//------------------------------------------------------------------------- /* Copyright (C) 1996, 2003 - 3D Realms Entertainment Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements) Copyright (C) 2004, 2007 - EDuke32 developers 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" #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; aGameVars[i].dwFlags = 0; 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].vals) Bfree(aGameArrays[i].vals); aGameArrays[i].vals = NULL; aGameArrays[i].dwFlags |= GAMEARRAY_RESET; } g_gameVarCount = g_gameArrayCount = 0; hash_init(&gamevarH); hash_init(&arrayH); return; } int32_t Gv_NewArray(const char *pszLabel, void *arrayptr, intptr_t asize, uint32_t dwFlags) { int32_t i; if (g_gameArrayCount >= MAXGAMEARRAYS) { g_numCompilerErrors++; C_ReportError(-1); initprintf("%s:%d: error: too many arrays! (max: %d)\n",g_szScriptFileName,g_lineNumber, MAXGAMEARRAYS); return 0; } if (Bstrlen(pszLabel) > (MAXARRAYLABEL-1)) { g_numCompilerErrors++; C_ReportError(-1); initprintf("%s:%d: error: array name `%s' exceeds limit of %d characters.\n",g_szScriptFileName,g_lineNumber,pszLabel, MAXARRAYLABEL); return 0; } i = hash_find(&arrayH, pszLabel); if (i>=0 && !(aGameArrays[i].dwFlags & GAMEARRAY_RESET)) { // found it it's a duplicate in error if (aGameArrays[i].dwFlags&GAMEARRAY_TYPEMASK) { g_numCompilerWarnings++; C_ReportError(-1); initprintf("%s:%d: warning: didn't redefine system array `%s'.\n",g_szScriptFileName,g_lineNumber,pszLabel); } // C_ReportError(WARNING_DUPLICATEDEFINITION); return 0; } if (!(dwFlags&GAMEARRAY_VARSIZE) && (asize<=0 || asize>=65536)) { g_numCompilerErrors++; C_ReportError(-1); initprintf("%s:%d: error: invalid array size %d. Must be between 1 and 65536\n",g_szScriptFileName,g_lineNumber,(int32_t)asize); return 0; } i = g_gameArrayCount; if (aGameArrays[i].szLabel == NULL) aGameArrays[i].szLabel = Bcalloc(MAXARRAYLABEL, sizeof(char)); if (aGameArrays[i].szLabel != pszLabel) Bstrcpy(aGameArrays[i].szLabel, pszLabel); if (!(dwFlags & GAMEARRAY_TYPEMASK)) aGameArrays[i].vals = Bcalloc(asize, sizeof(int32_t)); else aGameArrays[i].vals = arrayptr; aGameArrays[i].size = asize; aGameArrays[i].dwFlags = dwFlags & ~GAMEARRAY_RESET; g_gameArrayCount++; hash_replace(&arrayH, aGameArrays[i].szLabel, i); 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) { g_numCompilerErrors++; C_ReportError(-1); initprintf("%s:%d: error: too many gamevars!\n",g_szScriptFileName,g_lineNumber); return 0; } if (Bstrlen(pszLabel) > (MAXVARLABEL-1)) { g_numCompilerErrors++; C_ReportError(-1); initprintf("%s:%d: error: variable name `%s' exceeds limit of %d characters.\n",g_szScriptFileName,g_lineNumber,pszLabel, MAXVARLABEL); return 0; } i = hash_find(&gamevarH,pszLabel); if (i >= 0 && !(aGameVars[i].dwFlags & GAMEVAR_RESET)) { // found it... if (aGameVars[i].dwFlags & (GAMEVAR_INTPTR|GAMEVAR_SHORTPTR|GAMEVAR_CHARPTR)) { 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_DEFAULT) && !(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 = 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(&gamevarH, aGameVars[i].szLabel, g_gameVarCount++); } if (aGameVars[i].dwFlags & GAMEVAR_PERBLOCK) { if (!aGameVars[i].val.plValues) aGameVars[i].val.plValues = 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 only! { if (id == g_iThisActorID) return vm.g_i; if (id & (0xFFFFFFFF-(MAXGAMEVARS-1))) { OSD_Printf(CON_ERROR "Gv_GetVarN(): invalid var index %d\n",g_errorLineNum,keyw[g_tw],id); vm.g_errorFlag = 1; return -1; } id &= (MAXGAMEVARS-1); switch (aGameVars[id].dwFlags & (GAMEVAR_USER_MASK|GAMEVAR_INTPTR|GAMEVAR_SHORTPTR|GAMEVAR_CHARPTR)) { case 0: return aGameVars[id].val.lValue; case GAMEVAR_PERBLOCK: return aGameVars[id].val.plValues[vm.g_st]; 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: OSD_Printf(CON_ERROR "Gv_GetVarN(): WTF??