mirror of
https://github.com/ZDoom/Raze.git
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ea0e088da5
git-svn-id: https://svn.eduke32.com/eduke32@1493 1a8010ca-5511-0410-912e-c29ae57300e0
600 lines
23 KiB
C
600 lines
23 KiB
C
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1996, 2003 - 3D Realms Entertainment
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Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
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Copyright (C) 2004, 2007 - EDuke32 developers
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This file is part of EDuke32
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EDuke32 is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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//-------------------------------------------------------------------------
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#include "m32script.h"
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#include "m32def.h"
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#include "osd.h"
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#define _m32vars_c_
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#include "m32structures.c"
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static void Gv_Clear(void)
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{
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// only call this function ONCE...
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int32_t i=(MAXGAMEVARS-1);
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//AddLog("Gv_Clear");
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for (; i>=0; i--)
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{
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if (aGameVars[i].szLabel)
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Bfree(aGameVars[i].szLabel);
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aGameVars[i].szLabel = NULL;
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aGameVars[i].dwFlags = 0;
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if ((aGameVars[i].dwFlags & GAMEVAR_USER_MASK) && aGameVars[i].val.plValues)
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{
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Bfree(aGameVars[i].val.plValues);
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aGameVars[i].val.plValues = NULL;
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}
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aGameVars[i].val.lValue=0;
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aGameVars[i].dwFlags |= GAMEVAR_RESET;
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if (i >= MAXGAMEARRAYS)
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continue;
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if (aGameArrays[i].szLabel)
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Bfree(aGameArrays[i].szLabel);
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aGameArrays[i].szLabel = NULL;
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if (aGameArrays[i].vals)
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Bfree(aGameArrays[i].vals);
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aGameArrays[i].vals = NULL;
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aGameArrays[i].dwFlags |= GAMEARRAY_RESET;
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}
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g_gameVarCount = g_gameArrayCount = 0;
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hash_init(&gamevarH);
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hash_init(&arrayH);
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return;
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}
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int32_t Gv_NewArray(const char *pszLabel, void *arrayptr, intptr_t asize, uint32_t dwFlags)
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{
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int32_t i;
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if (g_gameArrayCount >= MAXGAMEARRAYS)
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{
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g_numCompilerErrors++;
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C_ReportError(-1);
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initprintf("%s:%d: error: too many arrays!\n",g_szScriptFileName,g_lineNumber);
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return 0;
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}
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if (Bstrlen(pszLabel) > (MAXARRAYLABEL-1))
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{
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g_numCompilerErrors++;
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C_ReportError(-1);
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initprintf("%s:%d: error: array name `%s' exceeds limit of %d characters.\n",g_szScriptFileName,g_lineNumber,pszLabel, MAXARRAYLABEL);
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return 0;
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}
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i = hash_find(&arrayH, pszLabel);
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if (i>=0 && !(aGameArrays[i].dwFlags & GAMEARRAY_RESET))
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{
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// found it it's a duplicate in error
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// g_numCompilerWarnings++;
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// C_ReportError(WARNING_DUPLICATEDEFINITION);
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return 0;
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}
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if (!(dwFlags&GAMEARRAY_VARSIZE) && (asize<=0 || asize>=65536))
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{
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g_numCompilerErrors++;
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C_ReportError(-1);
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initprintf("%s:%d: error: invalid array size %d. Must be between 1 and 65536\n",g_szScriptFileName,g_lineNumber,(int32_t)asize);
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return 0;
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}
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i = g_gameArrayCount;
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if (aGameArrays[i].szLabel == NULL)
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aGameArrays[i].szLabel = Bcalloc(MAXARRAYLABEL, sizeof(char));
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if (aGameArrays[i].szLabel != pszLabel)
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Bstrcpy(aGameArrays[i].szLabel, pszLabel);
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if (!(dwFlags & GAMEARRAY_TYPEMASK))
