/
common.cpp
518 lines (442 loc) · 16.9 KB
/
common.cpp
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/** @file common.c Top-level libcommon routines.
*
* @authors Copyright © 2012-2017 Jaakko Keränen <jaakko.keranen@iki.fi>
* @authors Copyright © 2013-2014 Daniel Swanson <danij@dengine.net>
*
* @par License
* GPL: http://www.gnu.org/licenses/gpl.html
*
* <small>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., 51 Franklin St, Fifth Floor, Boston, MA
* 02110-1301 USA</small>
*/
#include "common.h"
#include "g_common.h"
#include "g_defs.h"
#include "g_update.h"
#include "gamesession.h"
#include "p_map.h"
#include "p_start.h"
#include "polyobjs.h"
#include "r_common.h"
#include <de/Binder>
#include <de/Context>
#include <de/NoneValue>
#include <de/ScriptSystem>
#include <doomsday/DoomsdayApp>
#include <doomsday/defs/thing.h>
#include <doomsday/players.h>
#include <doomsday/world/map.h>
#include <doomsday/world/entitydef.h>
#include <doomsday/world/thinkerdata.h>
int Common_GetInteger(int id)
{
switch(id)
{
case DD_MOBJ_SIZE:
return sizeof(mobj_t); // game plugin specific
case DD_POLYOBJ_SIZE:
return sizeof(Polyobj);
case DD_GAME_RECOMMENDS_SAVING:
// The engine will use this as a hint whether to remind the user to
// manually save the game before, e.g., upgrading to a new version.
return G_GameState() == GS_MAP;
default:
break;
}
return 0;
}
void *Common_GetGameAPI(char const *name)
{
#define HASH_ENTRY(Name, Func) std::make_pair(QByteArray(Name), de::function_cast<void *>(Func))
static QHash<QByteArray, void *> const funcs(
{
HASH_ENTRY("DrawViewPort", G_DrawViewPort),
HASH_ENTRY("FinaleResponder", FI_PrivilegedResponder),
HASH_ENTRY("FinalizeMapChange", P_FinalizeMapChange),
HASH_ENTRY("HandleMapDataPropertyValue", P_HandleMapDataPropertyValue),
HASH_ENTRY("HandleMapObjectStatusReport", P_HandleMapObjectStatusReport),
HASH_ENTRY("HandlePacket", D_HandlePacket),
HASH_ENTRY("MobjCheckPositionXYZ", P_CheckPositionXYZ),
HASH_ENTRY("MobjFriction", Mobj_Friction),
HASH_ENTRY("MobjRestoreState", Mobj_RestoreObjectState),
HASH_ENTRY("MobjStateAsInfo", Mobj_StateAsInfo),
HASH_ENTRY("MobjThinker", P_MobjThinker),
HASH_ENTRY("MobjTryMoveXYZ", P_TryMoveXYZ),
HASH_ENTRY("NetConnect", D_NetConnect),
HASH_ENTRY("NetDisconnect", D_NetDisconnect),
HASH_ENTRY("NetPlayerEvent", D_NetPlayerEvent),
HASH_ENTRY("NetServerStart", D_NetServerStarted),
HASH_ENTRY("NetServerStop", D_NetServerClose),
HASH_ENTRY("NetWorldEvent", D_NetWorldEvent),
HASH_ENTRY("PrivilegedResponder", G_PrivilegedResponder),
HASH_ENTRY("Responder", G_Responder),
HASH_ENTRY("SectorHeightChangeNotification", P_HandleSectorHeightChange),
HASH_ENTRY("Ticker", G_Ticker),
HASH_ENTRY("UpdateState", G_UpdateState),
});
#undef HASH_ENTRY
auto found = funcs.find(name);
if (found != funcs.end()) return found.value();
return nullptr;
}
GameRules &gfw_DefaultGameRules()
{
static GameRules defaultGameRules;
return defaultGameRules;
}
void GameRules_UpdateDefaultsFromCVars()
{
#if !__JHEXEN__
gfw_SetDefaultRule(fast, cfg.common.defaultRuleFastMonsters);
#endif
}
#ifdef __JDOOM__
void fastMonstersChanged()
{
GameRules_UpdateDefaultsFromCVars();
}
#endif
void Common_Register()
{
C_VAR_BYTE ("hud-title-author-nounknown", &cfg.common.hideIWADAuthor, 0, 0, 1);
// Movement
C_VAR_FLOAT("player-move-speed", &cfg.common.playerMoveSpeed, 0, 0, 1);
C_VAR_INT ("player-jump", &cfg.common.jumpEnabled, 0, 0, 1);
C_VAR_FLOAT("player-jump-power", &cfg.common.jumpPower, 0, 0, 100);
C_VAR_BYTE ("player-air-movement", &cfg.common.airborneMovement, 0, 0, 32);
// Gameplay
C_VAR_BYTE ("sound-switch-origin", &cfg.common.switchSoundOrigin, 0, 0, 1);
#ifdef __JDOOM__
C_VAR_BYTE2("game-monsters-fast", &cfg.common.defaultRuleFastMonsters, 0, 0, 1, fastMonstersChanged);
#endif
C_VAR_BYTE ("game-objects-pushable-limit", &cfg.common.pushableMomentumLimitedToPusher, 0, 0, 1);
}
//-------------------------------------------------------------------------------------------------
static de::Binder *gameBindings;
static de::Record *gameModule;
static mobj_t &instanceMobj(const de::Context &ctx)
{
using namespace de;
const int id = ctx.selfInstance().geti(QStringLiteral("__id__"), 0);
if (mobj_t *mo = Mobj_ById(id))
{
return *mo;
}
throw world::BaseMap::MissingObjectError("instanceMobj",
String::format("Mobj %d does not exist", id));
}
static de::Value *Function_Thing_SpawnMissile(de::Context &ctx, const de::Function::ArgumentValues &args)
{
using namespace de;
mobj_t *src = &instanceMobj(ctx);
const mobjtype_t missileId = mobjtype_t(Defs().getMobjNum(args.at(0)->asText()));
if (is<NoneValue>(args.at(1))) // Fire at target mobj.