\n",g_errorLineNum,keyw[g_tw]); vm.g_errorFlag = 1; return -1; } } int32_t __fastcall Gv_GetVarX(register int32_t id) { if (id == g_iThisActorID) return vm.g_i; if ((id & 0x0000FFFC) == MAXGAMEVARS) { switch (id&3) { case 0: return ((int16_t)(id>>16)); case 1: return constants[(id>>16)&0xffff]; case 2: return labelval[(id>>16)&0xffff]; default: OSD_Printf(CON_ERROR "Gv_GetVarX() (constant): WTF??\n",g_errorLineNum,keyw[g_tw]); vm.g_errorFlag = 1; return -1; } } { register int32_t negateResult = (id&(MAXGAMEVARS<<1))>>(LOG2MAXGV+1); if (id & (0xFFFFFFFF-(MAXGAMEVARS-1))) { if (id&(MAXGAMEVARS<<2)) // array { register int32_t index; int32_t siz; index = (int32_t)((id>>16)&0xffff); if (!(id&MAXGAMEVARS)) 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) { OSD_Printf(CON_ERROR "Gv_GetVarX(): invalid array index (%s[%d])\n",g_errorLineNum,keyw[g_tw],aGameArrays[id].szLabel,index); return -1; } switch (aGameArrays[id].dwFlags & GAMEARRAY_TYPEMASK) { 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: OSD_Printf(CON_ERROR "Gv_GetVarX() (array): WTF??\n",g_errorLineNum,keyw[g_tw]); vm.g_errorFlag = 1; return -1; } } if (id&(MAXGAMEVARS<<3)) // struct shortcut vars { register int32_t index, memberid; index = (id>>16)&0x7fff; if (!(id&MAXGAMEVARS)) index = Gv_GetVarN(index); memberid = (id>>2)&31; switch (id&3) { case 0: //if (id == g_iSpriteVarID) return ((X_AccessSprite(0, index, memberid, 0) ^ -negateResult) + negateResult); case 1: //else if (id == g_iSectorVarID) // if (index == vm.g_i) index = sprite[vm.g_i].sectnum; return ((X_AccessSector(0, index, memberid, 0) ^ -negateResult) + negateResult); case 2: //else if (id == g_iWallVarID) return ((X_AccessWall(0, index, memberid, 0) ^ -negateResult) + negateResult); case 3: return ((X_AccessTsprite(0, index, memberid, 0) ^ -negateResult) + negateResult); // default: // OSD_Printf(CON_ERROR "Gv_GetVarX() (special): WTF??\n",g_errorLineNum,keyw[g_tw]); // return -1; } } id &= (MAXGAMEVARS-1); if (!negateResult) { OSD_Printf(CON_ERROR "Gv_GetVarX(): invalid gamevar ID (%d)\n",g_errorLineNum,keyw[g_tw],id); vm.g_errorFlag = 1; return -1; } } switch (aGameVars[id].dwFlags & (GAMEVAR_USER_MASK|GAMEVAR_INTPTR|GAMEVAR_SHORTPTR|GAMEVAR_CHARPTR)) { case 0: return ((aGameVars[id].val.lValue ^ -negateResult) + negateResult); case GAMEVAR_PERBLOCK: return ((aGameVars[id].val.plValues[vm.g_st] ^ -negateResult) + negateResult); 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: OSD_Printf(CON_ERROR "Gv_GetVarX(): WTF??\n",g_errorLineNum,keyw[g_tw]); vm.g_errorFlag = 1; return -1; } } } void __fastcall Gv_SetVarX(register int32_t id, register int32_t lValue) { if (id & (0xFFFFFFFF-(MAXGAMEVARS-1))) { if (id&(MAXGAMEVARS<<2)) // array { register int32_t index; int32_t siz; index = (id>>16)&0xffff; if (!(id&MAXGAMEVARS)) 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) { OSD_Printf(CON_ERROR "Gv_SetVarX(): invalid array index (%s[%d])\n",g_errorLineNum,keyw[g_tw],aGameArrays[id].szLabel,index); vm.g_errorFlag = 1; return; } switch (aGameArrays[id].dwFlags & GAMEARRAY_TYPEMASK) { 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: OSD_Printf(CON_ERROR "Gv_SetVarX() (array): WTF??\n",g_errorLineNum,keyw[g_tw]); vm.g_errorFlag = 1; return; } return; } if (id&(MAXGAMEVARS<<3)) // struct shortcut vars { register int32_t index, memberid; index = (id>>16)&0x7fff; if (!