Removed binary files

This commit is contained in:
n00b
2024-09-28 11:56:07 -04:00
parent 1bf67ba02c
commit 44a2793f37
53 changed files with 3222 additions and 1582 deletions

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@@ -1 +1 @@
,n00b,fedora,07.09.2024 21:47,file:///home/n00b/.config/libreoffice/4;
,n00b,fedora,28.09.2024 11:15,file:///home/n00b/.config/libreoffice/4;

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@@ -0,0 +1,49 @@
<!DOCTYPE html>
<html>
<head>
<style>
table, th, td {
border: 1px solid black;
}
th, td {
padding: 10px;
}
</style>
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>RC BASIC ABS</title>
</head>
<body>
<table>
<tr><th>abc</th><th>def</th><th>ghi</th><th> </th></tr>
<tr><th>dfdf</th><th>kljlj</th><th>lwllwe</th><th>lwlel</th></tr>
</table>
<par>
This is the start of a par This is line 2 of a par This is the end of a par
</par>
<ol>
<li>
item1
</li>
<li>
item2
<ul>
<li>
sub_item1
</li>
<li>
sub_item2
</li>
</ul>
</li>
</ol>
<code>
Print "Hello World"
</code>
</body>
</html>

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@@ -35,3 +35,10 @@ Include "/home/n00b/Projects/RCBASIC4/rcbasic_build/intern_lib/actor.bas"
Include "/home/n00b/Projects/RCBASIC4/rcbasic_build/intern_lib/actor_physics.bas"
Include "/home/n00b/Projects/RCBASIC4/rcbasic_build/intern_lib/constraint3D.bas"
Include "/home/n00b/Projects/RCBASIC4/rcbasic_build/intern_lib/camera.bas"
Include "/home/n00b/Projects/RCBASIC4/rcbasic_build/intern_lib/scene.bas"
Include "/home/n00b/Projects/RCBASIC4/rcbasic_build/intern_lib/particles.bas"
Include "/home/n00b/Projects/RCBASIC4/rcbasic_build/intern_lib/lights.bas"
Include "/home/n00b/Projects/RCBASIC4/rcbasic_build/intern_lib/terrain.bas"
Include "/home/n00b/Projects/RCBASIC4/rcbasic_build/intern_lib/water.bas"
Include "/home/n00b/Projects/RCBASIC4/rcbasic_build/intern_lib/animation.bas"
Include "/home/n00b/Projects/RCBASIC4/rcbasic_build/intern_lib/materials.bas"

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@@ -2,30 +2,12 @@ function CreateMeshActor( mesh )
function CreateMeshOctreeActor( mesh )
function CreateCubeActor( cube_size )
function CreateSphereActor( radius )
function CreateWaterPlaneActor( w, h )
function CreateLightActor( )
function CreateBillboardActor( )
function CreateTerrainActor( hmap_file$ )
sub DeleteActor( actor )
sub GetActorTransform( actor, matrix )
function CreateTerrainActor( hmap_file$ )
sub GetTerrainPatchAABB( actor, patchX, patchZ, ByRef minX, ByRef minY, ByRef minZ, ByRef maxX, ByRef maxY, ByRef maxZ )
function GetTerrainPatchLOD( actor, patchX, patchZ )
function GetTerrainHeight( actor, patchX, patchZ )
sub GetTerrainCenter( actor, ByRef x, ByRef y, ByRef z )
sub SetTerrainLODDistance( actor, LOD, distance )
sub ScaleTerrainTexture( actor, scale, scale2 )
sub SetTerrainCameraMovementDelta( actor, delta )
sub SetTerrainCameraRotationDelta( actor, delta )
sub SetTerrainPatchLOD( actor, patchX, patchZ, LOD )
sub SetActorTexture( actor, layer, image_id )
sub SetActorTextureEx( actor, material, layer, resource_type, resource_id )
function GetActorTexture( actor, material, layer )
function GetActorMaterialCount( actor )
sub SetActorMaterialFlag( actor, flag, flag_value )
sub SetActorMaterialFlagEx( actor, material, flag, flag_value)
function GetActorMaterialFlag( actor, material, flag)
sub SetActorMaterialType( actor, material_type)
sub SetActorMaterialTypeEx( actor, material, material_type)
function GetActorMaterialType( actor, material )
sub SetActorMaterial( actor, material_num, material_id)
function GetActorMaterial( actor, material_num)
sub SetActorPosition( actor, x, y, z )
sub TranslateActor( actor, x, y, z )
sub TranslateActorWorld( actor, x, y, z )
@@ -36,41 +18,9 @@ sub GetActorScale( actor, ByRef x, ByRef y, ByRef z )
sub SetActorRotation( actor, x, y, z )
sub RotateActor( actor, x, y, z )
sub GetActorRotation( actor, ByRef x, ByRef y, ByRef z )
sub SetActorAnimation( actor, start_frame, end_frame)
sub SetActorAnimationSpeed( actor, speed )
sub SetActorFrame( actor, frame )
function SetActorMD2Animation( actor, anim )
function SetActorMD2AnimationByName( actor, anim_name$ )
function GetActorAnimationSpeed( actor )
function GetActorEndFrame( actor )
function GetActorCurrentFrame( actor )
function GetActorStartFrame( actor )
sub SetActorVisible( actor, flag )
function ActorIsVisible( actor )
sub SetActorAutoCulling( actor, cull_type )
function GetActorAutoCulling( actor )
function actorAnimationIsLooped( actor )
sub loopActorAnimation( actor, flag )
sub AddActorShadow( actor )
sub RemoveActorShadow( actor )
sub StartActorTransition( actor, frame, transition_time )
sub StopActorTransition( actor )
function ActorIsInTransition( actor )
function GetActorTransitionTime( actor )
sub SetActorAnimation( actor, start_frame, end_frame)
sub SetActorAnimationSpeed( actor, speed )
sub SetActorFrame( actor, frame )
sub SetActorJointMode( actor, mode )
sub SetActorLoopMode( actor, mode )
function SetActorMD2Animation( actor, anim )
function SetActorMD2AnimationByName( actor, anim_name$ )
sub SetActorMesh( actor, mesh )
sub SetActorRenderFromIdentity( actor, flag )
sub SetActorTransitionTime( actor )
function GetActorLoopMode( actor )
function GetActorAnimationSpeed( actor )
function GetActorEndFrame( actor )
function GetActorCurrentFrame( actor )
function GetActorStartFrame( actor )
sub SetActorVisible( actor, flag )
function GetActorVisible( actor )

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@@ -8,7 +8,7 @@ function GetActorCollision(actor1, actor2)
sub SetActorGravity( actor, x, y, z )
sub GetActorGravity( actor, ByRef x, ByRef y, ByRef z )
sub setActorDamping( actor, lin_damping, ang_damping)
function getActorLinearDamping( actor)
function getActorLinearDamping( actor)
function getActorAngularDamping( actor)
function getActorLinearSleepThreshold( actor)
function getActorAngularSleepThreshold( actor)
@@ -17,7 +17,7 @@ sub setActorMassProperties( actor, mass, inertia_x, inertia_y, inertia_z
sub getActorLinearFactor( actor, ByRef x, ByRef y, ByRef z)
sub setActorLinearFactor( actor, x, y, z)
function getActorInverseMass( actor)
sub integrateActorVelocities( actor, step)
sub integrateActorVelocities( actor, v_step)
sub applyActorCentralForceLocal( actor, x, y, z)
sub applyActorCentralForceWorld( actor, x, y, z)
sub getActorTotalForce( actor, ByRef x, ByRef y, ByRef z)
@@ -53,6 +53,6 @@ function computeActorImpulseDenominator( actor, pos_x, pos_y, pos_z, no
function computeActorAngularImpulseDenominator( actor, x, y, z)
sub setActorAngularFactor( actor, x, y, z)
sub getActorAngularFactor( actor, ByRef x, ByRef y, ByRef z)
sub computeActorGyroImpulseLocal( actor, step, ByRef x, ByRef y, ByRef z)
sub computeActorGyroImpulseLocal( actor, dt, ByRef x, ByRef y, ByRef z)
sub computeActorGyroImpulseWorld( actor, dt, ByRef x, ByRef y, ByRef z)
sub getActorLocalInertia( actor, ByRef x, ByRef y, ByRef z)

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@@ -0,0 +1,15 @@
sub SetActorAnimation( actor, start_frame, end_frame)
sub SetActorAnimationSpeed( actor, speed )
sub SetActorFrame( actor, frame )
sub SetActorMD2Animation( actor, anim )
sub SetActorMD2AnimationByName( actor, anim_name$ )
function GetActorAnimationSpeed( actor )
function GetActorEndFrame( actor )
function GetActorCurrentFrame( actor )
function GetActorStartFrame( actor )
sub StartActorTransition( actor, frame, transition_time )
sub StopActorTransition( actor )
function ActorIsInTransition( actor )
function GetActorTransitionTime( actor )
function actorAnimationIsLooped( actor )
sub loopActorAnimation( actor, flag )

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@@ -1,4 +1,4 @@
function SoundFromBuffer(byref buffer, buffer_size, vol)
function CreateSound(byref buffer, buffer_size, vol)
function LoadSound(snd_file$)
sub LoadMusic(music_file$)
sub PlaySound(slot, channel, loops)
@@ -14,18 +14,18 @@ sub FadeMusicIn(fade_time, loops)
sub FadeMusicOut(fade_time)
function MusicExists()
sub SetMusicVolume(vol)
function MusicVolume()
function GetMusicVolume()
sub SetMusicPosition(pos)
function MusicPosition()
function GetMusicPosition()
sub RewindMusic()
sub SetSoundChannels(max_channels)
function NumSoundChannels()
function SoundIsEnabled()
function SoundExists(slot)
sub SetChannelVolume(channel, vol)
function ChannelVolume(channel)
function GetChannelVolume(channel)
sub SetSoundVolume(slot, vol)
function SoundVolume(slot)
function GetSoundVolume(slot)
sub StopMusic()
sub StopSound(channel)
function SetChannelPanning(channel, left_value, right_value)

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@@ -4,3 +4,11 @@ sub TranslateCamera( x, y, z)
sub SetCameraRotation( x, y, z)
sub GetCameraRotation(ByRef x, ByRef y, ByRef z)
sub RotateCamera( x, y, z)
sub SetCameraFOV( fov )
function GetCameraFOV( )
sub SetCameraAspectRatio( aspect )
function GetCameraAspectRatio( )
sub SetCameraFarValue( zf )
function GetCameraFarValue( )
sub SetCameraNearValue( zn )
function GetCameraNearValue( )

