//------------------------------------------------------------------------- /* Copyright (C) 2010 EDuke32 developers and contributors This file is part of EDuke32. EDuke32 is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. 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. */ //------------------------------------------------------------------------- #include "m32script.h" #include "m32def.h" #include "osd.h" #include "keys.h" #ifdef POLYMER #include "polymer.h" #endif #define _m32vars_c_ #include "m32structures.c" static void Gv_Clear(void) { // only call this function ONCE... int32_t i=(MAXGAMEVARS-1); //AddLog("Gv_Clear"); for (; i>=0; i--) { if (aGameVars[i].szLabel) Bfree(aGameVars[i].szLabel); aGameVars[i].szLabel = NULL; if ((aGameVars[i].dwFlags & GAMEVAR_USER_MASK) && aGameVars[i].val.plValues) { Bfree(aGameVars[i].val.plValues); aGameVars[i].val.plValues = NULL; } aGameVars[i].val.lValue = 0; aGameVars[i].dwFlags |= GAMEVAR_RESET; if (i >= MAXGAMEARRAYS) continue; if (aGameArrays[i].szLabel) Bfree(aGameArrays[i].szLabel); aGameArrays[i].szLabel = NULL; if ((aGameArrays[i].dwFlags & GAMEARRAY_NORMAL) && aGameArrays[i].vals) { Bfree(aGameArrays[i].vals); aGameArrays[i].vals=NULL; } aGameArrays[i].dwFlags |= GAMEARRAY_RESET; } g_gameVarCount = g_gameArrayCount = 0; hash_init(&h_gamevars); hash_init(&h_arrays); return; } int32_t Gv_NewArray(const char *pszLabel, void *arrayptr, intptr_t asize, uint32_t dwFlags) { int32_t i; if (g_gameArrayCount >= MAXGAMEARRAYS) { C_CUSTOMERROR("too many arrays! (max: %d)", MAXGAMEARRAYS); return 0; } if (Bstrlen(pszLabel) > (MAXARRAYLABEL-1)) { C_CUSTOMERROR("array name `%s' exceeds limit of %d characters.", pszLabel, MAXARRAYLABEL); return 0; } i = hash_find(&h_arrays, pszLabel); if (i>=0 && !(aGameArrays[i].dwFlags & GAMEARRAY_RESET)) { // found it it's a duplicate in error if (aGameArrays[i].dwFlags&GAMEARRAY_TYPE_MASK) { C_CUSTOMWARNING("ignored redefining system array `%s'.", pszLabel); } // C_ReportError(WARNING_DUPLICATEDEFINITION); return 0; } if (!(dwFlags&GAMEARRAY_VARSIZE) && !(dwFlags&GAMEARRAY_TYPE_MASK) && (asize<=0 || asize>65536)) { // the dummy array with index 0 sets the size to 0 so that accidental accesses as array // will complain. C_CUSTOMERROR("invalid array size %d. Must be between 1 and 65536", (int32_t)asize); return 0; } i = g_gameArrayCount; if (aGameArrays[i].szLabel == NULL) aGameArrays[i].szLabel = (char *)Bcalloc(MAXARRAYLABEL, sizeof(char)); if (aGameArrays[i].szLabel != pszLabel) Bstrcpy(aGameArrays[i].szLabel, pszLabel); if (!