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aGameArrays[i].vals = Bcalloc(asize, sizeof(int32_t));
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else
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aGameArrays[i].vals = arrayptr;
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aGameArrays[i].size = asize;
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aGameArrays[i].dwFlags = dwFlags & ~GAMEARRAY_RESET;
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g_gameArrayCount++;
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hash_replace(&arrayH, aGameArrays[i].szLabel, i);
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return 1;
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}
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int32_t Gv_NewVar(const char *pszLabel, intptr_t lValue, uint32_t dwFlags)
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{
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int32_t i, j;
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//Bsprintf(g_szBuf,"Gv_NewVar(%s, %d, %X)",pszLabel, lValue, dwFlags);
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//AddLog(g_szBuf);
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if (g_gameVarCount >= MAXGAMEVARS)
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{
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g_numCompilerErrors++;
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C_ReportError(-1);
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initprintf("%s:%d: error: too many gamevars!\n",g_szScriptFileName,g_lineNumber);
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return 0;
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}
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if (Bstrlen(pszLabel) > (MAXVARLABEL-1))
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{
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g_numCompilerErrors++;
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C_ReportError(-1);
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initprintf("%s:%d: error: variable name `%s' exceeds limit of %d characters.\n",g_szScriptFileName,g_lineNumber,pszLabel, MAXVARLABEL);
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return 0;
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}
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i = hash_find(&gamevarH,pszLabel);
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if (i >= 0 && !(aGameVars[i].dwFlags & GAMEVAR_RESET))
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{
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// found it...
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if (aGameVars[i].dwFlags & (GAMEVAR_INTPTR|GAMEVAR_SHORTPTR|GAMEVAR_CHARPTR))
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{
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C_ReportError(-1);
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initprintf("%s:%d: warning: cannot redefine internal gamevar `%s'.\n",g_szScriptFileName,g_lineNumber,label+(g_numLabels<<6));
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return 0;
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}
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else if (!(aGameVars[i].dwFlags & GAMEVAR_DEFAULT) && !(aGameVars[i].dwFlags & GAMEVAR_SYSTEM))
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{
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// it's a duplicate in error
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// g_numCompilerWarnings++;
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// C_ReportError(WARNING_DUPLICATEDEFINITION);
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return 0;
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}
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}
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if (i == -1)
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i = g_gameVarCount;
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// Set values
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if ((aGameVars[i].dwFlags & GAMEVAR_SYSTEM) == 0)
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{
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if (aGameVars[i].szLabel == NULL)
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aGameVars[i].szLabel = Bcalloc(MAXVARLABEL, sizeof(uint8_t));
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if (aGameVars[i].szLabel != pszLabel)
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Bstrcpy(aGameVars[i].szLabel,pszLabel);
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aGameVars[i].dwFlags = dwFlags;
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if (aGameVars[i].dwFlags & GAMEVAR_USER_MASK)
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{
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// only free if not system
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if (aGameVars[i].val.plValues)
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Bfree(aGameVars[i].val.plValues);
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aGameVars[i].val.plValues = NULL;
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}
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}
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// if existing is system, they only get to change default value....
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aGameVars[i].lDefault = lValue;
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aGameVars[i].dwFlags &= ~GAMEVAR_RESET;
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if (i == g_gameVarCount)
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{
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// we're adding a new one.
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hash_add(&gamevarH, aGameVars[i].szLabel, g_gameVarCount++);
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}
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if (aGameVars[i].dwFlags & GAMEVAR_PERBLOCK)
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{
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if (!aGameVars[i].val.plValues)
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aGameVars[i].val.plValues = Bcalloc(1+MAXEVENTS+g_stateCount, sizeof(int32_t));
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for (j=0; j<1+MAXEVENTS+g_stateCount; j++)
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aGameVars[i].val.plValues[j] = lValue;
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}
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else aGameVars[i].val.lValue = lValue;
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return 1;
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}
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int32_t __fastcall Gv_GetVarN(register int32_t id) // 'N' for "no side-effects"... vars only!