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@@ -11,12 +11,11 @@ sub GetCanvasOffset(c_num, byref x, byref y)
sub GetCanvasSize(c_num, byref w, byref h)
sub ClearCanvas()
sub SetCanvasAlpha(c_num, a)
function CanvasAlpha(c_num)
function SetCanvasColorMod(c_num, c)
function CanvasColorMod(c_num)
sub CopyCanvas(src, x, y, w, h, dst, dx, dy)
function GetCanvasAlpha(c_num)
sub SetCanvasColorMod(c_num, c)
function GetCanvasColorMod(c_num)
sub CloneCanvas(src, dst)
sub SetCanvasZ(c_num, z)
function CanvasZ(c_num)
function GetCanvasZ(c_num)
function CanvasClip(x, y, w, h)
function ActiveCanvas()

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@@ -1,3 +1,3 @@
function ClipboardText$()
function GetClipboardText$( )
sub SetClipboardText(txt$)
function HasClipboardText()

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@@ -1,2 +1,3 @@
sub FPrint(txt$)
sub Fprint(txt$)
function Input$(prompt$)
sub tst(byref x)

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@@ -3,7 +3,7 @@ function createPointConstraintEx( actorA, actorB, pxA, pyA, pzA, pxB, pyB
sub setConstraintPivotA( constraint_id, x, y, z)
sub setConstraintPivotB( constraint_id, x, y, z)
function createHingeConstraint( actorA, pxA, pyA, pzA, axA, ayA, azA)
function createHingeConstraintEx( actorA, actorB, pxA, pyA, pzA, pxB, pyB, pzB,
function createHingeConstraintEx( actorA, actorB, pxA, pyA, pzA, pxB, pyB, pzB, axA, ayA, azA, axB, ayB, azB)
function createSlideConstraint( actorA, frameInB_matrix, useLinearReferenceFrameA)
function createSlideConstraintEx( actorA, actorB, frameInA_matrix, frameInB_matrix, useLinearReferenceFrameA)
function createConeConstraint( actorA, rbAFrame_matrix)
@@ -40,7 +40,7 @@ function getConstraintFixThresh( constraint_id)
function getConstraintLimit( constraint_id, limit_index)
function getConstraintLimitSoftness( constraint_id)
function getConstraintSolverIterations( constraint_id)
sub getConstraintAnglePoint( constraint_id, angle, len, ByRef x, ByRef y, ByRef z)
sub getConstraintAnglePoint( constraint_id, angle, c_len, ByRef x, ByRef y, ByRef z)
function getConstraintAngularOnly( constraint_id)
function getConstraintSolveSwingLimit( constraint_id)
function getConstraintSolveTwistLimit( constraint_id)

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@@ -1,5 +1,5 @@
function LoadImage( img$ )
sub LoadImage_Ex(slot, img$, colkey)
function LoadImageEx(img$, colkey)
function createImage(w, h, byref buffer)
function createImageEx(w, h, byref buffer, color)
sub getImageBuffer(img_id, byref buffer)
@@ -10,24 +10,20 @@ function getBilinearFilter()
function CopyImage( img_id )
sub DeleteImage(slot)
sub SetImageAlpha(slot, a)
function getImageAlpha( img_id )
function GetImageAlpha( img_id )
sub GetImageSize(slot, byref w, byref h)
sub SetBlendMode( blend_mode )
function getBlendMode( blend_mode )
function SetImageColorMod(slot, c)
function ImageColorMod(slot)
function GetBlendMode( )
sub SetImageColorMod(slot, c)
function GetImageColorMod(slot)
sub DrawImage(slot, x, y)
sub DrawImage_Blit(slot, x, y, src_x, src_y, src_w, src_h)
sub DrawImage_Blit_Ex(slot, x, y, w, h, src_x, src_y, src_w, src_h)
sub DrawImage_BlitEx(slot, x, y, w, h, src_x, src_y, src_w, src_h)
sub DrawImage_Rotate(slot, x, y, angle)
sub DrawImage_Rotate_Ex(slot, x, y, src_x, src_y, src_w, src_h, angle)
sub DrawImage_RotateEx(slot, x, y, src_x, src_y, src_w, src_h, angle)
sub DrawImage_Zoom(slot, x, y, zx, zy)
sub DrawImage_Zoom_Ex(slot, x, y, src_x, src_y, src_w, src_h, zx, zy)
sub DrawImage_ZoomEx(slot, x, y, src_x, src_y, src_w, src_h, zx, zy)
sub DrawImage_Rotozoom(slot, x, y, angle, zx, zy)
sub DrawImage_Rotozoom_Ex(slot, x, y, src_x, src_y, src_w, src_h, angle, zx, zy)
sub DrawImage_RotozoomEx(slot, x, y, src_x, src_y, src_w, src_h, angle, zx, zy)
sub DrawImage_Flip(slot, x, y, h, v)
sub DrawImage_Flip_Ex(slot, x, y, src_x, src_y, src_w, src_h, h, v)
function DrawGeometry(slot, num_vertices, ByRef vertices, num_indices, ByRef Indices)
function SaveBMP(img, file$)
function SavePNG(img, file$)
function SaveJPG(img, file$)
sub DrawImage_FlipEx(slot, x, y, src_x, src_y, src_w, src_h, h, v)

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@@ -0,0 +1,20 @@
function lightIsCastingShadow( actor )
function getLightType( actor )
function getLightRadius( actor )
sub setLightType( actor, light_type )
sub setLightRadius( actor, radius )
sub setLightShadowCast( actor, flag )
sub SetLightAmbientColor( actor, color )
function GetLightAmbientColor( actor )
sub SetLightAttenuation( actor, l_constant, l_linear, l_quadratic )
sub GetLightAttenuation( actor, ByRef constant, ByRef linear, ByRef quadratic)
sub SetLightDiffuseColor( actor, color )
function GetLightDiffuseColor( actor )
sub SetLightFalloff( actor, falloff )
function GetLightFalloff( actor )
sub SetLightInnerCone( actor, angle )
function GetLightInnerCone( actor )
sub SetLightOuterCone( actor, angle)
function GetLightOuterCone( actor )
sub SetLightSpecularColor( actor, color )
function GetLightSpecularColor( actor )

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@@ -0,0 +1,58 @@
function createMaterial()
sub deleteMaterial( material_id)
sub setActorMaterial( actor, material_num, material_id)
function getActorMaterial( actor, material_num)
function copyActorMaterial( actor, material_num)
function copyMaterial( smaterial_id)
sub setMaterialTextureCanvas( material_id, level, canvas_id)
sub setMaterialAmbientColor( material_id, color)
function getMaterialAmbientColor( material_id)
sub setMaterialAntiAliasing( material_id, aa)
function getMaterialAntiAliasing( material_id)
sub setMaterialBackfaceCulling( material_id, flag)
function getMaterialBackfaceCulling( material_id)
sub setMaterialBlendFactor( material_id, bf)
function getMaterialBlendFactor( material_id)
sub setMaterialBlendMode( material_id, blend_mode)
function getMaterialBlendMode( material_id)
sub setMaterialColorMask( material_id, color_mask)
function getMaterialColorMask( material_id)
sub setMaterialColorMode( material_id, color_mode)
function getMaterialColorMode( material_id)
sub setMaterialDiffuseColor( material_id, color)
function getMaterialDiffuseColor( material_id)
sub setMaterialEmissiveColor( material_id, color)
function getMaterialEmissiveColor( material_id)
sub setMaterialFog( material_id, flag)
function getMaterialFog( material_id)
sub setMaterialFrontfaceCulling( material_id, flag)
function getMaterialFrontfaceCulling( material_id)
sub setMaterialGouraudShading( material_id, flag)
function materialIsGouraudShaded( material_id)
function materialIsAplhaBlend( material_id)
function materialIsTransparent( material_id)
sub setMaterialLighting( material_id, flag)
function materialIsLit( material_id)
sub setMaterialType( material_id, mat_type)
function getMaterialType( material_id)
sub setMaterialNormalize( material_id, flag)
function materialIsNormalized( material_id)
sub setMaterialPointCloud( material_id, flag)
function materialIsPointCloud( material_id)
sub setMaterialFlag( material_id, material_flag, f_value)
function getMaterialFlag( material_id, material_flag)
sub setMaterialTexture( material_id, level, img_id)
sub setMaterialShininess( material_id, shininess)
function getMaterialShininess( material_id)
sub setMaterialSpecularColor( material_id, color)
function getMaterialSpecularColor( material_id)
sub setMaterialThickness( material_id, thickness)
function getMaterialThickness( material_id)
sub setMaterialWireframe( material_id, flag)
function materialIsWireframe( material_id)
sub setActorTexture( actor, layer, image_id)
function getActorMaterialCount( actor)
sub setActorMaterialFlag( actor, flag, flag_value)
function getActorMaterialFlag( actor, material, flag)
sub setActorMaterialType( actor, material_type)
function getActorMaterialType( actor, material)

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@@ -1,8 +1,8 @@
function Abs(n)
function ACos(n)
function Acos(n)
function AndBit(a,b)
function ASin(n)
function ATan(n)
function Asin(n)
function Atan(n)
function Bin$(n)
function CInt32(i)
function CInt64(i)

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@@ -1,39 +1,39 @@
function DimMatrix(m_rows, m_cols)
Sub DeleteMatrix(mA)
function AddMatrix(mA, mB, mC)
function AugmentMatrix (mA, mB, mC)
function AugmentMatrix(mA, mB, mC)
sub CopyMatrix(mA, mB)
function InsertMatrixColumns(mA, c, num_cols)
function InsertMatrixRows(mA, r, num_rows)
function MultiplyMatrix (mA, mB, mC)
function MultiplyMatrix(mA, mB, mC)
function CubeMatrix(mA, mB)
function DeleteMatrixColumns(mA, c, num_cols)
function DeleteMatrixRows(mA, r, num_rows)
sub ClearMatrix(mA)
function ClearMatrixColumns (mA, c, num_cols)
function ClearMatrixColumns(mA, c, num_cols)
function ClearMatrixRows(mA, r, num_rows)
sub FillMatrix(mA, v)
function FillMatrixColumns(mA, c, num_cols, v)
function FillMatrixRows(mA, r, num_rows, v)
function CopyMatrixColumns(mA, mB, c, num_cols)
function CopyMatrixRows (mA, mB, r, num_rows)
sub IdentityMatrix(mA, n)
function CopyMatrixRows(mA, mB, r, num_rows)
sub SetIdentityMatrix(mA, n)
function SolveMatrix(mA, mB, mC)
function IsEqualMatrix(mA, mB, tolerance)
function Determinant(mA)
function AdjointMatrix(mA, mB)
function InvertMatrix(mA, mB)
sub MatrixFromBuffer(mA, r, c, ByRef buffer)
sub GetMatrix(ByRef buffer, mA)
sub BufferFromMatrix(ByRef buffer, mA)
sub RandomizeMatrix(mA, vmin, vmax)
function MatrixValue(mA, r, c)
sub SetMatrixValue(mA, r, c, v)
sub ScalarMatrix (mA, mB, s_value)
sub ScalarMatrix(mA, mB, s_value)
function ScalarMatrixColumns(mA, mB, c, num_cols, s_value)
function ScalarMatrixRows(mA, mB, r, num_rows, s_value)
function SquareMatrix(mA, mB)
sub CofactorMatrix(mA, r, c)
function SubtractMatrix (mA, mB, mC)
function SubtractMatrix(mA, mB, mC)
sub SwapMatrix(mA, mB)
function SwapMatrixColumn(mA, C1, C2)
function SwapMatrixRow(mA, R1, R2)
@@ -46,3 +46,9 @@ sub IncrementMatrixColumns(mA, mB, c, num_cols, value)
sub JoinMatrixRows(mA, mB, mC)
sub JoinMatrixColumns(mA, mB, mC)
sub ClipMatrix(mA, r, c, num_rows, num_cols, mB)
sub SetMatrixTranslation( mA, x, y, z )
sub SetMatrixRotation( mA, x, y, z )
sub SetMatrixScale( mA, x, y, z )
sub GetMatrixTranslation( mA, ByRef x, ByRef y, ByRef z)
sub GetMatrixRotation( mA, ByRef x, ByRef y, ByRef z)
sub GetMatrixScale( mA, ByRef x, ByRef y, ByRef z)

