTHEFLY<<16)
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TArray<FString>
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ACS_StringsOnTheFly,
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ACS_StringBuilderStack;
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#define STRINGBUILDER_START(Builder) if (*Builder.GetChars() || ACS_StringBuilderStack.Size()) { ACS_StringBuilderStack.Push(Builder); Builder = ""; }
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#define STRINGBUILDER_FINISH(Builder) if (!ACS_StringBuilderStack.Pop(Builder)) Builder = "";
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//============================================================================
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//
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// ScriptPresentation
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//
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// Returns a presentable version of the script number.
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//
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//============================================================================
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static FString ScriptPresentation(int script)
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{
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FString out = "script ";
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if (script < 0)
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{
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FName scrname = FName(ENamedName(-script));
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if (scrname.IsValidName())
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{
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out << '"' << scrname.GetChars() << '"';
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return out;
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}
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}
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out.AppendFormat("%d", script);
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return out;
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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 P_ClearACSVars(bool alsoglobal)
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{
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int i;
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memset (ACS_WorldVars, 0, sizeof(ACS_WorldVars));
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for (i = 0; i < NUM_WORLDVARS; ++i)
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{
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ACS_WorldArrays[i].Clear ();
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}
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if (alsoglobal)
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{
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memset (ACS_GlobalVars, 0, sizeof(ACS_GlobalVars));
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for (i = 0; i < NUM_GLOBALVARS; ++i)
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{
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ACS_GlobalArrays[i].Clear ();
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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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static void WriteVars (FILE *file, SDWORD *vars, size_t count, DWORD id)
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{
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size_t i, j;
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for (i = 0; i < count; ++i)
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{
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if (vars[i] != 0)
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break;
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}
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if (i < count)
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{
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// Find last non-zero var. Anything beyond the last stored variable
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// will be zeroed at load time.
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for (j = count-1; j > i; --j)
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{
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if (vars[j] != 0)
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break;
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}
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FPNGChunkArchive arc (file, id);
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for (i = 0; i <= j; ++i)
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{
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DWORD var = vars[i];
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arc << var;
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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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static void ReadVars (PNGHandle *png, SDWORD *vars, size_t count, DWORD id)
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{
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size_t len = M_FindPNGChunk (png, id);
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size_t used = 0;
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if (len != 0)
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{
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DWORD var;
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size_t i;
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FPNGChunkArchive arc (png->File->GetFile(), id, len);
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used = len / 4;
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for (i = 0; i < used; ++i)
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{
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arc << var;
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vars[i] = var;
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}
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png->File->ResetFilePtr();
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}
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if (used < count)
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{
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memset (&vars[used], 0, (count-used)*4);
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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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static void WriteArrayVars (FILE *file, FWorldGlobalArray *vars, unsigned int count, DWORD id)
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{
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unsigned int i, j;
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// Find the first non-empty array.
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for (i = 0; i < count; ++i)
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{
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if (vars[i].CountUsed() != 0)
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break;
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}
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if (i < count)
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{
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// Find last non-empty array. Anything beyond the last stored array
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// will be emptied at load time.
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for (j = count-1; j > i; --j)
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{
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if (vars[j].CountUsed() != 0)
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break;
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}
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FPNGChunkArchive arc (file, id);
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arc.WriteCount (i);
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arc.WriteCount (j);
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for (; i <= j; ++i)
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{
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arc.WriteCount (vars[i].CountUsed());
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FWorldGlobalArray::ConstIterator it(vars[i]);
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const FWorldGlobalArray::Pair *pair;
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while (it.NextPair (pair))
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{
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arc.WriteCount (pair->Key);
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arc.WriteCount (pair->Value);
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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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//============================================================================
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static void ReadArrayVars (PNGHandle *png, FWorldGlobalArray *vars, size_t count, DWORD id)
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{
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size_t len = M_FindPNGChunk (png, id);
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unsigned int i, k;
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for (i = 0; i < count; ++i)
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{
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vars[i].Clear ();
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}
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if (len != 0)
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{
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DWORD max, size;
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FPNGChunkArchive arc (png->File->GetFile(), id, len);
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i = arc.ReadCount ();
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max = arc.ReadCount ();
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for (; i <= max; ++i)
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{
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size = arc.ReadCount ();
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for (k = 0; k < size; ++k)
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{
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SDWORD key, val;
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key = arc.ReadCount();
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val = arc.ReadCount();
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vars[i].Insert (key, val);
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}
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}
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png->File->ResetFilePtr();
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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 P_ReadACSVars(PNGHandle *png)
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{
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ReadVars (png, ACS_WorldVars, NUM_WORLDVARS, MAKE_ID('w','v','A','r'));
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ReadVars (png, ACS_GlobalVars, NUM_GLOBALVARS, MAKE_ID('g','v','A','r'));
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ReadArrayVars (png, ACS_WorldArrays, NUM_WORLDVARS, MAKE_ID('w','a','R','r'));
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ReadArrayVars (png, ACS_GlobalArrays, NUM_GLOBALVARS, MAKE_ID('g','a','R','r'));
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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 P_WriteACSVars(FILE *stdfile)
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{
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WriteVars (stdfile, ACS_WorldVars, NUM_WORLDVARS, MAKE_ID('w','v','A','r'));
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WriteVars (stdfile, ACS_GlobalVars, NUM_GLOBALVARS, MAKE_ID('g','v','A','r'));
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WriteArrayVars (stdfile, ACS_WorldArrays, NUM_WORLDVARS, MAKE_ID('w','a','R','r'));
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WriteArrayVars (stdfile, ACS_GlobalArrays, NUM_GLOBALVARS, MAKE_ID('g','a','R','r'));
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}
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//---- Inventory functions --------------------------------------//
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//
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//============================================================================
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//
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// DoClearInv
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//
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// Clears the inventory of a single actor.
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//
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//============================================================================
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static void DoClearInv (AActor *actor)
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{
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// In case destroying an inventory item causes another to be destroyed
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// (e.g. Weapons destroy their sisters), keep track of the pointer to
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// the next inventory item rather than the next inventory item itself.
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// For example, if a weapon is immediately followed by its sister, the
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// next weapon we had tracked would be to the sister, so it is now
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// invalid and we won't be able to find the complete inventory by
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// following it.
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//
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// When we destroy an item, we leave invp alone, since the destruction
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// process will leave it pointing to the next item we want to check. If
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// we don't destroy an item, then we move invp to point to its Inventory
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// pointer.
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//
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// It should be safe to assume that an item being destroyed will only
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// destroy items further down in the chain, because if it was going to
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// destroy something we already processed, we've already destroyed it,
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// so it won't have anything to destroy.
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AInventory **invp = &actor->Inventory;
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while (*invp != NULL)
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{
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AInventory *inv = *invp;
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if (!(inv->ItemFlags & IF_UNDROPPABLE))
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{
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// For the sake of undroppable weapons, never remove ammo once
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// it has been acquired; just set its amount to 0.
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if (inv->IsKindOf(RUNTIME_CLASS(AAmmo)))
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{
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AAmmo *ammo = static_cast<AAmmo*>(inv);
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ammo->Amount = 0;
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invp = &inv->Inventory;
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}
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else
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{
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inv->Destroy ();
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}
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}
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else if (inv->GetClass() == RUNTIME_CLASS(AHexenArmor))
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{
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AHexenArmor *harmor = static_cast<AHexenArmor *> (inv);
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harmor->Slots[3] = harmor->Slots[2] = harmor->Slots[1] = harmor->Slots[0] = 0;
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invp = &inv->Inventory;
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}
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else
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{
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invp = &inv->Inventory;
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}
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}
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if (actor->player != NULL)
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{
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actor->player->ReadyWeapon = NULL;
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actor->player->PendingWeapon = WP_NOCHANGE;
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actor->player->psprites[ps_weapon].state = NULL;
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actor->player->psprites[ps_flash].state = NULL;
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}
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}
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//============================================================================
|
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//
|
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// ClearInventory
|
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//
|
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// Clears the inventory for one or more actors.
|
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//
|
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//============================================================================
|
|
|
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static void ClearInventory (AActor *activator)
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{
|
|
if (activator == NULL)
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{
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|
for (int i = 0; i < MAXPLAYERS; ++i)
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|
{
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if (playeringame[i])
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DoClearInv (players[i].mo);
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}
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}
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else
|
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{
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DoClearInv (activator);
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}
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}
|
|
|
|
//============================================================================
|
|
//
|
|
// DoGiveInv
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//
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// Gives an item to a single actor.
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//
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//============================================================================
|
|
|
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static void DoGiveInv (AActor *actor, const PClass *info, int amount)
|
|
{
|
|
AWeapon *savedPendingWeap = actor->player != NULL
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? actor->player->PendingWeapon : NULL;
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bool hadweap = actor->player != NULL ? actor->player->ReadyWeapon != NULL : true;
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|
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AInventory *item = static_cast<AInventory *>(Spawn (info, 0,0,0, NO_REPLACE));
|
|
|
|
// This shouldn't count for the item statistics!
|
|
item->ClearCounters();
|
|
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->CallTryPickup (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 != NULL)
|
|
{
|
|
actor->player->PendingWeapon = savedPendingWeap;
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// GiveInventory
|
|
//
|
|
// Gives an item to one or more actors.
|
|
//
|
|
//============================================================================
|
|
|
|
static void GiveInventory (AActor *activator, const char *type, int amount)
|
|
{
|
|
const PClass *info;
|
|
|
|
if (amount <= 0 || type == NULL)
|
|
{
|
|
return;
|
|
}
|
|
if (stricmp (type, "Armor") == 0)
|
|
{
|
|
type = "BasicArmorPickup";
|
|
}
|
|
info = PClass::FindClass (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 PClass *info, int amount)
|
|
{
|
|
AInventory *item = actor->FindInventory (info);
|
|
if (item != NULL)
|
|
{
|
|
item->Amount -= amount;
|
|
if (item->Amount <= 0)
|
|
{
|
|
// If it's not ammo or an internal armor, 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.
|
|
// Armor shouldn't be removed because they only work properly when
|
|
// they are the last items in the inventory.
|
|
if (item->ItemFlags & IF_KEEPDEPLETED)
|
|
{
|
|
item->Amount = 0;
|
|
}
|
|
else
|
|
{
|
|
item->Destroy ();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// TakeInventory
|
|
//
|
|
// Takes an item from one or more actors.
|
|
//
|
|
//============================================================================
|
|
|
|
static void TakeInventory (AActor *activator, const char *type, int amount)
|
|
{
|
|
const PClass *info;
|
|
|
|
if (type == NULL)
|
|
{
|
|
return;
|
|
}
|
|
if (strcmp (type, "Armor") == 0)
|
|
{
|
|
type = "BasicArmor";
|
|
}
|
|
if (amount <= 0)
|
|
{
|
|
return;
|
|
}
|
|
info = PClass::FindClass (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);
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// DoUseInv
|
|
//
|
|
// Makes a single actor use an inventory item
|
|
//
|
|
//============================================================================
|
|
|
|
static bool DoUseInv (AActor *actor, const PClass *info)
|
|
{
|
|
AInventory *item = actor->FindInventory (info);
|
|
if (item != NULL)
|
|
{
|
|
return actor->UseInventory(item);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// UseInventory
|
|
//
|
|
// makes one or more actors use an inventory item.
|
|
//
|
|
//============================================================================
|
|
|
|
static int UseInventory (AActor *activator, const char *type)
|
|
{
|
|
const PClass *info;
|
|
int ret = 0;
|
|
|
|
if (type == NULL)
|
|
{
|
|
return 0;
|
|
}
|
|
info = PClass::FindClass (type);
|
|
if (info == NULL)
|
|
{
|
|
return 0;
|
|
}
|
|
if (activator == NULL)
|
|
{
|
|
for (int i = 0; i < MAXPLAYERS; ++i)
|
|
{
|
|
if (playeringame[i])
|
|
ret += DoUseInv (players[i].mo, info);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ret = DoUseInv (activator, info);
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// CheckInventory
|
|
//
|
|
// Returns how much of a particular item an actor has.
|
|
//
|
|
//============================================================================
|
|
|
|
static int CheckInventory (AActor *activator, const char *type)
|
|
{
|
|
if (activator == NULL || type == NULL)
|
|
return 0;
|
|
|
|
if (stricmp (type, "Armor") == 0)
|
|
{
|
|
type = "BasicArmor";
|
|
}
|
|
else if (stricmp (type, "Health") == 0)
|
|
{
|
|
return activator->health;
|
|
}
|
|
|
|
const PClass *info = PClass::FindClass (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;
|
|
TObjPtr<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 = §ors[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))
|
|
{
|
|
P_ExecuteSpecial(Special, Line, Activator, LineSide, Arg0, Arg1, Arg2, Arg3, Arg4);
|
|
Destroy ();
|
|
}
|
|
|
|
}
|
|
|
|
//---- ACS lump manager ----//
|
|
|
|
// Load user-specified default modules. This must be called after the level's
|
|
// own behavior is loaded (if it has one).
|
|
void FBehavior::StaticLoadDefaultModules ()
|
|
{
|
|
// When playing Strife, STRFHELP is always loaded.
|
|
if (gameinfo.gametype == GAME_Strife)
|
|
{
|
|
StaticLoadModule (Wads.CheckNumForName ("STRFHELP", ns_acslibrary));
|
|
}
|
|
|
|
// Scan each LOADACS lump and load the specified modules in order
|
|
int lump, lastlump = 0;
|
|
|
|
while ((lump = Wads.FindLump ("LOADACS", &lastlump)) != -1)
|
|
{
|
|
FScanner sc(lump);
|
|
while (sc.GetString())
|
|
{
|
|
int acslump = Wads.CheckNumForName (sc.String, ns_acslibrary);
|
|
if (acslump >= 0)
|
|
{
|
|
StaticLoadModule (acslump);
|
|
}
|
|
else
|
|
{
|
|
Printf ("Could not find autoloaded ACS library %s\n", sc.String);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
FBehavior *FBehavior::StaticLoadModule (int lumpnum, FileReader *fr, int len)
|
|
{
|
|
if (lumpnum == -1 && fr == NULL) return NULL;
|
|
|
|
for (unsigned int i = 0; i < StaticModules.Size(); ++i)
|
|
{
|
|
if (StaticModules[i]->LumpNum == lumpnum)
|
|
{
|
|
return StaticModules[i];
|
|
}
|
|
}
|
|
|
|
return new FBehavior (lumpnum, fr, len);
|
|
}
|
|
|
|
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;
|
|
|
|
memset (vars, 0, max*sizeof(*vars));
|
|
|
|
arc << last;
|
|
if (last == 0)
|
|
{
|
|
return;
|
|
}
|
|
arc << first;
|
|
last += first;
|
|
truelast = last;
|
|
|
|
if (last > max)
|
|
{
|
|
last = max;
|
|
}
|
|
|
|
while (first < last)
|
|
{
|
|
arc << vars[first];
|
|
++first;
|
|
}
|
|
while (first < truelast)
|
|
{
|
|
arc << arcval;
|
|
++first;
|
|
}
|
|
}
|
|
}
|
|
|
|
FBehavior::FBehavior (int lumpnum, FileReader * fr, int len)
|
|
{
|
|
BYTE *object;
|
|
int i;
|
|
|
|
NumScripts = 0;
|
|
NumFunctions = 0;
|
|
NumArrays = 0;
|
|
NumTotalArrays = 0;
|
|
Scripts = NULL;
|
|
Functions = NULL;
|
|
Arrays = NULL;
|
|
ArrayStore = NULL;
|
|
Chunks = NULL;
|
|
Data = NULL;
|
|
Format = ACS_Unknown;
|
|
LumpNum = lumpnum;
|
|
memset (MapVarStore, 0, sizeof(MapVarStore));
|
|
ModuleName[0] = 0;
|
|
|
|
|
|
// Now that everything is set up, record this module as being among the loaded modules.
|
|
// We need to do this before resolving any imports, because an import might (indirectly)
|
|
// need to resolve exports in this module. The only things that can be exported are
|
|
// functions and map variables, which must already be present if they're exported, so
|
|
// this is okay.
|
|
|
|
// This must be done first for 2 reasons:
|
|
// 1. If not, corrupt modules cause memory leaks
|
|
// 2. Corrupt modules won't be reported when a level is being loaded if this function quits before
|
|
// adding it to the list.
|
|
LibraryID = StaticModules.Push (this) << 16;
|
|
|
|
if (fr == NULL) len = Wads.LumpLength (lumpnum);
|
|
|
|
|
|
|
|
// Any behaviors smaller than 32 bytes cannot possibly contain anything useful.
|
|
// (16 bytes for a completely empty behavior + 12 bytes for one script header
|
|
// + 4 bytes for PCD_TERMINATE for an old-style object. A new-style object
|
|
// has 24 bytes if it is completely empty. An empty SPTR chunk adds 8 bytes.)
|
|
if (len < 32)
|
|
{
|
|
return;
|
|
}
|
|
|
|
object = new BYTE[len];
|
|
if (fr == NULL)
|
|
{
|
|
Wads.ReadLump (lumpnum, object);
|
|
}
|
|
else
|
|
{
|
|
fr->Read (object, len);
|
|
}
|
|
|
|
if (object[0] != 'A' || object[1] != 'C' || object[2] != 'S')
|
|
{
|
|
delete[] object;
|
|
return;
|
|
}
|
|
|
|
switch (object[3])
|
|
{
|
|
case 0:
|
|
Format = ACS_Old;
|
|
break;
|
|
case 'E':
|
|
Format = ACS_Enhanced;
|
|
break;
|
|
case 'e':
|
|
Format = ACS_LittleEnhanced;
|
|
break;
|
|
default:
|
|
delete[] object;
|
|
return;
|
|
}
|
|
|
|
if (fr == NULL)
|
|
{
|
|
Wads.GetLumpName (ModuleName, lumpnum);
|
|
ModuleName[8] = 0;
|
|
}
|
|
else
|
|
{
|
|
strcpy(ModuleName, "BEHAVIOR");
|
|
}
|
|
|
|
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 = LittleLong(((DWORD *)Data)[1]);
|
|
StringTable += LittleLong(((DWORD *)(Data + StringTable))[0]) * 12 + 4;
|
|
UnescapeStringTable(Data + StringTable, false);
|
|
}
|
|
else
|
|
{
|
|
UnencryptStrings ();
|
|
BYTE *strings = FindChunk (MAKE_ID('S','T','R','L'));
|
|
if (strings != NULL)
|
|
{
|
|
StringTable = DWORD(strings - Data + 8);
|
|
UnescapeStringTable(strings, true);
|
|
}
|
|
else
|
|
{
|
|
StringTable = 0;
|
|
}
|
|
}
|
|
|
|
if (Format == ACS_Old)
|
|
{
|
|
// Do initialization for old-style behavior lumps
|
|
for (i = 0; i < NUM_MAPVARS; ++i)
|
|
{
|
|
MapVars[i] = &MapVarStore[i];
|
|
}
|
|
//LibraryID = StaticModules.Push (this) << 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];
|
|
}
|
|
}
|
|
|
|
// 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;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Load required libraries.
|
|
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);
|
|
}
|
|
if (module != NULL) Imports.Push (module);
|
|
do {;} while (parse[++i]);
|
|
}
|
|
++i;
|
|
}
|
|
|
|
// Go through each imported module in order and resolve all imported functions
|
|
// and map variables.
|
|
for (i = 0; i < Imports.Size(); ++i)
|
|
{
|
|
FBehavior *lib = Imports[i];
|
|
int j;
|
|
|
|
if (lib == NULL)
|
|
continue;
|
|
|
|
// Resolve functions
|
|
chunk = (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 affect code compatibility, so it is
|
|
// okay for them to be different in the imported module than they are
|
|
// in this one, as long as we make sure to use the real values.
|
|
func->LocalCount = 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 %u elements, but %s expects it to only have %u.\n",
|
|
parse, lib->ModuleName, lib->ArrayStore[impNum].ArraySize,
|
|
ModuleName, expectedSize);
|
|
}
|
|
}
|
|
do {;} while (*++parse);
|
|
++parse;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
DPrintf ("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;
|
|
SWORD *sw;
|
|
ScriptPtr2 *po; // Old
|
|
ScriptPtr1 *pi; // Intermediate
|
|
ScriptPtr3 *pe; // LittleEnhanced
|
|
} scripts;
|
|
int i, max;
|
|
|
|
NumScripts = 0;
|
|
Scripts = NULL;
|
|
|
|
// Load the main script directory
|
|
switch (Format)
|
|
{
|
|
case ACS_Old:
|
|
scripts.dw = (DWORD *)(Data + LittleLong(((DWORD *)Data)[1]));
|
|
NumScripts = LittleLong(scripts.dw[0]);
|
|
if (NumScripts != 0)
|
|
{
|
|
scripts.dw++;
|
|
|
|
Scripts = new ScriptPtr[NumScripts];
|
|
|
|
for (i = 0; i < NumScripts; ++i)
|
|
{
|
|
ScriptPtr2 *ptr1 = &scripts.po[i];
|
|
ScriptPtr *ptr2 = &Scripts[i];
|
|
|
|
ptr2->Number = LittleLong(ptr1->Number) % 1000;
|
|
ptr2->Type = LittleLong(ptr1->Number) / 1000;
|
|
ptr2->ArgCount = LittleLong(ptr1->ArgCount);
|
|
ptr2->Address = LittleLong(ptr1->Address);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case ACS_Enhanced:
|
|
case ACS_LittleEnhanced:
|
|
scripts.b = FindChunk (MAKE_ID('S','P','T','R'));
|
|
if (scripts.b == NULL)
|
|
{
|
|
// There are no scripts!
|
|
}
|
|
else if (*(DWORD *)Data != MAKE_ID('A','C','S',0))
|
|
{
|
|
NumScripts = LittleLong(scripts.dw[1]) / 12;
|
|
Scripts = new ScriptPtr[NumScripts];
|
|
scripts.dw += 2;
|
|
|
|
for (i = 0; i < NumScripts; ++i)
|
|
{
|
|
ScriptPtr1 *ptr1 = &scripts.pi[i];
|
|
ScriptPtr *ptr2 = &Scripts[i];
|
|
|
|
ptr2->Number = LittleShort(ptr1->Number);
|
|
ptr2->Type = BYTE(LittleShort(ptr1->Type));
|
|
ptr2->ArgCount = LittleLong(ptr1->ArgCount);
|
|
ptr2->Address = LittleLong(ptr1->Address);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
NumScripts = LittleLong(scripts.dw[1]) / 8;
|
|
Scripts = new ScriptPtr[NumScripts];
|
|
scripts.dw += 2;
|
|
|
|
for (i = 0; i < NumScripts; ++i)
|
|
{
|
|
ScriptPtr3 *ptr1 = &scripts.pe[i];
|
|
ScriptPtr *ptr2 = &Scripts[i];
|
|
|
|
ptr2->Number = LittleShort(ptr1->Number);
|
|
ptr2->Type = ptr1->Type;
|
|
ptr2->ArgCount = ptr1->ArgCount;
|
|
ptr2->Address = LittleLong(ptr1->Address);
|
|
}
|
|
}
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
for (i = 0; i < NumScripts; ++i)
|
|
{
|
|
Scripts[i].Flags = 0;
|
|
Scripts[i].VarCount = LOCAL_SIZE;
|
|
}
|
|
|
|
// Sort scripts, so we can use a binary search to find them
|
|
if (NumScripts > 1)
|
|
{
|
|
qsort (Scripts, NumScripts, sizeof(ScriptPtr), SortScripts);
|
|
// Check for duplicates because ACC originally did not enforce
|
|
// script number uniqueness across different script types. We
|
|
// only need to do this for old format lumps, because the ACCs
|
|
// that produce new format lumps won't let you do this.
|
|
if (Format == ACS_Old)
|
|
{
|
|
for (i = 0; i < NumScripts - 1; ++i)
|
|
{
|
|
if (Scripts[i].Number == Scripts[i+1].Number)
|
|
{
|
|
Printf("%s appears more than once.\n",
|
|
ScriptPresentation(Scripts[i].Number).GetChars());
|
|
// Make the closed version the first one.
