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