M32 script commands: Difference between revisions
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*[[M32:ifhitkey|ifhitkey]] KEY_??? | *[[M32:ifhitkey|ifhitkey]] KEY_??? | ||
*[[M32:ifholdkey|ifholdkey]] KEY_??? | *[[M32:ifholdkey|ifholdkey]] KEY_??? | ||
*[[Ifeitheralt]] | *[[Ifeitheralt]] | ||
*[[Ifeitherctrl]] | *[[Ifeitherctrl]] | ||
Line 265: | Line 263: | ||
: If ''what'' has bit 16384 set, the lower 14 bits of ''sprite_or_wall_num'' are taken as sprite index, else wall index | : If ''what'' has bit 16384 set, the lower 14 bits of ''sprite_or_wall_num'' are taken as sprite index, else wall index | ||
*[[Sethighlightsector]] ''sectnum'' ''set?'' | *[[Sethighlightsector]] ''sectnum'' ''set?'' | ||
*[[M32:setkey|setkey]] KEY_??? | |||
*[[M32:resetkey|resetkey]] KEY_??? | |||
====current sprite commands==== | ====current sprite commands==== |
Latest revision as of 10:05, 8 May 2022
This is a categorized list of every command in Mapster32-script.
Legend:
I: acts on current sprite, S: acts on current sprite by pointer (also valid in "for i drawnsprites")
i: sets current sprite, s: only sets current sprite by pointer
D: differs from CON, X: deprecated/do not use (yet)
var/array/special: must be writable, [something]: optional command field
A note on the current sprite: when the current sprite index I is set (that is, greater or equal zero), all functions that act on sprites by pointer (S) are also available since the sprite pointer is set to point to the sprite[] array at index I in this case. The converse is not true, however: the sprite pointer could be set to a sprite structure other than the main sprite[] array (such as the tsprite[] array of sprites drawn on the screen), so code in a scope where the sprite pointer has been set (s) cannot use functions accessing the sprite[] array (I).
basic commands
- Nullop
- Define
- Include
- Defstate | (only for defining)
- Ends
- State | D (only for calling)
- Onevent
- Endevent
- Gamevar | D (different flags)
control flow
- Else
- Return | D (returns from states)
- Break | D (also breaks for and while* loops)
- Switch
- Case
- Default
- Endswitch
- Getcurraddress | X
- Jump | X
struct access (redundant)
These are inaccessible in newer versions of Mapster32, use "set xyz zyx" instead.
- Setsector
- Getsector
- Setwall
- Getwall
- Setsprite
- Getsprite
- Gettspr | X
- Settspr | X
arrays
- Gamearray
- Setarray | (redundant, use set)
- Getarraysize array size
- Resizearray array newsize
- Copy srcarray srcidx dstarray dstidx count
var commands
- Randvar
- Displayrandvar
- Setvar
- Addvar
- Subvar
- Mulvar
- Divvar
- Modvar
- Andvar
- Orvar
- Xorvar
- Shiftvarl | (short: shiftl)
- Shiftvarr | (short: shiftr)
varvar commands
- Randvarvar
- Displayrandvarvar | (different from displayrand)
- Setvarvar
- Addvarvar
- Subvarvar
- Mulvarvar
- Divvarvar
- Modvarvar
- Andvarvar
- Orvarvar
- Xorvarvar
math commands
The trigonometric commands interpret values outside the range [0, 2047] correctly as angles modulo 2048.
