qzdoom/src/p_acs.cpp
Christoph Oelckers ff95948017 SVN r2079 (trunk)
2010-01-02 12:40:07 +00:00

6758 lines
150 KiB
C++

/*
** p_acs.cpp
** General BEHAVIOR management and ACS execution environment
**
**---------------------------------------------------------------------------
** Copyright 1998-2008 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 fine on big-endian machines 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 "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"
#include "gi.h"
#include "sc_man.h"
#include "c_bind.h"
#include "info.h"
#include "r_translate.h"
#include "cmdlib.h"
#include "m_png.h"
#include "p_setup.h"
#include "g_shared/a_pickups.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) >= NUM_TEXT_COLORS ? CR_UNTRANSLATED : (c))
#define HUDMSG_LOG (0x80000000)
#define HUDMSG_COLORSTRING (0x40000000)
#define LANGREGIONMASK MAKE_ID(0,0,0xff,0xff)
// Flags for ReplaceTextures
#define NOT_BOTTOM 1
#define NOT_MIDDLE 2
#define NOT_TOP 4
#define NOT_FLOOR 8
#define NOT_CEILING 16
// Flags for SectorDamage
#define DAMAGE_PLAYERS 1
#define DAMAGE_NONPLAYERS 2
#define DAMAGE_IN_AIR 4
#define DAMAGE_SUBCLASSES_PROTECT 8
struct CallReturn
{
CallReturn(int pc, ScriptFunction *func, FBehavior *module, SDWORD *locals, bool discard, FString &str)
: ReturnFunction(func),
ReturnModule(module),
ReturnLocals(locals),
ReturnAddress(pc),
bDiscardResult(discard),
StringBuilder(str)
{}
ScriptFunction *ReturnFunction;
FBehavior *ReturnModule;
SDWORD *ReturnLocals;
int ReturnAddress;
int bDiscardResult;
FString StringBuilder;
};
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);
struct FBehavior::ArrayInfo
{
DWORD ArraySize;
SDWORD *Elements;
};
TArray<FBehavior *> FBehavior::StaticModules;
//============================================================================
//
// Global and world variables
//
//============================================================================
// ACS variables with world scope
SDWORD ACS_WorldVars[NUM_WORLDVARS];
FWorldGlobalArray ACS_WorldArrays[NUM_WORLDVARS];
// ACS variables with global scope
SDWORD ACS_GlobalVars[NUM_GLOBALVARS];
FWorldGlobalArray ACS_GlobalArrays[NUM_GLOBALVARS];
//============================================================================
//
//
//
//============================================================================
void P_ClearACSVars(bool alsoglobal)
{
int i;
memset (ACS_WorldVars, 0, sizeof(ACS_WorldVars));
for (i = 0; i < NUM_WORLDVARS; ++i)
{
ACS_WorldArrays[i].Clear ();
}
if (alsoglobal)
{
memset (ACS_GlobalVars, 0, sizeof(ACS_GlobalVars));
for (i = 0; i < NUM_GLOBALVARS; ++i)
{
ACS_GlobalArrays[i].Clear ();
}
}
}
//============================================================================
//
//
//
//============================================================================
static void WriteVars (FILE *file, SDWORD *vars, size_t count, DWORD id)
{
size_t i, j;
for (i = 0; i < count; ++i)
{
if (vars[i] != 0)
break;
}
if (i < count)
{
// Find last non-zero var. Anything beyond the last stored variable
// will be zeroed at load time.
for (j = count-1; j > i; --j)
{
if (vars[j] != 0)
break;
}
FPNGChunkArchive arc (file, id);
for (i = 0; i <= j; ++i)
{
DWORD var = vars[i];
arc << var;
}
}
}
//============================================================================
//
//
//
//============================================================================
static void ReadVars (PNGHandle *png, SDWORD *vars, size_t count, DWORD id)
{
size_t len = M_FindPNGChunk (png, id);
size_t used = 0;
if (len != 0)
{
DWORD var;
size_t i;
FPNGChunkArchive arc (png->File->GetFile(), id, len);
used = len / 4;
for (i = 0; i < used; ++i)
{
arc << var;
vars[i] = var;
}
png->File->ResetFilePtr();
}
if (used < count)
{
memset (&vars[used], 0, (count-used)*4);
}
}
//============================================================================
//
//
//
//============================================================================
static void WriteArrayVars (FILE *file, FWorldGlobalArray *vars, unsigned int count, DWORD id)
{
unsigned int i, j;
// Find the first non-empty array.
for (i = 0; i < count; ++i)
{
if (vars[i].CountUsed() != 0)
break;
}
if (i < count)
{
// Find last non-empty array. Anything beyond the last stored array
// will be emptied at load time.
