mirror of
https://github.com/jmarshall23/DoomRTX.git
synced 2026-08-15 15:51:07 +02:00
347 lines
13 KiB
C++
347 lines
13 KiB
C++
// Copyright (C) 2004 Id Software, Inc.
|
|
//
|
|
|
|
#ifndef __SCRIPT_THREAD_H__
|
|
#define __SCRIPT_THREAD_H__
|
|
|
|
extern const idEventDef EV_Thread_Execute;
|
|
extern const idEventDef EV_Thread_SetCallback;
|
|
extern const idEventDef EV_Thread_TerminateThread;
|
|
extern const idEventDef EV_Thread_Pause;
|
|
extern const idEventDef EV_Thread_Wait;
|
|
extern const idEventDef EV_Thread_WaitFrame;
|
|
extern const idEventDef EV_Thread_WaitFor;
|
|
extern const idEventDef EV_Thread_WaitForThread;
|
|
extern const idEventDef EV_Thread_Print;
|
|
extern const idEventDef EV_Thread_PrintLn;
|
|
extern const idEventDef EV_Thread_Say;
|
|
extern const idEventDef EV_Thread_Assert;
|
|
extern const idEventDef EV_Thread_Trigger;
|
|
extern const idEventDef EV_Thread_SetCvar;
|
|
extern const idEventDef EV_Thread_GetCvar;
|
|
extern const idEventDef EV_Thread_Random;
|
|
extern const idEventDef EV_Thread_GetTime;
|
|
extern const idEventDef EV_Thread_KillThread;
|
|
extern const idEventDef EV_Thread_SetThreadName;
|
|
extern const idEventDef EV_Thread_GetEntity;
|
|
extern const idEventDef EV_Thread_Spawn;
|
|
extern const idEventDef EV_Thread_SetSpawnArg;
|
|
extern const idEventDef EV_Thread_SpawnString;
|
|
extern const idEventDef EV_Thread_SpawnFloat;
|
|
extern const idEventDef EV_Thread_SpawnVector;
|
|
extern const idEventDef EV_Thread_AngToForward;
|
|
extern const idEventDef EV_Thread_AngToRight;
|
|
extern const idEventDef EV_Thread_AngToUp;
|
|
extern const idEventDef EV_Thread_Sine;
|
|
extern const idEventDef EV_Thread_Cosine;
|
|
extern const idEventDef EV_Thread_Normalize;
|
|
extern const idEventDef EV_Thread_VecLength;
|
|
extern const idEventDef EV_Thread_VecDotProduct;
|
|
extern const idEventDef EV_Thread_VecCrossProduct;
|
|
extern const idEventDef EV_Thread_OnSignal;
|
|
extern const idEventDef EV_Thread_ClearSignal;
|
|
extern const idEventDef EV_Thread_SetCamera;
|
|
extern const idEventDef EV_Thread_FirstPerson;
|
|
extern const idEventDef EV_Thread_TraceFraction;
|
|
extern const idEventDef EV_Thread_TracePos;
|
|
extern const idEventDef EV_Thread_FadeIn;
|
|
extern const idEventDef EV_Thread_FadeOut;
|
|
extern const idEventDef EV_Thread_FadeTo;
|
|
extern const idEventDef EV_Thread_Restart;
|
|
|
|
// HUMANHEAD
|
|
extern const idEventDef EV_Thread_SetSilenceCallback;
|
|
extern const idEventDef EV_Thread_WaitPVS;
|
|
extern const idEventDef EV_Thread_TextDDA;
|
|
// HUMANHEAD END
|
|
|
|
class idThread : public idClass {
|
|
//HUMANHEAD: aob - changed to protected
|
|
protected:
|
|
static idThread *currentThread;
|
|
|
|
idThread *waitingForThread;
|
|
int waitingFor;
|
|
int waitingUntil;
|
|
idInterpreter interpreter;
|
|
|
|
// HUMANHEAD PDM
|
|
int waitingForPVS; // entity num of PVS wait entity
|
|
// HUMANHEAD END
|
|
|
|
//HUMANHEAD rww - jim d. suggested this as a method for failsafing premature entity removal.
