openmohaa/code/globalcpp/scriptmaster.h
2017-06-08 11:46:08 +02:00

624 lines
16 KiB
C++

/*
===========================================================================
Copyright (C) 2015 the OpenMoHAA team
This file is part of OpenMoHAA source code.
OpenMoHAA source code 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.
OpenMoHAA source code 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 OpenMoHAA source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// scriptmaster.h: Handle events, parse scripts, spawn at the beginning of the map
#ifndef __SCRIPTMASTER_H__
#define __SCRIPTMASTER_H__
#include "class.h"
#include "listener.h"
#include "scriptvm.h"
#define MAX_COMMANDS 20
#define MAX_EXECUTION_TIME 3000
void Showmenu( str name, qboolean bForce );
void Hidemenu( str name, qboolean bForce );
class con_timer : public Class
{
public:
class Element
{
public:
Class *obj;
int inttime;
};
private:
Container< con_timer::Element > m_Elements;
bool m_bDirty;
int m_inttime;
public:
con_timer();
void AddElement( Class *e, int inttime );
void RemoveElement( Class *e );
Class *GetNextElement( int& foundTime );
void SetDirty( void ) { m_bDirty = true; };
bool IsDirty( void ) { return m_bDirty; };
void SetTime( int inttime ) { m_inttime = inttime; };
static void ArchiveElement( Archiver& arc, Element *e );
virtual void Archive( Archiver& arc );
};
#define MAX_VAR_STACK 1024
#define MAX_FASTEVENT 10
class ScriptMaster : public Listener
{
public:
// VM recursions
int stackCount;
// Global stack (not needed anymore)
#if 0
ScriptVariable avar_Stack[ MAX_VAR_STACK+1 ]; // Global variables stack
Event fastEvent[ MAX_FASTEVENT+1 ]; // Event that will be executed
ScriptVariable *pTop; // Top variable on the stack
#endif
// Command variables
unsigned int cmdCount; // cmd count
int cmdTime; // Elapsed VM execution time
int maxTime; // Maximum VM execution time
// Thread variables
SafePtr<ScriptThread> m_PreviousThread; // parm.previousthread
SafePtr<ScriptThread> m_CurrentThread; // current running thread
con_map< const_str, GameScript * > m_GameScripts; // compiled gamescripts
// Miscellaneous
Container< str > m_menus; // Script menus
con_timer timerList; // waiting threads list
con_arrayset< str, str > StringDict; // const strings (improve performance)
int iPaused; // num times paused
// Context switch variables
bool m_bAllowContextSwitch;
Container< SafePtr< ScriptThread > > m_contextSwitches; // Threads to be prepared for context switching
protected:
static const char *ConstStrings[];
private:
GameScript *GetGameScriptInternal( str& filename );
void InitConstStrings( void );
public:
CLASS_PROTOTYPE( ScriptMaster );
virtual ~ScriptMaster();
virtual void Archive( Archiver &arc );
void ArchiveString( Archiver& arc, const_str& s );
void AddContextSwitch( ScriptThread *thread );
const_str AddString( const char *s );
const_str AddString( str& s );
const_str GetString( const char *s );
const_str GetString( str s );
str& GetString( const_str s );
void AddTiming( ScriptThread *thread, float time );
void RemoveTiming( ScriptThread *thread );
void AddMenu( str name );
void RemoveMenu( str name );
void LoadMenus( void );
ScriptThread *CreateScriptThread( GameScript *scr, Listener *self, const_str label );
ScriptThread *CreateScriptThread( GameScript *scr, Listener *self, str label );
ScriptThread *CreateScriptThread( ScriptClass *scriptClass, const_str label );
ScriptThread *CreateScriptThread( ScriptClass *scriptClass, str label );
ScriptThread *CreateScriptThread( ScriptClass *scriptClass, unsigned char *m_pCodePos );
ScriptThread *CreateThread( GameScript *scr, str label, Listener *self = NULL );
ScriptThread *CreateThread( str filename, str label, Listener *self = NULL );
ScriptClass *CurrentScriptClass( void );
ScriptThread *CurrentThread( void );
ScriptThread *PreviousThread( void );