for (j = count-1; j > i; --j)
{
if (vars[j].CountUsed() != 0)
break;
}
FPNGChunkArchive arc (file, id);
arc.WriteCount (i);
arc.WriteCount (j);
for (; i <= j; ++i)
{
arc.WriteCount (vars[i].CountUsed());
FWorldGlobalArray::ConstIterator it(vars[i]);
const FWorldGlobalArray::Pair *pair;
while (it.NextPair (pair))
{
arc.WriteCount (pair->Key);
arc.WriteCount (pair->Value);
}
}
}
}
//============================================================================
//
//
//
//============================================================================
static void ReadArrayVars (PNGHandle *png, FWorldGlobalArray *vars, size_t count, DWORD id)
{
size_t len = M_FindPNGChunk (png, id);
unsigned int i, k;
for (i = 0; i < count; ++i)
{
vars[i].Clear ();
}
if (len != 0)
{
DWORD max, size;
FPNGChunkArchive arc (png->File->GetFile(), id, len);
i = arc.ReadCount ();
max = arc.ReadCount ();
for (; i <= max; ++i)
{
size = arc.ReadCount ();
for (k = 0; k < size; ++k)
{
SDWORD key, val;
key = arc.ReadCount();
val = arc.ReadCount();
vars[i].Insert (key, val);
}
}
png->File->ResetFilePtr();
}
}
//============================================================================
//
//
//
//============================================================================
void P_ReadACSVars(PNGHandle *png)
{
ReadVars (png, ACS_WorldVars, NUM_WORLDVARS, MAKE_ID('w','v','A','r'));
ReadVars (png, ACS_GlobalVars, NUM_GLOBALVARS, MAKE_ID('g','v','A','r'));
ReadArrayVars (png, ACS_WorldArrays, NUM_WORLDVARS, MAKE_ID('w','a','R','r'));
ReadArrayVars (png, ACS_GlobalArrays, NUM_GLOBALVARS, MAKE_ID('g','a','R','r'));
}
//============================================================================
//
//
//
//============================================================================
void P_WriteACSVars(FILE *stdfile)
{
WriteVars (stdfile, ACS_WorldVars, NUM_WORLDVARS, MAKE_ID('w','v','A','r'));
WriteVars (stdfile, ACS_GlobalVars, NUM_GLOBALVARS, MAKE_ID('g','v','A','r'));
WriteArrayVars (stdfile, ACS_WorldArrays, NUM_WORLDVARS, MAKE_ID('w','a','R','r'));
WriteArrayVars (stdfile, ACS_GlobalArrays, NUM_GLOBALVARS, MAKE_ID('g','a','R','r'));
}
//---- 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))
{
// Fix for undroppable weapons. Is this ok?
if (inv->IsKindOf(RUNTIME_CLASS(AAmmo)))
{
AAmmo *ammo = static_cast<AAmmo*>(inv);
ammo->Amount = 0;
}
else
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 PClass *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, NO_REPLACE));
// 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->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 = &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 ----//
// 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;
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, 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 = ((DWORD *)Data)[1];
StringTable += ((DWORD *)(Data + StringTable))[0] * 12 + 4;
}
else
{
UnencryptStrings ();
BYTE *strings = FindChunk (MAKE_ID('S','T','R','L'));
if (strings != NULL)
{
StringTable = DWORD(strings - Data + 8);
}
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;
}
}
}
}
}
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 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 %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;
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 = BYTE(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 (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)
{
DPrintf("Starting all scripts of type %d\n", type);
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);
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);
}
}
//---- 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;
for (int i = 0; i < 1000; i++)
RunningScripts[i] = NULL;
}
}
DACSThinker::~DACSThinker ()
{
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 *nilptr = NULL;
arc << nilptr;
}
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;
}
}
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
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;
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)
{
swap (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->ActorInfo->GetReplacement()->Class;
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 = &sectors[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.
if (actor->CountsAsKill())
{
level.total_monsters--;
}
// Same, for items
if (actor->flags & MF_COUNTITEM)
{
level.total_items--;
}
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, 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 = V_GetFont (fontname);
if (activefont == NULL)
{
activefont = SmallFont;
}
}
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,
};
// 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)
actor->flags |= MF_FRIENDLY;
else
actor->flags &= ~MF_FRIENDLY;
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;
case APROP_NameTag:
actor->Tag = FBehavior::StaticLookupString(value);
break;
case APROP_DamageFactor:
actor->DamageFactor = value;
break;
default:
// do nothing.