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@@ -5,14 +5,14 @@ function TCP_OpenSocket(host$, port)
sub TCP_CloseSocket(socket)
function TCP_RemoteHost(socket)
function TCP_RemotePort(socket)
function TCP_GetData(socket, ByRef sData$, numBytes)
function TCP_GetData(socket, numBytes, ByRef sData$)
sub TCP_SendData(socket, sData$)
function TCP_AcceptSocket(server, client)
function UDP_OpenSocket(port)
sub UDP_CloseSocket(socket)
function UDP_GetData(socket, byref sData$, byref host$, byref port)
function UDP_GetData(socket, byref host$, byref port, byref sData$)
function UDP_Length()
function UDP_MaxLength()
function UDP_RemoteHost$(socket)
function UDP_RemotePort(socket)
sub UDP_SendData(socket, sData$, host$, port)
sub UDP_SendData(socket, host$, port, sData$)

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@@ -0,0 +1,43 @@
sub startParticleEmitter( actor)
sub stopParticleEmitter( actor)
sub setParticleDirection( actor, x, y, z)
sub getParticleDirection( actor, ByRef x, ByRef y, ByRef z)
sub useParticleEveryMeshVertex( actor, flag)
function particleIsUsingEveryMeshVertex( actor)
sub setParticleNormalDirectionMod( actor, nd_mod)
function getParticleNormalDirectionMod( actor)
sub useParticleNormalDirection( actor, flag)
function particleIsUsingNormalDirection( actor)
sub setParticleMesh( actor, mesh)
sub setParticleMinParticlesPerSecond( actor, minParticlesPerSecond)
function getParticleMinParticlesPerSecond( actor)
sub setParticleMaxParticlesPerSecond( actor, maxParticlesPerSecond)
function getParticleMaxParticlesPerSecond( actor)
sub setParticleMinStartColor( actor, color)
function getParticleMinStartColor( actor)
sub setParticleMaxStartColor( actor, color)
function getParticleMaxStartColor( actor)
sub setParticleMinLife( actor, minLife)
function getParticleMinLife( actor)
sub setParticleMaxLife( actor, maxLife)
function getParticleMaxLife( actor)
sub setParticleMaxAngle( actor, maxAngle)
function getParticleMaxAngle( actor)
sub setParticleMinStartSize( actor, w, h)
sub getParticleMinStartSize( actor, ByRef w, ByRef h)
sub setParticleMaxStartSize( actor, w, h)
sub getParticleMaxStartSize( actor, ByRef w, ByRef h)
sub setParticleCenter( actor, x, y, z)
sub getParticleCenter( actor, ByRef x, ByRef y, ByRef z)
sub setParticleRadius( actor, radius)
function getParticleRadius( actor)
sub setParticleRingThickness( actor, ringThickness)
function getParticleRingThickness( actor)
sub setParticleBox( actor, min_x, min_y, min_z, max_x, max_y, max_z)
sub getParticleBox( actor, ByRef min_x, ByRef min_y, ByRef min_z, ByRef max_x, ByRef max_y, ByRef max_z)
sub setParticleNormal( actor, x, y, z)
sub getParticleNormal( actor, ByRef x, ByRef y, ByRef z)
sub setParticleLength( actor, p_len)
function getParticleLength( actor)
sub useParticleOutlineOnly( actor, flag)
function particleIsUsingOutlineOnly( actor)

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@@ -11,4 +11,4 @@ sub Rect(x, y, w, h)
sub RectFill(x, y, w, h)
function RGB(r,g,b)
function RGBA(r,g,b,a)
sub PSet(x,y)
sub Pset(x,y)

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@@ -0,0 +1,7 @@
sub AddSceneSkyBox( img_top, img_bottom, img_left, img_right, img_front, img_back)
sub AddSceneSkyDome( img )
sub AddSceneSkyDomeEx( img, horiRes, vertRes, txPercentage, spherePercentage, radius)
sub RemoveSceneSky( )
sub SetWorld3DDeltaTime( dt )
sub SetWorld3DMaxSubSteps( steps )
sub SetWorld3DTimeStep( ts )

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@@ -1,14 +1,12 @@
function CreateStack_N( )
function CreateStack_S()
sub ClearStack_N()
sub ClearStack_S()
sub DeleteStack_N( stack_id )
sub DeleteStack_S( stack_id )
sub Stack_N(n)
sub Stack_S(n)
sub Push_N(n)
function Pop_N()
sub Push_S(s$)
function Pop_S$()
function Stack_Size_N()
function Stack_Size_S()
sub ClearStack_N( num_stack )
sub ClearStack_S( str_stack )
sub DeleteStack_N( num_stack )
sub DeleteStack_S( str_stack )
sub Push_N( num_stack, n )
function Pop_N( num_stack )
sub Push_S( str_stack, s$ )
function Pop_S$( str_stack )
function Stack_Size_N( num_stack )
function Stack_Size_S( str_stack )

View File

@@ -2,24 +2,24 @@ function Asc(c$)
function Chr$(n)
function Insert$(src$, tgt$, pos)
function InStr(src$, substr$)
function LCase$(src$)
function Lcase$(src$)
function Left$(src$, n)
function Length(src$)
function Len(src$)
function LTrim$(src$)
function Ltrim$(src$)
function Mid$(src$, start, n)
function ReplaceSubstr$(src$, rpc$, pos)
function Replace$(src$, tgt$, rpc$)
function Reverse$(src$)
function Right$(src$, n)
function RTrim$(src$)
function Rtrim$(src$)
function StringFill$(src$, n)
function Str$(n)
function Str_F$(n)
function Str_S$(n)
function Tally(src$, substr$)
function Trim$(src$)
function UCase$(src$)
function Ucase$(src$)
function Val(n$)
function Size(s$)
function BufferFromString(s$, ByRef buffer)

View File

@@ -3,7 +3,7 @@ function OS$()
function Command$(arg)
function NumCommands()
function Env$(v$)
sub SetEnv(var$, value$, overwrite)
sub SetEnv(var$, value$)
function PrefPath$(org_name$, app_name$)
function Android_GetExternalStoragePath$()
function Android_GetExternalStorageState()
@@ -13,9 +13,9 @@ function Runtime_Utility_Message$(arg$)
Sub GetDesktopDisplayMode(index, ByRef w, ByRef h, ByRef freq)
Sub GetPowerInfo(ByRef status, ByRef secs, ByRef pct)
Function EvalJS$(js_code$) 'Only useable in Emscripten
function SystemReturnStdOut$(cmd$) 'new
function SystemReturnStdOut$(cmd$)
function OpenURL(url$)
function APIVersion$()
function MessageBox(title$, msg$)
function Runtime$()
function NumCPUs()
function SystemRam()

View File

@@ -0,0 +1,9 @@
sub GetTerrainPatchAABB( actor, patchX, patchZ, ByRef minX, ByRef minY, ByRef minZ, ByRef maxX, ByRef maxY, ByRef maxZ )
function GetTerrainPatchLOD( actor, patchX, patchZ )
function GetTerrainHeight( actor, patchX, patchZ )
sub GetTerrainCenter( actor, ByRef x, ByRef y, ByRef z )
sub SetTerrainLODDistance( actor, LOD, distance )
sub ScaleTerrainTexture( actor, scale, scale2 )
sub SetTerrainCameraMovementDelta( actor, delta )
sub SetTerrainCameraRotationDelta( actor, delta )
sub SetTerrainPatchLOD( actor, patchX, patchZ, LOD )

View File

@@ -1,9 +1,8 @@
function LoadFont(fnt_file$, size)
function LoadFont(fnt_file$, font_size)
sub DeleteFont(slot)
Function FontExists(slot)
sub Font(slot)
sub SetFont(slot)
sub DrawText(txt$, x, y)
sub RenderText(slot, txt$)
sub GetTextSize(txt$, byref w, byref h)
function GetTextWidth(txt$)
function GetTextHeight(txt$)

View File

@@ -4,7 +4,7 @@ sub PauseVideo()
sub StopVideo()
sub SetVideoPosition(pos)
sub ResumeVideo()
function VideoPosition()
function GetVideoPosition()
sub DeleteVideo()
function VideoIsPlaying()
function VideoEnd()
@@ -13,4 +13,5 @@ sub SetVideoDrawRect(x, y, w, h)
sub GetVideoDrawRect(byref x, byref y, byref w, byref h)
sub GetVideoSize(byref w, byref h)
function VideoExists()
sub SetVideoAlpha(a)
sub SetVideoVolume( vol )
function GetVideoVolume( )

View File

@@ -0,0 +1,10 @@
sub setWaterWindForce( actor, f)
function getWaterWindForce( actor)
sub setWaterWaveHeight( actor, h)
function getWaterWaveHeight( actor)
sub setWaterWindDirection( actor, x, z)
sub getWaterWindDirection( actor, ByRef x, ByRef z)
sub setWaterColor( actor, c)
function getWaterColor( actor)
sub setWaterColorBlendFactor( actor, cbfactor)
function getWaterColorBlendFactor( actor)

View File

@@ -28,10 +28,9 @@ function WindowHasMouseFocus()
sub SetWindowFullscreen( flag)
sub MaximizeWindow()
sub MinimizeWindow()
sub SetWindowBorder( flag)
sub SetWindowBordered( flag)
function WindowClip(x, y, w, h)
function WindowExists()
function NumWindows()
function WindowEvent_Close()
function WindowEvent_Maximize()
function WindowEvent_Minimize()
@@ -44,8 +43,8 @@ function WindowMode(visible, fullscreen, resizable, borderless, highDPI)
function getWindowMode( )
sub RestoreWindow( )
sub GrabInput(flag)
function GrabbedWindow()
sub SetWindowAlwaysOnTop(win, flag)
sub SetWindowAlwaysOnTop( flag )
sub SetMouseRelative(flag)
sub SetWindowVSync(win, flag)
function FlashWindow(win)
sub SetWindowVSync( flag )
function FlashWindow( flag )
function WindowIsGrabbed( )