void ExecuteThread( GameScript *scr, str label = "" );
void ExecuteThread( str filename, str label = "" );
void ExecuteThread( GameScript *scr, str label, Event &parms );
void ExecuteThread( str filename, str label, Event &parms );
GameScript *GetTempScript( const char *data );
GameScript *GetGameScript( str filename, qboolean recompile = false );
GameScript *GetGameScript( const_str filename, qboolean recompile = false );
GameScript *GetScript( str filename, qboolean recompile = false );
GameScript *GetScript( const_str filename, qboolean recompile = false );
void CloseGameScript();
void Reset( qboolean samemap = false );
void Init();
void ExecuteRunning();
void SetTime( int time );
void PrintStatus( void );
void PrintThread( int iThreadNum );
//
// Events
//
void RegisterAliasInternal( Event *ev, bool bCache = false );
void RegisterAlias( Event *ev );
void RegisterAliasAndCache( Event *ev );
void Cache( Event *ev );
};
class ScriptThread : public Listener
{
friend class Flag;
friend class EndOn;
friend class Listener;
friend class ScriptMaster;
private:
ScriptVM *m_ScriptVM;
SafePtr< ScriptThread > m_WaitingContext;
private:
void ScriptExecuteInternal( ScriptVariable *data = NULL, int dataSize = 0 );
public:
CLASS_PROTOTYPE( ScriptThread );
#ifndef _DEBUG_MEM
void *operator new( size_t size );
void operator delete( void *ptr );
#endif
virtual void Archive( Archiver &arc );
void ArchiveInternal( Archiver& arc );
virtual void StartedWaitFor( void );
virtual void StoppedNotify( void );
virtual void StoppedWaitFor( const_str name, bool bDeleting );
ScriptThread();
ScriptThread( ScriptClass *scriptClass, unsigned char *pCodePos );
virtual ~ScriptThread();
void Execute( Event &ev );
void Execute( Event *ev = NULL );
void DelayExecute( Event& ev );
void DelayExecute( Event *ev = NULL );
void AllowContextSwitch( bool allow = true );
ScriptClass *GetScriptClass( void );
int GetThreadState( void );
ScriptThread *GetWaitingContext( void );
void SetWaitingContext( ScriptThread *thread );
void HandleContextSwitch( ScriptThread *childThread );
void Pause( void );
void ScriptExecute( ScriptVariable *data, int dataSize, ScriptVariable &returnValue );
void Stop( void );
void Wait( float time );
void CanSwitchTeams( Event *ev );
void CharToInt( Event *ev );
void Conprintf( Event *ev );
void CreateHUD( Event *ev );
void Earthquake( Event *ev );
void FadeSound( Event *ev );
void FileOpen( Event *ev );
void FileWrite( Event *ev );
void FileRead( Event *ev );
void FileClose( Event *ev );
void FileEof( Event *ev );
void FileSeek( Event *ev );
void FileTell( Event *ev );
void FileRewind( Event *ev );
void FilePutc( Event *ev );
void FilePuts( Event *ev );
void FileGetc( Event *ev );
void FileGets( Event *ev );
void FileError( Event *ev );
void FileFlush( Event *ev );
void FileExists( Event *ev );
void FileReadAll( Event *ev );
void FileSaveAll( Event *ev );
void FileRemove( Event *ev );
void FileRename( Event *ev );
void FileCopy( Event *ev );
void FileReadPak( Event *ev );
void FileList( Event *ev );
void FileNewDirectory( Event *ev );
void FileRemoveDirectory( Event *ev );
void FlagClear( Event *ev );
void FlagInit( Event *ev );
void FlagSet( Event *ev );
void FlagWait( Event *ev );
void Lock( Event *ev );
void UnLock( Event *ev );
void GetAreaEntities( Event *ev );
void GetArrayKeys( Event *ev );
void GetArrayValues( Event *ev );
void GetEntArray( Event *ev );
void GetPlayerNetname( Event *ev );
void GetPlayerIP( Event *ev );
void GetPlayerPing( Event *ev );
void GetPlayerClientNum( Event *ev );
void GetTime( Event *ev );
void GetDate( Event *ev );
void GetTimeZone( Event *ev );
void PregMatch( Event *ev );
void EventHudDraw3d( Event *ev );
void EventHudDrawTimer( Event *ev );
void EventHudDrawShader( Event *ev );
void EventHudDrawAlign( Event *ev );
void EventHudDrawRect( Event *ev );
