raze-gles/polymer/eduke32/source/gamevars.c

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//-------------------------------------------------------------------------
/*
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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#include "duke3d.h"
#include "common_game.h"
#include "gamevars.h"
#include "gamedef.h"
#include "osd.h"
#include "savegame.h"
#include "menus.h"
#define gamevars_c_
#ifdef LUNATIC
int32_t g_noResetVars;
LUNATIC_CB void (*A_ResetVars)(int32_t iActor);
#else
gamevar_t aGameVars[MAXGAMEVARS];
gamearray_t aGameArrays[MAXGAMEARRAYS];
int32_t g_gameVarCount=0;
int32_t g_gameArrayCount=0;
// pointers to weapon gamevar data
intptr_t *aplWeaponClip[MAX_WEAPONS]; // number of items in magazine
intptr_t *aplWeaponReload[MAX_WEAPONS]; // delay to reload (include fire)
intptr_t *aplWeaponFireDelay[MAX_WEAPONS]; // delay to fire
intptr_t *aplWeaponHoldDelay[MAX_WEAPONS]; // delay after release fire button to fire (0 for none)
intptr_t *aplWeaponTotalTime[MAX_WEAPONS]; // The total time the weapon is cycling before next fire.
intptr_t *aplWeaponFlags[MAX_WEAPONS]; // Flags for weapon
intptr_t *aplWeaponShoots[MAX_WEAPONS]; // what the weapon shoots
intptr_t *aplWeaponSpawnTime[MAX_WEAPONS]; // the frame at which to spawn an item
intptr_t *aplWeaponSpawn[MAX_WEAPONS]; // the item to spawn
intptr_t *aplWeaponShotsPerBurst[MAX_WEAPONS]; // number of shots per 'burst' (one ammo per 'burst')
intptr_t *aplWeaponWorksLike[MAX_WEAPONS]; // What original the weapon works like
intptr_t *aplWeaponInitialSound[MAX_WEAPONS]; // Sound made when weapon starts firing. zero for no sound
intptr_t *aplWeaponFireSound[MAX_WEAPONS]; // Sound made when firing (each time for automatic)
intptr_t *aplWeaponSound2Time[MAX_WEAPONS]; // Alternate sound time
intptr_t *aplWeaponSound2Sound[MAX_WEAPONS]; // Alternate sound sound ID
intptr_t *aplWeaponReloadSound1[MAX_WEAPONS]; // Sound of magazine being removed
intptr_t *aplWeaponReloadSound2[MAX_WEAPONS]; // Sound of magazine being inserted
intptr_t *aplWeaponSelectSound[MAX_WEAPONS]; // Sound of weapon being selected
intptr_t *aplWeaponFlashColor[MAX_WEAPONS]; // Muzzle flash color
# include "gamestructures.c"
// Frees the memory for the *values* of game variables and arrays. Resets their
// counts to zero. Call this function as many times as needed.
//
// Returns: old g_gameVarCount | (g_gameArrayCount<<16).
static int32_t Gv_Free(void)
{
for (int32_t i=0; i<g_gameVarCount; i++)
{
if (aGameVars[i].dwFlags & GAMEVAR_USER_MASK)
ALIGNED_FREE_AND_NULL(aGameVars[i].val.plValues);
aGameVars[i].dwFlags |= GAMEVAR_RESET;
}
for (int32_t i=0; i<g_gameArrayCount; i++)
{
if (aGameArrays[i].dwFlags & GAMEARRAY_NORMAL)
ALIGNED_FREE_AND_NULL(aGameArrays[i].plValues);
aGameArrays[i].dwFlags |= GAMEARRAY_RESET;
}
EDUKE32_STATIC_ASSERT(MAXGAMEVARS < 32768);
int32_t ret = g_gameVarCount | (g_gameArrayCount<<16);
g_gameVarCount = g_gameArrayCount = 0;
hash_init(&h_gamevars);
hash_init(&h_arrays);
return ret;
}
// Calls Gv_Free() and in addition frees the labels of all game variables and
// arrays.
// Only call this function ONCE...
static void Gv_Clear(void)
{
int32_t n = Gv_Free();
int32_t gameVarCount = n&65535, gameArrayCount = n>>16;
// Now, only do work that Gv_Free() hasn't done.
for (int32_t i=0; i<gameVarCount; i++)
DO_FREE_AND_NULL(aGameVars[i].szLabel);
for (int32_t i=0; i<gameArrayCount; i++)
DO_FREE_AND_NULL(aGameArrays[i].szLabel);
}
int32_t Gv_ReadSave(int32_t fil, int32_t newbehav)
{
int32_t i, j;
char savedstate[MAXVOLUMES*MAXLEVELS];
char tbuf[12];
if (newbehav)
{
if (kread(fil, tbuf, 12)!=12) goto corrupt;
if (Bmemcmp(tbuf, "BEG: EDuke32", 12)) { OSD_Printf("BEG ERR\n"); return 2; }
}
Bmemset(&savedstate,0,sizeof(savedstate));
// AddLog("Reading gamevars from savegame");
Gv_Free(); // nuke 'em from orbit, it's the only way to be sure...
// Bsprintf(g_szBuf,"CP:%s %d",__FILE__,__LINE__);
// AddLog(g_szBuf);
if (kdfread(&g_gameVarCount,sizeof(g_gameVarCount),1,fil) != 1) goto corrupt;
for (i=0; i<g_gameVarCount; i++)
{
char *const olabel = aGameVars[i].szLabel;
if (kdfread(&aGameVars[i], sizeof(gamevar_t), 1, fil) != 1)
goto corrupt;
if (olabel == NULL)
aGameVars[i].szLabel = (char *)Xmalloc(MAXVARLABEL * sizeof(uint8_t));
else
aGameVars[i].szLabel = olabel;
if (kdfread(aGameVars[i].szLabel, MAXVARLABEL, 1, fil) != 1)
goto corrupt;
hash_add(&h_gamevars, aGameVars[i].szLabel,i, 1);
if (aGameVars[i].dwFlags & GAMEVAR_PERPLAYER)
{
aGameVars[i].val.plValues = (intptr_t*)Xaligned_alloc(PLAYER_VAR_ALIGNMENT, MAXPLAYERS * sizeof(intptr_t));
if (kdfread(aGameVars[i].val.plValues,sizeof(intptr_t) * MAXPLAYERS, 1, fil) != 1) goto corrupt;
}
else if (aGameVars[i].dwFlags & GAMEVAR_PERACTOR)
{
aGameVars[i].val.plValues = (intptr_t*)Xaligned_alloc(ACTOR_VAR_ALIGNMENT, MAXSPRITES * sizeof(intptr_t));
if (kdfread(&aGameVars[i].val.plValues[0],sizeof(intptr_t), MAXSPRITES, fil) != MAXSPRITES) goto corrupt;
}
}
// Bsprintf(g_szBuf,"CP:%s %d",__FILE__,__LINE__);
// AddLog(g_szBuf);
Gv_InitWeaponPointers();
// Bsprintf(g_szBuf,"CP:%s %d",__FILE__,__LINE__);
// AddLog(g_szBuf);
Gv_RefreshPointers();
if (kdfread(&g_gameArrayCount,sizeof(g_gameArrayCount),1,fil) != 1) goto corrupt;
for (i=0; i<g_gameArrayCount; i++)
{
if (aGameArrays[i].dwFlags&GAMEARRAY_READONLY)
continue;
char *const olabel = aGameArrays[i].szLabel;
// read for .size and .dwFlags (the rest are pointers):
if (kdfread(&aGameArrays[i], sizeof(gamearray_t), 1, fil) != 1)
goto corrupt;
if (olabel == NULL)
aGameArrays[i].szLabel = (char *)Xmalloc(MAXARRAYLABEL * sizeof(uint8_t));
else
aGameArrays[i].szLabel = olabel;
if (kdfread(aGameArrays[i].szLabel,sizeof(uint8_t) * MAXARRAYLABEL, 1, fil) != 1)
goto corrupt;
hash_add(&h_arrays, aGameArrays[i].szLabel, i, 1);
aGameArrays[i].plValues = (intptr_t *)Xaligned_alloc(ACTOR_VAR_ALIGNMENT, aGameArrays[i].size * GAR_ELTSZ);
if (kdfread(aGameArrays[i].plValues, GAR_ELTSZ * aGameArrays[i].size, 1, fil) < 1) goto corrupt;
}
// Bsprintf(g_szBuf,"CP:%s %d",__FILE__,__LINE__);
// AddLog(g_szBuf);
if (kdfread(apScriptGameEvent,sizeof(apScriptGameEvent),1,fil) != 1) goto corrupt;
G_Util_PtrToIdx(apScriptGameEvent, MAXGAMEEVENTS, script, P2I_BACK_NON0);
// Bsprintf(g_szBuf,"CP:%s %d",__FILE__,__LINE__);
// AddLog(g_szBuf);
if (kdfread(&savedstate[0],sizeof(savedstate),1,fil) != 1) goto corrupt;
for (i=0; i<(MAXVOLUMES*MAXLEVELS); i++)
{
if (savedstate[i])
{
if (MapInfo[i].savedstate == NULL)
MapInfo[i].savedstate = (mapstate_t *)Xaligned_alloc(16, sizeof(mapstate_t));
if (kdfread(MapInfo[i].savedstate,sizeof(mapstate_t),1,fil) != sizeof(mapstate_t)) goto corrupt;
for (j=0; j<g_gameVarCount; j++)
{
if (aGameVars[j].dwFlags & GAMEVAR_NORESET) continue;
if (aGameVars[j].dwFlags & GAMEVAR_PERPLAYER)
{
// if (!MapInfo[i].savedstate->vars[j])
MapInfo[i].savedstate->vars[j] = (intptr_t *)Xaligned_alloc(PLAYER_VAR_ALIGNMENT, MAXPLAYERS * sizeof(intptr_t));
if (kdfread(&MapInfo[i].savedstate->vars[j][0],sizeof(intptr_t) * MAXPLAYERS, 1, fil) != 1) goto corrupt;
}
else if (aGameVars[j].dwFlags & GAMEVAR_PERACTOR)
{
// if (!MapInfo[i].savedstate->vars[j])
MapInfo[i].savedstate->vars[j] = (intptr_t *)Xaligned_alloc(ACTOR_VAR_ALIGNMENT, MAXSPRITES * sizeof(intptr_t));