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{
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if (id == g_iThisActorID)
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return vm.g_i;
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if (id & (0xFFFFFFFF-(MAXGAMEVARS-1)))
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{
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OSD_Printf(CON_ERROR "Gv_GetVarN(): invalid var index %d\n",g_errorLineNum,keyw[g_tw],index);
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vm.g_errorFlag = 1;
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return -1;
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}
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id &= (MAXGAMEVARS-1);
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switch (aGameVars[id].dwFlags &
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(GAMEVAR_USER_MASK|GAMEVAR_INTPTR|GAMEVAR_SHORTPTR|GAMEVAR_CHARPTR))
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{
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case 0:
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return aGameVars[id].val.lValue;
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case GAMEVAR_PERBLOCK:
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return aGameVars[id].val.plValues[vm.g_st];
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case GAMEVAR_INTPTR:
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return *((int32_t*)aGameVars[id].val.lValue);
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case GAMEVAR_SHORTPTR:
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return *((int16_t*)aGameVars[id].val.lValue);
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case GAMEVAR_CHARPTR:
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return *((uint8_t*)aGameVars[id].val.lValue);
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default:
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OSD_Printf(CON_ERROR "Gv_GetVarN(): WTF??\n",g_errorLineNum,keyw[g_tw]);
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vm.g_errorFlag = 1;
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return -1;
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}
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}
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int32_t __fastcall Gv_GetVarX(register int32_t id)
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{
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if (id == g_iThisActorID)
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return vm.g_i;
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if ((id & 0x0000FFFF) == MAXGAMEVARS)
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return ((int16_t)(id>>16));
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{
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register int32_t negateResult = id&(MAXGAMEVARS<<1);
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if (id & (0xFFFFFFFF-(MAXGAMEVARS-1)))
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{
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if (id&(MAXGAMEVARS<<2)) // array
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{
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register int32_t index;
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int32_t siz;
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index = (int32_t)((id>>16)&0xffff);
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if (!(id&MAXGAMEVARS))
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index = Gv_GetVarN(index);
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id &= (MAXGAMEARRAYS-1);
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if (aGameArrays[id].dwFlags & GAMEARRAY_VARSIZE)
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siz = Gv_GetVarN(aGameArrays[id].size);
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else
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siz = aGameArrays[id].size;
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if (index < 0 || index >= siz)
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{
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OSD_Printf(CON_ERROR "Gv_GetVarX(): invalid array index (%s[%d])\n",g_errorLineNum,keyw[g_tw],aGameArrays[id].szLabel,index);
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return -1;
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}
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switch (aGameArrays[id].dwFlags & GAMEARRAY_TYPEMASK)
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{
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case 0:
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case GAMEARRAY_OFINT:
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return ((((int32_t *)aGameArrays[id].vals)[index] ^ -negateResult) + negateResult);
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case GAMEARRAY_OFSHORT:
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return ((((int16_t *)aGameArrays[id].vals)[index] ^ -negateResult) + negateResult);
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case GAMEARRAY_OFCHAR:
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return ((((uint8_t *)aGameArrays[id].vals)[index] ^ -negateResult) + negateResult);
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default:
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OSD_Printf(CON_ERROR "Gv_GetVarX() (array): WTF??\n",g_errorLineNum,keyw[g_tw]);
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vm.g_errorFlag = 1;
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return -1;
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}
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}
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if (id&(MAXGAMEVARS<<3)) // struct shortcut vars
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{
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register int32_t index, memberid;
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index = (id>>16)&0x7fff;
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if (!(id&MAXGAMEVARS))
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index = Gv_GetVarN(index);
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memberid = (id>>2)&31;
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switch (id&3)
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{
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case 0: //if (id == g_iSpriteVarID)
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return ((X_AccessSprite(0, index, memberid, 0) ^ -negateResult) + negateResult);
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case 1: //else if (id == g_iSectorVarID)
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// if (index == vm.g_i) index = sprite[vm.g_i].sectnum;
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return ((X_AccessSector(0, index, memberid, 0) ^ -negateResult) + negateResult);
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case 2: //else if (id == g_iWallVarID)
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return ((X_AccessWall(0, index, memberid, 0) ^ -negateResult) + negateResult);
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case 3:
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return ((X_AccessTsprite(0, index, memberid, 0) ^ -negateResult) + negateResult);
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// default:
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// OSD_Printf(CON_ERROR "Gv_GetVarX() (special): WTF??\n",g_errorLineNum,keyw[g_tw]);
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// return -1;
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}
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}
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id &= (MAXGAMEVARS-1);
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if (!negateResult)
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{
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OSD_Printf(CON_ERROR "Gv_GetVarX(): invalid gamevar ID (%d)\n",g_errorLineNum,keyw[g_tw],id);
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vm.g_errorFlag = 1;
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return -1;
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}
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}
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switch (aGameVars[id].dwFlags &
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(GAMEVAR_USER_MASK|GAMEVAR_INTPTR|GAMEVAR_SHORTPTR|GAMEVAR_CHARPTR))
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{
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case 0:
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return ((aGameVars[id].val.lValue ^ -negateResult) + negateResult);
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case GAMEVAR_PERBLOCK:
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return ((aGameVars[id].val.plValues[vm.g_st] ^ -negateResult) + negateResult);
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case GAMEVAR_INTPTR:
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return ((*((int32_t*)aGameVars[id].val.lValue) ^ -negateResult) + negateResult);
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case GAMEVAR_SHORTPTR:
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return ((*((int16_t*)aGameVars[id].val.lValue) ^ -negateResult) + negateResult);
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case GAMEVAR_CHARPTR:
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return ((*((uint8_t*)aGameVars[id].val.lValue) ^ -negateResult) + negateResult);
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default:
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OSD_Printf(CON_ERROR "Gv_GetVarX(): WTF??\n",g_errorLineNum,keyw[g_tw]);
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vm.g_errorFlag = 1;
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return -1;
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}
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}
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}
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void __fastcall Gv_SetVarX(register int32_t id, register int32_t lValue)
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{
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if (id & (0xFFFFFFFF-(MAXGAMEVARS-1)))
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{