View File

@@ -910,7 +910,7 @@ void rcbasic_output_debug_info()
int main(int argc, char * argv[])
{
string line = "";
string line = "";
//rcbasic_dev("embedded_functions.bas"); rcbasic_output_debug_info(); return 0;

65
rcbasic_build/main.rc_asm Normal file
View File

@@ -0,0 +1,65 @@
.code
preset$ !0
preset !1
preset_t !0 !0
preset_t !1 !0
preset !2
preset !3
preset !4
preset !5
preset !6
preset !7
preset$ !2
preset !11
preset !12
preset !13
.code
dim_tfield !1 !0 !0 !0 n0 n0 n0
mov n0 8
dim_tfield !2 !2 !0 !1 n0 n0 n0
dim_tfield !2 !0 !1 !0 n0 n0 n0
mov n0 6
dim_type1 !2 !2 n0
mov n0 4
dim_type1 !3 !2 n0
mov n0 4
dim_type1 !4 !2 n0
mov n0 3
mov n1 6
obj_usr_init1 !2 n0
obj_usr1 !0 n1
obj_usr_n !0
obj_usr_get n2
mov n3 13
mov_r n2 n3
mov$ s0 @0
print$ s0
mov n0 3
mov n1 6
obj_usr_init1 !3 n0
obj_usr1 !0 n1
obj_usr_n !0
obj_usr_get n2
print n2
println
mov n0 0
obj_usr_init1 !2 n0
obj_usr_get u0
mov n0 0
obj_usr_init1 !3 n0
obj_usr_get u1
uref_ptr !0 u0
uref_ptr !1 u1
func !17
pop_ptr !2
mov$ s0 @10
print$ s0
mov n0 3
mov n1 6
obj_usr_init1 !3 n0
obj_usr1 !0 n1
obj_usr_n !0
obj_usr_get n2
print n2
println
end

View File

@@ -0,0 +1,11 @@
5
2
3
0
0
0
0
14
3
5
0

Binary file not shown.

Binary file not shown.

3
rcbasic_build/rcbasic.dbgi Executable file → Normal file
View File

@@ -1,2 +1 @@
embedded_functions.bas
/home/n00b/Projects/RCBASIC4/rcbasic_build/gfx.bas
/home/n00b/Projects/RCBASIC4/rcbasic_runtime/bin/Release/unittest.bas

