raze-gles/polymer/eduke32/source/m32vars.c
hendricks266 6f2fa332dd Port system gamearray access from M32Script to CON. Expose tilesizx and tilesizy.
Also, fix deficient logic in Gv_Free and Gv_Clear (both M32 and CON) so that gamevar and gamearray erasure results are (closer to) correct, and so that the game does not crash when system arrays are accessed from CON because they all have been nulled.

git-svn-id: https://svn.eduke32.com/eduke32@3274 1a8010ca-5511-0410-912e-c29ae57300e0
2012-12-13 02:33:53 +00:00

701 lines
26 KiB
C

//-------------------------------------------------------------------------
/*
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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
//-------------------------------------------------------------------------
#include "m32script.h"
#include "m32def.h"
#include "osd.h"
#include "keys.h"
#ifdef POLYMER
#include "polymer.h"
#endif
#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;
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].dwFlags & GAMEARRAY_NORMAL) && aGameArrays[i].vals)
{
Bfree(aGameArrays[i].vals);
aGameArrays[i].vals=NULL;
}
aGameArrays[i].dwFlags |= GAMEARRAY_RESET;
}
g_gameVarCount = g_gameArrayCount = 0;
hash_init(&h_gamevars);
hash_init(&h_arrays);
return;
}
int32_t Gv_NewArray(const char *pszLabel, void *arrayptr, intptr_t asize, uint32_t dwFlags)
{
int32_t i;
if (g_gameArrayCount >= MAXGAMEARRAYS)
{
C_CUSTOMERROR("too many arrays! (max: %d)", MAXGAMEARRAYS);
return 0;
}
if (Bstrlen(pszLabel) > (MAXARRAYLABEL-1))
{
C_CUSTOMERROR("array name `%s' exceeds limit of %d characters.", pszLabel, MAXARRAYLABEL);
return 0;
}
i = hash_find(&h_arrays, pszLabel);
if (i>=0 && !(aGameArrays[i].dwFlags & GAMEARRAY_RESET))
{
// found it it's a duplicate in error
if (aGameArrays[i].dwFlags&GAMEARRAY_TYPE_MASK)
{
C_CUSTOMWARNING("ignored redefining system array `%s'.", pszLabel);
}
// C_ReportError(WARNING_DUPLICATEDEFINITION);
return 0;
}
if (!(dwFlags&GAMEARRAY_VARSIZE) && !(dwFlags&GAMEARRAY_TYPE_MASK) && (asize<=0 || asize>65536))
{
// the dummy array with index 0 sets the size to 0 so that accidental accesses as array
// will complain.
C_CUSTOMERROR("invalid array size %d. Must be between 1 and 65536", (int32_t)asize);
return 0;
}
i = g_gameArrayCount;
if (aGameArrays[i].szLabel == NULL)
aGameArrays[i].szLabel = (char *)Bcalloc(MAXARRAYLABEL, sizeof(char));
if (aGameArrays[i].szLabel != pszLabel)
Bstrcpy(aGameArrays[i].szLabel, pszLabel);
if (!(dwFlags & GAMEARRAY_TYPE_MASK))
aGameArrays[i].vals = (int32_t *)Bcalloc(asize, sizeof(int32_t));
else
aGameArrays[i].vals = arrayptr;
aGameArrays[i].size = asize;
aGameArrays[i].dwFlags = dwFlags & ~GAMEARRAY_RESET;
g_gameArrayCount++;
hash_add(&h_arrays, aGameArrays[i].szLabel, i, 1);
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)
{
C_CUSTOMERROR("too many gamevars! (max: %d)", MAXGAMEVARS);
return 0;
}
if (Bstrlen(pszLabel) > (MAXVARLABEL-1))
{
C_CUSTOMERROR("variable name `%s' exceeds limit of %d characters.", pszLabel, MAXVARLABEL);
return 0;
}
i = hash_find(&h_gamevars,pszLabel);
if (i >= 0 && !(aGameVars[i].dwFlags & GAMEVAR_RESET))
{
// found it...
if (aGameVars[i].dwFlags & GAMEVAR_PTR_MASK)
{
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 = (char *)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(&h_gamevars, aGameVars[i].szLabel, g_gameVarCount++, 0);
}
if (aGameVars[i].dwFlags & GAMEVAR_PERBLOCK)
{
if (!aGameVars[i].val.plValues)
aGameVars[i].val.plValues = (int32_t *)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 and locals only!
