raze/polymer/eduke32/source/gamevars.h
helixhorned 05af53ac4b Fix gamearrays on 64-bit platforms.
They were broken by r2666, which made their elements intptr_t instead of
int32_t, but this change was not reflected in related allocation code.
WARNING: players on 64-bit platforms should not attempt to load games saved
with r2665 or earlier.

git-svn-id: https://svn.eduke32.com/eduke32@2689 1a8010ca-5511-0410-912e-c29ae57300e0
2012-05-25 15:23:48 +00:00

319 lines
11 KiB
C

//-------------------------------------------------------------------------
/*
Copyright (C) 2010 EDuke32 developers and contributors
This file is part of EDuke32.
EDuke32 is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
//-------------------------------------------------------------------------
#ifndef __gamevars_h__
#define __gamevars_h__
#include "gamedef.h"
// store global game definitions
enum GamevarFlags_t {
MAXGAMEVARS = 2048, // must be a power of two
MAXVARLABEL = 26,
GAMEVAR_PERPLAYER = 0x00000001, // per-player variable
GAMEVAR_PERACTOR = 0x00000002, // per-actor variable
GAMEVAR_USER_MASK = (GAMEVAR_PERPLAYER|GAMEVAR_PERACTOR),
GAMEVAR_RESET = 0x00000008, // marks var for to default
GAMEVAR_DEFAULT = 0x00000100, // allow override
GAMEVAR_SECRET = 0x00000200, // don't dump...
GAMEVAR_NODEFAULT = 0x00000400, // don't reset on actor spawn
GAMEVAR_SYSTEM = 0x00000800, // cannot change mode flags...(only default value)
GAMEVAR_READONLY = 0x00001000, // values are read-only (no setvar allowed)
GAMEVAR_INTPTR = 0x00002000, // plValues is a pointer to an int32_t
GAMEVAR_SHORTPTR = 0x00008000, // plValues is a pointer to a short
GAMEVAR_CHARPTR = 0x00010000, // plValues is a pointer to a char
GAMEVAR_PTR_MASK = (GAMEVAR_INTPTR|GAMEVAR_SHORTPTR|GAMEVAR_CHARPTR),
GAMEVAR_NORESET = 0x00020000, // var values are not reset when restoring map state
GAMEVAR_SPECIAL = 0x00040000, // flag for structure member shortcut vars
GAMEVAR_NOMULTI = 0x00080000, // don't attach to multiplayer packets
GAMEVAR_NONGLOBAL = (GAMEVAR_INTPTR|GAMEVAR_SHORTPTR|GAMEVAR_CHARPTR|GAMEVAR_SPECIAL|MAXGAMEVARS<<1),
};
enum GamearrayFlags_t {
MAXGAMEARRAYS = (MAXGAMEVARS>>2), // must be lower than MAXGAMEVARS
MAXARRAYLABEL = MAXVARLABEL,
GAMEARRAY_NORMAL = 0,
GAMEARRAY_NORESET = 0x00000001,
};
#pragma pack(push,1)
typedef struct {
union {
intptr_t lValue;
intptr_t *plValues; // array of values when 'per-player', or 'per-actor'
} val;
intptr_t lDefault;
uintptr_t dwFlags;
char *szLabel;
} gamevar_t;
typedef struct {
char *szLabel;
intptr_t *plValues; // array of values
intptr_t size;
intptr_t bReset;
} gamearray_t;
#pragma pack(pop)
#define GAR_ELTSZ (sizeof(aGameArrays[0].plValues[0]))
extern gamevar_t aGameVars[MAXGAMEVARS];
extern gamearray_t aGameArrays[MAXGAMEARRAYS];
extern int32_t g_gameVarCount;
extern int32_t g_gameArrayCount;
int32_t __fastcall Gv_GetVar(register int32_t id,register int32_t iActor,register int32_t iPlayer);
int32_t __fastcall Gv_GetVarX(register int32_t id);
int32_t Gv_GetVarByLabel(const char *szGameLabel,int32_t lDefault,int32_t iActor,int32_t iPlayer);
int32_t Gv_NewArray(const char *pszLabel,int32_t asize);
int32_t Gv_NewVar(const char *pszLabel,intptr_t lValue,uint32_t dwFlags);
