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// Emacs style mode select -*- C++ -*-
//----------------------------------------------------------------------------
//
// $Id: t_script.c,v 1.2 2001/03/13 22:14:20 stroggonmeth Exp $
//
// Copyright(C) 2000 Simon Howard
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
//
// $Log: t_script.c,v $
// Revision 1.2 2001/03/13 22:14:20 stroggonmeth
// Long time no commit. 3D floors, FraggleScript, portals, ect.
//
// Revision 1.1 2000/11/02 17:57:28 stroggonmeth
// FraggleScript files...
//
//
//--------------------------------------------------------------------------
//
// scripting.
//
// delayed scripts, running scripts, console cmds etc in here
// the interface between FraggleScript and the rest of the game
//
// By Simon Howard
//
//----------------------------------------------------------------------------
#include "doomstat.h"
#include "command.h"
//#include "c_net.h"
//#include "c_runcmd.h"
#include "g_game.h"
#include "r_state.h"
#include "p_info.h"
#include "p_mobj.h"
#include "p_spec.h"
#include "p_setup.h"
#include "w_wad.h"
#include "z_zone.h"
#include "t_script.h"
#include "t_parse.h"
#include "t_vari.h"
#include "t_func.h"
void clear_runningscripts();
// script tree:
//
// global_script
// / \.
// hubscript thingscript
// / \ / \.
// levelscript [levelscript] ... scripts ...
// / \ / \.
// ... scripts... ... scripts ...
//
// the level script is just the stuff put in the wad,
// which the other scripts are derivatives of
script_t levelscript;
// the thing script
//script_t thingscript;
// the individual scripts
//script_t *scripts[MAXSCRIPTS]; // the scripts
mobj_t *t_trigger;
runningscript_t runningscripts; // first in chain
// T_Init()
//
// called at program start
void T_Init()
{
init_variables();
init_functions();
}
//
// T_ClearScripts()
//
// called at level start, clears all scripts
//
void T_ClearScripts()
{
int i;
// stop runningscripts
clear_runningscripts();
// clear the levelscript
levelscript.data = Z_Malloc(5, PU_LEVEL, 0); // empty data
levelscript.data[0] = '\0';
levelscript.scriptnum = -1;
levelscript.parent = &hub_script;
// clear levelscript variables
for(i=0; i<VARIABLESLOTS; i++)
{
levelscript.variables[i] = NULL;
}
}
void T_LoadThingScript()
{
/* char *scriptlump;
int lumpnum, lumplen;
if(thingscript.data)
Z_Free(thingscript.data);
// load lump into thingscript.data
// get lumpnum, lumplen
lumpnum = W_CheckNumForName("THINGSCR");
if(lumpnum == -1)
return;
lumplen = W_LumpLength(lumpnum);
// alloc space for lump and copy lump data into it
thingscript.data = Z_Malloc(lumplen+10, PU_STATIC, 0);
scriptlump = W_CacheLumpNum(lumpnum, PU_CACHE);
memcpy(thingscript.data, scriptlump, lumplen);
// add '\0' to end of string
thingscript.data[lumplen] = '\0';
// preprocess script
preprocess(&thingscript);
// run script
thingscript.trigger = players[0].mo;
run_script(&thingscript); */
}
void T_PreprocessScripts()
{
// run the levelscript first
// get the other scripts
// levelscript started by player 0 'superplayer'
levelscript.trigger = players[0].mo;
preprocess(&levelscript);
run_script(&levelscript);
// load and run the thing script
T_LoadThingScript();
}
void T_RunScript(int n)
{
script_t *script;
if(n<0 || n>=MAXSCRIPTS) return;
// use the level's child script script n
script = levelscript.children[n];
if(!script) return;
script->trigger = t_trigger; // save trigger in script
run_script(script);
}
// T_RunThingScript:
// identical to T_RunScript but runs a script
// from the thingscript list rather than the
// levelscript list
void T_RunThingScript(int n)
{
/* script_t *script;
if(n<0 || n>=MAXSCRIPTS) return;
// use the level's child script script n
script = thingscript.children[n];
if(!script) return;
script->trigger = t_trigger; // save trigger in script
run_script(script);*/
}
// console scripting debugging commands
void COM_T_DumpScript_f (void)
{
script_t *script;
if(COM_Argc() < 2)
{
CONS_Printf("usage: T_DumpScript <scriptnum>\n");
return;
}
if(!strcmp(COM_Argv(1), "global"))
script = &levelscript;
else
script = levelscript.children[atoi(COM_Argv(1))];
if(!script)
{
CONS_Printf("script '%s' not defined.\n", COM_Argv(1));
return;
}
CONS_Printf("%s\n", script->data);
}
void COM_T_RunScript_f (void)
{
int sn;
if(COM_Argc() < 2)
{
CONS_Printf("Usage: T_RunScript <script>\n");
return;
}
sn = atoi(COM_Argv(1));
if(!levelscript.children[sn])
{
CONS_Printf("script not defined\n");
return;
}
t_trigger = players[consoleplayer].mo;
T_RunScript(sn);
}
/************************
