raze-gles/polymer/eduke32/build/include/m32script.h
helixhorned 4dba12a5d3 Tweakery in various places.
Engine stuff:
 * Add 'r_shadescale_unbounded' cvar. When set to 0, OpenGL renderers should never
   draw completely black objects (currently only implemented for Polymost)

Mapster32:
 * Add 'r_shadescale' to config
 * In 3D mode, make SPACE behave the same as holding down a mose button: the
   currently pointed-at object is locked. Required some modification of a.m32
   to play well (i.e. not reset SPACE). This is useful by itself but more so
   in conjunction with the next point
 * make Alt behave as a modifier with PGUP/PGDN: when aiming at a 2-sided wall,
   move the other side's sector's ceiling or floor (only this is new).
 * Auto-alignment of walls can be controlled in a finer grained fashion now:
   When pressing '.', only the immediate neighbors get aligned. Use Ctrl-. for
   the old behaviour.
 * When inserting a point in 2D mode, auto-align the neighboring wall


git-svn-id: https://svn.eduke32.com/eduke32@1848 1a8010ca-5511-0410-912e-c29ae57300e0
2011-03-17 23:37:38 +00:00

279 lines
8.2 KiB
C

//-------------------------------------------------------------------------
/*
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.
*/
//-------------------------------------------------------------------------
#ifndef _m32script_h_
#define _m32script_h_
#include "compat.h"
#include "baselayer.h"
#include "build.h"
#include "editor.h"
#define MAXQUOTES 2048
#define MAXQUOTELEN 128
// Some misc #defines
//#define NO 0
//#define YES 1
typedef int32_t instype;
typedef int32_t ofstype;
extern char *ScriptQuotes[MAXQUOTES+1], *ScriptQuoteRedefinitions[MAXQUOTES+1];
extern int32_t g_numQuoteRedefinitions;
//extern int16_t neartagsector, neartagwall, neartagsprite;
//extern int32_t neartaghitdist;
extern int32_t VM_Execute(int32_t once);
extern void VM_OnEvent(register int32_t iEventID, register int32_t iActor);
extern void VM_ScriptInfo(void);
extern void VM_Disasm(ofstype beg, int32_t size);
extern int32_t Gv_NewVar(const char *pszLabel, intptr_t lValue, uint32_t dwFlags);
extern int32_t Gv_NewArray(const char *pszLabel, void *arrayptr, intptr_t asize, uint32_t dwFlags);
extern void Gv_Init(void);
extern int32_t __fastcall Gv_GetVarX(register int32_t id);
extern void __fastcall Gv_SetVarX(register int32_t id, register int32_t lValue);
extern int32_t __fastcall Gv_GetVarN(register int32_t id); // 'N' for "no side-effects"... vars and locals only!
extern void SetGAMEPalette(void);
extern void SetWATERPalette(void);
extern void SetSLIMEPalette(void);
extern void SetBOSS1Palette(void);
extern int32_t *constants, constants_allocsize;
extern int32_t g_numSavedConstants;
extern instype *script ,*insptr;
extern int32_t *labelval;
extern uint8_t *labeltype;
extern int32_t g_numLabels, g_numDefaultLabels;
extern int32_t g_scriptSize;
extern char *label;
//extern int32_t label_allocsize;
extern hashtable_t h_labels;
#define MAXLABELLEN 32
//extern uint8_t waterpal[768],slimepal[768],titlepal[768],drealms[768],endingpal[768],animpal[768];
//extern char currentboardfilename[BMAVM_PATH];
enum GameEvent_t {
EVENT_ENTER3DMODE,
EVENT_ANALYZESPRITES,
EVENT_INSERTSPRITE2D,
EVENT_INSERTSPRITE3D,
EVENT_DRAW2DSCREEN,
EVENT_KEYS2D,
EVENT_KEYS3D,
EVENT_PREKEYS2D,
EVENT_PREKEYS3D,
MAXEVENTS
};
extern ofstype aEventOffsets[MAXEVENTS];
extern int32_t aEventSizes[MAXEVENTS];
extern uint8_t aEventEnabled[MAXEVENTS];
extern uint16_t aEventNumLocals[MAXEVENTS];
enum GamevarFlags_t {
MAXGAMEVARS = 1024, // must be a power of two between 256 and 4096, inclusive
LOG2MAXGV = 10,
MAXVARLABEL = MAXLABELLEN, //26,
GAMEVAR_PERBLOCK = 0x00000001, // per-block (state, event, or top-level) variable
GAMEVAR_USER_MASK = GAMEVAR_PERBLOCK,
GAMEVAR_RESET = 0x00000008, // marks var for to default
GAMEVAR_DEFAULT = 0x00000100, // allow override
GAMEVAR_SYSTEM = 0x00000800, // cannot change mode flags...(only default value)
GAMEVAR_READONLY = 0x00001000, // values are read-only (no setvar allowed)
GAMEVAR_INTPTR = 0x00002000, // plValues is a pointer to an int32_t
