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0a14982d4e
git-svn-id: https://svn.eduke32.com/eduke32@5979 1a8010ca-5511-0410-912e-c29ae57300e0
217 lines
9.1 KiB
C
217 lines
9.1 KiB
C
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010 EDuke32 developers and contributors
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This file is part of EDuke32.
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EDuke32 is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#ifndef gamevars_h_
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#define gamevars_h_
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#include "gamedef.h"
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#define MAXGAMEVARS 2048 // must be a power of two
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#define MAXVARLABEL 26
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// store global game definitions
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enum GamevarFlags_t
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{
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GAMEVAR_PERPLAYER = 0x00000001, // per-player variable
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GAMEVAR_PERACTOR = 0x00000002, // per-actor variable
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GAMEVAR_USER_MASK = (GAMEVAR_PERPLAYER | GAMEVAR_PERACTOR),
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GAMEVAR_RESET = 0x00000008, // INTERNAL, don't use
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GAMEVAR_DEFAULT = 0x00000100, // UNUSED, but always cleared for user-defined gamevars
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GAMEVAR_NODEFAULT = 0x00000400, // don't reset on actor spawn
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GAMEVAR_SYSTEM = 0x00000800, // cannot change mode flags...(only default value)
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GAMEVAR_READONLY = 0x00001000, // values are read-only (no setvar allowed)
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GAMEVAR_INTPTR = 0x00002000, // plValues is a pointer to an int32_t
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GAMEVAR_SHORTPTR = 0x00008000, // plValues is a pointer to a short
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GAMEVAR_CHARPTR = 0x00010000, // plValues is a pointer to a char
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GAMEVAR_PTR_MASK = (GAMEVAR_INTPTR | GAMEVAR_SHORTPTR | GAMEVAR_CHARPTR),
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GAMEVAR_NORESET = 0x00020000, // var values are not reset when restoring map state
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GAMEVAR_SPECIAL = 0x00040000, // flag for structure member shortcut vars
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GAMEVAR_NOMULTI = 0x00080000, // don't attach to multiplayer packets
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};
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#if !defined LUNATIC
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// Alignments for per-player and per-actor variables.
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#define PLAYER_VAR_ALIGNMENT (sizeof(intptr_t))
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#define ACTOR_VAR_ALIGNMENT 16
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# define MAXGAMEARRAYS (MAXGAMEVARS>>2) // must be strictly smaller than MAXGAMEVARS
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# define MAXARRAYLABEL MAXVARLABEL
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enum GamearrayFlags_t
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{
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GAMEARRAY_READONLY = 0x00001000,
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GAMEARRAY_WARN = 0x00002000,
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GAMEARRAY_NORMAL = 0x00004000,
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GAMEARRAY_OFCHAR = 0x00000001,
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GAMEARRAY_OFSHORT = 0x00000002,
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GAMEARRAY_OFINT = 0x00000004,
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GAMEARRAY_RESET = 0x00000008,
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GAMEARRAY_TYPE_MASK = GAMEARRAY_OFCHAR | GAMEARRAY_OFSHORT | GAMEARRAY_OFINT,
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GAMEARRAY_RESTORE = 0x00000010,
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GAMEARRAY_VARSIZE = 0x00000020,
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GAMEARRAY_STRIDE2 = 0x00000100,
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};
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#pragma pack(push,1)
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typedef struct
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{
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union {
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intptr_t global;
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intptr_t *pValues; // array of values when 'per-player', or 'per-actor'
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};
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intptr_t defaultValue;
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uintptr_t flags;
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char * szLabel;
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} gamevar_t;
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typedef struct
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{
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char * szLabel;
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intptr_t *pValues; // array of values
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intptr_t size;
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uintptr_t flags;
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} gamearray_t;
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#pragma pack(pop)
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# define GAR_ELTSZ (sizeof(aGameArrays[0].pValues[0]))
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extern gamevar_t aGameVars[MAXGAMEVARS];
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extern gamearray_t aGameArrays[MAXGAMEARRAYS];
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extern int32_t g_gameVarCount;
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extern int32_t g_gameArrayCount;
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int __fastcall Gv_GetArrayValue(int const id, int index);
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int __fastcall Gv_GetVar(int id, int spriteNum, int playerNum);
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void __fastcall Gv_SetVar(int const id, int const lValue, int const spriteNum, int const playerNum);
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int __fastcall Gv_GetVarX(int id);
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void __fastcall Gv_GetManyVars(int const count, int32_t * const rv);
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void __fastcall Gv_SetVarX(int const id, int const lValue);
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int Gv_GetVarByLabel(const char *szGameLabel,int const lDefault,int const spriteNum,int const playerNum);
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int32_t Gv_NewArray(const char *pszLabel,void *arrayptr,intptr_t asize,uint32_t dwFlags);
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int32_t Gv_NewVar(const char *pszLabel,intptr_t lValue,uint32_t dwFlags);
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FORCE_INLINE void A_ResetVars(int const spriteNum)
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{
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for (bssize_t i = 0; i < g_gameVarCount; ++i)