|
|
if (Scripts[i+1].Type == SCRIPT_Closed)
|
|
{
|
|
swapvalues(Scripts[i], Scripts[i+1]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (Format == ACS_Old)
|
|
return;
|
|
|
|
// Load script flags
|
|
scripts.b = FindChunk (MAKE_ID('S','F','L','G'));
|
|
if (scripts.dw != NULL)
|
|
{
|
|
max = scripts.dw[1];
|
|
scripts.dw += 2;
|
|
for (i = max; i > 0; --i, scripts.w += 2)
|
|
{
|
|
ScriptPtr *ptr = const_cast<ScriptPtr *>(FindScript (LittleShort(scripts.sw[0])));
|
|
if (ptr != NULL)
|
|
{
|
|
ptr->Flags = LittleShort(scripts.w[1]);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Load script var counts. (Only recorded for scripts that use more than LOCAL_SIZE variables.)
|
|
scripts.b = FindChunk (MAKE_ID('S','V','C','T'));
|
|
if (scripts.dw != NULL)
|
|
{
|
|
max = scripts.dw[1] / 4;
|
|
scripts.dw += 2;
|
|
for (i = max; i > 0; --i, scripts.w += 2)
|
|
{
|
|
ScriptPtr *ptr = const_cast<ScriptPtr *>(FindScript (LittleShort(scripts.sw[0])));
|
|
if (ptr != NULL)
|
|
{
|
|
ptr->VarCount = LittleShort(scripts.w[1]);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Load script names (if any)
|
|
scripts.b = FindChunk(MAKE_ID('S','N','A','M'));
|
|
if (scripts.dw != NULL)
|
|
{
|
|
UnescapeStringTable(scripts.b, false);
|
|
for (i = 0; i < NumScripts; ++i)
|
|
{
|
|
// ACC stores script names as an index into the SNAM chunk, with the first index as
|
|
// -1 and counting down from there. We convert this from an index into SNAM into
|
|
// a negative index into the global name table.
|
|
if (Scripts[i].Number < 0)
|
|
{
|
|
const char *str = (const char *)(scripts.b + 8 + scripts.dw[3 + (-Scripts[i].Number - 1)]);
|
|
FName name(str);
|
|
Scripts[i].Number = -name;
|
|
}
|
|
}
|
|
// We need to resort scripts, because the new numbers for named scripts likely
|
|
// do not match the order they were originally in.
|
|
qsort (Scripts, NumScripts, sizeof(ScriptPtr), SortScripts);
|
|
}
|
|
}
|
|
|
|
int STACK_ARGS FBehavior::SortScripts (const void *a, const void *b)
|
|
{
|
|
ScriptPtr *ptr1 = (ScriptPtr *)a;
|
|
ScriptPtr *ptr2 = (ScriptPtr *)b;
|
|
return ptr1->Number - ptr2->Number;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// FBehavior :: UnencryptStrings
|
|
//
|
|
// Descrambles strings in a STRE chunk to transform it into a STRL chunk.
|
|
//
|
|
//============================================================================
|
|
|
|
void FBehavior::UnencryptStrings ()
|
|
{
|
|
DWORD *prevchunk = NULL;
|
|
DWORD *chunk = (DWORD *)FindChunk(MAKE_ID('S','T','R','E'));
|
|
while (chunk != NULL)
|
|
{
|
|
for (DWORD strnum = 0; strnum < LittleLong(chunk[3]); ++strnum)
|
|
{
|
|
int ofs = LittleLong(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');
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// FBehavior :: UnescapeStringTable
|
|
//
|
|
// Processes escape sequences for every string in a string table.
|
|
//
|
|
//============================================================================
|
|
|
|
void FBehavior::UnescapeStringTable(BYTE *chunkstart, bool has_padding)
|
|
{
|
|
assert(chunkstart != NULL);
|
|
|
|
DWORD *chunk = (DWORD *)chunkstart;
|
|
chunk += 2;
|
|
|
|
if (!has_padding)
|
|
{
|
|
chunk[0] = LittleLong(chunk[0]);
|
|
for (DWORD strnum = 0; strnum < chunk[0]; ++strnum)
|
|
{
|
|
int ofs = LittleLong(chunk[1 + strnum]); // Byte swap offset, if needed.
|
|
chunk[1 + strnum] = ofs;
|
|
strbin((char *)chunk + ofs);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
chunk[1] = LittleLong(chunk[1]);
|
|
for (DWORD strnum = 0; strnum < chunk[1]; ++strnum)
|
|
{
|
|
int ofs = LittleLong(chunk[3 + strnum]); // Byte swap offset, if needed.
|
|
chunk[3 + strnum] = ofs;
|
|
strbin((char *)chunk + ofs);
|
|
}
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// FBehavior :: IsGood
|
|
//
|
|
//============================================================================
|
|
|
|
bool FBehavior::IsGood ()
|
|
{
|
|
bool bad;
|
|
int i;
|
|
|
|
// Check that the data format was understood
|
|
if (Format == ACS_Unknown)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Check that all functions are resolved
|
|
bad = false;
|
|
for (i = 0; i < NumFunctions; ++i)
|
|
{
|
|
ScriptFunction *funcdef = (ScriptFunction *)Functions + i;
|
|
if (funcdef->Address == 0 && funcdef->ImportNum == 0)
|
|
{
|
|
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, int>
|
|
((ScriptPtr *)Scripts, NumScripts, &ScriptPtr::Number, script);
|
|
|
|
// If the preceding script has the same number, return it instead.
|
|
// See the note by the script sorting above for why.
|
|
if (ptr > Scripts)
|
|
{
|
|
if (ptr[-1].Number == script)
|
|
{
|
|
ptr--;
|
|
}
|
|
}
|
|
return ptr;
|
|
}
|
|
|
|
const ScriptPtr *FBehavior::StaticFindScript (int script, FBehavior *&module)
|
|
{
|
|
for (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 < LittleLong(names[2]); ++i)
|
|
{
|
|
if (stricmp (varname, (char *)(names + 2) + LittleLong(names[3+i])) == 0)
|
|
{
|
|
return (int)i;
|
|
}
|
|
}
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
int FBehavior::GetArrayVal (int arraynum, int index) const
|
|
{
|
|
if ((unsigned)arraynum >= (unsigned)NumTotalArrays)
|
|
return 0;
|
|
const ArrayInfo *array = Arrays[arraynum];
|
|
if ((unsigned)index >= (unsigned)array->ArraySize)
|
|
return 0;
|
|
return array->Elements[index];
|
|
}
|
|
|
|
void FBehavior::SetArrayVal (int arraynum, int index, int value)
|
|
{
|
|
if ((unsigned)arraynum >= (unsigned)NumTotalArrays)
|
|
return;
|
|
const ArrayInfo *array = Arrays[arraynum];
|
|
if ((unsigned)index >= (unsigned)array->ArraySize)
|
|
return;
|
|
array->Elements[index] = value;
|
|
}
|
|
|
|
inline bool FBehavior::CopyStringToArray(int arraynum, int index, int maxLength, const char *string)
|
|
{
|
|
// false if the operation was incomplete or unsuccessful
|
|
|
|
if ((unsigned)arraynum >= (unsigned)NumTotalArrays || index < 0)
|
|
return false;
|
|
const ArrayInfo *array = Arrays[arraynum];
|
|
|
|
if ((signed)array->ArraySize - index < maxLength) maxLength = (signed)array->ArraySize - index;
|
|
|
|
while (maxLength-- > 0)
|
|
{
|
|
array->Elements[index++] = *string;
|
|
if (!(*string)) return true; // written terminating 0
|
|
string++;
|
|
}
|
|
return !(*string); // return true if only terminating 0 was not written
|
|
}
|
|
|
|
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;
|
|
|
|
switch (lib)
|
|
{
|
|
case LIB_ACSSTRINGS_ONTHEFLY:
|
|
index &= 0xffff;
|
|
return (ACS_StringsOnTheFly.Size() > index) ? ACS_StringsOnTheFly[index].GetChars() : NULL;
|
|
}
|
|
|
|
if (lib >= (DWORD)StaticModules.Size())
|
|
{
|
|
return NULL;
|
|
}
|
|
return StaticModules[lib]->LookupString (index & 0xffff);
|
|
}
|
|
|
|
const char *FBehavior::LookupString (DWORD index) const
|
|
{
|
|
if (StringTable == 0)
|
|
{
|
|
return NULL;
|
|
}
|
|
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)
|
|
{
|
|
static const char *const TypeNames[] =
|
|
{
|
|
"Closed",
|
|
"Open",
|
|
"Respawn",
|
|
"Death",
|
|
"Enter",
|
|
"Pickup",
|
|
"BlueReturn",
|
|
"RedReturn",
|
|
"WhiteReturn",
|
|
"Unknown", "Unknown", "Unknown",
|
|
"Lightning",
|
|
"Unloading",
|
|
"Disconnect",
|
|
"Return"
|
|
};
|
|
DPrintf("Starting all scripts of type %d (%s)\n", type,
|
|
type < countof(TypeNames) ? TypeNames[type] : TypeNames[SCRIPT_Lightning - 1]);
|
|
for (unsigned int i = 0; i < StaticModules.Size(); ++i)
|
|
{
|
|
StaticModules[i]->StartTypedScripts (type, activator, always, arg1, runNow);
|
|
}
|
|
}
|
|
|
|
void FBehavior::StartTypedScripts (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, &arg1, 1, always ? ACS_ALWAYS : 0);
|
|
if (runNow)
|
|
{
|
|
runningScript->RunScript ();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// FBehavior :: StaticStopMyScripts
|
|
//
|
|
// Stops any scripts started by the specified actor. Used by the net code
|
|
// when a player disconnects. Should this be used in general whenever an
|
|
// actor is destroyed?
|
|
|
|
void FBehavior::StaticStopMyScripts (AActor *actor)
|
|
{
|
|
DACSThinker *controller = DACSThinker::ActiveThinker;
|
|
|
|
if (controller != NULL)
|
|
{
|
|
controller->StopScriptsFor (actor);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// P_SerializeACSScriptNumber
|
|
//
|
|
// Serializes a script number. If it's negative, it's really a name, so
|
|
// that will get serialized after it.
|
|
//
|
|
//==========================================================================
|
|
|
|
void P_SerializeACSScriptNumber(FArchive &arc, int &scriptnum, bool was2byte)
|
|
{
|
|
if (SaveVersion < 3359)
|
|
{
|
|
if (was2byte)
|
|
{
|
|
WORD oldver;
|
|
arc << oldver;
|
|
scriptnum = oldver;
|
|
}
|
|
else
|
|
{
|
|
arc << scriptnum;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
arc << scriptnum;
|
|
// If the script number is negative, then it's really a name.
|
|
// So read/store the name after it.
|
|
if (scriptnum < 0)
|
|
{
|
|
if (arc.IsStoring())
|
|
{
|
|
arc.WriteName(FName(ENamedName(-scriptnum)).GetChars());
|
|
}
|
|
else
|
|
{
|
|
const char *nam = arc.ReadName();
|
|
scriptnum = -FName(nam);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//---- The ACS Interpreter ----//
|
|
|
|
IMPLEMENT_POINTY_CLASS (DACSThinker)
|
|
DECLARE_POINTER(LastScript)
|
|
DECLARE_POINTER(Scripts)
|
|
END_POINTERS
|
|
|
|
TObjPtr<DACSThinker> DACSThinker::ActiveThinker;
|
|
|
|
DACSThinker::DACSThinker ()
|
|
: DThinker(STAT_SCRIPTS)
|
|
{
|
|
if (ActiveThinker)
|
|
{
|
|
I_Error ("Only one ACSThinker is allowed to exist at a time.\nCheck your code.");
|
|
}
|
|
else
|
|
{
|
|
ActiveThinker = this;
|
|
Scripts = NULL;
|
|
LastScript = NULL;
|
|
RunningScripts.Clear();
|
|
}
|
|
}
|
|
|
|
DACSThinker::~DACSThinker ()
|
|
{
|
|
Scripts = NULL;
|
|
ActiveThinker = NULL;
|
|
}
|
|
|
|
void DACSThinker::Serialize (FArchive &arc)
|
|
{
|
|
int scriptnum;
|
|
|
|
Super::Serialize (arc);
|
|
arc << Scripts << LastScript;
|
|
if (arc.IsStoring ())
|
|
{
|
|
ScriptMap::Iterator it(RunningScripts);
|
|
ScriptMap::Pair *pair;
|
|
|
|
while (it.NextPair(pair))
|
|
{
|
|
assert(pair->Value != NULL);
|
|
arc << pair->Value;
|
|
scriptnum = pair->Key;
|
|
P_SerializeACSScriptNumber(arc, scriptnum, true);
|
|
}
|
|
DLevelScript *nilptr = NULL;
|
|
arc << nilptr;
|
|
}
|
|
else // Loading
|
|
{
|
|
DLevelScript *script = NULL;
|
|
RunningScripts.Clear();
|
|
|
|
arc << script;
|
|
while (script)
|
|
{
|
|
P_SerializeACSScriptNumber(arc, scriptnum, true);
|
|
RunningScripts[scriptnum] = script;
|
|
arc << script;
|
|
}
|
|
}
|
|
}
|
|
|
|
void DACSThinker::Tick ()
|
|
{
|
|
DLevelScript *script = Scripts;
|
|
|
|
while (script)
|
|
{
|
|
DLevelScript *next = script->next;
|
|
script->RunScript ();
|
|
script = next;
|
|
}
|
|
|
|
ACS_StringsOnTheFly.Clear();
|
|
|
|
if (ACS_StringBuilderStack.Size())
|
|
{
|
|
int size = ACS_StringBuilderStack.Size();
|
|
ACS_StringBuilderStack.Clear();
|
|
I_Error("Error: %d garbage entries on ACS string builder stack.", size);
|
|
}
|
|
}
|
|
|
|
void DACSThinker::StopScriptsFor (AActor *actor)
|
|
{
|
|
DLevelScript *script = Scripts;
|
|
|
|
while (script != NULL)
|
|
{
|
|
DLevelScript *next = script->next;
|
|
if (script->activator == actor)
|
|
{
|
|
script->SetState (DLevelScript::SCRIPT_PleaseRemove);
|
|
}
|
|
script = next;
|
|
}
|
|
}
|
|
|
|
IMPLEMENT_POINTY_CLASS (DLevelScript)
|
|
DECLARE_POINTER(next)
|
|
DECLARE_POINTER(prev)
|
|
DECLARE_POINTER(activator)
|
|
END_POINTERS
|
|
|
|
inline FArchive &operator<< (FArchive &arc, DLevelScript::EScriptState &state)
|
|
{
|
|
BYTE val = (BYTE)state;
|
|
arc << val;
|
|
state = (DLevelScript::EScriptState)val;
|
|
return arc;
|
|
}
|
|
|
|
void DLevelScript::Serialize (FArchive &arc)
|
|
{
|
|
DWORD i;
|
|
|
|
Super::Serialize (arc);
|
|
arc << next << prev;
|
|
|
|
P_SerializeACSScriptNumber(arc, script, false);
|
|
|
|
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;
|
|
localvars = NULL;
|
|
}
|
|
|
|
void DLevelScript::Unlink ()
|
|
{
|
|
DACSThinker *controller = DACSThinker::ActiveThinker;
|
|
|
|
if (controller->LastScript == this)
|
|
{
|
|
controller->LastScript = prev;
|
|
GC::WriteBarrier(controller, prev);
|
|
}
|
|
if (controller->Scripts == this)
|
|
{
|
|
controller->Scripts = next;
|
|
GC::WriteBarrier(controller, next);
|
|
}
|
|
if (prev)
|
|
{
|
|
prev->next = next;
|
|
GC::WriteBarrier(prev, next);
|
|
}
|
|
if (next)
|
|
{
|
|
next->prev = prev;
|
|
GC::WriteBarrier(next, prev);
|
|
}
|
|
}
|
|
|
|
void DLevelScript::Link ()
|
|
{
|
|
DACSThinker *controller = DACSThinker::ActiveThinker;
|
|
|
|
next = controller->Scripts;
|
|
GC::WriteBarrier(this, next);
|
|
if (controller->Scripts)
|
|
{
|
|
controller->Scripts->prev = this;
|
|
GC::WriteBarrier(controller->Scripts, this);
|
|
}
|
|
prev = NULL;
|
|
controller->Scripts = this;
|
|
GC::WriteBarrier(controller, this);
|
|
if (controller->LastScript == NULL)
|
|
{
|
|
controller->LastScript = this;
|
|
}
|
|
}
|
|
|
|
void DLevelScript::PutLast ()
|
|
{
|
|
DACSThinker *controller = DACSThinker::ActiveThinker;
|
|
|
|
if (controller->LastScript == this)
|
|
return;
|
|
|
|
Unlink ();
|
|
if (controller->Scripts == NULL)
|
|
{
|
|
Link ();
|
|
}
|
|
else
|
|
{
|
|
if (controller->LastScript)
|
|
controller->LastScript->next = this;
|
|
prev = controller->LastScript;
|
|
next = NULL;
|
|
controller->LastScript = this;
|
|
}
|
|
}
|
|
|
|
void DLevelScript::PutFirst ()
|
|
{
|
|
DACSThinker *controller = DACSThinker::ActiveThinker;
|
|
|
|
if (controller->Scripts == this)
|
|
return;
|
|
|
|
Unlink ();
|
|
Link ();
|
|
}
|
|
|
|
int DLevelScript::Random (int min, int max)
|
|
{
|
|
if (max < min)
|
|
{
|
|
swapvalues (max, min);
|
|
}
|
|
|
|
return min + pr_acs(max - min + 1);
|
|
}
|
|
|
|
int DLevelScript::ThingCount (int type, int stringid, int tid, int tag)
|
|
{
|
|
AActor *actor;
|
|
const PClass *kind;
|
|
int count = 0;
|
|
bool replacemented = false;
|
|
|
|
if (type >= MAX_SPAWNABLES)
|
|
{
|
|
return 0;
|
|
}
|
|
else if (type > 0)
|
|
{
|
|
kind = SpawnableThings[type];
|
|
if (kind == NULL)
|
|
return 0;
|
|
}
|
|
else if (stringid >= 0)
|
|
{
|
|
const char *type_name = FBehavior::StaticLookupString (stringid);
|
|
if (type_name == NULL)
|
|
return 0;
|
|
|
|
kind = PClass::FindClass (type_name);
|
|
if (kind == NULL || kind->ActorInfo == NULL)
|
|
return 0;
|
|
|
|
}
|
|
else
|
|
{
|
|
kind = NULL;
|
|
}
|
|
|
|
do_count:
|
|
if (tid)
|
|
{
|
|
FActorIterator iterator (tid);
|
|
while ( (actor = iterator.Next ()) )
|
|
{
|
|
if (actor->health > 0 &&
|
|
(kind == NULL || actor->IsA (kind)))
|
|
{
|
|
if (actor->Sector->tag == tag || tag == -1)
|
|
{
|
|
// Don't count items in somebody's inventory
|
|
if (!actor->IsKindOf (RUNTIME_CLASS(AInventory)) ||
|
|
static_cast<AInventory *>(actor)->Owner == NULL)
|
|
{
|
|
count++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
TThinkerIterator<AActor> iterator;
|
|
while ( (actor = iterator.Next ()) )
|
|
{
|
|
if (actor->health > 0 &&
|
|
(kind == NULL || actor->IsA (kind)))
|
|
{
|
|
if (actor->Sector->tag == tag || tag == -1)
|
|
{
|
|
// Don't count items in somebody's inventory
|
|
if (!actor->IsKindOf (RUNTIME_CLASS(AInventory)) ||
|
|
static_cast<AInventory *>(actor)->Owner == NULL)
|
|
{
|
|
count++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (!replacemented && kind != NULL)
|
|
{
|
|
// Again, with decorate replacements
|
|
replacemented = true;
|
|
PClass *newkind = kind->GetReplacement();
|
|
if (newkind != kind)
|
|
{
|
|
kind = newkind;
|
|
goto do_count;
|
|
}
|
|
}
|
|
return count;
|
|
}
|
|
|
|
void DLevelScript::ChangeFlat (int tag, int name, bool floorOrCeiling)
|
|
{
|
|
FTextureID flat;
|
|
int secnum = -1;
|
|
const char *flatname = FBehavior::StaticLookupString (name);
|
|
|
|
if (flatname == NULL)
|
|
return;
|
|
|
|
flat = TexMan.GetTexture (flatname, FTexture::TEX_Flat, FTextureManager::TEXMAN_Overridable);
|
|
|
|
while ((secnum = P_FindSectorFromTag (tag, secnum)) >= 0)
|
|
{
|
|
int pos = floorOrCeiling? sector_t::ceiling : sector_t::floor;
|
|
sectors[secnum].SetTexture(pos, flat);
|
|
}
|
|
}
|
|
|
|
int DLevelScript::CountPlayers ()
|
|
{
|
|
int count = 0, i;
|
|
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
if (playeringame[i])
|
|
count++;
|
|
|
|
return count;
|
|
}
|
|
|
|
void DLevelScript::SetLineTexture (int lineid, int side, int position, int name)
|
|
{
|
|
FTextureID texture;
|
|
int linenum = -1;
|
|
const char *texname = FBehavior::StaticLookupString (name);
|
|
|
|
if (texname == NULL)
|
|
return;
|
|
|
|
side = !!side;
|
|
|
|
texture = TexMan.GetTexture (texname, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable);
|
|
|
|
while ((linenum = P_FindLineFromID (lineid, linenum)) >= 0)
|
|
{
|
|
side_t *sidedef;
|
|
|
|
sidedef = lines[linenum].sidedef[side];
|
|
if (sidedef == NULL)
|
|
continue;
|
|
|
|
switch (position)
|
|
{
|
|
case TEXTURE_TOP:
|
|
sidedef->SetTexture(side_t::top, texture);
|
|
break;
|
|
case TEXTURE_MIDDLE:
|
|
sidedef->SetTexture(side_t::mid, texture);
|
|
break;
|
|
case TEXTURE_BOTTOM:
|
|
sidedef->SetTexture(side_t::bottom, texture);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
void DLevelScript::ReplaceTextures (int fromnamei, int tonamei, int flags)
|
|
{
|
|
const char *fromname = FBehavior::StaticLookupString (fromnamei);
|
|
const char *toname = FBehavior::StaticLookupString (tonamei);
|
|
FTextureID picnum1, picnum2;
|
|
|
|
if (fromname == NULL)
|
|
return;
|
|
|
|
if ((flags ^ (NOT_BOTTOM | NOT_MIDDLE | NOT_TOP)) != 0)
|
|
{
|
|
picnum1 = TexMan.GetTexture (fromname, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable);
|
|
picnum2 = TexMan.GetTexture (toname, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable);
|
|
|
|
for (int i = 0; i < numsides; ++i)
|
|
{
|
|
side_t *wal = &sides[i];
|
|
|
|
for(int j=0;j<3;j++)
|
|
{
|
|
static BYTE bits[]={NOT_TOP, NOT_MIDDLE, NOT_BOTTOM};
|
|
if (!(flags & bits[j]) && wal->GetTexture(j) == picnum1)
|
|
{
|
|
wal->SetTexture(j, picnum2);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if ((flags ^ (NOT_FLOOR | NOT_CEILING)) != 0)
|
|
{
|
|
picnum1 = TexMan.GetTexture (fromname, FTexture::TEX_Flat, FTextureManager::TEXMAN_Overridable);
|
|
picnum2 = TexMan.GetTexture (toname, FTexture::TEX_Flat, FTextureManager::TEXMAN_Overridable);
|
|
|
|
for (int i = 0; i < numsectors; ++i)
|
|
{
|
|
sector_t *sec = §ors[i];
|
|
|
|
if (!(flags & NOT_FLOOR) && sec->GetTexture(sector_t::floor) == picnum1)
|
|
sec->SetTexture(sector_t::floor, picnum2);
|
|
if (!(flags & NOT_CEILING) && sec->GetTexture(sector_t::ceiling) == picnum1)
|
|
sec->SetTexture(sector_t::ceiling, picnum2);
|
|
}
|
|
}
|
|
}
|
|
|
|
int DLevelScript::DoSpawn (int type, fixed_t x, fixed_t y, fixed_t z, int tid, int angle, bool force)
|
|
{
|
|
const PClass *info = PClass::FindClass (FBehavior::StaticLookupString (type));
|
|
AActor *actor = NULL;
|
|
int spawncount = 0;
|
|
|
|
if (info != NULL)
|
|
{
|
|
actor = Spawn (info, x, y, z, ALLOW_REPLACE);
|
|
if (actor != NULL)
|
|
{
|
|
DWORD oldFlags2 = actor->flags2;
|
|
actor->flags2 |= MF2_PASSMOBJ;
|
|
if (force || P_TestMobjLocation (actor))
|
|
{
|
|
actor->angle = angle << 24;
|
|
actor->tid = tid;
|
|
actor->AddToHash ();
|
|
if (actor->flags & MF_SPECIAL)
|
|
actor->flags |= MF_DROPPED; // Don't respawn
|
|
actor->flags2 = oldFlags2;
|
|
spawncount++;
|
|
}
|
|
else
|
|
{
|
|
// If this is a monster, subtract it from the total monster
|
|
// count, because it already added to it during spawning.