PAUSING SCRIPTS
************************/
runningscript_t *freelist=NULL; // maintain a freelist for speed
runningscript_t *new_runningscript()
{
// check the freelist
if(freelist)
{
runningscript_t *returnv=freelist;
freelist = freelist->next;
return returnv;
}
// alloc static: can be used in other levels too
return Z_Malloc(sizeof(runningscript_t), PU_STATIC, 0);
}
static void free_runningscript(runningscript_t *runscr)
{
// add to freelist
runscr->next = freelist;
freelist = runscr;
}
static boolean wait_finished(runningscript_t *script)
{
switch(script->wait_type)
{
case wt_none: return true; // uh? hehe
case wt_scriptwait: // waiting for script to finish
{
runningscript_t *current;
for(current = runningscripts.next; current; current = current->next)
{
if(current == script) continue; // ignore this script
if(current->script->scriptnum == script->wait_data)
return false; // script still running
}
return true; // can continue now
}
case wt_delay: // just count down
{
return --script->wait_data <= 0;
}
case wt_tagwait:
{
int secnum = -1;
while ((secnum = P_FindSectorFromTag(script->wait_data, secnum)) >= 0)
{
sector_t *sec = §ors[secnum];
if(sec->floordata || sec->ceilingdata || sec->lightingdata)
return false; // not finished
}
return true;
}
default: return true;
}
return false;
}
void T_DelayedScripts()
{
runningscript_t *current, *next;
int i;
if(!info_scripts) return; // no level scripts
current = runningscripts.next;
while(current)
{
if(wait_finished(current))
{
// copy out the script variables from the
// runningscript_t
for(i=0; i<VARIABLESLOTS; i++)
current->script->variables[i] = current->variables[i];
current->script->trigger = current->trigger; // copy trigger
// continue the script
continue_script(current->script, current->savepoint);
// unhook from chain and free
current->prev->next = current->next;
if(current->next) current->next->prev = current->prev;
next = current->next; // save before freeing
free_runningscript(current);
}
else
next = current->next;
current = next; // continue to next in chain
}
}
static runningscript_t *T_SaveCurrentScript()
{
runningscript_t *runscr;
int i;
runscr = new_runningscript();
runscr->script = current_script;
runscr->savepoint = rover;
// leave to other functions to set wait_type: default to wt_none
runscr->wait_type = wt_none;
// hook into chain at start
runscr->next = runningscripts.next;
runscr->prev = &runningscripts;
runscr->prev->next = runscr;
if(runscr->next)
runscr->next->prev = runscr;
// save the script variables
for(i=0; i<VARIABLESLOTS; i++)
{
runscr->variables[i] = current_script->variables[i];
// remove all the variables from the script variable list
// to prevent them being removed when the script stops
while(current_script->variables[i] &&
current_script->variables[i]->type != svt_label)
current_script->variables[i] =
current_script->variables[i]->next;
}
runscr->trigger = current_script->trigger; // save trigger
killscript = true; // stop the script
return runscr;
}
// script function
void SF_Wait()
{
runningscript_t *runscr;
if(t_argc != 1)
{
script_error("incorrect arguments to function\n");
return;
}
runscr = T_SaveCurrentScript();
runscr->wait_type = wt_delay;
runscr->wait_data = (intvalue(t_argv[0]) * 35) / 100;
}
// wait for sector with particular tag to stop moving
void SF_TagWait()
{
runningscript_t *runscr;
if(t_argc != 1)
{
script_error("incorrect arguments to function\n");
return;
}
runscr = T_SaveCurrentScript();
runscr->wait_type = wt_tagwait;
runscr->wait_data = intvalue(t_argv[0]);
}
// wait for a script to finish
void SF_ScriptWait()
{
runningscript_t *runscr;
if(t_argc != 1)
{
script_error("incorrect arguments to function\n");
return;
}
runscr = T_SaveCurrentScript();
runscr->wait_type = wt_scriptwait;
runscr->wait_data = intvalue(t_argv[0]);
}
extern mobj_t *trigger_obj; // in t_func.c
void SF_StartScript()
{
runningscript_t *runscr;
script_t *script;
int i, snum;
if(t_argc != 1)
{
script_error("incorrect arguments to function\n");
return;
}
snum = intvalue(t_argv[0]);
script = levelscript.children[snum];
if(!script)
{
script_error("script %i not defined\n", snum);
}
runscr = new_runningscript();
runscr->script = script;
runscr->savepoint = script->data; // start at beginning
runscr->wait_type = wt_none; // start straight away
// hook into chain at start
runscr->next = runningscripts.next;
runscr->prev = &runningscripts;
runscr->prev->next = runscr;
if(runscr->next)
runscr->next->prev = runscr;
// save the script variables
for(i=0; i<VARIABLESLOTS; i++)
{