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{
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if ((aGameVars[i].flags & (GAMEVAR_PERACTOR | GAMEVAR_NODEFAULT)) != GAMEVAR_PERACTOR)
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continue;
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aGameVars[i].pValues[spriteNum] = aGameVars[i].defaultValue;
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}
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}
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void Gv_DumpValues(void);
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void Gv_InitWeaponPointers(void);
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void Gv_RefreshPointers(void);
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void Gv_ResetVars(void);
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int Gv_ReadSave(int32_t kFile);
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void Gv_WriteSave(FILE *fil);
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#else
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extern int32_t g_noResetVars;
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extern LUNATIC_CB void (*A_ResetVars)(int32_t spriteNum);
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#endif
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void Gv_ResetSystemDefaults(void);
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void Gv_Init(void);
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void Gv_FinalizeWeaponDefaults(void);
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#if !defined LUNATIC
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#define VM_GAMEVAR_OPERATOR(func, operator) \
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FORCE_INLINE void __fastcall func(int const id, int32_t const operand) \
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{ \
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switch (aGameVars[id].flags & (GAMEVAR_USER_MASK | GAMEVAR_PTR_MASK)) \
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{ \
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default: aGameVars[id].global operator operand; break; \
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case GAMEVAR_PERPLAYER: \
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if (EDUKE32_PREDICT_FALSE((unsigned)vm.playerNum > MAXPLAYERS - 1)) \
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break; \
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aGameVars[id].pValues[vm.playerNum] operator operand; \
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break; \
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case GAMEVAR_PERACTOR: \
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if (EDUKE32_PREDICT_FALSE((unsigned)vm.spriteNum > MAXSPRITES - 1)) \
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break; \
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aGameVars[id].pValues[vm.spriteNum] operator operand; \
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break; \
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case GAMEVAR_INTPTR: *((int32_t *)aGameVars[id].global) operator(int32_t) operand; break; \
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case GAMEVAR_SHORTPTR: *((int16_t *)aGameVars[id].global) operator(int16_t) operand; break; \
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case GAMEVAR_CHARPTR: *((uint8_t *)aGameVars[id].global) operator(uint8_t) operand; break; \
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} \
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}
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#if defined(__arm__) || defined(LIBDIVIDE_ALWAYS)
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FORCE_INLINE void __fastcall Gv_DivVar(int const id, int32_t const operand)
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{
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if (EDUKE32_PREDICT_FALSE((aGameVars[id].flags & GAMEVAR_PERPLAYER && (unsigned) vm.playerNum > MAXPLAYERS - 1) ||
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(aGameVars[id].flags & GAMEVAR_PERACTOR && (unsigned) vm.spriteNum > MAXSPRITES - 1)))
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return;
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static libdivide_s32_t sdiv;
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static int32_t lastValue;
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libdivide_s32_t *dptr = ((unsigned) operand < DIVTABLESIZE) ? (libdivide_s32_t *) &divtable32[operand] : &sdiv;
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intptr_t *iptr = &aGameVars[id].global;
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if (operand == lastValue || dptr != &sdiv)
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goto skip;
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sdiv = libdivide_s32_gen((lastValue = operand));
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skip:
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switch (aGameVars[id].flags & (GAMEVAR_USER_MASK | GAMEVAR_PTR_MASK))
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{
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case GAMEVAR_PERPLAYER: iptr = &aGameVars[id].pValues[vm.playerNum];
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default: break;
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case GAMEVAR_PERACTOR: iptr = &aGameVars[id].pValues[vm.spriteNum]; break;
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case GAMEVAR_INTPTR:
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*((int32_t *)aGameVars[id].global) =
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(int32_t)libdivide_s32_do(*((int32_t *)aGameVars[id].global), dptr);
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return;
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case GAMEVAR_SHORTPTR:
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*((int16_t *)aGameVars[id].global) =
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(int16_t)libdivide_s32_do(*((int16_t *)aGameVars[id].global), dptr);
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return;
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case GAMEVAR_CHARPTR:
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*((uint8_t *)aGameVars[id].global) =
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(uint8_t)libdivide_s32_do(*((uint8_t *)aGameVars[id].global), dptr);
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return;
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}
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*iptr = libdivide_s32_do(*iptr, dptr);
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}
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#else
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VM_GAMEVAR_OPERATOR(Gv_DivVar, /= )
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#endif
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VM_GAMEVAR_OPERATOR(Gv_AddVar, +=)
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VM_GAMEVAR_OPERATOR(Gv_SubVar, -=)
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VM_GAMEVAR_OPERATOR(Gv_MulVar, *=)
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VM_GAMEVAR_OPERATOR(Gv_ModVar, %=)
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VM_GAMEVAR_OPERATOR(Gv_AndVar, &=)
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VM_GAMEVAR_OPERATOR(Gv_XorVar, ^=)
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VM_GAMEVAR_OPERATOR(Gv_OrVar, |=)
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#undef VM_GAMEVAR_OPERATOR
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#endif
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#endif
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