mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-05 20:41:06 +00:00
102b702fc0
git-svn-id: https://svn.eduke32.com/eduke32@1579 1a8010ca-5511-0410-912e-c29ae57300e0
519 lines
12 KiB
Text
519 lines
12 KiB
Text
// m32 script test & show-off file
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// do "include a" in the console
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include names.h
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// flag 1: per-block (top-level, event, or state) variable
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gamevar i 0 1
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gamevar j 0 1
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gamevar k 0 1
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gamevar l 0 1
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gamevar m 0 1
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gamevar p 0 1
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gamevar q 0 1
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gamevar tmp 0 0
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gamevar davr 65536 0
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gamevar dayx 65536 0
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gamevar drawcol 9 0
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define TQUOTE 3
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definequote 0 OK
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definequote 1 DAMN
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definequote 2 BU:%d ABS:%d
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definequote TQUOTE write on me!
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definequote 4 ASPECT: VR=%d, YX=%d
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definequote 5 ALPHA KEY: %d (SCANCODE: %d)
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definequote 6 time: %d ms
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definequote 7 door sector not an island sector!
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definequote 8 door sector has no SE sprite!
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//light sector x y z range r g b radi fade angle horiz mins maxs prio tile
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definequote 9 light %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d
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definequote 10 --PRLIGHTS--
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definequote 11 --ENDPRLIGHTS--
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definequote 12 RED:
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definequote 13 GREEN:
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definequote 14 BLUE:
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definequote 15 x/yoffset: %d %d
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definequote 16 (r/g/b)color: %d %d %d
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definequote 17 PICNUM:
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definequote 18 NUMBER KEY: %d (SCANCODE: %d)
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gamearray ar 128
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gamearray parm 8
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// various tests of m32-script features
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defstate tests
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// array test
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getarraysize ar tmp
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resizearray ar 65536
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getticks parm[2]
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for j range 65536
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set ar[j] j
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set i 0
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for j range 65536
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add i ar[j]
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getticks parm[3]
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resizearray ar tmp
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ife i 2147450880 quote 0 else quote 1
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sub parm[3] parm[2]
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qsprintf TQUOTE 6 parm[3]
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quote TQUOTE
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// iteration and break test
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for i range 10
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{
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addlogvar i
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ife i 5 break
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}
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ife i 5 quote 0 else quote 1
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ends
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// prints out maphack light definitions based on SE lights in map
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defstate printlights
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print 10
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for i allsprites, ifactor SECTOREFFECTOR, ifge .lotag 49, ifle .lotag 50
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{
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ife .lotag 50
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{
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set j 128, sub j .shade, shiftl j 1
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set k j, mul k 3, div k 4
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}
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else
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{
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set j 0, set k 0
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}
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set l 0
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ifand .cstat 2
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{
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ifand .cstat 512
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set l 4
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else
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set l 2
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}
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qsprintf TQUOTE 9 .sectnum .x .y .z .hitag .xvel .yvel .zvel
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j k .ang .extra .xoffset .yoffset l .owner
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print TQUOTE
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}
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print 11
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ends
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// convenient polymer SE light manipulation with keypad keys
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defstate fiddlewithlights
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ife searchstat 3 ife sprite[searchwall].picnum SECTOREFFECTOR
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ifge sprite[searchwall].lotag 49 ifle sprite[searchwall].lotag 50
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{
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set i searchwall, seti i
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// horiz
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ifeithershift set j 1 else set j 10
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ifhitkey KEY_gUP add .extra j
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else ifhitkey KEY_gKP5 sub .extra j
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clamp .extra -500 500
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// angle
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set j 128
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ifeitherctrl set j 4
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ifeithershift { ifeitherctrl set j 1 else set j 32 }
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ifhitkey KEY_gLEFT sub .ang j
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else ifhitkey KEY_gRIGHT add .ang j
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// range
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ifeithershift set j 10
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else ifeitherctrl set j 1000
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else set j 100
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ifhitkey KEY_gPGUP add .hitag j
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else ifhitkey KEY_gHOME sub .hitag j
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clamp .hitag 0 16000
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// radius
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ifeitherctrl
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{
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ifholdkey KEY_gMINUS add .shade 9
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else ifholdkey KEY_gPLUS sub .shade 9
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clamp .shade -118 117
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}
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// min/max shade
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ifeithershift set j -1 else set j 1
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ifeitherctrl
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{
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ifhitkey KEY_gSLASH
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{
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set .xoffset 0
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set .yoffset 0
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}
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}
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else
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{
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set k 0
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ifhitkey KEY_gSLASH { add .xoffset j, set k 1 }
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else ifhitkey KEY_gSTAR { add .yoffset j, set k 1 }
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ife k 1
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{
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qsprintf TQUOTE 15 .xoffset .yoffset
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quote TQUOTE
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}
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}
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// color/picnum
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ifeitheralt
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{
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ifhitkey KEY_gEND
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{
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getnumber256 .xvel 12 255