- Sin resvar var
- Cos resvar var
- Displayrand resvar
- Inv var
- Clamp var min max
- Sqrt var resvar
- Mulscale resvar factor1 factor2 rshiftamount
- Divscale resvar dividend divisor lshiftamount
- Dist res sprite1 sprite2
- Ldist res sprite1 sprite2
- Getangle res x y
- Getincangle res ang1 ang2
- A2xy angle x y
- Ah2xyz angle horiz x y z
- Calchypotenuse hypot x y
special commands
- Sort array count [comparison_state]
- Collectsectors array count numcollectedsectors [comparison_state]
- For itervar what [what2]
valid iteration types (what):
Note: where the current sprite is affected, it is restored at the end of the loop
- allsprites (i), allsectors, allwalls, selsprites (i), selsectors, selwalls, drawnsprites (s, indexes tsprite[])
- spritesofsector sector (i), loopofwall wall, wallsofsector sector, range num
examples
Using the for command you can create batch modifications in a few lines. (note: these examples don't claim to be useful)
- making liztroops really big
for i allsprites, ifactor LIZTROOP, sizeat 128 128
- translating the whole map by (x,y,z)
for i allsectors { add sector[i].ceilingz z, add sector[i].floorz z for j wallsofsector i, { add wall[j].x x, add wall[j].y y } for j spritesofsector i, { add .x x, add .y y, add .z z } }
var if* and while* commands
- Ifvarl
- Ifvarle
- Ifvarg
- Ifvarge
- Ifvare
- Ifvarn
- Ifvarand
- Ifvaror
- Ifvarxor
- Ifvareither
- Ifvarboth
- Whilevarn
- Whilevarl
varvar if* and while* commands
- Ifvarvarl
- Ifvarvarle
- Ifvarvarg
- Ifvarvarge
- Ifvarvare
- Ifvarvarn
- Ifvarvarand
- Ifvarvaror
- Ifvarvarxor
- Ifvarvareither
- Ifvarvarboth
- Whilevarvarn
- Whilevarvarl
other if* commands
- ifhitkey KEY_???
- ifholdkey KEY_???
- Ifeitheralt
- Ifeitherctrl
- Ifeithershift
- Ifrnd number
- Ifinside x y sectnum
- Ifangdiffl angdiff | S
- Ifspritepal pal | S
- Ifactor picnum | S
- Ifpdistl dist | S (distance is that of "mapper arrow" to current sprite)
- Ifpdistg dist | S (distance is that of "mapper arrow" to current sprite)
- Ifawayfromwall | S
- Ifcansee | S (whether "mapper arrow" can see current sprite)
- Ifonwater | S
- Ifinwater | S
- Ifoutside | S
- Ifaimingsector
- Ifaimingwall
- Ifaimingsprite
- Ifin3dmode
- Ifinteractive
BUILD functions
- Insertsprite | X i s
- Dupsprite oldsprite | i s
- Tdupsprite sprite | s (copies sprite to tsprite[spritesortcnt] and increments spritesortcnt)
- Deletesprite spritenum
- Lastwall point resultvar
- Updatecursectnum
- Updatesector x y var | I
- Updatesectorz x y z var | I
- Getzrange sectnum ceilzvar ceilhitvar florzvar florhitvar walldist clipmask
- Hitscan x y z sectnum vx vy vz hitsectvar hitwallvar hitspritevar hitxvar hityvar hitzvar cliptype
- Cansee x1 y1 z1 sect1 x2 y2 z2 sect2 rvar
- Canseespr sprite1 sprite2 result
- Neartag x y z sectnum ang neartagsectorvar neartagwallvar neartagspritevar neartaghitdistvar neartagrange tagsearch
- Rotatepoint xpivot ypivot x y daang xres yres
- Dragpoint wallnum newx newy
- Getceilzofslope sectnum x y resz
- Getflorzofslope sectnum x y resz
- Alignceilslope sectnum x y z
- Alignflorslope sectnum x y z
- Bsetsprite spritenum x y z (Setsprite in CON)
- Setfirstwall sectnum wallnum
- Changespritestat spritenum statnum
- Changespritesect spritenum sectnum
- Headspritestat | X
- Prevspritestat | X
- Nextspritestat | X
- Headspritesect | X
- Prevspritesect | X
- Nextspritesect | X
- Sectorofwall wallnum
- Fixrepeats wallnum
The following returns a (positive) game palette index "closest" to the RGB color passed.