(dwFlags & GAMEARRAY_TYPE_MASK)) aGameArrays[i].vals = (int32_t *)Bcalloc(asize, sizeof(int32_t)); else aGameArrays[i].vals = arrayptr; aGameArrays[i].size = asize; aGameArrays[i].dwFlags = dwFlags & ~GAMEARRAY_RESET; g_gameArrayCount++; hash_add(&h_arrays, aGameArrays[i].szLabel, i, 1); return 1; } int32_t Gv_NewVar(const char *pszLabel, intptr_t lValue, uint32_t dwFlags) { int32_t i, j; //Bsprintf(g_szBuf,"Gv_NewVar(%s, %d, %X)",pszLabel, lValue, dwFlags); //AddLog(g_szBuf); if (g_gameVarCount >= MAXGAMEVARS) { C_CUSTOMERROR("too many gamevars! (max: %d)", MAXGAMEVARS); return 0; } if (Bstrlen(pszLabel) > (MAXVARLABEL-1)) { C_CUSTOMERROR("variable name `%s' exceeds limit of %d characters.", pszLabel, MAXVARLABEL); return 0; } i = hash_find(&h_gamevars,pszLabel); if (i >= 0 && !(aGameVars[i].dwFlags & GAMEVAR_RESET)) { // found it... if (aGameVars[i].dwFlags & GAMEVAR_PTR_MASK) { C_ReportError(-1); initprintf("%s:%d: warning: cannot redefine internal gamevar `%s'.\n",g_szScriptFileName,g_lineNumber,label+(g_numLabels<<6)); return 0; } else if (!(aGameVars[i].dwFlags & GAMEVAR_SYSTEM)) { // it's a duplicate in error // g_numCompilerWarnings++; // C_ReportError(WARNING_DUPLICATEDEFINITION); return 0; } } if (i == -1) i = g_gameVarCount; // Set values if ((aGameVars[i].dwFlags & GAMEVAR_SYSTEM) == 0) { if (aGameVars[i].szLabel == NULL) aGameVars[i].szLabel = (char *)Bcalloc(MAXVARLABEL, sizeof(uint8_t)); if (aGameVars[i].szLabel != pszLabel) Bstrcpy(aGameVars[i].szLabel,pszLabel); aGameVars[i].dwFlags = dwFlags; if (aGameVars[i].dwFlags & GAMEVAR_USER_MASK) { // only free if not system if (aGameVars[i].val.plValues) Bfree(aGameVars[i].val.plValues); aGameVars[i].val.plValues = NULL; } } // if existing is system, they only get to change default value.... aGameVars[i].lDefault = lValue; aGameVars[i].dwFlags &= ~GAMEVAR_RESET; if (i == g_gameVarCount) { // we're adding a new one. hash_add(&h_gamevars, aGameVars[i].szLabel, g_gameVarCount++, 0); } if (aGameVars[i].dwFlags & GAMEVAR_PERBLOCK) { if (!aGameVars[i].val.plValues) aGameVars[i].val.plValues = (int32_t *)Bcalloc(1+MAXEVENTS+g_stateCount, sizeof(int32_t)); for (j=0; j<1+MAXEVENTS+g_stateCount; j++) aGameVars[i].val.plValues[j] = lValue; } else aGameVars[i].val.lValue = lValue; return 1; } int32_t __fastcall Gv_GetVarN(register int32_t id) // 'N' for "no side-effects"... vars and locals only! { if (id == M32_THISACTOR_VAR_ID) return vm.g_i; switch (id&M32_VARTYPE_MASK) { case M32_FLAG_VAR: id &= (MAXGAMEVARS-1); switch (aGameVars[id].dwFlags & (GAMEVAR_USER_MASK|GAMEVAR_PTR_MASK)) { case 0: return aGameVars[id].val.lValue; case GAMEVAR_PERBLOCK: return aGameVars[id].val.plValues[vm.g_st]; case GAMEVAR_FLOATPTR: case GAMEVAR_INTPTR: return *((int32_t *)aGameVars[id].val.lValue); case GAMEVAR_SHORTPTR: return *((int16_t *)aGameVars[id].val.lValue); case GAMEVAR_CHARPTR: return *((uint8_t *)aGameVars[id].val.lValue); default: M32_ERROR("Gv_GetVarN(): WTF??"); return -1; } case M32_FLAG_LOCAL: { int32_t index = id&(MAXGAMEVARS-1); // no bounds checking since it's done at script compilation time return ((int32_t *)aGameArrays[M32_LOCAL_ARRAY_ID].vals)[index]; } default: M32_ERROR("Gv_GetVarN(): invalid var code %0x08x", id); return -1; } } int32_t __fastcall Gv_GetVarX(register int32_t id) { register int32_t negateResult = !!