|
|
//honestly, it feels a little hacky to me. but i guess it's reasonable since the case can
|
|
//occur under legitimate circumstances.
|
|
public:
|
|
idEntityPtr<idEntity> threadOwner;
|
|
bool threadOwnerCheck;
|
|
protected:
|
|
//HUMANHEAD END
|
|
|
|
idDict spawnArgs;
|
|
|
|
int threadNum;
|
|
idStr threadName;
|
|
|
|
int lastExecuteTime;
|
|
int creationTime;
|
|
|
|
bool manualControl;
|
|
|
|
static int threadIndex;
|
|
static idList<idThread *> threadList;
|
|
|
|
static trace_t trace;
|
|
|
|
void Init( void );
|
|
void Pause( void );
|
|
|
|
void Event_Execute( void );
|
|
void Event_SetThreadName( const char *name );
|
|
|
|
//
|
|
// script callable Events
|
|
//
|
|
void Event_TerminateThread( int num );
|
|
void Event_Pause( void );
|
|
void Event_Wait( float time );
|
|
void Event_WaitFrame( void );
|
|
void Event_WaitFor( idEntity *ent );
|
|
void Event_WaitForThread( int num );
|
|
void Event_Print( const char *text );
|
|
void Event_PrintLn( const char *text );
|
|
void Event_Say( const char *text );
|
|
void Event_Assert( float value );
|
|
void Event_Trigger( idEntity *ent );
|
|
void Event_SetCvar( const char *name, const char *value ) const;
|
|
void Event_GetCvar( const char *name ) const;
|
|
void Event_Random( float range ) const;
|
|
void Event_GetTime( void );
|
|
void Event_KillThread( const char *name );
|
|
void Event_GetEntity( const char *name );
|
|
void Event_Spawn( const char *classname );
|
|
void Event_CopySpawnArgs( idEntity *ent );
|
|
void Event_SetSpawnArg( const char *key, const char *value );
|
|
void Event_SpawnString( const char *key, const char *defaultvalue );
|
|
void Event_SpawnFloat( const char *key, float defaultvalue );
|
|
void Event_SpawnVector( const char *key, idVec3 &defaultvalue );
|
|
void Event_ClearPersistantArgs( void );
|
|
void Event_SetPersistantArg( const char *key, const char *value );
|
|
void Event_GetPersistantString( const char *key );
|
|
void Event_GetPersistantFloat( const char *key );
|
|
void Event_GetPersistantVector( const char *key );
|
|
void Event_AngToForward( idAngles &ang );
|
|
void Event_AngToRight( idAngles &ang );
|
|
void Event_AngToUp( idAngles &ang );
|
|
void Event_GetSine( float angle );
|
|
void Event_GetCosine( float angle );
|
|
void Event_GetSquareRoot( float theSquare );
|
|
void Event_VecNormalize( idVec3 &vec );
|
|
void Event_VecLength( idVec3 &vec );
|
|
void Event_VecDotProduct( idVec3 &vec1, idVec3 &vec2 );
|
|
void Event_VecCrossProduct( idVec3 &vec1, idVec3 &vec2 );
|
|
void Event_VecToAngles( idVec3 &vec );
|
|
void Event_OnSignal( int signal, idEntity *ent, const char *func );
|
|
void Event_ClearSignalThread( int signal, idEntity *ent );
|
|
void Event_SetCamera( idEntity *ent );
|
|
void Event_FirstPerson( void );
|
|
void Event_Trace( const idVec3 &start, const idVec3 &end, const idVec3 &mins, const idVec3 &maxs, int contents_mask, idEntity *passEntity );
|
|
void Event_TracePoint( const idVec3 &start, const idVec3 &end, int contents_mask, idEntity *passEntity );
|
|
void Event_GetTraceFraction( void );
|
|
void Event_GetTraceEndPos( void );
|
|
void Event_GetTraceNormal( void );
|
|
void Event_GetTraceEntity( void );
|
|
void Event_GetTraceJoint( void );
|
|
void Event_GetTraceBody( void );
|
|
void Event_FadeIn( idVec3 &color, float time );
|
|
void Event_FadeOut( idVec3 &color, float time );
|
|
void Event_FadeTo( idVec3 &color, float alpha, float time );
|
|