if (kdfread(&MapInfo[i].savedstate->vars[j][0],sizeof(intptr_t), MAXSPRITES, fil) != MAXSPRITES) goto corrupt;
}
}
}
else
{
G_FreeMapState(i);
}
}
if (!newbehav)
{
intptr_t l;
if (kdfread(&l,sizeof(l),1,fil) != 1) goto corrupt;
if (kdfread(g_szBuf,l,1,fil) != 1) goto corrupt;
g_szBuf[l]=0;
OSD_Printf("%s\n",g_szBuf);
}
else
{
if (kread(fil, tbuf, 12)!=12) goto corrupt;
if (Bmemcmp(tbuf, "EOF: EDuke32", 12)) { OSD_Printf("EOF ERR\n"); return 2; }
}
# if 0
{
FILE *fp;
AddLog("Dumping Vars...");
fp=fopen("xxx.txt","w");
if (fp)
{
Gv_DumpValues(fp);
fclose(fp);
}
AddLog("Done Dumping...");
}
# endif
return(0);
corrupt:
return(1);
}
void Gv_WriteSave(FILE *fil, int32_t newbehav)
{
int32_t i, j;
char savedstate[MAXVOLUMES*MAXLEVELS];
Bmemset(&savedstate,0,sizeof(savedstate));
// AddLog("Saving Game Vars to File");
if (newbehav)
fwrite("BEG: EDuke32", 12, 1, fil);
dfwrite(&g_gameVarCount,sizeof(g_gameVarCount),1,fil);
for (i=0; i<g_gameVarCount; i++)
{
dfwrite(&(aGameVars[i]),sizeof(gamevar_t),1,fil);
dfwrite(aGameVars[i].szLabel,sizeof(uint8_t) * MAXVARLABEL, 1, fil);
if (aGameVars[i].dwFlags & GAMEVAR_PERPLAYER)
{
//Bsprintf(g_szBuf,"Writing value array for %s (%d)",aGameVars[i].szLabel,sizeof(int32_t) * MAXPLAYERS);
//AddLog(g_szBuf);
dfwrite(aGameVars[i].val.plValues,sizeof(intptr_t) * MAXPLAYERS, 1, fil);
}
else if (aGameVars[i].dwFlags & GAMEVAR_PERACTOR)
{
//Bsprintf(g_szBuf,"Writing value array for %s (%d)",aGameVars[i].szLabel,sizeof(int32_t) * MAXSPRITES);
//AddLog(g_szBuf);
dfwrite(&aGameVars[i].val.plValues[0],sizeof(intptr_t), MAXSPRITES, fil);
}
}
dfwrite(&g_gameArrayCount,sizeof(g_gameArrayCount),1,fil);
for (i=0; i<g_gameArrayCount; i++)
{
if (aGameArrays[i].dwFlags&GAMEARRAY_READONLY)
continue;
// write for .size and .dwFlags (the rest are pointers):
dfwrite(&aGameArrays[i],sizeof(gamearray_t),1,fil);
dfwrite(aGameArrays[i].szLabel,sizeof(uint8_t) * MAXARRAYLABEL, 1, fil);
dfwrite(aGameArrays[i].plValues, GAR_ELTSZ * aGameArrays[i].size, 1, fil);
}
G_Util_PtrToIdx(apScriptGameEvent, MAXGAMEEVENTS, script, P2I_FWD_NON0);
dfwrite(apScriptGameEvent,sizeof(apScriptGameEvent),1,fil);
G_Util_PtrToIdx(apScriptGameEvent, MAXGAMEEVENTS, script, P2I_BACK_NON0);
for (i=0; i<(MAXVOLUMES*MAXLEVELS); i++)
if (MapInfo[i].savedstate != NULL)
savedstate[i] = 1;
dfwrite(&savedstate[0],sizeof(savedstate),1,fil);
for (i=0; i<(MAXVOLUMES*MAXLEVELS); i++)
if (MapInfo[i].savedstate)
{
dfwrite(MapInfo[i].savedstate,sizeof(mapstate_t),1,fil);
for (j=0; j<g_gameVarCount; j++)
{
if (aGameVars[j].dwFlags & GAMEVAR_NORESET) continue;
if (aGameVars[j].dwFlags & GAMEVAR_PERPLAYER)
{
dfwrite(&MapInfo[i].savedstate->vars[j][0],sizeof(intptr_t) * MAXPLAYERS, 1, fil);
}
else if (aGameVars[j].dwFlags & GAMEVAR_PERACTOR)
{
dfwrite(&MapInfo[i].savedstate->vars[j][0],sizeof(intptr_t), MAXSPRITES, fil);
}
}
}
if (!newbehav)
{
intptr_t l;
Bsprintf(g_szBuf,"EOF: EDuke32");
l=Bstrlen(g_szBuf);
dfwrite(&l,sizeof(l),1,fil);
dfwrite(g_szBuf,l,1,fil);
}
else
fwrite("EOF: EDuke32", 12, 1, fil);
}
void Gv_DumpValues(void)
{
int32_t i;
OSD_Printf("// Current Game Definitions\n\n");
for (i=0; i<g_gameVarCount; i++)
{
if (aGameVars[i].dwFlags & (GAMEVAR_SECRET))
continue; // do nothing...
OSD_Printf("gamevar %s ",aGameVars[i].szLabel);
if (aGameVars[i].dwFlags & (GAMEVAR_INTPTR))
OSD_Printf("%d",*((int32_t *)aGameVars[i].val.lValue));
else if (aGameVars[i].dwFlags & (GAMEVAR_SHORTPTR))
OSD_Printf("%d",*((int16_t *)aGameVars[i].val.lValue));
else if (aGameVars[i].dwFlags & (GAMEVAR_CHARPTR))
OSD_Printf("%d",*((char *)aGameVars[i].val.lValue));
else
OSD_Printf("%" PRIdPTR "",aGameVars[i].val.lValue);
if (aGameVars[i].dwFlags & (GAMEVAR_PERPLAYER))
OSD_Printf(" GAMEVAR_PERPLAYER");
else if (aGameVars[i].dwFlags & (GAMEVAR_PERACTOR))
OSD_Printf(" GAMEVAR_PERACTOR");
else
OSD_Printf(" %" PRIdPTR,aGameVars[i].dwFlags/* & (GAMEVAR_USER_MASK)*/);
OSD_Printf(" // ");
if (aGameVars[i].dwFlags & (GAMEVAR_SYSTEM))
OSD_Printf(" (system)");
if (aGameVars[i].dwFlags & (GAMEVAR_PTR_MASK))
OSD_Printf(" (pointer)");
if (aGameVars[i].dwFlags & (GAMEVAR_READONLY))
OSD_Printf(" (read only)");
if (aGameVars[i].dwFlags & (GAMEVAR_SPECIAL))
OSD_Printf(" (special)");
OSD_Printf("\n");
}
OSD_Printf("\n// end of game definitions\n");
}
// XXX: This function is very strange.
void Gv_ResetVars(void) /* this is called during a new game and nowhere else */
{
int32_t i;
Gv_Free();
osd->log.errors = 0;
for (i=0; i<MAXGAMEVARS; i++)
{
if (aGameVars[i].szLabel != NULL)
Gv_NewVar(aGameVars[i].szLabel,
aGameVars[i].dwFlags & GAMEVAR_NODEFAULT ? aGameVars[i].val.lValue : aGameVars[i].lDefault,
aGameVars[i].dwFlags);
}
for (i=0; i<MAXGAMEARRAYS; i++)
{
if (aGameArrays[i].szLabel != NULL && (aGameArrays[i].dwFlags & GAMEARRAY_RESET))
Gv_NewArray(aGameArrays[i].szLabel,aGameArrays[i].plValues,aGameArrays[i].size,aGameArrays[i].dwFlags);
}
}
int32_t Gv_NewArray(const char *pszLabel, void *arrayptr, intptr_t asize, uint32_t dwFlags)
{
int32_t i;
if (EDUKE32_PREDICT_FALSE(g_gameArrayCount >= MAXGAMEARRAYS))
{
g_numCompilerErrors++;
C_ReportError(-1);
initprintf("%s:%d: error: too many arrays!\n",g_szScriptFileName,g_lineNumber);
return 0;
}
if (EDUKE32_PREDICT_FALSE(Bstrlen(pszLabel) > (MAXARRAYLABEL-1)))
{
g_numCompilerErrors++;
C_ReportError(-1);
initprintf("%s:%d: error: array name `%s' exceeds limit of %d characters.\n",g_szScriptFileName,g_lineNumber,pszLabel, MAXARRAYLABEL);
return 0;
}
i = hash_find(&h_arrays,pszLabel);
if (EDUKE32_PREDICT_FALSE(i >=0 && !(aGameArrays[i].dwFlags & GAMEARRAY_RESET)))
{
// found it it's a duplicate in error
g_numCompilerWarnings++;
if (aGameArrays[i].dwFlags&GAMEARRAY_TYPE_MASK)
{
C_ReportError(-1);
initprintf("ignored redefining system array `%s'.", pszLabel);
}
else
C_ReportError(WARNING_DUPLICATEDEFINITION);
return 0;
}
i = g_gameArrayCount;
if (aGameArrays[i].szLabel == NULL)
aGameArrays[i].szLabel = (char *)Xcalloc(MAXVARLABEL,sizeof(uint8_t));
if (aGameArrays[i].szLabel != pszLabel)
Bstrcpy(aGameArrays[i].szLabel,pszLabel);
if (!(dwFlags & GAMEARRAY_TYPE_MASK))
{
Baligned_free(aGameArrays[i].plValues);
aGameArrays[i].plValues = (intptr_t *)Xaligned_alloc(ACTOR_VAR_ALIGNMENT, asize * GAR_ELTSZ);
Bmemset(aGameArrays[i].plValues, 0, asize * GAR_ELTSZ);
}
else
aGameArrays[i].plValues=(intptr_t *)arrayptr;
aGameArrays[i].size=asize;
aGameArrays[i].dwFlags = dwFlags & ~GAMEARRAY_RESET;
g_gameArrayCount++;
hash_add(&h_arrays, aGameArrays[i].szLabel, i, 1);
return 1;
}
int32_t Gv_NewVar(const char *pszLabel, intptr_t lValue, uint32_t dwFlags)
{
int32_t i, j;
//Bsprintf(g_szBuf,"Gv_NewVar(%s, %d, %X)",pszLabel, lValue, dwFlags);
//AddLog(g_szBuf);
if (EDUKE32_PREDICT_FALSE(g_gameVarCount >= MAXGAMEVARS))
{
g_numCompilerErrors++;
C_ReportError(-1);
initprintf("%s:%d: error: too many gamevars!\n",g_szScriptFileName,g_lineNumber);
return 0;
}
if (EDUKE32_PREDICT_FALSE(Bstrlen(pszLabel) > (MAXVARLABEL-1)))
{
g_numCompilerErrors++;
C_ReportError(-1);
initprintf("%s:%d: error: variable name `%s' exceeds limit of %d characters.\n",g_szScriptFileName,g_lineNumber,pszLabel, MAXVARLABEL);
return 0;
}
i = hash_find(&h_gamevars,pszLabel);
if (i >= 0 && !(aGameVars[i].dwFlags & GAMEVAR_RESET))
{
// found it...