(id&MAXGAMEVARS)) index = Gv_GetVarN(index); memberid = (id>>2)&31; switch (id&3) { case 0: //if (id == g_iSpriteVarID) X_AccessSprite(1, index, memberid, lValue); return; case 1: //else if (id == g_iSectorVarID) // if (index == vm.g_i) index = sprite[vm.g_i].sectnum; X_AccessSector(1, index, memberid, lValue); return; case 2: //else if (id == g_iWallVarID) X_AccessWall(1, index, memberid, lValue); return; case 3: X_AccessTsprite(1, index, memberid, lValue); return; // default: // OSD_Printf(CON_ERROR "Gv_SetVarX(): WTF??\n",g_errorLineNum,keyw[g_tw]); // return; } } OSD_Printf(CON_ERROR "Gv_SetVarX(): invalid gamevar ID (%d)\n",g_errorLineNum,keyw[g_tw],id); vm.g_errorFlag = 1; return; } switch (aGameVars[id].dwFlags & (GAMEVAR_USER_MASK|GAMEVAR_INTPTR|GAMEVAR_SHORTPTR|GAMEVAR_CHARPTR)) { case 0: aGameVars[id].val.lValue=lValue; return; case GAMEVAR_PERBLOCK: aGameVars[id].val.plValues[vm.g_st] = lValue; 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: OSD_Printf(CON_ERROR "Gv_SetVarX(): WTF??\n",g_errorLineNum,keyw[g_tw]); vm.g_errorFlag = 1; 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 g_iSpriteVarID = g_gameVarCount; Gv_NewVar("sprite", -1, GAMEVAR_READONLY | GAMEVAR_SYSTEM | GAMEVAR_SPECIAL); g_iSectorVarID = g_gameVarCount; Gv_NewVar("sector", -1, GAMEVAR_READONLY | GAMEVAR_SYSTEM | GAMEVAR_SPECIAL); g_iWallVarID = g_gameVarCount; Gv_NewVar("wall", -1, GAMEVAR_READONLY | GAMEVAR_SYSTEM | GAMEVAR_SPECIAL); Gv_NewVar("tsprite", -1, GAMEVAR_READONLY | GAMEVAR_SYSTEM | GAMEVAR_SPECIAL); g_iReturnVarID = g_gameVarCount; Gv_NewVar("RETURN", (intptr_t)&g_iReturnVar, GAMEVAR_INTPTR | GAMEVAR_SYSTEM); g_iLoTagID = g_gameVarCount; Gv_NewVar("LOTAG", 0, GAMEVAR_SYSTEM); g_iHiTagID = g_gameVarCount; Gv_NewVar("HITAG", 0, GAMEVAR_SYSTEM); g_iTextureID = g_gameVarCount; Gv_NewVar("TEXTURE", 0, GAMEVAR_SYSTEM); g_iThisActorID = g_gameVarCount; Gv_NewVar("I", 0, GAMEVAR_READONLY | GAMEVAR_SYSTEM); // THISACTOR 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); Gv_NewVar("numtiles",(intptr_t)&numtiles, GAMEVAR_SYSTEM | GAMEVAR_INTPTR | GAMEVAR_READONLY); #ifdef POLYMOST 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("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)&startposx, GAMEVAR_READONLY | GAMEVAR_INTPTR | GAMEVAR_SYSTEM); Gv_NewVar("startposy",(intptr_t)&startposy, GAMEVAR_READONLY | GAMEVAR_INTPTR | GAMEVAR_SYSTEM); Gv_NewVar("startposz",(intptr_t)&startposz, 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("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); g_systemVarCount = g_gameVarCount; 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("sintable", (void *)sintable, 2048, GAMEARRAY_READONLY|GAMEARRAY_OFSHORT); Gv_NewArray("hsect", (void *)headspritesect, MAXSECTORS+1, GAMEARRAY_READONLY|GAMEARRAY_OFSHORT); Gv_NewArray("nsect", (void *)prevspritesect, MAXSPRITES, GAMEARRAY_READONLY|GAMEARRAY_OFSHORT); Gv_NewArray("psect", (void *)nextspritesect, MAXSPRITES, GAMEARRAY_READONLY|GAMEARRAY_OFSHORT); Gv_NewArray("hstat", (void *)headspritestat, MAXSTATUS+1, GAMEARRAY_READONLY|GAMEARRAY_OFSHORT); Gv_NewArray("nstat", (void *)prevspritestat, MAXSPRITES, GAMEARRAY_READONLY|GAMEARRAY_OFSHORT); Gv_NewArray("pstat", (void *)nextspritestat, MAXSPRITES, GAMEARRAY_READONLY|GAMEARRAY_OFSHORT); Gv_NewArray("tilesizx", (void *)tilesizx, MAXTILES, GAMEARRAY_READONLY|GAMEARRAY_OFSHORT); Gv_NewArray("tilesizy", (void *)tilesizy, MAXTILES, GAMEARRAY_READONLY|GAMEARRAY_OFSHORT); 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_READONLY|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 // initprintf("Initializing game variables\n"); //AddLog("Gv_Init"); Gv_Clear(); Gv_AddSystemVars(); }