{
if (src->target)
{
#if defined(__JHERETIC__)
if (mobj_t *mis = P_SpawnMissile(missileId, src, src->target, true))
{
if (missileId == MT_MUMMYFX1)
{
// Tracer is used to keep track of where the missile is homing.
mis->tracer = src->target;
}
else if (missileId == MT_WHIRLWIND)
{
P_InitWhirlwind(mis, src->target);
}
}
#else
P_SpawnMissile(missileId, src, src->target);
#endif
}
}
else
{
#if defined(__JHERETIC__) || defined(__JHEXEN__)
const double angle = args.at(1)->asNumber();
const double momZ = args.at(2)->asNumber();
P_SpawnMissileAngle(missileId, src, angle_t(angle * ANGLE_MAX), momZ);
#endif
}
return nullptr;
}
#if defined(__JHERETIC__)
static de::Value *Function_Thing_Attack(de::Context &ctx, const de::Function::ArgumentValues &args)
{
using namespace de;
mobj_t *src = &instanceMobj(ctx);
const int meleeDamage = args.at(0)->asInt();
const mobjtype_t missileId = mobjtype_t(Defs().getMobjNum(args.at(1)->asText()));
return new NumberValue(P_Attack(src, meleeDamage, missileId));
}
#endif
static int playerNumberArgument(const de::Value &arg)
{
if (de::is<de::NoneValue>(arg))
{
return CONSOLEPLAYER;
}
const int plrNum = arg.asInt();
if (plrNum < 0 || plrNum >= MAXPLAYERS)
{
throw de::Error("playerNumberArgument", "Player index out of bounds");
}
return plrNum;
}
static de::Value *Function_Game_SetMessage(de::Context &, const de::Function::ArgumentValues &args)
{
const int plrNum = playerNumberArgument(*args.at(1));
P_SetMessage(&players[plrNum], args.at(0)->asText().toLatin1());
return nullptr;
}
static de::Value *Function_Game_Rules(de::Context &, const de::Function::ArgumentValues &args)
{
return new de::RecordValue(gfw_Session()->rules().asRecord());
}
#if defined (__JHEXEN__)
static de::Value *Function_SetYellowMessage(de::Context &, const de::Function::ArgumentValues &args)
{
const int plrNum = playerNumberArgument(*args.at(1));
P_SetYellowMessage(&players[plrNum], args.at(0)->asText().toLatin1());
return nullptr;
}
#endif
static de::Value *Function_World_SpawnThing(de::Context &, const de::Function::ArgumentValues &args)
{
using namespace de;
mobjtype_t mobjType = mobjtype_t(Defs().getMobjNum(args.at(0)->asText()));
int spawnFlags = args.at(3)->asInt();
Vector3d pos;
if (args.at(1)->size() == 2)
{
pos = vectorFromValue<Vector2d>(*args.at(1));
spawnFlags |= MSF_Z_FLOOR;
}
else
{
pos = vectorFromValue<Vector3d>(*args.at(1));
}
angle_t angle =
angle_t((is<NoneValue>(args.at(2)) ? 360.0f * randf() : args.at(2)->asNumber()) / 180.0f *
ANGLE_180);
if (mobjType < 0)
{
throw Error("Function_World_SpawnThing", "Invalid thing type: " + args.at(0)->asText());
}
if (mobj_t *mobj = P_SpawnMobjXYZ(mobjType, pos.x, pos.y, pos.z, angle, spawnFlags))
{
return new RecordValue(THINKER_NS(mobj->thinker));
}
return new NoneValue;
}
static player_t &contextPlayer(const de::Context &ctx)
{
int num = ctx.selfInstance().geti("__id__", 0);
if (num < 0 || num >= MAXPLAYERS)
{
throw de::Error("contextPlayer", "invalid player number");
}
