raze-gles/polymer/eduke32/a.m32

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// m32 script test & show-off file
// do "include a" in the console
include names.h
// flag 1: per-block (top-level, event, or state) variable
gamevar i 0 1
gamevar j 0 1
gamevar k 0 1
gamevar l 0 1
gamevar m 0 1
gamevar p 0 1
gamevar q 0 1
gamevar tmp 0 0
gamevar davr 65536 0
gamevar dayx 65536 0
gamevar drawcol 9 0
define TQUOTE 3
definequote 0 OK
definequote 1 DAMN
definequote 2 BU:%d ABS:%d
definequote TQUOTE write on me!
definequote 4 ASPECT: VR=%d, YX=%d
definequote 5 ALPHA KEY: %d (SCANCODE: %d)
definequote 6 time: %d ms
definequote 7 door sector not an island sector!
definequote 8 door sector has no SE sprite!
//light sector x y z range r g b radi fade angle horiz mins maxs prio tile
definequote 9 light %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d
definequote 10 --PRLIGHTS--
definequote 11 --ENDPRLIGHTS--
definequote 12 RED:
definequote 13 GREEN:
definequote 14 BLUE:
definequote 15 x/yoffset: %d %d
definequote 16 (r/g/b)color: %d %d %d
definequote 17 PICNUM:
definequote 18 NUMBER KEY: %d (SCANCODE: %d)
gamearray ar 128
gamearray parm 8
// various tests of m32-script features
defstate tests
// array test
getarraysize ar tmp
resizearray ar 65536
getticks parm[2]
for j range 65536
set ar[j] j
set i 0
for j range 65536
add i ar[j]
getticks parm[3]
resizearray ar tmp
ife i 2147450880 quote 0 else quote 1
sub parm[3] parm[2]
qsprintf TQUOTE 6 parm[3]
quote TQUOTE
// iteration and break test
for i range 10
{
addlogvar i
ife i 5 break
}
ife i 5 quote 0 else quote 1
ends
// prints out maphack light definitions based on SE lights in map
defstate printlights
print 10
for i allsprites, ifactor SECTOREFFECTOR, ifge .lotag 49, ifle .lotag 50
{
ife .lotag 50
{
set j 128, sub j .shade, shiftl j 1
set k j, mul k 3, div k 4
}
else
{
set j 0, set k 0
}
set l 0
ifand .cstat 2
{
ifand .cstat 512
set l 4
else
set l 2
}
qsprintf TQUOTE 9 .sectnum .x .y .z .hitag .xvel .yvel .zvel
j k .ang .extra .xoffset .yoffset l .owner
print TQUOTE
}
print 11
ends
// convenient polymer SE light manipulation with keypad keys
defstate fiddlewithlights
ife searchstat 3 ife sprite[searchwall].picnum SECTOREFFECTOR
ifge sprite[searchwall].lotag 49 ifle sprite[searchwall].lotag 50
{
set i searchwall, seti i
// horiz
ifeithershift set j 1 else set j 10
ifhitkey KEY_gUP add .extra j
else ifhitkey KEY_gKP5 sub .extra j
clamp .extra -500 500
// angle
set j 128
ifeitherctrl set j 4
ifeithershift { ifeitherctrl set j 1 else set j 32 }
ifhitkey KEY_gLEFT sub .ang j
else ifhitkey KEY_gRIGHT add .ang j
// range
ifeithershift set j 10
else ifeitherctrl set j 1000
else set j 100
ifhitkey KEY_gPGUP add .hitag j
else ifhitkey KEY_gHOME sub .hitag j
clamp .hitag 0 16000
// radius
ifeitherctrl
{
ifholdkey KEY_gMINUS add .shade 9
else ifholdkey KEY_gPLUS sub .shade 9
clamp .shade -118 117
}
// min/max shade
ifeithershift set j -1 else set j 1
ifeitherctrl
{
ifhitkey KEY_gSLASH
{
set .xoffset 0
set .yoffset 0
}
}
else
{
set k 0
ifhitkey KEY_gSLASH { add .xoffset j, set k 1 }
else ifhitkey KEY_gSTAR { add .yoffset j, set k 1 }