void EventHudDrawVirtualSize( Event *ev );
void EventHudDrawColor( Event *ev );
void EventHudDrawAlpha( Event *ev );
void EventHudDrawString( Event *ev );
void EventHudDrawFont( Event *ev );
void EventIHudDraw3d( Event *ev );
void EventIHudDrawShader( Event *ev );
void EventIHudDrawAlign( Event *ev );
void EventIHudDrawRect( Event *ev );
void EventIHudDrawVirtualSize( Event *ev );
void EventIHudDrawColor( Event *ev );
void EventIHudDrawAlpha( Event *ev );
void EventIHudDrawString( Event *ev );
void EventIHudDrawFont( Event *ev );
void EventIHudDrawTimer( Event *ev );
void EventIsArray( Event *ev );
void EventIsDefined( Event *ev );
void EventIsOnGround( Event *ev );
void EventIsOutOfBounds( Event *ev );
void GetEntity( Event *ev );
void MathCos( Event *ev );
void MathSin( Event *ev );
void MathTan( Event *ev );
void MathACos( Event *ev );
void MathASin( Event *ev );
void MathATan( Event *ev );
void MathATan2( Event *ev );
void MathCosH( Event *ev );
void MathSinH( Event *ev );
void MathTanH( Event *ev );
void MathExp( Event *ev );
void MathFrexp( Event *ev );
void MathLdexp( Event *ev );
void MathLog( Event *ev );
void MathLog10( Event *ev );
void MathModf( Event *ev );
void MathPow( Event *ev );
void MathSqrt( Event *ev );
void MathCeil( Event *ev );
void MathFloor( Event *ev );
void MathFmod( Event *ev );
void StringBytesCopy( Event *ev );
void Md5File( Event *ev );
void Md5String( Event *ev );
void RegisterEvent( Event *ev );
void RestoreSound( Event *ev );
void RemoveArchivedClass( Event *ev );
void ServerStufftext( Event *ev );
void SetTimer( Event *ev );
void TeamGetScore( Event *ev );
void TeamSetScore( Event *ev );
void TeamSwitchDelay( Event *ev );
void TraceDetails( Event *ev );
void TypeOfVariable( Event *ev );
void UnregisterEvent( Event *ev );
void VisionGetNaked( Event *ev );
void VisionSetNaked( Event *ev );
void CancelWaiting( Event *ev );
void Abs( Event *ev );
void AddObjective( Event *ev );
void AddObjective( int index, int status, str text, Vector location );
void ClearObjectiveLocation( Event *ev );
void ClearObjectiveLocation( void );
void SetObjectiveLocation( Event *ev );
void SetObjectiveLocation( Vector vLocation );
void SetCurrentObjective( Event *ev );
void SetCurrentObjective( int iObjective );
void AllAIOff( Event *ev );
void AllAIOn( Event *ev );
void EventTeamWin( Event *ev );
void Angles_PointAt( Event *ev );
void Angles_ToForward( Event *ev );
void Angles_ToLeft( Event *ev );
void Angles_ToUp( Event *ev );
void Assert( Event *ev );
void Cache( Event *ev );
void CastBoolean( Event *ev );
void CastEntity( Event *ev );
void CastFloat( Event *ev );
void CastInt( Event *ev );
void CastString( Event *ev );
void CreateReturnThread( Event *ev );
void CreateThread( Event *ev );
void ExecuteReturnScript( Event *ev );
void ExecuteScript( Event *ev );
void EventCreateListener( Event *ev );
void EventDelayThrow( Event *ev );
void EventEnd( Event *ev );
void EventTimeout( Event *ev );
void EventError( Event *ev );
void EventGoto( Event *ev );
void EventRegisterCommand( Event *ev );
void EventGetCvar( Event *ev );
void EventSetCvar( Event *ev );
void EventSightTrace( Event *ev );
void EventTrace( Event *ev );
void EventThrow( Event *ev );
void EventWait( Event *ev );
void EventWaitFrame( Event *ev );
void EventIsAlive( Event *ev );
void EventEarthquake( Event *ev );
void MapEvent( Event *ev );
void CueCamera( Event *ev );
void CuePlayer( Event *ev );
void FreezePlayer( Event *ev );
void ReleasePlayer( Event *ev );
void EventDrawHud( Event *ev );
void EventRadiusDamage( Event *ev );
void GetSelf( Event *ev );
void IPrintln( Event *ev );
void IPrintln_NoLoc( Event *ev );
void IPrintlnBold( Event *ev );
void IPrintlnBold_NoLoc( Event *ev );
void Println( Event *ev );
void Print( Event *ev );
void MPrintln( Event *ev );
void MPrint( Event *ev );