(id&M32_FLAG_NEGATE); if (id == M32_THISACTOR_VAR_ID) return vm.g_i; if ((id & M32_BITS_MASK) == M32_FLAG_CONSTANT) { switch (id&3) { case 0: return ((int16_t)(id>>16)); case 1: return constants[(id>>16)&0xffff]; case 2: return (labelval[(id>>16)&0xffff] ^ -negateResult) + negateResult; default: M32_ERROR("Gv_GetVarX() (constant): WTF??"); return -1; } } switch (id&M32_VARTYPE_MASK) { case M32_FLAG_ARRAY: { register int32_t index; int32_t siz; index = (int32_t)((id>>16)&0xffff); if (!(id&M32_FLAG_CONSTANTINDEX)) index = Gv_GetVarN(index); id &= (MAXGAMEARRAYS-1); if (aGameArrays[id].dwFlags & GAMEARRAY_VARSIZE) siz = Gv_GetVarN(aGameArrays[id].size); else siz = aGameArrays[id].size; if (index < 0 || index >= siz) { M32_ERROR("Gv_GetVarX(): invalid array index (%s[%d])", aGameArrays[id].szLabel, index); return -1; } switch (aGameArrays[id].dwFlags & GAMEARRAY_TYPE_MASK) { case 0: case GAMEARRAY_OFINT: return (((int32_t *)aGameArrays[id].vals)[index] ^ -negateResult) + negateResult; case GAMEARRAY_OFSHORT: return (((int16_t *)aGameArrays[id].vals)[index] ^ -negateResult) + negateResult; case GAMEARRAY_OFCHAR: return (((uint8_t *)aGameArrays[id].vals)[index] ^ -negateResult) + negateResult; default: M32_ERROR("Gv_GetVarX() (array): WTF??"); return -1; } } case M32_FLAG_STRUCT: { register int32_t index, memberid; index = (id>>16)&0x7fff; if (!(id&M32_FLAG_CONSTANTINDEX)) index = Gv_GetVarN(index); memberid = (id>>2)&63; switch (id&3) { case M32_SPRITE_VAR_ID: return (VM_AccessSprite(0, index, memberid, 0) ^ -negateResult) + negateResult; case M32_SECTOR_VAR_ID: return (VM_AccessSector(0, index, memberid, 0) ^ -negateResult) + negateResult; case M32_WALL_VAR_ID: return (VM_AccessWall(0, index, memberid, 0) ^ -negateResult) + negateResult; case M32_TSPRITE_VAR_ID: return (VM_AccessTsprite(0, index, memberid, 0) ^ -negateResult) + negateResult; } } case M32_FLAG_VAR: { id &= (MAXGAMEVARS-1); switch (aGameVars[id].dwFlags & (GAMEVAR_USER_MASK|GAMEVAR_PTR_MASK)) { case 0: return (aGameVars[id].val.lValue ^ -negateResult) + negateResult; case GAMEVAR_PERBLOCK: return (aGameVars[id].val.plValues[vm.g_st] ^ -negateResult) + negateResult; case GAMEVAR_FLOATPTR: { float fval = *(float *)aGameVars[id].val.lValue; if (negateResult) fval *= -1; return *(int32_t *)&fval; } case GAMEVAR_INTPTR: return (*((int32_t *)aGameVars[id].val.lValue) ^ -negateResult) + negateResult; case GAMEVAR_SHORTPTR: return (*((int16_t *)aGameVars[id].val.lValue) ^ -negateResult) + negateResult; case GAMEVAR_CHARPTR: return (*((uint8_t *)aGameVars[id].val.lValue) ^ -negateResult) + negateResult; default: M32_ERROR("Gv_GetVarX(): WTF??"); return -1; } } case M32_FLAG_LOCAL: { int32_t index = id&(MAXGAMEVARS-1); // no bounds checking since it's done at script compilation time return (((int32_t *)aGameArrays[M32_LOCAL_ARRAY_ID].vals)[index] ^ -negateResult) + negateResult; } } // switch (id&M32_VARTYPE_MASK) return 0; // never reached } void __fastcall Gv_SetVarX(register int32_t id, register int32_t lValue) { switch (id&M32_VARTYPE_MASK) { case M32_FLAG_ARRAY: { register int32_t index; int32_t siz; index = (id>>16)&0xffff; if (!(id&M32_FLAG_CONSTANTINDEX)) index = Gv_GetVarN(index); id &= (MAXGAMEARRAYS-1); if (aGameArrays[id].dwFlags & GAMEARRAY_VARSIZE) siz = Gv_GetVarN(aGameArrays[id].size); else siz = aGameArrays[id].size; if (index < 0 || index >= siz) { M32_ERROR("Gv_SetVarX(): invalid array index %s[%d], size=%d", aGameArrays[id].szLabel, index, siz); return; } switch (aGameArrays[id].dwFlags & GAMEARRAY_TYPE_MASK) { case 0: case GAMEARRAY_OFINT: ((int32_t *)aGameArrays[id].vals)[index] = lValue; return; case GAMEARRAY_OFSHORT: ((int16_t *)aGameArrays[id].vals)[index] = (int16_t)lValue; return; case GAMEARRAY_OFCHAR: ((uint8_t *)aGameArrays[id].vals)[index] = (uint8_t)lValue; return; default: M32_ERROR("Gv_SetVarX() (array): WTF??"); return; } return; } case M32_FLAG_STRUCT: { register int32_t index, memberid; index = (id>>16)&0x7fff; if (!(id&M32_FLAG_CONSTANTINDEX)) index = Gv_GetVarN(index); memberid = (id>>2)&63; switch (id&3) { case M32_SPRITE_VAR_ID: VM_AccessSprite(1, index, memberid, lValue); return; case M32_SECTOR_VAR_ID: VM_AccessSector(1, index, memberid, lValue); return; case M32_WALL_VAR_ID: VM_AccessWall(1, index, memberid, lValue); return; case M32_TSPRITE_VAR_ID: VM_AccessTsprite(1, index, memberid, lValue); return; } } case M32_FLAG_VAR: { id &= (MAXGAMEVARS-1); switch (aGameVars[id].dwFlags & (GAMEVAR_USER_MASK|GAMEVAR_PTR_MASK)) { case 0: aGameVars[id].val.lValue=lValue; return; case GAMEVAR_PERBLOCK: aGameVars[id].val.plValues[vm.g_st] = lValue; return; case GAMEVAR_FLOATPTR: { int32_t ival = lValue; float fval = *(float *)&ival; if (fval!=fval || fval<-3.4e38 || fval > 3.4e38) { M32_ERROR("Gv_SetVarX(): tried to set float var to NaN or infinity"); return; } } case GAMEVAR_INTPTR: *((int32_t *)aGameVars[id].val.lValue)=(int32_t)lValue; return; case GAMEVAR_SHORTPTR: *((int16_t *)aGameVars[id].val.lValue)=(int16_t)lValue; return; case GAMEVAR_CHARPTR: *((uint8_t *)aGameVars[id].val.lValue)=(uint8_t)lValue; return; default: M32_ERROR("Gv_SetVarX(): WTF??"); return; } } case M32_FLAG_LOCAL: { int32_t index = id&(MAXGAMEVARS-1); ((int32_t *)aGameArrays[M32_LOCAL_ARRAY_ID].vals)[index] = lValue; return; } } } static uint8_t