{
if (id == M32_THISACTOR_VAR_ID)
return vm.g_i;
switch (id&M32_VARTYPE_MASK)
{
case M32_FLAG_VAR:
id &= (MAXGAMEVARS-1);
switch (aGameVars[id].dwFlags & (GAMEVAR_USER_MASK|GAMEVAR_PTR_MASK))
{
case 0:
return aGameVars[id].val.lValue;
case GAMEVAR_PERBLOCK:
return aGameVars[id].val.plValues[vm.g_st];
case GAMEVAR_FLOATPTR:
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:
M32_ERROR("Gv_GetVarN(): WTF??");
return -1;
}
case M32_FLAG_LOCAL:
{
int32_t index = id&(MAXGAMEVARS-1);
// no bounds checking since it's done at script compilation time
return ((int32_t *)aGameArrays[M32_LOCAL_ARRAY_ID].vals)[index];
}
default:
M32_ERROR("Gv_GetVarN(): invalid var code %0x08x", id);
return -1;
}
}
int32_t __fastcall Gv_GetVarX(register int32_t id)
{
register int32_t negateResult = !!(id&M32_FLAG_NEGATE);
if (id == M32_THISACTOR_VAR_ID)
return vm.g_i;
if ((id & M32_BITS_MASK) == M32_FLAG_CONSTANT)
{
switch (id&3)
{
case 0:
return ((int16_t)(id>>16));
case 1:
return constants[(id>>16)&0xffff];
case 2:
return (labelval[(id>>16)&0xffff] ^ -negateResult) + negateResult;
default:
M32_ERROR("Gv_GetVarX() (constant): WTF??");
return -1;
}
}
switch (id&M32_VARTYPE_MASK)
{
case M32_FLAG_ARRAY:
{
register int32_t index;
int32_t siz;
index = (int32_t)((id>>16)&0xffff);
if (!(id&M32_FLAG_CONSTANTINDEX))
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)
{
M32_ERROR("Gv_GetVarX(): invalid array index (%s[%d])", aGameArrays[id].szLabel, index);
return -1;
}
switch (aGameArrays[id].dwFlags & GAMEARRAY_TYPE_MASK)
{
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:
M32_ERROR("Gv_GetVarX() (array): WTF??");
return -1;
}
}
case M32_FLAG_STRUCT:
{
register int32_t index, memberid;
index = (id>>16)&0x7fff;
if (!(id&M32_FLAG_CONSTANTINDEX))
index = Gv_GetVarN(index);
memberid = (id>>2)&63;
switch (id&3)
{
case M32_SPRITE_VAR_ID:
return (VM_AccessSprite(0, index, memberid, 0) ^ -negateResult) + negateResult;
case M32_SECTOR_VAR_ID:
return (VM_AccessSector(0, index, memberid, 0) ^ -negateResult) + negateResult;
case M32_WALL_VAR_ID:
return (VM_AccessWall(0, index, memberid, 0) ^ -negateResult) + negateResult;
case M32_TSPRITE_VAR_ID:
return (VM_AccessTsprite(0, index, memberid, 0) ^ -negateResult) + negateResult;
}
}
case M32_FLAG_VAR:
{
id &= (MAXGAMEVARS-1);
switch (aGameVars[id].dwFlags & (GAMEVAR_USER_MASK|GAMEVAR_PTR_MASK))
{
case 0:
return (aGameVars[id].val.lValue ^ -negateResult) + negateResult;
case GAMEVAR_PERBLOCK:
return (aGameVars[id].val.plValues[vm.g_st] ^ -negateResult) + negateResult;
case GAMEVAR_FLOATPTR:
{
float fval = *(float *)aGameVars[id].val.lValue;
if (negateResult)
fval *= -1;
return *(int32_t *)&fval;
}
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:
M32_ERROR("Gv_GetVarX(): WTF??");
return -1;
}
}
case M32_FLAG_LOCAL:
{
int32_t index = id&(MAXGAMEVARS-1);
// no bounds checking since it's done at script compilation time
return (((int32_t *)aGameArrays[M32_LOCAL_ARRAY_ID].vals)[index] ^ -negateResult) + negateResult;
}
} // switch (id&M32_VARTYPE_MASK)
return 0; // never reached
}
void __fastcall Gv_SetVarX(register int32_t id, register int32_t lValue)
{
switch (id&M32_VARTYPE_MASK)
{
case M32_FLAG_ARRAY:
{