void EventPrint3D( Event *ev );
void EventBspTransition( Event *ev );
void EventLevelTransition( Event *ev );
void EventMissionTransition( Event *ev );
void EventGetBoundKey1( Event *ev );
void EventGetBoundKey2( Event *ev );
void EventLocConvertString( Event *ev );
void RandomFloat( Event *ev );
void RandomInt( Event *ev );
void Spawn( Event *ev );
Listener *SpawnInternal( Event *ev );
void SpawnReturn( Event *ev );
void ForceMusicEvent( Event *ev );
void SoundtrackEvent( Event *ev );
void RestoreSoundtrackEvent( Event *ev );
void EventVectorAdd( Event *ev );
void EventVectorCloser( Event *ev );
void EventVectorCross( Event *ev );
void EventVectorDot( Event *ev );
void EventVectorLength( Event *ev );
void EventVectorNormalize( Event *ev );
void EventVectorScale( Event *ev );
void EventVectorSubtract( Event *ev );
void EventVectorToAngles( Event *ev );
void EventVectorWithin( Event *ev );
void FadeIn( Event *ev );
void FadeOut( Event *ev );
void ClearFade( Event *ev );
void Letterbox( Event *ev );
void ClearLetterbox( Event *ev );
void MusicEvent( Event *ev );
void MusicVolumeEvent( Event *ev );
void RestoreMusicVolumeEvent( Event *ev );
void SetCinematic( Event *ev );
void SetNonCinematic( Event *ev );
void StuffCommand( Event *ev );
void KillEnt( Event *ev );
void RemoveEnt( Event *ev );
void KillClass( Event *ev );
void RemoveClass( Event *ev );
void CameraCommand( Event *ev );
void SetLightStyle( Event *ev );
void CenterPrint( Event *ev );
void LocationPrint( Event *ev );
void TriggerEvent( Event *ev );
void ServerEvent( Event *ev );
void MissionFailed( Event *ev );
};
extern qboolean disable_team_change;
extern qboolean disable_team_spectate;
extern str vision_current;
extern Event EV_ScriptThread_Trace;
extern Event EV_ScriptThread_SightTrace;
extern Event EV_ScriptThread_VisionSetNaked;
extern Event EV_ScriptThread_CancelWaiting;
extern con_set< str, ScriptThreadLabel > m_scriptCmds;
extern ScriptMaster Director;
class LightStyleClass : public Class
{
private:
CLASS_PROTOTYPE( LightStyleClass );
str styles[ MAX_LIGHTSTYLES ];
public:
void SetLightStyle( int index, str style );
void Archive( Archiver &arc );
};
extern LightStyleClass lightStyles;
typedef enum scriptedEvType_e
{
SE_DEFAULT,
SE_CONNECTED,
SE_DISCONNECTED,
SE_SPAWN,
SE_DAMAGE,
SE_KILL,
SE_KEYPRESS,
SE_INTERMISSION,
SE_SERVERCOMMAND,
SE_CHANGETEAM,
SE_MAX
} scriptedEvType_t;
class ScriptEvent : public Class
{
public:
ScriptThreadLabel label;
public:
CLASS_PROTOTYPE( ScriptEvent );
virtual void Archive( Archiver& arc );
bool IsRegistered( void );
void Trigger( Event *ev );
};
inline void ScriptEvent::Archive
(
Archiver& arc
)
{
label.Archive( arc );
}
inline bool ScriptEvent::IsRegistered
(
void
)
{
return label.IsSet();
}
inline void ScriptEvent::Trigger
(
Event *ev
)
{
if( label.IsSet() )
{
label.Execute( NULL, ev );
}
delete ev;
}
extern ScriptEvent scriptedEvents[];
typedef struct mutex_thread_list_s {
SafePtr< ScriptThread > m_pThread;
struct mutex_thread_list_s *next;
struct mutex_thread_list_s *prev;
} mutex_thread_list_t;
class ScriptMutex : public Listener {
public:
SafePtr< ScriptThread > m_pLockThread;
int m_iLockCount;
mutex_thread_list_t m_list;
private:
void setOwner( ScriptThread *pThread );
void Lock( mutex_thread_list_t *pList );
public:
CLASS_PROTOTYPE( ScriptMutex );
ScriptMutex();
~ScriptMutex();
virtual void StoppedNotify( void );
void Lock( void );
void Unlock( void );
};
class Flag
{
public:
char flagName[MAX_QPATH];
qboolean bSignaled;
private:
Container< ScriptVM * > m_WaitList;
public:
Flag();
~Flag();
void Reset(void);
void Set(void);
void Wait(ScriptThread *Thread);
};
class FlagList
{
friend class Flag;
private:
void AddFlag(Flag *flag);
void RemoveFlag(Flag *flag);
public:
Container< Flag * > m_Flags;
Flag *FindFlag(const char * name);
};
extern FlagList flags;
#endif /* scriptmaster.h */