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getnumber256 .yvel 13 255
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getnumber256 .zvel 14 255
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}
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else ifhitkey KEY_gDOWN
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{
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getnumber256 .owner 17 -MAXTILES
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}
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}
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else
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{
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ifeitherctrl set j 1 else set j 10
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ifeithershift inv j
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set k 0
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ifhitkey KEY_gEND { add .xvel j, set k 1 }
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ifhitkey KEY_gDOWN { add .yvel j, set k 1 }
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ifhitkey KEY_gPGDN { add .zvel j, set k 1 }
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ife k 1
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{
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clamp .xvel 1 255
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clamp .yvel 1 255
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clamp .zvel 1 255
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qsprintf TQUOTE 16 .xvel .yvel .zvel
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quote TQUOTE
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}
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}
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}
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ends
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defstate testkeyavail
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for i range 27
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{
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ifholdkey alphakeys[i]
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{
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qsprintf TQUOTE 5 i alphakeys[i]
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quote TQUOTE
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}
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}
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for i range 10
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{
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ifholdkey numberkeys[i]
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{
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qsprintf TQUOTE 18 i numberkeys[i]
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quote TQUOTE
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}
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}
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ends
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//onevent EVENT_PREKEYS2D
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// state testkeyavail
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//endevent
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onevent EVENT_PREKEYS3D
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// state testkeyavail
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state fiddlewithlights
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endevent
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defstate setas
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set j dayx
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mul j ydim mul j 8
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div j xdim div j 5
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setaspect davr j
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ends
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onevent EVENT_ENTER3DMODE
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state setas
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endevent
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defstate cmp_by_lotag // comparator subroutine for sorting
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set RETURN sprite[SV2].lotag
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sub RETURN sprite[SV1].lotag
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ends
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onevent EVENT_DRAW2DSCREEN
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ifl cursectnum 0 return
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// connect LOCATORS in a sector by lines
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getarraysize ar tmp
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set j 0
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for i spritesofsector cursectnum
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{
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ifge j tmp nullop else
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ifactor LOCATORS
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{
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set ar[j] i
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add j 1
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}
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}
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set tmp j
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sort ar tmp cmp_by_lotag
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sub tmp 1
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for i range tmp
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{
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set j ar[i]
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set k i, add k 1, set k ar[k]
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drawline16b sprite[j].x sprite[j].y sprite[k].x sprite[k].y drawcol
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}
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/*
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set drawlinepat -1
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for i allsprites
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ifactor LIZTROOP
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drawcircle16b sprite[i].x sprite[i].y 256 drawcol
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*/
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endevent
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// LOCATORS auto-incrementer
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onevent EVENT_INSERTSPRITE2D
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set k I
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set j -1
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for i spritesofsector .sectnum
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{
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ifn i k, ifactor LOCATORS, ifg .lotag j
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set j .lotag
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}
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ifg j -1
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{
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add j 1
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set .lotag j
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}
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endevent
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// rotates and duplicates selected sprites around
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// pivot sprite (extra=123, ang:dang, yrepeat<<5:dz (pos. if pal!=0), lo:cnt)
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defstate duprot
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ifn searchstat 3 return
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ifn sprite[searchwall].extra 123 return
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ifl sprite[searchwall].shade 1 return
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set k searchwall
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for i range sprite[k].shade
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{
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for j selsprites, ifn j k
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{
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dupsprite j
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set tmp i, add tmp 1, mul tmp sprite[k].ang
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rotatepoint sprite[k].x sprite[k].y .x .y tmp (l m)
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add .ang tmp
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set tmp i, add tmp 1, mul tmp sprite[k].yrepeat, shiftl tmp 5
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ife sprite[k].pal 0 inv tmp
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add tmp .z
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bsetsprite I l m tmp
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}
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}
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ends
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// same as above but with tsprite[], as a kind of preview
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defstate tduprot
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ifn searchstat 3 return
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ifn sprite[searchwall].extra 123 return
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ifl sprite[searchwall].shade 1 return
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set k searchwall
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for i range sprite[k].shade
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{
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for j selsprites, ifn j k
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{
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set p spritesortcnt
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tdupsprite j
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set tmp i, add tmp 1, mul tmp sprite[k].ang
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rotatepoint sprite[k].x sprite[k].y tsprite[p].x tsprite[p].y tmp (l m)
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add tsprite[p].ang tmp
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set tmp i, add tmp 1, mul tmp sprite[k].yrepeat, shiftl tmp 5
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ife sprite[k].pal 0 inv tmp
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add tmp tsprite[p].z
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set tsprite[p].x l
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set tsprite[p].y m
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set tsprite[p].z tmp
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or tsprite[p].cstat 514
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// bsetsprite I l m tmp
