raze-gles/source/rr/src/gamevars.cpp
Christoph Oelckers 66ecb05eb8 - use Printf as the only command to print to the console.
All uses of OSD_Printf, initprintf etc. have been renamed.
2020-04-12 08:30:38 +02:00

858 lines
32 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 2016 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 "ns.h" // Must come before everything else!
#include "duke3d.h"
#include "menus.h"
#include "savegame.h"
#include "namesdyn.h"
#include "gamevars.h"
//#include "vfs.h"
BEGIN_RR_NS
#define gamevars_c_
gamevar_t aGameVars[MAXGAMEVARS];
int32_t g_gameVarCount = 0;
// pointers to weapon gamevar data
intptr_t *aplWeaponClip[MAX_WEAPONS]; // number of items in magazine
intptr_t *aplWeaponFireDelay[MAX_WEAPONS]; // delay to fire
intptr_t *aplWeaponFireSound[MAX_WEAPONS]; // Sound made when firing (each time for automatic)
intptr_t *aplWeaponFlags[MAX_WEAPONS]; // Flags for weapon
intptr_t *aplWeaponFlashColor[MAX_WEAPONS]; // Muzzle flash color
intptr_t *aplWeaponHoldDelay[MAX_WEAPONS]; // delay after release fire button to fire (0 for none)
intptr_t *aplWeaponInitialSound[MAX_WEAPONS]; // Sound made when weapon starts firing. zero for no sound
intptr_t *aplWeaponReload[MAX_WEAPONS]; // delay to reload (include fire)
intptr_t *aplWeaponShoots[MAX_WEAPONS]; // what the weapon shoots
intptr_t *aplWeaponShotsPerBurst[MAX_WEAPONS]; // number of shots per 'burst' (one ammo per 'burst')
intptr_t *aplWeaponSound2Sound[MAX_WEAPONS]; // Alternate sound sound ID
intptr_t *aplWeaponSound2Time[MAX_WEAPONS]; // Alternate sound time
intptr_t *aplWeaponSpawn[MAX_WEAPONS]; // the item to spawn
intptr_t *aplWeaponSpawnTime[MAX_WEAPONS]; // the frame at which to spawn an item
intptr_t *aplWeaponTotalTime[MAX_WEAPONS]; // The total time the weapon is cycling before next fire.
intptr_t *aplWeaponWorksLike[MAX_WEAPONS]; // What original the weapon works like
// 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).
int Gv_Free(void)
{
for (auto &gameVar : aGameVars)
{
if (gameVar.flags & GAMEVAR_USER_MASK)
ALIGNED_FREE_AND_NULL(gameVar.pValues);
gameVar.flags |= GAMEVAR_RESET;
}
EDUKE32_STATIC_ASSERT(MAXGAMEVARS < 32768);
int const varCount = g_gameVarCount;
g_gameVarCount = 0;
hash_init(&h_gamevars);
return varCount;
}
// Calls Gv_Free() and in addition frees the labels of all game variables and
// arrays.
// Only call this function at exit
void Gv_Clear(void)
{
Gv_Free();
// Now, only do work that Gv_Free() hasn't done.
for (auto & gameVar : aGameVars)
DO_FREE_AND_NULL(gameVar.szLabel);
}
// Note that this entire function is totally architecture dependent and needs to be fixed (which won't be easy...)
int Gv_ReadSave(FileReader &kFile)
{
char tbuf[12];
if (kFile.Read(tbuf, 12)!=12) goto corrupt;
if (Bmemcmp(tbuf, "BEG: EDuke32", 12)) { Printf("BEG ERR\n"); return 2; }
Gv_Free(); // nuke 'em from orbit, it's the only way to be sure...
