//------------------------------------------------------------------------- /* 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" BEGIN_RR_NS #define MAXGAMEVARS 2048 // must be a power of two #define MAXVARLABEL 26 #define GV_FLAG_CONSTANT (MAXGAMEVARS) #define GV_FLAG_NEGATIVE (MAXGAMEVARS<<1) // 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_INT32PTR = 0x00002000, // plValues is a pointer to an int32_t GAMEVAR_INT16PTR = 0x00008000, // plValues is a pointer to a short GAMEVAR_NORESET = 0x00020000, // var values are not reset when restoring map state GAMEVAR_SPECIAL = 0x00040000, // flag for structure member shortcut vars GAMEVAR_NOMULTI = 0x00080000, // don't attach to multiplayer packets GAMEVAR_Q16PTR = 0x00100000, // plValues is a pointer to a q16.16 GAMEVAR_SERIALIZE = 0x00200000, // write into permasaves GAMEVAR_RAWQ16PTR = GAMEVAR_Q16PTR | GAMEVAR_SPECIAL, // plValues is a pointer to a q16.16 but we don't want conversion GAMEVAR_PTR_MASK = GAMEVAR_INT32PTR | GAMEVAR_INT16PTR | GAMEVAR_Q16PTR | GAMEVAR_RAWQ16PTR, }; // Alignments for per-player and per-actor variables. #define PLAYER_VAR_ALIGNMENT (sizeof(intptr_t)) #define ACTOR_VAR_ALIGNMENT 16 #define ARRAY_ALIGNMENT 16 #pragma pack(push,1) typedef struct { union { intptr_t global; intptr_t *pValues; // array of values when 'per-player', or 'per-actor' }; intptr_t defaultValue; uintptr_t flags; char * szLabel; } gamevar_t; #pragma pack(pop) extern gamevar_t aGameVars[MAXGAMEVARS]; extern int32_t g_gameVarCount; int __fastcall Gv_GetVar(int const gameVar, int const spriteNum, int const playerNum); void __fastcall Gv_SetVar(int const gameVar, int const newValue, int const spriteNum, int const playerNum); int __fastcall Gv_GetVar(int const gameVar); void __fastcall Gv_GetManyVars(int const numVars, int32_t * const outBuf); void __fastcall Gv_SetVar(int const gameVar, int const newValue); template static FORCE_INLINE void Gv_FillWithVars(T & rv) { EDUKE32_STATIC_ASSERT(sizeof(T) % sizeof(int32_t) == 0); EDUKE32_STATIC_ASSERT(sizeof(T) > sizeof(int32_t)); Gv_GetManyVars(sizeof(T)/sizeof(int32_t), (int32_t *)&rv); } int Gv_GetVarByLabel(const char *szGameLabel,int defaultValue,int spriteNum,int playerNum); void Gv_NewVar(const char *pszLabel,intptr_t lValue,uint32_t dwFlags); static FORCE_INLINE void A_ResetVars(int const spriteNum) { for (auto &gv : aGameVars) { if ((gv.flags & (GAMEVAR_PERACTOR|GAMEVAR_NODEFAULT)) == GAMEVAR_PERACTOR) gv.pValues[spriteNum] = gv.defaultValue; } } void Gv_DumpValues(void); void Gv_InitWeaponPointers(void); void Gv_RefreshPointers(void); void Gv_ResetVars(void); int Gv_ReadSave(FileReader &kFile); void Gv_WriteSave(FileWriter &fil); void Gv_Clear(void); void Gv_ResetSystemDefaults(void); void Gv_Init(void); void Gv_FinalizeWeaponDefaults(void); #define VM_GAMEVAR_OPERATOR(func, operator) \ static FORCE_INLINE ATTRIBUTE((flatten)) void __fastcall func(int const id, int32_t const operand) \ { \ auto &var = aGameVars[id]; \ \ switch (var.flags & (GAMEVAR_USER_MASK | GAMEVAR_PTR_MASK)) \ { \ default: \ var.global operator operand; \ break; \ case GAMEVAR_PERPLAYER: \ var.pValues[vm.playerNum & (MAXPLAYERS-1)] operator operand; \ break; \ case GAMEVAR_PERACTOR: \ var.pValues[vm.spriteNum & (MAXSPRITES-1)] operator operand; \ break; \ case GAMEVAR_INT32PTR: *(int32_t *)var.pValues operator(int32_t) operand; break; \ case GAMEVAR_INT16PTR: *(int16_t *)var.pValues operator(int16_t) operand; break; \ case GAMEVAR_Q16PTR: \ { \ Fix16 *pfix = (Fix16 *)var.global; \ *pfix operator fix16_from_int(operand); \ break; \ } \ } \ } VM_GAMEVAR_OPERATOR(Gv_AddVar, +=) VM_GAMEVAR_OPERATOR(Gv_SubVar, -=) #undef VM_GAMEVAR_OPERATOR END_RR_NS #endif