if (EDUKE32_PREDICT_FALSE(aGameVars[i].dwFlags & (GAMEVAR_PTR_MASK)))
{
C_ReportError(-1);
initprintf("%s:%d: warning: cannot redefine internal gamevar `%s'.\n",g_szScriptFileName,g_lineNumber,label+(g_numLabels<<6));
return 0;
}
else if (EDUKE32_PREDICT_FALSE(!(aGameVars[i].dwFlags & GAMEVAR_SYSTEM)))
{
// it's a duplicate in error
g_numCompilerWarnings++;
C_ReportError(WARNING_DUPLICATEDEFINITION);
return 0;
}
}
if (i == -1)
i = g_gameVarCount;
// If it's a user gamevar...
if ((aGameVars[i].dwFlags & GAMEVAR_SYSTEM) == 0)
{
// Allocate and set its label
if (aGameVars[i].szLabel == NULL)
aGameVars[i].szLabel = (char *)Xcalloc(MAXVARLABEL,sizeof(uint8_t));
if (aGameVars[i].szLabel != pszLabel)
Bstrcpy(aGameVars[i].szLabel,pszLabel);
// and the flags
aGameVars[i].dwFlags=dwFlags;
// only free if per-{actor,player}
if (aGameVars[i].dwFlags & GAMEVAR_USER_MASK)
ALIGNED_FREE_AND_NULL(aGameVars[i].val.plValues);
}
// if existing is system, they only get to change default value....
aGameVars[i].lDefault = lValue;
aGameVars[i].dwFlags &= ~GAMEVAR_RESET;
if (i == g_gameVarCount)
{
// we're adding a new one.
hash_add(&h_gamevars, aGameVars[i].szLabel, g_gameVarCount++, 0);
}
// Set initial values. (Or, override values for system gamevars.)
if (aGameVars[i].dwFlags & GAMEVAR_PERPLAYER)
{
if (!aGameVars[i].val.plValues)
{
aGameVars[i].val.plValues = (intptr_t *) Xaligned_alloc(PLAYER_VAR_ALIGNMENT, MAXPLAYERS * sizeof(intptr_t));
Bmemset(aGameVars[i].val.plValues, 0, MAXPLAYERS * sizeof(intptr_t));
}
for (j=MAXPLAYERS-1; j>=0; j--)
aGameVars[i].val.plValues[j]=lValue;
}
else if (aGameVars[i].dwFlags & GAMEVAR_PERACTOR)
{
if (!aGameVars[i].val.plValues)
{
aGameVars[i].val.plValues = (intptr_t *) Xaligned_alloc(ACTOR_VAR_ALIGNMENT, MAXSPRITES * sizeof(intptr_t));
Bmemset(aGameVars[i].val.plValues, 0, MAXSPRITES * sizeof(intptr_t));
}
for (j=MAXSPRITES-1; j>=0; j--)
aGameVars[i].val.plValues[j]=lValue;
}
else aGameVars[i].val.lValue = lValue;
return 1;
}
static int32_t Gv_GetVarIndex(const char *szGameLabel)
{
int32_t i = hash_find(&h_gamevars,szGameLabel);
if (EDUKE32_PREDICT_FALSE(i == -1))
{
OSD_Printf(OSD_ERROR "Gv_GetVarIndex(): INTERNAL ERROR: couldn't find gamevar %s!\n",szGameLabel);
return 0;
}
return i;
}
int32_t __fastcall Gv_GetVar(int32_t id, int32_t iActor, int32_t iPlayer)
{
if (id == g_iThisActorID)
return iActor;
if (id == MAXGAMEVARS)
return *insptr++;
int negateResult = !!(id & (MAXGAMEVARS << 1));
if (EDUKE32_PREDICT_FALSE(id >= g_gameVarCount && !negateResult))
goto nastyhacks;
id &= (MAXGAMEVARS - 1);
int rv, f;
f = aGameVars[id].dwFlags & (GAMEVAR_USER_MASK | GAMEVAR_PTR_MASK);
if (!f) rv = (aGameVars[id].val.lValue ^ -negateResult) + negateResult;
else if (f == GAMEVAR_PERPLAYER)
{
if (EDUKE32_PREDICT_FALSE((unsigned) iPlayer >= MAXPLAYERS)) goto bad_id;
rv = (aGameVars[id].val.plValues[iPlayer] ^ -negateResult) + negateResult;
}
else if (f == GAMEVAR_PERACTOR)
{
if (EDUKE32_PREDICT_FALSE((unsigned) iActor >= MAXSPRITES)) goto bad_id;
rv = (aGameVars[id].val.plValues[iActor] ^ -negateResult) + negateResult;
}
else switch (f)
{
case GAMEVAR_INTPTR: rv = ((*((int32_t *)aGameVars[id].val.lValue)) ^ -negateResult) + negateResult; break;
case GAMEVAR_SHORTPTR: rv = ((*((int16_t *)aGameVars[id].val.lValue)) ^ -negateResult) + negateResult; break;
case GAMEVAR_CHARPTR: rv = ((*((char *)aGameVars[id].val.lValue)) ^ -negateResult) + negateResult; break;
}
return rv;
nastyhacks:
if (id & (MAXGAMEVARS << 2)) // array
{
id &= (MAXGAMEVARS - 1); // ~((MAXGAMEVARS<<2)|(MAXGAMEVARS<<1));
int32_t index = Gv_GetVar(*insptr++, iActor, iPlayer);
if (EDUKE32_PREDICT_FALSE((unsigned)index >= (unsigned)aGameArrays[id].size))
{
iActor = index;
goto badindex;
}
return ((aGameArrays[id].plValues[index] ^ -negateResult) + negateResult);
}
if (id&(MAXGAMEVARS<<3)) // struct shortcut vars
{
int32_t index=Gv_GetVar(*insptr++, iActor, iPlayer);
switch ((id&(MAXGAMEVARS-1)) - g_iSpriteVarID)
{
case 0: //if (id == g_iSpriteVarID)
{
int32_t parm2 = 0, label = *insptr++;
/*OSD_Printf("%d %d %d\n",__LINE__,index,label);*/
if (EDUKE32_PREDICT_FALSE(ActorLabels[label].flags & LABEL_HASPARM2))
parm2 = Gv_GetVar(*insptr++, iActor, iPlayer);
if (EDUKE32_PREDICT_FALSE((unsigned) index >= MAXSPRITES))
{
iPlayer = index;
goto badsprite;
}
return ((VM_AccessSpriteX(index, label, parm2) ^ -negateResult) + negateResult);
}
case 3: //else if (id == g_iPlayerVarID)
{
int32_t parm2 = 0, label = *insptr++;
if (EDUKE32_PREDICT_FALSE(PlayerLabels[label].flags & LABEL_HASPARM2))
parm2 = Gv_GetVar(*insptr++, iActor, iPlayer);
if (index == vm.g_i) index = vm.g_p;
if (EDUKE32_PREDICT_FALSE((unsigned) index >= MAXPLAYERS))
{
iPlayer = index;
goto badplayer;
}
return ((VM_AccessPlayerX(index, label, parm2) ^ -negateResult) + negateResult);
}
case 4: //else if (id == g_iActorVarID)
return ((Gv_GetVar(*insptr++, index, iPlayer) ^ -negateResult) + negateResult);
case 1: //else if (id == g_iSectorVarID)
if (index == vm.g_i) index = sprite[vm.g_i].sectnum;
if (EDUKE32_PREDICT_FALSE((unsigned) index >= MAXSECTORS))
{
iPlayer = index;
insptr++;
goto badsector;
}
return ((VM_AccessSectorX(index, *insptr++) ^ -negateResult) + negateResult);
case 2: //else if (id == g_iWallVarID)
if (EDUKE32_PREDICT_FALSE((unsigned) index >= MAXWALLS))
{
iPlayer = index;
insptr++;
goto badwall;
}
return ((VM_AccessWallX(index, *insptr++) ^ -negateResult) + negateResult);
default:
EDUKE32_UNREACHABLE_SECTION(return -1);
}
}
CON_ERRPRINTF("Gv_GetVar(): invalid gamevar ID (%d)\n", id);
return -1;
bad_id:
CON_ERRPRINTF("Gv_GetVar(): invalid sprite/player ID %d/%d\n", iActor,iPlayer);
return -1;
badindex:
CON_ERRPRINTF("Gv_GetVar(): invalid array index (%s[%d])\n", aGameArrays[id].szLabel,iActor);
return -1;
badplayer:
CON_ERRPRINTF("Gv_GetVar(): invalid player ID %d\n", iPlayer);
return -1;
badsprite:
CON_ERRPRINTF("Gv_GetVar(): invalid sprite ID %d\n", iPlayer);
return -1;
badsector:
CON_ERRPRINTF("Gv_GetVar(): invalid sector ID %d\n", iPlayer);
return -1;
badwall:
CON_ERRPRINTF("Gv_GetVar(): invalid wall ID %d\n", iPlayer);
return -1;
}
void __fastcall Gv_SetVar(int32_t id, int32_t lValue, int32_t iActor, int32_t iPlayer)
{
if (EDUKE32_PREDICT_FALSE((unsigned)id >= (unsigned)g_gameVarCount)) goto badvarid;
int f;
f = aGameVars[id].dwFlags & (GAMEVAR_USER_MASK|GAMEVAR_PTR_MASK);
if (!f) aGameVars[id].val.lValue=lValue;
else if (f == GAMEVAR_PERPLAYER)
{
if (EDUKE32_PREDICT_FALSE((unsigned) iPlayer > MAXPLAYERS-1)) goto badindex;
// for the current player
aGameVars[id].val.plValues[iPlayer]=lValue;
}
else if (f == GAMEVAR_PERACTOR)
{
if (EDUKE32_PREDICT_FALSE((unsigned) iActor > MAXSPRITES-1)) goto badindex;