if (kFile.Read(&g_gameVarCount,sizeof(g_gameVarCount)) != sizeof(g_gameVarCount)) goto corrupt;
for (bssize_t i=0; i<g_gameVarCount; i++)
{
char *const olabel = aGameVars[i].szLabel;
if (kFile.Read(&aGameVars[i], sizeof(gamevar_t)) != sizeof(gamevar_t))
goto corrupt;
aGameVars[i].szLabel = (char *)Xrealloc(olabel, MAXVARLABEL * sizeof(uint8_t));
if (kFile.Read(aGameVars[i].szLabel, MAXVARLABEL) != MAXVARLABEL)
goto corrupt;
hash_add(&h_gamevars, aGameVars[i].szLabel,i, 1);
if (aGameVars[i].flags & GAMEVAR_PERPLAYER)
{
aGameVars[i].pValues = (intptr_t*)Xaligned_alloc(PLAYER_VAR_ALIGNMENT, MAXPLAYERS * sizeof(intptr_t));
if (kFile.Read(aGameVars[i].pValues,sizeof(intptr_t) * MAXPLAYERS) != sizeof(intptr_t) * MAXPLAYERS) goto corrupt;
}
else if (aGameVars[i].flags & GAMEVAR_PERACTOR)
{
aGameVars[i].pValues = (intptr_t*)Xaligned_alloc(ACTOR_VAR_ALIGNMENT, MAXSPRITES * sizeof(intptr_t));
if (kFile.Read(aGameVars[i].pValues,sizeof(intptr_t) * MAXSPRITES) != sizeof(intptr_t) * MAXSPRITES) goto corrupt;
}
}
Gv_InitWeaponPointers();
// Gv_RefreshPointers();
uint8_t savedstate[MAXVOLUMES*MAXLEVELS];
Bmemset(savedstate, 0, sizeof(savedstate));
if (kFile.Read(savedstate, sizeof(savedstate)) != sizeof(savedstate)) goto corrupt;
for (bssize_t i = 0; i < (MAXVOLUMES * MAXLEVELS); i++)
{
G_FreeMapState(i);
if (!savedstate[i])
continue;
g_mapInfo[i].savedstate = (mapstate_t *)Xaligned_alloc(ACTOR_VAR_ALIGNMENT, sizeof(mapstate_t));
if (kFile.Read(g_mapInfo[i].savedstate, sizeof(mapstate_t)) != sizeof(mapstate_t)) return -8;
mapstate_t &sv = *g_mapInfo[i].savedstate;
for (bssize_t j = 0; j < g_gameVarCount; j++)
{
if (aGameVars[j].flags & GAMEVAR_NORESET) continue;
if (aGameVars[j].flags & GAMEVAR_PERPLAYER)
{
sv.vars[j] = (intptr_t *) Xaligned_alloc(PLAYER_VAR_ALIGNMENT, MAXPLAYERS * sizeof(intptr_t));
if (kFile.Read(sv.vars[j], sizeof(intptr_t) * MAXPLAYERS) != sizeof(intptr_t) * MAXPLAYERS) return -9;
}
else if (aGameVars[j].flags & GAMEVAR_PERACTOR)
{
sv.vars[j] = (intptr_t *) Xaligned_alloc(ACTOR_VAR_ALIGNMENT, MAXSPRITES * sizeof(intptr_t));
if (kFile.Read(sv.vars[j], sizeof(intptr_t) * MAXSPRITES) != sizeof(intptr_t) * MAXSPRITES) return -10;
}
}
}
if (kFile.Read(tbuf, 12) != 12) return -13;
if (Bmemcmp(tbuf, "EOF: EDuke32", 12)) { Printf("EOF ERR\n"); return 2; }
return 0;
corrupt:
return -7;
}
// Note that this entire function is totally architecture dependent and needs to be fixed (which won't be easy...)