GAMEVAR_FLOATPTR = 0x00004000, // plValues is a pointer to a float
GAMEVAR_SHORTPTR = 0x00008000, // plValues is a pointer to a short
GAMEVAR_CHARPTR = 0x00010000, // plValues is a pointer to a char
GAMEVAR_PTR_MASK = GAMEVAR_INTPTR|GAMEVAR_FLOATPTR|GAMEVAR_SHORTPTR|GAMEVAR_CHARPTR,
// GAMEVAR_NORESET = 0x00020000, // var values are not reset when restoring map state
GAMEVAR_SPECIAL = 0x00040000, // flag for structure member shortcut vars
};
enum GamearrayFlags_t {
MAXGAMEARRAYS = (MAXGAMEVARS>>2), // must be lower than MAXGAMEVARS
MAXARRAYLABEL = MAXVARLABEL,
GAMEARRAY_READONLY = 0x00001000,
GAMEARRAY_NORMAL = 0,
GAMEARRAY_OFCHAR = 0x00000001,
GAMEARRAY_OFSHORT = 0x00000002,
GAMEARRAY_OFINT = 0x00000004,
GAMEARRAY_TYPE_MASK = GAMEARRAY_OFCHAR|GAMEARRAY_OFSHORT|GAMEARRAY_OFINT,
GAMEARRAY_VARSIZE = 0x00000020,
GAMEARRAY_RESET = 0x00000008,
/// GAMEARRAY_NORESET = 0x00000001,
};
typedef struct {
union {
intptr_t lValue; // pointer when (dwFlags & GAMEVAR_*PTR)
int32_t *plValues; // array of values when (dwFlags & GAMEVAR_PERBLOCK)
} val;
intptr_t lDefault;
char *szLabel;
uint32_t dwFlags;
} gamevar_t;
typedef struct {
char *szLabel;
void *vals; // array of values, type determined by (dwFlags & GAMEARRAY_TYPEMASK)
uint32_t dwFlags;
int32_t size; // id to size gamevar when (dwFlags & GAMEARRAY_VARSIZE)
} gamearray_t;
extern gamevar_t aGameVars[MAXGAMEVARS];
extern gamearray_t aGameArrays[MAXGAMEARRAYS];
extern int32_t g_gameVarCount, g_systemVarCount;
extern int32_t g_gameArrayCount, g_systemArrayCount;
extern uint32_t m32_drawlinepat;
extern int32_t g_iReturnVar;
extern int32_t m32_sortvar1, m32_sortvar2;
//extern int32_t g_numRealPalettes;
//extern int32_t g_scriptDebug;
extern int32_t g_numQuoteRedefinitions;
extern hashtable_t h_gamevars;
extern hashtable_t h_arrays;
//extern hashtable_t h_keywords;
extern hashtable_t h_gamefuncs;
extern int16_t asksave;
extern vec3_t pos;
extern int16_t ang;
extern int32_t horiz;
extern int16_t cursectnum;
extern int32_t searchx, searchy;
extern int16_t pointhighlight;
extern int16_t linehighlight;
extern int16_t highlightcnt;
extern int16_t highlightsectorcnt;
extern int32_t startposx;
extern int32_t startposy;
extern int32_t startposz;
extern int16_t startang;
extern int16_t startsectnum;
extern int32_t mousxplc;
extern int32_t mousyplc;
extern int16_t highlight[];
extern int16_t highlightsector[];
extern int32_t numsprites;
extern int32_t zoom;
extern int32_t halfxdim16, midydim16;
// gamevar bytecode format:
// FEDC|BA98|7654|3210|FEDC|BA98|7654|3120
// | .. .... .... gamevar ID
// | . constant bit (checked first) / get-payload-var bit for array or struct
// | . negate bit
// | . array bit \___\ if both set:
// | . struct bit / / local var
// .... .... .... ....| optional payload
#define M32_FLAG_CONSTANT (MAXGAMEVARS)
#define M32_FLAG_NEGATE (MAXGAMEVARS<<1)
#define M32_FLAG_VAR (0)
#define M32_FLAG_ARRAY (MAXGAMEVARS<<2)
#define M32_FLAG_STRUCT (MAXGAMEVARS<<3)
#define M32_FLAG_LOCAL (M32_FLAG_ARRAY|M32_FLAG_STRUCT)
#define M32_VARTYPE_MASK (M32_FLAG_ARRAY|M32_FLAG_STRUCT)
#define M32_FLAG_CONSTANTINDEX M32_FLAG_CONSTANT
// if set, fetch index for array or struct array from 16 high bits as a constant (otherwise: gamevar)
#define M32_BITS_MASK (0x0000ffff-(MAXGAMEVARS-1))
// IDs of special vars
#define M32_SPRITE_VAR_ID 0
#define M32_SECTOR_VAR_ID 1
#define M32_WALL_VAR_ID 2
#define M32_TSPRITE_VAR_ID 3
#define M32_THISACTOR_VAR_ID 4
#define M32_RETURN_VAR_ID 5
#define M32_LOTAG_VAR_ID 6
#define M32_HITAG_VAR_ID 7
#define M32_TEXTURE_VAR_ID 8
#define M32_LOCAL_ARRAY_ID 0
#define M32_PRINTERROR(Text, ...) OSD_Printf(OSD_ERROR "Line %d, %s: " Text "\n", g_errorLineNum, keyw[g_tw], ## __VA_ARGS__)
// how local gamevars are allocated:
// uncomment if variable-length arrays are available
//#define M32_LOCALS_VARARRAY
// uncomment if alloca() is available
//#define M32_LOCALS_ALLOCA
// if neither is there, use a constant number of them
#define M32_LOCALS_FIXEDNUM 64
#if defined M32_LOCALS_VARARRAY || defined M32_LOCALS_ALLOCA
# define M32_MAX_LOCALS MAXGAMEVARS
#else
# define M32_MAX_LOCALS M32_LOCALS_FIXEDNUM
#endif
#endif