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if (id&(MAXGAMEVARS<<2)) // array
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{
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register int32_t index;
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int32_t siz;
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index = (id>>16)&0xffff;
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if (!(id&MAXGAMEVARS))
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index = Gv_GetVarN(index);
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id &= (MAXGAMEARRAYS-1);
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if (aGameArrays[id].dwFlags & GAMEARRAY_VARSIZE)
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siz = Gv_GetVarN(aGameArrays[id].size);
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else siz = aGameArrays[id].size;
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if (index < 0 || index >= siz)
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{
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OSD_Printf(CON_ERROR "Gv_SetVarX(): invalid array index (%s[%d])\n",g_errorLineNum,keyw[g_tw],aGameArrays[id].szLabel,index);
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vm.g_errorFlag = 1;
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return;
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}
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switch (aGameArrays[id].dwFlags & GAMEARRAY_TYPEMASK)
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{
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case 0:
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case GAMEARRAY_OFINT:
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((int32_t *)aGameArrays[id].vals)[index] = lValue;
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return;
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case GAMEARRAY_OFSHORT:
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((int16_t *)aGameArrays[id].vals)[index] = (int16_t)lValue;
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return;
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case GAMEARRAY_OFCHAR:
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((uint8_t *)aGameArrays[id].vals)[index] = (uint8_t)lValue;
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return;
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default:
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OSD_Printf(CON_ERROR "Gv_SetVarX() (array): WTF??\n",g_errorLineNum,keyw[g_tw]);
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vm.g_errorFlag = 1;
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return;
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}
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return;
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}
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if (id&(MAXGAMEVARS<<3)) // struct shortcut vars
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{
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register int32_t index, memberid;
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index = (id>>16)&0x7fff;
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if (!(id&MAXGAMEVARS))
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index = Gv_GetVarN(index);
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memberid = (id>>2)&31;
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switch (id&3)
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{
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case 0: //if (id == g_iSpriteVarID)
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X_AccessSprite(1, index, memberid, lValue);
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return;
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case 1: //else if (id == g_iSectorVarID)
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// if (index == vm.g_i) index = sprite[vm.g_i].sectnum;
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X_AccessSector(1, index, memberid, lValue);
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return;
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case 2: //else if (id == g_iWallVarID)
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X_AccessWall(1, index, memberid, lValue);
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return;
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case 3:
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X_AccessTsprite(1, index, memberid, lValue);
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return;
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// default:
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// OSD_Printf(CON_ERROR "Gv_SetVarX(): WTF??\n",g_errorLineNum,keyw[g_tw]);
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// return;
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}
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}
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OSD_Printf(CON_ERROR "Gv_SetVarX(): invalid gamevar ID (%d)\n",g_errorLineNum,keyw[g_tw],id);
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vm.g_errorFlag = 1;
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return;
