raze/polymer/eduke32/source/lunatic/lunatic_game.h

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/* The Lunatic Interpreter, part of EDuke32. Game-side stuff. */
#ifndef EDUKE32_LUNATIC_H_
#define EDUKE32_LUNATIC_H_
#include "lunatic.h"
#include "gameexec.h" // MAXEVENTS
extern L_State g_ElState;
// actor initialization data
typedef struct
{
con_move_t mov;
int16_t movflags;
int16_t strength;
con_action_t act;
uint8_t haveit; // shouldn't be used directly
} el_actor_t;
extern uint8_t g_elEvents[MAXEVENTS]; // shouldn't be used directly
extern el_actor_t g_elActors[MAXTILES];
extern uint32_t g_eventCalls[MAXEVENTS], g_actorCalls[MAXTILES];
extern double g_eventTotalMs[MAXEVENTS], g_actorTotalMs[MAXTILES];
// -- functions --
void El_PrintTimes(void);
void El_ClearErrors(void);
void El_DisplayErrors(void);
int32_t El_CreateState(L_State *estate, const char *name);
void El_DestroyState(L_State *estate);
int32_t El_CallEvent(L_State *estate, int32_t eventidx, int32_t iActor, int32_t iPlayer, int32_t lDist, int32_t *iReturn);
int32_t El_CallActor(L_State *estate, int32_t actortile, int32_t iActor, int32_t iPlayer, int32_t lDist);
static inline int32_t El_HaveEvent(int32_t eventidx) { return g_elEvents[eventidx]!=0; }
static inline int32_t El_HaveActor(int32_t actortile) { return g_elActors[actortile].haveit!=0; }
#endif