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t_func.cpp
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t_func.cpp
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// Emacs style mode select -*- C++ -*-
//---------------------------------------------------------------------------
//
// Copyright(C) 2000 Simon Howard
// Copyright(C) 2005-2008 Christoph Oelckers
//
// 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
//
//--------------------------------------------------------------------------
//
// Functions
//
// functions are stored as variables(see variable.c), the
// value being a pointer to a 'handler' function for the
// function. Arguments are stored in an argc/argv-style list
//
// this module contains all the handler functions for the
// basic FraggleScript Functions.
//
// By Simon Howard
//
//---------------------------------------------------------------------------
//
#include "templates.h"
#include "p_local.h"
#include "t_script.h"
#include "c_console.h"
#include "c_dispatch.h"
#include "d_player.h"
#include "w_wad.h"
#include "gi.h"
#include "v_font.h"
#include "serializer.h"
#include "p_spec.h"
#include "r_utility.h"
#include "g_levellocals.h"
#include "actorinlines.h"
#include "scriptutil.h"
#include "vm.h"
#include "a_lights.h"
static FRandom pr_script("FScript");
// functions. FParser::SF_ means Script Function not, well.. heh, me
/////////// actually running a function /////////////
//==========================================================================
//
// The Doom actors in their original order
//
//==========================================================================
static const char * const ActorNames_init[]=
{
"DoomPlayer",
"ZombieMan",
"ShotgunGuy",
"Archvile",
"ArchvileFire",
"Revenant",
"RevenantTracer",
"RevenantTracerSmoke",
"Fatso",
"FatShot",
"ChaingunGuy",
"DoomImp",
"Demon",
"Spectre",
"Cacodemon",
"BaronOfHell",
"BaronBall",
"HellKnight",
"LostSoul",
"SpiderMastermind",
"Arachnotron",
"Cyberdemon",
"PainElemental",
"WolfensteinSS",
"CommanderKeen",
"BossBrain",
"BossEye",
"BossTarget",
"SpawnShot",
"SpawnFire",
"ExplosiveBarrel",
"DoomImpBall",
"CacodemonBall",
"Rocket",
"PlasmaBall",
"BFGBall",
"ArachnotronPlasma",
"BulletPuff",
"Blood",
"TeleportFog",
"ItemFog",
"TeleportDest",
"BFGExtra",
"GreenArmor",
"BlueArmor",
"HealthBonus",
"ArmorBonus",
"BlueCard",
"RedCard",
"YellowCard",
"YellowSkull",
"RedSkull",
"BlueSkull",
"Stimpack",
"Medikit",
"Soulsphere",
"InvulnerabilitySphere",
"Berserk",
"BlurSphere",
"RadSuit",
"Allmap",
"Infrared",
"Megasphere",
"Clip",
"ClipBox",
"RocketAmmo",
"RocketBox",
"Cell",
"CellPack",
"Shell",
"ShellBox",
"Backpack",
"BFG9000",
"Chaingun",
"Chainsaw",
"RocketLauncher",
"PlasmaRifle",
"Shotgun",
"SuperShotgun",
"TechLamp",
"TechLamp2",
"Column",
"TallGreenColumn",
"ShortGreenColumn",
"TallRedColumn",
"ShortRedColumn",
"SkullColumn",
"HeartColumn",
"EvilEye",
"FloatingSkull",
"TorchTree",
"BlueTorch",
"GreenTorch",
"RedTorch",
"ShortBlueTorch",
"ShortGreenTorch",
"ShortRedTorch",
"Slalagtite",
"TechPillar",
"CandleStick",
"Candelabra",
"BloodyTwitch",
"Meat2",
"Meat3",
"Meat4",
"Meat5",
"NonsolidMeat2",
"NonsolidMeat4",
"NonsolidMeat3",
"NonsolidMeat5",
"NonsolidTwitch",
"DeadCacodemon",
"DeadMarine",
"DeadZombieMan",
"DeadDemon",
"DeadLostSoul",
"DeadDoomImp",
"DeadShotgunGuy",
"GibbedMarine",
"GibbedMarineExtra",
"HeadsOnAStick",
"Gibs",
"HeadOnAStick",
"HeadCandles",
"DeadStick",
"LiveStick",
"BigTree",
"BurningBarrel",
"HangNoGuts",
"HangBNoBrain",
"HangTLookingDown",
"HangTSkull",
"HangTLookingUp",