989
rcbasic_build/rcbasic.dbgs Executable file → Normal file
View File

@@ -1,977 +1,12 @@
S main #fs0 0
S main.FPrint txt$ 0
S main.Input$ prompt$ 0
BN main #fn0 0
BN main.ArrayDim id 0
BS main.StringArrayDim id$ 0
BN main.NumberArrayDim id 0
BN main.ArraySize id 0
N main #fn1 1
N main.ArraySize array_dim 1
BS main.StringArraySize id$ 0
N main.StringArraySize array_dim 0
BN main.NumberArraySize id 0
N main.NumberArraySize array_dim 1
N main.Abs n 0
N main.ACos n 0
N main.AndBit a 0
N main.AndBit b 1
N main.ASin n 0
N main.ATan n 0
N main.Bin$ n 0
N main.CInt32 i 0
N main.CInt64 i 0
N main.Cos n 0
N main.Degrees r 0
N main.Exp n 0
N main.Frac n 0
N main.Hex$ n 0
S main.HexVal n$ 0
N main.Int n 0
N main.Log n 0
N main.Max a 0
N main.Max b 1
N main.Min a 0
N main.Min b 1
N main.OrBit a 0
N main.OrBit b 1
N main.Radians d 0
N main.Randomize n 0
N main.Rand n 0
N main.Round n 0
N main.Sign n 0
N main.Sin n 0
N main.Sqrt n 0
N main.Tan n 0
N main.XOrBit a 0
N main.XOrBit b 1
S main.Asc c$ 0
N main.Chr$ n 0
S main.Insert$ src$ 0
S main #fs1 1
S main.Insert$ tgt$ 1
N main.Insert$ pos 0
S main.InStr src$ 0
S main.InStr substr$ 1
S main.LCase$ src$ 0
S main.Left$ src$ 0
N main.Left$ n 0
S main.Length src$ 0
S main.Len src$ 0
S main.LTrim$ src$ 0
S main.Mid$ src$ 0
N main.Mid$ start 0
N main.Mid$ n 1
S main.ReplaceSubstr$ src$ 0
S main.ReplaceSubstr$ rpc$ 1
N main.ReplaceSubstr$ pos 0
S main.Replace$ src$ 0
S main.Replace$ tgt$ 1
S main #fs2 2
S main.Replace$ rpc$ 2
S main.Reverse$ src$ 0
S main.Right$ src$ 0
N main.Right$ n 0
S main.RTrim$ src$ 0
S main.StringFill$ src$ 0
N main.StringFill$ n 0
N main.Str$ n 0
N main.Str_F$ n 0
N main.Str_S$ n 0
S main.Tally src$ 0
S main.Tally substr$ 1
S main.Trim$ src$ 0
S main.UCase$ src$ 0
S main.Val n$ 0
N main.Stack_N n 0
N main.Stack_S n 0
N main.Push_N n 0
S main.Push_S s$ 0
N main.FileOpen stream 0
S main.FileOpen fileName$ 0
N main.FileOpen mode 1
N main.FileClose stream 0
N main.ReadByte stream 0
N main.WriteByte stream 0
N main.WriteByte byte 1
N main.ReadLine$ stream 0
N main.Write stream 0
S main.Write txt$ 0
N main.WriteLine stream 0
S main.WriteLine txt$ 0
S main.CopyFile src$ 0
S main.CopyFile dst$ 1
S main.RemoveFile fileName$ 0
S main.FileExists fileName$ 0
S main.MoveFile src$ 0
S main.MoveFile dst$ 1
S main.RenameFile src$ 0
S main.RenameFile dst$ 1
S main.FileLength fileName$ 0
N main.Tell stream 0
N main.Seek stream 0
N main.Seek pos 1
N main.EOF stream 0
S main.ChangeDir p$ 0
S main.DirExists p$ 0
S main.MakeDir p$ 0
S main.RemoveDir p$ 0
N main.Easter$ year 0
N main.Wait m_sec 0
N main.WindowOpen win 0
S main.WindowOpen title$ 0
N main.WindowOpen x 1
N main #fn2 2
N main.WindowOpen y 2
N main #fn3 3
N main.WindowOpen w 3
N main #fn4 4
N main.WindowOpen h 4
N main #fn5 5
N main.WindowOpen flag 5
N main #fn6 6
N main.WindowOpen vsync 6
N main.WindowClose win 0
N main.RaiseWindow win 0
N main.Window win 0
N main.SetClearColor c 0
N main.ShowWindow win 0
N main.HideWindow win 0
N main.SetWindowTitle win 0
S main.SetWindowTitle title$ 0
N main.WindowTitle$ win 0
N main.SetWindowPosition win 0
N main.SetWindowPosition x 1
N main.SetWindowPosition y 2
N main.GetWindowPosition win 0
BN main.GetWindowPosition x 1
BN main.GetWindowPosition y 2
N main.SetWindowSize win 0
N main.SetWindowSize w 1
N main.SetWindowSize h 2
N main.GetWindowSize win 0
BN main.GetWindowSize w 1
BN main.GetWindowSize h 2
N main.SetWindowMinSize win 0
N main.SetWindowMinSize w 1
N main.SetWindowMinSize h 2
N main.GetWindowMinSize win 0
BN main.GetWindowMinSize w 1
BN main.GetWindowMinSize h 2
N main.SetWindowMaxSize win 0
N main.SetWindowMaxSize w 1
N main.SetWindowMaxSize h 2
N main.GetWindowMaxSize win 0
BN main.GetWindowMaxSize w 1
BN main.GetWindowMaxSize h 2
N main.WindowIsFullscreen win 0
N main.WindowIsVisible win 0
N main.WindowIsBordered win 0
N main.WindowIsResizable win 0
N main.WindowIsMinimized win 0
N main.WindowIsMaximized win 0
N main.WindowHasInputFocus win 0
N main.WindowHasMouseFocus win 0
N main.SetWindowFullscreen win 0
N main.SetWindowFullscreen flag 1
N main.MaximizeWindow win 0
N main.MinimizeWindow win 0
N main.SetWindowBorder win 0
N main.SetWindowBorder flag 1
N main.WindowClip slot 0
N main.WindowClip x 1
N main.WindowClip y 2
N main.WindowClip w 3
N main.WindowClip h 4
N main.WindowExists win 0
N main.WindowEvent_Close win 0
N main.WindowEvent_Maximize win 0
N main.WindowEvent_Minimize win 0
N main.SetWindowIcon win 0
N main.SetWindowIcon slot 1
N main.CanvasOpen c_num 0
N main.CanvasOpen w 1
N main.CanvasOpen h 2
N main.CanvasOpen viewport_x 3
N main.CanvasOpen viewport_y 4
N main.CanvasOpen viewport_w 5
N main.CanvasOpen viewport_h 6
N main #fn7 7
N main.CanvasOpen mode 7
N main.CanvasClose c_num 0
N main.SetCanvasVisible c_num 0
N main.SetCanvasVisible flag 1
N main.CanvasIsVisible c_num 0
N main.SetCanvasViewport cnum 0
N main.SetCanvasViewport x 1
N main.SetCanvasViewport y 2
N main.SetCanvasViewport w 3
N main.SetCanvasViewport h 4
N main.GetCanvasViewport c_num 0
BN main.GetCanvasViewport x 1
BN main.GetCanvasViewport y 2
BN main.GetCanvasViewport w 3
BN main.GetCanvasViewport h 4
N main.Canvas c_num 0
N main.SetCanvasOffset c_num 0
N main.SetCanvasOffset x 1
N main.SetCanvasOffset y 2
N main.GetCanvasOffset c_num 0
BN main.GetCanvasOffset x 1
BN main.GetCanvasOffset y 2
N main.GetCanvasSize c_num 0
BN main.GetCanvasSize w 1
BN main.GetCanvasSize h 2
N main.SetCanvasAlpha c_num 0
N main.SetCanvasAlpha a 1
N main.CanvasAlpha c_num 0
N main.SetCanvasBlendMode c_num 0
N main.SetCanvasBlendMode blend_mode 1
N main.CanvasBlendMode c_num 0
N main.SetCanvasColorMod c_num 0
N main.SetCanvasColorMod c 1
N main.CanvasColorMod c_num 0
N main.CopyCanvas src 0
N main.CopyCanvas x 1
N main.CopyCanvas y 2
N main.CopyCanvas w 3
N main.CopyCanvas h 4
N main.CopyCanvas dst 5
N main.CopyCanvas dx 6
N main.CopyCanvas dy 7
N main.CloneCanvas src 0
N main.CloneCanvas dst 1
N main.SetCanvasZ c_num 0
N main.SetCanvasZ z 1
N main.CanvasZ c_num 0
N main.CanvasClip slot 0
N main.CanvasClip x 1
N main.CanvasClip y 2
N main.CanvasClip w 3
N main.CanvasClip h 4
N main.CanvasClip flag 5
N main.Box x1 0
N main.Box y1 1
N main.Box x2 2
N main.Box y2 3
N main.BoxFill x1 0
N main.BoxFill y1 1
N main.BoxFill x2 2
N main.BoxFill y2 3
N main.Circle x 0
N main.Circle y 1
N main.Circle radius 2
N main.CircleFill x 0
N main.CircleFill y 1
N main.CircleFill radius 2
N main.Ellipse x 0
N main.Ellipse y 1
N main.Ellipse rx 2
N main.Ellipse ry 3
N main.EllipseFill x 0
N main.EllipseFill y 1
N main.EllipseFill rx 2
N main.EllipseFill ry 3
N main.FloodFill x 0
N main.FloodFill y 1
N main.GetPixel x 0
N main.GetPixel y 1
N main.SetColor c 0
N main.Line x1 0
N main.Line y1 1
N main.Line x2 2
N main.Line y2 3
N main.Poly n 0
BN main.Poly x 1
BN main.Poly y 2
N main.PolyFill n 0
BN main.PolyFill x 1
BN main.PolyFill y 2
N main.Rect x 0
N main.Rect y 1
N main.Rect w 2
N main.Rect h 3
N main.RectFill x 0
N main.RectFill y 1
N main.RectFill w 2
N main.RectFill h 3
N main.RoundRect x 0
N main.RoundRect y 1
N main.RoundRect w 2
N main.RoundRect h 3
N main.RoundRect r 4
N main.RoundRectFill x 0
N main.RoundRectFill y 1
N main.RoundRectFill w 2
N main.RoundRectFill h 3
N main.RoundRectFill r 4
N main.RGB r 0
N main.RGB g 1
N main.RGB b 2
N main.RGBA r 0
N main.RGBA g 1
N main.RGBA b 2
N main.RGBA a 3
N main.PSet x 0
N main.PSet y 1
N main.LoadImage slot 0
S main.LoadImage img$ 0
N main.LoadImage_Ex slot 0
S main.LoadImage_Ex img$ 0
N main.LoadImage_Ex colkey 1
N main.ImageFromBuffer slot 0
N main.ImageFromBuffer w 1
N main.ImageFromBuffer h 2
BN main.ImageFromBuffer buffer 3
N main.ImageFromBuffer_Ex slot 0
N main.ImageFromBuffer_Ex w 1
N main.ImageFromBuffer_Ex h 2
BN main.ImageFromBuffer_Ex buffer 3
N main.ImageFromBuffer_Ex colkey 4
N main.BufferFromImage slot 0
BN main.BufferFromImage buffer 1
N main.ImageExists slot 0
N main.ColorKey slot 0
N main.ColorKey c 1
N main.CopyImage src 0
N main.CopyImage dst 1
N main.DeleteImage slot 0
N main.SetImageAlpha slot 0
N main.SetImageAlpha a 1
N main.ImageAlpha slot 0
N main.GetImageSize slot 0
BN main.GetImageSize w 1
BN main.GetImageSize h 2
N main.SetImageBlendMode slot 0
N main.SetImageBlendMode blend_mode 1
N main.ImageBlendMode slot 0
N main.SetImageColorMod slot 0
N main.SetImageColorMod c 1
N main.ImageColorMod slot 0
N main.DrawImage slot 0
N main.DrawImage x 1
N main.DrawImage y 2
N main.DrawImage_Blit slot 0
N main.DrawImage_Blit x 1
N main.DrawImage_Blit y 2
N main.DrawImage_Blit src_x 3
N main.DrawImage_Blit src_y 4
N main.DrawImage_Blit src_w 5
N main.DrawImage_Blit src_h 6
N main.DrawImage_Blit_Ex slot 0
N main.DrawImage_Blit_Ex x 1
N main.DrawImage_Blit_Ex y 2
N main.DrawImage_Blit_Ex w 3
N main.DrawImage_Blit_Ex h 4
N main.DrawImage_Blit_Ex src_x 5
N main.DrawImage_Blit_Ex src_y 6
N main.DrawImage_Blit_Ex src_w 7
N main #fn8 8
N main.DrawImage_Blit_Ex src_h 8
N main.DrawImage_Rotate slot 0
N main.DrawImage_Rotate x 1
N main.DrawImage_Rotate y 2
N main.DrawImage_Rotate angle 3
N main.DrawImage_Rotate_Ex slot 0
N main.DrawImage_Rotate_Ex x 1
N main.DrawImage_Rotate_Ex y 2
N main.DrawImage_Rotate_Ex src_x 3
N main.DrawImage_Rotate_Ex src_y 4
N main.DrawImage_Rotate_Ex src_w 5
N main.DrawImage_Rotate_Ex src_h 6
N main.DrawImage_Rotate_Ex angle 7
N main.DrawImage_Zoom slot 0
N main.DrawImage_Zoom x 1
N main.DrawImage_Zoom y 2
N main.DrawImage_Zoom zx 3
N main.DrawImage_Zoom zy 4
N main.DrawImage_Zoom_Ex slot 0
N main.DrawImage_Zoom_Ex x 1
N main.DrawImage_Zoom_Ex y 2
N main.DrawImage_Zoom_Ex src_x 3
N main.DrawImage_Zoom_Ex src_y 4
N main.DrawImage_Zoom_Ex src_w 5
N main.DrawImage_Zoom_Ex src_h 6
N main.DrawImage_Zoom_Ex zx 7
N main.DrawImage_Zoom_Ex zy 8
N main.DrawImage_Rotozoom slot 0
N main.DrawImage_Rotozoom x 1
N main.DrawImage_Rotozoom y 2
N main.DrawImage_Rotozoom angle 3
N main.DrawImage_Rotozoom zx 4
N main.DrawImage_Rotozoom zy 5
N main.DrawImage_Rotozoom_Ex slot 0
N main.DrawImage_Rotozoom_Ex x 1
N main.DrawImage_Rotozoom_Ex y 2
N main.DrawImage_Rotozoom_Ex src_x 3
N main.DrawImage_Rotozoom_Ex src_y 4
N main.DrawImage_Rotozoom_Ex src_w 5
N main.DrawImage_Rotozoom_Ex src_h 6
N main.DrawImage_Rotozoom_Ex angle 7
N main.DrawImage_Rotozoom_Ex zx 8
N main #fn9 9
N main.DrawImage_Rotozoom_Ex zy 9
N main.DrawImage_Flip slot 0
N main.DrawImage_Flip x 1
N main.DrawImage_Flip y 2
N main.DrawImage_Flip h 3
N main.DrawImage_Flip v 4
N main.DrawImage_Flip_Ex slot 0
N main.DrawImage_Flip_Ex x 1
N main.DrawImage_Flip_Ex y 2
N main.DrawImage_Flip_Ex src_x 3
N main.DrawImage_Flip_Ex src_y 4
N main.DrawImage_Flip_Ex src_w 5
N main.DrawImage_Flip_Ex src_h 6
N main.DrawImage_Flip_Ex h 7
N main.DrawImage_Flip_Ex v 8
N main.Key key_code 0
BN main.GetMouse x 0
BN main.GetMouse y 1
BN main.GetMouse mb1 2
BN main.GetMouse mb2 3
BN main.GetMouse mb3 4
N main.MouseButton mb 0
BN main.GetMouseWheel x_axis 0
BN main.GetMouseWheel y_axis 1
N main.SoundFromBuffer slot 0
BN main.SoundFromBuffer buffer 1
N main.SoundFromBuffer buffer_size 2
N main.SoundFromBuffer vol 3
N main.LoadSound slot 0
S main.LoadSound snd_file$ 0
S main.LoadMusic music_file$ 0
N main.PlaySound slot 0
N main.PlaySound channel 1
N main.PlaySound loops 2
N main.PlaySoundTimed slot 0
N main.PlaySoundTimed channel 1
N main.PlaySoundTimed loops 2
N main.PlaySoundTimed ms 3
N main.PlayMusic mLoops 0
N main.PauseSound channel 0
N main.ResumeSound channel 0
N main.DeleteSound slot 0
N main.FadeMusicIn fade_time 0
N main.FadeMusicIn loops 1
N main.FadeMusicOut fade_time 0
N main.SetMusicVolume vol 0
N main.SetMusicPosition pos 0
N main.SetSoundChannels max_channels 0
N main.SoundExists slot 0
N main.SetChannelVolume channel 0
N main.SetChannelVolume vol 1
N main.ChannelVolume channel 0
N main.SetSoundVolume slot 0
N main.SetSoundVolume vol 1
N main.SoundVolume slot 0
N main.StopSound channel 0
N main.SetChannelPanning channel 0
N main.SetChannelPanning left_value 1
N main.SetChannelPanning right_value 2
N main.SetChannelDistance channel 0
N main.SetChannelDistance dist_value 1
N main.ChannelIsPlaying channel 0
N main.ChannelIsPaused channel 0
N main.NumJoyAxes joy_num 0
N main.NumJoyButtons joy_num 0
N main.NumJoyHats joy_num 0
N main.NumJoyTrackBalls joy_num 0
N main.JoyAxis joy_num 0
N main.JoyAxis joy_axis 1
N main.JoyButton joy_num 0
N main.JoyButton joy_button 1
N main.JoyHat joy_num 0
N main.JoyHat joy_hat 1
N main.GetJoyTrackBall joy_num 0
N main.GetJoyTrackBall ball 1
BN main.GetJoyTrackBall dx 2
BN main.GetJoyTrackBall dy 3
N main.JoyName$ joy_num 0
N main.JoystickIsConnected joy_num 0
BN main.GetCursor x 0
BN main.GetCursor y 1
S main.PrintS txt$ 0
S main.InputS$ prompt$ 0
N main.ZoneInputS$ x 0
N main.ZoneInputS$ y 1
N main.ZoneInputS$ w 2
N main.ZoneInputS$ h 3
N main.Locate x 0
N main.Locate y 1
S main.ReadInput_SetText txt$ 0
N main.ReadInput_ToggleBackspace flag 0
N main.LoadFont slot 0
S main.LoadFont fnt_file$ 0
N main.LoadFont size 1
N main.DeleteFont slot 0
N main.FontIsLoaded slot 0
N main.Font slot 0
N main.SetFontStyle slot 0
N main.SetFontStyle style 1
S main.DrawText txt$ 0
N main.DrawText x 0
N main.DrawText y 1
S main.DrawText_Shaded txt$ 0
N main.DrawText_Shaded x 0
N main.DrawText_Shaded y 1
N main.DrawText_Shaded fg_color 2
N main.DrawText_Shaded bg_color 3
S main.DrawText_Blended txt$ 0
N main.DrawText_Blended x 0
N main.DrawText_Blended y 1
N main.RenderText slot 0
S main.RenderText txt$ 0
N main.GetTextSize slot 0
S main.GetTextSize txt$ 0
BN main.GetTextSize w 1
BN main.GetTextSize h 2
BN main.GetTouch status 0
BN main.GetTouch x 1
BN main.GetTouch y 2
BN main.GetTouch dx 3
BN main.GetTouch dy 4
BN main.GetMultiTouch status 0
BN main.GetMultiTouch x 1
BN main.GetMultiTouch y 2
BN main.GetMultiTouch fingers 3
BN main.GetMultiTouch dist 4
BN main.GetMultiTouch theta 5
N main.GetTouchFinger finger 0
BN main.GetTouchFinger x 1
BN main.GetTouchFinger y 2
BN main.GetTouchFinger pressure 3
N main.CheckSockets timeout_ms 0
N main.TCP_SocketReady socket 0
N main.UDP_SocketReady socket 0
N main.TCP_SocketOpen socket 0
S main.TCP_SocketOpen host$ 0
N main.TCP_SocketOpen port 1
N main.TCP_SocketClose socket 0
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BN main.UDP_GetData port 1
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BN main.GetVideoStats frame_h 3
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N main.DrawImage_Transform h 4
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N main.DrawImage_Transform src_y 6
N main.DrawImage_Transform src_w 7
N main.DrawImage_Transform src_h 8
N main.DrawImage_Transform angle 9
N main #fn10 10
N main.DrawImage_Transform center_x 10
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N main #fn12 12
N main.DrawImage_Transform flip_h 12
N main #fn13 13
N main.DrawImage_Transform flip_v 13
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N main.GetProjectionGeometry graph_offset_y 6
N main.GetProjectionGeometry v_color 7
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N main.CalculateFaceZ cam_dist 0
N main.CalculateFaceZ graph_offset_x 1
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View File