int32_t Gv_ReadSave(int32_t fil,int32_t newbehav);
void __fastcall A_ResetVars(register int32_t iActor);
void __fastcall Gv_SetVar(register int32_t id,register int32_t lValue,register int32_t iActor,register int32_t iPlayer);
void __fastcall Gv_SetVarX(register int32_t id,register int32_t lValue);
void G_FreeMapState(int32_t mapnum);
void Gv_DumpValues(void);
void Gv_Init(void);
void Gv_InitWeaponPointers(void);
void Gv_RefreshPointers(void);
void Gv_RefreshPointers(void);
void Gv_ResetSystemDefaults(void);
void Gv_ResetVars(void);
void Gv_WriteSave(FILE *fil,int32_t newbehav);
static inline void __fastcall Gv_AddVar(register int32_t id, register int32_t lValue)
{
switch (aGameVars[id].dwFlags & (GAMEVAR_USER_MASK|GAMEVAR_PTR_MASK))
{
default:
aGameVars[id].val.lValue += lValue;
return;
case GAMEVAR_PERPLAYER:
if ((unsigned)vm.g_p > MAXPLAYERS-1) return;
aGameVars[id].val.plValues[vm.g_p] += lValue;
return;
case GAMEVAR_PERACTOR:
if ((unsigned)vm.g_i > MAXSPRITES-1) return;
aGameVars[id].val.plValues[vm.g_i] += lValue;
return;
case GAMEVAR_INTPTR:
*((int32_t *)aGameVars[id].val.lValue) += (int32_t)lValue;
return;
case GAMEVAR_SHORTPTR:
*((int16_t *)aGameVars[id].val.lValue) += (int16_t)lValue;
return;
case GAMEVAR_CHARPTR:
*((uint8_t *)aGameVars[id].val.lValue) +=(uint8_t)lValue;
return;
}
}
static inline void __fastcall Gv_SubVar(register int32_t id, register int32_t lValue)
{
switch (aGameVars[id].dwFlags & (GAMEVAR_USER_MASK|GAMEVAR_PTR_MASK))
{
default:
aGameVars[id].val.lValue -= lValue;
return;
case GAMEVAR_PERPLAYER:
if ((unsigned)vm.g_p > MAXPLAYERS-1) return;
aGameVars[id].val.plValues[vm.g_p] -= lValue;
return;
case GAMEVAR_PERACTOR:
if ((unsigned)vm.g_i > MAXSPRITES-1) return;
aGameVars[id].val.plValues[vm.g_i] -= lValue;
return;
case GAMEVAR_INTPTR:
*((int32_t *)aGameVars[id].val.lValue) -= (int32_t)lValue;
return;
case GAMEVAR_SHORTPTR:
*((int16_t *)aGameVars[id].val.lValue) -= (int16_t)lValue;
return;
case GAMEVAR_CHARPTR:
*((uint8_t *)aGameVars[id].val.lValue) -=(uint8_t)lValue;
return;
}
}
static inline void __fastcall Gv_MulVar(register int32_t id, register int32_t lValue)
{
switch (aGameVars[id].dwFlags & (GAMEVAR_USER_MASK|GAMEVAR_PTR_MASK))
{
default:
aGameVars[id].val.lValue *= lValue;
return;
case GAMEVAR_PERPLAYER:
if ((unsigned)vm.g_p > MAXPLAYERS-1) return;
aGameVars[id].val.plValues[vm.g_p] *= lValue;
return;
case GAMEVAR_PERACTOR:
if ((unsigned)vm.g_i > MAXSPRITES-1) return;
aGameVars[id].val.plValues[vm.g_i] *= lValue;
return;
case GAMEVAR_INTPTR:
*((int32_t *)aGameVars[id].val.lValue) *= (int32_t)lValue;
return;
case GAMEVAR_SHORTPTR:
*((int16_t *)aGameVars[id].val.lValue) *= (int16_t)lValue;
return;
case GAMEVAR_CHARPTR:
*((uint8_t *)aGameVars[id].val.lValue) *=(uint8_t)lValue;
return;
}
}
static inline void __fastcall Gv_DivVar(register int32_t id, register int32_t lValue)
{
switch (aGameVars[id].dwFlags & (GAMEVAR_USER_MASK|GAMEVAR_PTR_MASK))
{
default:
aGameVars[id].val.lValue /= lValue;
return;
case GAMEVAR_PERPLAYER:
if ((unsigned)vm.g_p > MAXPLAYERS-1) return;
aGameVars[id].val.plValues[vm.g_p] /= lValue;
return;
case GAMEVAR_PERACTOR:
if ((unsigned)vm.g_i > MAXSPRITES-1) return;
aGameVars[id].val.plValues[vm.g_i] /= lValue;