|
|
actor->ClearCounters();
|
|
actor->Destroy ();
|
|
actor = NULL;
|
|
}
|
|
}
|
|
}
|
|
return spawncount;
|
|
}
|
|
|
|
int DLevelScript::DoSpawnSpot (int type, int spot, int tid, int angle, bool force)
|
|
{
|
|
int spawned = 0;
|
|
|
|
if (spot != 0)
|
|
{
|
|
FActorIterator iterator (spot);
|
|
AActor *aspot;
|
|
|
|
while ( (aspot = iterator.Next ()) )
|
|
{
|
|
spawned += DoSpawn (type, aspot->x, aspot->y, aspot->z, tid, angle, force);
|
|
}
|
|
}
|
|
else if (activator != NULL)
|
|
{
|
|
spawned += DoSpawn (type, activator->x, activator->y, activator->z, tid, angle, force);
|
|
}
|
|
return spawned;
|
|
}
|
|
|
|
int DLevelScript::DoSpawnSpotFacing (int type, int spot, int tid, bool force)
|
|
{
|
|
int spawned = 0;
|
|
|
|
if (spot != 0)
|
|
{
|
|
FActorIterator iterator (spot);
|
|
AActor *aspot;
|
|
|
|
while ( (aspot = iterator.Next ()) )
|
|
{
|
|
spawned += DoSpawn (type, aspot->x, aspot->y, aspot->z, tid, aspot->angle >> 24, force);
|
|
}
|
|
}
|
|
else if (activator != NULL)
|
|
{
|
|
spawned += DoSpawn (type, activator->x, activator->y, activator->z, tid, activator->angle >> 24, force);
|
|
}
|
|
return spawned;
|
|
}
|
|
|
|
void DLevelScript::DoFadeTo (int r, int g, int b, int a, fixed_t time)
|
|
{
|
|
DoFadeRange (0, 0, 0, -1, clamp(r, 0, 255), clamp(g, 0, 255), clamp(b, 0, 255), clamp(a, 0, FRACUNIT), 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 = V_GetFont (fontname);
|
|
if (activefont == NULL)
|
|
{
|
|
activefont = SmallFont;
|
|
}
|
|
}
|
|
|
|
int DoSetMaster (AActor *self, AActor *master)
|
|
{
|
|
AActor *defs;
|
|
if (self->flags3&MF3_ISMONSTER)
|
|
{
|
|
if (master)
|
|
{
|
|
if (master->flags3&MF3_ISMONSTER)
|
|
{
|
|
self->FriendPlayer = 0;
|
|
self->master = master;
|
|
level.total_monsters -= self->CountsAsKill();
|
|
self->flags = (self->flags & ~MF_FRIENDLY) | (master->flags & MF_FRIENDLY);
|
|
level.total_monsters += self->CountsAsKill();
|
|
// Don't attack your new master
|
|
if (self->target == self->master) self->target = NULL;
|
|
if (self->lastenemy == self->master) self->lastenemy = NULL;
|
|
if (self->LastHeard == self->master) self->LastHeard = NULL;
|
|
return 1;
|
|
}
|
|
else if (master->player)
|
|
{
|
|
// [KS] Be friendly to this player
|
|
self->master = NULL;
|
|
level.total_monsters -= self->CountsAsKill();
|
|
self->flags|=MF_FRIENDLY;
|
|
self->FriendPlayer = int(master->player-players+1);
|
|
|
|
AActor * attacker=master->player->attacker;
|
|
if (attacker)
|
|
{
|
|
if (!(attacker->flags&MF_FRIENDLY) ||
|
|
(deathmatch && attacker->FriendPlayer!=0 && attacker->FriendPlayer!=self->FriendPlayer))
|
|
{
|
|
self->LastHeard = self->target = attacker;
|
|
}
|
|
}
|
|
// And stop attacking him if necessary.
|
|
if (self->target == master) self->target = NULL;
|
|
if (self->lastenemy == master) self->lastenemy = NULL;
|
|
if (self->LastHeard == master) self->LastHeard = NULL;
|
|
return 1;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
self->master = NULL;
|
|
self->FriendPlayer = 0;
|
|
// Go back to whatever friendliness we usually have...
|
|
defs = self->GetDefault();
|
|
level.total_monsters -= self->CountsAsKill();
|
|
self->flags = (self->flags & ~MF_FRIENDLY) | (defs->flags & MF_FRIENDLY);
|
|
level.total_monsters += self->CountsAsKill();
|
|
// ...And re-side with our friends.
|
|
if (self->target && !self->IsHostile (self->target)) self->target = NULL;
|
|
if (self->lastenemy && !self->IsHostile (self->lastenemy)) self->lastenemy = NULL;
|
|
if (self->LastHeard && !self->IsHostile (self->LastHeard)) self->LastHeard = NULL;
|
|
return 1;
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
int DoGetMasterTID (AActor *self)
|
|
{
|
|
if (self->master) return self->master->tid;
|
|
else if (self->FriendPlayer)
|
|
{
|
|
player_t *player = &players[(self->FriendPlayer)-1];
|
|
return player->mo->tid;
|
|
}
|
|
else return 0;
|
|
}
|
|
|
|
static AActor *SingleActorFromTID (int tid, AActor *defactor)
|
|
{
|
|
if (tid == 0)
|
|
{
|
|
return defactor;
|
|
}
|
|
else
|
|
{
|
|
FActorIterator iterator (tid);
|
|
return iterator.Next();
|
|
}
|
|
}
|
|
|
|
enum
|
|
{
|
|
APROP_Health = 0,
|
|
APROP_Speed = 1,
|
|
APROP_Damage = 2,
|
|
APROP_Alpha = 3,
|
|
APROP_RenderStyle = 4,
|
|
APROP_SeeSound = 5, // Sounds can only be set, not gotten
|
|
APROP_AttackSound = 6,
|
|
APROP_PainSound = 7,
|
|
APROP_DeathSound = 8,
|
|
APROP_ActiveSound = 9,
|
|
APROP_Ambush = 10,
|
|
APROP_Invulnerable = 11,
|
|
APROP_JumpZ = 12, // [GRB]
|
|
APROP_ChaseGoal = 13,
|
|
APROP_Frightened = 14,
|
|
APROP_Gravity = 15,
|
|
APROP_Friendly = 16,
|
|
APROP_SpawnHealth = 17,
|
|
APROP_Dropped = 18,
|
|
APROP_Notarget = 19,
|
|
APROP_Species = 20,
|
|
APROP_NameTag = 21,
|
|
APROP_Score = 22,
|
|
APROP_Notrigger = 23,
|
|
APROP_DamageFactor = 24,
|
|
APROP_MasterTID = 25,
|
|
APROP_TargetTID = 26,
|
|
APROP_TracerTID = 27,
|
|
APROP_WaterLevel = 28,
|
|
APROP_ScaleX = 29,
|
|
APROP_ScaleY = 30,
|
|
APROP_Dormant = 31,
|
|
APROP_Mass = 32,
|
|
};
|
|
|
|
// These are needed for ACS's APROP_RenderStyle
|
|
static const int LegacyRenderStyleIndices[] =
|
|
{
|
|
0, // STYLE_None,
|
|
1, // STYLE_Normal,
|
|
2, // STYLE_Fuzzy,
|
|
3, // STYLE_SoulTrans,
|
|
4, // STYLE_OptFuzzy,
|
|
5, // STYLE_Stencil,
|
|
64, // STYLE_Translucent
|
|
65, // STYLE_Add,
|
|
66, // STYLE_Shaded,
|
|
67, // STYLE_TranslucentStencil,
|
|
-1
|
|
};
|
|
|
|
void DLevelScript::SetActorProperty (int tid, int property, int value)
|
|
{
|
|
if (tid == 0)
|
|
{
|
|
DoSetActorProperty (activator, property, value);
|
|
}
|
|
else
|
|
{
|
|
AActor *actor;
|
|
FActorIterator iterator (tid);
|
|
|
|
while ((actor = iterator.Next()) != NULL)
|
|
{
|
|
DoSetActorProperty (actor, property, value);
|
|
}
|
|
}
|
|
}
|
|
|
|
void DLevelScript::DoSetActorProperty (AActor *actor, int property, int value)
|
|
{
|
|
if (actor == NULL)
|
|
{
|
|
return;
|
|
}
|
|
switch (property)
|
|
{
|
|
case APROP_Health:
|
|
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:
|
|
for(int i=0; LegacyRenderStyleIndices[i] >= 0; i++)
|
|
{
|
|
if (LegacyRenderStyleIndices[i] == value)
|
|
{
|
|
actor->RenderStyle = ERenderStyle(i);
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case APROP_Ambush:
|
|
if (value) actor->flags |= MF_AMBUSH; else actor->flags &= ~MF_AMBUSH;
|
|
break;
|
|
|
|
case APROP_Dropped:
|
|
if (value) actor->flags |= MF_DROPPED; else actor->flags &= ~MF_DROPPED;
|
|
break;
|
|
|
|
case APROP_Invulnerable:
|
|
if (value) actor->flags2 |= MF2_INVULNERABLE; else actor->flags2 &= ~MF2_INVULNERABLE;
|
|
break;
|
|
|
|
case APROP_Notarget:
|
|
if (value) actor->flags3 |= MF3_NOTARGET; else actor->flags3 &= ~MF3_NOTARGET;
|
|
break;
|
|
|
|
case APROP_Notrigger:
|
|
if (value) actor->flags6 |= MF6_NOTRIGGER; else actor->flags6 &= ~MF6_NOTRIGGER;
|
|
break;
|
|
|
|
case APROP_JumpZ:
|
|
if (actor->IsKindOf (RUNTIME_CLASS (APlayerPawn)))
|
|
static_cast<APlayerPawn *>(actor)->JumpZ = value;
|
|
break; // [GRB]
|
|
|
|
case APROP_ChaseGoal:
|
|
if (value)
|
|
actor->flags5 |= MF5_CHASEGOAL;
|
|
else
|
|
actor->flags5 &= ~MF5_CHASEGOAL;
|
|
break;
|
|
|
|
case APROP_Frightened:
|
|
if (value)
|
|
actor->flags4 |= MF4_FRIGHTENED;
|
|
else
|
|
actor->flags4 &= ~MF4_FRIGHTENED;
|
|
break;
|
|
|
|
case APROP_Friendly:
|
|
if (value)
|
|
{
|
|
if (actor->CountsAsKill()) level.total_monsters--;
|
|
actor->flags |= MF_FRIENDLY;
|
|
}
|
|
else
|
|
{
|
|
actor->flags &= ~MF_FRIENDLY;
|
|
if (actor->CountsAsKill()) level.total_monsters++;
|
|
}
|
|
break;
|
|
|
|
|
|
case APROP_SpawnHealth:
|
|
if (actor->IsKindOf (RUNTIME_CLASS (APlayerPawn)))
|
|
{
|
|
static_cast<APlayerPawn *>(actor)->MaxHealth = value;
|
|
}
|
|
break;
|
|
|
|
case APROP_Gravity:
|
|
actor->gravity = value;
|
|
break;
|
|
|
|
case APROP_SeeSound:
|
|
actor->SeeSound = FBehavior::StaticLookupString(value);
|
|
break;
|
|
|
|
case APROP_AttackSound:
|
|
actor->AttackSound = FBehavior::StaticLookupString(value);
|
|
break;
|
|
|
|
case APROP_PainSound:
|
|
actor->PainSound = FBehavior::StaticLookupString(value);
|
|
break;
|
|
|
|
case APROP_DeathSound:
|
|
actor->DeathSound = FBehavior::StaticLookupString(value);
|
|
break;
|
|
|
|
case APROP_ActiveSound:
|
|
actor->ActiveSound = FBehavior::StaticLookupString(value);
|
|
break;
|
|
|
|
case APROP_Species:
|
|
actor->Species = FBehavior::StaticLookupString(value);
|
|
break;
|
|
|
|
case APROP_Score:
|
|
actor->Score = value;
|
|
break;
|
|
|
|
case APROP_NameTag:
|
|
actor->SetTag(FBehavior::StaticLookupString(value));
|
|
break;
|
|
|
|
case APROP_DamageFactor:
|
|
actor->DamageFactor = value;
|
|
break;
|
|
|
|
case APROP_MasterTID:
|
|
AActor *other;
|
|
other = SingleActorFromTID (value, NULL);
|
|
DoSetMaster (actor, other);
|
|
break;
|
|
|
|
case APROP_ScaleX:
|
|
actor->scaleX = value;
|
|
break;
|
|
|
|
case APROP_ScaleY:
|
|
actor->scaleY = value;
|
|
break;
|
|
|
|
case APROP_Mass:
|
|
actor->Mass = value;
|
|
break;
|
|
|
|
default:
|
|
// do nothing.
|
|
break;
|
|
}
|
|
}
|
|
|
|
int DLevelScript::GetActorProperty (int tid, int property)
|
|
{
|
|
AActor *actor = SingleActorFromTID (tid, activator);
|
|
|
|
if (actor == NULL)
|
|
{
|
|
return 0;
|
|
}
|
|
switch (property)
|
|
{
|
|
case APROP_Health: return actor->health;
|
|
case APROP_Speed: return actor->Speed;
|
|
case APROP_Damage: return actor->Damage; // Should this call GetMissileDamage() instead?
|
|
case APROP_DamageFactor:return actor->DamageFactor;
|
|
case APROP_Alpha: return actor->alpha;
|
|
case APROP_RenderStyle: for (int style = STYLE_None; style < STYLE_Count; ++style)
|
|
{ // Check for a legacy render style that matches.
|
|
if (LegacyRenderStyles[style] == actor->RenderStyle)
|
|
{
|
|
return LegacyRenderStyleIndices[style];
|
|
}
|
|
}
|
|
// The current render style isn't expressable as a legacy style,
|
|
// so pretends it's normal.
|
|
return STYLE_Normal;
|
|
case APROP_Gravity: return actor->gravity;
|
|
case APROP_Invulnerable:return !!(actor->flags2 & MF2_INVULNERABLE);
|
|
case APROP_Ambush: return !!(actor->flags & MF_AMBUSH);
|
|
case APROP_Dropped: return !!(actor->flags & MF_DROPPED);
|
|
case APROP_ChaseGoal: return !!(actor->flags5 & MF5_CHASEGOAL);
|
|
case APROP_Frightened: return !!(actor->flags4 & MF4_FRIGHTENED);
|
|
case APROP_Friendly: return !!(actor->flags & MF_FRIENDLY);
|
|
case APROP_Notarget: return !!(actor->flags3 & MF3_NOTARGET);
|
|
case APROP_Notrigger: return !!(actor->flags6 & MF6_NOTRIGGER);
|
|
case APROP_Dormant: return !!(actor->flags2 & MF2_DORMANT);
|
|
case APROP_SpawnHealth: if (actor->IsKindOf (RUNTIME_CLASS (APlayerPawn)))
|
|
{
|
|
return static_cast<APlayerPawn *>(actor)->MaxHealth;
|
|
}
|
|
else
|
|
{
|
|
return actor->SpawnHealth();
|
|
}
|
|
|
|
case APROP_JumpZ: if (actor->IsKindOf (RUNTIME_CLASS (APlayerPawn)))
|
|
{
|
|
return static_cast<APlayerPawn *>(actor)->JumpZ; // [GRB]
|
|
}
|
|
else
|
|
{
|
|
return 0;
|
|
}
|
|
case APROP_Score: return actor->Score;
|
|
case APROP_MasterTID: return DoGetMasterTID (actor);
|
|
case APROP_TargetTID: return (actor->target != NULL)? actor->target->tid : 0;
|
|
case APROP_TracerTID: return (actor->tracer != NULL)? actor->tracer->tid : 0;
|
|
case APROP_WaterLevel: return actor->waterlevel;
|
|
case APROP_ScaleX: return actor->scaleX;
|
|
case APROP_ScaleY: return actor->scaleY;
|
|
case APROP_Mass: return actor->Mass;
|
|
|
|
default: return 0;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
int DLevelScript::CheckActorProperty (int tid, int property, int value)
|
|
{
|
|
AActor *actor = SingleActorFromTID (tid, activator);
|
|
const char *string = NULL;
|
|
if (actor == NULL)
|
|
{
|
|
return 0;
|
|
}
|
|
switch (property)
|
|
{
|
|
// Default
|
|
default: return 0;
|
|
|
|
// Straightforward integer values:
|
|
case APROP_Health:
|
|
case APROP_Speed:
|
|
case APROP_Damage:
|
|
case APROP_DamageFactor:
|
|
case APROP_Alpha:
|
|
case APROP_RenderStyle:
|
|
case APROP_Gravity:
|
|
case APROP_SpawnHealth:
|
|
case APROP_JumpZ:
|
|
case APROP_Score:
|
|
case APROP_MasterTID:
|
|
case APROP_TargetTID:
|
|
case APROP_TracerTID:
|
|
case APROP_WaterLevel:
|
|
case APROP_ScaleX:
|
|
case APROP_ScaleY:
|
|
case APROP_Mass:
|
|
return (GetActorProperty(tid, property) == value);
|
|
|
|
// Boolean values need to compare to a binary version of value
|
|
case APROP_Ambush:
|
|
case APROP_Invulnerable:
|
|
case APROP_Dropped:
|
|
case APROP_ChaseGoal:
|
|
case APROP_Frightened:
|
|
case APROP_Friendly:
|
|
case APROP_Notarget:
|
|
case APROP_Notrigger:
|
|
case APROP_Dormant:
|
|
return (GetActorProperty(tid, property) == (!!value));
|
|
|
|
// Strings are not covered by GetActorProperty, so make the check here
|
|
case APROP_SeeSound: string = actor->SeeSound; break;
|
|
case APROP_AttackSound: string = actor->AttackSound; break;
|
|
case APROP_PainSound: string = actor->PainSound; break;
|
|
case APROP_DeathSound: string = actor->DeathSound; break;
|
|
case APROP_ActiveSound: string = actor->ActiveSound; break;
|
|
case APROP_Species: string = actor->GetSpecies(); break;
|
|
case APROP_NameTag: string = actor->GetTag(); break;
|
|
}
|
|
if (string == NULL) string = "";
|
|
return (!stricmp(string, FBehavior::StaticLookupString(value)));
|
|
}
|
|
|
|
enum
|
|
{
|
|
// These are the original inputs sent by the player.
|
|
INPUT_OLDBUTTONS,
|
|
INPUT_BUTTONS,
|
|
INPUT_PITCH,
|
|
INPUT_YAW,
|
|
INPUT_ROLL,
|
|
INPUT_FORWARDMOVE,
|
|
INPUT_SIDEMOVE,
|
|
INPUT_UPMOVE,
|
|
|
|
// These are the inputs, as modified by P_PlayerThink().
|
|
// Most of the time, these will match the original inputs, but
|
|
// they can be different if a player is frozen or using a
|
|
// chainsaw.
|
|
MODINPUT_OLDBUTTONS,
|
|
MODINPUT_BUTTONS,
|
|
MODINPUT_PITCH,
|
|
MODINPUT_YAW,
|
|
MODINPUT_ROLL,
|
|
MODINPUT_FORWARDMOVE,
|
|
MODINPUT_SIDEMOVE,
|
|
MODINPUT_UPMOVE
|
|
};
|
|
|
|
int DLevelScript::GetPlayerInput(int playernum, int inputnum)
|
|
{
|
|
player_t *p;
|
|
|
|
if (playernum < 0)
|
|
{
|
|
if (activator == NULL)
|
|
{
|
|
return 0;
|
|
}
|
|
p = activator->player;
|
|
}
|
|
else if (playernum >= MAXPLAYERS || !playeringame[playernum])
|
|
{
|
|
return 0;
|
|
}
|
|
else
|
|
{
|
|
p = &players[playernum];
|
|
}
|
|
if (p == NULL)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
switch (inputnum)
|
|
{
|
|
case INPUT_OLDBUTTONS: return p->original_oldbuttons; break;
|
|
case INPUT_BUTTONS: return p->original_cmd.buttons; break;
|
|
case INPUT_PITCH: return p->original_cmd.pitch; break;
|
|
case INPUT_YAW: return p->original_cmd.yaw; break;
|
|
case INPUT_ROLL: return p->original_cmd.roll; break;
|
|
case INPUT_FORWARDMOVE: return p->original_cmd.forwardmove; break;
|
|
case INPUT_SIDEMOVE: return p->original_cmd.sidemove; break;
|
|
case INPUT_UPMOVE: return p->original_cmd.upmove; break;
|
|
|
|
case MODINPUT_OLDBUTTONS: return p->oldbuttons; break;
|
|
case MODINPUT_BUTTONS: return p->cmd.ucmd.buttons; break;
|
|
case MODINPUT_PITCH: return p->cmd.ucmd.pitch; break;
|
|
case MODINPUT_YAW: return p->cmd.ucmd.yaw; break;
|
|
case MODINPUT_ROLL: return p->cmd.ucmd.roll; break;
|
|
case MODINPUT_FORWARDMOVE: return p->cmd.ucmd.forwardmove; break;
|
|
case MODINPUT_SIDEMOVE: return p->cmd.ucmd.sidemove; break;
|
|
case MODINPUT_UPMOVE: return p->cmd.ucmd.upmove; break;
|
|
|
|
default: return 0; break;
|
|
}
|
|
}
|
|
|
|
enum
|
|
{
|
|
ACTOR_NONE = 0x00000000,
|
|
ACTOR_WORLD = 0x00000001,
|
|
ACTOR_PLAYER = 0x00000002,
|
|
ACTOR_BOT = 0x00000004,
|
|
ACTOR_VOODOODOLL = 0x00000008,
|
|
ACTOR_MONSTER = 0x00000010,
|
|
ACTOR_ALIVE = 0x00000020,
|
|
ACTOR_DEAD = 0x00000040,
|
|
ACTOR_MISSILE = 0x00000080,
|
|
ACTOR_GENERIC = 0x00000100
|
|
};
|
|
|
|
int DLevelScript::DoClassifyActor(int tid)
|
|
{
|
|
AActor *actor;
|
|
int classify;
|
|
|
|
if (tid == 0)
|
|
{
|
|
actor = activator;
|
|
if (actor == NULL)
|
|
{
|
|
return ACTOR_WORLD;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
FActorIterator it(tid);
|
|
actor = it.Next();
|
|
}
|
|
if (actor == NULL)
|
|
{
|
|
return ACTOR_NONE;
|
|
}
|
|
|
|
classify = 0;
|
|
if (actor->player != NULL)
|
|
{
|
|
classify |= ACTOR_PLAYER;
|
|
if (actor->player->playerstate == PST_DEAD)
|
|
{
|
|
classify |= ACTOR_DEAD;
|
|
}
|
|
else
|
|
{
|
|
classify |= ACTOR_ALIVE;
|
|
}
|
|
if (actor->player->mo != actor)
|
|
{
|
|
classify |= ACTOR_VOODOODOLL;
|
|
}
|
|
if (actor->player->isbot)
|
|
{
|
|
classify |= ACTOR_BOT;
|
|
}
|
|
}
|
|
else if (actor->flags3 & MF3_ISMONSTER)
|
|
{
|
|
classify |= ACTOR_MONSTER;
|
|
if (actor->health <= 0)
|
|
{
|
|
classify |= ACTOR_DEAD;
|
|
}
|
|
else
|
|
{
|
|
classify |= ACTOR_ALIVE;
|
|
}
|
|
}
|
|
else if (actor->flags & MF_MISSILE)
|
|
{
|
|
classify |= ACTOR_MISSILE;
|
|
}
|
|
else
|
|
{
|
|
classify |= ACTOR_GENERIC;
|
|
}
|
|
return classify;
|
|
}
|
|
|
|
enum EACSFunctions
|
|
{
|
|
ACSF_GetLineUDMFInt=1,
|
|
ACSF_GetLineUDMFFixed,
|
|
ACSF_GetThingUDMFInt,
|
|
ACSF_GetThingUDMFFixed,
|
|
ACSF_GetSectorUDMFInt,
|
|
ACSF_GetSectorUDMFFixed,
|
|
ACSF_GetSideUDMFInt,
|
|
ACSF_GetSideUDMFFixed,
|
|
ACSF_GetActorVelX,
|
|
ACSF_GetActorVelY,
|
|
ACSF_GetActorVelZ,
|
|
ACSF_SetActivator,
|
|
ACSF_SetActivatorToTarget,
|
|
ACSF_GetActorViewHeight,
|
|
ACSF_GetChar,
|
|
ACSF_GetAirSupply,
|
|
ACSF_SetAirSupply,
|
|
ACSF_SetSkyScrollSpeed,
|
|
ACSF_GetArmorType,
|
|
ACSF_SpawnSpotForced,
|
|
ACSF_SpawnSpotFacingForced,
|
|
ACSF_CheckActorProperty,
|
|
ACSF_SetActorVelocity,
|
|
ACSF_SetUserVariable,
|
|
ACSF_GetUserVariable,
|
|
ACSF_Radius_Quake2,
|
|
ACSF_CheckActorClass,
|
|
ACSF_SetUserArray,
|
|
ACSF_GetUserArray,
|
|
ACSF_SoundSequenceOnActor,
|
|
ACSF_SoundSequenceOnSector,
|
|
ACSF_SoundSequenceOnPolyobj,
|
|
ACSF_GetPolyobjX,
|
|
ACSF_GetPolyobjY,
|
|
ACSF_CheckSight,
|
|
ACSF_SpawnForced,
|
|
ACSF_AnnouncerSound, // Skulltag
|
|
ACSF_SetPointer,
|
|
ACSF_ACS_NamedExecute,
|
|
ACSF_ACS_NamedSuspend,
|
|
ACSF_ACS_NamedTerminate,
|
|
ACSF_ACS_NamedLockedExecute,
|
|
ACSF_ACS_NamedLockedExecuteDoor,
|
|
ACSF_ACS_NamedExecuteWithResult,
|
|
ACSF_ACS_NamedExecuteAlways,
|
|
};
|
|
|
|
int DLevelScript::SideFromID(int id, int side)
|
|
{
|
|
if (side != 0 && side != 1) return -1;
|
|
|
|
if (id == 0)
|
|
{
|
|
if (activationline == NULL) return -1;
|
|
if (activationline->sidedef[side] == NULL) return -1;
|
|
return activationline->sidedef[side]->Index;
|
|
}
|
|
else
|
|
{
|
|
int line = P_FindLineFromID(id, -1);
|
|
if (line == -1) return -1;
|
|
if (lines[line].sidedef[side] == NULL) return -1;
|
|
return lines[line].sidedef[side]->Index;
|
|
}
|
|
}
|
|
|
|
int DLevelScript::LineFromID(int id)
|
|
{
|
|
if (id == 0)
|
|
{
|
|
if (activationline == NULL) return -1;
|
|
return int(activationline - lines);
|
|
}
|
|
else
|
|
{
|
|
return P_FindLineFromID(id, -1);
|
|
}
|
|
}
|
|
|
|
static void SetUserVariable(AActor *self, FName varname, int index, int value)
|
|
{
|
|
PSymbol *sym = self->GetClass()->Symbols.FindSymbol(varname, true);
|
|
int max;
|
|
PSymbolVariable *var;
|
|
|
|
if (sym == NULL || sym->SymbolType != SYM_Variable ||
|
|
!(var = static_cast<PSymbolVariable *>(sym))->bUserVar)
|
|
{
|
|
return;
|
|
}
|
|
if (var->ValueType.Type == VAL_Int)
|
|
{
|
|
max = 1;
|
|
}
|
|
else if (var->ValueType.Type == VAL_Array && var->ValueType.BaseType == VAL_Int)
|
|
{
|
|
max = var->ValueType.size;
|
|
}
|
|
else
|
|
{
|
|
return;
|
|
}
|
|
// Set the value of the specified user variable.