return players[num];
}
static de::Value *Function_Player_Health(de::Context &ctx, const de::Function::ArgumentValues &)
{
return new de::NumberValue(contextPlayer(ctx).health);
}
#if !defined (__JHEXEN__)
# define HAVE_DOOM_ARMOR_BINDINGS 1
static de::Value *Function_Player_Armor(de::Context &ctx, const de::Function::ArgumentValues &)
{
return new de::NumberValue(contextPlayer(ctx).armorPoints);
}
static de::Value *Function_Player_ArmorType(de::Context &ctx, const de::Function::ArgumentValues &)
{
return new de::NumberValue(contextPlayer(ctx).armorType);
}
#endif
static de::Value *Function_Player_GiveArmor(de::Context &ctx, const de::Function::ArgumentValues &args)
{
player_t *plr = &contextPlayer(ctx);
const int type = args.at(0)->asInt();
const int points = args.at(1)->asInt();
#if defined(__JHEXEN__)
const bool ok = P_GiveArmorAlt(plr, armortype_t(type), points) != 0;
#else
const bool ok = P_GiveArmor(plr, type, points) != 0;
#endif
return new de::NumberValue(ok);
}
static de::Value *Function_Player_Power(de::Context &ctx, const de::Function::ArgumentValues &args)
{
int power = args.at(0)->asInt();
if (power < PT_FIRST || power >= NUM_POWER_TYPES)
{
throw de::Error("Function_Player_Power", "invalid power type");
}
return new de::NumberValue(contextPlayer(ctx).powers[power]);
}
static de::Value *Function_Player_ShotAmmo(de::Context &ctx, const de::Function::ArgumentValues &)
{
P_ShotAmmo(&contextPlayer(ctx));
return nullptr;
}
#if defined(__JHERETIC__)
static de::Value *Function_Player_SetFlameCount(de::Context &ctx, const de::Function::ArgumentValues &args)
{
contextPlayer(ctx).flameCount = args.at(0)->asInt();
return nullptr;
}
#endif
#if defined(HAVE_EARTHQUAKE)
// Script function to control earthquakes.
static de::Value *Function_Player_SetLocalQuake(de::Context &ctx, const de::Function::ArgumentValues &args)
{
const auto plr = &contextPlayer(ctx) - players;
localQuakeHappening[plr] = args.at(0)->asInt();
localQuakeTimeout[plr] = args.at(1)->asInt();
players[plr].update |= PSF_LOCAL_QUAKE;
return nullptr;
}
#endif
//-------------------------------------------------------------------------------------------------
void Common_Load()
{
using namespace de;
// Script bindings.
{
auto &scr = ScriptSystem::get();
DENG2_ASSERT(gameBindings == nullptr);
gameBindings = new Binder(nullptr, Binder::FunctionsOwned); // must delete when plugin unloaded
// Game module.
{
gameModule = new Record;
scr.addNativeModule("Game", *gameModule);
Function::Defaults setMessageArgs;
setMessageArgs["player"] = new NoneValue;
gameBindings->init(*gameModule)
<< DENG2_FUNC_DEFS (Game_SetMessage, "setMessage", "message" << "player", setMessageArgs)
<< DENG2_FUNC_NOARG(Game_Rules, "rules");
#if defined(__JHEXEN__)
{
Function::Defaults setYellowMessageArgs;
setYellowMessageArgs["player"] = new NoneValue;
*gameBindings
<< DENG2_FUNC_DEFS(SetYellowMessage, "setYellowMessage", "message" << "player", setYellowMessageArgs);
}
#endif
}
// World module.