alphakeys[] = { KEYSC_SPACE, KEYSC_A, KEYSC_B, KEYSC_C, KEYSC_D, KEYSC_E, KEYSC_F, KEYSC_G, KEYSC_H, KEYSC_I, KEYSC_J, KEYSC_K, KEYSC_L, KEYSC_M, KEYSC_N, KEYSC_O, KEYSC_P, KEYSC_Q, KEYSC_R, KEYSC_S, KEYSC_T, KEYSC_U, KEYSC_V, KEYSC_W, KEYSC_X, KEYSC_Y, KEYSC_Z, }; static uint8_t numberkeys[] = { KEYSC_0, KEYSC_1, KEYSC_2, KEYSC_3, KEYSC_4, KEYSC_5, KEYSC_6, KEYSC_7, KEYSC_8, KEYSC_9, }; static void Gv_AddSystemVars(void) { // only call ONCE int32_t hlcnt_id, hlscnt_id; //AddLog("Gv_AddSystemVars"); // special vars for struct access // MUST be at top and in this order!!! Gv_NewVar("sprite", -1, GAMEVAR_READONLY | GAMEVAR_SYSTEM | GAMEVAR_SPECIAL); Gv_NewVar("sector", -1, GAMEVAR_READONLY | GAMEVAR_SYSTEM | GAMEVAR_SPECIAL); Gv_NewVar("wall", -1, GAMEVAR_READONLY | GAMEVAR_SYSTEM | GAMEVAR_SPECIAL); Gv_NewVar("tsprite", -1, GAMEVAR_READONLY | GAMEVAR_SYSTEM | GAMEVAR_SPECIAL); Gv_NewVar("light", -1, GAMEVAR_READONLY | GAMEVAR_SYSTEM | GAMEVAR_SPECIAL); // these too have to be in here and in order! // keep in sync with m32script.h: IDs of special vars Gv_NewVar("I", 0, GAMEVAR_READONLY | GAMEVAR_SYSTEM); // THISACTOR Gv_NewVar("RETURN", (intptr_t)&g_iReturnVar, GAMEVAR_INTPTR | GAMEVAR_SYSTEM); Gv_NewVar("LOTAG", 0, GAMEVAR_SYSTEM); Gv_NewVar("HITAG", 0, GAMEVAR_SYSTEM); Gv_NewVar("TEXTURE", 0, GAMEVAR_SYSTEM); Gv_NewVar("DOSCRSHOT", (intptr_t)&g_doScreenShot, GAMEVAR_INTPTR | GAMEVAR_SYSTEM); Gv_NewVar("xdim",(intptr_t)&xdim, GAMEVAR_INTPTR | GAMEVAR_SYSTEM | GAMEVAR_READONLY); Gv_NewVar("ydim",(intptr_t)&ydim, GAMEVAR_INTPTR | GAMEVAR_SYSTEM | GAMEVAR_READONLY); Gv_NewVar("windowx1",(intptr_t)&windowx1, GAMEVAR_INTPTR | GAMEVAR_SYSTEM | GAMEVAR_READONLY); Gv_NewVar("windowx2",(intptr_t)&windowx2, GAMEVAR_INTPTR | GAMEVAR_SYSTEM | GAMEVAR_READONLY); Gv_NewVar("windowy1",(intptr_t)&windowy1, GAMEVAR_INTPTR | GAMEVAR_SYSTEM | GAMEVAR_READONLY); Gv_NewVar("windowy2",(intptr_t)&windowy2, GAMEVAR_INTPTR | GAMEVAR_SYSTEM | GAMEVAR_READONLY); Gv_NewVar("totalclock",(intptr_t)&totalclock, GAMEVAR_INTPTR | GAMEVAR_SYSTEM | GAMEVAR_READONLY); Gv_NewVar("viewingrange",(intptr_t)&viewingrange, GAMEVAR_SYSTEM | GAMEVAR_INTPTR | GAMEVAR_READONLY); Gv_NewVar("yxaspect",(intptr_t)&yxaspect, GAMEVAR_SYSTEM | GAMEVAR_INTPTR | GAMEVAR_READONLY); /// Gv_NewVar("framerate",(intptr_t)&g_currentFrameRate, GAMEVAR_SYSTEM | GAMEVAR_INTPTR | GAMEVAR_READONLY); /// Gv_NewVar("display_mirror",(intptr_t)&display_mirror, GAMEVAR_SYSTEM | GAMEVAR_CHARPTR); Gv_NewVar("randomseed",(intptr_t)&randomseed, GAMEVAR_SYSTEM | GAMEVAR_INTPTR); Gv_NewVar("numwalls",(intptr_t)&numwalls, GAMEVAR_SYSTEM | GAMEVAR_SHORTPTR | GAMEVAR_READONLY); Gv_NewVar("numsectors",(intptr_t)&numsectors, GAMEVAR_SYSTEM | GAMEVAR_SHORTPTR | GAMEVAR_READONLY); Gv_NewVar("numsprites",(intptr_t)&Numsprites, GAMEVAR_SYSTEM | GAMEVAR_INTPTR | GAMEVAR_READONLY); { static int32_t