ife k 1
{
qsprintf TQUOTE 15 .xoffset .yoffset
quote TQUOTE
}
}
// color/picnum
ifeitheralt
{
ifhitkey KEY_gEND
{
getnumber256 .xvel 12 255
getnumber256 .yvel 13 255
getnumber256 .zvel 14 255
}
else ifhitkey KEY_gDOWN
{
getnumber256 .owner 17 -MAXTILES
}
}
else
{
ifeitherctrl set j 1 else set j 10
ifeithershift inv j
set k 0
ifhitkey KEY_gEND { add .xvel j, set k 1 }
ifhitkey KEY_gDOWN { add .yvel j, set k 1 }
ifhitkey KEY_gPGDN { add .zvel j, set k 1 }
ife k 1
{
clamp .xvel 1 255
clamp .yvel 1 255
clamp .zvel 1 255
qsprintf TQUOTE 16 .xvel .yvel .zvel
quote TQUOTE
}
}
}
ends
defstate testkeyavail
for i range 27
{
ifholdkey alphakeys[i]
{
qsprintf TQUOTE 5 i alphakeys[i]
quote TQUOTE
}
}
for i range 10
{
ifholdkey numberkeys[i]
{
qsprintf TQUOTE 18 i numberkeys[i]
quote TQUOTE
}
}
ends
//onevent EVENT_PREKEYS2D
// state testkeyavail
//endevent
onevent EVENT_PREKEYS3D
// state testkeyavail
state fiddlewithlights
endevent
defstate setas
set j dayx
mul j ydim mul j 8
div j xdim div j 5
setaspect davr j
ends
onevent EVENT_ENTER3DMODE
state setas
endevent
defstate cmp_by_lotag // comparator subroutine for sorting
set RETURN sprite[SV2].lotag
sub RETURN sprite[SV1].lotag
ends
onevent EVENT_DRAW2DSCREEN
ifl cursectnum 0 return
// connect LOCATORS in a sector by lines
getarraysize ar tmp
set j 0
for i spritesofsector cursectnum
{
ifge j tmp nullop else
ifactor LOCATORS
{
set ar[j] i
add j 1
}
}
set tmp j
sort ar tmp cmp_by_lotag
sub tmp 1
for i range tmp
{
set j ar[i]
set k i, add k 1, set k ar[k]
drawline16b sprite[j].x sprite[j].y sprite[k].x sprite[k].y drawcol
}
/*
set drawlinepat -1
for i allsprites
ifactor LIZTROOP
drawcircle16b sprite[i].x sprite[i].y 256 drawcol
*/
endevent
// LOCATORS auto-incrementer
onevent EVENT_INSERTSPRITE2D
set k I
set j -1
for i spritesofsector .sectnum
{
ifn i k, ifactor LOCATORS, ifg .lotag j
set j .lotag
}
ifg j -1
{
add j 1
set .lotag j
}
endevent
// rotates and duplicates selected sprites around
// pivot sprite (extra=123, ang:dang, yrepeat<<5:dz (pos. if pal!=0), lo:cnt)
defstate duprot
ifn searchstat 3 return
ifn sprite[searchwall].extra 123 return
ifl sprite[searchwall].shade 1 return
set k searchwall
for i range sprite[k].shade
{
for j selsprites, ifn j k
{
dupsprite j
set tmp i, add tmp 1, mul tmp sprite[k].ang
rotatepoint sprite[k].x sprite[k].y .x .y tmp (l m)
add .ang tmp
set tmp i, add tmp 1, mul tmp sprite[k].yrepeat, shiftl tmp 5
ife sprite[k].pal 0 inv tmp
add tmp .z
bsetsprite I l m tmp
}
}
ends
// same as above but with tsprite[], as a kind of preview
defstate tduprot
ifn searchstat 3 return
ifn sprite[searchwall].extra 123 return
ifl sprite[searchwall].shade 1 return
set k searchwall
for i range sprite[k].shade
{
for j selsprites, ifn j k
{
set p spritesortcnt
tdupsprite j
set tmp i, add tmp 1, mul tmp sprite[k].ang
rotatepoint sprite[k].x sprite[k].y tsprite[p].x tsprite[p].y tmp (l m)
add tsprite[p].ang tmp
set tmp i, add tmp 1, mul tmp sprite[k].yrepeat, shiftl tmp 5
ife sprite[k].pal 0 inv tmp
add tmp tsprite[p].z
set tsprite[p].x l
set tsprite[p].y m
set tsprite[p].z tmp
or tsprite[p].cstat 514
