fallout2-ce/src/sfall_global_scripts.cc

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#include "sfall_global_scripts.h"
#include <algorithm>
#include <cstring>
#include <string>
#include <vector>
#include "db.h"
#include "input.h"
#include "platform_compat.h"
#include "scripts.h"
#include "sfall_config.h"
namespace fallout {
struct GlobalScript {
Program* program = nullptr;
int procs[SCRIPT_PROC_COUNT] = { 0 };
int repeat = 0;
int count = 0;
int mode = 0;
bool once = true;
};
struct GlobalScriptsState {
std::vector<std::string> paths;
std::vector<GlobalScript> globalScripts;
};
static GlobalScriptsState* state = nullptr;
bool sfall_gl_scr_init()
{
state = new (std::nothrow) GlobalScriptsState();
if (state == nullptr) {
return false;
}
char* paths;
configGetString(&gSfallConfig, SFALL_CONFIG_SCRIPTS_KEY, SFALL_CONFIG_GLOBAL_SCRIPT_PATHS, &paths);
char* curr = paths;
while (curr != nullptr && *curr != '\0') {
char* end = strchr(curr, ',');
if (end != nullptr) {
*end = '\0';
}
char drive[COMPAT_MAX_DRIVE];
char dir[COMPAT_MAX_DIR];
compat_splitpath(curr, drive, dir, nullptr, nullptr);
char** files;
int filesLength = fileNameListInit(curr, &files, 0, 0);
if (filesLength != 0) {
for (int index = 0; index < filesLength; index++) {
char path[COMPAT_MAX_PATH];
compat_makepath(path, drive, dir, files[index], nullptr);
state->paths.push_back(std::string { path });
}
fileNameListFree(&files, 0);
}
if (end != nullptr) {
*end = ',';
curr = end + 1;
} else {
curr = nullptr;
}
}
std::sort(state->paths.begin(), state->paths.end());
return true;
}
void sfall_gl_scr_reset()
{
if (state != nullptr) {
sfall_gl_scr_remove_all();
}
}
void sfall_gl_scr_exit()
{
if (state != nullptr) {
sfall_gl_scr_remove_all();
delete state;
state = nullptr;
}
}
void sfall_gl_scr_exec_start_proc()
{
for (auto& path : state->paths) {
Program* program = programCreateByPath(path.c_str());
if (program != nullptr) {
GlobalScript scr;
scr.program = program;
for (int action = 0; action < SCRIPT_PROC_COUNT; action++) {
scr.procs[action] = programFindProcedure(program, gScriptProcNames[action]);
}
state->globalScripts.push_back(std::move(scr));
_interpret(program, -1);
}
}
tickersAdd(sfall_gl_scr_process_input);
}
void sfall_gl_scr_remove_all()
{
tickersRemove(sfall_gl_scr_process_input);
for (auto& scr : state->globalScripts) {
programFree(scr.program);
}
state->globalScripts.clear();
}
void sfall_gl_scr_exec_map_update_scripts(int action)
{
for (auto& scr : state->globalScripts) {
if (scr.mode == 0 || scr.mode == 3) {
if (scr.procs[action] != -1) {
_executeProcedure(scr.program, scr.procs[action]);
}
}
}
}
static void sfall_gl_scr_process_simple(int mode1, int mode2)
{
for (auto& scr : state->globalScripts) {
if (scr.repeat != 0 && (scr.mode == mode1 || scr.mode == mode2)) {
scr.count++;
if (scr.count >= scr.repeat) {
_executeProcedure(scr.program, scr.procs[SCRIPT_PROC_START]);
scr.count = 0;
}
}
}
}
void sfall_gl_scr_process_main()
{
sfall_gl_scr_process_simple(0, 3);
}
void sfall_gl_scr_process_input()
{
sfall_gl_scr_process_simple(1, 1);
}
void sfall_gl_scr_process_worldmap()
{
sfall_gl_scr_process_simple(2, 3);
}
static GlobalScript* sfall_gl_scr_map_program_to_scr(Program* program)
{
auto it = std::find_if(state->globalScripts.begin(),
state->globalScripts.end(),
[&program](const GlobalScript& scr) {
return scr.program == program;
});
return it != state->globalScripts.end() ? &(*it) : nullptr;
}
void sfall_gl_scr_set_repeat(Program* program, int frames)
{
GlobalScript* scr = sfall_gl_scr_map_program_to_scr(program);
if (scr != nullptr) {
scr->repeat = frames;
}
}
void sfall_gl_scr_set_type(Program* program, int type)
{
if (type < 0 || type > 3) {
return;
}
GlobalScript* scr = sfall_gl_scr_map_program_to_scr(program);
if (scr != nullptr) {
scr->mode = type;
}
}
bool sfall_gl_scr_is_loaded(Program* program)
{
GlobalScript* scr = sfall_gl_scr_map_program_to_scr(program);
if (scr != nullptr) {
if (scr->once) {
scr->once = false;
return true;
}
return false;
}
// Not a global script.
return true;
}
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void sfall_gl_scr_update(int burstSize)
{
for (auto& scr : state->globalScripts) {
_interpret(scr.program, burstSize);
}
}
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} // namespace fallout