@@ -1,5 +1,5 @@
# depslib dependency file v1.0
1714236935 source:/home/n00b/Projects/RCBASIC4/rcbasic_build/main.cpp
1726847571 source:/home/n00b/Projects/RCBASIC4/rcbasic_build/main.cpp
<iostream>
<stack>
<vector>
@@ -14,7 +14,7 @@
"env_resolve.h"
"identifier.h"
1705468198 /home/n00b/Projects/RCBASIC4/rcbasic_build/tokenizer.h
1726839554 /home/n00b/Projects/RCBASIC4/rcbasic_build/tokenizer.h
<iostream>
<string>
<cctype>
@@ -25,39 +25,39 @@
"keywords.h"
"constants.h"
1686539631 /home/n00b/Projects/RCBASIC4/rcbasic_build/rc_utility.h
1726346351 /home/n00b/Projects/RCBASIC4/rcbasic_build/rc_utility.h
<fstream>
<sstream>
<ctype.h>
1686539631 /home/n00b/Projects/RCBASIC4/rcbasic_build/rc_debug.h
1714359665 /home/n00b/Projects/RCBASIC4/rcbasic_build/rc_debug.h
1702165261 /home/n00b/Projects/RCBASIC4/rcbasic_build/keywords.h
1714359665 /home/n00b/Projects/RCBASIC4/rcbasic_build/keywords.h
1686539631 /home/n00b/Projects/RCBASIC4/rcbasic_build/constants.h
1714359665 /home/n00b/Projects/RCBASIC4/rcbasic_build/constants.h
<vector>
1714235947 /home/n00b/Projects/RCBASIC4/rcbasic_build/parser.h
1726801277 /home/n00b/Projects/RCBASIC4/rcbasic_build/parser.h
"tokenizer.h"
"identifier.h"
"rc_global.h"
"constants.h"
<inttypes.h>
1714029245 /home/n00b/Projects/RCBASIC4/rcbasic_build/identifier.h
1726623560 /home/n00b/Projects/RCBASIC4/rcbasic_build/identifier.h
<inttypes.h>
<stack>
"rc_global.h"
"rc_utility.h"
"rc_debug.h"
1713771342 /home/n00b/Projects/RCBASIC4/rcbasic_build/rc_global.h
1714359717 /home/n00b/Projects/RCBASIC4/rcbasic_build/rc_global.h
<inttypes.h>
1714106152 /home/n00b/Projects/RCBASIC4/rcbasic_build/rc_builtin.h
1726536916 /home/n00b/Projects/RCBASIC4/rcbasic_build/rc_builtin.h
"identifier.h"
1713771342 /home/n00b/Projects/RCBASIC4/rcbasic_build/rc_vm_asm.h
1726620092 /home/n00b/Projects/RCBASIC4/rcbasic_build/rc_vm_asm.h
<iostream>
<fstream>
<inttypes.h>
@@ -66,7 +66,7 @@
<string>
<stdlib.h>
1686539631 /home/n00b/Projects/RCBASIC4/rcbasic_build/file_directory.h
1714359665 /home/n00b/Projects/RCBASIC4/rcbasic_build/file_directory.h
<sys/stat.h>
<sys/types.h>
<unistd.h>
@@ -77,7 +77,7 @@
<windows.h>
<winbase.h>
1686539631 /home/n00b/Projects/RCBASIC4/rcbasic_build/env_resolve.h
1714359665 /home/n00b/Projects/RCBASIC4/rcbasic_build/env_resolve.h
<winbase.h>
<cstdlib>

View File

@@ -1,72 +1,79 @@
<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
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</File>
<File name="rc_vm_asm.h" open="1" top="0" tabpos="6" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
<File name="tokenizer.h" open="1" top="0" tabpos="26" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
<Cursor>
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<File name="rc_utility.h" open="1" top="0" tabpos="8" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
<File name="parser.h" open="1" top="0" tabpos="2" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
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<File name="rc_vm_asm.h" open="1" top="0" tabpos="17" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
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<Cursor>
<Cursor1 position="65566" topLine="1391" />
<Cursor1 position="10783" topLine="908" />
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<File name="tokenizer.h" open="1" top="0" tabpos="7" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
<File name="keywords.h" open="0" top="0" tabpos="9" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
<Cursor>
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</Cursor>
</File>
<File name="env_resolve.h" open="0" top="0" tabpos="0" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
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</Cursor>
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</CodeBlocks_layout_file>

BIN
rcbasic_runtime/FreeMono.ttf Executable file

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export LD_LIBRARY_PATH=LD_LIBRARY_PATH$:$PWD/lib
./rcbasic_build test.bas
./rcbasic_runtime test.cbc

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@@ -1,50 +0,0 @@
-=( Map Information )=- -----------------------------------------------
<Title> : Return to Castle: Quake
<Date> : 02/02/02 - ren 11/17/2002
<Filename> : map-20kdm2.pk3
<Author> : Michael "<|3FG20K>" Cook
<Email Address> : bfg20k@nycap.rr.com / bfg20k@planetquake.com
<Website> : http://www.planetquake.com/bfg20k
<Description> : This is an Evil7 Castle! It has three tiers,
tight spaces, and plenty of room for various
battles.
<Additional Credits> : [HFX]Evil, for making great textures.
-=( Construction )=- --------------------------------------------------
<Base> : None.
<Editor(s) Used> : Q3Radiant - Build 202 & Q3Build
<Known Bugs> : This isn't really a bug, but an added feature;
you can walk on top of the battlements.
<Construction Time> : 3 weeks.
<Compile Machine> : 866mhz PIII, 512mb RAM
-=( Play Information )=- ----------------------------------------------
<Mod> : A good one.
<Players> : 2-8 Players
<Bots> : Duh! wait, I THINK they're smarter than Forrest
Gump... You'll have to clarify that for me =).
-={ Installation }=- --------------------------------------------------
<Installation> : Unzip the the zip file map-20kdm2.zip into
your "Quake III Arena\baseq3" directory
Run Quake III Arena, and under console type
"/map 20kdm2" or select under Skirmish in
SIngle Player mode.
-=( Copyright / Permissions )=- ---------------------------------------
<Copyright> : You not include or distribute this map in any
sort of commercial product without permission
from the author. You may not mass distribute
this level via any non-electronic means
including but not limited to compact disks,
and floppy disks without permission from the
author.
-=( This is the End )=- -----------------------------------------------