"HangTNoBrain",
"ColonGibs",
"SmallBloodPool",
"BrainStem",
"PointPusher",
"PointPuller",
};
static PClassActor * ActorTypes[countof(ActorNames_init)];
//==========================================================================
//
// Some functions that take care of the major differences between the class
// based actor system from ZDoom and Doom's index based one
//
//==========================================================================
//==========================================================================
//
// Gets an actor class
// Input can be either a class name, an actor variable or a Doom index
// Doom index is only supported for the original things up to MBF
//
//==========================================================================
PClassActor * FParser::T_GetMobjType(svalue_t arg)
{
PClassActor * pclass=NULL;
if (arg.type==svt_string)
{
pclass=PClass::FindActor(arg.string);
// invalid object to spawn
if(!pclass) script_error("unknown object type: %s\n", arg.string.GetChars());
}
else if (arg.type==svt_mobj)
{
AActor * mo = actorvalue(arg);
if (mo) pclass = mo->GetClass();
}
else
{
int objtype = intvalue(arg);
if (objtype>=0 && objtype<int(countof(ActorTypes))) pclass=ActorTypes[objtype];
else pclass=NULL;
// invalid object to spawn
if(!pclass) script_error("unknown object type: %i\n", objtype);
}
return pclass;
}
//==========================================================================
//
// Gets a player index
// Input can be either an actor variable or an index value
//
//==========================================================================
int FParser::T_GetPlayerNum(const svalue_t &arg)
{
int playernum;
if(arg.type == svt_mobj)
{
if(!actorvalue(arg) || !arg.value.mobj->player)
{
// I prefer this not to make an error.
// This way a player function used for a non-player
// object will just do nothing
//script_error("mobj not a player!\n");
return -1;
}
playernum = Level->PlayerNum(arg.value.mobj->player);
}
else
playernum = intvalue(arg);
if(playernum < 0 || playernum > MAXPLAYERS)
{
return -1;
}
if(!Level->PlayerInGame(playernum)) // no error, just return -1
{
return -1;
}
return playernum;
}
AActor *FParser::T_GetPlayerActor(const svalue_t &arg)
{
int num = T_GetPlayerNum(arg);
return num == -1 ? nullptr : Level->Players[num]->mo;
}
PClassActor *T_ClassType(const svalue_t &arg)
{
return PClass::FindActor(stringvalue(arg));
}
//==========================================================================
//
// Get an ammo type
// Input can be either a class name or a Doom index
// Doom index is only supported for the 4 original ammo types
//
//==========================================================================
static PClassActor * T_GetAmmo(const svalue_t &t)
{
const char * p;
if (t.type==svt_string)
{
p=stringvalue(t);
}
else
{
// backwards compatibility with Legacy.
// allow only Doom's standard types here!
static const char * DefAmmo[]={"Clip","Shell","Cell","RocketAmmo"};
int ammonum = intvalue(t);
if(ammonum < 0 || ammonum >= 4)
{
script_error("ammo number out of range: %i", ammonum);
return NULL;
}
p=DefAmmo[ammonum];
}
auto am = PClass::FindActor(p);
if (am == NULL || !am->IsDescendantOf(PClass::FindClass(NAME_Ammo)))
{
script_error("unknown ammo type : %s", p);
return NULL;
}
return am;
}
//==========================================================================
//
// Finds a sound in the sound table and adds a new entry if it isn't defined
// It's too bad that this is necessary but FS doesn't know about this kind
// of sound management.