aGameVars[id].val.plValues[iActor]=lValue;
}
else
{
switch (f)
{
case GAMEVAR_INTPTR: *((int32_t *)aGameVars[id].val.lValue) = (int32_t)lValue; break;
case GAMEVAR_SHORTPTR: *((int16_t *)aGameVars[id].val.lValue) = (int16_t)lValue; break;
case GAMEVAR_CHARPTR: *((uint8_t *)aGameVars[id].val.lValue) = (uint8_t)lValue; break;
}
}
return;
badvarid:
CON_ERRPRINTF("Gv_SetVar(): invalid gamevar (%d) from sprite %d (%d), player %d\n",
id,vm.g_i,TrackerCast(sprite[vm.g_i].picnum),vm.g_p);
return;
badindex:
CON_ERRPRINTF("Gv_SetVar(): invalid index (%d) for gamevar %s from sprite %d, player %d\n",
aGameVars[id].dwFlags & GAMEVAR_PERACTOR ? iActor : iPlayer,
aGameVars[id].szLabel,vm.g_i,vm.g_p);
}
enum {
GVX_BADVARID = 0,
GVX_BADPLAYER,
GVX_BADSPRITE,
GVX_BADSECTOR,
GVX_BADWALL,
GVX_BADINDEX,
};
static const char *gvxerrs[] = {
"Gv_GetVarX(): invalid gamevar ID",
"Gv_GetVarX(): invalid player ID",
"Gv_GetVarX(): invalid sprite ID",
"Gv_GetVarX(): invalid sector ID",
"Gv_GetVarX(): invalid wall ID",
"Gv_GetVarX(): invalid array index",
};
int32_t __fastcall Gv_GetVarX(int32_t id)
{
if (id == g_iThisActorID)
return vm.g_i;
if (id == MAXGAMEVARS)
return *insptr++;
int negateResult = !!(id & (MAXGAMEVARS << 1)), rv = -1, f;
if (EDUKE32_PREDICT_FALSE(id >= g_gameVarCount && negateResult == 0))
goto nastyhacks;
id &= MAXGAMEVARS-1;
f = aGameVars[id].dwFlags & (GAMEVAR_USER_MASK|GAMEVAR_PTR_MASK);
if (!f) rv = (aGameVars[id].val.lValue ^ -negateResult) + negateResult;
else if (f == GAMEVAR_PERPLAYER)
{
if (EDUKE32_PREDICT_FALSE((unsigned) vm.g_p >= MAXPLAYERS))
goto perr;
rv = (aGameVars[id].val.plValues[vm.g_p] ^ -negateResult) + negateResult;
}
else if (f == GAMEVAR_PERACTOR)
rv = (aGameVars[id].val.plValues[vm.g_i] ^ -negateResult) + negateResult;
else switch (f)
{
case GAMEVAR_INTPTR:
rv = ((*((int32_t *) aGameVars[id].val.lValue)) ^ -negateResult) + negateResult; break;
case GAMEVAR_SHORTPTR:
rv = ((*((int16_t *) aGameVars[id].val.lValue)) ^ -negateResult) + negateResult; break;
case GAMEVAR_CHARPTR:
rv = ((*((uint8_t *) aGameVars[id].val.lValue)) ^ -negateResult) + negateResult; break;
}
return rv;
perr:
id = vm.g_p;
CON_ERRPRINTF("%s %d\n", gvxerrs[GVX_BADPLAYER], id);
return -1;
nastyhacks:
if (id & (MAXGAMEVARS << 2)) // array
{
int32_t index = Gv_GetVarX(*insptr++);
id &= (MAXGAMEVARS - 1); // ~((MAXGAMEVARS<<2)|(MAXGAMEVARS<<1));
int siz = (aGameArrays[id].dwFlags & GAMEARRAY_VARSIZE) ? Gv_GetVarX(aGameArrays[id].size) : aGameArrays[id].size;
if (EDUKE32_PREDICT_FALSE((unsigned) index >= (unsigned) siz))
{
negateResult = index;
CON_ERRPRINTF("%s %s[%d]\n", gvxerrs[GVX_BADINDEX], aGameArrays[id].szLabel, index);
return -1;
}
switch (aGameArrays[id].dwFlags & GAMEARRAY_TYPE_MASK)
{
case 0: return ((aGameArrays[id].plValues)[index] ^ -negateResult) + negateResult;
case GAMEARRAY_OFINT: return (((int32_t *) aGameArrays[id].plValues)[index] ^ -negateResult) + negateResult;
case GAMEARRAY_OFSHORT:
return (((int16_t *) aGameArrays[id].plValues)[index] ^ -negateResult) + negateResult;
case GAMEARRAY_OFCHAR: return (((uint8_t *) aGameArrays[id].plValues)[index] ^ -negateResult) + negateResult;
default: EDUKE32_UNREACHABLE_SECTION(return -1);
}
}
if (id&(MAXGAMEVARS<<3)) // struct shortcut vars
{
int32_t index=Gv_GetVarX(*insptr++);
switch ((id&(MAXGAMEVARS-1)) - g_iSpriteVarID)
{
case 0: //if (id == g_iSpriteVarID)
{
int32_t parm2 = 0, label = *insptr++;
/*OSD_Printf("%d %d %d\n",__LINE__,index,label);*/
if (EDUKE32_PREDICT_FALSE(ActorLabels[label].flags & LABEL_HASPARM2))
parm2 = Gv_GetVarX(*insptr++);
if (EDUKE32_PREDICT_FALSE((unsigned) index >= MAXSPRITES))
{
id = index;
CON_ERRPRINTF("%s %d\n", gvxerrs[GVX_BADSPRITE], id);
return -1;
}
return ((VM_AccessSpriteX(index, label, parm2) ^ -negateResult) + negateResult);
}
case 3: //else if (id == g_iPlayerVarID)
{
int32_t parm2 = 0, label = *insptr++;
if (EDUKE32_PREDICT_FALSE(PlayerLabels[label].flags & LABEL_HASPARM2))
parm2 = Gv_GetVarX(*insptr++);
if (index == vm.g_i) index = vm.g_p;
if (EDUKE32_PREDICT_FALSE((unsigned) index >= MAXPLAYERS))
{
id = index;
CON_ERRPRINTF("%s %d\n", gvxerrs[GVX_BADPLAYER], id);
return -1;
}
return ((VM_AccessPlayerX(index, label, parm2) ^ -negateResult) + negateResult);
}
case 4: //else if (id == g_iActorVarID)
return ((Gv_GetVar(*insptr++, index, vm.g_p) ^ -negateResult) + negateResult);
case 1: //else if (id == g_iSectorVarID)
if (index == vm.g_i) index = sprite[vm.g_i].sectnum;
if (EDUKE32_PREDICT_FALSE((unsigned) index >= MAXSECTORS))
{
id = index;
insptr++;
CON_ERRPRINTF("%s %d\n", gvxerrs[GVX_BADSECTOR], id);
return -1;
}
return ((VM_AccessSectorX(index, *insptr++) ^ -negateResult) + negateResult);
case 2: //else if (id == g_iWallVarID)
if (EDUKE32_PREDICT_FALSE((unsigned) index >= MAXWALLS))
{
id = index;
insptr++;
CON_ERRPRINTF("%s %d\n", gvxerrs[GVX_BADWALL], id);
return -1;
}
return ((VM_AccessWallX(index, *insptr++) ^ -negateResult) + negateResult);
default:
EDUKE32_UNREACHABLE_SECTION(return -1);
}
}
EDUKE32_UNREACHABLE_SECTION(return -1);
}
void __fastcall Gv_SetVarX(int32_t id, int32_t lValue)
{
int f = aGameVars[id].dwFlags & (GAMEVAR_USER_MASK|GAMEVAR_PTR_MASK);
if (!f) aGameVars[id].val.lValue = lValue;
else if (f == GAMEVAR_PERPLAYER)
{
if (EDUKE32_PREDICT_FALSE((unsigned)vm.g_p >= MAXPLAYERS)) goto badindex;
aGameVars[id].val.plValues[vm.g_p] = lValue;
}
else if (f == GAMEVAR_PERACTOR)
{
if (EDUKE32_PREDICT_FALSE((unsigned)vm.g_i >= MAXSPRITES)) goto badindex;
aGameVars[id].val.plValues[vm.g_i] = lValue;
}
else
{
switch (f)
{
case GAMEVAR_INTPTR: *((int32_t *)aGameVars[id].val.lValue) = (int32_t)lValue; break;
case GAMEVAR_SHORTPTR: *((int16_t *)aGameVars[id].val.lValue) = (int16_t)lValue; break;
case GAMEVAR_CHARPTR: *((uint8_t *)aGameVars[id].val.lValue) = (uint8_t)lValue; break;
}
}
return;
badindex:
CON_ERRPRINTF("Gv_SetVar(): invalid index (%d) for gamevar %s\n",
aGameVars[id].dwFlags & GAMEVAR_PERACTOR ? vm.g_i : vm.g_p,
aGameVars[id].szLabel);
}
int32_t Gv_GetVarByLabel(const char *szGameLabel, int32_t lDefault, int32_t iActor, int32_t iPlayer)
{
int32_t i = hash_find(&h_gamevars,szGameLabel);
return EDUKE32_PREDICT_FALSE(i < 0) ? lDefault : Gv_GetVar(i, iActor, iPlayer);
}
static intptr_t *Gv_GetVarDataPtr(const char *szGameLabel)
{
int32_t i = hash_find(&h_gamevars,szGameLabel);
if (EDUKE32_PREDICT_FALSE(i < 0))
return NULL;
if (aGameVars[i].dwFlags & (GAMEVAR_PERACTOR | GAMEVAR_PERPLAYER))
{
if (EDUKE32_PREDICT_FALSE(!aGameVars[i].val.plValues))
CON_ERRPRINTF("Gv_GetVarDataPtr(): INTERNAL ERROR: NULL array !!!\n");
return aGameVars[i].val.plValues;
}
return &(aGameVars[i].val.lValue);
}
#endif // !defined LUNATIC
void Gv_ResetSystemDefaults(void)
{
// call many times...