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; // 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_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_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;
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:
return (GetActorProperty(tid, property) == value);
// Boolean values need to compare to a binary version of value
case APROP_Ambush:
case APROP_Dropped:
case APROP_ChaseGoal:
case APROP_Frightened:
case APROP_Friendly:
case APROP_Notarget:
case APROP_Notrigger:
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,
};
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_SetActivator:
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)
{
activator = actor;
return 1;
}
return 0;
case ACSF_GetActorViewHeight:
actor = SingleActorFromTID(args[0], NULL);
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->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(&sectors[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;
default:
break;
}
return 0;
}
#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;
}
int DLevelScript::RunScript ()
{
DACSThinker *controller = DACSThinker::ActiveThinker;
SDWORD *locals = localvars;
ScriptFunction *activeFunction = NULL;
FRemapTable *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;
}
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 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_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 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;
::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 (*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) + (fmt == ACS_Old && gameinfo.gametype == GAME_Hexen);
if (statedata > 0)
{
state = SCRIPT_Delayed;
}
sp--;
break;
case PCD_DELAYDIRECT:
statedata = NEXTWORD + (fmt == ACS_Old && gameinfo.gametype == GAME_Hexen);
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 (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), -1, STACK(1), -1);
sp--;
break;
case PCD_THINGCOUNTDIRECT:
PushToStack (ThingCount (pc[0], -1, 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 = 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_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 (*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 *)(((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:
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 || (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 += RUNTIME_TYPE(activator)->TypeName.GetChars();
}
else
{
work += ' ';
}
sp--;
}
break;
// [JB] Print map character array
case PCD_PRINTMAPCHARARRAY:
{
int a = *(activeBehavior->MapVars[STACK(1)]);
int offset = STACK(2);
int c;
while((c = activeBehavior->GetArrayVal (a, offset)) != '\0') {
work += (char)c;
offset++;
}
sp-=2;
}
break;
// [JB] Print world character array
case PCD_PRINTWORLDCHARARRAY:
{
int a = STACK(1);
int offset = STACK(2);
int c;
while((c = ACS_WorldArrays[a][offset]) != '\0') {
work += (char)c;
offset++;
}
sp-=2;
}
break;
// [JB] Print global character array
case PCD_PRINTGLOBALCHARARRAY:
{
int a = STACK(1);
int offset = STACK(2);
int c;
while((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;
C_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:
work = strbin1 (work);
if (pcd == PCD_ENDLOG)
{
Printf ("%s\n", work.GetChars());
}
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);
}
}
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);
}
}
}
}
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 (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;
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:
{
if (STACK(7) != 0)
{
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);
}
}
else if (activator != NULL)
{
activator->special = STACK(6);
activator->args[0] = STACK(5);
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)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), false);
sp -= 5;
break;
case PCD_SPAWNDIRECT:
PushToStack (DoSpawn (pc[0], pc[1], pc[2], pc[3], pc[4], 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 (pc[0], pc[1], pc[2], 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(3) == 0)
{
ClearInventory(NULL);
}
else
{
FActorIterator it(STACK(3));
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 (pc[0]), 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 (pc[0]), 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 (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 (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_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);
if (actor == NULL)
{
STACK(1) = 0;
}
else
{
STACK(1) = (&actor->x)[pcd - PCD_GETACTORX];
}
}
break;
case PCD_GETACTORFLOORZ:
case PCD_GETACTORCEILINGZ:
{
AActor *actor = SingleActorFromTID (STACK(1), activator);
if (actor == NULL)
{
STACK(1) = 0;
}
else if (pcd == PCD_GETACTORFLOORZ)
{
STACK(1) = actor->floorz;
}
else
{
STACK(1) = actor->ceilingz;
}
}
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_GETACTORPITCH:
{
AActor *actor = SingleActorFromTID (STACK(1), activator);
if (actor == NULL)
{
STACK(1) = 0;
}
else
{
STACK(1) = actor->pitch >> 16;
}
}
break;
case PCD_GETLINEROWOFFSET:
if (activationline)
{
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) = 0 == stricmp (FBehavior::StaticLookupString (STACK(1)),
activator->player->ReadyWeapon->GetClass()->TypeName.GetChars());
}
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:
{
int flags = STACK(2);
G_ChangeLevel(FBehavior::StaticLookupString(STACK(4)), STACK(3),
!!(flags & CHANGELEVEL_KEEPFACING), STACK(1),
!!(flags & CHANGELEVEL_NOINTERMISSION),
!!(flags & CHANGELEVEL_RESETINVENTORY),
!!(flags & CHANGELEVEL_NOMONSTERS));
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 = &sectors[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;
}
}
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;
}
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,
bool backSide, int arg0, int arg1, int arg2, int always)
{
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);
}
DLevelScript::DLevelScript (AActor *who, line_t *where, int num, const ScriptPtr *code, FBehavior *module,
bool backside, int arg0, int arg1, int arg2, int always)
: 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;
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 (!always)
DACSThinker::ActiveThinker->RunningScripts[num] = this;
Link ();
if (level.flags2 & LEVEL2_HEXENHACK)
{
PutLast();
}
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);
}
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_t;
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 = int(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);
if (runningScript != NULL)
{
if (wantResultCode)
{
return runningScript->RunScript ();
}
return true;
}
return false;
}
else
{
if (!net || (who && 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);
}
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 << defer->script << defer->playernum
<< defer->arg0 << defer->arg1 << defer->arg2;
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;
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;
}
}