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}
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switch (aGameVars[id].dwFlags &
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(GAMEVAR_USER_MASK|GAMEVAR_INTPTR|GAMEVAR_SHORTPTR|GAMEVAR_CHARPTR))
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{
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case 0:
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aGameVars[id].val.lValue=lValue;
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return;
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case GAMEVAR_PERBLOCK:
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aGameVars[id].val.plValues[vm.g_st] = lValue;
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return;
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case GAMEVAR_INTPTR:
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*((int32_t*)aGameVars[id].val.lValue)=(int32_t)lValue;
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return;
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case GAMEVAR_SHORTPTR:
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*((int16_t*)aGameVars[id].val.lValue)=(int16_t)lValue;
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return;
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case GAMEVAR_CHARPTR:
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*((uint8_t*)aGameVars[id].val.lValue)=(uint8_t)lValue;
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return;
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default:
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OSD_Printf(CON_ERROR "Gv_SetVarX(): WTF??\n",g_errorLineNum,keyw[g_tw]);
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vm.g_errorFlag = 1;
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return;
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}
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}
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static void Gv_AddSystemVars(void)
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{
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// only call ONCE
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int32_t hlcnt_id, hlscnt_id;
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//AddLog("Gv_AddSystemVars");
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// special vars for struct access; must be at top and in this order
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g_iSpriteVarID = g_gameVarCount;
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Gv_NewVar("sprite", -1, GAMEVAR_READONLY | GAMEVAR_SYSTEM | GAMEVAR_SPECIAL);
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g_iSectorVarID = g_gameVarCount;
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Gv_NewVar("sector", -1, GAMEVAR_READONLY | GAMEVAR_SYSTEM | GAMEVAR_SPECIAL);
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g_iWallVarID = g_gameVarCount;
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Gv_NewVar("wall", -1, GAMEVAR_READONLY | GAMEVAR_SYSTEM | GAMEVAR_SPECIAL);
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Gv_NewVar("tsprite", -1, GAMEVAR_READONLY | GAMEVAR_SYSTEM | GAMEVAR_SPECIAL);
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g_iReturnVarID = g_gameVarCount;
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Gv_NewVar("RETURN", 0, GAMEVAR_SYSTEM);
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g_iLoTagID = g_gameVarCount;
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Gv_NewVar("LOTAG", 0, GAMEVAR_SYSTEM);
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g_iHiTagID = g_gameVarCount;
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Gv_NewVar("HITAG", 0, GAMEVAR_SYSTEM);
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g_iTextureID = g_gameVarCount;
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Gv_NewVar("TEXTURE", 0, GAMEVAR_SYSTEM);
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g_iThisActorID = g_gameVarCount;
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Gv_NewVar("I", 0, GAMEVAR_READONLY | GAMEVAR_SYSTEM); // THISACTOR
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Gv_NewVar("xdim",(intptr_t)&xdim, GAMEVAR_INTPTR | GAMEVAR_SYSTEM | GAMEVAR_READONLY);
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Gv_NewVar("ydim",(intptr_t)&ydim, GAMEVAR_INTPTR | GAMEVAR_SYSTEM | GAMEVAR_READONLY);
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Gv_NewVar("windowx1",(intptr_t)&windowx1, GAMEVAR_INTPTR | GAMEVAR_SYSTEM | GAMEVAR_READONLY);
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Gv_NewVar("windowx2",(intptr_t)&windowx2, GAMEVAR_INTPTR | GAMEVAR_SYSTEM | GAMEVAR_READONLY);
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Gv_NewVar("windowy1",(intptr_t)&windowy1, GAMEVAR_INTPTR | GAMEVAR_SYSTEM | GAMEVAR_READONLY);
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Gv_NewVar("windowy2",(intptr_t)&windowy2, GAMEVAR_INTPTR | GAMEVAR_SYSTEM | GAMEVAR_READONLY);
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Gv_NewVar("totalclock",(intptr_t)&totalclock, GAMEVAR_INTPTR | GAMEVAR_SYSTEM | GAMEVAR_READONLY);
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Gv_NewVar("viewingrange",(intptr_t)&viewingrange, GAMEVAR_SYSTEM | GAMEVAR_INTPTR | GAMEVAR_READONLY);
