qzdoom/src/p_acs.cpp
Randy Heit e815474cbe - Fixed: ACS improperly calculated the address of local variables when
returning from one function to another function when the function that
  was called was used as part of an expression.
- Fixed: Using Thing_Hate with arg0 (hater) set to 0 from an open script
  could crash.
- Fixed: Some items along ledges in Hexen's MAP32 (Orchard of Lamentations)
  appeared at the bottom of the ledge (and consequently inside it) instead
  of on top of it because the items were placed directly on the lines.
  AActor::LinkToWorldForMapThing() needs to use the original R_PointOnLineSide()
  code to handle situations like this. Previously, it just used the original
  code for straight horizontal/vertical lines and used the new code for
  diagonal lines.
- Fixed: FWadCollection::MergeLumps() used in incorrect realloc.
- Fixed: FPlayList::NextLine() did not properly handle blank lines in the
  playlist.
- Changed: Decals now use lightweight thinkers instead of actors. (76 bytes
  versus 396, so you save 320k if you have 1024 decals present.)
- Fixed: Wads added with pullin were loaded immediately after the IWAD.
  Exec files are now processed immediately before -file but after autoloading
  wads in D_DoomMain().
- Fixed: sdl/i_system.h unconditionally defined SHARE_DIR, preventing
  redefinition from the command line.
- Fixed: The standard way to include SDL.h is <SDL.h>, not <SDL/SDL.h>.
- Fixed: Returned FActiveInterpolation::HashKey()'s return type to size_t,
  avoiding a pointer truncation warning.


SVN r30 (trunk)
2006-04-12 01:50:09 +00:00

4759 lines
104 KiB
C++

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