//
//==========================================================================
static FSoundID T_FindSound(const char * name)
{
char buffer[40];
FSoundID so=S_FindSound(name);
if (so>0) return so;
// Now it gets dirty!
if (gameinfo.gametype & GAME_DoomStrifeChex)
{
mysnprintf(buffer, countof(buffer), "DS%.35s", name);
if (Wads.CheckNumForName(buffer, ns_sounds)<0) strcpy(buffer, name);
}
else
{
strcpy(buffer, name);
if (Wads.CheckNumForName(buffer, ns_sounds)<0) mysnprintf(buffer, countof(buffer), "DS%.35s", name);
}
int id = S_AddSound(name, buffer);
S_HashSounds();
return FSoundID(id);
}
//==========================================================================
//
// Creates a string out of a print argument list. This version does not
// have any length restrictions like the original FS versions had.
//
//==========================================================================
FString FParser::GetFormatString(int startarg)
{
FString fmt="";
for(int i=startarg; i<t_argc; i++) fmt += stringvalue(t_argv[i]);
return fmt;
}
bool FParser::CheckArgs(int cnt)
{
if (t_argc<cnt)
{
script_error("Insufficient parameters for '%s'\n", t_func.GetChars());
return false;
}
return true;
}
//==========================================================================
//FUNCTIONS
// the actual handler functions for the
// functions themselves
// arguments are evaluated and passed to the
// handler functions using 't_argc' and 't_argv'
// in a similar way to the way C does with command
// line options.
// values can be returned from the functions using
// the variable 't_return'
//
//==========================================================================
//==========================================================================
//
// prints some text to the console and the notify buffer
//
//==========================================================================
void FParser::SF_Print(void)
{
Printf(PRINT_HIGH, "%s\n", GetFormatString(0).GetChars());
}
//==========================================================================
//
// return a random number from 0 to 255
//
//==========================================================================
void FParser::SF_Rnd(void)
{
t_return.type = svt_int;
t_return.value.i = pr_script();
}
//==========================================================================
//
// looping section. using the rover, find the highest level
// loop we are currently in and return the DFsSection for it.
//
//==========================================================================
DFsSection *FParser::looping_section()
{
DFsSection *best = NULL; // highest level loop we're in
// that has been found so far
int n;
// check thru all the hashchains
int32_t rover_index = Script->MakeIndex(Rover);
for(n=0; n<SECTIONSLOTS; n++)
{
DFsSection *current = Script->sections[n];
// check all the sections in this hashchain
while(current)
{
// a loop?
if(current->type == st_loop)
// check to see if it's a loop that we're inside
if(rover_index >= current->start_index && rover_index <= current->end_index)
{
// a higher nesting level than the best one so far?
if(!best || (current->start_index > best->start_index))
best = current; // save it
}
current = current->next;
}
}
return best; // return the best one found
}
//==========================================================================
//
// "continue;" in FraggleScript is a function
//
//==========================================================================
void FParser::SF_Continue(void)
{
DFsSection *section;
if(!(section = looping_section()) ) // no loop found
{
script_error("continue() not in loop\n");
return;
}
Rover = Script->SectionEnd(section); // jump to the closing brace
}
//==========================================================================
//
//
//
//==========================================================================
void FParser::SF_Break(void)
{
DFsSection *section;
if(!(section = looping_section()) )
{
script_error("break() not in loop\n");
return;
}
Rover = Script->SectionEnd(section) + 1; // jump out of the loop
}
//==========================================================================
//
//
//
//==========================================================================
void FParser::SF_Goto(void)
{
if (CheckArgs(1))
{
// check argument is a labelptr
if(t_argv[0].type != svt_label)
{
script_error("goto argument not a label\n");
return;
}
// go there then if everythings fine
Rover = Script->LabelValue(t_argv[0]);
}
}
//==========================================================================
//
//
//
//==========================================================================
void FParser::SF_Return(void)
{
throw CFsTerminator();
}
//==========================================================================
//
//
//
//==========================================================================
void FParser::SF_Include(void)
{
char tempstr[12];
if (CheckArgs(1))
{
if(t_argv[0].type == svt_string)
{
strncpy(tempstr, t_argv[0].string, 8);
tempstr[8]=0;
}
else
mysnprintf(tempstr, countof(tempstr), "%i", (int)t_argv[0].value.i);
Script->ParseInclude(Level, tempstr);
}
}
//==========================================================================
//
//
//
//==========================================================================
void FParser::SF_Input(void)
{
Printf(PRINT_BOLD,"input() function not available in Doom\n");
}
//==========================================================================
//
//
//
//==========================================================================
void FParser::SF_Beep(void)
{
S_Sound(CHAN_AUTO, "misc/chat", 1.0f, ATTN_IDLE);
}
//==========================================================================
//
//
//
//==========================================================================
void FParser::SF_Clock(void)
{
t_return.type = svt_int;
t_return.value.i = (gametic*100)/TICRATE;
}
/**************** doom stuff ****************/
//==========================================================================
//
//
//
//==========================================================================
void FParser::SF_ExitLevel(void)
{
Level->ExitLevel(0, false);
}
//==========================================================================
//
//
//
//==========================================================================
void FParser::SF_Tip(void)
{
if (t_argc>0 && Script->trigger &&
Script->trigger->CheckLocalView())
{
C_MidPrint(nullptr, GetFormatString(0).GetChars());
}
}
//==========================================================================
//
// FParser::SF_TimedTip
//
// Implements: void timedtip(int clocks, ...)