- Getclosestcol r g b var
debugging commands
quote commands
- Definequote quotenum [text...] | (initial definition of a quote)
- Redefinequote quotenum [text...] | (replacement occurs at runtime)
- Print quotenum | (prints to the OSD)
- Quote quotenum
- Error quotenum
- Printmessage16 quotenum | 2D mode only
- Printmessage256 quotenum x y | 3D mode only
- Printext256 quotenum x y color backcolor fontsize | 3D mode only, -color is looked up in editorcolors if color is negative
- Printext16 quotenum x y color backcolor fontsize | 2D mode only, color is looked up in editorcolors
- Drawlabel quotenum x y color backcolor fontsize | Draws a small label. 2D mode only; build units.
The following two commands query the user for a number from 0 to max, specifying a negative max argument will make the allowable number range be max to -max: (deprecated)
- Getnumber16 var quotenum max | X
- Getnumber256 var quotenum max | X
- Getnumberfromuser var quotenum max flags
Valid flags are:
- 1: sign (allow values from -max to max)
- 2: autocomplete names
- 4: autocomplete taglabels
- 8: return -1 if cancelled. Otherwise, the initial value is returned, which is the one passed in var.
- Qsprintf destquote srcquote [up to 32 arguments...]
- Qstrcat destquote srcquote
- Qstrcpy destquote srcquote
- Qstrlen resvar quotenum
- Qstrncat destquote srcquote count | X
- Qsubstr dstquote srcquote start length
findnear* (not tested)
- Findnearsprite type maxdist resvar | I
- Findnearspritevar type maxdistvar resvar | I
- Findnearsprite3d type maxdist resvar | I
- Findnearsprite3dvar type maxdistvar resvar | I
- Findnearspritez type maxdist maxzdist resvar | I
- Findnearspritezvar type maxdist maxzdist resvar | I
misc. commands
- Getticks var
- Gettimedate (8 arguments...)
- Setaspect viewingrange yxaspect
- Sethighlight what sprite_or_wall_num set?
- If what has bit 16384 set, the lower 14 bits of sprite_or_wall_num are taken as sprite index, else wall index
- Sethighlightsector sectnum set?
- setkey KEY_???
- resetkey KEY_???
current sprite commands
- Seti spritenum | i s
- Sizeat xrepeat yrepeat | S
- Cstat cstat | S
- Cstator bitstoset | S
- Clipdist clipdist | S
- Spritepal palnum | S
- Cactor picnum | S
- Spgetlotag | S
- Spgethitag | S
- Sectgetlotag | S
- Sectgethitag | S
- Gettexturefloor | S
- Gettextureceiling | S
drawing commands
The suffixes 16 and 256 mean that the commands are to be used in 2D and 3D modes, respectively.
used in EVENT_DRAW2DSCREEN
- Drawline16 x1 y1 x2 y2 color
- Drawline16b x1 y1 x2 y2 color | (coordinates are in BUILD units)
- Drawline16z x1 y1 z1 x2 y2 z2 color | (coordinates are in BUILD units)
- Drawcircle16 x y radius color
- Drawcircle16b x y radius color | (coordinates are in BUILD units)
- Drawcircle16z x y z radius color | (coordinates are in BUILD units)
Specifying nonnegative values for the color will use the 16-color editor palette, whereas negative values -1 to -255 will use a palette of all colors available in 2D mode, where the palette is the base game palette.
used elsewhere
- Rotatesprite16
- Rotatesprite
- Setgamepalette gamepal
sound commands
All sound commands accept vars. Sounds should appear from current sprite if set and globally otherwise (not tested).
- Ifsound sound# | I
- Ifnosounds
- Getsoundflags sound# var
- Sound sound# | I
- Soundonce sound# | I
- Stopsound sound# | I
- Globalsound sound#
- Stopallsounds