register int32_t index;
int32_t siz;
index = (id>>16)&0xffff;
if (!(id&M32_FLAG_CONSTANTINDEX))
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)
{
M32_ERROR("Gv_SetVarX(): invalid array index %s[%d], size=%d", aGameArrays[id].szLabel, index, siz);
return;
}
switch (aGameArrays[id].dwFlags & GAMEARRAY_TYPE_MASK)
{
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:
M32_ERROR("Gv_SetVarX() (array): WTF??");
return;
}
return;
}
case M32_FLAG_STRUCT:
{
register int32_t index, memberid;
index = (id>>16)&0x7fff;
if (!(id&M32_FLAG_CONSTANTINDEX))
index = Gv_GetVarN(index);
memberid = (id>>2)&63;
switch (id&3)
{
case M32_SPRITE_VAR_ID:
VM_AccessSprite(1, index, memberid, lValue);
return;
case M32_SECTOR_VAR_ID:
VM_AccessSector(1, index, memberid, lValue);
return;
case M32_WALL_VAR_ID:
VM_AccessWall(1, index, memberid, lValue);
return;
case M32_TSPRITE_VAR_ID:
VM_AccessTsprite(1, index, memberid, lValue);
return;
}
}
case M32_FLAG_VAR:
{
id &= (MAXGAMEVARS-1);
switch (aGameVars[id].dwFlags & (GAMEVAR_USER_MASK|GAMEVAR_PTR_MASK))
{
case 0:
aGameVars[id].val.lValue=lValue;
return;
case GAMEVAR_PERBLOCK:
aGameVars[id].val.plValues[vm.g_st] = lValue;
return;
case GAMEVAR_FLOATPTR:
{
int32_t ival = lValue;
float fval = *(float *)&ival;
if (fval!=fval || fval<-3.4e38 || fval > 3.4e38)
{
M32_ERROR("Gv_SetVarX(): tried to set float var to NaN or infinity");
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:
M32_ERROR("Gv_SetVarX(): WTF??");
return;
}
}
case M32_FLAG_LOCAL:
{
int32_t index = id&(MAXGAMEVARS-1);
((int32_t *)aGameArrays[M32_LOCAL_ARRAY_ID].vals)[index] = lValue;
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!!!
Gv_NewVar("sprite", -1, GAMEVAR_READONLY | GAMEVAR_SYSTEM | GAMEVAR_SPECIAL);
Gv_NewVar("sector", -1, GAMEVAR_READONLY | GAMEVAR_SYSTEM | GAMEVAR_SPECIAL);
Gv_NewVar("wall", -1, GAMEVAR_READONLY | GAMEVAR_SYSTEM | GAMEVAR_SPECIAL);
Gv_NewVar("tsprite", -1, GAMEVAR_READONLY | GAMEVAR_SYSTEM | GAMEVAR_SPECIAL);
Gv_NewVar("light", -1, GAMEVAR_READONLY | GAMEVAR_SYSTEM | GAMEVAR_SPECIAL);
// these too have to be in here and in order!
// keep in sync with m32script.h: IDs of special vars
Gv_NewVar("I", 0, GAMEVAR_READONLY | GAMEVAR_SYSTEM); // THISACTOR
Gv_NewVar("RETURN", (intptr_t)&g_iReturnVar, GAMEVAR_INTPTR | GAMEVAR_SYSTEM);
Gv_NewVar("LOTAG", 0, GAMEVAR_SYSTEM);
Gv_NewVar("HITAG", 0, GAMEVAR_SYSTEM);
Gv_NewVar("TEXTURE", 0, GAMEVAR_SYSTEM);
Gv_NewVar("DOSCRSHOT", (intptr_t)&g_doScreenShot, GAMEVAR_INTPTR | GAMEVAR_SYSTEM);
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);
{
static int32_t numtiles;
Gv_NewVar("numtiles",(intptr_t)&numtiles, GAMEVAR_SYSTEM | GAMEVAR_INTPTR | GAMEVAR_READONLY);
}
#ifdef YAX_ENABLE
Gv_NewVar("numbunches",(intptr_t)&numyaxbunches, GAMEVAR_SYSTEM | GAMEVAR_INTPTR | GAMEVAR_READONLY);
#endif
#ifdef USE_OPENGL
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)&startpos.x, GAMEVAR_READONLY | GAMEVAR_INTPTR | GAMEVAR_SYSTEM);
Gv_NewVar("startposy",(intptr_t)&startpos.y, GAMEVAR_READONLY | GAMEVAR_INTPTR | GAMEVAR_SYSTEM);
Gv_NewVar("startposz",(intptr_t)&startpos.z, 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("m32_sideview",(intptr_t)&m32_sideview, 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);