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@@ -1,317 +0,0 @@
Sub cat( cat_name$ )
Print""
Print "---------------------["; UCase$(cat_name$); " Test]---------------------"
End Sub
cat("Console I/O")
FPrint("Single Line")
FPrint("Two\nLines")
Print ""
user_input$ = Input$("Enter Something: ")
Print ""
Print "You type: "; user_input$
cat("Arrays")
Dim num_array1D[7]
Dim str_array1D$[11]
Dim usr_array1D[22] As Empty
Dim num_array2D[4, 6]
Dim str_array2D$[3, 9]
Dim usr_array2D[2,5] As Empty
Dim num_array3D[13,11,6]
Dim str_array3D[11,22,7]
Dim usr_array3D[12,5,14] As Empty
Print "*** ArrayDim() Test ***"
Print ""
Print "num_array1D[] dimensions: expected=1, returned="; ArrayDim(num_array1D)
Print "str_array1D[] dimensions: expected=1, returned="; ArrayDim(str_array1D)
Print "usr_array1D[] dimensions: expected=1, returned="; ArrayDim(usr_array1D)
Print ""
Print "num_array2D[] dimensions: expected=2, returned="; ArrayDim(num_array2D)
Print "str_array2D[] dimensions: expected=2, returned="; ArrayDim(str_array2D)
Print "usr_array2D[] dimensions: expected=2, returned="; ArrayDim(usr_array2D)
Print ""
Print "num_array3D[] dimensions: expected=3, returned="; ArrayDim(num_array3D)
Print "str_array3D[] dimensions: expected=3, returned="; ArrayDim(str_array3D)
Print "usr_array3D[] dimensions: expected=3, returned="; ArrayDim(usr_array3D)
Print ""
Print "*** ArraySize() Test ***"
Print ""
Print "num_array1D[] Size: expected=7,0,0, returned="; ArraySize(num_array1D,1); ","; ArraySize(num_array1D,2); ","; ArraySize(num_array1D,3)
Print "str_array1D[] Size: expected=11,0,0, returned="; ArraySize(str_array1D,1); ","; ArraySize(str_array1D,2); ","; ArraySize(str_array1D,3)
Print "usr_array1D[] Size: expected=22,0,0, returned="; ArraySize(usr_array1D,1); ","; ArraySize(usr_array1D,2); ","; ArraySize(usr_array1D,3)
Print ""
Print "num_array2D[] Size: expected=4,6,0, returned="; ArraySize(num_array2D,1); ","; ArraySize(num_array2D,2); ","; ArraySize(num_array2D,3)
Print "str_array2D[] Size: expected=3,9,0, returned="; ArraySize(str_array2D,1); ","; ArraySize(str_array2D,2); ","; ArraySize(str_array2D,3)
Print "usr_array2D[] Size: expected=2,5,0, returned="; ArraySize(usr_array2D,1); ","; ArraySize(usr_array2D,2); ","; ArraySize(usr_array2D,3)
Print ""
Print "num_array3D[] Size: expected=13,11,6, returned="; ArraySize(num_array3D,1); ","; ArraySize(num_array3D,2); ","; ArraySize(num_array3D,3)
Print "str_array3D[] Size: expected=11,22,7, returned="; ArraySize(str_array3D,1); ","; ArraySize(str_array3D,2); ","; ArraySize(str_array3D,3)
Print "usr_array3D[] Size: expected=12,5,14, returned="; ArraySize(usr_array3D,1); ","; ArraySize(usr_array3D,2); ","; ArraySize(usr_array3D,3)
Print ""
Print "*** ArrayCopy() Test ***"
Print ""
Dim num_array_copy1D_smaller[3]
Dim num_array_copy1D_bigger[21]
Dim str_array_copy1D_smaller$[3]
Dim str_array_copy1D_bigger$[21]
num_array1D[0] = -4
num_array1D[1] = 12
num_array1D[2] = 9
num_array1D[6] = 99
str_array1D$[0] = "zero"
str_array1D$[4] = "FoUr"
str_array1D$[9] = "NINE"
str_array1D$[10] = "ten"
Type Test_Type1
Dim x[5]
Dim y[7,5]
Dim txt_var1$
Dim txt_var2$[14]
End Type
Type Test_Type2
Dim t2_var1[7,5] As Test_Type1
Dim v1[25]
Dim txt_var1$
End Type
Type Test_Type3
Dim tst_t[7,5,9] As Test_Type2
Dim tst_t2 As Test_Type2
Dim x, y[6,5], z[21]
Dim txt_var1$[8,7]
End Type
Dim type_array[10] As Test_Type3
Dim type_array_copy_smaller[3]
Dim type_array_copy_bigger[19]
type_array[0].tst_t[3,4,7].t2_var1[5,3].txt_var2$[7] = "test type array Case One"
type_array[0].tst_t[3,4,7].t2_var1[5,3].y[4,2] = 42
type_array[9].tst_t[6,4,8].t2_var1[5,3].txt_var2$[7] = "test type array Case Two"
type_array[0].tst_t[3,4,7].v1[4] = 29.54
type_array[9].txt_var1$[5,6] = "test type array Case Three"
ArrayCopy(num_array1D, num_array_copy1D_smaller)
ArrayCopy(num_array1D, num_array_copy1D_bigger)
ArrayCopy(str_array1D, str_array_copy1D_smaller)
ArrayCopy(str_array1D, str_array_copy1D_bigger)
Print "test type"
ArrayCopy(type_array, type_array_copy_smaller)
Print "Not Dead yet"
ArrayCopy(type_array, type_array_copy_bigger)
Print "num_array1D[] Size: expected=7,0,0, returned="; ArraySize(num_array1D,1); ","; ArraySize(num_array1D,2); ","; ArraySize(num_array1D,3)
Print "str_array1D[] Size: expected=11,0,0, returned="; ArraySize(str_array1D,1); ","; ArraySize(str_array1D,2); ","; ArraySize(str_array1D,3)
Print "usr_array1D[] Size: expected=22,0,0, returned="; ArraySize(usr_array1D,1); ","; ArraySize(usr_array1D,2); ","; ArraySize(usr_array1D,3)
'Testing User Types
Type TestType1
Dim x, y[5]
Dim txt$[7]
Dim t2$
End Type
Type TestType2
Dim a
Dim b[12] As TestType1
Dim c As TestType1
End Type
Type TestType3
Dim r[6] As TestType2
Dim c As TestType1
End Type
Dim v[20] As TestType3
v[4].r[2].b[11].txt$[4] = "hello"
Print "Testing User Defined Types"
Print "------------------------------"
For i = 0 to ArraySize(v[4].r[2].b[11].txt$, 1)-1
Print "txt["; i; "] = "; v[4].r[2].b[11].txt$[i]
Next
Print ""
Print "Testing Graphics and Physics"
'Testing Graphics
OpenWindow("Test Window", 640, 480, 0, 0)
Dim w, h
GetWindowSize(w, h)
Print "Win Size = "; w;", "; h
canvas1 = OpenCanvas(640, 480, 0, 0, 640, 480, 0)
canvas2 = OpenCanvas(640, 480, 0, 0, 640, 480, 0)
SetCanvasZ(canvas2, 0)
SetCanvas3D(canvas1, true)
fnt$ = "NotoSansJP-VariableFont_wght.ttf"
hud_font = loadFont(fnt, 12)
Canvas(canvas2)
SetColor(RGB(255,255,255))
Dim hud_txt$[9]
hud_txt$[0] = "W/A/S/D Keys to Move"
hud_txt$[1] = "R/F Keys to Move Up/Down"
hud_txt$[2] = "Arrow Keys to Rotate Camera"
hud_txt$[3] = "Z Key to Rotate Character"
hud_txt$[4] = "X Key to Move Character Forward"
hud_txt$[5] = "C Key to Move Character Up"
For i = 0 to 5
DrawText(hud_txt$[i], 10, 10+(i*15))
Next
Canvas(canvas1)
mesh1 = LoadMesh("media/sydney.md2")
actor1 = CreateMeshActor(mesh1)
actor1_texture = LoadImage("media/sydney.bmp")
mat = CreateMaterial()
SetMaterialTexture(mat, 0, actor1_texture)
SetMaterialLighting(mat, false)
SetActorMaterial(actor1, 0, mat)
a_mat = GetActorMaterial(actor1, 0)
SetMaterialLighting(a_mat, false)
SetActorSolid(actor1, true)
SetActorCollisionShape(actor1, 4, 25)
TranslateActor(actor1, 0, 150, 0)
level = LoadMeshFromArchive("media/map-20kdm2.pk3", "20kdm2.bsp")
actor2 = CreateMeshOctreeActor(level)
SetActorSolid(actor2, true)
SetActorCollisionShape(actor2, 7, 0)
Dim ax, ay, az
Canvas(canvas1)
SetActorPosition(actor1, 1160, 399, 2122)
SetActorRotation(actor1, 0, 0, 0)
SetCameraPosition(984, 488, 2303)
SetCameraRotation(23, 1216, 0)
init = true
i = 0
Dim vx, vy, vz
mass = 8
GetActorLocalInertia(actor1, vx, vy, vz)
SetActorMassProperties(actor1, mass, vx, vy, vz)
SetActorGravity(actor1, 0, -100, 0)
While Not Key(K_ESCAPE)
SetActorAngularVelocityWorld(actor1, 0, 0, 0)
If Key(K_W) Then
Canvas(canvas1)
TranslateCamera(0,0,10)
ElseIf Key(K_S) Then
Canvas(canvas1)
TranslateCamera(0,0,-10)
End If
If Key(K_A) Then
Canvas(canvas1)
TranslateCamera(-10,0,0)
ElseIf Key(K_D) Then
Canvas(canvas1)
TranslateCamera(10,0,0)
End If
If Key(K_R) Then
Canvas(canvas1)
Dim crx, cry, crz
GetCameraPosition(crx, cry, crz)
SetCameraPosition(crx, cry+10, crz)
ElseIf Key(K_F) Then
Canvas(canvas1)
'TranslateCameraW(0, -10, 0) - Haven't added this function yet
Dim crx, cry, crz
GetCameraPosition(crx, cry, crz)
SetCameraPosition(crx, cry-10, crz)
End If
If Key(K_UP) Then
Canvas(canvas1)
RotateCamera(1, 0, 0)
ElseIf Key(K_DOWN) Then
Canvas(canvas1)
RotateCamera(-1, 0, 0)
End If
If Key(K_LEFT) Then
Canvas(canvas1)
Dim crx, cry, crz
GetCameraRotation(crx, cry, crz)
RotateCamera(-1*crx, 0, 0)
RotateCamera(0, -1, 0)
RotateCamera(crx, 0, 0)
ElseIf Key(K_RIGHT) Then
Canvas(canvas1)
Dim crx, cry, crz
GetCameraRotation(crx, cry, crz)
SetCameraRotation(crx, cry+1, crz)
End If
If Key(K_Z) Then
SetActorAngularVelocityLocal(actor1, 0, 10, 0)
End If
If Key(K_X) Then
SetActorLinearVelocityLocal(actor1, 60, 0, 0)
End If
If Key(K_C) Then
SetActorLinearVelocityLocal(actor1, 0, 60, 0)
End If
Update()
Wend

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@@ -1,16 +0,0 @@
Type test_type
Dim w
End Type
Type ano
Dim t[8] as test_type
Dim n
End Type
x[4].t.w = 13
Dim x[6] as ano
Dim y[4] as ano
Dim z[4] as ano
ArrayCopy(x, y)

