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

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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.
*/
//-------------------------------------------------------------------------
#ifndef gamevars_h_
#define gamevars_h_
#include "gamedef.h"
#define MAXGAMEVARS 2048 // must be a power of two
#define MAXVARLABEL 26
// store global game definitions
enum GamevarFlags_t
{
GAMEVAR_PERPLAYER = 0x00000001, // per-player variable
GAMEVAR_PERACTOR = 0x00000002, // per-actor variable
GAMEVAR_USER_MASK = (GAMEVAR_PERPLAYER | GAMEVAR_PERACTOR),
GAMEVAR_RESET = 0x00000008, // INTERNAL, don't use
GAMEVAR_DEFAULT = 0x00000100, // UNUSED, but always cleared for user-defined gamevars
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
};
#if !defined LUNATIC
// Alignments for per-player and per-actor variables.
#define PLAYER_VAR_ALIGNMENT (sizeof(intptr_t))
#define ACTOR_VAR_ALIGNMENT 16
# define MAXGAMEARRAYS (MAXGAMEVARS>>2) // must be strictly smaller than MAXGAMEVARS
# define MAXARRAYLABEL MAXVARLABEL
enum GamearrayFlags_t
{
GAMEARRAY_READONLY = 0x00001000,
GAMEARRAY_WARN = 0x00002000,
GAMEARRAY_NORMAL = 0x00004000,
GAMEARRAY_OFCHAR = 0x00000001,
GAMEARRAY_OFSHORT = 0x00000002,
GAMEARRAY_OFINT = 0x00000004,
GAMEARRAY_RESET = 0x00000008,
GAMEARRAY_TYPE_MASK = GAMEARRAY_OFCHAR | GAMEARRAY_OFSHORT | GAMEARRAY_OFINT,
GAMEARRAY_RESTORE = 0x00000010,
GAMEARRAY_VARSIZE = 0x00000020,
GAMEARRAY_STRIDE2 = 0x00000100,
};
#pragma pack(push,1)
typedef struct
{
union {
intptr_t nValue;
intptr_t *pValues; // array of values when 'per-player', or 'per-actor'
};
intptr_t nDefault;
uintptr_t nFlags;
char * szLabel;
} gamevar_t;
typedef struct
{
char * szLabel;
intptr_t *pValues; // array of values
intptr_t size;
intptr_t nFlags;
} gamearray_t;
#pragma pack(pop)
# define GAR_ELTSZ (sizeof(aGameArrays[0].pValues[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_GetGameArrayValue(int const id, int index);
int32_t __fastcall Gv_GetVar(int id, int nSprite, int nPlayer);
void __fastcall Gv_SetVar(int const id, int32_t const lValue, int const nSprite, int const nPlayer);
int32_t __fastcall Gv_GetVarX(int id);
void __fastcall Gv_GetManyVars(int const count, int32_t * const rv);
void __fastcall Gv_SetVarX(int const id, int32_t const lValue);
int32_t Gv_GetVarByLabel(const char *szGameLabel,int32_t const lDefault,int32_t const iActor,int32_t const iPlayer);
int32_t Gv_NewArray(const char *pszLabel,void *arrayptr,intptr_t asize,uint32_t dwFlags);
int32_t Gv_NewVar(const char *pszLabel,intptr_t lValue,uint32_t dwFlags);
FORCE_INLINE void A_ResetVars(int const nSprite)
{
for (int i = 0; i < g_gameVarCount; ++i)
{
if ((aGameVars[i].nFlags & (GAMEVAR_PERACTOR | GAMEVAR_NODEFAULT)) != GAMEVAR_PERACTOR)
continue;
aGameVars[i].pValues[nSprite] = aGameVars[i].nDefault;
}
}
void Gv_DumpValues(void);