// bsetsprite I l m tmp
}
}
ends
onevent EVENT_ANALYZESPRITES
state tduprot
/*
for i drawnsprites
{
set j tsprite[i].owner
switch sprite[j].picnum
case LIZTROOP spritepal 1 break
case PIGCOP spritepal 2 break
case BOSS1 spritepal 6 break
endswitch
}
*/
endevent
onevent EVENT_KEYS3D
// door sound tester
ife searchstat 0
ifholdkey KEY_SPACE
{
set k wall[searchwall].nextsector
ifl k 0 set k searchsector
ife sector[k].lotag 0 return
for i spritesofsector k
{
ifactor MUSICANDSFX
ifge .lotag 0 ifl .lotag MAXSOUNDS
{
getsoundflags .lotag m
ifand m 1 nullop else soundonce .lotag
}
}
}
// swinging doors tester -- hit space on a door wall
ife searchstat 0
ifhitkey KEY_SPACE // SE11 ST23 up:ccw
{
set k wall[searchwall].nextsector
ifl k 0 return
ifn sector[k].lotag 23 return
set tmp 0
for i loopofwall searchwall
{
ifl wall[i].nextsector 0 set tmp 1 else
ifn wall[i].nextsector k set tmp 1
}
// a weaker condition
// for i loopofwall wall[searchwall].nextwall
// {
// ifl wall[i].nextsector 0 set tmp 1 else
// ifn wall[i].nextsector searchsector set tmp 1
// }
ifn tmp 0
{
quote 7
return
}
set l -1
for i spritesofsector k
{
ifactor SECTOREFFECTOR ife sprite[i].lotag 11
{
set l i
ifn sprite[i].ang 512 ifn sprite[i].ang 1024 ifn sprite[i].ang 1536 set l -1
}
}
ifl l 0
{
quote 8
return
}
for tmp wallsofsector k
{
rotatepoint (sprite[l].x sprite[l].y) (wall[tmp].x wall[tmp].y) sprite[l].ang (i j)
dragpoint tmp i j
}
for tmp spritesofsector k
{
ifn tmp l
{
rotatepoint (sprite[l].x sprite[l].y) (sprite[tmp].x sprite[tmp].y) sprite[l].ang (i j)
bsetsprite tmp i j sprite[tmp].z
}
}
inv sprite[l].ang
}
// teleporter -- works on SE7 and SE17 (elevator)
ife searchstat 3
ifhitkey KEY_SPACE
{
ife sprite[searchwall].picnum SECTOREFFECTOR
{
set tmp 0
ife sprite[searchwall].lotag 7 set tmp 1
ife sprite[searchwall].lotag 17 set tmp 1
ife tmp 0 return
for i allsprites
{
ifn i searchwall, ifactor SECTOREFFECTOR, ife sprite[i].lotag sprite[searchwall].lotag
ife sprite[i].hitag sprite[searchwall].hitag
{
add posx sprite[i].x, sub posx sprite[searchwall].x
add posy sprite[i].y, sub posy sprite[searchwall].y
add posz sprite[i].z, sub posz sprite[searchwall].z
updatecursectnum
return
}
}
}
else ife sprite[searchwall].extra 123
{
state duprot
add sprite[searchwall].extra 1
}
}
ifholdkey KEY_0
// ife 0 1
{
ifeithershift sub davr 512 else add davr 512
ifl davr 32768 set davr 32768
ifg davr 256000 set davr 256000
setaspect davr yxaspect
qsprintf TQUOTE 4 davr yxaspect
quote TQUOTE
}
endevent
defstate replacestuff
for i spritesofsector searchsector
// ife sprite[i].picnum AMMO set sprite[i].picnum BATTERYAMMO
ifactor parm[0] cactor parm[1]
ends
defstate convlights // convert (0,0,0) lights to (255,255,255)-ones
for i allsprites ifactor 1 ifge .lotag 49 ifle .lotag 50 ife .xvel 0 ife .yvel 0 ife .zvel 0
{ set .xvel 255 set .yvel 255 set .zvel 255 }
ends
defstate resetallws // reset all sprites and walls to default repeat/panning
for i allsprites
{
set .xrepeat 64
set .yrepeat 64
}
for i allwalls
{
set wall[i].cstat 0
set wall[i].xpanning 0
set wall[i].ypanning 0
set wall[i].yrepeat 8
fixrepeats i
}
ends