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<Compiler>
<Add option="-Wall" />
<Add option="-fexceptions" />
<Add directory="/usr/include/freetype2" />
<Add directory="/home/n00b/Projects/RCIrrlicht/include" />
<Add directory="/usr/include/bullet" />
<Add directory="/home/n00b/Projects/irrBullet/include" />
<Add directory="/home/n00b/Projects/irrTheora" />
</Compiler>
<Linker>
<Add option="-lSDL2main -lSDL2 -lSDL2_image -lSDL2_gfx -lSDL2_ttf -lSDL2_mixer -lSDL2_net -logg -lvorbis -lvorbisfile -ltheora -ltheoradec -lIrrlicht -pthread" />
<Add option="-lSDL2main -lSDL2 -lSDL2_image -lSDL2_gfx -lSDL2_ttf -lSDL2_mixer -lSDL2_net -logg -lvorbis -lvorbisfile -ltheora -ltheoradec -lIrrlicht -lfreetype -lbox2d -lBullet3Collision -lBullet3Common -lBullet3Dynamics -lBullet3Geometry -lBulletCollision -lBulletDynamics -lBulletInverseDynamics -lBulletSoftBody -lLinearMath -pthread" />
<Add directory="/home/n00b/Projects/RCIrrlicht/lib/Linux" />
</Linker>
<Unit filename="../../irrBullet/src/irrBullet.cpp" />
<Unit filename="../../irrBullet/src/irrBulletBoxShape.cpp" />
<Unit filename="../../irrBullet/src/irrBulletBvhTriangleMeshShape.cpp" />
<Unit filename="../../irrBullet/src/irrBulletCapsuleShape.cpp" />
<Unit filename="../../irrBullet/src/irrBulletCollisionCallBackInformation.cpp" />
<Unit filename="../../irrBullet/src/irrBulletCollisionObject.cpp" />
<Unit filename="../../irrBullet/src/irrBulletCollisionObjectAffector.cpp" />
<Unit filename="../../irrBullet/src/irrBulletCollisionObjectAffectorAttract.cpp" />
<Unit filename="../../irrBullet/src/irrBulletCollisionObjectAffectorDelete.cpp" />
<Unit filename="../../irrBullet/src/irrBulletCollisionShape.cpp" />
<Unit filename="../../irrBullet/src/irrBulletConeShape.cpp" />
<Unit filename="../../irrBullet/src/irrBulletConvexHullShape.cpp" />
<Unit filename="../../irrBullet/src/irrBulletCylinderShape.cpp" />
<Unit filename="../../irrBullet/src/irrBulletGImpactMeshShape.cpp" />
<Unit filename="../../irrBullet/src/irrBulletGhostObject.cpp" />
<Unit filename="../../irrBullet/src/irrBulletLiquidBody.cpp" />
<Unit filename="../../irrBullet/src/irrBulletMotionState.cpp" />
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<Unit filename="../../irrBullet/src/irrBulletRayCastVehicle.cpp" />
<Unit filename="../../irrBullet/src/irrBulletRigidBody.cpp" />
<Unit filename="../../irrBullet/src/irrBulletSoftBody.cpp" />
<Unit filename="../../irrBullet/src/irrBulletSphereShape.cpp" />
<Unit filename="../../irrBullet/src/irrBulletTriangleMeshShape.cpp" />
<Unit filename="../../irrBullet/src/irrBulletWorld.cpp" />
<Unit filename="../../irrBullet/src/irrBulletcommon.cpp" />
<Unit filename="RealisticWater.cpp" />
<Unit filename="RealisticWater.h" />
<Unit filename="camera.h" />
<Unit filename="gui_freetype_font.cpp" />
<Unit filename="gui_freetype_font.h" />
<Unit filename="main.cpp" />
<Unit filename="rc_audio.h" />
<Unit filename="rc_defines.h" />
<Unit filename="rc_func130_cases.h" />
<Unit filename="rc_geometry.h" />
<Unit filename="rc_gfx.h" />
<Unit filename="rc_gfx3D.h" />
<Unit filename="rc_gfx_core.h" />
<Unit filename="rc_matrix.h" />
<Unit filename="rc_media.h" />
<Unit filename="rc_net.h" />
<Unit filename="rc_os_defines.h" />
<Unit filename="rc_process.h" />
<Unit filename="rc_sprite2D.h" />
<Unit filename="rc_stdlib.h" />
<Unit filename="rc_test.h" />
<Unit filename="rc_utf8.h" />
<Unit filename="rc_video.h" />
<Unit filename="theoraplay.c">
<Option compilerVar="CC" />
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/*
* Copyright (c) 2013, elvman
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY elvman ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL elvman BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
const float LOG2 = 1.442695;
uniform vec3 CameraPosition; // Position of main position
uniform float WaveHeight;
uniform vec4 WaterColor;
uniform float ColorBlendFactor;
uniform sampler2D WaterBump; //coverage
uniform sampler2D RefractionMap; //coverage
uniform sampler2D ReflectionMap; //coverage
uniform bool FogEnabled;
uniform int FogMode;
varying vec2 bumpMapTexCoord;
varying vec3 refractionMapTexCoord;
varying vec3 reflectionMapTexCoord;
varying vec3 position3D;
void main()
{
//bump color
vec4 bumpColor = texture2D(WaterBump, bumpMapTexCoord);
vec2 perturbation = WaveHeight * (bumpColor.rg - 0.5);
//refraction
vec2 ProjectedRefractionTexCoords = clamp(refractionMapTexCoord.xy / refractionMapTexCoord.z + perturbation, 0.0, 1.0);
//calculate final refraction color
vec4 refractiveColor = texture2D(RefractionMap, ProjectedRefractionTexCoords );
//reflection
vec2 ProjectedReflectionTexCoords = clamp(reflectionMapTexCoord.xy / reflectionMapTexCoord.z + perturbation, 0.0, 1.0);
//calculate final reflection color
vec4 reflectiveColor = texture2D(ReflectionMap, ProjectedReflectionTexCoords );
//fresnel
vec3 eyeVector = normalize(CameraPosition - position3D);
vec3 upVector = vec3(0.0, 1.0, 0.0);
//fresnel can not be lower than 0
float fresnelTerm = max( dot(eyeVector, upVector), 0.0 );
float fogFactor = 1.0;
if (FogEnabled)
{
float z = gl_FragCoord.z / gl_FragCoord.w;
if (FogMode == 1) //exp
{
float fogFactor = exp2(-gl_Fog.density * z * LOG2);
fogFactor = clamp(fogFactor, 0.0, 1.0);
}
else if (FogMode == 0) //linear
{
fogFactor = (gl_Fog.end - z) / (gl_Fog.end - gl_Fog.start);
}
else if (FogMode == 2) //exp2
{
float fogFactor = exp2(-gl_Fog.density * gl_Fog.density * z * z * LOG2);
fogFactor = clamp(fogFactor, 0.0, 1.0);
}
}
vec4 combinedColor = refractiveColor * fresnelTerm + reflectiveColor * (1.0 - fresnelTerm);
vec4 finalColor = ColorBlendFactor * WaterColor + (1.0 - ColorBlendFactor) * combinedColor;
gl_FragColor = mix(gl_Fog.color, finalColor, fogFactor );
}

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/*
* Copyright (c) 2013, elvman
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY elvman ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL elvman BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
float3 CameraPosition; // Position of main position
float WaveHeight;
float4 WaterColor;
float ColorBlendFactor;
sampler2D WaterBump; //coverage
sampler2D RefractionMap; //coverage
sampler2D ReflectionMap; //coverage
// Pixel shader output structure
struct PS_OUTPUT
{
float4 color : COLOR0; // Pixel color
};
struct PS_INPUT
{
float4 position : POSITION; // vertex position
float2 bumpMapTexCoord : TEXCOORD0;
float3 refractionMapTexCoord : TEXCOORD1;
float3 reflectionMapTexCoord : TEXCOORD2;
float3 position3D : TEXCOORD3;
};
PS_OUTPUT main( PS_INPUT input )
{
PS_OUTPUT output;
//bump color
float4 bumpColor = tex2D(WaterBump, input.bumpMapTexCoord);
float2 perturbation = WaveHeight * (bumpColor.rg - 0.5);
//refraction
float2 ProjectedRefractionTexCoords = saturate(input.refractionMapTexCoord.xy / input.refractionMapTexCoord.z + perturbation);
//calculate final refraction color
float4 refractiveColor = tex2D(RefractionMap, ProjectedRefractionTexCoords );
//reflection
float2 ProjectedReflectionTexCoords = saturate(input.reflectionMapTexCoord.xy / input.reflectionMapTexCoord.z + perturbation);
//calculate final reflection color
float4 reflectiveColor = tex2D(ReflectionMap, ProjectedReflectionTexCoords );
//fresnel
float3 eyeVector = normalize(CameraPosition - input.position3D);
float3 upVector = float3(0.0, 1.0, 0.0);
//fresnel can not be lower than 0
float fresnelTerm = max( dot(eyeVector, upVector), 0.0 );
float4 combinedColor = refractiveColor * fresnelTerm + reflectiveColor * (1.0 - fresnelTerm);
output.color = ColorBlendFactor * WaterColor + (1.0 - ColorBlendFactor) * combinedColor;
return output;
}

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/*
* Copyright (c) 2013, elvman
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY elvman ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL elvman BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
//uniform mat4 View;
uniform mat4 WorldViewProj; // World * View * Projection transformation
uniform mat4 WorldReflectionViewProj; // World * Reflection View * Projection transformation
uniform float WaveLength;
uniform float Time;
uniform float WindForce;
uniform vec2 WindDirection;
// Vertex shader output structure
varying vec2 bumpMapTexCoord;
varying vec3 refractionMapTexCoord;
varying vec3 reflectionMapTexCoord;
varying vec3 position3D;
void main()
{
//color = gl_Color;
// transform position to clip space
vec4 pos = WorldViewProj * gl_Vertex;
gl_Position = pos;
// calculate vawe coords
bumpMapTexCoord = gl_MultiTexCoord0.xy / WaveLength + Time * WindForce * WindDirection;
// refraction texcoords
refractionMapTexCoord.x = 0.5 * (pos.w + pos.x);
refractionMapTexCoord.y = 0.5 * (pos.w + pos.y);
refractionMapTexCoord.z = pos.w;
// reflection texcoords
pos = WorldReflectionViewProj * gl_Vertex;
reflectionMapTexCoord.x = 0.5 * (pos.w + pos.x);
reflectionMapTexCoord.y = 0.5 * (pos.w + pos.y);
reflectionMapTexCoord.z = pos.w;
// position of the vertex
position3D = gl_Vertex.xyz;
}

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/*
* Copyright (c) 2013, elvman
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY elvman ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL elvman BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
//float4x4 View;
float4x4 WorldViewProj; // World * View * Projection transformation
float4x4 WorldReflectionViewProj; // World * Reflection View * Projection transformation
float WaveLength;
float Time;
float WindForce;
float2 WindDirection;
// Vertex shader output structure
struct VS_OUTPUT
{
float4 position : POSITION; // vertex position
float2 bumpMapTexCoord : TEXCOORD0;
float3 refractionMapTexCoord : TEXCOORD1;
float3 reflectionMapTexCoord : TEXCOORD2;
float3 position3D : TEXCOORD3;
};
struct VS_INPUT
{
float4 position : POSITION;
float4 color : COLOR0;
float2 texCoord0 : TEXCOORD0;
};
VS_OUTPUT main(VS_INPUT input)
{
VS_OUTPUT output;
// transform position to clip space
float4 pos = mul(input.position, WorldViewProj);
output.position = pos;
// calculate vawe coords
output.bumpMapTexCoord = input.texCoord0 / WaveLength + Time * WindForce * WindDirection;
// refraction texcoords
output.refractionMapTexCoord.x = 0.5 * (pos.w + pos.x);
output.refractionMapTexCoord.y = 0.5 * (pos.w - pos.y);
output.refractionMapTexCoord.z = pos.w;
// reflection texcoords
pos = mul(input.position, WorldReflectionViewProj);
output.reflectionMapTexCoord.x = 0.5 * (pos.w + pos.x);
output.reflectionMapTexCoord.y = 0.5 * (pos.w - pos.y);
output.reflectionMapTexCoord.z = pos.w;
// position of the vertex
output.position3D = input.position;
return output;
}