|
|
if (index >= 0 && index < max)
|
|
{
|
|
((int *)(reinterpret_cast<BYTE *>(self) + var->offset))[index] = value;
|
|
}
|
|
}
|
|
|
|
static int GetUserVariable(AActor *self, FName varname, int index)
|
|
{
|
|
PSymbol *sym = self->GetClass()->Symbols.FindSymbol(varname, true);
|
|
int max;
|
|
PSymbolVariable *var;
|
|
|
|
if (sym == NULL || sym->SymbolType != SYM_Variable ||
|
|
!(var = static_cast<PSymbolVariable *>(sym))->bUserVar)
|
|
{
|
|
return 0;
|
|
}
|
|
if (var->ValueType.Type == VAL_Int)
|
|
{
|
|
max = 1;
|
|
}
|
|
else if (var->ValueType.Type == VAL_Array && var->ValueType.BaseType == VAL_Int)
|
|
{
|
|
max = var->ValueType.size;
|
|
}
|
|
else
|
|
{
|
|
return 0;
|
|
}
|
|
// Get the value of the specified user variable.
|
|
if (index >= 0 && index < max)
|
|
{
|
|
return ((int *)(reinterpret_cast<BYTE *>(self) + var->offset))[index];
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
int DLevelScript::CallFunction(int argCount, int funcIndex, SDWORD *args)
|
|
{
|
|
AActor *actor;
|
|
switch(funcIndex)
|
|
{
|
|
case ACSF_GetLineUDMFInt:
|
|
return GetUDMFInt(UDMF_Line, LineFromID(args[0]), FBehavior::StaticLookupString(args[1]));
|
|
|
|
case ACSF_GetLineUDMFFixed:
|
|
return GetUDMFFixed(UDMF_Line, LineFromID(args[0]), FBehavior::StaticLookupString(args[1]));
|
|
|
|
case ACSF_GetThingUDMFInt:
|
|
case ACSF_GetThingUDMFFixed:
|
|
return 0; // Not implemented yet
|
|
|
|
case ACSF_GetSectorUDMFInt:
|
|
return GetUDMFInt(UDMF_Sector, P_FindSectorFromTag(args[0], -1), FBehavior::StaticLookupString(args[1]));
|
|
|
|
case ACSF_GetSectorUDMFFixed:
|
|
return GetUDMFFixed(UDMF_Sector, P_FindSectorFromTag(args[0], -1), FBehavior::StaticLookupString(args[1]));
|
|
|
|
case ACSF_GetSideUDMFInt:
|
|
return GetUDMFInt(UDMF_Side, SideFromID(args[0], args[1]), FBehavior::StaticLookupString(args[2]));
|
|
|
|
case ACSF_GetSideUDMFFixed:
|
|
return GetUDMFFixed(UDMF_Side, SideFromID(args[0], args[1]), FBehavior::StaticLookupString(args[2]));
|
|
|
|
case ACSF_GetActorVelX:
|
|
actor = SingleActorFromTID(args[0], activator);
|
|
return actor != NULL? actor->velx : 0;
|
|
|
|
case ACSF_GetActorVelY:
|
|
actor = SingleActorFromTID(args[0], activator);
|
|
return actor != NULL? actor->vely : 0;
|
|
|
|
case ACSF_GetActorVelZ:
|
|
actor = SingleActorFromTID(args[0], activator);
|
|
return actor != NULL? actor->velz : 0;
|
|
|
|
case ACSF_SetPointer:
|
|
if (activator)
|
|
{
|
|
AActor *ptr = SingleActorFromTID(args[1], activator);
|
|
if (argCount > 2)
|
|
{
|
|
ptr = COPY_AAPTR(ptr, args[2]);
|
|
}
|
|
if (ptr == activator) ptr = NULL;
|
|
ASSIGN_AAPTR(activator, args[0], ptr, (argCount > 3) ? args[3] : 0);
|
|
return ptr != NULL;
|
|
}
|
|
return 0;
|
|
|
|
case ACSF_SetActivator:
|
|
if (argCount > 1 && args[1] != AAPTR_DEFAULT) // condition (x != AAPTR_DEFAULT) is essentially condition (x).
|
|
{
|
|
activator = COPY_AAPTR(SingleActorFromTID(args[0], activator), args[1]);
|
|
}
|
|
else
|
|
{
|
|
activator = SingleActorFromTID(args[0], NULL);
|
|
}
|
|
return activator != NULL;
|
|
|
|
case ACSF_SetActivatorToTarget:
|
|
// [KS] I revised this a little bit
|
|
actor = SingleActorFromTID(args[0], activator);
|
|
if (actor != NULL)
|
|
{
|
|
if (actor->player != NULL && actor->player->playerstate == PST_LIVE)
|
|
{
|
|
P_BulletSlope(actor, &actor);
|
|
}
|
|
else
|
|
{
|
|
actor = actor->target;
|
|
}
|
|
if (actor != NULL) // [FDARI] moved this (actor != NULL)-branch inside the other, so that it is only tried when it can be true
|
|
{
|
|
activator = actor;
|
|
return 1;
|
|
}
|
|
}
|
|
return 0;
|
|
|
|
case ACSF_GetActorViewHeight:
|
|
actor = SingleActorFromTID(args[0], activator);
|
|
if (actor != NULL)
|
|
{
|
|
if (actor->player != NULL)
|
|
{
|
|
return actor->player->mo->ViewHeight + actor->player->crouchviewdelta;
|
|
}
|
|
else
|
|
{
|
|
return actor->GetClass()->Meta.GetMetaFixed(AMETA_CameraHeight, actor->height/2);
|
|
}
|
|
}
|
|
else return 0;
|
|
|
|
case ACSF_GetChar:
|
|
{
|
|
const char *p = FBehavior::StaticLookupString(args[0]);
|
|
if (p != NULL && args[1] >= 0 && args[1] < int(strlen(p)))
|
|
{
|
|
return p[args[1]];
|
|
}
|
|
else
|
|
{
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
case ACSF_GetAirSupply:
|
|
{
|
|
if (args[0] < 0 || args[0] >= MAXPLAYERS || !playeringame[args[0]])
|
|
{
|
|
return 0;
|
|
}
|
|
else
|
|
{
|
|
return players[args[0]].air_finished - level.time;
|
|
}
|
|
}
|
|
|
|
case ACSF_SetAirSupply:
|
|
{
|
|
if (args[0] < 0 || args[0] >= MAXPLAYERS || !playeringame[args[0]])
|
|
{
|
|
return 0;
|
|
}
|
|
else
|
|
{
|
|
players[args[0]].air_finished = args[1] + level.time;
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
case ACSF_SetSkyScrollSpeed:
|
|
{
|
|
if (args[0] == 1) level.skyspeed1 = FIXED2FLOAT(args[1]);
|
|
else if (args[0] == 2) level.skyspeed2 = FIXED2FLOAT(args[1]);
|
|
return 1;
|
|
}
|
|
|
|
case ACSF_GetArmorType:
|
|
{
|
|
if (args[1] < 0 || args[1] >= MAXPLAYERS || !playeringame[args[1]])
|
|
{
|
|
return 0;
|
|
}
|
|
else
|
|
{
|
|
FName p(FBehavior::StaticLookupString(args[0]));
|
|
ABasicArmor * armor = (ABasicArmor *) players[args[1]].mo->FindInventory(NAME_BasicArmor);
|
|
if (armor && armor->ArmorType == p) return armor->Amount;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
case ACSF_SpawnSpotForced:
|
|
return DoSpawnSpot(args[0], args[1], args[2], args[3], true);
|
|
|
|
case ACSF_SpawnSpotFacingForced:
|
|
return DoSpawnSpotFacing(args[0], args[1], args[2], true);
|
|
|
|
case ACSF_CheckActorProperty:
|
|
return (CheckActorProperty(args[0], args[1], args[2]));
|
|
|
|
case ACSF_SetActorVelocity:
|
|
if (args[0] == 0)
|
|
{
|
|
P_Thing_SetVelocity(activator, args[1], args[2], args[3], !!args[4], !!args[5]);
|
|
}
|
|
else
|
|
{
|
|
TActorIterator<AActor> iterator (args[0]);
|
|
|
|
while ( (actor = iterator.Next ()) )
|
|
{
|
|
P_Thing_SetVelocity(actor, args[1], args[2], args[3], !!args[4], !!args[5]);
|
|
}
|
|
}
|
|
return 0;
|
|
|
|
case ACSF_SetUserVariable:
|
|
{
|
|
int cnt = 0;
|
|
FName varname(FBehavior::StaticLookupString(args[1]), true);
|
|
if (varname != NAME_None)
|
|
{
|
|
if (args[0] == 0)
|
|
{
|
|
if (activator != NULL)
|
|
{
|
|
SetUserVariable(activator, varname, 0, args[2]);
|
|
}
|
|
cnt++;
|
|
}
|
|
else
|
|
{
|
|
TActorIterator<AActor> iterator(args[0]);
|
|
|
|
while ( (actor = iterator.Next()) )
|
|
{
|
|
SetUserVariable(actor, varname, 0, args[2]);
|
|
cnt++;
|
|
}
|
|
}
|
|
}
|
|
return cnt;
|
|
}
|
|
|
|
case ACSF_GetUserVariable:
|
|
{
|
|
FName varname(FBehavior::StaticLookupString(args[1]), true);
|
|
if (varname != NAME_None)
|
|
{
|
|
AActor *a = args[0] == 0 ? (AActor *)activator : SingleActorFromTID(args[0], NULL);
|
|
return a != NULL ? GetUserVariable(a, varname, 0) : 0;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
case ACSF_SetUserArray:
|
|
{
|
|
int cnt = 0;
|
|
FName varname(FBehavior::StaticLookupString(args[1]), true);
|
|
if (varname != NAME_None)
|
|
{
|
|
if (args[0] == 0)
|
|
{
|
|
if (activator != NULL)
|
|
{
|
|
SetUserVariable(activator, varname, args[2], args[3]);
|
|
}
|
|
cnt++;
|
|
}
|
|
else
|
|
{
|
|
TActorIterator<AActor> iterator(args[0]);
|
|
|
|
while ( (actor = iterator.Next()) )
|
|
{
|
|
SetUserVariable(actor, varname, args[2], args[3]);
|
|
cnt++;
|
|
}
|
|
}
|
|
}
|
|
return cnt;
|
|
}
|
|
|
|
case ACSF_GetUserArray:
|
|
{
|
|
FName varname(FBehavior::StaticLookupString(args[1]), true);
|
|
if (varname != NAME_None)
|
|
{
|
|
AActor *a = args[0] == 0 ? (AActor *)activator : SingleActorFromTID(args[0], NULL);
|
|
return a != NULL ? GetUserVariable(a, varname, args[2]) : 0;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
case ACSF_Radius_Quake2:
|
|
P_StartQuake(activator, args[0], args[1], args[2], args[3], args[4], FBehavior::StaticLookupString(args[5]));
|
|
break;
|
|
|
|
case ACSF_CheckActorClass:
|
|
{
|
|
AActor *a = args[0] == 0 ? (AActor *)activator : SingleActorFromTID(args[0], NULL);
|
|
return a == NULL ? false : a->GetClass()->TypeName == FName(FBehavior::StaticLookupString(args[1]));
|
|
}
|
|
|
|
case ACSF_SoundSequenceOnActor:
|
|
{
|
|
const char *seqname = FBehavior::StaticLookupString(args[1]);
|
|
if (seqname != NULL)
|
|
{
|
|
if (args[0] == 0)
|
|
{
|
|
if (activator != NULL)
|
|
{
|
|
SN_StartSequence(activator, seqname, 0);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
FActorIterator it(args[0]);
|
|
AActor *actor;
|
|
|
|
while ( (actor = it.Next()) )
|
|
{
|
|
SN_StartSequence(actor, seqname, 0);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
case ACSF_SoundSequenceOnSector:
|
|
{
|
|
const char *seqname = FBehavior::StaticLookupString(args[1]);
|
|
int space = args[2] < CHAN_FLOOR || args[2] > CHAN_INTERIOR ? CHAN_FULLHEIGHT : args[2];
|
|
if (seqname != NULL)
|
|
{
|
|
int secnum = -1;
|
|
|
|
while ((secnum = P_FindSectorFromTag(args[0], secnum)) >= 0)
|
|
{
|
|
SN_StartSequence(§ors[secnum], args[2], seqname, 0);
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
case ACSF_SoundSequenceOnPolyobj:
|
|
{
|
|
const char *seqname = FBehavior::StaticLookupString(args[1]);
|
|
if (seqname != NULL)
|
|
{
|
|
FPolyObj *poly = PO_GetPolyobj(args[0]);
|
|
if (poly != NULL)
|
|
{
|
|
SN_StartSequence(poly, seqname, 0);
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
case ACSF_GetPolyobjX:
|
|
{
|
|
FPolyObj *poly = PO_GetPolyobj(args[0]);
|
|
if (poly != NULL)
|
|
{
|
|
return poly->StartSpot.x;
|
|
}
|
|
}
|
|
return FIXED_MAX;
|
|
|
|
case ACSF_GetPolyobjY:
|
|
{
|
|
FPolyObj *poly = PO_GetPolyobj(args[0]);
|
|
if (poly != NULL)
|
|
{
|
|
return poly->StartSpot.y;
|
|
}
|
|
}
|
|
return FIXED_MAX;
|
|
|
|
case ACSF_CheckSight:
|
|
{
|
|
AActor *source;
|
|
AActor *dest;
|
|
|
|
int flags = SF_IGNOREVISIBILITY;
|
|
|
|
if (args[2] & 1) flags |= SF_IGNOREWATERBOUNDARY;
|
|
if (args[2] & 2) flags |= SF_SEEPASTBLOCKEVERYTHING | SF_SEEPASTSHOOTABLELINES;
|
|
|
|
if (args[0] == 0)
|
|
{
|
|
source = (AActor *) activator;
|
|
|
|
if (args[1] == 0) return 1; // [KS] I'm sure the activator can see itself.
|
|
|
|
TActorIterator<AActor> dstiter (args[1]);
|
|
|
|
while ( (dest = dstiter.Next ()) )
|
|
{
|
|
if (P_CheckSight(source, dest, flags)) return 1;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
TActorIterator<AActor> srciter (args[0]);
|
|
|
|
while ( (source = srciter.Next ()) )
|
|
{
|
|
if (args[1] != 0)
|
|
{
|
|
TActorIterator<AActor> dstiter (args[1]);
|
|
while ( (dest = dstiter.Next ()) )
|
|
{
|
|
if (P_CheckSight(source, dest, flags)) return 1;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (P_CheckSight(source, activator, flags)) return 1;
|
|
}
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
case ACSF_SpawnForced:
|
|
return DoSpawn(args[0], args[1], args[2], args[3], args[4], args[5], true);
|
|
|
|
case ACSF_ACS_NamedExecute:
|
|
case ACSF_ACS_NamedSuspend:
|
|
case ACSF_ACS_NamedTerminate:
|
|
case ACSF_ACS_NamedLockedExecute:
|
|
case ACSF_ACS_NamedLockedExecuteDoor:
|
|
case ACSF_ACS_NamedExecuteWithResult:
|
|
case ACSF_ACS_NamedExecuteAlways:
|
|
{
|
|
int scriptnum = -FName(FBehavior::StaticLookupString(args[0]));
|
|
int arg1 = argCount > 1 ? args[1] : 0;
|
|
int arg2 = argCount > 2 ? args[2] : 0;
|
|
int arg3 = argCount > 3 ? args[3] : 0;
|
|
int arg4 = argCount > 4 ? args[4] : 0;
|
|
return P_ExecuteSpecial(NamedACSToNormalACS[funcIndex - ACSF_ACS_NamedExecute],
|
|
activationline, activator, backSide,
|
|
scriptnum, arg1, arg2, arg3, arg4);
|
|
}
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
enum
|
|
{
|
|
PRINTNAME_LEVELNAME = -1,
|
|
PRINTNAME_LEVEL = -2,
|
|
PRINTNAME_SKILL = -3,
|
|
};
|
|
|
|
|
|
#define NEXTWORD (LittleLong(*pc++))
|
|
#define NEXTBYTE (fmt==ACS_LittleEnhanced?getbyte(pc):NEXTWORD)
|
|
#define NEXTSHORT (fmt==ACS_LittleEnhanced?getshort(pc):NEXTWORD)
|
|
#define STACK(a) (Stack[sp - (a)])
|
|
#define PushToStack(a) (Stack[sp++] = (a))
|
|
|
|
inline int getbyte (int *&pc)
|
|
{
|
|
int res = *(BYTE *)pc;
|
|
pc = (int *)((BYTE *)pc+1);
|
|
return res;
|
|
}
|
|
|
|
inline int getshort (int *&pc)
|
|
{
|
|
int res = LittleShort( *(SWORD *)pc);
|
|
pc = (int *)((BYTE *)pc+2);
|
|
return res;
|
|
}
|
|
|
|
// Read a possibly unaligned four-byte little endian integer.
|
|
#if defined(_M_IX86) || defined(_M_X64) || defined(__i386__)
|
|
inline int uallong(int &foo)
|
|
{
|
|
return foo;
|
|
}
|
|
#else
|
|
inline int uallong(int &foo)
|
|
{
|
|
unsigned char *bar = (unsigned char *)&foo;
|
|
return bar[0] | (bar[1] << 8) | (bar[2] << 16) | (bar[3] << 24);
|
|
}
|
|
#endif
|
|
|
|
int DLevelScript::RunScript ()
|
|
{
|
|
DACSThinker *controller = DACSThinker::ActiveThinker;
|
|
SDWORD *locals = localvars;
|
|
ScriptFunction *activeFunction = NULL;
|
|
FRemapTable *translation = 0;
|
|
int resultValue = 1;
|
|
|
|
// Hexen truncates all special arguments to bytes.