{
Function::Defaults spawnThingArgs;
spawnThingArgs["angle"] = new NoneValue;
spawnThingArgs["flags"] = new NumberValue(0.0);
gameBindings->init(scr["World"])
<< DENG2_FUNC_DEFS(World_SpawnThing,
"spawnThing",
"type" << "pos" << "angle" << "flags",
spawnThingArgs);
Function::Defaults spawnMissileArgs;
spawnMissileArgs["angle"] = new NoneValue;
spawnMissileArgs["momz"] = new NumberValue(0.0);
Function::Defaults attackArgs;
attackArgs["damage"] = new NumberValue(0.0);
attackArgs["missile"] = new NoneValue;
gameBindings->init(scr.builtInClass("World", "Thing"))
<< DENG2_FUNC_DEFS(Thing_SpawnMissile,
"spawnMissile",
"id" << "angle" << "momz",
spawnMissileArgs);
auto &world = scr["World"];
world.set("MSF_Z_FLOOR", MSF_Z_FLOOR);
world.set("MSF_Z_CEIL", MSF_Z_CEIL);
#if defined(MSF_DEAF)
world.set("MSF_AMBUSH", MSF_DEAF);
#endif
#if defined(MSF_AMBUSH)
world.set("MSF_AMBUSH", MSF_AMBUSH);
#endif
#if defined(__JHERETIC__)
*gameBindings << DENG2_FUNC_DEFS(Thing_Attack, "attack", "damage" << "missile", attackArgs);
#endif
}
// App.Player
{
auto &playerClass = scr.builtInClass("App", "Player");
gameBindings->init(playerClass)
<< DENG2_FUNC_NOARG (Player_Health, "health")
<< DENG2_FUNC (Player_Power, "power", "type")
<< DENG2_FUNC_NOARG (Player_ShotAmmo, "shotAmmo")
<< DENG2_FUNC (Player_GiveArmor, "giveArmor", "type" << "points");
#if defined(HAVE_DOOM_ARMOR_BINDINGS)
*gameBindings
<< DENG2_FUNC_NOARG (Player_Armor, "armor")
<< DENG2_FUNC_NOARG (Player_ArmorType, "armorType");
#endif
#if defined(HAVE_EARTHQUAKE)
Function::Defaults setLocalQuakeArgs;
setLocalQuakeArgs["duration"] = new NumberValue(0);
*gameBindings
<< DENG2_FUNC_DEFS (Player_SetLocalQuake, "setLocalQuake", "intensity" << "duration", setLocalQuakeArgs);
#endif
#if defined(__JHERETIC__)
*gameBindings
<< DENG2_FUNC(Player_SetFlameCount, "setFlameCount", "tics");
// Heretic: Powerup constants.
playerClass.set("PT_INVULNERABILITY", PT_INVULNERABILITY);
playerClass.set("PT_INVISIBILITY", PT_INVISIBILITY);
playerClass.set("PT_ALLMAP", PT_ALLMAP);
playerClass.set("PT_INFRARED", PT_INFRARED);
playerClass.set("PT_WEAPONLEVEL2", PT_WEAPONLEVEL2);
playerClass.set("PT_FLIGHT", PT_FLIGHT);
playerClass.set("PT_SHIELD", PT_SHIELD);
playerClass.set("PT_HEALTH2", PT_HEALTH2);
#endif
}
}
}
void Common_Unload()
{
using namespace de;
auto &scr = ScriptSystem::get();
// After game is unloaded, binder will delete its functions but
// other symbols need to be manually cleaned up.
{
scr["World"].removeMembersWithPrefix("MSF_");
#if defined(__JHERETIC__)
scr.builtInClass("App", "Player").removeMembersWithPrefix("PT_");
#endif
}
DENG2_ASSERT(gameBindings != nullptr);
scr.removeNativeModule("Game");
delete gameBindings;
gameBindings = nullptr;
delete gameModule;
gameModule = nullptr;
}
void Common_RegisterMapObjs()
{
P_RegisterMapObj(MO_THING, "Thing");
P_RegisterMapObjProperty(MO_THING, MO_X, "X", DDVT_DOUBLE);
P_RegisterMapObjProperty(MO_THING, MO_Y, "Y", DDVT_DOUBLE);
P_RegisterMapObjProperty(MO_THING, MO_Z, "Z", DDVT_DOUBLE);
P_RegisterMapObjProperty(MO_THING, MO_ANGLE, "Angle", DDVT_ANGLE);
P_RegisterMapObjProperty(MO_THING, MO_DOOMEDNUM, "DoomEdNum", DDVT_INT);
P_RegisterMapObjProperty(MO_THING, MO_SKILLMODES, "SkillModes", DDVT_INT);
P_RegisterMapObjProperty(MO_THING, MO_FLAGS, "Flags", DDVT_INT);
P_RegisterMapObj(MO_XLINEDEF, "XLinedef");
P_RegisterMapObjProperty(MO_XLINEDEF, MO_TAG, "Tag", DDVT_SHORT);
P_RegisterMapObjProperty(MO_XLINEDEF, MO_TYPE, "Type", DDVT_SHORT);
P_RegisterMapObjProperty(MO_XLINEDEF, MO_FLAGS, "Flags", DDVT_SHORT);
P_RegisterMapObj(MO_XSECTOR, "XSector");
P_RegisterMapObjProperty(MO_XSECTOR, MO_TAG, "Tag", DDVT_SHORT);
P_RegisterMapObjProperty(MO_XSECTOR, MO_TYPE, "Type", DDVT_SHORT);
}