void Event_SetShaderParm( int parmnum, float value );
|
|
void Event_StartMusic( const char *name );
|
|
void Event_Warning( const char *text );
|
|
void Event_Error( const char *text );
|
|
void Event_StrLen( const char *string );
|
|
void Event_StrLeft( const char *string, int num );
|
|
void Event_StrRight( const char *string, int num );
|
|
void Event_StrSkip( const char *string, int num );
|
|
void Event_StrMid( const char *string, int start, int num );
|
|
void Event_StrToFloat( const char *string );
|
|
void Event_RadiusDamage( const idVec3 &origin, idEntity *inflictor, idEntity *attacker, idEntity *ignore, const char *damageDefName, float dmgPower );
|
|
void Event_IsClient( void );
|
|
void Event_IsMultiplayer( void );
|
|
void Event_GetFrameTime( void );
|
|
void Event_GetTicsPerSecond( void );
|
|
void Event_CacheSoundShader( const char *soundName );
|
|
void Event_DebugLine( const idVec3 &color, const idVec3 &start, const idVec3 &end, const float lifetime );
|
|
void Event_DebugArrow( const idVec3 &color, const idVec3 &start, const idVec3 &end, const int size, const float lifetime );
|
|
void Event_DebugCircle( const idVec3 &color, const idVec3 &origin, const idVec3 &dir, const float radius, const int numSteps, const float lifetime );
|
|
void Event_DebugBounds( const idVec3 &color, const idVec3 &mins, const idVec3 &maxs, const float lifetime );
|
|
void Event_DrawText( const char *text, const idVec3 &origin, float scale, const idVec3 &color, const int align, const float lifetime );
|
|
void Event_InfluenceActive( void );
|
|
|
|
// HUMANHEAD
|
|
void Event_WaitForSilence( idEntity *ent, float plusOrMinusSeconds );
|
|
void Event_WaitPVS( idEntity *ent );
|
|
void Event_Precache( const char *def );
|
|
void Event_PrecacheDecl( int type, const char *name );
|
|
void Event_ThreadIsValid( int threadNum );
|
|
void Event_GetCVarFloat( const char* name );
|
|
void Event_GetCVarVector( const char* name );
|
|
void Event_ShowProgressBar(bool turnOn);
|
|
void Event_SetProgress(float progress);
|
|
void Event_SetProgressState(int state);
|
|
void Event_TableLookup(const char *tableName, float index);
|
|
void Event_GetDDAValue( void ); // mdl
|
|
void Event_GetEntitySpawnId( idEntity *ent ); //rww
|
|
void Event_KillMonsters( const char *className ); // mdl
|
|
void Event_SpawnProjectile( const char *projectilename, const idVec3 &org, const idVec3 &dir );
|
|
// HUMANHEAD END
|
|
|
|
public:
|
|
CLASS_PROTOTYPE( idThread );
|
|
|
|
idThread();
|
|
idThread( idEntity *self, const function_t *func );
|
|
idThread( const function_t *func );
|
|
idThread( idInterpreter *source, const function_t *func, int args );
|
|
idThread( idInterpreter *source, idEntity *self, const function_t *func, int args );
|
|
|
|
virtual ~idThread();
|
|
|
|
// tells the thread manager not to delete this thread when it ends
|
|
void ManualDelete( void );
|
|
|
|
// save games
|
|
void Save( idSaveGame *savefile ) const; // archives object for save game file
|
|
void Restore( idRestoreGame *savefile ); // unarchives object from save game file
|
|
|
|
void EnableDebugInfo( void ) { interpreter.debug = true; };
|
|
void DisableDebugInfo( void ) { interpreter.debug = false; };
|
|
|
|
void WaitMS( int time );
|
|
void WaitSec( float time );
|
|
void WaitFrame( void );
|
|
|
|
// NOTE: If this is called from within a event called by this thread, the function arguments will be invalid after calling this function.