//
//==========================================================================
EXTERN_CVAR(Float, con_midtime)
void FParser::SF_TimedTip(void)
{
if (CheckArgs(2))
{
float saved = con_midtime;
con_midtime = intvalue(t_argv[0])/100.0f;
C_MidPrint(nullptr, GetFormatString(1).GetChars());
con_midtime=saved;
}
}
//==========================================================================
//
// tip to a particular player
//
//==========================================================================
void FParser::SF_PlayerTip(void)
{
if (CheckArgs(1))
{
int plnum = T_GetPlayerNum(t_argv[0]);
if (plnum!=-1 && Level->Players[plnum]->mo->CheckLocalView())
{
C_MidPrint(nullptr, GetFormatString(1).GetChars());
}
}
}
//==========================================================================
//
// message player
//
//==========================================================================
void FParser::SF_Message(void)
{
if (t_argc>0 && Script->trigger &&
Script->trigger->CheckLocalView())
{
Printf(PRINT_HIGH, "%s\n", GetFormatString(0).GetChars());
}
}
//==========================================================================
//
// message to a particular player
//
//==========================================================================
void FParser::SF_PlayerMsg(void)
{
if (CheckArgs(1))
{
int plnum = T_GetPlayerNum(t_argv[0]);
if (plnum!=-1 && Level->Players[plnum]->mo->CheckLocalView())
{
Printf(PRINT_HIGH, "%s\n", GetFormatString(1).GetChars());
}
}
}
//==========================================================================
//
//
//
//==========================================================================
void FParser::SF_PlayerInGame(void)
{
if (CheckArgs(1))
{
int plnum = T_GetPlayerNum(t_argv[0]);
if (plnum!=-1)
{
t_return.type = svt_int;
t_return.value.i = Level->PlayerInGame(plnum);
}
}
}
//==========================================================================
//
//
//
//==========================================================================
void FParser::SF_PlayerName(void)
{
int plnum;
if(!t_argc)
{
player_t *pl=NULL;
if (Script->trigger) pl = Script->trigger->player;
if(pl) plnum = Level->PlayerNum(pl);
else plnum=-1;
}
else
plnum = T_GetPlayerNum(t_argv[0]);
if(plnum !=-1)
{
t_return.type = svt_string;
t_return.string = Level->Players[plnum]->userinfo.GetName();
}
else
{
script_error("script not started by player\n");
}
}
//==========================================================================
//
// object being controlled by player
//
//==========================================================================
void FParser::SF_PlayerObj(void)
{
int plnum;
if(!t_argc)
{
player_t *pl=NULL;
if (Script->trigger) pl = Script->trigger->player;
if(pl) plnum = Level->PlayerNum(pl);
else plnum=-1;
}
else
plnum = T_GetPlayerNum(t_argv[0]);
if(plnum !=-1)
{
t_return.type = svt_mobj;
t_return.value.mobj = Level->Players[plnum]->mo;
}
else
{
script_error("script not started by player\n");
}
}
//==========================================================================
//
//
//
//==========================================================================
void FParser::SF_Player(void)
{
// use trigger object if not specified
AActor *mo;
if(t_argc)
{
mo = actorvalue(t_argv[0]);
}
else
{
mo = Script->trigger;
}
t_return.type = svt_int;
if(mo && mo->player) // haleyjd: added mo->player
{
t_return.value.i = Level->PlayerNum(mo->player);
}
else
{
t_return.value.i = -1;
}
}
//==========================================================================
//
// FParser::SF_Spawn
//
// Implements: mobj spawn(int type, int x, int y, [int angle], [int z], [bool zrel])
//
//==========================================================================
void FParser::SF_Spawn(void)
{
DVector3 pos;
PClassActor *pclass;
DAngle angle = 0.;
if (CheckArgs(3))
{
if (!(pclass=T_GetMobjType(t_argv[0]))) return;
pos.X = floatvalue(t_argv[1]);
pos.Y = floatvalue(t_argv[2]);
if(t_argc >= 5)
{
pos.Z = floatvalue(t_argv[4]);
// [Graf Zahl] added option of spawning with a relative z coordinate
if(t_argc > 5)
{
if (intvalue(t_argv[5])) pos.Z += Level->PointInSector(pos)->floorplane.ZatPoint(pos);
}
}
else
{
// Legacy compatibility is more important than correctness.