void Gv_WriteSave(FileWriter &fil)
{
// AddLog("Saving Game Vars to File");
fil.Write("BEG: EDuke32", 12);
fil.Write(&g_gameVarCount,sizeof(g_gameVarCount));
for (bssize_t i = 0; i < g_gameVarCount; i++)
{
fil.Write(&(aGameVars[i]), sizeof(gamevar_t));
fil.Write(aGameVars[i].szLabel, sizeof(uint8_t) * MAXVARLABEL);
if (aGameVars[i].flags & GAMEVAR_PERPLAYER)
fil.Write(aGameVars[i].pValues, sizeof(intptr_t) * MAXPLAYERS);
else if (aGameVars[i].flags & GAMEVAR_PERACTOR)
fil.Write(aGameVars[i].pValues, sizeof(intptr_t) * MAXSPRITES);
}
uint8_t savedstate[MAXVOLUMES * MAXLEVELS];
Bmemset(savedstate, 0, sizeof(savedstate));
for (bssize_t i = 0; i < (MAXVOLUMES * MAXLEVELS); i++)
if (g_mapInfo[i].savedstate != NULL)
savedstate[i] = 1;
fil.Write(savedstate, sizeof(savedstate));
for (bssize_t i = 0; i < (MAXVOLUMES * MAXLEVELS); i++)
{
if (!savedstate[i]) continue;
mapstate_t &sv = *g_mapInfo[i].savedstate;
fil.Write(g_mapInfo[i].savedstate, sizeof(mapstate_t));
for (bssize_t j = 0; j < g_gameVarCount; j++)
{
if (aGameVars[j].flags & GAMEVAR_NORESET) continue;
if (aGameVars[j].flags & GAMEVAR_PERPLAYER)
fil.Write(sv.vars[j], sizeof(intptr_t) * MAXPLAYERS);
else if (aGameVars[j].flags & GAMEVAR_PERACTOR)
fil.Write(sv.vars[j], sizeof(intptr_t) * MAXSPRITES);
}
}
fil.Write("EOF: EDuke32", 12);
}
void Gv_DumpValues(void)
{
buildprint("// Current Game Definitions\n\n");
for (bssize_t i=0; i<g_gameVarCount; i++)
{
buildprint("gamevar ", aGameVars[i].szLabel, " ");
if (aGameVars[i].flags & (GAMEVAR_INT32PTR))
buildprint(*(int32_t *)aGameVars[i].global);
else if (aGameVars[i].flags & (GAMEVAR_INT16PTR))
buildprint(*(int16_t *)aGameVars[i].global);
else
buildprint(aGameVars[i].global);
if (aGameVars[i].flags & (GAMEVAR_PERPLAYER))
buildprint(" GAMEVAR_PERPLAYER");
else if (aGameVars[i].flags & (GAMEVAR_PERACTOR))
buildprint(" GAMEVAR_PERACTOR");
else
buildprint(" ", aGameVars[i].flags/* & (GAMEVAR_USER_MASK)*/);
buildprint(" // ");
if (aGameVars[i].flags & (GAMEVAR_SYSTEM))
buildprint(" (system)");
if (aGameVars[i].flags & (GAMEVAR_PTR_MASK))
buildprint(" (pointer)");
if (aGameVars[i].flags & (GAMEVAR_READONLY))
buildprint(" (read only)");
if (aGameVars[i].flags & (GAMEVAR_SPECIAL))
buildprint(" (special)");
buildprint("\n");
}
buildprint("\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 */
{
Gv_Free();
for (auto &aGameVar : aGameVars)
{
if (aGameVar.szLabel != NULL)
Gv_NewVar(aGameVar.szLabel, (aGameVar.flags & GAMEVAR_NODEFAULT) ? aGameVar.global : aGameVar.defaultValue, aGameVar.flags);
}
}
void Gv_NewVar(const char *pszLabel, intptr_t lValue, uint32_t dwFlags)
{
if (EDUKE32_PREDICT_FALSE(g_gameVarCount >= MAXGAMEVARS))
{
g_errorCnt++;
C_ReportError(-1);
Printf("%s:%d: error: too many gamevars!\n",g_scriptFileName,g_lineNumber);
return;
}
if (EDUKE32_PREDICT_FALSE(Bstrlen(pszLabel) > (MAXVARLABEL-1)))
{
g_errorCnt++;
C_ReportError(-1);
Printf("%s:%d: error: variable name `%s' exceeds limit of %d characters.\n",g_scriptFileName,g_lineNumber,pszLabel, MAXVARLABEL);
return;
}
int gV = hash_find(&h_gamevars,pszLabel);
if (gV >= 0 && !(aGameVars[gV].flags & GAMEVAR_RESET))
{
// found it...