#if !defined LUNATIC
int32_t i;
int32_t j;
char aszBuf[64];
//AddLog("ResetWeaponDefaults");
for (j=MAXPLAYERS-1; j>=0; j--)
{
for (i=MAX_WEAPONS-1; i>=0; i--)
{
Bsprintf(aszBuf,"WEAPON%d_CLIP",i);
aplWeaponClip[i][j]=Gv_GetVarByLabel(aszBuf,0, -1, j);
Bsprintf(aszBuf,"WEAPON%d_RELOAD",i);
aplWeaponReload[i][j]=Gv_GetVarByLabel(aszBuf,0, -1, j);
Bsprintf(aszBuf,"WEAPON%d_FIREDELAY",i);
aplWeaponFireDelay[i][j]=Gv_GetVarByLabel(aszBuf,0, -1, j);
Bsprintf(aszBuf,"WEAPON%d_TOTALTIME",i);
aplWeaponTotalTime[i][j]=Gv_GetVarByLabel(aszBuf,0, -1, j);
Bsprintf(aszBuf,"WEAPON%d_HOLDDELAY",i);
aplWeaponHoldDelay[i][j]=Gv_GetVarByLabel(aszBuf,0, -1, j);
Bsprintf(aszBuf,"WEAPON%d_FLAGS",i);
aplWeaponFlags[i][j]=Gv_GetVarByLabel(aszBuf,0, -1, j);
Bsprintf(aszBuf,"WEAPON%d_SHOOTS",i);
aplWeaponShoots[i][j]=Gv_GetVarByLabel(aszBuf,0, -1, j);
if ((unsigned)aplWeaponShoots[i][j] >= MAXTILES)
aplWeaponShoots[i][j] = 0;
Bsprintf(aszBuf,"WEAPON%d_SPAWNTIME",i);
aplWeaponSpawnTime[i][j]=Gv_GetVarByLabel(aszBuf,0, -1, j);
Bsprintf(aszBuf,"WEAPON%d_SPAWN",i);
aplWeaponSpawn[i][j]=Gv_GetVarByLabel(aszBuf,0, -1, j);
Bsprintf(aszBuf,"WEAPON%d_SHOTSPERBURST",i);
aplWeaponShotsPerBurst[i][j]=Gv_GetVarByLabel(aszBuf,0, -1, j);
Bsprintf(aszBuf,"WEAPON%d_WORKSLIKE",i);
aplWeaponWorksLike[i][j]=Gv_GetVarByLabel(aszBuf,0, -1, j);
Bsprintf(aszBuf,"WEAPON%d_INITIALSOUND",i);
aplWeaponInitialSound[i][j]=Gv_GetVarByLabel(aszBuf,0, -1, j);
Bsprintf(aszBuf,"WEAPON%d_FIRESOUND",i);
aplWeaponFireSound[i][j]=Gv_GetVarByLabel(aszBuf,0, -1, j);
Bsprintf(aszBuf,"WEAPON%d_SOUND2TIME",i);
aplWeaponSound2Time[i][j]=Gv_GetVarByLabel(aszBuf,0, -1, j);
Bsprintf(aszBuf,"WEAPON%d_SOUND2SOUND",i);
aplWeaponSound2Sound[i][j]=Gv_GetVarByLabel(aszBuf,0, -1, j);
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND1",i);
aplWeaponReloadSound1[i][j]=Gv_GetVarByLabel(aszBuf,0, -1, j);
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND2",i);
aplWeaponReloadSound2[i][j]=Gv_GetVarByLabel(aszBuf,0, -1, j);
Bsprintf(aszBuf,"WEAPON%d_SELECTSOUND",i);
aplWeaponSelectSound[i][j]=Gv_GetVarByLabel(aszBuf,0, -1, j);
Bsprintf(aszBuf,"WEAPON%d_FLASHCOLOR",i);
aplWeaponFlashColor[i][j]=Gv_GetVarByLabel(aszBuf,0, -1, j);
}
}
g_iReturnVarID=Gv_GetVarIndex("RETURN");
g_iWeaponVarID=Gv_GetVarIndex("WEAPON");
g_iWorksLikeVarID=Gv_GetVarIndex("WORKSLIKE");
g_iZRangeVarID=Gv_GetVarIndex("ZRANGE");
g_iAngRangeVarID=Gv_GetVarIndex("ANGRANGE");
g_iAimAngleVarID=Gv_GetVarIndex("AUTOAIMANGLE");
g_iLoTagID=Gv_GetVarIndex("LOTAG");
g_iHiTagID=Gv_GetVarIndex("HITAG");
g_iTextureID=Gv_GetVarIndex("TEXTURE");
g_iThisActorID=Gv_GetVarIndex("THISACTOR");
g_iSpriteVarID=Gv_GetVarIndex("sprite");
g_iSectorVarID=Gv_GetVarIndex("sector");
g_iWallVarID=Gv_GetVarIndex("wall");
g_iPlayerVarID=Gv_GetVarIndex("player");
g_iActorVarID=Gv_GetVarIndex("actorvar");
#endif
for (i = 0; i <= MAXTILES - 1; i++)
Bmemcpy(&ProjectileData[i], &g_tile[i].defproj, sizeof(projectile_t));
#ifndef LUNATIC
// hackhackhackhackhack
if (i = hash_find(&h_arrays, "tilesizx"), i >= 0)
{
for (int j = 0; j < MAXTILES; j++)
aGameArrays[i].plValues[j] = tilesiz[j].x;
}
if (i = hash_find(&h_arrays, "tilesizy"), i >= 0)
{
for (int j = 0; j < MAXTILES; j++)
aGameArrays[i].plValues[j] = tilesiz[j].y;
}
#endif
//AddLog("EOF:ResetWeaponDefaults");
}
// Will set members that were overridden at CON translation time to 1.
// For example, if
// gamevar WEAPON1_SHOOTS 2200 GAMEVAR_PERPLAYER
// was specified at file scope, g_weaponOverridden[1].Shoots will be 1.
weapondata_t g_weaponOverridden[MAX_WEAPONS];
static weapondata_t weapondefaults[MAX_WEAPONS] = {
/*
WorksLike, Clip, Reload, FireDelay, TotalTime, HoldDelay,
Flags,
Shoots, SpawnTime, Spawn, ShotsPerBurst, InitialSound, FireSound, Sound2Time, Sound2Sound,
ReloadSound1, ReloadSound2, SelectSound, FlashColor
*/
{
KNEE_WEAPON, 0, 0, 7, 14, 0,
WEAPON_NOVISIBLE | WEAPON_RANDOMRESTART | WEAPON_AUTOMATIC,
KNEE__STATIC, 0, 0, 0, 0, 0, 0,
0, EJECT_CLIP__STATIC, INSERT_CLIP__STATIC, 0, 0
},
{
PISTOL_WEAPON, /*NAM?20:*/12, /*NAM?50:*/27, 2, 5, 0,
/*(NAM?WEAPON_HOLSTER_CLEARS_CLIP:0) |*/ WEAPON_RELOAD_TIMING,
SHOTSPARK1__STATIC, 2, SHELL__STATIC, 0, 0, PISTOL_FIRE__STATIC, 0, 0,
EJECT_CLIP__STATIC, INSERT_CLIP__STATIC, INSERT_CLIP__STATIC, 255+(95<<8)
},
{
SHOTGUN_WEAPON, 0, 13, 4, 30, 0,
WEAPON_CHECKATRELOAD,
SHOTGUN__STATIC, 24, SHOTGUNSHELL__STATIC, 7, 0, SHOTGUN_FIRE__STATIC, 15, SHOTGUN_COCK__STATIC,
EJECT_CLIP__STATIC, INSERT_CLIP__STATIC, SHOTGUN_COCK__STATIC, 255+(95<<8)
},
{
CHAINGUN_WEAPON, 0, 0, 3, 12, 3,
WEAPON_AUTOMATIC | WEAPON_FIREEVERYTHIRD | WEAPON_AMMOPERSHOT | WEAPON_SPAWNTYPE3 | WEAPON_RESET,
CHAINGUN__STATIC, 1, SHELL__STATIC, 0, 0, CHAINGUN_FIRE__STATIC, 0, 0,
EJECT_CLIP__STATIC, INSERT_CLIP__STATIC, SELECT_WEAPON__STATIC, 255+(95<<8)
},
{
RPG_WEAPON, 0, 0, 4, 20, 0,
0,
RPG__STATIC, 0, 0, 0, 0, 0, 0, 0,
EJECT_CLIP__STATIC, INSERT_CLIP__STATIC, SELECT_WEAPON__STATIC, 255+(95<<8)
},
{
HANDBOMB_WEAPON, 0, 30, 6, 19, 12,
WEAPON_THROWIT,
HEAVYHBOMB__STATIC, 0, 0, 0, 0, 0, 0,
0, EJECT_CLIP__STATIC, INSERT_CLIP__STATIC, 0, 0
},
{
SHRINKER_WEAPON, 0, 0, 10, /*NAM?30:*/12, 0,
WEAPON_GLOWS,
SHRINKER__STATIC, 0, 0, 0, SHRINKER_FIRE__STATIC, 0, 0, 0,
EJECT_CLIP__STATIC, INSERT_CLIP__STATIC, SELECT_WEAPON__STATIC, 128+(255<<8)+(128<<16)
},
{
DEVISTATOR_WEAPON, 0, 0, 3, 6, 5,
WEAPON_FIREEVERYOTHER | WEAPON_AMMOPERSHOT,
RPG__STATIC, 0, 0, 2, CAT_FIRE__STATIC, 0, 0, 0,
EJECT_CLIP__STATIC, INSERT_CLIP__STATIC, SELECT_WEAPON__STATIC, 255+(95<<8)
},
{
TRIPBOMB_WEAPON, 0, 16, 3, 16, 7,
WEAPON_NOVISIBLE | WEAPON_STANDSTILL | WEAPON_CHECKATRELOAD,
HANDHOLDINGLASER__STATIC, 0, 0, 0, 0, 0, 0,
0, EJECT_CLIP__STATIC, INSERT_CLIP__STATIC, 0, 0
},
{
FREEZE_WEAPON, 0, 0, 3, 5, 0,
WEAPON_RESET,
FREEZEBLAST__STATIC, 0, 0, 0, CAT_FIRE__STATIC, CAT_FIRE__STATIC, 0, 0,
EJECT_CLIP__STATIC, INSERT_CLIP__STATIC, SELECT_WEAPON__STATIC, 128+(128<<8)+(255<<16)
},
{
HANDREMOTE_WEAPON, 0, 10, 2, 10, 0,
WEAPON_BOMB_TRIGGER | WEAPON_NOVISIBLE,
0, 0, 0, 0, 0, 0, 0,
0, EJECT_CLIP__STATIC, INSERT_CLIP__STATIC, 0, 0
},
{
GROW_WEAPON, 0, 0, 3, /*NAM?30:*/5, 0,
WEAPON_GLOWS,
GROWSPARK__STATIC, /*NAM?2:*/0, /*NAM?SHELL:*/0, 0, 0, /*NAM?0:*/EXPANDERSHOOT__STATIC, 0, 0,
EJECT_CLIP__STATIC, INSERT_CLIP__STATIC, SELECT_WEAPON__STATIC, 255+(95<<8)
},
};
// KEEPINSYNC with what is contained above
// XXX: ugly
static int32_t G_StaticToDynamicTile(int32_t tile)
{
switch (tile)
{
case CHAINGUN__STATIC: return CHAINGUN;
case FREEZEBLAST__STATIC: return FREEZEBLAST;
case GROWSPARK__STATIC: return GROWSPARK;
case HANDHOLDINGLASER__STATIC: return HANDHOLDINGLASER;
case HEAVYHBOMB__STATIC: return HEAVYHBOMB;
case KNEE__STATIC: return KNEE;
case RPG__STATIC: return RPG;
case SHELL__STATIC: return SHELL;
case SHOTGUNSHELL__STATIC: return SHOTGUNSHELL;
case SHOTGUN__STATIC: return SHOTGUN;
case SHOTSPARK1__STATIC: return SHOTSPARK1;
case SHRINKER__STATIC: return SHRINKER;
default: return tile;
}
}
static int32_t G_StaticToDynamicSound(int32_t sound)
{
switch (sound)
{
case CAT_FIRE__STATIC: return CAT_FIRE;
case CHAINGUN_FIRE__STATIC: return CHAINGUN_FIRE;
case EJECT_CLIP__STATIC: return EJECT_CLIP;
case EXPANDERSHOOT__STATIC: return EXPANDERSHOOT;
case INSERT_CLIP__STATIC: return INSERT_CLIP;
case PISTOL_FIRE__STATIC: return PISTOL_FIRE;
case SELECT_WEAPON__STATIC: return SELECT_WEAPON;
case SHOTGUN_FIRE__STATIC: return SHOTGUN_FIRE;
case SHOTGUN_COCK__STATIC: return SHOTGUN_COCK;
case SHRINKER_FIRE__STATIC: return SHRINKER_FIRE;
default: return sound;
}
}
// Initialize WEAPONx_* gamevars. Since for Lunatic, they reside on the C side,
// they're set directly. In C-CON, a new CON variable is defined together with
// its initial value.