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Gv_NewVar("yxaspect",(intptr_t)&yxaspect, GAMEVAR_SYSTEM | GAMEVAR_INTPTR | GAMEVAR_READONLY);
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/// Gv_NewVar("framerate",(intptr_t)&g_currentFrameRate, GAMEVAR_SYSTEM | GAMEVAR_INTPTR | GAMEVAR_READONLY);
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Gv_NewVar("CLIPMASK0", CLIPMASK0, GAMEVAR_SYSTEM|GAMEVAR_READONLY);
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Gv_NewVar("CLIPMASK1", CLIPMASK1, GAMEVAR_SYSTEM|GAMEVAR_READONLY);
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Gv_NewVar("MAXSPRITES",MAXSPRITES, GAMEVAR_SYSTEM|GAMEVAR_READONLY);
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Gv_NewVar("MAXSECTORS",MAXSECTORS, GAMEVAR_SYSTEM|GAMEVAR_READONLY);
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Gv_NewVar("MAXWALLS",MAXWALLS, GAMEVAR_SYSTEM|GAMEVAR_READONLY);
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Gv_NewVar("MAXTILES",MAXTILES, GAMEVAR_SYSTEM|GAMEVAR_READONLY);
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/// Gv_NewVar("display_mirror",(intptr_t)&display_mirror, GAMEVAR_SYSTEM | GAMEVAR_CHARPTR);
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Gv_NewVar("randomseed",(intptr_t)&randomseed, GAMEVAR_SYSTEM | GAMEVAR_INTPTR);
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Gv_NewVar("numwalls",(intptr_t)&numwalls, GAMEVAR_SYSTEM | GAMEVAR_SHORTPTR | GAMEVAR_READONLY);
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Gv_NewVar("numsectors",(intptr_t)&numsectors, GAMEVAR_SYSTEM | GAMEVAR_SHORTPTR | GAMEVAR_READONLY);
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Gv_NewVar("numsprites",(intptr_t)&numsprites, GAMEVAR_SYSTEM | GAMEVAR_INTPTR | GAMEVAR_READONLY);
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Gv_NewVar("numtiles",(intptr_t)&numtiles, GAMEVAR_SYSTEM | GAMEVAR_INTPTR | GAMEVAR_READONLY);
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#ifdef POLYMOST
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Gv_NewVar("rendmode",(intptr_t)&rendmode, GAMEVAR_READONLY | GAMEVAR_INTPTR | GAMEVAR_SYSTEM);
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#endif
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// current position
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Gv_NewVar("posx",(intptr_t)&pos.x, GAMEVAR_INTPTR | GAMEVAR_SYSTEM);
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Gv_NewVar("posy",(intptr_t)&pos.y, GAMEVAR_INTPTR | GAMEVAR_SYSTEM);
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Gv_NewVar("posz",(intptr_t)&pos.z, GAMEVAR_INTPTR | GAMEVAR_SYSTEM);
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Gv_NewVar("ang",(intptr_t)&ang, GAMEVAR_SHORTPTR | GAMEVAR_SYSTEM);
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Gv_NewVar("cursectnum",(intptr_t)&cursectnum, GAMEVAR_READONLY | GAMEVAR_SHORTPTR | GAMEVAR_SYSTEM);
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Gv_NewVar("searchx",(intptr_t)&searchx, GAMEVAR_READONLY | GAMEVAR_INTPTR | GAMEVAR_SYSTEM);
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Gv_NewVar("searchy",(intptr_t)&searchx, GAMEVAR_READONLY | GAMEVAR_INTPTR | GAMEVAR_SYSTEM);
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Gv_NewVar("searchstat",(intptr_t)&searchstat, GAMEVAR_READONLY | GAMEVAR_SHORTPTR | GAMEVAR_SYSTEM);
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Gv_NewVar("searchwall",(intptr_t)&searchwall, GAMEVAR_READONLY | GAMEVAR_SHORTPTR | GAMEVAR_SYSTEM);
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Gv_NewVar("searchsector",(intptr_t)&searchsector, GAMEVAR_READONLY | GAMEVAR_SHORTPTR | GAMEVAR_SYSTEM);
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Gv_NewVar("searchbottomwall",(intptr_t)&searchbottomwall, GAMEVAR_READONLY | GAMEVAR_SHORTPTR | GAMEVAR_SYSTEM);
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Gv_NewVar("pointhighlight",(intptr_t)&pointhighlight, GAMEVAR_SHORTPTR|GAMEVAR_SYSTEM|GAMEVAR_READONLY);
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Gv_NewVar("linehighlight",(intptr_t)&linehighlight, GAMEVAR_SHORTPTR|GAMEVAR_SYSTEM|GAMEVAR_READONLY);
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hlcnt_id = g_gameVarCount;
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Gv_NewVar("highlightcnt",(intptr_t)&highlightcnt, GAMEVAR_SHORTPTR|GAMEVAR_SYSTEM|GAMEVAR_READONLY);
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hlscnt_id = g_gameVarCount;
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Gv_NewVar("highlightsectorcnt",(intptr_t)&highlightsectorcnt, GAMEVAR_SHORTPTR|GAMEVAR_SYSTEM|GAMEVAR_READONLY);
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// clipboard contents
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Gv_NewVar("temppicnum",(intptr_t)&temppicnum, GAMEVAR_INTPTR|GAMEVAR_SYSTEM|GAMEVAR_READONLY);
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Gv_NewVar("tempcstat",(intptr_t)&tempcstat, GAMEVAR_INTPTR|GAMEVAR_SYSTEM|GAMEVAR_READONLY);
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Gv_NewVar("templotag",(intptr_t)&templotag, GAMEVAR_INTPTR|GAMEVAR_SYSTEM|GAMEVAR_READONLY);