if (EDUKE32_PREDICT_FALSE(aGameVars[gV].flags & (GAMEVAR_PTR_MASK)))
{
C_ReportError(-1);
Printf("%s:%d: warning: cannot redefine internal gamevar `%s'.\n",g_scriptFileName,g_lineNumber,label+(g_labelCnt<<6));
return;
}
else if (EDUKE32_PREDICT_FALSE(!(aGameVars[gV].flags & GAMEVAR_SYSTEM)))
{
// it's a duplicate in error
g_warningCnt++;
C_ReportError(WARNING_DUPLICATEDEFINITION);
return;
}
}
if (gV == -1)
gV = g_gameVarCount;
// If it's a user gamevar...
if ((aGameVars[gV].flags & GAMEVAR_SYSTEM) == 0)
{
// Allocate and set its label
if (aGameVars[gV].szLabel == NULL)
aGameVars[gV].szLabel = (char *)Xcalloc(MAXVARLABEL,sizeof(uint8_t));
if (aGameVars[gV].szLabel != pszLabel)
Bstrcpy(aGameVars[gV].szLabel,pszLabel);
// and the flags
aGameVars[gV].flags=dwFlags;
// only free if per-{actor,player}
if (aGameVars[gV].flags & GAMEVAR_USER_MASK)
ALIGNED_FREE_AND_NULL(aGameVars[gV].pValues);
}
// if existing is system, they only get to change default value....
aGameVars[gV].defaultValue = lValue;
aGameVars[gV].flags &= ~GAMEVAR_RESET;
if (gV == g_gameVarCount)
{
// we're adding a new one.
hash_add(&h_gamevars, aGameVars[gV].szLabel, g_gameVarCount++, 0);
}
// Set initial values. (Or, override values for system gamevars.)
if (aGameVars[gV].flags & GAMEVAR_PERPLAYER)
{
if (!aGameVars[gV].pValues)
{
aGameVars[gV].pValues = (intptr_t *) Xaligned_alloc(PLAYER_VAR_ALIGNMENT, MAXPLAYERS * sizeof(intptr_t));
Bmemset(aGameVars[gV].pValues, 0, MAXPLAYERS * sizeof(intptr_t));
}
for (bssize_t j=MAXPLAYERS-1; j>=0; --j)
aGameVars[gV].pValues[j]=lValue;
}
else if (aGameVars[gV].flags & GAMEVAR_PERACTOR)
{
if (!aGameVars[gV].pValues)
{
aGameVars[gV].pValues = (intptr_t *) Xaligned_alloc(ACTOR_VAR_ALIGNMENT, MAXSPRITES * sizeof(intptr_t));
Bmemset(aGameVars[gV].pValues, 0, MAXSPRITES * sizeof(intptr_t));
}
for (bssize_t j=MAXSPRITES-1; j>=0; --j)
aGameVars[gV].pValues[j]=lValue;
}
else aGameVars[gV].global = lValue;
}
static int Gv_GetVarIndex(const char *szGameLabel)
{
int const gameVar = hash_find(&h_gamevars,szGameLabel);
if (EDUKE32_PREDICT_FALSE((unsigned)gameVar >= MAXGAMEVARS))
{
Printf(OSD_ERROR "Gv_GetVarIndex(): INTERNAL ERROR: couldn't find gamevar %s!\n", szGameLabel);
return 0;
}
return gameVar;
}
static FORCE_INLINE int __fastcall getvar__(int const gameVar, int const spriteNum, int const playerNum)
{
auto const &var = aGameVars[gameVar & (MAXGAMEVARS-1)];
int returnValue = 0;
int const varFlags = var.flags & (GAMEVAR_USER_MASK|GAMEVAR_PTR_MASK);
if (!varFlags) returnValue = var.global;
else if (varFlags == GAMEVAR_PERACTOR)
returnValue = var.pValues[spriteNum & (MAXSPRITES-1)];