#ifdef LUNATIC
# define ADDWEAPONVAR(Weapidx, Membname) do { \
int32_t j; \
for (j=0; j<MAXPLAYERS; j++) \
g_playerWeapon[j][Weapidx].Membname = weapondefaults[Weapidx].Membname; \
} while (0)
#else
# define ADDWEAPONVAR(Weapidx, Membname) do { \
Bsprintf(aszBuf, "WEAPON%d_" #Membname, Weapidx); \
Bstrupr(aszBuf); \
Gv_NewVar(aszBuf, weapondefaults[Weapidx].Membname, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); \
} while (0)
#endif
// After CON translation, get not-overridden members from weapondefaults[] back
// into the live arrays! (That is, g_playerWeapon[][] for Lunatic, WEAPONx_*
// gamevars on the CON side in C-CON.)
#ifdef LUNATIC
# define POSTADDWEAPONVAR(Weapidx, Membname) ADDWEAPONVAR(Weapidx, Membname)
#else
// NYI
# define POSTADDWEAPONVAR(Weapidx, Membname) do {} while (0)
#endif
// Finish a default weapon member after CON translation. If it was not
// overridden from CON itself (see example at g_weaponOverridden[]), we set
// both the weapondefaults[] entry (probably dead by now) and the live value.
#define FINISH_WEAPON_DEFAULT_X(What, i, Membname) do { \
if (!g_weaponOverridden[i].Membname) \
{ \
weapondefaults[i].Membname = G_StaticToDynamic##What(weapondefaults[i].Membname); \
POSTADDWEAPONVAR(i, Membname); \
} \
} while (0)
#define FINISH_WEAPON_DEFAULT_TILE(i, Membname) FINISH_WEAPON_DEFAULT_X(Tile, i, Membname)
#define FINISH_WEAPON_DEFAULT_SOUND(i, Membname) FINISH_WEAPON_DEFAULT_X(Sound, i, Membname)
// Process the dynamic {tile,sound} mappings after CON has been translated.
// We cannot do this before, because the dynamic maps are not yet set up then.
void Gv_FinalizeWeaponDefaults(void)
{
int32_t i;
for (i=0; i<MAX_WEAPONS; i++)
{
FINISH_WEAPON_DEFAULT_TILE(i, Shoots);
FINISH_WEAPON_DEFAULT_TILE(i, Spawn);
FINISH_WEAPON_DEFAULT_SOUND(i, InitialSound);
FINISH_WEAPON_DEFAULT_SOUND(i, FireSound);
FINISH_WEAPON_DEFAULT_SOUND(i, ReloadSound1);
FINISH_WEAPON_DEFAULT_SOUND(i, Sound2Sound);
FINISH_WEAPON_DEFAULT_SOUND(i, ReloadSound2);
FINISH_WEAPON_DEFAULT_SOUND(i, SelectSound);
}
}
#undef FINISH_WEAPON_DEFAULT_SOUND
#undef FINISH_WEAPON_DEFAULT_TILE
#undef FINISH_WEAPON_DEFAULT_X
#undef POSTADDWEAPONVAR
#if !defined LUNATIC
static int32_t lastvisinc;
#endif
static void Gv_AddSystemVars(void)
{
// only call ONCE
#if !defined LUNATIC
char aszBuf[64];
#endif
int32_t i;
if (NAM)
{
weapondefaults[PISTOL_WEAPON].Clip = 20;
weapondefaults[PISTOL_WEAPON].Reload = 50;
weapondefaults[PISTOL_WEAPON].Flags |= WEAPON_HOLSTER_CLEARS_CLIP;
weapondefaults[SHRINKER_WEAPON].TotalTime = 30;
weapondefaults[GROW_WEAPON].TotalTime = 30;
weapondefaults[GROW_WEAPON].SpawnTime = 2;
weapondefaults[GROW_WEAPON].Spawn = SHELL;
weapondefaults[GROW_WEAPON].FireSound = 0;
}
for (i=0; i<MAX_WEAPONS; i++)
{
ADDWEAPONVAR(i, WorksLike);
ADDWEAPONVAR(i, Clip);
ADDWEAPONVAR(i, Reload);
ADDWEAPONVAR(i, FireDelay);
ADDWEAPONVAR(i, TotalTime);
ADDWEAPONVAR(i, HoldDelay);
ADDWEAPONVAR(i, Flags);
ADDWEAPONVAR(i, Shoots);
ADDWEAPONVAR(i, SpawnTime);
ADDWEAPONVAR(i, Spawn);
ADDWEAPONVAR(i, ShotsPerBurst);
ADDWEAPONVAR(i, InitialSound);
ADDWEAPONVAR(i, FireSound);
ADDWEAPONVAR(i, Sound2Time);
ADDWEAPONVAR(i, Sound2Sound);
ADDWEAPONVAR(i, ReloadSound1);
ADDWEAPONVAR(i, ReloadSound2);
ADDWEAPONVAR(i, SelectSound);
ADDWEAPONVAR(i, FlashColor);
}
#ifdef LUNATIC
for (i=0; i<MAXPLAYERS; i++)
{
DukePlayer_t *ps = g_player[i].ps;
ps->pipebombControl = NAM ? PIPEBOMB_TIMER : PIPEBOMB_REMOTE;
ps->pipebombLifetime = NAM_GRENADE_LIFETIME;
ps->pipebombLifetimeVar = NAM_GRENADE_LIFETIME_VAR;
ps->tripbombControl = TRIPBOMB_TRIPWIRE;
ps->tripbombLifetime = NAM_GRENADE_LIFETIME;
ps->tripbombLifetimeVar = NAM_GRENADE_LIFETIME_VAR;
}
#else
Gv_NewVar("GRENADE_LIFETIME", NAM_GRENADE_LIFETIME, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
Gv_NewVar("GRENADE_LIFETIME_VAR", NAM_GRENADE_LIFETIME_VAR, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
Gv_NewVar("STICKYBOMB_LIFETIME", NAM_GRENADE_LIFETIME, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
Gv_NewVar("STICKYBOMB_LIFETIME_VAR", NAM_GRENADE_LIFETIME_VAR, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
Gv_NewVar("TRIPBOMB_CONTROL", TRIPBOMB_TRIPWIRE, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
Gv_NewVar("PIPEBOMB_CONTROL", NAM?PIPEBOMB_TIMER:PIPEBOMB_REMOTE, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
Gv_NewVar("RESPAWN_MONSTERS", (intptr_t)&ud.respawn_monsters,GAMEVAR_SYSTEM | GAMEVAR_INTPTR);
Gv_NewVar("RESPAWN_ITEMS",(intptr_t)&ud.respawn_items, GAMEVAR_SYSTEM | GAMEVAR_INTPTR);
Gv_NewVar("RESPAWN_INVENTORY",(intptr_t)&ud.respawn_inventory, GAMEVAR_SYSTEM | GAMEVAR_INTPTR);
Gv_NewVar("MONSTERS_OFF",(intptr_t)&ud.monsters_off, GAMEVAR_SYSTEM | GAMEVAR_INTPTR);
Gv_NewVar("MARKER",(intptr_t)&ud.marker, GAMEVAR_SYSTEM | GAMEVAR_INTPTR);
Gv_NewVar("FFIRE",(intptr_t)&ud.ffire, GAMEVAR_SYSTEM | GAMEVAR_INTPTR);
Gv_NewVar("LEVEL",(intptr_t)&ud.level_number, GAMEVAR_SYSTEM | GAMEVAR_INTPTR | GAMEVAR_READONLY);
Gv_NewVar("VOLUME",(intptr_t)&ud.volume_number, GAMEVAR_SYSTEM | GAMEVAR_INTPTR | GAMEVAR_READONLY);
Gv_NewVar("COOP",(intptr_t)&ud.coop, GAMEVAR_SYSTEM | GAMEVAR_INTPTR);
Gv_NewVar("MULTIMODE",(intptr_t)&ud.multimode, GAMEVAR_SYSTEM | GAMEVAR_INTPTR);
Gv_NewVar("WEAPON", 0, GAMEVAR_PERPLAYER | GAMEVAR_READONLY | GAMEVAR_SYSTEM);
Gv_NewVar("WORKSLIKE", 0, GAMEVAR_PERPLAYER | GAMEVAR_READONLY | GAMEVAR_SYSTEM);
Gv_NewVar("RETURN", 0, GAMEVAR_SYSTEM);
Gv_NewVar("ZRANGE", 4, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
Gv_NewVar("ANGRANGE", 18, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
Gv_NewVar("AUTOAIMANGLE", 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
Gv_NewVar("LOTAG", 0, GAMEVAR_SYSTEM);
Gv_NewVar("HITAG", 0, GAMEVAR_SYSTEM);
Gv_NewVar("TEXTURE", 0, GAMEVAR_SYSTEM);
Gv_NewVar("THISACTOR", 0, GAMEVAR_READONLY | GAMEVAR_SYSTEM);
// special vars for struct access
Gv_NewVar("sprite", -1, GAMEVAR_READONLY | GAMEVAR_SYSTEM | GAMEVAR_SPECIAL);
Gv_NewVar("sector", -1, GAMEVAR_READONLY | GAMEVAR_SYSTEM | GAMEVAR_SPECIAL);
Gv_NewVar("wall", -1, GAMEVAR_READONLY | GAMEVAR_SYSTEM | GAMEVAR_SPECIAL);
Gv_NewVar("player", -1, GAMEVAR_READONLY | GAMEVAR_SYSTEM | GAMEVAR_SPECIAL);
