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39314586ac
The main change consist of adding a key press (and release) callback whose only purpose is to be used from m32script as EVENT_KEYPRESS. When entering that event, the RETURN variable will be set to the keystatus code of the key, and whether it was pressed or released can be checked by looking at keystatus[] at that code (ifholdkey and ifhitkey do this). The purpose of this, then, is to be able to remap keys in a more general (and complicated) fashion than is possible with the mapster32.cfg 'remap' option. Various other additions build around this central one: - add an example EVENT_KEYPRESS to a.m32, among other things emulating the keypad arrows with Alt-<normal arrows> for notebook convenience; disabled initially - a.m32: set 'owner' with Alt-KP2: now Alt-Shift-KP2, because of collision with the above - new m32script command: setkey <keycode>, setting keystatus[<keycode>] to 1 (note: may be restricted to use in EVENT_KEYPRESS only in the future) - fix indexing an m32script array with a defined label, there used to be a 'not a gamevar' error instead - add the following constant labels for some key codes: KEY_SCROLL, KEY_F1 .. KEY_F12 git-svn-id: https://svn.eduke32.com/eduke32@2122 1a8010ca-5511-0410-912e-c29ae57300e0
256 lines
7.9 KiB
C
256 lines
7.9 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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#ifndef _m32script_h_
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#define _m32script_h_
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#include "compat.h"
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#include "baselayer.h"
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#include "build.h"
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#include "editor.h"
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#define MAXQUOTES 2048
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#define MAXQUOTELEN 128
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// Some misc #defines
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//#define NO 0
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//#define YES 1
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typedef int32_t instype;
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typedef int32_t ofstype;
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extern char *ScriptQuotes[MAXQUOTES+1], *ScriptQuoteRedefinitions[MAXQUOTES+1];
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extern int32_t g_numQuoteRedefinitions;
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//extern int16_t neartagsector, neartagwall, neartagsprite;
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//extern int32_t neartaghitdist;
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extern int32_t VM_Execute(int32_t once);
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extern void VM_OnEvent(register int32_t iEventID, register int32_t iActor);
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extern void VM_ScriptInfo(void);
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extern void VM_Disasm(ofstype beg, int32_t size);
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extern int32_t Gv_NewVar(const char *pszLabel, intptr_t lValue, uint32_t dwFlags);
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extern int32_t Gv_NewArray(const char *pszLabel, void *arrayptr, intptr_t asize, uint32_t dwFlags);
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extern void Gv_Init(void);
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extern int32_t __fastcall Gv_GetVarX(register int32_t id);
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extern void __fastcall Gv_SetVarX(register int32_t id, register int32_t lValue);
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extern int32_t __fastcall Gv_GetVarN(register int32_t id); // 'N' for "no side-effects"... vars and locals only!
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extern void SetGAMEPalette(void);
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extern void SetWATERPalette(void);
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extern void SetSLIMEPalette(void);
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extern void SetBOSS1Palette(void);
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extern int32_t *constants, constants_allocsize;
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extern int32_t g_numSavedConstants;
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extern instype *script ,*insptr;
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extern int32_t *labelval;
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extern uint8_t *labeltype;
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extern int32_t g_numLabels, g_numDefaultLabels;
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extern int32_t g_scriptSize;
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extern char *label;
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//extern int32_t label_allocsize;
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extern hashtable_t h_labels;
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#define MAXLABELLEN 32
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//extern uint8_t waterpal[768],slimepal[768],titlepal[768],drealms[768],endingpal[768],animpal[768];
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//extern char currentboardfilename[BMAVM_PATH];
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enum GameEvent_t {
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EVENT_ENTER3DMODE,
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EVENT_ANALYZESPRITES,
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EVENT_INSERTSPRITE2D,
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EVENT_INSERTSPRITE3D,
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EVENT_DRAW2DSCREEN,
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EVENT_KEYS2D,
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EVENT_KEYS3D,
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EVENT_PREKEYS2D,
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EVENT_PREKEYS3D,
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EVENT_LINKTAGS,
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EVENT_KEYPRESS,
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MAXEVENTS
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};
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extern ofstype aEventOffsets[MAXEVENTS];
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extern int32_t aEventSizes[MAXEVENTS];
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extern uint8_t aEventEnabled[MAXEVENTS];
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extern uint16_t aEventNumLocals[MAXEVENTS];
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enum GamevarFlags_t {
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MAXGAMEVARS = 1024, // must be a power of two between 256 and 4096, inclusive
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LOG2MAXGV = 10,
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MAXVARLABEL = MAXLABELLEN, //26,
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GAMEVAR_PERBLOCK = 0x00000001, // per-block (state, event, or top-level) variable
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GAMEVAR_USER_MASK = GAMEVAR_PERBLOCK,
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GAMEVAR_RESET = 0x00000008, // marks var for to default
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GAMEVAR_DEFAULT = 0x00000100, // allow override
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GAMEVAR_SYSTEM = 0x00000800, // cannot change mode flags...(only default value)
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GAMEVAR_READONLY = 0x00001000, // values are read-only (no setvar allowed)
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GAMEVAR_INTPTR = 0x00002000, // plValues is a pointer to an int32_t
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GAMEVAR_FLOATPTR = 0x00004000, // plValues is a pointer to a float
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GAMEVAR_SHORTPTR = 0x00008000, // plValues is a pointer to a short
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GAMEVAR_CHARPTR = 0x00010000, // plValues is a pointer to a char