|
|
const int specialargmask = (level.flags2 & LEVEL2_HEXENHACK) ? 255 : ~0;
|
|
|
|
switch (state)
|
|
{
|
|
case SCRIPT_Delayed:
|
|
// Decrement the delay counter and enter state running
|
|
// if it hits 0
|
|
if (--statedata == 0)
|
|
state = SCRIPT_Running;
|
|
break;
|
|
|
|
case SCRIPT_TagWait:
|
|
// Wait for tagged sector(s) to go inactive, then enter
|
|
// state running
|
|
{
|
|
int secnum = -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.CheckKey(statedata) != NULL)
|
|
state = SCRIPT_ScriptWait;
|
|
break;
|
|
|
|
case SCRIPT_ScriptWait:
|
|
// Wait for a script to stop running, then enter state running
|
|
if (controller->RunningScripts.CheckKey(statedata) != NULL)
|
|
return resultValue;
|
|
|
|
state = SCRIPT_Running;
|
|
PutFirst ();
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
SDWORD Stack[STACK_SIZE];
|
|
int sp = 0;
|
|
int *pc = this->pc;
|
|
ACSFormat fmt = activeBehavior->GetFormat();
|
|
int runaway = 0; // used to prevent infinite loops
|
|
int pcd;
|
|
FString work;
|
|
const char *lookup;
|
|
int optstart = -1;
|
|
int temp;
|
|
|
|
while (state == SCRIPT_Running)
|
|
{
|
|
if (++runaway > 500000)
|
|
{
|
|
Printf ("Runaway %s terminated\n", ScriptPresentation(script).GetChars());
|
|
state = SCRIPT_PleaseRemove;
|
|
break;
|
|
}
|
|
|
|
if (fmt == ACS_LittleEnhanced)
|
|
{
|
|
pcd = getbyte(pc);
|
|
if (pcd >= 256-16)
|
|
{
|
|
pcd = (256-16) + ((pcd - (256-16)) << 8) + getbyte(pc);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
pcd = NEXTWORD;
|
|
}
|
|
|
|
switch (pcd)
|
|
{
|
|
default:
|
|
Printf ("Unknown P-Code %d in %s\n", pcd, ScriptPresentation(script).GetChars());
|
|
// fall through
|
|
case PCD_TERMINATE:
|
|
DPrintf ("%s finished\n", ScriptPresentation(script).GetChars());
|
|
state = SCRIPT_PleaseRemove;
|
|
break;
|
|
|
|
case PCD_NOP:
|
|
break;
|
|
|
|
case PCD_SUSPEND:
|
|
state = SCRIPT_Suspended;
|
|
break;
|
|
|
|
case PCD_TAGSTRING:
|
|
Stack[sp-1] |= activeBehavior->GetLibraryID();
|
|
break;
|
|
|
|
case PCD_PUSHNUMBER:
|
|
PushToStack (uallong(pc[0]));
|
|
pc++;
|
|
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:
|
|
swapvalues(Stack[sp-2], Stack[sp-1]);
|
|
break;
|
|
|
|
case PCD_LSPEC1:
|
|
P_ExecuteSpecial(NEXTBYTE, activationline, activator, backSide,
|
|
STACK(1) & specialargmask, 0, 0, 0, 0);
|
|
sp -= 1;
|
|
break;
|
|
|
|
case PCD_LSPEC2:
|
|
P_ExecuteSpecial(NEXTBYTE, activationline, activator, backSide,
|
|
STACK(2) & specialargmask,
|
|
STACK(1) & specialargmask, 0, 0, 0);
|
|
sp -= 2;
|
|
break;
|
|
|
|
case PCD_LSPEC3:
|
|
P_ExecuteSpecial(NEXTBYTE, activationline, activator, backSide,
|
|
STACK(3) & specialargmask,
|
|
STACK(2) & specialargmask,
|
|
STACK(1) & specialargmask, 0, 0);
|
|
sp -= 3;
|
|
break;
|
|
|
|
case PCD_LSPEC4:
|
|
P_ExecuteSpecial(NEXTBYTE, activationline, activator, backSide,
|
|
STACK(4) & specialargmask,
|
|
STACK(3) & specialargmask,
|
|
STACK(2) & specialargmask,
|
|
STACK(1) & specialargmask, 0);
|
|
sp -= 4;
|
|
break;
|
|
|
|
case PCD_LSPEC5:
|
|
P_ExecuteSpecial(NEXTBYTE, activationline, activator, backSide,
|
|
STACK(5) & specialargmask,
|
|
STACK(4) & specialargmask,
|
|
STACK(3) & specialargmask,
|
|
STACK(2) & specialargmask,
|
|
STACK(1) & specialargmask);
|
|
sp -= 5;
|
|
break;
|
|
|
|
case PCD_LSPEC5RESULT:
|
|
STACK(5) = P_ExecuteSpecial(NEXTBYTE, activationline, activator, backSide,
|
|
STACK(5) & specialargmask,
|
|
STACK(4) & specialargmask,
|
|
STACK(3) & specialargmask,
|
|
STACK(2) & specialargmask,
|
|
STACK(1) & specialargmask);
|
|
sp -= 4;
|
|
break;
|
|
|
|
case PCD_LSPEC1DIRECT:
|
|
temp = NEXTBYTE;
|
|
P_ExecuteSpecial(temp, activationline, activator, backSide,
|
|
uallong(pc[0]) & specialargmask ,0, 0, 0, 0);
|
|
pc += 1;
|
|
break;
|
|
|
|
case PCD_LSPEC2DIRECT:
|
|
temp = NEXTBYTE;
|
|
P_ExecuteSpecial(temp, activationline, activator, backSide,
|
|
uallong(pc[0]) & specialargmask,
|
|
uallong(pc[1]) & specialargmask, 0, 0, 0);
|
|
pc += 2;
|
|
break;
|
|
|
|
case PCD_LSPEC3DIRECT:
|
|
temp = NEXTBYTE;
|
|
P_ExecuteSpecial(temp, activationline, activator, backSide,
|
|
uallong(pc[0]) & specialargmask,
|
|
uallong(pc[1]) & specialargmask,
|
|
uallong(pc[2]) & specialargmask, 0, 0);
|
|
pc += 3;
|
|
break;
|
|
|
|
case PCD_LSPEC4DIRECT:
|
|
temp = NEXTBYTE;
|
|
P_ExecuteSpecial(temp, activationline, activator, backSide,
|
|
uallong(pc[0]) & specialargmask,
|
|
uallong(pc[1]) & specialargmask,
|
|
uallong(pc[2]) & specialargmask,
|
|
uallong(pc[3]) & specialargmask, 0);
|
|
pc += 4;
|
|
break;
|
|
|
|
case PCD_LSPEC5DIRECT:
|
|
temp = NEXTBYTE;
|
|
P_ExecuteSpecial(temp, activationline, activator, backSide,
|
|
uallong(pc[0]) & specialargmask,
|
|
uallong(pc[1]) & specialargmask,
|
|
uallong(pc[2]) & specialargmask,
|
|
uallong(pc[3]) & specialargmask,
|
|
uallong(pc[4]) & specialargmask);
|
|
pc += 5;
|
|
break;
|
|
|
|
// Parameters for PCD_LSPEC?DIRECTB are by definition bytes so never need and-ing.
|
|
case PCD_LSPEC1DIRECTB:
|
|
P_ExecuteSpecial(((BYTE *)pc)[0], activationline, activator, backSide,
|
|
((BYTE *)pc)[1], 0, 0, 0, 0);
|
|
pc = (int *)((BYTE *)pc + 2);
|
|
break;
|
|
|
|
case PCD_LSPEC2DIRECTB:
|
|
P_ExecuteSpecial(((BYTE *)pc)[0], activationline, activator, backSide,
|
|
((BYTE *)pc)[1], ((BYTE *)pc)[2], 0, 0, 0);
|
|
pc = (int *)((BYTE *)pc + 3);
|
|
break;
|
|
|
|
case PCD_LSPEC3DIRECTB:
|
|
P_ExecuteSpecial(((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:
|
|
P_ExecuteSpecial(((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:
|
|
P_ExecuteSpecial(((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_CALLFUNC:
|
|
{
|
|
int argCount = NEXTBYTE;
|
|
int funcIndex = NEXTSHORT;
|
|
|
|
int retval = CallFunction(argCount, funcIndex, &STACK(argCount));
|
|
sp -= argCount-1;
|
|
STACK(1) = retval;
|
|
}
|
|
break;
|
|
|
|
case PCD_CALL:
|
|
case PCD_CALLDISCARD:
|
|
{
|
|
int funcnum;
|
|
int i;
|
|
ScriptFunction *func;
|
|
FBehavior *module = activeBehavior;
|
|
SDWORD *mylocals;
|
|
|
|
funcnum = NEXTBYTE;
|
|
func = activeBehavior->GetFunction (funcnum, module);
|
|
if (func == NULL)
|
|
{
|
|
Printf ("Function %d in %s out of range\n", funcnum, ScriptPresentation(script).GetChars());
|
|
state = SCRIPT_PleaseRemove;
|
|
break;
|
|
}
|
|
if (sp + func->LocalCount + 64 > STACK_SIZE)
|
|
{ // 64 is the margin for the function's working space
|
|
Printf ("Out of stack space in %s\n", ScriptPresentation(script).GetChars());
|
|
state = SCRIPT_PleaseRemove;
|
|
break;
|
|
}
|
|
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;
|
|
::new(&Stack[sp]) CallReturn(activeBehavior->PC2Ofs(pc), activeFunction,
|
|
activeBehavior, mylocals, pcd == PCD_CALLDISCARD, work);
|
|
sp += (sizeof(CallReturn) + sizeof(int) - 1) / sizeof(int);
|
|
pc = module->Ofs2PC (func->Address);
|
|
activeFunction = func;
|
|
activeBehavior = module;
|
|
fmt = module->GetFormat();
|
|
}
|
|
break;
|
|
|
|
case PCD_RETURNVOID:
|
|
case PCD_RETURNVAL:
|
|
{
|
|
int value;
|
|
union
|
|
{
|
|
SDWORD *retsp;
|
|
CallReturn *ret;
|
|
};
|
|
|
|
if (pcd == PCD_RETURNVAL)
|
|
{
|
|
value = Stack[--sp];
|
|
}
|
|
else
|
|
{
|
|
value = 0;
|
|
}
|
|
sp -= sizeof(CallReturn)/sizeof(int);
|
|
retsp = &Stack[sp];
|
|
sp = int(locals - Stack);
|
|
pc = ret->ReturnModule->Ofs2PC(ret->ReturnAddress);
|
|
activeFunction = ret->ReturnFunction;
|
|
activeBehavior = ret->ReturnModule;
|
|
fmt = activeBehavior->GetFormat();
|
|
locals = ret->ReturnLocals;
|
|
if (!ret->bDiscardResult)
|
|
{
|
|
Stack[sp++] = value;
|
|
}
|
|
work = ret->StringBuilder;
|
|
ret->~CallReturn();
|
|
}
|
|
break;
|
|
|
|
case PCD_ADD:
|
|
STACK(2) = STACK(2) + STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_SUBTRACT:
|
|
STACK(2) = STACK(2) - STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_MULTIPLY:
|
|
STACK(2) = STACK(2) * STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_DIVIDE:
|
|
if (STACK(1) == 0)
|
|
{
|
|
state = SCRIPT_DivideBy0;
|
|
}
|
|
else
|
|
{
|
|
STACK(2) = STACK(2) / STACK(1);
|
|
sp--;
|
|
}
|
|
break;
|
|
|
|
case PCD_MODULUS:
|
|
if (STACK(1) == 0)
|
|
{
|
|
state = SCRIPT_ModulusBy0;
|
|
}
|
|
else
|
|
{
|
|
STACK(2) = STACK(2) % STACK(1);
|
|
sp--;
|
|
}
|
|
break;
|
|
|
|
case PCD_EQ:
|
|
STACK(2) = (STACK(2) == STACK(1));
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_NE:
|
|
STACK(2) = (STACK(2) != STACK(1));
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_LT:
|
|
STACK(2) = (STACK(2) < STACK(1));
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_GT:
|
|
STACK(2) = (STACK(2) > STACK(1));
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_LE:
|
|
STACK(2) = (STACK(2) <= STACK(1));
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_GE:
|
|
STACK(2) = (STACK(2) >= STACK(1));
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_ASSIGNSCRIPTVAR:
|
|
locals[NEXTBYTE] = STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
|
|
case PCD_ASSIGNMAPVAR:
|
|
*(activeBehavior->MapVars[NEXTBYTE]) = STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_ASSIGNWORLDVAR:
|
|
ACS_WorldVars[NEXTBYTE] = STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_ASSIGNGLOBALVAR:
|
|
ACS_GlobalVars[NEXTBYTE] = STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_ASSIGNMAPARRAY:
|
|
activeBehavior->SetArrayVal (*(activeBehavior->MapVars[NEXTBYTE]), STACK(2), STACK(1));
|
|
sp -= 2;
|
|
break;
|
|
|
|
case PCD_ASSIGNWORLDARRAY:
|
|
ACS_WorldArrays[NEXTBYTE][STACK(2)] = STACK(1);
|
|
sp -= 2;
|
|
break;
|
|
|
|
case PCD_ASSIGNGLOBALARRAY:
|
|
ACS_GlobalArrays[NEXTBYTE][STACK(2)] = STACK(1);
|
|
sp -= 2;
|
|
break;
|
|
|
|
case PCD_PUSHSCRIPTVAR:
|
|
PushToStack (locals[NEXTBYTE]);
|
|
break;
|
|
|
|
case PCD_PUSHMAPVAR:
|
|
PushToStack (*(activeBehavior->MapVars[NEXTBYTE]));
|
|
break;
|
|
|
|
case PCD_PUSHWORLDVAR:
|
|
PushToStack (ACS_WorldVars[NEXTBYTE]);
|
|
break;
|
|
|
|
case PCD_PUSHGLOBALVAR:
|
|
PushToStack (ACS_GlobalVars[NEXTBYTE]);
|
|
break;
|
|
|
|
case PCD_PUSHMAPARRAY:
|
|
STACK(1) = activeBehavior->GetArrayVal (*(activeBehavior->MapVars[NEXTBYTE]), STACK(1));
|
|
break;
|
|
|
|
case PCD_PUSHWORLDARRAY:
|
|
STACK(1) = ACS_WorldArrays[NEXTBYTE][STACK(1)];
|
|
break;
|
|
|
|
case PCD_PUSHGLOBALARRAY:
|
|
STACK(1) = ACS_GlobalArrays[NEXTBYTE][STACK(1)];
|
|
break;
|
|
|
|
case PCD_ADDSCRIPTVAR:
|
|
locals[NEXTBYTE] += STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_ADDMAPVAR:
|
|
*(activeBehavior->MapVars[NEXTBYTE]) += STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_ADDWORLDVAR:
|
|
ACS_WorldVars[NEXTBYTE] += STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_ADDGLOBALVAR:
|
|
ACS_GlobalVars[NEXTBYTE] += STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_ADDMAPARRAY:
|
|
{
|
|
int a = *(activeBehavior->MapVars[NEXTBYTE]);
|
|
int i = STACK(2);
|
|
activeBehavior->SetArrayVal (a, i, activeBehavior->GetArrayVal (a, i) + STACK(1));
|
|
sp -= 2;
|
|
}
|
|
break;
|
|
|
|
case PCD_ADDWORLDARRAY:
|
|
{
|
|
int a = NEXTBYTE;
|
|
ACS_WorldArrays[a][STACK(2)] += STACK(1);
|
|
sp -= 2;
|
|
}
|
|
break;
|
|
|
|
case PCD_ADDGLOBALARRAY:
|
|
{
|
|
int a = NEXTBYTE;
|
|
ACS_GlobalArrays[a][STACK(2)] += STACK(1);
|
|
sp -= 2;
|
|
}
|
|
break;
|
|
|
|
case PCD_SUBSCRIPTVAR:
|
|
locals[NEXTBYTE] -= STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_SUBMAPVAR:
|
|
*(activeBehavior->MapVars[NEXTBYTE]) -= STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_SUBWORLDVAR:
|
|
ACS_WorldVars[NEXTBYTE] -= STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_SUBGLOBALVAR:
|
|
ACS_GlobalVars[NEXTBYTE] -= STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_SUBMAPARRAY:
|
|
{
|
|
int a = *(activeBehavior->MapVars[NEXTBYTE]);
|
|
int i = STACK(2);
|
|
activeBehavior->SetArrayVal (a, i, activeBehavior->GetArrayVal (a, i) - STACK(1));
|
|
sp -= 2;
|
|
}
|
|
break;
|
|
|
|
case PCD_SUBWORLDARRAY:
|
|
{
|
|
int a = NEXTBYTE;
|
|
ACS_WorldArrays[a][STACK(2)] -= STACK(1);
|
|
sp -= 2;
|
|
}
|
|
break;
|
|
|
|
case PCD_SUBGLOBALARRAY:
|
|
{
|
|
int a = NEXTBYTE;
|
|
ACS_GlobalArrays[a][STACK(2)] -= STACK(1);
|
|
sp -= 2;
|
|
}
|
|
break;
|
|
|
|
case PCD_MULSCRIPTVAR:
|
|
locals[NEXTBYTE] *= STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_MULMAPVAR:
|
|
*(activeBehavior->MapVars[NEXTBYTE]) *= STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_MULWORLDVAR:
|
|
ACS_WorldVars[NEXTBYTE] *= STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_MULGLOBALVAR:
|
|
ACS_GlobalVars[NEXTBYTE] *= STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_MULMAPARRAY:
|
|
{
|
|
int a = *(activeBehavior->MapVars[NEXTBYTE]);
|
|
int i = STACK(2);
|
|
activeBehavior->SetArrayVal (a, i, activeBehavior->GetArrayVal (a, i) * STACK(1));
|
|
sp -= 2;
|
|
}
|
|
break;
|
|
|
|
case PCD_MULWORLDARRAY:
|
|
{
|
|
int a = NEXTBYTE;
|
|
ACS_WorldArrays[a][STACK(2)] *= STACK(1);
|
|
sp -= 2;
|
|
}
|
|
break;
|
|
|
|
case PCD_MULGLOBALARRAY:
|
|
{
|
|
int a = NEXTBYTE;
|
|
ACS_GlobalArrays[a][STACK(2)] *= STACK(1);
|
|
sp -= 2;
|
|
}
|
|
break;
|
|
|
|
case PCD_DIVSCRIPTVAR:
|
|
if (STACK(1) == 0)
|
|
{
|
|
state = SCRIPT_DivideBy0;
|
|
}
|
|
else
|
|
{
|
|
locals[NEXTBYTE] /= STACK(1);
|
|
sp--;
|
|
}
|
|
break;
|
|
|
|
case PCD_DIVMAPVAR:
|
|
if (STACK(1) == 0)
|
|
{
|
|
state = SCRIPT_DivideBy0;
|
|
}
|
|
else
|
|
{
|
|
*(activeBehavior->MapVars[NEXTBYTE]) /= STACK(1);
|
|
sp--;
|
|
}
|
|
break;
|
|
|
|
case PCD_DIVWORLDVAR:
|
|
if (STACK(1) == 0)
|
|
{
|
|
state = SCRIPT_DivideBy0;
|
|
}
|
|
else
|
|
{
|
|
ACS_WorldVars[NEXTBYTE] /= STACK(1);
|
|
sp--;
|
|
}
|
|
break;
|
|
|
|
case PCD_DIVGLOBALVAR:
|
|
if (STACK(1) == 0)
|
|
{
|
|
state = SCRIPT_DivideBy0;
|
|
}
|
|
else
|
|
{
|
|
ACS_GlobalVars[NEXTBYTE] /= STACK(1);
|
|
sp--;
|
|
}
|
|
break;
|
|
|
|
case PCD_DIVMAPARRAY:
|
|
if (STACK(1) == 0)
|
|
{
|
|
state = SCRIPT_DivideBy0;
|
|
}
|
|
else
|
|
{
|
|
int a = *(activeBehavior->MapVars[NEXTBYTE]);
|
|
int i = STACK(2);
|
|
activeBehavior->SetArrayVal (a, i, activeBehavior->GetArrayVal (a, i) / STACK(1));
|
|
sp -= 2;
|
|
}
|
|
break;
|
|
|
|
case PCD_DIVWORLDARRAY:
|
|
if (STACK(1) == 0)
|
|
{
|
|
state = SCRIPT_DivideBy0;
|
|
}
|
|
else
|
|
{
|
|
int a = NEXTBYTE;
|
|
ACS_WorldArrays[a][STACK(2)] /= STACK(1);
|
|
sp -= 2;
|
|
}
|
|
break;
|
|
|
|
case PCD_DIVGLOBALARRAY:
|
|
if (STACK(1) == 0)
|
|
{
|
|
state = SCRIPT_DivideBy0;
|
|
}
|
|
else
|
|
{
|
|
int a = NEXTBYTE;
|
|
ACS_GlobalArrays[a][STACK(2)] /= STACK(1);
|
|
sp -= 2;
|
|
}
|
|
break;
|
|
|
|
case PCD_MODSCRIPTVAR:
|
|
if (STACK(1) == 0)
|
|
{
|
|
state = SCRIPT_ModulusBy0;
|
|
}
|
|
else
|
|
{
|
|
locals[NEXTBYTE] %= STACK(1);
|
|
sp--;
|
|
}
|
|
break;
|
|
|
|
case PCD_MODMAPVAR:
|
|
if (STACK(1) == 0)
|
|
{
|
|
state = SCRIPT_ModulusBy0;
|
|
}
|
|
else
|
|
{
|
|
*(activeBehavior->MapVars[NEXTBYTE]) %= STACK(1);
|
|
sp--;
|
|
}
|
|
break;
|
|
|
|
case PCD_MODWORLDVAR:
|
|
if (STACK(1) == 0)
|
|
{
|
|
state = SCRIPT_ModulusBy0;
|
|
}
|
|
else
|
|
{
|
|
ACS_WorldVars[NEXTBYTE] %= STACK(1);
|
|
sp--;
|
|
}
|
|
break;
|
|
|
|
case PCD_MODGLOBALVAR:
|
|
if (STACK(1) == 0)
|
|
{
|
|
state = SCRIPT_ModulusBy0;
|
|
}
|
|
else
|
|
{
|
|
ACS_GlobalVars[NEXTBYTE] %= STACK(1);
|
|
sp--;
|
|
}
|
|
break;
|
|
|
|
case PCD_MODMAPARRAY:
|
|
if (STACK(1) == 0)
|
|
{
|
|
state = SCRIPT_ModulusBy0;
|
|
}
|
|
else
|
|
{
|
|
int a = *(activeBehavior->MapVars[NEXTBYTE]);
|
|
int i = STACK(2);
|
|
activeBehavior->SetArrayVal (a, i, activeBehavior->GetArrayVal (a, i) % STACK(1));
|
|
sp -= 2;
|
|
}
|
|
break;
|
|
|
|
case PCD_MODWORLDARRAY:
|
|
if (STACK(1) == 0)
|
|
{
|
|
state = SCRIPT_ModulusBy0;
|
|
}
|
|
else
|
|
{
|
|
int a = NEXTBYTE;
|
|
ACS_WorldArrays[a][STACK(2)] %= STACK(1);
|
|
sp -= 2;
|
|
}
|
|
break;
|
|
|
|
case PCD_MODGLOBALARRAY:
|
|
if (STACK(1) == 0)
|
|
{
|
|
state = SCRIPT_ModulusBy0;
|
|
}
|
|
else
|
|
{
|
|
int a = NEXTBYTE;
|
|
ACS_GlobalArrays[a][STACK(2)] %= STACK(1);
|
|
sp -= 2;
|
|
}
|
|
break;
|
|
|
|
//[MW] start
|
|
case PCD_ANDSCRIPTVAR:
|
|
locals[NEXTBYTE] &= STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_ANDMAPVAR:
|
|
*(activeBehavior->MapVars[NEXTBYTE]) &= STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_ANDWORLDVAR:
|
|
ACS_WorldVars[NEXTBYTE] &= STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_ANDGLOBALVAR:
|
|
ACS_GlobalVars[NEXTBYTE] &= STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_ANDMAPARRAY:
|
|
{
|
|
int a = *(activeBehavior->MapVars[NEXTBYTE]);
|
|
int i = STACK(2);
|
|
activeBehavior->SetArrayVal (a, i, activeBehavior->GetArrayVal (a, i) & STACK(1));
|
|
sp -= 2;
|
|
}
|
|
break;
|
|
|
|
case PCD_ANDWORLDARRAY:
|
|
{
|
|
int a = NEXTBYTE;
|
|
ACS_WorldArrays[a][STACK(2)] &= STACK(1);
|
|
sp -= 2;
|
|
}
|
|
break;
|
|
|
|
case PCD_ANDGLOBALARRAY:
|
|
{
|
|
int a = NEXTBYTE;
|
|
ACS_GlobalArrays[a][STACK(2)] &= STACK(1);
|
|
sp -= 2;
|
|
}
|
|
break;
|
|
|
|
case PCD_EORSCRIPTVAR:
|
|
locals[NEXTBYTE] ^= STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_EORMAPVAR:
|
|
*(activeBehavior->MapVars[NEXTBYTE]) ^= STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_EORWORLDVAR:
|
|
ACS_WorldVars[NEXTBYTE] ^= STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_EORGLOBALVAR:
|
|
ACS_GlobalVars[NEXTBYTE] ^= STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_EORMAPARRAY:
|
|
{
|
|
int a = *(activeBehavior->MapVars[NEXTBYTE]);
|
|
int i = STACK(2);