Gv_NewVar("actorvar", -1, GAMEVAR_READONLY | GAMEVAR_SYSTEM | GAMEVAR_SPECIAL);
Gv_NewVar("myconnectindex", (intptr_t)&myconnectindex, GAMEVAR_READONLY | GAMEVAR_INTPTR | GAMEVAR_SYSTEM);
Gv_NewVar("screenpeek", (intptr_t)&screenpeek, GAMEVAR_READONLY | GAMEVAR_INTPTR | GAMEVAR_SYSTEM);
Gv_NewVar("currentweapon",(intptr_t)&hudweap.cur, GAMEVAR_INTPTR | GAMEVAR_SYSTEM);
Gv_NewVar("gs",(intptr_t)&hudweap.shade, GAMEVAR_INTPTR | GAMEVAR_SYSTEM);
Gv_NewVar("looking_arc",(intptr_t)&hudweap.lookhoriz, GAMEVAR_INTPTR | GAMEVAR_SYSTEM);
Gv_NewVar("gun_pos",(intptr_t)&hudweap.gunposy, GAMEVAR_INTPTR | GAMEVAR_SYSTEM);
Gv_NewVar("weapon_xoffset",(intptr_t)&hudweap.gunposx, GAMEVAR_INTPTR | GAMEVAR_SYSTEM);
Gv_NewVar("weaponcount",(intptr_t)&hudweap.count, GAMEVAR_INTPTR | GAMEVAR_SYSTEM);
Gv_NewVar("looking_angSR1",(intptr_t)&hudweap.lookhalfang, GAMEVAR_INTPTR | GAMEVAR_SYSTEM);
Gv_NewVar("xdim",(intptr_t)&xdim, GAMEVAR_INTPTR | GAMEVAR_SYSTEM | GAMEVAR_READONLY);
Gv_NewVar("ydim",(intptr_t)&ydim, GAMEVAR_INTPTR | GAMEVAR_SYSTEM | GAMEVAR_READONLY);
Gv_NewVar("windowx1",(intptr_t)&windowx1, GAMEVAR_INTPTR | GAMEVAR_SYSTEM | GAMEVAR_READONLY);
Gv_NewVar("windowx2",(intptr_t)&windowx2, GAMEVAR_INTPTR | GAMEVAR_SYSTEM | GAMEVAR_READONLY);
Gv_NewVar("windowy1",(intptr_t)&windowy1, GAMEVAR_INTPTR | GAMEVAR_SYSTEM | GAMEVAR_READONLY);
Gv_NewVar("windowy2",(intptr_t)&windowy2, GAMEVAR_INTPTR | GAMEVAR_SYSTEM | GAMEVAR_READONLY);
Gv_NewVar("totalclock",(intptr_t)&totalclock, GAMEVAR_INTPTR | GAMEVAR_SYSTEM | GAMEVAR_READONLY);
Gv_NewVar("lastvisinc",(intptr_t)&lastvisinc, GAMEVAR_SYSTEM | GAMEVAR_INTPTR);
Gv_NewVar("numsectors",(intptr_t)&numsectors, GAMEVAR_SYSTEM | GAMEVAR_SHORTPTR | GAMEVAR_READONLY);
Gv_NewVar("current_menu",(intptr_t)&g_currentMenu, GAMEVAR_SYSTEM | GAMEVAR_INTPTR | GAMEVAR_READONLY);
Gv_NewVar("numplayers",(intptr_t)&numplayers, GAMEVAR_SYSTEM | GAMEVAR_INTPTR | GAMEVAR_READONLY);
Gv_NewVar("viewingrange",(intptr_t)&viewingrange, GAMEVAR_SYSTEM | GAMEVAR_INTPTR | GAMEVAR_READONLY);
Gv_NewVar("yxaspect",(intptr_t)&yxaspect, GAMEVAR_SYSTEM | GAMEVAR_INTPTR | GAMEVAR_READONLY);
Gv_NewVar("gravitationalconstant",(intptr_t)&g_spriteGravity, GAMEVAR_SYSTEM | GAMEVAR_INTPTR);
Gv_NewVar("gametype_flags",(intptr_t)&GametypeFlags[ud.coop], GAMEVAR_SYSTEM | GAMEVAR_INTPTR);
Gv_NewVar("framerate",(intptr_t)&g_currentFrameRate, GAMEVAR_SYSTEM | GAMEVAR_INTPTR | GAMEVAR_READONLY);
Gv_NewVar("CLIPMASK0", CLIPMASK0, GAMEVAR_SYSTEM|GAMEVAR_READONLY);
Gv_NewVar("CLIPMASK1", CLIPMASK1, GAMEVAR_SYSTEM|GAMEVAR_READONLY);
Gv_NewVar("camerax",(intptr_t)&ud.camerapos.x, GAMEVAR_SYSTEM | GAMEVAR_INTPTR);
Gv_NewVar("cameray",(intptr_t)&ud.camerapos.y, GAMEVAR_SYSTEM | GAMEVAR_INTPTR);
Gv_NewVar("cameraz",(intptr_t)&ud.camerapos.z, GAMEVAR_SYSTEM | GAMEVAR_INTPTR);
Gv_NewVar("cameraang",(intptr_t)&ud.cameraang, GAMEVAR_SYSTEM | GAMEVAR_SHORTPTR);
Gv_NewVar("camerahoriz",(intptr_t)&ud.camerahoriz, GAMEVAR_SYSTEM | GAMEVAR_SHORTPTR);
Gv_NewVar("camerasect",(intptr_t)&ud.camerasect, GAMEVAR_SYSTEM | GAMEVAR_SHORTPTR);
Gv_NewVar("cameradist",(intptr_t)&g_cameraDistance, GAMEVAR_SYSTEM | GAMEVAR_INTPTR);
Gv_NewVar("cameraclock",(intptr_t)&g_cameraClock, GAMEVAR_SYSTEM | GAMEVAR_INTPTR);
Gv_NewVar("myx",(intptr_t)&my.x, GAMEVAR_SYSTEM | GAMEVAR_INTPTR);
Gv_NewVar("myy",(intptr_t)&my.y, GAMEVAR_SYSTEM | GAMEVAR_INTPTR);
Gv_NewVar("myz",(intptr_t)&my.z, GAMEVAR_SYSTEM | GAMEVAR_INTPTR);
Gv_NewVar("omyx",(intptr_t)&omy.x, GAMEVAR_SYSTEM | GAMEVAR_INTPTR);
Gv_NewVar("omyy",(intptr_t)&omy.y, GAMEVAR_SYSTEM | GAMEVAR_INTPTR);
Gv_NewVar("omyz",(intptr_t)&omy.z, GAMEVAR_SYSTEM | GAMEVAR_INTPTR);
Gv_NewVar("myvelx",(intptr_t)&myvel.x, GAMEVAR_SYSTEM | GAMEVAR_INTPTR);
Gv_NewVar("myvely",(intptr_t)&myvel.y, GAMEVAR_SYSTEM | GAMEVAR_INTPTR);
Gv_NewVar("myvelz",(intptr_t)&myvel.z, GAMEVAR_SYSTEM | GAMEVAR_INTPTR);
Gv_NewVar("myhoriz",(intptr_t)&myhoriz, GAMEVAR_SYSTEM | GAMEVAR_SHORTPTR);
Gv_NewVar("myhorizoff",(intptr_t)&myhorizoff, GAMEVAR_SYSTEM | GAMEVAR_SHORTPTR);
Gv_NewVar("omyhoriz",(intptr_t)&omyhoriz, GAMEVAR_SYSTEM | GAMEVAR_SHORTPTR);
Gv_NewVar("omyhorizoff",(intptr_t)&omyhorizoff, GAMEVAR_SYSTEM | GAMEVAR_SHORTPTR);
Gv_NewVar("myang",(intptr_t)&myang, GAMEVAR_SYSTEM | GAMEVAR_SHORTPTR);
Gv_NewVar("omyang",(intptr_t)&omyang, GAMEVAR_SYSTEM | GAMEVAR_SHORTPTR);
Gv_NewVar("mycursectnum",(intptr_t)&mycursectnum, GAMEVAR_SYSTEM | GAMEVAR_SHORTPTR);
Gv_NewVar("myjumpingcounter",(intptr_t)&myjumpingcounter, GAMEVAR_SYSTEM | GAMEVAR_SHORTPTR);
Gv_NewVar("myjumpingtoggle",(intptr_t)&myjumpingtoggle, GAMEVAR_SYSTEM | GAMEVAR_CHARPTR);
Gv_NewVar("myonground",(intptr_t)&myonground, GAMEVAR_SYSTEM | GAMEVAR_CHARPTR);
Gv_NewVar("myhardlanding",(intptr_t)&myhardlanding, GAMEVAR_SYSTEM | GAMEVAR_CHARPTR);
Gv_NewVar("myreturntocenter",(intptr_t)&myreturntocenter, GAMEVAR_SYSTEM | GAMEVAR_CHARPTR);
Gv_NewVar("display_mirror",(intptr_t)&display_mirror, GAMEVAR_SYSTEM | GAMEVAR_CHARPTR);
Gv_NewVar("randomseed",(intptr_t)&randomseed, GAMEVAR_SYSTEM | GAMEVAR_INTPTR);
Gv_NewVar("NUMWALLS",(intptr_t)&numwalls, GAMEVAR_SYSTEM | GAMEVAR_SHORTPTR | GAMEVAR_READONLY);
Gv_NewVar("NUMSECTORS",(intptr_t)&numsectors, GAMEVAR_SYSTEM | GAMEVAR_SHORTPTR | GAMEVAR_READONLY);
Gv_NewVar("Numsprites",(intptr_t)&Numsprites, GAMEVAR_SYSTEM | GAMEVAR_INTPTR | GAMEVAR_READONLY);
Gv_NewVar("lastsavepos",(intptr_t)&g_lastSaveSlot, GAMEVAR_SYSTEM | GAMEVAR_INTPTR);
# ifdef USE_OPENGL
Gv_NewVar("rendmode",(intptr_t)&rendmode, GAMEVAR_READONLY | GAMEVAR_INTPTR | GAMEVAR_SYSTEM);
# else
Gv_NewVar("rendmode", 0, GAMEVAR_READONLY | GAMEVAR_SYSTEM);
# endif
// SYSTEM_GAMEARRAY
Gv_NewArray("tilesizx", NULL, MAXTILES, GAMEARRAY_READONLY);
Gv_NewArray("tilesizy", NULL, MAXTILES, GAMEARRAY_READONLY);
#endif
}
#undef ADDWEAPONVAR
void Gv_Init(void)
{
// already initialized
if (aGameVars[0].dwFlags)
return;
#if !defined LUNATIC
Gv_Clear();
#endif
// Set up weapon defaults, g_playerWeapon[][].
Gv_AddSystemVars();
#if !defined LUNATIC
Gv_InitWeaponPointers();
#endif
Gv_ResetSystemDefaults();
}
#if !defined LUNATIC
void Gv_InitWeaponPointers(void)
{
int32_t i;
char aszBuf[64];
// called from game Init AND when level is loaded...