#ifdef POLYMER
Gv_NewVar("pr_overrideparallax",(intptr_t)&pr_overrideparallax, GAMEVAR_INTPTR | GAMEVAR_SYSTEM);
Gv_NewVar("pr_parallaxscale",(intptr_t)&pr_parallaxscale, GAMEVAR_FLOATPTR | GAMEVAR_SYSTEM);
Gv_NewVar("pr_parallaxbias",(intptr_t)&pr_parallaxbias, GAMEVAR_FLOATPTR | GAMEVAR_SYSTEM);
Gv_NewVar("pr_overridespecular",(intptr_t)&pr_overridespecular, GAMEVAR_INTPTR | GAMEVAR_SYSTEM);
Gv_NewVar("pr_specularpower",(intptr_t)&pr_specularpower, GAMEVAR_FLOATPTR | GAMEVAR_SYSTEM);
Gv_NewVar("pr_specularfactor",(intptr_t)&pr_specularfactor, GAMEVAR_FLOATPTR | GAMEVAR_SYSTEM);
#else
{
// dummy Polymer variables for non-Polymer builds
static int32_t pr_overrideparallax = 0;
static float pr_parallaxscale = 0.1f;
static float pr_parallaxbias = 0.0f;
static int32_t pr_overridespecular = 0;
static float pr_specularpower = 15.0f;
static float pr_specularfactor = 1.0f;
Gv_NewVar("pr_overrideparallax",(intptr_t)&pr_overrideparallax, GAMEVAR_INTPTR | GAMEVAR_SYSTEM);
Gv_NewVar("pr_parallaxscale",(intptr_t)&pr_parallaxscale, GAMEVAR_FLOATPTR | GAMEVAR_SYSTEM);
Gv_NewVar("pr_parallaxbias",(intptr_t)&pr_parallaxbias, GAMEVAR_FLOATPTR | GAMEVAR_SYSTEM);
Gv_NewVar("pr_overridespecular",(intptr_t)&pr_overridespecular, GAMEVAR_INTPTR | GAMEVAR_SYSTEM);
Gv_NewVar("pr_specularpower",(intptr_t)&pr_specularpower, GAMEVAR_FLOATPTR | GAMEVAR_SYSTEM);
Gv_NewVar("pr_specularfactor",(intptr_t)&pr_specularfactor, GAMEVAR_FLOATPTR | GAMEVAR_SYSTEM);
}
#endif
g_systemVarCount = g_gameVarCount;
// must be first!
Gv_NewArray(".LOCALS_BASE", NULL, 0, GAMEARRAY_OFINT);
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("hsect", (void *)headspritesect, MAXSECTORS+1, GAMEARRAY_READONLY|GAMEARRAY_OFSHORT);
Gv_NewArray("psect", (void *)prevspritesect, MAXSPRITES, GAMEARRAY_READONLY|GAMEARRAY_OFSHORT);
Gv_NewArray("nsect", (void *)nextspritesect, MAXSPRITES, GAMEARRAY_READONLY|GAMEARRAY_OFSHORT);
Gv_NewArray("hstat", (void *)headspritestat, MAXSTATUS+1, GAMEARRAY_READONLY|GAMEARRAY_OFSHORT);
Gv_NewArray("pstat", (void *)prevspritestat, MAXSPRITES, GAMEARRAY_READONLY|GAMEARRAY_OFSHORT);
Gv_NewArray("nstat", (void *)nextspritestat, MAXSPRITES, GAMEARRAY_READONLY|GAMEARRAY_OFSHORT);
#ifdef YAX_ENABLE
Gv_NewArray("headsectbunchc", (void *)headsectbunch[0], YAX_MAXBUNCHES, GAMEARRAY_READONLY|GAMEARRAY_OFSHORT);
Gv_NewArray("nextsectbunchc", (void *)nextsectbunch[0], MAXSECTORS, GAMEARRAY_READONLY|GAMEARRAY_OFSHORT);
Gv_NewArray("headsectbunchf", (void *)headsectbunch[1], YAX_MAXBUNCHES, GAMEARRAY_READONLY|GAMEARRAY_OFSHORT);
Gv_NewArray("nextsectbunchf", (void *)nextsectbunch[1], MAXSECTORS, GAMEARRAY_READONLY|GAMEARRAY_OFSHORT);
#endif
Gv_NewArray("tilesizx", (void *)tilesizx, MAXTILES, GAMEARRAY_READONLY|GAMEARRAY_OFSHORT);
Gv_NewArray("tilesizy", (void *)tilesizy, MAXTILES, GAMEARRAY_READONLY|GAMEARRAY_OFSHORT);
// Gv_NewArray("picsiz", (void *)picsiz, MAXTILES, GAMEARRAY_READONLY|GAMEARRAY_OFCHAR);
Gv_NewArray("picanm", (void *)picanm, MAXTILES, GAMEARRAY_READONLY|GAMEARRAY_OFINT);
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_WARN|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();
}