|
|
void CallFunction( const function_t *func, bool clearStack );
|
|
|
|
// NOTE: If this is called from within a event called by this thread, the function arguments will be invalid after calling this function.
|
|
void CallFunction( idEntity *obj, const function_t *func, bool clearStack );
|
|
|
|
void DisplayInfo();
|
|
static idThread *GetThread( int num );
|
|
static void ListThreads_f( const idCmdArgs &args );
|
|
static void Restart( void );
|
|
static void ObjectMoveDone( int threadnum, idEntity *obj );
|
|
|
|
static idList<idThread*>& GetThreads ( void );
|
|
|
|
bool IsDoneProcessing ( void );
|
|
bool IsDying ( void );
|
|
|
|
void End( void );
|
|
static void KillThread( const char *name );
|
|
static void KillThread( int num );
|
|
bool Execute( void );
|
|
void ManualControl( void ) { manualControl = true; CancelEvents( &EV_Thread_Execute ); };
|
|
void DoneProcessing( void ) { interpreter.doneProcessing = true; };
|
|
void ContinueProcessing( void ) { interpreter.doneProcessing = false; };
|
|
bool ThreadDying( void ) { return interpreter.threadDying; };
|
|
void EndThread( void ) { interpreter.threadDying = true; };
|
|
bool IsWaiting( void );
|
|
void ClearWaitFor( void );
|
|
bool IsWaitingFor( idEntity *obj );
|
|
void ObjectMoveDone( idEntity *obj );
|
|
void ThreadCallback( idThread *thread );
|
|
void DelayedStart( int delay );
|
|
bool Start( void );
|
|
idThread *WaitingOnThread( void );
|
|
void SetThreadNum( int num );
|
|
int GetThreadNum( void );
|
|
void SetThreadName( const char *name );
|
|
const char *GetThreadName( void );
|
|
|
|
void Error( const char *fmt, ... ) const id_attribute((format(printf,2,3)));
|
|
void Warning( const char *fmt, ... ) const id_attribute((format(printf,2,3)));
|
|
|
|
static idThread *CurrentThread( void );
|
|
static int CurrentThreadNum( void );
|
|
static bool BeginMultiFrameEvent( idEntity *ent, const idEventDef *event );
|
|
static void EndMultiFrameEvent( idEntity *ent, const idEventDef *event );
|
|
|
|
// HUMANHEAD nla - Added to see if an event was running
|
|
static bool RunningEvent( idEntity *ent, const idEventDef *event );
|
|
// HUMANHEAD END
|
|
|
|
static void ReturnString( const char *text );
|
|
static void ReturnFloat( float value );
|
|
static void ReturnInt( int value );
|
|
static void ReturnVector( idVec3 const &vec );
|
|
static void ReturnEntity( idEntity *ent );
|
|
};
|
|
|
|
/*
|
|
================
|
|
idThread::WaitingOnThread
|
|
================
|
|
*/
|
|
ID_INLINE idThread *idThread::WaitingOnThread( void ) {
|
|
return waitingForThread;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idThread::SetThreadNum
|
|
================
|
|
*/
|
|
ID_INLINE void idThread::SetThreadNum( int num ) {
|
|
threadNum = num;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idThread::GetThreadNum
|
|
================
|
|
*/
|
|
ID_INLINE int idThread::GetThreadNum( void ) {
|
|
return threadNum;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idThread::GetThreadName
|
|
================
|
|
*/
|
|
ID_INLINE const char *idThread::GetThreadName( void ) {
|
|
return threadName.c_str();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idThread::GetThreads
|
|
================
|
|
*/
|
|
ID_INLINE idList<idThread*>& idThread::GetThreads ( void ) {
|
|
return threadList;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idThread::IsDoneProcessing
|
|
================
|
|
*/
|
|
ID_INLINE bool idThread::IsDoneProcessing ( void ) {
|
|
return interpreter.doneProcessing;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idThread::IsDying
|
|
================
|
|
*/
|
|
ID_INLINE bool idThread::IsDying ( void ) {
|
|
return interpreter.threadDying;
|
|
}
|
|
|
|
#endif /* !__SCRIPT_THREAD_H__ */
|