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This makes it possible to set up editor colors at startup (from m32_autoexec.cfg). For example: script_expertmode 1 do for i range 256 ifge i 33 { set editorcolors[i] i } script_expertmode 0 Use this method in the description of how to get old-style 2D colors in tiles.cfg and suggest an alternative color index pair. git-svn-id: https://svn.eduke32.com/eduke32@5433 1a8010ca-5511-0410-912e-c29ae57300e0
697 lines
26 KiB
C
697 lines
26 KiB
C
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010 EDuke32 developers and contributors
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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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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#include "keys.h"
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#ifdef POLYMER
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#include "polymer.h"
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#endif
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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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DO_FREE_AND_NULL(aGameVars[i].szLabel);
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if (aGameVars[i].dwFlags & GAMEVAR_USER_MASK)
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DO_FREE_AND_NULL(aGameVars[i].val.plValues);
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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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gamearray_t *const gar = &aGameArrays[i];
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DO_FREE_AND_NULL(gar->szLabel);
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if (gar->dwFlags & GAMEARRAY_NORMAL)
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DO_FREE_AND_NULL(gar->vals);
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gar->dwFlags |= GAMEARRAY_RESET;
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}
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g_gameVarCount = g_gameArrayCount = 0;
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hash_init(&h_gamevars);
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hash_init(&h_arrays);
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return;
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}
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#define ASSERT_IMPLIES(x, y) Bassert(!(x) || (y))
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int32_t Gv_NewArray(const char *pszLabel, void *arrayptr, int32_t asize, uint32_t dwFlags)
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{
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ASSERT_IMPLIES(dwFlags&GAMEARRAY_VARSIZE, dwFlags&GAMEARRAY_READONLY);
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ASSERT_IMPLIES(dwFlags&GAMEARRAY_STRIDE2, dwFlags&GAMEARRAY_READONLY);
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ASSERT_IMPLIES(dwFlags&GAMEARRAY_TYPE_MASK,
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g_gameArrayCount==0 || (dwFlags&(GAMEARRAY_READONLY|GAMEARRAY_WARN)));
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ASSERT_IMPLIES(dwFlags&GAMEARRAY_STRIDE2, dwFlags&GAMEARRAY_OFINT);
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if (g_gameArrayCount >= MAXGAMEARRAYS)
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{
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C_CUSTOMERROR("too many arrays! (max: %d)", MAXGAMEARRAYS);
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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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C_CUSTOMERROR("array name `%s' exceeds limit of %d characters.", pszLabel, MAXARRAYLABEL);
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return 0;
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}
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const int32_t i = hash_find(&h_arrays, 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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if (aGameArrays[i].dwFlags&GAMEARRAY_TYPE_MASK)
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C_CUSTOMWARNING("ignored redefining system array `%s'.", pszLabel);
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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) && !(dwFlags&GAMEARRAY_TYPE_MASK) && (asize<=0 || asize>65536))
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{
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// the dummy array with index 0 sets the size to 0 so that accidental accesses as array
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// will complain.
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C_CUSTOMERROR("invalid array size %d. Must be between 1 and 65536", asize);
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return 0;
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}
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gamearray_t *const gar = &aGameArrays[g_gameArrayCount];
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if (gar->szLabel == NULL)
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gar->szLabel = (char *)Xcalloc(MAXARRAYLABEL, sizeof(char));
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if (gar->szLabel != pszLabel)
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Bstrcpy(gar->szLabel, pszLabel);
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if (!(dwFlags & GAMEARRAY_TYPE_MASK))
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gar->vals = (int32_t *)Xcalloc(asize, sizeof(int32_t));
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else
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gar->vals = arrayptr;
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gar->size = asize;
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gar->dwFlags = dwFlags & ~GAMEARRAY_RESET;
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hash_add(&h_arrays, gar->szLabel, g_gameArrayCount, 1);
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g_gameArrayCount++;
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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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C_CUSTOMERROR("too many gamevars! (max: %d)", MAXGAMEVARS);
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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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C_CUSTOMERROR("variable name `%s' exceeds limit of %d characters.", pszLabel, MAXVARLABEL);
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return 0;
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}
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i = hash_find(&h_gamevars,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_PTR_MASK)
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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_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 = (char *)Xcalloc(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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DO_FREE_AND_NULL(aGameVars[i].val.plValues);
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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(&h_gamevars, aGameVars[i].szLabel, g_gameVarCount++, 0);
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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 = (int32_t *)Xcalloc(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 and locals only!
