//------------------------------------------------------------------------- /* 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 "sector.h" // mapstate_t #include "gamedef.h" // vmstate_t #include "events_defs.h" #ifdef LUNATIC # include "lunatic_game.h" #endif #ifdef __cplusplus extern "C" { #endif extern int32_t ticrandomseed; extern vmstate_t vm; #if !defined LUNATIC extern int32_t g_tw; extern int32_t g_errorLineNum; extern int32_t g_currentEventExec; void A_LoadActor(int32_t spriteNum); #endif void A_Execute(int spriteNum, int playerNum, int playerDist); void A_Fall(int const spriteNum); int32_t A_GetFurthestAngle(int const spriteNum, int const angDiv); void A_GetZLimits(int const spriteNum); int32_t __fastcall G_GetAngleDelta(int32_t currAngle, int32_t newAngle); void G_RestoreMapState(); void G_SaveMapState(); #if !defined LUNATIC void VM_DrawTile(int32_t x, int32_t y, int32_t tilenum, int32_t shade, int32_t orientation); void VM_DrawTilePal(int32_t x, int32_t y, int32_t tilenum, int32_t shade, int32_t orientation, int32_t p); void VM_DrawTilePalSmall(int32_t x, int32_t y, int32_t tilenum, int32_t shade, int32_t orientation, int32_t p); void VM_DrawTileSmall(int32_t x, int32_t y, int32_t tilenum, int32_t shade, int32_t orientation); #else void VM_DrawTileGeneric(int32_t x, int32_t y, int32_t zoom, int32_t tilenum, int32_t shade, int32_t orientation, int32_t p); #endif int32_t VM_OnEventWithBoth_(int const nEventID, int const spriteNum, int const playerNum, int const nDist, int32_t const nReturn); int32_t VM_OnEventWithReturn_(int const nEventID, int const spriteNum, int const playerNum, int32_t const nReturn); int32_t VM_OnEventWithDist_(int const nEventID, int const spriteNum, int const playerNum, int const nDist); int32_t VM_OnEvent_(int const nEventID, int const spriteNum, int const playerNum); static FORCE_INLINE int VM_HaveEvent(int nEventID) { #ifdef LUNATIC return L_IsInitialized(&g_ElState) && El_HaveEvent(nEventID); #else return !!apScriptEvents[nEventID]; #endif } static FORCE_INLINE int32_t VM_OnEventWithBoth(int nEventID, int spriteNum, int playerNum, int nDist, int32_t nReturn) { return VM_HaveEvent(nEventID) ? VM_OnEventWithBoth_(nEventID, spriteNum, playerNum, nDist, nReturn) : nReturn; } static FORCE_INLINE int32_t VM_OnEventWithReturn(int nEventID, int spriteNum, int playerNum, int nReturn) { return VM_HaveEvent(nEventID) ? VM_OnEventWithReturn_(nEventID, spriteNum, playerNum, nReturn) : nReturn; } static FORCE_INLINE int32_t VM_OnEventWithDist(int nEventID, int spriteNum, int playerNum, int nDist) { return VM_HaveEvent(nEventID) ? VM_OnEventWithDist_(nEventID, spriteNum, playerNum, nDist) : 0; } static FORCE_INLINE int32_t VM_OnEvent(int nEventID, int spriteNum, int playerNum) { return VM_HaveEvent(nEventID) ? VM_OnEvent_(nEventID, spriteNum, playerNum) : 0; } #define CON_ERRPRINTF(Text, ...) do { \ OSD_Printf("Line %d, %s: " Text, g_errorLineNum, VM_GetKeywordForID(g_tw), ## __VA_ARGS__); \ } while (0) #define CON_CRITICALERRPRINTF(Text, ...) do { \ OSD_Printf("Line %d, %s: " Text, g_errorLineNum, VM_GetKeywordForID(g_tw), ## __VA_ARGS__); \ wm_msgbox(APPNAME, "Line %d, %s: " Text, g_errorLineNum, VM_GetKeywordForID(g_tw), ## __VA_ARGS__); \ } while (0) void G_GetTimeDate(int32_t * const pValues); int G_StartTrack(int const levelNum); #ifdef LUNATIC void G_ShowView(vec3_t vec, fix16_t a, fix16_t horiz, int32_t sect, int32_t x1, int32_t y1, int32_t x2, int32_t y2, int32_t 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 spriteNum, int32_t *pData); #ifdef __cplusplus } #endif #endif