numtiles; Gv_NewVar("numtiles",(intptr_t)&numtiles, GAMEVAR_SYSTEM | GAMEVAR_INTPTR | GAMEVAR_READONLY); } #ifdef YAX_ENABLE Gv_NewVar("numbunches",(intptr_t)&numyaxbunches, GAMEVAR_SYSTEM | GAMEVAR_INTPTR | GAMEVAR_READONLY); #endif #ifdef USE_OPENGL Gv_NewVar("rendmode",(intptr_t)&rendmode, GAMEVAR_READONLY | GAMEVAR_INTPTR | GAMEVAR_SYSTEM); #endif // current position Gv_NewVar("posx",(intptr_t)&pos.x, GAMEVAR_INTPTR | GAMEVAR_SYSTEM); Gv_NewVar("posy",(intptr_t)&pos.y, GAMEVAR_INTPTR | GAMEVAR_SYSTEM); Gv_NewVar("posz",(intptr_t)&pos.z, GAMEVAR_INTPTR | GAMEVAR_SYSTEM); Gv_NewVar("ang",(intptr_t)&ang, GAMEVAR_SHORTPTR | GAMEVAR_SYSTEM); Gv_NewVar("horiz",(intptr_t)&horiz, GAMEVAR_INTPTR | GAMEVAR_SYSTEM); Gv_NewVar("cursectnum",(intptr_t)&cursectnum, GAMEVAR_READONLY | GAMEVAR_SHORTPTR | GAMEVAR_SYSTEM); Gv_NewVar("hardcoded_movement",(intptr_t)&g_doHardcodedMovement, GAMEVAR_INTPTR | GAMEVAR_SYSTEM); Gv_NewVar("searchx",(intptr_t)&searchx, GAMEVAR_READONLY | GAMEVAR_INTPTR | GAMEVAR_SYSTEM); Gv_NewVar("searchy",(intptr_t)&searchy, GAMEVAR_READONLY | GAMEVAR_INTPTR | GAMEVAR_SYSTEM); Gv_NewVar("searchstat",(intptr_t)&searchstat, GAMEVAR_READONLY | GAMEVAR_SHORTPTR | GAMEVAR_SYSTEM); Gv_NewVar("searchwall",(intptr_t)&searchwall, GAMEVAR_READONLY | GAMEVAR_SHORTPTR | GAMEVAR_SYSTEM); Gv_NewVar("searchsector",(intptr_t)&searchsector, GAMEVAR_READONLY | GAMEVAR_SHORTPTR | GAMEVAR_SYSTEM); Gv_NewVar("searchbottomwall",(intptr_t)&searchbottomwall, GAMEVAR_READONLY | GAMEVAR_SHORTPTR | GAMEVAR_SYSTEM); Gv_NewVar("pointhighlight",(intptr_t)&pointhighlight, GAMEVAR_SHORTPTR|GAMEVAR_SYSTEM|GAMEVAR_READONLY); Gv_NewVar("linehighlight",(intptr_t)&linehighlight, GAMEVAR_SHORTPTR|GAMEVAR_SYSTEM|GAMEVAR_READONLY); hlcnt_id = g_gameVarCount; Gv_NewVar("highlightcnt",(intptr_t)&highlightcnt, GAMEVAR_SHORTPTR|GAMEVAR_SYSTEM|GAMEVAR_READONLY); hlscnt_id = g_gameVarCount; Gv_NewVar("highlightsectorcnt",(intptr_t)&highlightsectorcnt, GAMEVAR_SHORTPTR|GAMEVAR_SYSTEM|GAMEVAR_READONLY); // clipboard contents Gv_NewVar("temppicnum",(intptr_t)&temppicnum, GAMEVAR_INTPTR|GAMEVAR_SYSTEM|GAMEVAR_READONLY); Gv_NewVar("tempcstat",(intptr_t)&tempcstat, GAMEVAR_INTPTR|GAMEVAR_SYSTEM|GAMEVAR_READONLY); Gv_NewVar("templotag",(intptr_t)&templotag, GAMEVAR_INTPTR|GAMEVAR_SYSTEM|GAMEVAR_READONLY); Gv_NewVar("temphitag",(intptr_t)&temphitag, GAMEVAR_INTPTR|GAMEVAR_SYSTEM|GAMEVAR_READONLY); Gv_NewVar("tempextra",(intptr_t)&tempextra, GAMEVAR_INTPTR|GAMEVAR_SYSTEM|GAMEVAR_READONLY); Gv_NewVar("tempshade",(intptr_t)&tempshade, GAMEVAR_INTPTR|GAMEVAR_SYSTEM|GAMEVAR_READONLY); Gv_NewVar("temppal",(intptr_t)&temppal, GAMEVAR_INTPTR|GAMEVAR_SYSTEM|GAMEVAR_READONLY); Gv_NewVar("tempvis",(intptr_t)&tempvis, GAMEVAR_INTPTR|GAMEVAR_SYSTEM|GAMEVAR_READONLY); Gv_NewVar("tempxrepeat",(intptr_t)&tempxrepeat, GAMEVAR_INTPTR|GAMEVAR_SYSTEM|GAMEVAR_READONLY); Gv_NewVar("tempyrepeat",(intptr_t)&tempyrepeat, GAMEVAR_INTPTR|GAMEVAR_SYSTEM|GAMEVAR_READONLY); // starting