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Gv_NewVar("temphitag",(intptr_t)&temphitag, GAMEVAR_INTPTR|GAMEVAR_SYSTEM|GAMEVAR_READONLY);
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Gv_NewVar("tempextra",(intptr_t)&tempextra, GAMEVAR_INTPTR|GAMEVAR_SYSTEM|GAMEVAR_READONLY);
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Gv_NewVar("tempshade",(intptr_t)&tempshade, GAMEVAR_INTPTR|GAMEVAR_SYSTEM|GAMEVAR_READONLY);
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Gv_NewVar("temppal",(intptr_t)&temppal, GAMEVAR_INTPTR|GAMEVAR_SYSTEM|GAMEVAR_READONLY);
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Gv_NewVar("tempvis",(intptr_t)&tempvis, GAMEVAR_INTPTR|GAMEVAR_SYSTEM|GAMEVAR_READONLY);
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Gv_NewVar("tempxrepeat",(intptr_t)&tempxrepeat, GAMEVAR_INTPTR|GAMEVAR_SYSTEM|GAMEVAR_READONLY);
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Gv_NewVar("tempyrepeat",(intptr_t)&tempyrepeat, GAMEVAR_INTPTR|GAMEVAR_SYSTEM|GAMEVAR_READONLY);
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// starting position
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Gv_NewVar("startposx",(intptr_t)&startposx, GAMEVAR_READONLY | GAMEVAR_INTPTR | GAMEVAR_SYSTEM);
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Gv_NewVar("startposy",(intptr_t)&startposy, GAMEVAR_READONLY | GAMEVAR_INTPTR | GAMEVAR_SYSTEM);
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Gv_NewVar("startposz",(intptr_t)&startposz, GAMEVAR_READONLY | GAMEVAR_INTPTR | GAMEVAR_SYSTEM);
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Gv_NewVar("startang",(intptr_t)&startang, GAMEVAR_READONLY | GAMEVAR_SHORTPTR | GAMEVAR_SYSTEM);
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Gv_NewVar("startsectnum",(intptr_t)&startsectnum, GAMEVAR_READONLY | GAMEVAR_SHORTPTR | GAMEVAR_SYSTEM);
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Gv_NewVar("mousxplc",(intptr_t)&mousxplc, GAMEVAR_READONLY | GAMEVAR_INTPTR | GAMEVAR_SYSTEM);
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Gv_NewVar("mousyplc",(intptr_t)&mousyplc, GAMEVAR_READONLY | GAMEVAR_INTPTR | GAMEVAR_SYSTEM);
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g_systemVarCount = g_gameVarCount;
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Gv_NewArray("highlight", (void *)highlight, hlcnt_id,
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GAMEARRAY_READONLY|GAMEARRAY_OFSHORT|GAMEARRAY_VARSIZE);
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Gv_NewArray("highlightsector", (void *)highlightsector, hlscnt_id,
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GAMEARRAY_READONLY|GAMEARRAY_OFSHORT|GAMEARRAY_VARSIZE);
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Gv_NewArray("sintable", (void *)sintable, 2048,
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GAMEARRAY_READONLY|GAMEARRAY_OFSHORT);
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Gv_NewArray("hsect", (void *)headspritesect, MAXSECTORS+1, GAMEARRAY_READONLY|GAMEARRAY_OFSHORT);
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Gv_NewArray("nsect", (void *)prevspritesect, MAXSPRITES, GAMEARRAY_READONLY|GAMEARRAY_OFSHORT);
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Gv_NewArray("psect", (void *)nextspritesect, MAXSPRITES, GAMEARRAY_READONLY|GAMEARRAY_OFSHORT);
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Gv_NewArray("hstat", (void *)headspritestat, MAXSTATUS+1, GAMEARRAY_READONLY|GAMEARRAY_OFSHORT);
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Gv_NewArray("nstat", (void *)prevspritestat, MAXSPRITES, GAMEARRAY_READONLY|GAMEARRAY_OFSHORT);
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Gv_NewArray("pstat", (void *)nextspritestat, MAXSPRITES, GAMEARRAY_READONLY|GAMEARRAY_OFSHORT);
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Gv_NewArray("tilesizx", (void *)tilesizx, MAXTILES, GAMEARRAY_READONLY|GAMEARRAY_OFSHORT);
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Gv_NewArray("tilesizy", (void *)tilesizy, MAXTILES, GAMEARRAY_READONLY|GAMEARRAY_OFSHORT);
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Gv_NewArray("show2dsector", (void *)show2dsector, (MAXSECTORS+7)>>3, GAMEARRAY_READONLY|GAMEARRAY_OFCHAR);
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Gv_NewArray("show2dwall", (void *)show2dwall, (MAXWALLS+7)>>3, GAMEARRAY_READONLY|GAMEARRAY_OFCHAR);
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Gv_NewArray("show2dsprite", (void *)show2dsprite, (MAXSPRITES+7)>>3, GAMEARRAY_READONLY|GAMEARRAY_OFCHAR);
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g_systemArrayCount = g_gameArrayCount;
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}
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void Gv_Init(void)
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{
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// only call ONCE
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// initprintf("Initializing game variables\n");
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//AddLog("Gv_Init");
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Gv_Clear();
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Gv_AddSystemVars();
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}
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