|
|
activeBehavior->SetArrayVal (a, i, activeBehavior->GetArrayVal (a, i) ^ STACK(1));
|
|
sp -= 2;
|
|
}
|
|
break;
|
|
|
|
case PCD_EORWORLDARRAY:
|
|
{
|
|
int a = NEXTBYTE;
|
|
ACS_WorldArrays[a][STACK(2)] ^= STACK(1);
|
|
sp -= 2;
|
|
}
|
|
break;
|
|
|
|
case PCD_EORGLOBALARRAY:
|
|
{
|
|
int a = NEXTBYTE;
|
|
ACS_GlobalArrays[a][STACK(2)] ^= STACK(1);
|
|
sp -= 2;
|
|
}
|
|
break;
|
|
|
|
case PCD_ORSCRIPTVAR:
|
|
locals[NEXTBYTE] |= STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_ORMAPVAR:
|
|
*(activeBehavior->MapVars[NEXTBYTE]) |= STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_ORWORLDVAR:
|
|
ACS_WorldVars[NEXTBYTE] |= STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_ORGLOBALVAR:
|
|
ACS_GlobalVars[NEXTBYTE] |= STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_ORMAPARRAY:
|
|
{
|
|
int a = *(activeBehavior->MapVars[NEXTBYTE]);
|
|
int i = STACK(2);
|
|
activeBehavior->SetArrayVal (a, i, activeBehavior->GetArrayVal (a, i) | STACK(1));
|
|
sp -= 2;
|
|
}
|
|
break;
|
|
|
|
case PCD_ORWORLDARRAY:
|
|
{
|
|
int a = NEXTBYTE;
|
|
ACS_WorldArrays[a][STACK(2)] |= STACK(1);
|
|
sp -= 2;
|
|
}
|
|
break;
|
|
|
|
case PCD_ORGLOBALARRAY:
|
|
{
|
|
int a = NEXTBYTE;
|
|
int i = STACK(2);
|
|
ACS_GlobalArrays[a][STACK(2)] |= STACK(1);
|
|
sp -= 2;
|
|
}
|
|
break;
|
|
|
|
case PCD_LSSCRIPTVAR:
|
|
locals[NEXTBYTE] <<= STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_LSMAPVAR:
|
|
*(activeBehavior->MapVars[NEXTBYTE]) <<= STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_LSWORLDVAR:
|
|
ACS_WorldVars[NEXTBYTE] <<= STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_LSGLOBALVAR:
|
|
ACS_GlobalVars[NEXTBYTE] <<= STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_LSMAPARRAY:
|
|
{
|
|
int a = *(activeBehavior->MapVars[NEXTBYTE]);
|
|
int i = STACK(2);
|
|
activeBehavior->SetArrayVal (a, i, activeBehavior->GetArrayVal (a, i) << STACK(1));
|
|
sp -= 2;
|
|
}
|
|
break;
|
|
|
|
case PCD_LSWORLDARRAY:
|
|
{
|
|
int a = NEXTBYTE;
|
|
ACS_WorldArrays[a][STACK(2)] <<= STACK(1);
|
|
sp -= 2;
|
|
}
|
|
break;
|
|
|
|
case PCD_LSGLOBALARRAY:
|
|
{
|
|
int a = NEXTBYTE;
|
|
ACS_GlobalArrays[a][STACK(2)] <<= STACK(1);
|
|
sp -= 2;
|
|
}
|
|
break;
|
|
|
|
case PCD_RSSCRIPTVAR:
|
|
locals[NEXTBYTE] >>= STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_RSMAPVAR:
|
|
*(activeBehavior->MapVars[NEXTBYTE]) >>= STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_RSWORLDVAR:
|
|
ACS_WorldVars[NEXTBYTE] >>= STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_RSGLOBALVAR:
|
|
ACS_GlobalVars[NEXTBYTE] >>= STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_RSMAPARRAY:
|
|
{
|
|
int a = *(activeBehavior->MapVars[NEXTBYTE]);
|
|
int i = STACK(2);
|
|
activeBehavior->SetArrayVal (a, i, activeBehavior->GetArrayVal (a, i) >> STACK(1));
|
|
sp -= 2;
|
|
}
|
|
break;
|
|
|
|
case PCD_RSWORLDARRAY:
|
|
{
|
|
int a = NEXTBYTE;
|
|
ACS_WorldArrays[a][STACK(2)] >>= STACK(1);
|
|
sp -= 2;
|
|
}
|
|
break;
|
|
|
|
case PCD_RSGLOBALARRAY:
|
|
{
|
|
int a = NEXTBYTE;
|
|
ACS_GlobalArrays[a][STACK(2)] >>= STACK(1);
|
|
sp -= 2;
|
|
}
|
|
break;
|
|
//[MW] end
|
|
|
|
case PCD_INCSCRIPTVAR:
|
|
++locals[NEXTBYTE];
|
|
break;
|
|
|
|
case PCD_INCMAPVAR:
|
|
*(activeBehavior->MapVars[NEXTBYTE]) += 1;
|
|
break;
|
|
|
|
case PCD_INCWORLDVAR:
|
|
++ACS_WorldVars[NEXTBYTE];
|
|
break;
|
|
|
|
case PCD_INCGLOBALVAR:
|
|
++ACS_GlobalVars[NEXTBYTE];
|
|
break;
|
|
|
|
case PCD_INCMAPARRAY:
|
|
{
|
|
int a = *(activeBehavior->MapVars[NEXTBYTE]);
|
|
int i = STACK(1);
|
|
activeBehavior->SetArrayVal (a, i, activeBehavior->GetArrayVal (a, i) + 1);
|
|
sp--;
|
|
}
|
|
break;
|
|
|
|
case PCD_INCWORLDARRAY:
|
|
{
|
|
int a = NEXTBYTE;
|
|
ACS_WorldArrays[a][STACK(1)] += 1;
|
|
sp--;
|
|
}
|
|
break;
|
|
|
|
case PCD_INCGLOBALARRAY:
|
|
{
|
|
int a = NEXTBYTE;
|
|
ACS_GlobalArrays[a][STACK(1)] += 1;
|
|
sp--;
|
|
}
|
|
break;
|
|
|
|
case PCD_DECSCRIPTVAR:
|
|
--locals[NEXTBYTE];
|
|
break;
|
|
|
|
case PCD_DECMAPVAR:
|
|
*(activeBehavior->MapVars[NEXTBYTE]) -= 1;
|
|
break;
|
|
|
|
case PCD_DECWORLDVAR:
|
|
--ACS_WorldVars[NEXTBYTE];
|
|
break;
|
|
|
|
case PCD_DECGLOBALVAR:
|
|
--ACS_GlobalVars[NEXTBYTE];
|
|
break;
|
|
|
|
case PCD_DECMAPARRAY:
|
|
{
|
|
int a = *(activeBehavior->MapVars[NEXTBYTE]);
|
|
int i = STACK(1);
|
|
activeBehavior->SetArrayVal (a, i, activeBehavior->GetArrayVal (a, i) - 1);
|
|
sp--;
|
|
}
|
|
break;
|
|
|
|
case PCD_DECWORLDARRAY:
|
|
{
|
|
int a = NEXTBYTE;
|
|
ACS_WorldArrays[a][STACK(1)] -= 1;
|
|
sp--;
|
|
}
|
|
break;
|
|
|
|
case PCD_DECGLOBALARRAY:
|
|
{
|
|
int a = NEXTBYTE;
|
|
int i = STACK(1);
|
|
ACS_GlobalArrays[a][STACK(1)] -= 1;
|
|
sp--;
|
|
}
|
|
break;
|
|
|
|
case PCD_GOTO:
|
|
pc = activeBehavior->Ofs2PC (LittleLong(*pc));
|
|
break;
|
|
|
|
case PCD_IFGOTO:
|
|
if (STACK(1))
|
|
pc = activeBehavior->Ofs2PC (LittleLong(*pc));
|
|
else
|
|
pc++;
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_DROP:
|
|
case PCD_SETRESULTVALUE:
|
|
resultValue = STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_DELAY:
|
|
statedata = STACK(1) + (fmt == ACS_Old && gameinfo.gametype == GAME_Hexen);
|
|
if (statedata > 0)
|
|
{
|
|
state = SCRIPT_Delayed;
|
|
}
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_DELAYDIRECT:
|
|
statedata = uallong(pc[0]) + (fmt == ACS_Old && gameinfo.gametype == GAME_Hexen);
|
|
pc++;
|
|
if (statedata > 0)
|
|
{
|
|
state = SCRIPT_Delayed;
|
|
}
|
|
break;
|
|
|
|
case PCD_DELAYDIRECTB:
|
|
statedata = *(BYTE *)pc + (fmt == ACS_Old && gameinfo.gametype == GAME_Hexen);
|
|
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 (uallong(pc[0]), uallong(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), -1, STACK(1), -1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_THINGCOUNTDIRECT:
|
|
PushToStack (ThingCount (uallong(pc[0]), -1, uallong(pc[1]), -1));
|
|
pc += 2;
|
|
break;
|
|
|
|
case PCD_THINGCOUNTNAME:
|
|
STACK(2) = ThingCount (-1, STACK(2), STACK(1), -1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_THINGCOUNTNAMESECTOR:
|
|
STACK(3) = ThingCount (-1, STACK(3), STACK(2), STACK(1));
|
|
sp -= 2;
|
|
break;
|
|
|
|
case PCD_THINGCOUNTSECTOR:
|
|
STACK(3) = ThingCount (STACK(3), -1, STACK(2), STACK(1));
|
|
sp -= 2;
|
|
break;
|
|
|
|
case PCD_TAGWAIT:
|
|
state = SCRIPT_TagWait;
|
|
statedata = STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_TAGWAITDIRECT:
|
|
state = SCRIPT_TagWait;
|
|
statedata = uallong(pc[0]);
|
|
pc++;
|
|
break;
|
|
|
|
case PCD_POLYWAIT:
|
|
state = SCRIPT_PolyWait;
|
|
statedata = STACK(1);
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_POLYWAITDIRECT:
|
|
state = SCRIPT_PolyWait;
|
|
statedata = uallong(pc[0]);
|
|
pc++;
|
|
break;
|
|
|
|
case PCD_CHANGEFLOOR:
|
|
ChangeFlat (STACK(2), STACK(1), 0);
|
|
sp -= 2;
|
|
break;
|
|
|
|
case PCD_CHANGEFLOORDIRECT:
|
|
ChangeFlat (uallong(pc[0]), uallong(pc[1]), 0);
|
|
pc += 2;
|
|
break;
|
|
|
|
case PCD_CHANGECEILING:
|
|
ChangeFlat (STACK(2), STACK(1), 1);
|
|
sp -= 2;
|
|
break;
|
|
|
|
case PCD_CHANGECEILINGDIRECT:
|
|
ChangeFlat (uallong(pc[0]), uallong(pc[1]), 1);
|
|
pc += 2;
|
|
break;
|
|
|
|
case PCD_RESTART:
|
|
{
|
|
const ScriptPtr *scriptp;
|
|
|
|
scriptp = activeBehavior->FindScript (script);
|
|
pc = activeBehavior->GetScriptAddress (scriptp);
|
|
}
|
|
break;
|
|
|
|
case PCD_ANDLOGICAL:
|
|
STACK(2) = (STACK(2) && STACK(1));
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_ORLOGICAL:
|
|
STACK(2) = (STACK(2) || STACK(1));
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_ANDBITWISE:
|
|
STACK(2) = (STACK(2) & STACK(1));
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_ORBITWISE:
|
|
STACK(2) = (STACK(2) | STACK(1));
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_EORBITWISE:
|
|
STACK(2) = (STACK(2) ^ STACK(1));
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_NEGATELOGICAL:
|
|
STACK(1) = !STACK(1);
|
|
break;
|
|
|
|
case PCD_NEGATEBINARY:
|
|
STACK(1) = ~STACK(1);
|
|
break;
|
|
|
|
case PCD_LSHIFT:
|
|
STACK(2) = (STACK(2) << STACK(1));
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_RSHIFT:
|
|
STACK(2) = (STACK(2) >> STACK(1));
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_UNARYMINUS:
|
|
STACK(1) = -STACK(1);
|
|
break;
|
|
|
|
case PCD_IFNOTGOTO:
|
|
if (!STACK(1))
|
|
pc = activeBehavior->Ofs2PC (LittleLong(*pc));
|
|
else
|
|
pc++;
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_LINESIDE:
|
|
PushToStack (backSide);
|
|
break;
|
|
|
|
case PCD_SCRIPTWAIT:
|
|
statedata = STACK(1);
|
|
if (controller->RunningScripts.CheckKey(statedata) != NULL)
|
|
state = SCRIPT_ScriptWait;
|
|
else
|
|
state = SCRIPT_ScriptWaitPre;
|
|
sp--;
|
|
PutLast ();
|
|
break;
|
|
|
|
case PCD_SCRIPTWAITDIRECT:
|
|
state = SCRIPT_ScriptWait;
|
|
statedata = uallong(pc[0]);
|
|
pc++;
|
|
PutLast ();
|
|
break;
|
|
|
|
case PCD_CLEARLINESPECIAL:
|
|
if (activationline)
|
|
activationline->special = 0;
|
|
break;
|
|
|
|
case PCD_CASEGOTO:
|
|
if (STACK(1) == uallong(pc[0]))
|
|
{
|
|
pc = activeBehavior->Ofs2PC (uallong(pc[1]));
|
|
sp--;
|
|
}
|
|
else
|
|
{
|
|
pc += 2;
|
|
}
|
|
break;
|
|
|
|
case PCD_CASEGOTOSORTED:
|
|
// The count and jump table are 4-byte aligned
|
|
pc = (int *)(((size_t)pc + 3) & ~3);
|
|
{
|
|
int numcases = uallong(pc[0]); pc++;
|
|
int min = 0, max = numcases-1;
|
|
while (min <= max)
|
|
{
|
|
int mid = (min + max) / 2;
|
|
SDWORD caseval = pc[mid*2];
|
|
if (caseval == STACK(1))
|
|
{
|
|
pc = activeBehavior->Ofs2PC (LittleLong(pc[mid*2+1]));
|
|
sp--;
|
|
break;
|
|
}
|
|
else if (caseval < STACK(1))
|
|
{
|
|
min = mid + 1;
|
|
}
|
|
else
|
|
{
|
|
max = mid - 1;
|
|
}
|
|
}
|
|
if (min > max)
|
|
{
|
|
// The case was not found, so go to the next instruction.
|
|
pc += numcases * 2;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case PCD_BEGINPRINT:
|
|
STRINGBUILDER_START(work);
|
|
break;
|
|
|
|
case PCD_PRINTSTRING:
|
|
case PCD_PRINTLOCALIZED:
|
|
lookup = FBehavior::StaticLookupString (STACK(1));
|
|
if (pcd == PCD_PRINTLOCALIZED)
|
|
{
|
|
lookup = GStrings(lookup);
|
|
}
|
|
if (lookup != NULL)
|
|
{
|
|
work += lookup;
|
|
}
|
|
--sp;
|
|
break;
|
|
|
|
case PCD_PRINTNUMBER:
|
|
work.AppendFormat ("%d", STACK(1));
|
|
--sp;
|
|
break;
|
|
|
|
case PCD_PRINTBINARY:
|
|
work.AppendFormat ("%B", STACK(1));
|
|
--sp;
|
|
break;
|
|
|
|
case PCD_PRINTHEX:
|
|
work.AppendFormat ("%X", STACK(1));
|
|
--sp;
|
|
break;
|
|
|
|
case PCD_PRINTCHARACTER:
|
|
work += (char)STACK(1);
|
|
--sp;
|
|
break;
|
|
|
|
case PCD_PRINTFIXED:
|
|
work.AppendFormat ("%g", 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)
|
|
{
|
|
switch (STACK(1))
|
|
{
|
|
case PRINTNAME_LEVELNAME:
|
|
work += level.LevelName;
|
|
break;
|
|
|
|
case PRINTNAME_LEVEL:
|
|
work += level.mapname;
|
|
break;
|
|
|
|
case PRINTNAME_SKILL:
|
|
work += G_SkillName();
|
|
break;
|
|
|
|
default:
|
|
work += ' ';
|
|
break;
|
|
}
|
|
sp--;
|
|
break;
|
|
|
|
}
|
|
else if (STACK(1) == 0 || (unsigned)STACK(1) > MAXPLAYERS)
|
|
{
|
|
if (activator)
|
|
{
|
|
player = activator->player;
|
|
}
|
|
}
|
|
else if (playeringame[STACK(1)-1])
|
|
{
|
|
player = &players[STACK(1)-1];
|
|
}
|
|
else
|
|
{
|
|
work.AppendFormat ("Player %d", STACK(1));
|
|
sp--;
|
|
break;
|
|
}
|
|
if (player)
|
|
{
|
|
work += player->userinfo.netname;
|
|
}
|
|
else if (activator)
|
|
{
|
|
work += activator->GetTag();
|
|
}
|
|
else
|
|
{
|
|
work += ' ';
|
|
}
|
|
sp--;
|
|
}
|
|
break;
|
|
|
|
// [JB] Print map character array
|
|
case PCD_PRINTMAPCHARARRAY:
|
|
case PCD_PRINTMAPCHRANGE:
|
|
{
|
|
int capacity, offset;
|
|
|
|
if (pcd == PCD_PRINTMAPCHRANGE)
|
|
{
|
|
capacity = STACK(1);
|
|
offset = STACK(2);
|
|
if (capacity < 1 || offset < 0)
|
|
{
|
|
sp -= 4;
|
|
break;
|
|
}
|
|
sp -= 2;
|
|
}
|
|
else
|
|
{
|
|
capacity = 0x7FFFFFFF;
|
|
offset = 0;
|
|
}
|
|
|
|
int a = *(activeBehavior->MapVars[STACK(1)]);
|
|
offset += STACK(2);
|
|
int c;
|
|
while(capacity-- && (c = activeBehavior->GetArrayVal (a, offset)) != '\0') {
|
|
work += (char)c;
|
|
offset++;
|
|
}
|
|
sp-= 2;
|
|
}
|
|
break;
|
|
|
|
// [JB] Print world character array
|
|
case PCD_PRINTWORLDCHARARRAY:
|
|
case PCD_PRINTWORLDCHRANGE:
|
|
{
|
|
int capacity, offset;
|
|
if (pcd == PCD_PRINTWORLDCHRANGE)
|
|
{
|
|
capacity = STACK(1);
|
|
offset = STACK(2);
|
|
if (capacity < 1 || offset < 0)
|
|
{
|
|
sp -= 4;
|
|
break;
|
|
}
|
|
sp -= 2;
|
|
}
|
|
else
|
|
{
|
|
capacity = 0x7FFFFFFF;
|
|
offset = 0;
|
|
}
|
|
|
|
int a = STACK(1);
|
|
offset += STACK(2);
|
|
int c;
|
|
while(capacity-- && (c = ACS_WorldArrays[a][offset]) != '\0') {
|
|
work += (char)c;
|
|
offset++;
|
|
}
|
|
sp-= 2;
|
|
}
|
|
break;
|
|
|
|
// [JB] Print global character array
|
|
case PCD_PRINTGLOBALCHARARRAY:
|
|
case PCD_PRINTGLOBALCHRANGE:
|
|
{
|
|
int capacity, offset;
|
|
if (pcd == PCD_PRINTGLOBALCHRANGE)
|
|
{
|
|
capacity = STACK(1);
|
|
offset = STACK(2);
|
|
if (capacity < 1 || offset < 0)
|
|
{
|
|
sp -= 4;
|
|
break;
|
|
}
|
|
sp -= 2;
|
|
}
|
|
else
|
|
{
|
|
capacity = 0x7FFFFFFF;
|
|
offset = 0;
|
|
}
|
|
|
|
int a = STACK(1);
|
|
offset += STACK(2);
|
|
int c;
|
|
while(capacity-- && (c = ACS_GlobalArrays[a][offset]) != '\0') {
|
|
work += (char)c;
|
|
offset++;
|
|
}
|
|
sp-= 2;
|
|
}
|
|
break;
|
|
|
|
// [GRB] Print key name(s) for a command
|
|
case PCD_PRINTBIND:
|
|
lookup = FBehavior::StaticLookupString (STACK(1));
|
|
if (lookup != NULL)
|
|
{
|
|
int key1 = 0, key2 = 0;
|
|
|
|
Bindings.GetKeysForCommand ((char *)lookup, &key1, &key2);
|
|
|
|
if (key2)
|
|
work << KeyNames[key1] << " or " << KeyNames[key2];
|
|
else if (key1)
|
|
work << KeyNames[key1];
|
|
else
|
|
work << "??? (" << (char *)lookup << ')';
|
|
}
|
|
--sp;
|
|
break;
|
|
|
|
case PCD_ENDPRINT:
|
|
case PCD_ENDPRINTBOLD:
|
|
case PCD_MOREHUDMESSAGE:
|
|
case PCD_ENDLOG:
|
|
if (pcd == PCD_ENDLOG)
|
|
{
|
|
Printf ("%s\n", work.GetChars());
|
|
STRINGBUILDER_FINISH(work);
|
|
}
|
|
else if (pcd != PCD_MOREHUDMESSAGE)
|
|
{
|
|
AActor *screen = activator;
|
|
// If a missile is the activator, make the thing that
|
|
// launched the missile the target of the print command.
|
|
if (screen != NULL &&
|
|
screen->player == NULL &&
|
|
(screen->flags & MF_MISSILE) &&
|
|
screen->target != NULL)
|
|
{
|
|
screen = screen->target;
|
|
}
|
|
if (pcd == PCD_ENDPRINTBOLD || screen == NULL ||
|
|
screen->CheckLocalView (consoleplayer))
|
|
{
|
|
C_MidPrint (activefont, work);
|
|
}
|
|
STRINGBUILDER_FINISH(work);
|
|
}
|
|
else
|
|
{
|
|
optstart = -1;
|
|
}
|
|
break;
|
|
|
|
case PCD_OPTHUDMESSAGE:
|
|
optstart = sp;
|
|
break;
|
|
|
|
case PCD_ENDHUDMESSAGE:
|
|
case PCD_ENDHUDMESSAGEBOLD:
|
|
if (optstart == -1)
|
|
{
|
|
optstart = sp;
|
|
}
|
|
{
|
|
AActor *screen = activator;
|
|
if (screen != NULL &&
|
|
screen->player == NULL &&
|
|
(screen->flags & MF_MISSILE) &&
|
|
screen->target != NULL)
|
|
{
|
|
screen = screen->target;
|
|
}
|
|
if (pcd == PCD_ENDHUDMESSAGEBOLD || screen == NULL ||
|
|
players[consoleplayer].mo == screen)
|
|
{
|
|
int type = Stack[optstart-6];
|
|
int id = Stack[optstart-5];
|
|
EColorRange color;
|
|
float x = FIXED2FLOAT(Stack[optstart-3]);
|
|
float y = FIXED2FLOAT(Stack[optstart-2]);
|
|
float holdTime = FIXED2FLOAT(Stack[optstart-1]);
|
|
DHUDMessage *msg;
|
|
|
|
if (type & HUDMSG_COLORSTRING)
|
|
{
|
|
color = V_FindFontColor(FBehavior::StaticLookupString(Stack[optstart-4]));
|
|
}
|
|
else
|
|
{
|
|
color = CLAMPCOLOR(Stack[optstart-4]);
|
|
}
|
|
|
|
switch (type & 0xFFFF)
|
|
{
|
|
default: // normal
|
|
msg = new DHUDMessage (activefont, work, x, y, hudwidth, hudheight, color, holdTime);
|
|
break;
|
|
case 1: // fade out
|
|
{
|
|
float fadeTime = (optstart < sp) ? FIXED2FLOAT(Stack[optstart]) : 0.5f;
|
|
msg = new DHUDMessageFadeOut (activefont, 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 (activefont, 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 (activefont, 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";
|
|
char consolecolor[3];
|
|
|
|
consolecolor[0] = '\x1c';
|
|
consolecolor[1] = color >= CR_BRICK && color <= CR_YELLOW ? color + 'A' : '-';
|
|
consolecolor[2] = '\0';
|
|
AddToConsole (-1, bar);
|
|
AddToConsole (-1, consolecolor);
|
|
AddToConsole (-1, work);
|
|
AddToConsole (-1, bar);
|
|
if (Logfile)
|
|
{
|
|
fputs (logbar, Logfile);
|
|
fputs (work, Logfile);
|
|
fputs (logbar, Logfile);
|
|
fflush (Logfile);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
STRINGBUILDER_FINISH(work);
|
|
sp = optstart-6;
|
|
break;
|
|
|
|
case PCD_SETFONT:
|
|
DoSetFont (STACK(1));
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_SETFONTDIRECT:
|
|
DoSetFont (uallong(pc[0]));
|
|
pc++;
|
|
break;
|
|
|
|
case PCD_PLAYERCOUNT:
|
|
PushToStack (CountPlayers ());
|
|
break;
|
|
|
|
case PCD_GAMETYPE:
|
|
if (gamestate == GS_TITLELEVEL)
|
|
PushToStack (GAME_TITLE_MAP);
|
|
else if (deathmatch)
|
|
PushToStack (GAME_NET_DEATHMATCH);
|
|
else if (multiplayer)
|
|
PushToStack (GAME_NET_COOPERATIVE);
|
|
else
|
|
PushToStack (GAME_SINGLE_PLAYER);
|
|
break;
|
|
|
|
case PCD_GAMESKILL:
|
|
PushToStack (G_SkillProperty(SKILLP_ACSReturn));
|
|
break;
|
|
|
|
// [BC] Start ST PCD's
|
|
case PCD_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,
|
|
CHAN_AUTO, // Not CHAN_AREA, because that'd probably break existing scripts.