pos.Z = ONFLOORZ;// (GetDefaultByType(PClass)->flags & MF_SPAWNCEILING) ? ONCEILINGZ : ONFLOORZ;
}
if(t_argc >= 4)
{
angle = floatvalue(t_argv[3]);
}
t_return.type = svt_mobj;
t_return.value.mobj = Spawn(Level, pclass, pos, ALLOW_REPLACE);
if (t_return.value.mobj)
{
t_return.value.mobj->Angles.Yaw = angle;
if (!Level->info->fs_nocheckposition)
{
if (!P_TestMobjLocation(t_return.value.mobj))
{
if (t_return.value.mobj->flags&MF_COUNTKILL) Level->total_monsters--;
if (t_return.value.mobj->flags&MF_COUNTITEM) Level->total_items--;
t_return.value.mobj->Destroy();
t_return.value.mobj = NULL;
}
}
}
}
}
//==========================================================================
//
//
//
//==========================================================================
void FParser::SF_RemoveObj(void)
{
if (CheckArgs(1))
{
AActor * mo = actorvalue(t_argv[0]);
if(mo) // nullptr check
{
mo->ClearCounters();
mo->Destroy();
}
}
}
//==========================================================================
//
//
//
//==========================================================================
void FParser::SF_KillObj(void)
{
// use trigger object if not specified
AActor *mo;
if(t_argc)
{
mo = actorvalue(t_argv[0]);
}
else
{
mo = Script->trigger; // default to trigger object
}
if(mo)
{
// ensure the thing can be killed
mo->flags|=MF_SHOOTABLE;
mo->flags2&=~(MF2_INVULNERABLE|MF2_DORMANT);
// [GrafZahl] This called P_KillMobj directly
// which is a very bad thing to do!
P_DamageMobj(mo, NULL, NULL, mo->health, NAME_Massacre);
}
}
//==========================================================================
//
//
//
//==========================================================================
void FParser::SF_ObjX(void)
{
// use trigger object if not specified
AActor *mo;
if(t_argc)
{
mo = actorvalue(t_argv[0]);
}
else
{
mo = Script->trigger;
}
t_return.setDouble(mo ? mo->X() : 0.);
}
//==========================================================================
//
//
//
//==========================================================================
void FParser::SF_ObjY(void)
{
// use trigger object if not specified
AActor *mo;
if(t_argc)
{
mo = actorvalue(t_argv[0]);
}
else
{
mo = Script->trigger;
}
t_return.setDouble(mo ? mo->Y() : 0.);
}
//==========================================================================
//
//
//
//==========================================================================
void FParser::SF_ObjZ(void)
{
// use trigger object if not specified
AActor *mo;
if(t_argc)
{
mo = actorvalue(t_argv[0]);
}
else
{
mo = Script->trigger;
}
t_return.setDouble(mo ? mo->Z() : 0.);
}
//==========================================================================
//
//
//
//==========================================================================