//------------------------------------------------------------------------- /* 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>16; // Now, only do work that Gv_Free() hasn't done. for (int32_t i=0; ivars[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) { 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 (int i=0; ivars[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; ilog.errors = 0; for (int i=0; i= 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; else if (f == GAMEVAR_PERPLAYER) { if (EDUKE32_PREDICT_FALSE((unsigned) iPlayer >= MAXPLAYERS)) goto badplayer; rv = aGameVars[id].val.plValues[iPlayer]; } else if (f == GAMEVAR_PERACTOR) { if (EDUKE32_PREDICT_FALSE((unsigned) iActor >= MAXSPRITES)) goto badsprite; rv = aGameVars[id].val.plValues[iActor]; } else switch (f) { case GAMEVAR_INTPTR: rv = *(int32_t *)aGameVars[id].val.lValue; break; case GAMEVAR_SHORTPTR: rv = *(int16_t *)aGameVars[id].val.lValue; break; case GAMEVAR_CHARPTR: rv = *(char *)aGameVars[id].val.lValue; break; default: EDUKE32_UNREACHABLE_SECTION(rv = 0; break); } return (rv ^ -negateResult) + negateResult; 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; } rv = aGameArrays[id].plValues[index]; } else if (id&(MAXGAMEVARS<<3)) // struct shortcut vars { int indexvar = *insptr; int32_t index=Gv_GetVar(*insptr++, iActor, iPlayer); switch ((id&(MAXGAMEVARS-1)) - g_iSpriteVarID) { case 0: //if (id == g_iSpriteVarID) { int const label = *insptr++; /*OSD_Printf("%d %d %d\n",__LINE__,index,label);*/ indexvar = (EDUKE32_PREDICT_FALSE(ActorLabels[label].flags & LABEL_HASPARM2)) ? Gv_GetVar(*insptr++, iActor, iPlayer) : 0; if (EDUKE32_PREDICT_FALSE((unsigned) index >= MAXSPRITES)) { iActor = index; goto badsprite; } rv = VM_AccessSpriteX(index, label, indexvar) ^ -negateResult; break; } case 3: //else if (id == g_iPlayerVarID) { int const label = *insptr++; if (indexvar == g_iThisActorID) index = vm.g_p; indexvar = (EDUKE32_PREDICT_FALSE(PlayerLabels[label].flags & LABEL_HASPARM2)) ? Gv_GetVar(*insptr++, iActor, iPlayer) : 0; if (EDUKE32_PREDICT_FALSE((unsigned) index >= MAXPLAYERS)) { iPlayer = index; goto badplayer; } rv = VM_AccessPlayerX(index, label, indexvar); break; } case 4: //else if (id == g_iActorVarID) rv = Gv_GetVar(*insptr++, index, iPlayer); break; case 1: //else if (id == g_iSectorVarID) if (indexvar == g_iThisActorID) index = sprite[vm.g_i].sectnum; if (EDUKE32_PREDICT_FALSE((unsigned) index >= MAXSECTORS)) { iPlayer = index; insptr++; goto badsector; } rv = VM_AccessSectorX(index, *insptr++); break; case 2: //else if (id == g_iWallVarID) if (EDUKE32_PREDICT_FALSE((unsigned) index >= MAXWALLS)) { iPlayer = index; insptr++; goto badwall; } rv = VM_AccessWallX(index, *insptr++); break; default: EDUKE32_UNREACHABLE_SECTION(return -1); } } else { CON_ERRPRINTF("Gv_GetVar(): invalid gamevar ID (%d)\n", id); return -1; } return (rv ^ -negateResult) + negateResult; 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", iActor); 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 const id, int32_t const lValue, int32_t const iActor, int32_t const 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 const negateResult = !!(id & (MAXGAMEVARS << 1)); int rv = -1; if (EDUKE32_PREDICT_FALSE(id >= g_gameVarCount && negateResult == 0)) goto nastyhacks; else { id &= MAXGAMEVARS-1; int const f = aGameVars[id].dwFlags & (GAMEVAR_USER_MASK|GAMEVAR_PTR_MASK); if (!f) rv = aGameVars[id].val.lValue; else if (f == GAMEVAR_PERPLAYER) { if (EDUKE32_PREDICT_FALSE((unsigned) vm.g_p >= MAXPLAYERS)) goto perr; rv = aGameVars[id].val.plValues[vm.g_p]; } else if (f == GAMEVAR_PERACTOR) rv = aGameVars[id].val.plValues[vm.g_i]; else switch (f) { case GAMEVAR_INTPTR: rv = (*((int32_t *) aGameVars[id].val.lValue)); break; case GAMEVAR_SHORTPTR: rv = (*((int16_t *) aGameVars[id].val.lValue)); break; case GAMEVAR_CHARPTR: rv = (*((uint8_t *) aGameVars[id].val.lValue)); break; } return (rv ^ -negateResult) + negateResult; } nastyhacks: if (id & (MAXGAMEVARS << 2)) // array { int const index = Gv_GetVarX(*insptr++); id &= (MAXGAMEVARS - 1); // ~((MAXGAMEVARS<<2)|(MAXGAMEVARS<<1)); int const siz = (aGameArrays[id].dwFlags & GAMEARRAY_VARSIZE) ? Gv_GetVarX(aGameArrays[id].size) : aGameArrays[id].size; if (EDUKE32_PREDICT_FALSE((unsigned)index >= (unsigned)siz)) { CON_ERRPRINTF("%s %s[%d]\n", gvxerrs[GVX_BADINDEX], aGameArrays[id].szLabel, index); return -1; } switch (aGameArrays[id].dwFlags & GAMEARRAY_TYPE_MASK) { case 0: rv = (aGameArrays[id].plValues)[index]; break; case GAMEARRAY_OFINT: rv = ((int32_t *)aGameArrays[id].plValues)[index]; break; case GAMEARRAY_OFSHORT: rv = ((int16_t *)aGameArrays[id].plValues)[index]; break; case GAMEARRAY_OFCHAR: rv = ((uint8_t *)aGameArrays[id].plValues)[index]; break; } } else if (id & (MAXGAMEVARS << 3)) // struct shortcut vars { int indexvar = *insptr; int index = Gv_GetVarX(*insptr++); switch ((id & (MAXGAMEVARS - 1)) - g_iSpriteVarID) { case 0: // if (id == g_iSpriteVarID) { int const label = *insptr++; /*OSD_Printf("%d %d %d\n",__LINE__,index,label);*/ indexvar = (EDUKE32_PREDICT_FALSE(ActorLabels[label].flags & LABEL_HASPARM2)) ? Gv_GetVarX(*insptr++) : 0; if (EDUKE32_PREDICT_FALSE((unsigned)index >= MAXSPRITES)) { id = index; CON_ERRPRINTF("%s %d\n", gvxerrs[GVX_BADSPRITE], id); return -1; } rv = VM_AccessSpriteX(index, label, indexvar); break; } case 3: // else if (id == g_iPlayerVarID) { int const label = *insptr++; if (indexvar == g_iThisActorID) index = vm.g_p; indexvar = (EDUKE32_PREDICT_FALSE(PlayerLabels[label].flags & LABEL_HASPARM2)) ? Gv_GetVarX(*insptr++) : 0; if (EDUKE32_PREDICT_FALSE((unsigned)index >= MAXPLAYERS)) { id = index; CON_ERRPRINTF("%s %d\n", gvxerrs[GVX_BADPLAYER], id); return -1; } rv = VM_AccessPlayerX(index, label, indexvar); break; } case 4: // else if (id == g_iActorVarID) rv = Gv_GetVar(*insptr++, index, vm.g_p); break; case 1: // else if (id == g_iSectorVarID) if (indexvar == g_iThisActorID) 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; } rv = VM_AccessSectorX(index, *insptr++); break; 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; } rv = VM_AccessWallX(index, *insptr++); break; default: EDUKE32_UNREACHABLE_SECTION(return -1); } } return (rv ^ -negateResult) + negateResult; perr: id = vm.g_p; CON_ERRPRINTF("%s %d\n", gvxerrs[GVX_BADPLAYER], id); return -1; } void __fastcall Gv_SetVarX(int32_t const id, int32_t const lValue) { int const 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 const lDefault, int32_t const iActor, int32_t const iPlayer) { int32_t const 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 const 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 char aszBuf[64]; //AddLog("ResetWeaponDefaults"); for (int i = 0; i < MAX_WEAPONS; ++i) { for (int j = 0; j < MAXPLAYERS; ++j) { 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 (int i = 0; i <= MAXTILES - 1; i++) Bmemcpy(&ProjectileData[i], &g_tile[i].defproj, sizeof(projectile_t)); #ifndef LUNATIC int i; // 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 const 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 const 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; jpipebombControl = 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) { #if !defined LUNATIC // already initialized if (aGameVars[0].dwFlags) return; Gv_Clear(); #else static int32_t inited=0; if (inited) return; inited = 1; #endif // Set up weapon defaults, g_playerWeapon[][]. Gv_AddSystemVars(); #if !defined LUNATIC Gv_InitWeaponPointers(); #endif Gv_ResetSystemDefaults(); } #if !defined LUNATIC void Gv_InitWeaponPointers(void) { char aszBuf[64]; // called from game Init AND when level is loaded... //AddLog("Gv_InitWeaponPointers"); for (int 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