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{
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if (id == M32_THISACTOR_VAR_ID)
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return vm.g_i;
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switch (id&M32_VARTYPE_MASK)
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{
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case M32_FLAG_VAR:
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id &= (MAXGAMEVARS-1);
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switch (aGameVars[id].dwFlags & (GAMEVAR_USER_MASK|GAMEVAR_PTR_MASK))
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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_FLOATPTR:
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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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M32_ERROR("Gv_GetVarN(): WTF??");
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return -1;
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}
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case M32_FLAG_LOCAL:
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{
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int32_t index = id&(MAXGAMEVARS-1);
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// no bounds checking since it's done at script compilation time
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return ((int32_t *)aGameArrays[M32_LOCAL_ARRAY_ID].vals)[index];
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}
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default:
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M32_ERROR("Gv_GetVarN(): invalid var code %0x08x", id);
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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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register int32_t negateResult = !!(id&M32_FLAG_NEGATE);
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if (id == M32_THISACTOR_VAR_ID)
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return vm.g_i;
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id &= ~M32_FLAG_NEGATE;
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if ((id & M32_BITS_MASK) == M32_FLAG_CONSTANT)
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{
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switch (id&3)
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{
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case 0:
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return ((int16_t)(id>>16));
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case 1:
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return constants[(id>>16)&0xffff];
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case 2:
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return (labelval[(id>>16)&0xffff] ^ -negateResult) + negateResult;
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default:
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M32_ERROR("Gv_GetVarX() (constant): WTF??");
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return -1;
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}
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}
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switch (id&M32_VARTYPE_MASK)
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{
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case M32_FLAG_ARRAY:
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{
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register int32_t index;
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index = (int32_t)((id>>16)&0xffff);
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if (!(id&M32_FLAG_CONSTANTINDEX))
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index = Gv_GetVarN(index);
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id &= (MAXGAMEARRAYS-1);
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const int32_t siz = Gv_GetArraySize(id);
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const gamearray_t *const gar = &aGameArrays[id];
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if (index < 0 || index >= siz)
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{
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M32_ERROR("Gv_GetVarX(): invalid array index (%s[%d])", gar->szLabel, index);
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return -1;
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}
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if (gar->dwFlags & GAMEARRAY_STRIDE2)
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index <<= 1;
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switch (gar->dwFlags & GAMEARRAY_TYPE_MASK)
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{
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case 0:
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case GAMEARRAY_OFINT:
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return (((int32_t *)gar->vals)[index] ^ -negateResult) + negateResult;
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case GAMEARRAY_OFSHORT:
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return (((int16_t *)gar->vals)[index] ^ -negateResult) + negateResult;
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case GAMEARRAY_OFCHAR:
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return (((uint8_t *)gar->vals)[index] ^ -negateResult) + negateResult;
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default:
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M32_ERROR("Gv_GetVarX() (array): WTF??");
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return -1;
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}
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}
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case M32_FLAG_STRUCT:
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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&M32_FLAG_CONSTANTINDEX))
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index = Gv_GetVarN(index);
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memberid = (id>>2)&63;
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switch (id&3)
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{
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case M32_SPRITE_VAR_ID:
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return (VM_AccessSprite(0, index, memberid, 0) ^ -negateResult) + negateResult;
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case M32_SECTOR_VAR_ID:
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return (VM_AccessSector(0, index, memberid, 0) ^ -negateResult) + negateResult;
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case M32_WALL_VAR_ID:
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return (VM_AccessWall(0, index, memberid, 0) ^ -negateResult) + negateResult;
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case M32_TSPRITE_VAR_ID:
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return (VM_AccessTsprite(0, index, memberid, 0) ^ -negateResult) + negateResult;
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}
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}
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case M32_FLAG_VAR:
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{
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id &= (MAXGAMEVARS-1);
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switch (aGameVars[id].dwFlags & (GAMEVAR_USER_MASK|GAMEVAR_PTR_MASK))
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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_FLOATPTR:
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{