//AddLog("Gv_InitWeaponPointers");
for (i=(MAX_WEAPONS-1); i>=0; i--)
{
Bsprintf(aszBuf,"WEAPON%d_CLIP",i);
aplWeaponClip[i]=Gv_GetVarDataPtr(aszBuf);
if (!aplWeaponClip[i])
{
initprintf("ERROR: NULL weapon! WTF?!\n");
// Bexit(0);
G_Shutdown();
}
Bsprintf(aszBuf,"WEAPON%d_RELOAD",i);
aplWeaponReload[i]=Gv_GetVarDataPtr(aszBuf);
Bsprintf(aszBuf,"WEAPON%d_FIREDELAY",i);
aplWeaponFireDelay[i]=Gv_GetVarDataPtr(aszBuf);
Bsprintf(aszBuf,"WEAPON%d_TOTALTIME",i);
aplWeaponTotalTime[i]=Gv_GetVarDataPtr(aszBuf);
Bsprintf(aszBuf,"WEAPON%d_HOLDDELAY",i);
aplWeaponHoldDelay[i]=Gv_GetVarDataPtr(aszBuf);
Bsprintf(aszBuf,"WEAPON%d_FLAGS",i);
aplWeaponFlags[i]=Gv_GetVarDataPtr(aszBuf);
Bsprintf(aszBuf,"WEAPON%d_SHOOTS",i);
aplWeaponShoots[i]=Gv_GetVarDataPtr(aszBuf);
Bsprintf(aszBuf,"WEAPON%d_SPAWNTIME",i);
aplWeaponSpawnTime[i]=Gv_GetVarDataPtr(aszBuf);
Bsprintf(aszBuf,"WEAPON%d_SPAWN",i);
aplWeaponSpawn[i]=Gv_GetVarDataPtr(aszBuf);
Bsprintf(aszBuf,"WEAPON%d_SHOTSPERBURST",i);
aplWeaponShotsPerBurst[i]=Gv_GetVarDataPtr(aszBuf);
Bsprintf(aszBuf,"WEAPON%d_WORKSLIKE",i);
aplWeaponWorksLike[i]=Gv_GetVarDataPtr(aszBuf);
Bsprintf(aszBuf,"WEAPON%d_INITIALSOUND",i);
aplWeaponInitialSound[i]=Gv_GetVarDataPtr(aszBuf);
Bsprintf(aszBuf,"WEAPON%d_FIRESOUND",i);
aplWeaponFireSound[i]=Gv_GetVarDataPtr(aszBuf);
Bsprintf(aszBuf,"WEAPON%d_SOUND2TIME",i);
aplWeaponSound2Time[i]=Gv_GetVarDataPtr(aszBuf);
Bsprintf(aszBuf,"WEAPON%d_SOUND2SOUND",i);
aplWeaponSound2Sound[i]=Gv_GetVarDataPtr(aszBuf);
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND1",i);
aplWeaponReloadSound1[i]=Gv_GetVarDataPtr(aszBuf);
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND2",i);
aplWeaponReloadSound2[i]=Gv_GetVarDataPtr(aszBuf);
Bsprintf(aszBuf,"WEAPON%d_SELECTSOUND",i);
aplWeaponSelectSound[i]=Gv_GetVarDataPtr(aszBuf);
Bsprintf(aszBuf,"WEAPON%d_FLASHCOLOR",i);
aplWeaponFlashColor[i]=Gv_GetVarDataPtr(aszBuf);
}
}
void Gv_RefreshPointers(void)
{
aGameVars[Gv_GetVarIndex("RESPAWN_MONSTERS")].val.lValue = (intptr_t)&ud.respawn_monsters;
aGameVars[Gv_GetVarIndex("RESPAWN_ITEMS")].val.lValue = (intptr_t)&ud.respawn_items;
aGameVars[Gv_GetVarIndex("RESPAWN_INVENTORY")].val.lValue = (intptr_t)&ud.respawn_inventory;
aGameVars[Gv_GetVarIndex("MONSTERS_OFF")].val.lValue = (intptr_t)&ud.monsters_off;
aGameVars[Gv_GetVarIndex("MARKER")].val.lValue = (intptr_t)&ud.marker;
aGameVars[Gv_GetVarIndex("FFIRE")].val.lValue = (intptr_t)&ud.ffire;
aGameVars[Gv_GetVarIndex("LEVEL")].val.lValue = (intptr_t)&ud.level_number;
aGameVars[Gv_GetVarIndex("VOLUME")].val.lValue = (intptr_t)&ud.volume_number;
aGameVars[Gv_GetVarIndex("COOP")].val.lValue = (intptr_t)&ud.coop;
aGameVars[Gv_GetVarIndex("MULTIMODE")].val.lValue = (intptr_t)&ud.multimode;
aGameVars[Gv_GetVarIndex("myconnectindex")].val.lValue = (intptr_t)&myconnectindex;
aGameVars[Gv_GetVarIndex("screenpeek")].val.lValue = (intptr_t)&screenpeek;
aGameVars[Gv_GetVarIndex("currentweapon")].val.lValue = (intptr_t)&hudweap.cur;
aGameVars[Gv_GetVarIndex("gs")].val.lValue = (intptr_t)&hudweap.shade;
aGameVars[Gv_GetVarIndex("looking_arc")].val.lValue = (intptr_t)&hudweap.lookhoriz;
aGameVars[Gv_GetVarIndex("gun_pos")].val.lValue = (intptr_t)&hudweap.gunposy;
aGameVars[Gv_GetVarIndex("weapon_xoffset")].val.lValue = (intptr_t)&hudweap.gunposx;
aGameVars[Gv_GetVarIndex("weaponcount")].val.lValue = (intptr_t)&hudweap.count;
aGameVars[Gv_GetVarIndex("looking_angSR1")].val.lValue = (intptr_t)&hudweap.lookhalfang;
aGameVars[Gv_GetVarIndex("xdim")].val.lValue = (intptr_t)&xdim;
aGameVars[Gv_GetVarIndex("ydim")].val.lValue = (intptr_t)&ydim;
aGameVars[Gv_GetVarIndex("windowx1")].val.lValue = (intptr_t)&windowx1;
aGameVars[Gv_GetVarIndex("windowx2")].val.lValue = (intptr_t)&windowx2;
aGameVars[Gv_GetVarIndex("windowy1")].val.lValue = (intptr_t)&windowy1;
aGameVars[Gv_GetVarIndex("windowy2")].val.lValue = (intptr_t)&windowy2;
aGameVars[Gv_GetVarIndex("totalclock")].val.lValue = (intptr_t)&totalclock;
aGameVars[Gv_GetVarIndex("lastvisinc")].val.lValue = (intptr_t)&lastvisinc;
aGameVars[Gv_GetVarIndex("numsectors")].val.lValue = (intptr_t)&numsectors;
aGameVars[Gv_GetVarIndex("numplayers")].val.lValue = (intptr_t)&numplayers;
aGameVars[Gv_GetVarIndex("current_menu")].val.lValue = (intptr_t)&g_currentMenu;
aGameVars[Gv_GetVarIndex("viewingrange")].val.lValue = (intptr_t)&viewingrange;
aGameVars[Gv_GetVarIndex("yxaspect")].val.lValue = (intptr_t)&yxaspect;
aGameVars[Gv_GetVarIndex("gravitationalconstant")].val.lValue = (intptr_t)&g_spriteGravity;
aGameVars[Gv_GetVarIndex("gametype_flags")].val.lValue = (intptr_t)&GametypeFlags[ud.coop];
aGameVars[Gv_GetVarIndex("framerate")].val.lValue = (intptr_t)&g_currentFrameRate;
aGameVars[Gv_GetVarIndex("camerax")].val.lValue = (intptr_t)&ud.camerapos.x;
aGameVars[Gv_GetVarIndex("cameray")].val.lValue = (intptr_t)&ud.camerapos.y;
aGameVars[Gv_GetVarIndex("cameraz")].val.lValue = (intptr_t)&ud.camerapos.z;
aGameVars[Gv_GetVarIndex("cameraang")].val.lValue = (intptr_t)&ud.cameraang;
aGameVars[Gv_GetVarIndex("camerahoriz")].val.lValue = (intptr_t)&ud.camerahoriz;
aGameVars[Gv_GetVarIndex("camerasect")].val.lValue = (intptr_t)&ud.camerasect;
aGameVars[Gv_GetVarIndex("cameradist")].val.lValue = (intptr_t)&g_cameraDistance;
aGameVars[Gv_GetVarIndex("cameraclock")].val.lValue = (intptr_t)&g_cameraClock;
aGameVars[Gv_GetVarIndex("myx")].val.lValue = (intptr_t)&my.x;
aGameVars[Gv_GetVarIndex("myy")].val.lValue = (intptr_t)&my.y;
aGameVars[Gv_GetVarIndex("myz")].val.lValue = (intptr_t)&my.z;
aGameVars[Gv_GetVarIndex("omyx")].val.lValue = (intptr_t)&omy.x;
aGameVars[Gv_GetVarIndex("omyy")].val.lValue = (intptr_t)&omy.y;
aGameVars[Gv_GetVarIndex("omyz")].val.lValue = (intptr_t)&omy.z;
aGameVars[Gv_GetVarIndex("myvelx")].val.lValue = (intptr_t)&myvel.x;
aGameVars[Gv_GetVarIndex("myvely")].val.lValue = (intptr_t)&myvel.y;
aGameVars[Gv_GetVarIndex("myvelz")].val.lValue = (intptr_t)&myvel.z;
aGameVars[Gv_GetVarIndex("myhoriz")].val.lValue = (intptr_t)&myhoriz;
aGameVars[Gv_GetVarIndex("myhorizoff")].val.lValue = (intptr_t)&myhorizoff;
aGameVars[Gv_GetVarIndex("omyhoriz")].val.lValue = (intptr_t)&omyhoriz;
aGameVars[Gv_GetVarIndex("omyhorizoff")].val.lValue = (intptr_t)&omyhorizoff;
aGameVars[Gv_GetVarIndex("myang")].val.lValue = (intptr_t)&myang;
aGameVars[Gv_GetVarIndex("omyang")].val.lValue = (intptr_t)&omyang;
aGameVars[Gv_GetVarIndex("mycursectnum")].val.lValue = (intptr_t)&mycursectnum;
aGameVars[Gv_GetVarIndex("myjumpingcounter")].val.lValue = (intptr_t)&myjumpingcounter;
aGameVars[Gv_GetVarIndex("myjumpingtoggle")].val.lValue = (intptr_t)&myjumpingtoggle;
aGameVars[Gv_GetVarIndex("myonground")].val.lValue = (intptr_t)&myonground;
aGameVars[Gv_GetVarIndex("myhardlanding")].val.lValue = (intptr_t)&myhardlanding;
aGameVars[Gv_GetVarIndex("myreturntocenter")].val.lValue = (intptr_t)&myreturntocenter;
aGameVars[Gv_GetVarIndex("display_mirror")].val.lValue = (intptr_t)&display_mirror;
aGameVars[Gv_GetVarIndex("randomseed")].val.lValue = (intptr_t)&randomseed;
aGameVars[Gv_GetVarIndex("NUMWALLS")].val.lValue = (intptr_t)&numwalls;
aGameVars[Gv_GetVarIndex("NUMSECTORS")].val.lValue = (intptr_t)&numsectors;
aGameVars[Gv_GetVarIndex("Numsprites")].val.lValue = (intptr_t)&Numsprites;
aGameVars[Gv_GetVarIndex("lastsavepos")].val.lValue = (intptr_t)&g_lastSaveSlot;
# ifdef USE_OPENGL
aGameVars[Gv_GetVarIndex("rendmode")].val.lValue = (intptr_t)&rendmode;
# endif
}
#endif