|
|
lookup,
|
|
(float)(STACK(1)) / 127.f,
|
|
ATTN_NORM);
|
|
}
|
|
else
|
|
{
|
|
S_Sound (
|
|
CHAN_AUTO,
|
|
lookup,
|
|
(float)(STACK(1)) / 127.f,
|
|
ATTN_NORM);
|
|
}
|
|
}
|
|
sp -= 2;
|
|
break;
|
|
|
|
case PCD_AMBIENTSOUND:
|
|
lookup = FBehavior::StaticLookupString (STACK(2));
|
|
if (lookup != NULL)
|
|
{
|
|
S_Sound (CHAN_AUTO,
|
|
lookup,
|
|
(float)(STACK(1)) / 127.f, ATTN_NONE);
|
|
}
|
|
sp -= 2;
|
|
break;
|
|
|
|
case PCD_LOCALAMBIENTSOUND:
|
|
lookup = FBehavior::StaticLookupString (STACK(2));
|
|
if (lookup != NULL && activator->CheckLocalView (consoleplayer))
|
|
{
|
|
S_Sound (CHAN_AUTO,
|
|
lookup,
|
|
(float)(STACK(1)) / 127.f, ATTN_NONE);
|
|
}
|
|
sp -= 2;
|
|
break;
|
|
|
|
case PCD_ACTIVATORSOUND:
|
|
lookup = FBehavior::StaticLookupString (STACK(2));
|
|
if (lookup != NULL)
|
|
{
|
|
if (activator != NULL)
|
|
{
|
|
S_Sound (activator, CHAN_AUTO,
|
|
lookup,
|
|
(float)(STACK(1)) / 127.f, ATTN_NORM);
|
|
}
|
|
else
|
|
{
|
|
S_Sound (CHAN_AUTO,
|
|
lookup,
|
|
(float)(STACK(1)) / 127.f, ATTN_NONE);
|
|
}
|
|
}
|
|
sp -= 2;
|
|
break;
|
|
|
|
case PCD_SOUNDSEQUENCE:
|
|
lookup = FBehavior::StaticLookupString (STACK(1));
|
|
if (lookup != NULL)
|
|
{
|
|
if (activationline != NULL)
|
|
{
|
|
SN_StartSequence (activationline->frontsector, CHAN_FULLHEIGHT, lookup, 0);
|
|
}
|
|
}
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_SETLINETEXTURE:
|
|
SetLineTexture (STACK(4), STACK(3), STACK(2), STACK(1));
|
|
sp -= 4;
|
|
break;
|
|
|
|
case PCD_REPLACETEXTURES:
|
|
ReplaceTextures (STACK(3), STACK(2), STACK(1));
|
|
sp -= 3;
|
|
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|ML_BLOCK_PLAYERS);
|
|
break;
|
|
case BLOCK_CREATURES:
|
|
default:
|
|
lines[line].flags &= ~(ML_BLOCKEVERYTHING|ML_RAILING|ML_BLOCK_PLAYERS);
|
|
lines[line].flags |= ML_BLOCKING;
|
|
break;
|
|
case BLOCK_EVERYTHING:
|
|
lines[line].flags &= ~(ML_RAILING|ML_BLOCK_PLAYERS);
|
|
lines[line].flags |= ML_BLOCKING|ML_BLOCKEVERYTHING;
|
|
break;
|
|
case BLOCK_RAILING:
|
|
lines[line].flags &= ~(ML_BLOCKEVERYTHING|ML_BLOCK_PLAYERS);
|
|
lines[line].flags |= ML_RAILING|ML_BLOCKING;
|
|
break;
|
|
case BLOCK_PLAYERS:
|
|
lines[line].flags &= ~(ML_BLOCKEVERYTHING|ML_BLOCKING|ML_RAILING);
|
|
lines[line].flags |= ML_BLOCK_PLAYERS;
|
|
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;
|
|
int specnum = STACK(6);
|
|
int arg0 = STACK(5);
|
|
|
|
// Convert named ACS "specials" into real specials.
|
|
if (specnum >= -ACSF_ACS_NamedExecuteAlways && specnum <= -ACSF_ACS_NamedExecute)
|
|
{
|
|
specnum = NamedACSToNormalACS[-specnum - ACSF_ACS_NamedExecute];
|
|
arg0 = -FName(FBehavior::StaticLookupString(arg0));
|
|
}
|
|
|
|
while ((linenum = P_FindLineFromID (STACK(7), linenum)) >= 0)
|
|
{
|
|
line_t *line = &lines[linenum];
|
|
line->special = specnum;
|
|
line->args[0] = arg0;
|
|
line->args[1] = STACK(4);
|
|
line->args[2] = STACK(3);
|
|
line->args[3] = STACK(2);
|
|
line->args[4] = STACK(1);
|
|
}
|
|
sp -= 7;
|
|
}
|
|
break;
|
|
|
|
case PCD_SETTHINGSPECIAL:
|
|
{
|
|
int specnum = STACK(6);
|
|
int arg0 = STACK(5);
|
|
|
|
// Convert named ACS "specials" into real specials.
|
|
if (specnum >= -ACSF_ACS_NamedExecuteAlways && specnum <= -ACSF_ACS_NamedExecute)
|
|
{
|
|
specnum = NamedACSToNormalACS[-specnum - ACSF_ACS_NamedExecute];
|
|
arg0 = -FName(FBehavior::StaticLookupString(arg0));
|
|
}
|
|
|
|
if (STACK(7) != 0)
|
|
{
|
|
FActorIterator iterator (STACK(7));
|
|
AActor *actor;
|
|
|
|
while ( (actor = iterator.Next ()) )
|
|
{
|
|
actor->special = specnum;
|
|
actor->args[0] = arg0;
|
|
actor->args[1] = STACK(4);
|
|
actor->args[2] = STACK(3);
|
|
actor->args[3] = STACK(2);
|
|
actor->args[4] = STACK(1);
|
|
}
|
|
}
|
|
else if (activator != NULL)
|
|
{
|
|
activator->special = specnum;
|
|
activator->args[0] = arg0;
|
|
activator->args[1] = STACK(4);
|
|
activator->args[2] = STACK(3);
|
|
activator->args[3] = STACK(2);
|
|
activator->args[4] = STACK(1);
|
|
}
|
|
sp -= 7;
|
|
}
|
|
break;
|
|
|
|
case PCD_THINGSOUND:
|
|
lookup = FBehavior::StaticLookupString (STACK(2));
|
|
if (lookup != NULL)
|
|
{
|
|
FActorIterator iterator (STACK(3));
|
|
AActor *spot;
|
|
|
|
while ( (spot = iterator.Next ()) )
|
|
{
|
|
S_Sound (spot, CHAN_AUTO,
|
|
lookup,
|
|
(float)(STACK(1))/127.f, ATTN_NORM);
|
|
}
|
|
}
|
|
sp -= 3;
|
|
break;
|
|
|
|
case PCD_FIXEDMUL:
|
|
STACK(2) = FixedMul (STACK(2), STACK(1));
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_FIXEDDIV:
|
|
STACK(2) = FixedDiv (STACK(2), STACK(1));
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_SETGRAVITY:
|
|
level.gravity = (float)STACK(1) / 65536.f;
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_SETGRAVITYDIRECT:
|
|
level.gravity = (float)uallong(pc[0]) / 65536.f;
|
|
pc++;
|
|
break;
|
|
|
|
case PCD_SETAIRCONTROL:
|
|
level.aircontrol = STACK(1);
|
|
sp--;
|
|
G_AirControlChanged ();
|
|
break;
|
|
|
|
case PCD_SETAIRCONTROLDIRECT:
|
|
level.aircontrol = uallong(pc[0]);
|
|
pc++;
|
|
G_AirControlChanged ();
|
|
break;
|
|
|
|
case PCD_SPAWN:
|
|
STACK(6) = DoSpawn (STACK(6), STACK(5), STACK(4), STACK(3), STACK(2), STACK(1), false);
|
|
sp -= 5;
|
|
break;
|
|
|
|
case PCD_SPAWNDIRECT:
|
|
PushToStack (DoSpawn (uallong(pc[0]), uallong(pc[1]), uallong(pc[2]), uallong(pc[3]), uallong(pc[4]), uallong(pc[5]), false));
|
|
pc += 6;
|
|
break;
|
|
|
|
case PCD_SPAWNSPOT:
|
|
STACK(4) = DoSpawnSpot (STACK(4), STACK(3), STACK(2), STACK(1), false);
|
|
sp -= 3;
|
|
break;
|
|
|
|
case PCD_SPAWNSPOTDIRECT:
|
|
PushToStack (DoSpawnSpot (uallong(pc[0]), uallong(pc[1]), uallong(pc[2]), uallong(pc[3]), false));
|
|
pc += 4;
|
|
break;
|
|
|
|
case PCD_SPAWNSPOTFACING:
|
|
STACK(3) = DoSpawnSpotFacing (STACK(3), STACK(2), STACK(1), false);
|
|
sp -= 2;
|
|
break;
|
|
|
|
case PCD_CLEARINVENTORY:
|
|
ClearInventory (activator);
|
|
break;
|
|
|
|
case PCD_CLEARACTORINVENTORY:
|
|
if (STACK(1) == 0)
|
|
{
|
|
ClearInventory(NULL);
|
|
}
|
|
else
|
|
{
|
|
FActorIterator it(STACK(1));
|
|
AActor *actor;
|
|
for (actor = it.Next(); actor != NULL; actor = it.Next())
|
|
{
|
|
ClearInventory(actor);
|
|
}
|
|
}
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_GIVEINVENTORY:
|
|
GiveInventory (activator, FBehavior::StaticLookupString (STACK(2)), STACK(1));
|
|
sp -= 2;
|
|
break;
|
|
|
|
case PCD_GIVEACTORINVENTORY:
|
|
{
|
|
const char *type = FBehavior::StaticLookupString(STACK(2));
|
|
if (STACK(3) == 0)
|
|
{
|
|
GiveInventory(NULL, FBehavior::StaticLookupString(STACK(2)), STACK(1));
|
|
}
|
|
else
|
|
{
|
|
FActorIterator it(STACK(3));
|
|
AActor *actor;
|
|
for (actor = it.Next(); actor != NULL; actor = it.Next())
|
|
{
|
|
GiveInventory(actor, type, STACK(1));
|
|
}
|
|
}
|
|
sp -= 3;
|
|
}
|
|
break;
|
|
|
|
case PCD_GIVEINVENTORYDIRECT:
|
|
GiveInventory (activator, FBehavior::StaticLookupString (uallong(pc[0])), uallong(pc[1]));
|
|
pc += 2;
|
|
break;
|
|
|
|
case PCD_TAKEINVENTORY:
|
|
TakeInventory (activator, FBehavior::StaticLookupString (STACK(2)), STACK(1));
|
|
sp -= 2;
|
|
break;
|
|
|
|
case PCD_TAKEACTORINVENTORY:
|
|
{
|
|
const char *type = FBehavior::StaticLookupString(STACK(2));
|
|
if (STACK(3) == 0)
|
|
{
|
|
TakeInventory(NULL, type, STACK(1));
|
|
}
|
|
else
|
|
{
|
|
FActorIterator it(STACK(3));
|
|
AActor *actor;
|
|
for (actor = it.Next(); actor != NULL; actor = it.Next())
|
|
{
|
|
TakeInventory(actor, type, STACK(1));
|
|
}
|
|
}
|
|
sp -= 3;
|
|
}
|
|
break;
|
|
|
|
case PCD_TAKEINVENTORYDIRECT:
|
|
TakeInventory (activator, FBehavior::StaticLookupString (uallong(pc[0])), uallong(pc[1]));
|
|
pc += 2;
|
|
break;
|
|
|
|
case PCD_CHECKINVENTORY:
|
|
STACK(1) = CheckInventory (activator, FBehavior::StaticLookupString (STACK(1)));
|
|
break;
|
|
|
|
case PCD_CHECKACTORINVENTORY:
|
|
STACK(2) = CheckInventory (SingleActorFromTID(STACK(2), NULL),
|
|
FBehavior::StaticLookupString (STACK(1)));
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_CHECKINVENTORYDIRECT:
|
|
PushToStack (CheckInventory (activator, FBehavior::StaticLookupString (uallong(pc[0]))));
|
|
pc += 1;
|
|
break;
|
|
|
|
case PCD_USEINVENTORY:
|
|
STACK(1) = UseInventory (activator, FBehavior::StaticLookupString (STACK(1)));
|
|
break;
|
|
|
|
case PCD_USEACTORINVENTORY:
|
|
{
|
|
int ret = 0;
|
|
const char *type = FBehavior::StaticLookupString(STACK(1));
|
|
if (STACK(2) == 0)
|
|
{
|
|
ret = UseInventory(NULL, type);
|
|
}
|
|
else
|
|
{
|
|
FActorIterator it(STACK(2));
|
|
AActor *actor;
|
|
for (actor = it.Next(); actor != NULL; actor = it.Next())
|
|
{
|
|
ret += UseInventory(actor, type);
|
|
}
|
|
}
|
|
STACK(2) = ret;
|
|
sp--;
|
|
}
|
|
break;
|
|
|
|
case PCD_GETSIGILPIECES:
|
|
{
|
|
ASigil *sigil;
|
|
|
|
if (activator == NULL || (sigil = activator->FindInventory<ASigil>()) == NULL)
|
|
{
|
|
PushToStack (0);
|
|
}
|
|
else
|
|
{
|
|
PushToStack (sigil->NumPieces);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case PCD_GETAMMOCAPACITY:
|
|
if (activator != NULL)
|
|
{
|
|
const PClass *type = PClass::FindClass (FBehavior::StaticLookupString (STACK(1)));
|
|
AInventory *item;
|
|
|
|
if (type != NULL && type->ParentClass == 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 PClass *type = PClass::FindClass (FBehavior::StaticLookupString (STACK(2)));
|
|
AInventory *item;
|
|
|
|
if (type != NULL && type->ParentClass == 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 (uallong(pc[0])), uallong(pc[1]));
|
|
pc += 3;
|
|
break;
|
|
|
|
case PCD_LOCALSETMUSIC:
|
|
if (activator == players[consoleplayer].mo)
|
|
{
|
|
S_ChangeMusic (FBehavior::StaticLookupString (STACK(3)), STACK(2));
|
|
}
|
|
sp -= 3;
|
|
break;
|
|
|
|
case PCD_LOCALSETMUSICDIRECT:
|
|
if (activator == players[consoleplayer].mo)
|
|
{
|
|
S_ChangeMusic (FBehavior::StaticLookupString (uallong(pc[0])), uallong(pc[1]));
|
|
}
|
|
pc += 3;
|
|
break;
|
|
|
|
case PCD_FADETO:
|
|
DoFadeTo (STACK(5), STACK(4), STACK(3), STACK(2), STACK(1));
|
|
sp -= 5;
|
|
break;
|
|
|
|
case PCD_FADERANGE:
|
|
DoFadeRange (STACK(9), STACK(8), STACK(7), STACK(6),
|
|
STACK(5), STACK(4), STACK(3), STACK(2), STACK(1));
|
|
sp -= 9;
|
|
break;
|
|
|
|
case PCD_CANCELFADE:
|
|
{
|
|
TThinkerIterator<DFlashFader> iterator;
|
|
DFlashFader *fader;
|
|
|
|
while ( (fader = iterator.Next()) )
|
|
{
|
|
if (activator == NULL || fader->WhoFor() == activator)
|
|
{
|
|
fader->Cancel ();
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
case PCD_PLAYMOVIE:
|
|
STACK(1) = I_PlayMovie (FBehavior::StaticLookupString (STACK(1)));
|
|
break;
|
|
|
|
case PCD_SETACTORPOSITION:
|
|
{
|
|
bool result = false;
|
|
AActor *actor = SingleActorFromTID (STACK(5), activator);
|
|
if (actor != NULL)
|
|
result = P_MoveThing(actor, STACK(4), STACK(3), STACK(2), !!STACK(1));
|
|
sp -= 4;
|
|
STACK(1) = result;
|
|
}
|
|
break;
|
|
|
|
case PCD_GETACTORX:
|
|
case PCD_GETACTORY:
|
|
case PCD_GETACTORZ:
|
|
{
|
|
AActor *actor = SingleActorFromTID(STACK(1), activator);
|
|
STACK(1) = actor == NULL ? 0 : (&actor->x)[pcd - PCD_GETACTORX];
|
|
}
|
|
break;
|
|
|
|
case PCD_GETACTORFLOORZ:
|
|
{
|
|
AActor *actor = SingleActorFromTID(STACK(1), activator);
|
|
STACK(1) = actor == NULL ? 0 : actor->floorz;
|
|
}
|
|
break;
|
|
|
|
case PCD_GETACTORCEILINGZ:
|
|
{
|
|
AActor *actor = SingleActorFromTID(STACK(1), activator);
|
|
STACK(1) = actor == NULL ? 0 : actor->ceilingz;
|
|
}
|
|
break;
|
|
|
|
case PCD_GETACTORANGLE:
|
|
{
|
|
AActor *actor = SingleActorFromTID(STACK(1), activator);
|
|
STACK(1) = actor == NULL ? 0 : actor->angle >> 16;
|
|
}
|
|
break;
|
|
|
|
case PCD_GETACTORPITCH:
|
|
{
|
|
AActor *actor = SingleActorFromTID(STACK(1), activator);
|
|
STACK(1) = actor == NULL ? 0 : actor->pitch >> 16;
|
|
}
|
|
break;
|
|
|
|
case PCD_GETLINEROWOFFSET:
|
|
if (activationline != NULL)
|
|
{
|
|
PushToStack (activationline->sidedef[0]->GetTextureYOffset(side_t::mid) >> 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_GETSECTORLIGHTLEVEL:
|
|
{
|
|
int secnum = P_FindSectorFromTag (STACK(1), -1);
|
|
int z = -1;
|
|
|
|
if (secnum >= 0)
|
|
{
|
|
z = sectors[secnum].lightlevel;
|
|
}
|
|
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].GetVal(i - 1);
|
|
if (translation == NULL)
|
|
{
|
|
translation = new FRemapTable;
|
|
translationtables[TRANSLATION_LevelScripted].SetVal(i - 1, translation);
|
|
}
|
|
translation->MakeIdentity();
|
|
}
|
|
}
|
|
break;
|
|
|
|
case PCD_TRANSLATIONRANGE1:
|
|
{ // translation using palette shifting
|
|
int start = STACK(4);
|
|
int end = STACK(3);
|
|
int pal1 = STACK(2);
|
|
int pal2 = STACK(1);
|
|
sp -= 4;
|
|
|
|
if (translation != NULL)
|
|
translation->AddIndexRange(start, end, pal1, pal2);
|
|
}
|
|
break;
|
|
|
|
case PCD_TRANSLATIONRANGE2:
|
|
{ // translation using RGB values
|
|
// (would HSV be a good idea too?)
|
|
int start = STACK(8);
|
|
int end = STACK(7);
|
|
int r1 = STACK(6);
|
|
int g1 = STACK(5);
|
|
int b1 = STACK(4);
|
|
int r2 = STACK(3);
|
|
int g2 = STACK(2);
|
|
int b2 = STACK(1);
|
|
sp -= 8;
|
|
|
|
if (translation != NULL)
|
|
translation->AddColorRange(start, end, r1, g1, b1, r2, g2, b2);
|
|
}
|
|
break;
|
|
|
|
case PCD_ENDTRANSLATION:
|
|
// This might be useful for hardware rendering, but
|
|
// for software it is superfluous.
|
|
translation->UpdateNative();
|
|
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) = activator->player->ReadyWeapon->GetClass()->TypeName == FName(FBehavior::StaticLookupString (STACK(1)), true);
|
|
}
|
|
break;
|
|
|
|
case PCD_SETWEAPON:
|
|
if (activator == NULL || activator->player == NULL)
|
|
{
|
|
STACK(1) = 0;
|
|
}
|
|
else
|
|
{
|
|
AInventory *item = activator->FindInventory (PClass::FindClass (
|
|
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 != NULL && activator->IsKindOf (RUNTIME_CLASS(AScriptedMarine)))
|
|
{
|
|
barrier_cast<AScriptedMarine *>(activator)->SetWeapon (
|
|
(AScriptedMarine::EMarineWeapon)STACK(1));
|
|
}
|
|
}
|
|
sp -= 2;
|
|
break;
|
|
|
|
case PCD_SETMARINESPRITE:
|
|
{
|
|
const PClass *type = PClass::FindClass (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 != NULL && activator->IsKindOf (RUNTIME_CLASS(AScriptedMarine)))
|
|
{
|
|
barrier_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_GETPLAYERINPUT:
|
|
STACK(2) = GetPlayerInput (STACK(2), STACK(1));
|
|
sp -= 1;
|
|
break;
|
|
|
|
case PCD_PLAYERNUMBER:
|
|
if (activator == NULL || activator->player == NULL)
|
|
{
|
|
PushToStack (-1);
|
|
}
|
|
else
|
|
{
|
|
PushToStack (int(activator->player - players));
|
|
}
|
|
break;
|
|
|
|
case PCD_PLAYERINGAME:
|
|
if (STACK(1) < 0 || STACK(1) > MAXPLAYERS)
|
|
{
|
|
STACK(1) = false;
|
|
}
|
|
else
|
|
{
|
|
STACK(1) = playeringame[STACK(1)];
|
|
}
|
|
break;
|
|
|
|
case PCD_PLAYERISBOT:
|
|
if (STACK(1) < 0 || STACK(1) > MAXPLAYERS || !playeringame[STACK(1)])
|
|
{
|
|
STACK(1) = false;
|
|
}
|
|
else
|
|
{
|
|
STACK(1) = players[STACK(1)].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), activator, STACK(6), NULL, ((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_SPAWNPROJECTILE:
|
|
// Same, but takes an actor name instead of a spawn ID.