else if (varFlags == GAMEVAR_PERPLAYER)
returnValue = var.pValues[playerNum & (MAXPLAYERS-1)];
else switch (varFlags & GAMEVAR_PTR_MASK)
{
case GAMEVAR_RAWQ16PTR:
case GAMEVAR_INT32PTR: returnValue = *(int32_t *)var.global; break;
case GAMEVAR_INT16PTR: returnValue = *(int16_t *)var.global; break;
case GAMEVAR_Q16PTR: returnValue = fix16_to_int(*(fix16_t *)var.global); break;
}
return NEGATE_ON_CONDITION(returnValue, gameVar & GV_FLAG_NEGATIVE);
}
int __fastcall Gv_GetVar(int const gameVar, int const spriteNum, int const playerNum) { return getvar__(gameVar, spriteNum, playerNum); }
int __fastcall Gv_GetVar(int const gameVar) { return getvar__(gameVar, vm.spriteNum, vm.playerNum); }
void __fastcall Gv_GetManyVars(int const numVars, int32_t * const outBuf)
{
for (native_t j = 0; j < numVars; ++j)
outBuf[j] = getvar__(*insptr++, vm.spriteNum, vm.playerNum);
}
static FORCE_INLINE void __fastcall setvar__(int const gameVar, int const newValue, int const spriteNum, int const playerNum)
{
gamevar_t &var = aGameVars[gameVar];
int const varFlags = var.flags & (GAMEVAR_USER_MASK|GAMEVAR_PTR_MASK);
if (!varFlags) var.global=newValue;
else if (varFlags == GAMEVAR_PERACTOR)
var.pValues[spriteNum & (MAXSPRITES-1)] = newValue;
else if (varFlags == GAMEVAR_PERPLAYER)
var.pValues[playerNum & (MAXPLAYERS-1)] = newValue;
else switch (varFlags & GAMEVAR_PTR_MASK)
{
case GAMEVAR_RAWQ16PTR:
case GAMEVAR_INT32PTR: *((int32_t *)var.global) = (int32_t)newValue; break;
case GAMEVAR_INT16PTR: *((int16_t *)var.global) = (int16_t)newValue; break;
case GAMEVAR_Q16PTR: *(fix16_t *)var.global = fix16_from_int((int16_t)newValue); break;
}
return;
}
void __fastcall Gv_SetVar(int const gameVar, int const newValue) { setvar__(gameVar, newValue, vm.spriteNum, vm.playerNum); }
void __fastcall Gv_SetVar(int const gameVar, int const newValue, int const spriteNum, int const playerNum)
{
setvar__(gameVar, newValue, spriteNum, playerNum);
}
int Gv_GetVarByLabel(const char *szGameLabel, int const defaultValue, int const spriteNum, int const playerNum)
{
int const gameVar = hash_find(&h_gamevars, szGameLabel);
return EDUKE32_PREDICT_TRUE(gameVar >= 0) ? Gv_GetVar(gameVar, spriteNum, playerNum) : defaultValue;
}
static intptr_t *Gv_GetVarDataPtr(const char *szGameLabel)
{
int const gameVar = hash_find(&h_gamevars, szGameLabel);
if (EDUKE32_PREDICT_FALSE((unsigned)gameVar >= MAXGAMEVARS))
return NULL;
gamevar_t &var = aGameVars[gameVar];
if (var.flags & (GAMEVAR_USER_MASK | GAMEVAR_PTR_MASK))
return var.pValues;
return &(var.global);
}
void Gv_ResetSystemDefaults(void)
{
// call many times...