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GAMEVAR_PTR_MASK = GAMEVAR_INTPTR|GAMEVAR_FLOATPTR|GAMEVAR_SHORTPTR|GAMEVAR_CHARPTR,
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// GAMEVAR_NORESET = 0x00020000, // var values are not reset when restoring map state
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GAMEVAR_SPECIAL = 0x00040000, // flag for structure member shortcut vars
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};
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enum GamearrayFlags_t {
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MAXGAMEARRAYS = (MAXGAMEVARS>>2), // must be lower than MAXGAMEVARS
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MAXARRAYLABEL = MAXVARLABEL,
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GAMEARRAY_READONLY = 0x00001000,
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GAMEARRAY_NORMAL = 0,
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GAMEARRAY_OFCHAR = 0x00000001,
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GAMEARRAY_OFSHORT = 0x00000002,
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GAMEARRAY_OFINT = 0x00000004,
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GAMEARRAY_TYPE_MASK = GAMEARRAY_OFCHAR|GAMEARRAY_OFSHORT|GAMEARRAY_OFINT,
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GAMEARRAY_VARSIZE = 0x00000020,
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GAMEARRAY_RESET = 0x00000008,
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/// GAMEARRAY_NORESET = 0x00000001,
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};
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typedef struct {
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union {
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intptr_t lValue; // pointer when (dwFlags & GAMEVAR_*PTR)
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int32_t *plValues; // array of values when (dwFlags & GAMEVAR_PERBLOCK)
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} val;
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intptr_t lDefault;
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char *szLabel;
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uint32_t dwFlags;
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} gamevar_t;
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typedef struct {
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char *szLabel;
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void *vals; // array of values, type determined by (dwFlags & GAMEARRAY_TYPEMASK)
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uint32_t dwFlags;
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int32_t size; // id to size gamevar when (dwFlags & GAMEARRAY_VARSIZE)
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} gamearray_t;
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extern gamevar_t aGameVars[MAXGAMEVARS];
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extern gamearray_t aGameArrays[MAXGAMEARRAYS];
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extern int32_t g_gameVarCount, g_systemVarCount;
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extern int32_t g_gameArrayCount, g_systemArrayCount;
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extern uint32_t m32_drawlinepat;
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extern int32_t g_iReturnVar;
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extern int32_t m32_sortvar1, m32_sortvar2;
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//extern int32_t g_numRealPalettes;
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//extern int32_t g_scriptDebug;
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extern int32_t g_numQuoteRedefinitions;
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extern hashtable_t h_gamevars;
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extern hashtable_t h_arrays;
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//extern hashtable_t h_keywords;
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extern hashtable_t h_gamefuncs;
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extern int32_t mousxplc;
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extern int32_t mousyplc;
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// gamevar bytecode format:
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// FEDC|BA98|7654|3210|FEDC|BA98|7654|3120
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// | .. .... .... gamevar ID
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// | . constant bit (checked first) / get-payload-var bit for array or struct
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// | . negate bit
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// | . array bit \___\ if both set:
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// | . struct bit / / local var
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// .... .... .... ....| optional payload
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#define M32_FLAG_CONSTANT (MAXGAMEVARS)
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#define M32_FLAG_NEGATE (MAXGAMEVARS<<1)
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#define M32_FLAG_VAR (0)
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#define M32_FLAG_ARRAY (MAXGAMEVARS<<2)
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#define M32_FLAG_STRUCT (MAXGAMEVARS<<3)
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#define M32_FLAG_LOCAL (M32_FLAG_ARRAY|M32_FLAG_STRUCT)
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#define M32_VARTYPE_MASK (M32_FLAG_ARRAY|M32_FLAG_STRUCT)
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#define M32_FLAG_CONSTANTINDEX M32_FLAG_CONSTANT
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// if set, fetch index for array or struct array from 16 high bits as a constant (otherwise: gamevar)
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#define M32_BITS_MASK (0x0000ffff-(MAXGAMEVARS-1))
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// IDs of special vars
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#define M32_SPRITE_VAR_ID 0
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#define M32_SECTOR_VAR_ID 1
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#define M32_WALL_VAR_ID 2
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#define M32_TSPRITE_VAR_ID 3
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#define M32_LIGHT_VAR_ID 4
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#define M32_THISACTOR_VAR_ID 5
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#define M32_RETURN_VAR_ID 6
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#define M32_LOTAG_VAR_ID 7
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#define M32_HITAG_VAR_ID 8
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#define M32_TEXTURE_VAR_ID 9
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#define M32_LOCAL_ARRAY_ID 0
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#define M32_PRINTERROR(Text, ...) OSD_Printf(OSD_ERROR "Line %d, %s: " Text "\n", g_errorLineNum, keyw[g_tw], ## __VA_ARGS__)
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#define M32_ERROR(Text, ...) do { M32_PRINTERROR(Text, ## __VA_ARGS__); vm.flags |= VMFLAG_ERROR; } while (0)
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// how local gamevars are allocated:
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// uncomment if variable-length arrays are available
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//#define M32_LOCALS_VARARRAY
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// uncomment if alloca() is available
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//#define M32_LOCALS_ALLOCA
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// if neither is there, use a constant number of them
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#define M32_LOCALS_FIXEDNUM 64
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#if defined M32_LOCALS_VARARRAY || defined M32_LOCALS_ALLOCA
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# define M32_MAX_LOCALS MAXGAMEVARS
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#else
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# define M32_MAX_LOCALS M32_LOCALS_FIXEDNUM
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#endif
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#endif
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