position Gv_NewVar("startposx",(intptr_t)&startpos.x, GAMEVAR_READONLY | GAMEVAR_INTPTR | GAMEVAR_SYSTEM); Gv_NewVar("startposy",(intptr_t)&startpos.y, GAMEVAR_READONLY | GAMEVAR_INTPTR | GAMEVAR_SYSTEM); Gv_NewVar("startposz",(intptr_t)&startpos.z, GAMEVAR_READONLY | GAMEVAR_INTPTR | GAMEVAR_SYSTEM); Gv_NewVar("startang",(intptr_t)&startang, GAMEVAR_READONLY | GAMEVAR_SHORTPTR | GAMEVAR_SYSTEM); Gv_NewVar("startsectnum",(intptr_t)&startsectnum, GAMEVAR_READONLY | GAMEVAR_SHORTPTR | GAMEVAR_SYSTEM); Gv_NewVar("mousxplc",(intptr_t)&mousxplc, GAMEVAR_READONLY | GAMEVAR_INTPTR | GAMEVAR_SYSTEM); Gv_NewVar("mousyplc",(intptr_t)&mousyplc, GAMEVAR_READONLY | GAMEVAR_INTPTR | GAMEVAR_SYSTEM); Gv_NewVar("zoom",(intptr_t)&zoom, GAMEVAR_READONLY | GAMEVAR_INTPTR | GAMEVAR_SYSTEM); Gv_NewVar("drawlinepat",(intptr_t)&m32_drawlinepat, GAMEVAR_INTPTR | GAMEVAR_SYSTEM); Gv_NewVar("halfxdim16", (intptr_t)&halfxdim16, GAMEVAR_READONLY | GAMEVAR_INTPTR | GAMEVAR_SYSTEM); Gv_NewVar("midydim16", (intptr_t)&midydim16, GAMEVAR_READONLY | GAMEVAR_INTPTR | GAMEVAR_SYSTEM); Gv_NewVar("ydim16",(intptr_t)&ydim16, GAMEVAR_INTPTR | GAMEVAR_SYSTEM | GAMEVAR_READONLY); Gv_NewVar("m32_sideview",(intptr_t)&m32_sideview, GAMEVAR_INTPTR | GAMEVAR_SYSTEM | GAMEVAR_READONLY); Gv_NewVar("SV1",(intptr_t)&m32_sortvar1, GAMEVAR_INTPTR | GAMEVAR_SYSTEM | GAMEVAR_READONLY); Gv_NewVar("SV2",(intptr_t)&m32_sortvar2, GAMEVAR_INTPTR | GAMEVAR_SYSTEM | GAMEVAR_READONLY); Gv_NewVar("spritesortcnt",(intptr_t)&spritesortcnt, GAMEVAR_INTPTR | GAMEVAR_SYSTEM | GAMEVAR_READONLY); #ifdef POLYMER Gv_NewVar("pr_overrideparallax",(intptr_t)&pr_overrideparallax, GAMEVAR_INTPTR | GAMEVAR_SYSTEM); Gv_NewVar("pr_parallaxscale",(intptr_t)&pr_parallaxscale, GAMEVAR_FLOATPTR | GAMEVAR_SYSTEM); Gv_NewVar("pr_parallaxbias",(intptr_t)&pr_parallaxbias, GAMEVAR_FLOATPTR | GAMEVAR_SYSTEM); Gv_NewVar("pr_overridespecular",(intptr_t)&pr_overridespecular, GAMEVAR_INTPTR | GAMEVAR_SYSTEM); Gv_NewVar("pr_specularpower",(intptr_t)&pr_specularpower, GAMEVAR_FLOATPTR | GAMEVAR_SYSTEM); Gv_NewVar("pr_specularfactor",(intptr_t)&pr_specularfactor, GAMEVAR_FLOATPTR | GAMEVAR_SYSTEM); #else { // dummy Polymer variables for non-Polymer builds static int32_t pr_overrideparallax = 0; static float pr_parallaxscale = 0.1f; static float pr_parallaxbias = 0.0f; static int32_t pr_overridespecular = 0; static float pr_specularpower = 15.0f; static float pr_specularfactor = 1.0f; Gv_NewVar("pr_overrideparallax",(intptr_t)&pr_overrideparallax, GAMEVAR_INTPTR | GAMEVAR_SYSTEM); Gv_NewVar("pr_parallaxscale",(intptr_t)&pr_parallaxscale, GAMEVAR_FLOATPTR | GAMEVAR_SYSTEM); Gv_NewVar("pr_parallaxbias",(intptr_t)&pr_parallaxbias, GAMEVAR_FLOATPTR | GAMEVAR_SYSTEM); Gv_NewVar("pr_overridespecular",(intptr_t)&pr_overridespecular, GAMEVAR_INTPTR | GAMEVAR_SYSTEM); Gv_NewVar("pr_specularpower",(intptr_t)&pr_specularpower, GAMEVAR_FLOATPTR | GAMEVAR_SYSTEM); Gv_NewVar("pr_specularfactor",(intptr_t)&pr_specularfactor, GAMEVAR_FLOATPTR | GAMEVAR_SYSTEM); } #endif g_systemVarCount = g_gameVarCount; // must be first! Gv_NewArray(".LOCALS_BASE", NULL, 0, GAMEARRAY_OFINT); Gv_NewArray("highlight", (void *)highlight, hlcnt_id, GAMEARRAY_READONLY|GAMEARRAY_OFSHORT|GAMEARRAY_VARSIZE); Gv_NewArray("highlightsector", (void *)highlightsector, hlscnt_id, GAMEARRAY_READONLY|GAMEARRAY_OFSHORT|GAMEARRAY_VARSIZE); Gv_NewArray("hsect", (void *)headspritesect, MAXSECTORS+1, GAMEARRAY_READONLY|GAMEARRAY_OFSHORT); Gv_NewArray("psect", (void *)prevspritesect, MAXSPRITES, GAMEARRAY_READONLY|GAMEARRAY_OFSHORT); Gv_NewArray("nsect", (void *)nextspritesect, MAXSPRITES, GAMEARRAY_READONLY|GAMEARRAY_OFSHORT); Gv_NewArray("hstat", (void *)headspritestat, MAXSTATUS+1, GAMEARRAY_READONLY|GAMEARRAY_OFSHORT); Gv_NewArray("pstat", (void *)prevspritestat, MAXSPRITES, GAMEARRAY_READONLY|GAMEARRAY_OFSHORT); Gv_NewArray("nstat", (void *)nextspritestat, MAXSPRITES, GAMEARRAY_READONLY|GAMEARRAY_OFSHORT); #ifdef YAX_ENABLE Gv_NewArray("headsectbunchc", (void *)headsectbunch[0], YAX_MAXBUNCHES, GAMEARRAY_READONLY|GAMEARRAY_OFSHORT); Gv_NewArray("nextsectbunchc", (void *)nextsectbunch[0], MAXSECTORS, GAMEARRAY_READONLY|GAMEARRAY_OFSHORT); Gv_NewArray("headsectbunchf", (void *)headsectbunch[1], YAX_MAXBUNCHES, GAMEARRAY_READONLY|GAMEARRAY_OFSHORT); Gv_NewArray("nextsectbunchf", (void *)nextsectbunch[1], MAXSECTORS, GAMEARRAY_READONLY|GAMEARRAY_OFSHORT); #endif Gv_NewArray("tilesizx", (void *)tilesizx, MAXTILES, GAMEARRAY_READONLY|GAMEARRAY_OFSHORT); Gv_NewArray("tilesizy", (void *)tilesizy, MAXTILES, GAMEARRAY_READONLY|GAMEARRAY_OFSHORT); // Gv_NewArray("picsiz", (void *)picsiz, MAXTILES, GAMEARRAY_READONLY|GAMEARRAY_OFCHAR); Gv_NewArray("picanm", (void *)picanm, MAXTILES, GAMEARRAY_READONLY|GAMEARRAY_OFINT); Gv_NewArray("show2dsector", (void *)show2dsector, (MAXSECTORS+7)>>3, GAMEARRAY_READONLY|GAMEARRAY_OFCHAR); Gv_NewArray("show2dwall", (void *)show2dwall, (MAXWALLS+7)>>3, GAMEARRAY_READONLY|GAMEARRAY_OFCHAR); Gv_NewArray("show2dsprite", (void *)show2dsprite, (MAXSPRITES+7)>>3, GAMEARRAY_READONLY|GAMEARRAY_OFCHAR); Gv_NewArray("keystatus", (void *)keystatus, 256, GAMEARRAY_WARN|GAMEARRAY_OFCHAR); Gv_NewArray("alphakeys", (void *)alphakeys, sizeof(alphakeys), GAMEARRAY_READONLY|GAMEARRAY_OFCHAR); Gv_NewArray("numberkeys", (void *)numberkeys, sizeof(numberkeys), GAMEARRAY_READONLY|GAMEARRAY_OFCHAR); g_systemArrayCount = g_gameArrayCount; } void Gv_Init(void) { // only call ONCE Gv_Clear(); Gv_AddSystemVars(); }