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}
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}
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ends
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onevent EVENT_ANALYZESPRITES
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state tduprot
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/*
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for i drawnsprites
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{
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set j tsprite[i].owner
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switch sprite[j].picnum
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case LIZTROOP spritepal 1 break
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case PIGCOP spritepal 2 break
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case BOSS1 spritepal 6 break
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endswitch
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}
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*/
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endevent
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onevent EVENT_KEYS3D
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// door sound tester
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ife searchstat 0
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ifholdkey KEY_SPACE
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{
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set k wall[searchwall].nextsector
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ifl k 0 set k searchsector
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ife sector[k].lotag 0 return
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for i spritesofsector k
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{
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ifactor MUSICANDSFX
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ifge .lotag 0 ifl .lotag MAXSOUNDS
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{
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getsoundflags .lotag m
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ifand m 1 nullop else soundonce .lotag
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}
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}
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}
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// swinging doors tester -- hit space on a door wall
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ife searchstat 0
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ifhitkey KEY_SPACE // SE11 ST23 up:ccw
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{
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set k wall[searchwall].nextsector
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ifl k 0 return
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ifn sector[k].lotag 23 return
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set tmp 0
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for i loopofwall searchwall
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{
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ifl wall[i].nextsector 0 set tmp 1 else
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ifn wall[i].nextsector k set tmp 1
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}
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// a weaker condition
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// for i loopofwall wall[searchwall].nextwall
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// {
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// ifl wall[i].nextsector 0 set tmp 1 else
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// ifn wall[i].nextsector searchsector set tmp 1
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// }
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ifn tmp 0
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{
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quote 7
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return
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}
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set l -1
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for i spritesofsector k
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{
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ifactor SECTOREFFECTOR ife sprite[i].lotag 11
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{
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set l i
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ifn sprite[i].ang 512 ifn sprite[i].ang 1024 ifn sprite[i].ang 1536 set l -1
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}
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}
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ifl l 0
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{
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quote 8
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return
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}
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for tmp wallsofsector k
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{
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rotatepoint (sprite[l].x sprite[l].y) (wall[tmp].x wall[tmp].y) sprite[l].ang (i j)
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dragpoint tmp i j
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}
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for tmp spritesofsector k
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{
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ifn tmp l
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{
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rotatepoint (sprite[l].x sprite[l].y) (sprite[tmp].x sprite[tmp].y) sprite[l].ang (i j)
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bsetsprite tmp i j sprite[tmp].z
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}
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}
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inv sprite[l].ang
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}
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// teleporter -- works on SE7 and SE17 (elevator)
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ife searchstat 3
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ifhitkey KEY_SPACE
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{
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ife sprite[searchwall].picnum SECTOREFFECTOR
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{
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set tmp 0
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ife sprite[searchwall].lotag 7 set tmp 1
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ife sprite[searchwall].lotag 17 set tmp 1
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ife tmp 0 return
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for i allsprites
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{
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ifn i searchwall, ifactor SECTOREFFECTOR, ife sprite[i].lotag sprite[searchwall].lotag
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ife sprite[i].hitag sprite[searchwall].hitag
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{
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add posx sprite[i].x, sub posx sprite[searchwall].x
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add posy sprite[i].y, sub posy sprite[searchwall].y
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add posz sprite[i].z, sub posz sprite[searchwall].z
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updatecursectnum
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return
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}
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}
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}
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else ife sprite[searchwall].extra 123
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{
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state duprot
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add sprite[searchwall].extra 1
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}
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}
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ifholdkey KEY_0
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// ife 0 1
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{
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ifeithershift sub davr 512 else add davr 512
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ifl davr 32768 set davr 32768
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ifg davr 256000 set davr 256000
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setaspect davr yxaspect
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qsprintf TQUOTE 4 davr yxaspect
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quote TQUOTE
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}
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endevent
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defstate replacestuff
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for i spritesofsector searchsector
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// ife sprite[i].picnum AMMO set sprite[i].picnum BATTERYAMMO
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ifactor parm[0] cactor parm[1]
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ends
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defstate convlights // convert (0,0,0) lights to (255,255,255)-ones
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for i allsprites ifactor 1 ifge .lotag 49 ifle .lotag 50 ife .xvel 0 ife .yvel 0 ife .zvel 0
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{ set .xvel 255 set .yvel 255 set .zvel 255 }
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ends
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defstate resetallws // reset all sprites and walls to default repeat/panning
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for i allsprites
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{
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set .xrepeat 64
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set .yrepeat 64
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}
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for i allwalls
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{
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set wall[i].cstat 0
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set wall[i].xpanning 0
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set wall[i].ypanning 0
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set wall[i].yrepeat 8
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fixrepeats i
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}
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ends
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