|
|
P_Thing_Projectile (STACK(7), activator, 0, FBehavior::StaticLookupString (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|FTextureManager::TEXMAN_ReturnFirst);
|
|
}
|
|
if (sky2name[0] != 0)
|
|
{
|
|
strncpy (level.skypic2, sky2name, 8);
|
|
sky2texture = TexMan.GetTexture (sky2name, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable|FTextureManager::TEXMAN_ReturnFirst);
|
|
}
|
|
R_InitSkyMap ();
|
|
sp -= 2;
|
|
}
|
|
break;
|
|
|
|
case PCD_SETCAMERATOTEXTURE:
|
|
{
|
|
const char *picname = FBehavior::StaticLookupString (STACK(2));
|
|
AActor *camera;
|
|
|
|
if (STACK(3) == 0)
|
|
{
|
|
camera = activator;
|
|
}
|
|
else
|
|
{
|
|
FActorIterator it (STACK(3));
|
|
camera = it.Next ();
|
|
}
|
|
|
|
if (camera != NULL)
|
|
{
|
|
FTextureID picnum = TexMan.CheckForTexture (picname, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable);
|
|
if (!picnum.Exists())
|
|
{
|
|
Printf ("SetCameraToTexture: %s is not a texture\n", picname);
|
|
}
|
|
else
|
|
{
|
|
FCanvasTextureInfo::Add (camera, picnum, STACK(1));
|
|
}
|
|
}
|
|
sp -= 3;
|
|
}
|
|
break;
|
|
|
|
case PCD_SETACTORANGLE: // [GRB]
|
|
if (STACK(2) == 0)
|
|
{
|
|
if (activator != NULL)
|
|
activator->angle = STACK(1) << 16;
|
|
}
|
|
else
|
|
{
|
|
FActorIterator iterator (STACK(2));
|
|
AActor *actor;
|
|
|
|
while ( (actor = iterator.Next ()) )
|
|
{
|
|
actor->angle = STACK(1) << 16;
|
|
}
|
|
}
|
|
sp -= 2;
|
|
break;
|
|
|
|
case PCD_SETACTORPITCH:
|
|
if (STACK(2) == 0)
|
|
{
|
|
if (activator != NULL)
|
|
activator->pitch = STACK(1) << 16;
|
|
}
|
|
else
|
|
{
|
|
FActorIterator iterator (STACK(2));
|
|
AActor *actor;
|
|
|
|
while ( (actor = iterator.Next ()) )
|
|
{
|
|
actor->pitch = STACK(1) << 16;
|
|
}
|
|
}
|
|
sp -= 2;
|
|
break;
|
|
|
|
case PCD_SETACTORSTATE:
|
|
{
|
|
const char *statename = FBehavior::StaticLookupString (STACK(2));
|
|
FState *state;
|
|
|
|
if (STACK(3) == 0)
|
|
{
|
|
if (activator != NULL)
|
|
{
|
|
state = activator->GetClass()->ActorInfo->FindStateByString (statename, !!STACK(1));
|
|
if (state != NULL)
|
|
{
|
|
activator->SetState (state);
|
|
STACK(3) = 1;
|
|
}
|
|
else
|
|
{
|
|
STACK(3) = 0;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
FActorIterator iterator (STACK(3));
|
|
AActor *actor;
|
|
int count = 0;
|
|
|
|
while ( (actor = iterator.Next ()) )
|
|
{
|
|
state = actor->GetClass()->ActorInfo->FindStateByString (statename, !!STACK(1));
|
|
if (state != NULL)
|
|
{
|
|
actor->SetState (state);
|
|
count++;
|
|
}
|
|
}
|
|
STACK(3) = count;
|
|
}
|
|
sp -= 2;
|
|
}
|
|
break;
|
|
|
|
case PCD_PLAYERCLASS: // [GRB]
|
|
if (STACK(1) < 0 || STACK(1) >= MAXPLAYERS || !playeringame[STACK(1)])
|
|
{
|
|
STACK(1) = -1;
|
|
}
|
|
else
|
|
{
|
|
STACK(1) = players[STACK(1)].CurrentPlayerClass;
|
|
}
|
|
break;
|
|
|
|
case PCD_GETPLAYERINFO: // [GRB]
|
|
if (STACK(2) < 0 || STACK(2) >= MAXPLAYERS || !playeringame[STACK(2)])
|
|
{
|
|
STACK(2) = -1;
|
|
}
|
|
else
|
|
{
|
|
userinfo_t *userinfo = &players[STACK(2)].userinfo;
|
|
switch (STACK(1))
|
|
{
|
|
case PLAYERINFO_TEAM: STACK(2) = userinfo->team; break;
|
|
case PLAYERINFO_AIMDIST: STACK(2) = userinfo->GetAimDist(); break;
|
|
case PLAYERINFO_COLOR: STACK(2) = userinfo->color; break;
|
|
case PLAYERINFO_GENDER: STACK(2) = userinfo->gender; break;
|
|
case PLAYERINFO_NEVERSWITCH: STACK(2) = userinfo->neverswitch; break;
|
|
case PLAYERINFO_MOVEBOB: STACK(2) = userinfo->MoveBob; break;
|
|
case PLAYERINFO_STILLBOB: STACK(2) = userinfo->StillBob; break;
|
|
case PLAYERINFO_PLAYERCLASS: STACK(2) = userinfo->PlayerClass; break;
|
|
default: STACK(2) = 0; break;
|
|
}
|
|
}
|
|
sp -= 1;
|
|
break;
|
|
|
|
case PCD_CHANGELEVEL:
|
|
{
|
|
G_ChangeLevel(FBehavior::StaticLookupString(STACK(4)), STACK(3), STACK(2), STACK(1));
|
|
sp -= 4;
|
|
}
|
|
break;
|
|
|
|
case PCD_SECTORDAMAGE:
|
|
{
|
|
int tag = STACK(5);
|
|
int amount = STACK(4);
|
|
FName type = FBehavior::StaticLookupString(STACK(3));
|
|
FName protection = FName (FBehavior::StaticLookupString(STACK(2)), true);
|
|
const PClass *protectClass = PClass::FindClass (protection);
|
|
int flags = STACK(1);
|
|
sp -= 5;
|
|
|
|
int secnum = -1;
|
|
|
|
while ((secnum = P_FindSectorFromTag (tag, secnum)) >= 0)
|
|
{
|
|
AActor *actor, *next;
|
|
sector_t *sec = §ors[secnum];
|
|
|
|
for (actor = sec->thinglist; actor != NULL; actor = next)
|
|
{
|
|
next = actor->snext;
|
|
|
|
if (!(actor->flags & MF_SHOOTABLE))
|
|
continue;
|
|
|
|
if (!(flags & DAMAGE_NONPLAYERS) && actor->player == NULL)
|
|
continue;
|
|
|
|
if (!(flags & DAMAGE_PLAYERS) && actor->player != NULL)
|
|
continue;
|
|
|
|
if (!(flags & DAMAGE_IN_AIR) && actor->z != sec->floorplane.ZatPoint (actor->x, actor->y) && !actor->waterlevel)
|
|
continue;
|
|
|
|
if (protectClass != NULL)
|
|
{
|
|
if (!(flags & DAMAGE_SUBCLASSES_PROTECT))
|
|
{
|
|
if (actor->FindInventory (protectClass))
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
AInventory *item;
|
|
|
|
for (item = actor->Inventory; item != NULL; item = item->Inventory)
|
|
{
|
|
if (item->IsKindOf (protectClass))
|
|
break;
|
|
}
|
|
if (item != NULL)
|
|
continue;
|
|
}
|
|
}
|
|
|
|
P_DamageMobj (actor, NULL, NULL, amount, type);
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
case PCD_THINGDAMAGE2:
|
|
STACK(3) = P_Thing_Damage (STACK(3), activator, STACK(2), FName(FBehavior::StaticLookupString(STACK(1))));
|
|
sp -= 2;
|
|
break;
|
|
|
|
case PCD_CHECKACTORCEILINGTEXTURE:
|
|
{
|
|
AActor *actor = SingleActorFromTID(STACK(2), activator);
|
|
if (actor != NULL)
|
|
{
|
|
FTexture *tex = TexMan.FindTexture(FBehavior::StaticLookupString(STACK(1)));
|
|
STACK(2) = (tex == TexMan[actor->Sector->GetTexture(sector_t::ceiling)]);
|
|
}
|
|
else STACK(2)=0;
|
|
sp--;
|
|
break;
|
|
}
|
|
|
|
case PCD_CHECKACTORFLOORTEXTURE:
|
|
{
|
|
AActor *actor = SingleActorFromTID(STACK(2), activator);
|
|
if (actor != NULL)
|
|
{
|
|
FTexture *tex = TexMan.FindTexture(FBehavior::StaticLookupString(STACK(1)));
|
|
STACK(2) = (tex == TexMan[actor->Sector->GetTexture(sector_t::floor)]);
|
|
}
|
|
else STACK(2)=0;
|
|
sp--;
|
|
break;
|
|
}
|
|
|
|
case PCD_GETACTORLIGHTLEVEL:
|
|
{
|
|
AActor *actor = SingleActorFromTID(STACK(1), activator);
|
|
if (actor != NULL)
|
|
{
|
|
STACK(1) = actor->Sector->lightlevel;
|
|
}
|
|
else STACK(1) = 0;
|
|
break;
|
|
}
|
|
|
|
case PCD_SETMUGSHOTSTATE:
|
|
StatusBar->SetMugShotState(FBehavior::StaticLookupString(STACK(1)));
|
|
sp--;
|
|
break;
|
|
|
|
case PCD_CHECKPLAYERCAMERA:
|
|
{
|
|
int playernum = STACK(1);
|
|
|
|
if (playernum < 0 || playernum >= MAXPLAYERS || !playeringame[playernum] || players[playernum].camera == NULL)
|
|
{
|
|
STACK(1) = -1;
|
|
}
|
|
else
|
|
{
|
|
STACK(1) = players[playernum].camera->tid;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case PCD_CLASSIFYACTOR:
|
|
STACK(1) = DoClassifyActor(STACK(1));
|
|
break;
|
|
|
|
case PCD_MORPHACTOR:
|
|
{
|
|
int tag = STACK(7);
|
|
FName playerclass_name = FBehavior::StaticLookupString(STACK(6));
|
|
const PClass *playerclass = PClass::FindClass (playerclass_name);
|
|
FName monsterclass_name = FBehavior::StaticLookupString(STACK(5));
|
|
const PClass *monsterclass = PClass::FindClass (monsterclass_name);
|
|
int duration = STACK(4);
|
|
int style = STACK(3);
|
|
FName morphflash_name = FBehavior::StaticLookupString(STACK(2));
|
|
const PClass *morphflash = PClass::FindClass (morphflash_name);
|
|
FName unmorphflash_name = FBehavior::StaticLookupString(STACK(1));
|
|
const PClass *unmorphflash = PClass::FindClass (unmorphflash_name);
|
|
int changes = 0;
|
|
|
|
if (tag == 0)
|
|
{
|
|
if (activator->player)
|
|
{
|
|
if (P_MorphPlayer(activator->player, activator->player, playerclass, duration, style, morphflash, unmorphflash))
|
|
{
|
|
changes++;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (P_MorphMonster(activator, monsterclass, duration, style, morphflash, unmorphflash))
|
|
{
|
|
changes++;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
FActorIterator iterator (tag);
|
|
AActor *actor;
|
|
|
|
while ( (actor = iterator.Next ()) )
|
|
{
|
|
if (actor->player)
|
|
{
|
|
if (P_MorphPlayer(activator->player, actor->player, playerclass, duration, style, morphflash, unmorphflash))
|
|
{
|
|
changes++;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (P_MorphMonster(actor, monsterclass, duration, style, morphflash, unmorphflash))
|
|
{
|
|
changes++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
STACK(7) = changes;
|
|
sp -= 6;
|
|
}
|
|
break;
|
|
|
|
case PCD_UNMORPHACTOR:
|
|
{
|
|
int tag = STACK(2);
|
|
bool force = !!STACK(1);
|
|
int changes = 0;
|
|
|
|
if (tag == 0)
|
|
{
|
|
if (activator->player)
|
|
{
|
|
if (P_UndoPlayerMorph(activator->player, activator->player, force))
|
|
{
|
|
changes++;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (activator->GetClass()->IsDescendantOf(RUNTIME_CLASS(AMorphedMonster)))
|
|
{
|
|
AMorphedMonster *morphed_actor = barrier_cast<AMorphedMonster *>(activator);
|
|
if (P_UndoMonsterMorph(morphed_actor, force))
|
|
{
|
|
changes++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
FActorIterator iterator (tag);
|
|
AActor *actor;
|
|
|
|
while ( (actor = iterator.Next ()) )
|
|
{
|
|
if (actor->player)
|
|
{
|
|
if (P_UndoPlayerMorph(activator->player, actor->player, force))
|
|
{
|
|
changes++;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (actor->GetClass()->IsDescendantOf(RUNTIME_CLASS(AMorphedMonster)))
|
|
{
|
|
AMorphedMonster *morphed_actor = static_cast<AMorphedMonster *>(actor);
|
|
if (P_UndoMonsterMorph(morphed_actor, force))
|
|
{
|
|
changes++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
STACK(2) = changes;
|
|
sp -= 1;
|
|
}
|
|
break;
|
|
|
|
case PCD_SAVESTRING:
|
|
// Saves the string
|
|
{
|
|
unsigned int str_otf = ACS_StringsOnTheFly.Push(work);
|
|
if (str_otf > 0xffff)
|
|
{
|
|
PushToStack(-1);
|
|
}
|
|
else
|
|
{
|
|
PushToStack((SDWORD)str_otf|ACSSTRING_OR_ONTHEFLY);
|
|
}
|
|
STRINGBUILDER_FINISH(work);
|
|
}
|
|
break;
|
|
|
|
case PCD_STRCPYTOMAPCHRANGE:
|
|
case PCD_STRCPYTOWORLDCHRANGE:
|
|
case PCD_STRCPYTOGLOBALCHRANGE:
|
|
// source: stringid(2); stringoffset(1)
|
|
// destination: capacity (3); stringoffset(4); arrayid (5); offset(6)
|
|
|
|
{
|
|
int index = STACK(4);
|
|
int capacity = STACK(3);
|
|
|
|
if (index < 0 || STACK(1) < 0)
|
|
{
|
|
// no writable destination, or negative offset to source string
|
|
sp -= 5;
|
|
Stack[sp-1] = 0; // false
|
|
break;
|
|
}
|
|
|
|
index += STACK(6);
|
|
|
|
lookup = FBehavior::StaticLookupString (STACK(2));
|
|
|
|
if (!lookup) {
|
|
// no data, operation complete
|
|
STRCPYTORANGECOMPLETE:
|
|
sp -= 5;
|
|
Stack[sp-1] = 1; // true
|
|
break;
|
|
}
|
|
|
|
for (int i = 0;i < STACK(1); i++)
|
|
{
|
|
if (! (*(lookup++)))
|
|
{
|
|
// no data, operation complete
|
|
goto STRCPYTORANGECOMPLETE;
|
|
}
|
|
}
|
|
|
|
switch (pcd)
|
|
{
|
|
case PCD_STRCPYTOMAPCHRANGE:
|
|
{
|
|
Stack[sp-6] = activeBehavior->CopyStringToArray(STACK(5), index, capacity, lookup);
|
|
}
|
|
break;
|
|
case PCD_STRCPYTOWORLDCHRANGE:
|
|
{
|
|
int a = STACK(5);
|
|
|
|
while (capacity-- > 0)
|
|
{
|
|
ACS_WorldArrays[a][index++] = *lookup;
|
|
if (! (*(lookup++))) goto STRCPYTORANGECOMPLETE; // complete with terminating 0
|
|
}
|
|
|
|
Stack[sp-6] = !(*lookup); // true/success if only terminating 0 was not copied
|
|
}
|
|
break;
|
|
case PCD_STRCPYTOGLOBALCHRANGE:
|
|
{
|
|
int a = STACK(5);
|
|
|
|
while (capacity-- > 0)
|
|
{
|
|
ACS_GlobalArrays[a][index++] = *lookup;
|
|
if (! (*(lookup++))) goto STRCPYTORANGECOMPLETE; // complete with terminating 0
|
|
}
|
|
|
|
Stack[sp-6] = !(*lookup); // true/success if only terminating 0 was not copied
|
|
}
|
|
break;
|
|
|
|
}
|
|
sp -= 5;
|
|
}
|
|
break;
|
|
|
|
}
|
|
}
|
|
|
|
if (state == SCRIPT_DivideBy0)
|
|
{
|
|
Printf ("Divide by zero in %s\n", ScriptPresentation(script).GetChars());
|
|
state = SCRIPT_PleaseRemove;
|
|
}
|
|
else if (state == SCRIPT_ModulusBy0)
|
|
{
|
|
Printf ("Modulus by zero in %s\n", ScriptPresentation(script).GetChars());
|
|
state = SCRIPT_PleaseRemove;
|
|
}
|
|
if (state == SCRIPT_PleaseRemove)
|
|
{
|
|
Unlink ();
|
|
DLevelScript **running;
|
|
if ((running = controller->RunningScripts.CheckKey(script)) != NULL &&
|
|
*running == this)
|
|
{
|
|
controller->RunningScripts.Remove(script);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
this->pc = pc;
|
|
assert (sp == 0);
|
|
}
|
|
return resultValue;
|
|
}
|
|
|
|
#undef PushtoStack
|
|
|
|
static DLevelScript *P_GetScriptGoing (AActor *who, line_t *where, int num, const ScriptPtr *code, FBehavior *module,
|
|
const int *args, int argcount, int flags)
|
|
{
|
|
DACSThinker *controller = DACSThinker::ActiveThinker;
|
|
DLevelScript **running;
|
|
|
|
if (controller && !(flags & ACS_ALWAYS) && (running = controller->RunningScripts.CheckKey(num)) != NULL)
|
|
{
|
|
if ((*running)->GetState() == DLevelScript::SCRIPT_Suspended)
|
|
{
|
|
(*running)->SetState(DLevelScript::SCRIPT_Running);
|
|
return *running;
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
return new DLevelScript (who, where, num, code, module, args, argcount, flags);
|
|
}
|
|
|
|
DLevelScript::DLevelScript (AActor *who, line_t *where, int num, const ScriptPtr *code, FBehavior *module,
|
|
const int *args, int argcount, int flags)
|
|
: activeBehavior (module)
|
|
{
|
|
if (DACSThinker::ActiveThinker == NULL)
|
|
new DACSThinker;
|
|
|
|
script = num;
|
|
assert(code->VarCount >= code->ArgCount);
|
|
numlocalvars = code->VarCount;
|
|
localvars = new SDWORD[code->VarCount];
|
|
memset(localvars, 0, code->VarCount * sizeof(SDWORD));
|
|
for (int i = 0; i < MIN<int>(argcount, code->ArgCount); ++i)
|
|
{
|
|
localvars[i] = args[i];
|
|
}
|
|
pc = module->GetScriptAddress(code);
|
|
activator = who;
|
|
activationline = where;
|
|
backSide = flags & ACS_BACKSIDE;
|
|
activefont = SmallFont;
|
|
hudwidth = hudheight = 0;
|
|
state = SCRIPT_Running;
|
|
// Hexen waited one second before executing any open scripts. I didn't realize
|
|
// this when I wrote my ACS implementation. Now that I know, it's still best to
|
|
// run them right away because there are several map properties that can't be
|
|
// set in an editor. If an open script sets them, it looks dumb if a second
|
|
// goes by while they're in their default state.
|
|
|
|
if (!(flags & ACS_ALWAYS))
|
|
DACSThinker::ActiveThinker->RunningScripts[num] = this;
|
|
|
|
Link();
|
|
|
|
if (level.flags2 & LEVEL2_HEXENHACK)
|
|
{
|
|
PutLast();
|
|
}
|
|
|
|
DPrintf("%s started.\n", ScriptPresentation(num).GetChars());
|
|
}
|
|
|
|
static void SetScriptState (int script, DLevelScript::EScriptState state)
|
|
{
|
|
DACSThinker *controller = DACSThinker::ActiveThinker;
|
|
DLevelScript **running;
|
|
|
|
if (controller != NULL && (running = controller->RunningScripts.CheckKey(script)) != NULL)
|
|
{
|
|
(*running)->SetState (state);
|
|
}
|
|
}
|
|
|
|
void P_DoDeferedScripts ()
|
|
{
|
|
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,
|
|
def->args, 3,
|
|
def->type == acsdefered_t::defexealways ? ACS_ALWAYS : 0);
|
|
}
|
|
else
|
|
{
|
|
Printf ("P_DoDeferredScripts: Unknown %s\n", ScriptPresentation(def->script).GetChars());
|
|
}
|
|
break;
|
|
|
|
case acsdefered_t::defsuspend:
|
|
SetScriptState (def->script, DLevelScript::SCRIPT_Suspended);
|
|
DPrintf ("Deferred suspend of %s\n", ScriptPresentation(def->script).GetChars());
|
|
break;
|
|
|
|
case acsdefered_t::defterminate:
|
|
SetScriptState (def->script, DLevelScript::SCRIPT_PleaseRemove);
|
|
DPrintf ("Deferred terminate of %s\n", ScriptPresentation(def->script).GetChars());
|
|
break;
|
|
}
|
|
delete def;
|
|
def = next;
|
|
}
|
|
level.info->defered = NULL;
|
|
}
|
|
|
|
static void addDefered (level_info_t *i, acsdefered_t::EType type, int script, const int *args, int argcount, AActor *who)
|
|
{
|
|
if (i)
|
|
{
|
|
acsdefered_t *def = new acsdefered_t;
|
|
int j;
|
|
|
|
def->next = i->defered;
|
|
def->type = type;
|
|
def->script = script;
|
|
for (j = 0; j < countof(def->args) && j < argcount; ++j)
|
|
{
|
|
def->args[j] = args[j];
|
|
}
|
|
while (j < countof(def->args))
|
|
{
|
|
def->args[j++] = 0;
|
|
}
|
|
if (who != NULL && who->player != NULL)
|
|
{
|
|
def->playernum = int(who->player - players);
|
|
}
|
|
else
|
|
{
|
|
def->playernum = -1;
|
|
}
|
|
i->defered = def;
|
|
DPrintf ("%s on map %s deferred\n", ScriptPresentation(script).GetChars(), i->mapname);
|
|
}
|
|
}
|
|
|
|
EXTERN_CVAR (Bool, sv_cheats)
|
|
|
|
int P_StartScript (AActor *who, line_t *where, int script, const char *map, const int *args, int argcount, int flags)
|
|
{
|
|
if (map == NULL || 0 == strnicmp (level.mapname, map, 8))
|
|
{
|
|
FBehavior *module = NULL;
|
|
const ScriptPtr *scriptdata;
|
|
|
|
if ((scriptdata = FBehavior::StaticFindScript (script, module)) != NULL)
|
|
{
|
|
if ((flags & ACS_NET) && netgame && !sv_cheats)
|
|
{
|
|
// If playing multiplayer and cheats are disallowed, check to
|
|
// make sure only net scripts are run.
|
|
if (!(scriptdata->Flags & SCRIPTF_Net))
|
|
{
|
|
Printf(PRINT_BOLD, "%s tried to puke %s (\n",
|
|
who->player->userinfo.netname, ScriptPresentation(script).GetChars());
|
|
for (int i = 0; i < argcount; ++i)
|
|
{
|
|
Printf(PRINT_BOLD, "%d%s", args[i], i == argcount-1 ? "" : ", ");
|
|
}
|
|
Printf(PRINT_BOLD, ")\n");
|
|
return false;
|
|
}
|
|
}
|
|
DLevelScript *runningScript = P_GetScriptGoing (who, where, script,
|
|
scriptdata, module, args, argcount, flags);
|
|
if (runningScript != NULL)
|
|
{
|
|
if (flags & ACS_WANTRESULT)
|
|
{
|
|
return runningScript->RunScript();
|
|
}
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
if (!(flags & ACS_NET) || (who && who->player == &players[consoleplayer]))
|
|
{
|
|
Printf("P_StartScript: Unknown %s\n", ScriptPresentation(script).GetChars());
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
addDefered (FindLevelInfo (map),
|
|
(flags & ACS_ALWAYS) ? acsdefered_t::defexealways : acsdefered_t::defexecute,
|
|
script, args, argcount, who);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void P_SuspendScript (int script, char *map)
|
|
{
|
|
if (strnicmp (level.mapname, map, 8))
|
|
addDefered (FindLevelInfo (map), acsdefered_t::defsuspend, script, NULL, 0, NULL);
|
|
else
|
|
SetScriptState (script, DLevelScript::SCRIPT_Suspended);
|
|
}
|
|
|
|
void P_TerminateScript (int script, char *map)
|
|
{
|
|
if (strnicmp (level.mapname, map, 8))
|
|
addDefered (FindLevelInfo (map), acsdefered_t::defterminate, script, NULL, 0, NULL);
|
|
else
|
|
SetScriptState (script, DLevelScript::SCRIPT_PleaseRemove);
|
|
}
|
|
|
|
FArchive &operator<< (FArchive &arc, acsdefered_t *&defertop)
|
|
{
|
|
BYTE more;
|
|
|
|
if (arc.IsStoring ())
|
|
{
|
|
acsdefered_t *defer = defertop;
|
|
more = 1;
|
|
while (defer)
|
|
{
|
|
BYTE type;
|
|
arc << more;
|
|
type = (BYTE)defer->type;
|
|
arc << type;
|
|
P_SerializeACSScriptNumber(arc, defer->script, false);
|
|
arc << defer->playernum << defer->args[0] << defer->args[1] << defer->args[2];
|
|
defer = defer->next;
|
|
}
|
|
more = 0;
|
|
arc << more;
|
|
}
|
|
else
|
|
{
|
|
acsdefered_t **defer = &defertop;
|
|
|
|
arc << more;
|
|
while (more)
|
|
{
|
|
*defer = new acsdefered_t;
|
|
arc << more;
|
|
(*defer)->type = (acsdefered_t::EType)more;
|
|
P_SerializeACSScriptNumber(arc, (*defer)->script, false);
|
|
arc << (*defer)->playernum << (*defer)->args[0] << (*defer)->args[1] << (*defer)->args[2];
|
|
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("%s: %s\n", ScriptPresentation(script->script).GetChars(), stateNames[script->state]);
|
|
script = script->next;
|
|
}
|
|
}
|
|
|
|
#undef STRINGBUILDER_START
|
|
#undef STRINGBUILDER_FINISH
|