void Gv_InitWeaponPointers(void);
void Gv_RefreshPointers(void);
void Gv_ResetVars(void);
int32_t Gv_ReadSave(int32_t fil,int32_t newbehav);
void Gv_WriteSave(FILE *fil,int32_t newbehav);
#else
extern int32_t g_noResetVars;
extern LUNATIC_CB void (*A_ResetVars)(int32_t iActor);
#endif
void Gv_ResetSystemDefaults(void);
void Gv_Init(void);
void Gv_FinalizeWeaponDefaults(void);
#if !defined LUNATIC
#define VM_GAMEVAR_OPERATOR(func, operator) \
FORCE_INLINE void __fastcall func(int const id, int32_t const nValue) \
{ \
switch (aGameVars[id].nFlags & (GAMEVAR_USER_MASK | GAMEVAR_PTR_MASK)) \
{ \
default: aGameVars[id].nValue operator nValue; break; \
case GAMEVAR_PERPLAYER: \
if (EDUKE32_PREDICT_FALSE((unsigned)vm.g_p > MAXPLAYERS - 1)) \
break; \
aGameVars[id].pValues[vm.g_p] operator nValue; \
break; \
case GAMEVAR_PERACTOR: \
if (EDUKE32_PREDICT_FALSE((unsigned)vm.g_i > MAXSPRITES - 1)) \
break; \
aGameVars[id].pValues[vm.g_i] operator nValue; \
break; \
case GAMEVAR_INTPTR: *((int32_t *)aGameVars[id].nValue) operator(int32_t) nValue; break; \
case GAMEVAR_SHORTPTR: *((int16_t *)aGameVars[id].nValue) operator(int16_t) nValue; break; \
case GAMEVAR_CHARPTR: *((uint8_t *)aGameVars[id].nValue) operator(uint8_t) nValue; break; \
} \
}
#if defined(__arm__) || defined(LIBDIVIDE_ALWAYS)
FORCE_INLINE void __fastcall Gv_DivVar(int const id, int32_t const nValue)
{
if (EDUKE32_PREDICT_FALSE((aGameVars[id].nFlags & GAMEVAR_PERPLAYER && (unsigned) vm.g_p > MAXPLAYERS - 1) ||
(aGameVars[id].nFlags & GAMEVAR_PERACTOR && (unsigned) vm.g_i > MAXSPRITES - 1)))
return;
static libdivide_s32_t sdiv;
static int32_t nLastValue;
libdivide_s32_t *dptr = ((unsigned) nValue < DIVTABLESIZE) ? (libdivide_s32_t *) &divtable32[nValue] : &sdiv;
intptr_t *iptr = &aGameVars[id].nValue;
if (nValue == nLastValue || dptr != &sdiv)
goto skip;
sdiv = libdivide_s32_gen((nLastValue = nValue));
skip:
switch (aGameVars[id].nFlags & (GAMEVAR_USER_MASK | GAMEVAR_PTR_MASK))
{
case GAMEVAR_PERPLAYER: iptr = &aGameVars[id].pValues[vm.g_p];
default: break;
case GAMEVAR_PERACTOR: iptr = &aGameVars[id].pValues[vm.g_i]; break;
case GAMEVAR_INTPTR:
*((int32_t *)aGameVars[id].nValue) =
(int32_t)libdivide_s32_do(*((int32_t *)aGameVars[id].nValue), dptr);
return;
case GAMEVAR_SHORTPTR:
*((int16_t *)aGameVars[id].nValue) =
(int16_t)libdivide_s32_do(*((int16_t *)aGameVars[id].nValue), dptr);
return;
case GAMEVAR_CHARPTR:
*((uint8_t *)aGameVars[id].nValue) =
(uint8_t)libdivide_s32_do(*((uint8_t *)aGameVars[id].nValue), dptr);
return;
}
*iptr = libdivide_s32_do(*iptr, dptr);
}
#else
VM_GAMEVAR_OPERATOR(Gv_DivVar, /= )
#endif
VM_GAMEVAR_OPERATOR(Gv_AddVar, +=)
VM_GAMEVAR_OPERATOR(Gv_SubVar, -=)
VM_GAMEVAR_OPERATOR(Gv_MulVar, *=)
VM_GAMEVAR_OPERATOR(Gv_ModVar, %=)
VM_GAMEVAR_OPERATOR(Gv_AndVar, &=)
VM_GAMEVAR_OPERATOR(Gv_XorVar, ^=)
VM_GAMEVAR_OPERATOR(Gv_OrVar, |=)
#undef VM_GAMEVAR_OPERATOR
#endif
#endif