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float fval = *(float *)aGameVars[id].val.lValue;
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if (negateResult)
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fval *= -1;
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return *(int32_t *)&fval;
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}
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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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M32_ERROR("Gv_GetVarX(): WTF??");
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return -1;
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}
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}
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case M32_FLAG_LOCAL:
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{
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int32_t index = id&(MAXGAMEVARS-1);
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// no bounds checking since it's done at script compilation time
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return (((int32_t *)aGameArrays[M32_LOCAL_ARRAY_ID].vals)[index] ^ -negateResult) + negateResult;
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}
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} // switch (id&M32_VARTYPE_MASK)
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return 0; // never reached
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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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switch (id&M32_VARTYPE_MASK)
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{
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case M32_FLAG_ARRAY:
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{
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register int32_t index;
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index = (id>>16)&0xffff;
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if (!(id&M32_FLAG_CONSTANTINDEX))
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index = Gv_GetVarN(index);
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id &= (MAXGAMEARRAYS-1);
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const int32_t siz = Gv_GetArraySize(id);
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gamearray_t *const gar = &aGameArrays[id];
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if (index < 0 || index >= siz)
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{
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M32_ERROR("Gv_SetVarX(): invalid array index %s[%d], size=%d", gar->szLabel, index, siz);
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return;
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}
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// NOTE: GAMEARRAY_READONLY arrays can be modified in expert mode.
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Bassert((gar->dwFlags & GAMEARRAY_STRIDE2) == 0);
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switch (gar->dwFlags & GAMEARRAY_TYPE_MASK)
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{
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case 0:
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case GAMEARRAY_OFINT:
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((int32_t *)gar->vals)[index] = lValue;
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return;
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case GAMEARRAY_OFSHORT:
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((int16_t *)gar->vals)[index] = (int16_t)lValue;
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return;
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case GAMEARRAY_OFCHAR:
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((uint8_t *)gar->vals)[index] = (uint8_t)lValue;
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return;
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default:
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M32_ERROR("Gv_SetVarX() (array): WTF??");
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return;
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}
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return;
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}
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case M32_FLAG_STRUCT:
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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&M32_FLAG_CONSTANTINDEX))
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index = Gv_GetVarN(index);
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memberid = (id>>2)&63;
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switch (id&3)
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{
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case M32_SPRITE_VAR_ID:
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VM_AccessSprite(1, index, memberid, lValue);
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return;
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case M32_SECTOR_VAR_ID:
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VM_AccessSector(1, index, memberid, lValue);
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return;
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case M32_WALL_VAR_ID:
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VM_AccessWall(1, index, memberid, lValue);
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return;
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case M32_TSPRITE_VAR_ID:
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VM_AccessTsprite(1, index, memberid, lValue);
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return;
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}
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}
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case M32_FLAG_VAR:
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{
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id &= (MAXGAMEVARS-1);
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switch (aGameVars[id].dwFlags & (GAMEVAR_USER_MASK|GAMEVAR_PTR_MASK))
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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_FLOATPTR:
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{
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int32_t ival = lValue;
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float fval = *(float *)&ival;
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if (fval!=fval || fval<-3.4e38 || fval > 3.4e38)
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{
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M32_ERROR("Gv_SetVarX(): tried to set float var to NaN or infinity");
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return;
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}
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}
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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;
|
|
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;
|
|
|
|
// 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("hardcoded_movement",(intptr_t)&g_doHardcodedMovement, GAMEVAR_INTPTR | 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("editorcolors", (void *)editorcolors, 256, GAMEARRAY_READONLY|GAMEARRAY_OFCHAR);
|
|
Gv_NewArray("tilesizx", (void *)&tilesiz[0].x, MAXTILES, GAMEARRAY_STRIDE2|GAMEARRAY_READONLY|GAMEARRAY_OFINT);
|
|
Gv_NewArray("tilesizy", (void *)&tilesiz[0].y, MAXTILES, GAMEARRAY_STRIDE2|GAMEARRAY_READONLY|GAMEARRAY_OFINT);
|
|
// 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
|
|
|
|
Gv_Clear();
|
|
Gv_AddSystemVars();
|
|
}
|