return;
case GAMEVAR_INTPTR:
*((int32_t *)aGameVars[id].val.lValue) /= (int32_t)lValue;
return;
case GAMEVAR_SHORTPTR:
*((int16_t *)aGameVars[id].val.lValue) /= (int16_t)lValue;
return;
case GAMEVAR_CHARPTR:
*((uint8_t *)aGameVars[id].val.lValue) /=(uint8_t)lValue;
return;
}
}
static inline void __fastcall Gv_ModVar(register int32_t id, register int32_t lValue)
{
switch (aGameVars[id].dwFlags & (GAMEVAR_USER_MASK|GAMEVAR_PTR_MASK))
{
default:
aGameVars[id].val.lValue %= lValue;
return;
case GAMEVAR_PERPLAYER:
if ((unsigned)vm.g_p > MAXPLAYERS-1) return;
aGameVars[id].val.plValues[vm.g_p] %= lValue;
return;
case GAMEVAR_PERACTOR:
if ((unsigned)vm.g_i > MAXSPRITES-1) return;
aGameVars[id].val.plValues[vm.g_i] %= lValue;
return;
case GAMEVAR_INTPTR:
*((int32_t *)aGameVars[id].val.lValue) %= (int32_t)lValue;
return;
case GAMEVAR_SHORTPTR:
*((int16_t *)aGameVars[id].val.lValue) %= (int16_t)lValue;
return;
case GAMEVAR_CHARPTR:
*((uint8_t *)aGameVars[id].val.lValue) %=(uint8_t)lValue;
return;
}
}
static inline void __fastcall Gv_AndVar(register int32_t id, register int32_t lValue)
{
switch (aGameVars[id].dwFlags & (GAMEVAR_USER_MASK|GAMEVAR_PTR_MASK))
{
default:
aGameVars[id].val.lValue &= lValue;
return;
case GAMEVAR_PERPLAYER:
if ((unsigned)vm.g_p > MAXPLAYERS-1) return;
aGameVars[id].val.plValues[vm.g_p] &= lValue;
return;
case GAMEVAR_PERACTOR:
if ((unsigned)vm.g_i > MAXSPRITES-1) return;
aGameVars[id].val.plValues[vm.g_i] &= lValue;
return;
case GAMEVAR_INTPTR:
*((int32_t *)aGameVars[id].val.lValue) &= (int32_t)lValue;
return;
case GAMEVAR_SHORTPTR:
*((int16_t *)aGameVars[id].val.lValue) &= (int16_t)lValue;
return;
case GAMEVAR_CHARPTR:
*((uint8_t *)aGameVars[id].val.lValue) &=(uint8_t)lValue;
return;
}
}
static inline void __fastcall Gv_XorVar(register int32_t id, register int32_t lValue)
{
switch (aGameVars[id].dwFlags & (GAMEVAR_USER_MASK|GAMEVAR_PTR_MASK))
{
default:
aGameVars[id].val.lValue ^= lValue;
return;
case GAMEVAR_PERPLAYER:
if ((unsigned)vm.g_p > MAXPLAYERS-1) return;
aGameVars[id].val.plValues[vm.g_p] ^= lValue;
return;
case GAMEVAR_PERACTOR:
if ((unsigned)vm.g_i > MAXSPRITES-1) return;
aGameVars[id].val.plValues[vm.g_i] ^= lValue;
return;
case GAMEVAR_INTPTR:
*((int32_t *)aGameVars[id].val.lValue) ^= (int32_t)lValue;
return;
case GAMEVAR_SHORTPTR:
*((int16_t *)aGameVars[id].val.lValue) ^= (int16_t)lValue;
return;
case GAMEVAR_CHARPTR:
*((uint8_t *)aGameVars[id].val.lValue) ^=(uint8_t)lValue;
return;
}
}
static inline void __fastcall Gv_OrVar(register int32_t id, register int32_t lValue)
{
switch (aGameVars[id].dwFlags & (GAMEVAR_USER_MASK|GAMEVAR_PTR_MASK))
{
default:
aGameVars[id].val.lValue |= lValue;
return;
case GAMEVAR_PERPLAYER:
if ((unsigned)vm.g_p > MAXPLAYERS-1) return;
aGameVars[id].val.plValues[vm.g_p] |= lValue;
return;
case GAMEVAR_PERACTOR:
if ((unsigned)vm.g_i > MAXSPRITES-1) return;
aGameVars[id].val.plValues[vm.g_i] |= lValue;
return;
case GAMEVAR_INTPTR:
*((int32_t *)aGameVars[id].val.lValue) |= (int32_t)lValue;
return;
case GAMEVAR_SHORTPTR:
*((int16_t *)aGameVars[id].val.lValue) |= (int16_t)lValue;
return;
case GAMEVAR_CHARPTR:
*((uint8_t *)aGameVars[id].val.lValue) |=(uint8_t)lValue;
return;
}
}
#endif