runscr->variables[i] = script->variables[i];
// in case we are starting another current_script:
// remove all the variables from the script variable list
// we only start with the basic labels
while(runscr->variables[i] &&
runscr->variables[i]->type != svt_label)
runscr->variables[i] =
runscr->variables[i]->next;
}
// copy trigger
runscr->trigger = current_script->trigger;
}
void SF_ScriptRunning()
{
runningscript_t *current;
int snum;
if(t_argc < 1)
{
script_error("not enough arguments to function\n");
return;
}
snum = intvalue(t_argv[0]);
for(current=runningscripts.next; current; current=current->next)
{
if(current->script->scriptnum == snum)
{
// script found so return
t_return.type = svt_int;
t_return.value.i = 1;
return;
}
}
// script not found
t_return.type = svt_int;
t_return.value.i = 0;
}
// running scripts
void COM_T_Running_f (void)
{
runningscript_t *current;
current = runningscripts.next;
CONS_Printf("running scripts\n");
if(!current)
CONS_Printf("no running scripts.\n");
while(current)
{
CONS_Printf("%i:", current->script->scriptnum);
switch(current->wait_type)
{
case wt_none:
CONS_Printf("waiting for nothing?\n");
break;
case wt_delay:
CONS_Printf("delay %i tics\n", current->wait_data);
break;
case wt_tagwait:
CONS_Printf("waiting for tag %i\n", current->wait_data);
break;
case wt_scriptwait:
CONS_Printf("waiting for script %i\n", current->wait_data);
break;
default:
CONS_Printf("unknown wait type \n");
break;
}
current = current->next;
}
}
void clear_runningscripts()
{
runningscript_t *runscr, *next;
runscr = runningscripts.next;
// free the whole chain
while(runscr)
{
next = runscr->next;
free_runningscript(runscr);
runscr = next;
}
runningscripts.next = NULL;
}
mobj_t *MobjForSvalue(svalue_t svalue)
{
int intval ;
if(svalue.type == svt_mobj)
return svalue.value.mobj;
// this requires some creativity. We use the intvalue
// as the thing number of a thing in the level.
intval = intvalue(svalue);
if(intval < 0 || intval >= nummapthings || !mapthings[intval].mobj)
{ script_error("no levelthing %i\n", intval); return NULL;}
return mapthings[intval].mobj;
}
/*********************
ADD SCRIPT
*********************/
// when the level is first loaded, all the
// scripts are simply stored in the levelscript.
// before the level starts, this script is
// preprocessed and run like any other. This allows
// the individual scripts to be derived from the
// levelscript. When the interpreter detects the
// 'script' keyword this function is called
void spec_script()
{
int scriptnum;
int datasize;
script_t *script;
if(!current_section)
{
script_error("need seperators for script\n");
return;
}
// presume that the first token is "script"
if(num_tokens < 2)
{
script_error("need script number\n");
return;
}
scriptnum = intvalue(evaluate_expression(1, num_tokens-1));
if(scriptnum < 0)
{
script_error("invalid script number\n");
return;
}
script = Z_Malloc(sizeof(script_t), PU_LEVEL, 0);
// add to scripts list of parent
current_script->children[scriptnum] = script;
// copy script data
// workout script size: -2 to ignore { and }
datasize = current_section->end - current_section->start - 2;
// alloc extra 10 for safety
script->data = Z_Malloc(datasize+10, PU_LEVEL, 0);
// copy from parent script (levelscript)
// ignore first char which is {
memcpy(script->data, current_section->start+1, datasize);
// tack on a 0 to end the string
script->data[datasize] = '\0';
script->scriptnum = scriptnum;
script->parent = current_script; // remember parent
// preprocess the script now
preprocess(script);
// restore current_script: usefully stored in new script
current_script = script->parent;
// rover may also be changed, but is changed below anyway
// we dont want to run the script, only add it
// jump past the script in parsing
rover = current_section->end + 1;
}
/****** scripting command list *******/
void T_AddCommands()
{
#ifdef FRAGGLESCRIPT
COM_AddCommand("t_dumpscript", COM_T_DumpScript_f);
COM_AddCommand("t_runscript", COM_T_RunScript_f);
COM_AddCommand("t_running", COM_T_Running_f);
#endif
}
//---------------------------------------------------------------------------
//
// $Log: t_script.c,v $
// Revision 1.2 2001/03/13 22:14:20 stroggonmeth
// Long time no commit. 3D floors, FraggleScript, portals, ect.
//
// Revision 1.1 2000/11/02 17:57:28 stroggonmeth
// FraggleScript files...
//
// Revision 1.1.1.1 2000/04/30 19:12:08 fraggle
// initial import
//
//
//---------------------------------------------------------------------------
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