//------------------------------------------------------------------------- /* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ //------------------------------------------------------------------------- #ifndef gameexec_h_ #define gameexec_h_ #include "build.h" #include "events_defs.h" #include "gamedef.h" // vmstate_t #include "sector.h" // mapstate_t #ifdef LUNATIC # include "lunatic_game.h" #endif int32_t VM_ExecuteEvent(int const nEventID, int const spriteNum, int const playerNum, int const nDist, int32_t const nReturn); int32_t VM_ExecuteEvent(int const nEventID, int const spriteNum, int const playerNum, int const nDist); int32_t VM_ExecuteEvent(int const nEventID, int const spriteNum, int const playerNum); int32_t VM_ExecuteEventWithValue(int const nEventID, int const spriteNum, int const playerNum, int32_t const nReturn); static FORCE_INLINE bool VM_HaveEvent(int const nEventID) { #ifdef LUNATIC return L_IsInitialized(&g_ElState) && El_HaveEvent(nEventID); #else return !!apScriptEvents[nEventID]; #endif } static FORCE_INLINE int32_t VM_OnEvent(int nEventID, int spriteNum, int playerNum, int nDist, int32_t nReturn) { return VM_HaveEvent(nEventID) ? VM_ExecuteEvent(nEventID, spriteNum, playerNum, nDist, nReturn) : nReturn; } static FORCE_INLINE int32_t VM_OnEvent(int nEventID, int spriteNum, int playerNum, int nDist) { return VM_HaveEvent(nEventID) ? VM_ExecuteEvent(nEventID, spriteNum, playerNum, nDist) : 0; } static FORCE_INLINE int32_t VM_OnEvent(int nEventID, int spriteNum = -1, int playerNum = -1) { return VM_HaveEvent(nEventID) ? VM_ExecuteEvent(nEventID, spriteNum, playerNum) : 0; } static FORCE_INLINE int32_t VM_OnEventWithReturn(int nEventID, int spriteNum, int playerNum, int32_t nReturn) { return VM_HaveEvent(nEventID) ? VM_ExecuteEventWithValue(nEventID, spriteNum, playerNum, nReturn) : nReturn; } #ifdef __cplusplus extern "C" { #endif enum vmflags_t { VM_RETURN = 0x00000001, VM_KILL = 0x00000002, VM_NOEXECUTE = 0x00000004, }; extern int32_t ticrandomseed; extern vmstate_t vm; #if !defined LUNATIC extern int32_t g_tw; extern int32_t g_currentEvent; void A_LoadActor(int const spriteNum); #endif extern uint32_t g_eventCalls[MAXEVENTS], g_actorCalls[MAXTILES]; extern double g_eventTotalMs[MAXEVENTS], g_actorTotalMs[MAXTILES], g_actorMinMs[MAXTILES], g_actorMaxMs[MAXTILES]; void A_Execute(int spriteNum, int playerNum, int playerDist); void A_Fall(int spriteNum); int A_GetFurthestAngle(int const spriteNum, int const angDiv); void A_GetZLimits(int spriteNum); int __fastcall G_GetAngleDelta(int currAngle, int newAngle); void G_RestoreMapState(); void G_SaveMapState(); void VM_DrawTileGeneric(int32_t x, int32_t y, int32_t zoom, int32_t tilenum, int32_t shade, int32_t orientation, int32_t p); #if !defined LUNATIC void VM_DrawTile(int32_t x, int32_t y, int32_t tilenum, int32_t shade, int32_t orientation); static inline void VM_DrawTilePal(int32_t x, int32_t y, int32_t tilenum, int32_t shade, int32_t orientation, int32_t p) { VM_DrawTileGeneric(x, y, 65536, tilenum, shade, orientation, p); } static inline void VM_DrawTilePalSmall(int32_t x, int32_t y, int32_t tilenum, int32_t shade, int32_t orientation, int32_t p) { VM_DrawTileGeneric(x, y, 32768, tilenum, shade, orientation, p); } void VM_DrawTileSmall(int32_t x, int32_t y, int32_t tilenum, int32_t shade, int32_t orientation); #endif #define CON_ERRPRINTF(Text, ...) do { \ vm.flags |= VM_RETURN; \ OSD_Printf("Line %d, %s: " Text, VM_DECODE_LINE_NUMBER(g_tw), VM_GetKeywordForID(VM_DECODE_INST(g_tw)), ## __VA_ARGS__); \ } while (0) #define CON_CRITICALERRPRINTF(Text, ...) do { \ vm.flags |= VM_RETURN; \ OSD_Printf("Line %d, %s: " Text, VM_DECODE_LINE_NUMBER(g_tw), VM_GetKeywordForID(VM_DECODE_INST(g_tw)), ## __VA_ARGS__); \ wm_msgbox(APPNAME, "Line %d, %s: " Text, VM_DECODE_LINE_NUMBER(g_tw), VM_GetKeywordForID(VM_DECODE_INST(g_tw)), ## __VA_ARGS__); \ } while (0) void G_GetTimeDate(int32_t * pValues); int G_StartTrack(int levelNum); #ifdef LUNATIC void G_ShowView(vec3_t vec, fix16_t a, fix16_t horiz, int sect, int ix1, int iy1, int ix2, int iy2, bool unbiasedp); void P_AddWeaponMaybeSwitchI(int32_t snum, int32_t weap); void VM_FallSprite(int32_t i); int32_t VM_ResetPlayer2(int32_t snum, int32_t flags); int32_t VM_CheckSquished2(int32_t i, int32_t snum); #endif void VM_UpdateAnim(int const spriteNum, int32_t * const pData); void VM_GetZRange(int const spriteNum, int32_t * const ceilhit, int32_t * const florhit, int const wallDist); #ifdef __cplusplus } #endif #endif