char aszBuf[64];
//AddLog("ResetWeaponDefaults");
for (int weaponNum = 0; weaponNum < MAX_WEAPONS; ++weaponNum)
{
for (int playerNum = 0; playerNum < MAXPLAYERS; ++playerNum)
{
Bsprintf(aszBuf, "WEAPON%d_CLIP", weaponNum);
aplWeaponClip[weaponNum][playerNum] = Gv_GetVarByLabel(aszBuf, 0, -1, playerNum);
Bsprintf(aszBuf, "WEAPON%d_RELOAD", weaponNum);
aplWeaponReload[weaponNum][playerNum] = Gv_GetVarByLabel(aszBuf, 0, -1, playerNum);
Bsprintf(aszBuf, "WEAPON%d_FIREDELAY", weaponNum);
aplWeaponFireDelay[weaponNum][playerNum] = Gv_GetVarByLabel(aszBuf, 0, -1, playerNum);
Bsprintf(aszBuf, "WEAPON%d_TOTALTIME", weaponNum);
aplWeaponTotalTime[weaponNum][playerNum] = Gv_GetVarByLabel(aszBuf, 0, -1, playerNum);
Bsprintf(aszBuf, "WEAPON%d_HOLDDELAY", weaponNum);
aplWeaponHoldDelay[weaponNum][playerNum] = Gv_GetVarByLabel(aszBuf, 0, -1, playerNum);
Bsprintf(aszBuf, "WEAPON%d_FLAGS", weaponNum);
aplWeaponFlags[weaponNum][playerNum] = Gv_GetVarByLabel(aszBuf, 0, -1, playerNum);
Bsprintf(aszBuf, "WEAPON%d_SHOOTS", weaponNum);
aplWeaponShoots[weaponNum][playerNum] = Gv_GetVarByLabel(aszBuf, 0, -1, playerNum);
if ((unsigned)aplWeaponShoots[weaponNum][playerNum] >= MAXTILES)
aplWeaponShoots[weaponNum][playerNum] = 0;
Bsprintf(aszBuf, "WEAPON%d_SPAWNTIME", weaponNum);
aplWeaponSpawnTime[weaponNum][playerNum] = Gv_GetVarByLabel(aszBuf, 0, -1, playerNum);
Bsprintf(aszBuf, "WEAPON%d_SPAWN", weaponNum);
aplWeaponSpawn[weaponNum][playerNum] = Gv_GetVarByLabel(aszBuf, 0, -1, playerNum);
Bsprintf(aszBuf, "WEAPON%d_SHOTSPERBURST", weaponNum);
aplWeaponShotsPerBurst[weaponNum][playerNum] = Gv_GetVarByLabel(aszBuf, 0, -1, playerNum);
Bsprintf(aszBuf, "WEAPON%d_WORKSLIKE", weaponNum);
aplWeaponWorksLike[weaponNum][playerNum] = Gv_GetVarByLabel(aszBuf, 0, -1, playerNum);
Bsprintf(aszBuf, "WEAPON%d_INITIALSOUND", weaponNum);
aplWeaponInitialSound[weaponNum][playerNum] = Gv_GetVarByLabel(aszBuf, 0, -1, playerNum);
Bsprintf(aszBuf, "WEAPON%d_FIRESOUND", weaponNum);
aplWeaponFireSound[weaponNum][playerNum] = Gv_GetVarByLabel(aszBuf, 0, -1, playerNum);
Bsprintf(aszBuf, "WEAPON%d_SOUND2TIME", weaponNum);
aplWeaponSound2Time[weaponNum][playerNum] = Gv_GetVarByLabel(aszBuf, 0, -1, playerNum);
Bsprintf(aszBuf, "WEAPON%d_SOUND2SOUND", weaponNum);
aplWeaponSound2Sound[weaponNum][playerNum] = Gv_GetVarByLabel(aszBuf, 0, -1, playerNum);
Bsprintf(aszBuf, "WEAPON%d_FLASHCOLOR", weaponNum);
aplWeaponFlashColor[weaponNum][playerNum] = Gv_GetVarByLabel(aszBuf, 0, -1, playerNum);
}
}
g_aimAngleVarID = Gv_GetVarIndex("AUTOAIMANGLE");
g_angRangeVarID = Gv_GetVarIndex("ANGRANGE");
g_returnVarID = Gv_GetVarIndex("RETURN");
g_weaponVarID = Gv_GetVarIndex("WEAPON");
g_worksLikeVarID = Gv_GetVarIndex("WORKSLIKE");
g_zRangeVarID = Gv_GetVarIndex("ZRANGE");
//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,
FlashColor
*/
{
KNEE_WEAPON__STATIC, 0, 30, 7, 14, 14,
WEAPON_RANDOMRESTART | WEAPON_AUTOMATIC,
KNEE__STATIC, 0, 0, 0, 0, 0, 0,
0
},
{
PISTOL_WEAPON, 20, 50, 2, 5, 0,
WEAPON_AUTOMATIC | WEAPON_HOLSTER_CLEARS_CLIP,
SHOTSPARK1__STATIC, 2, SHELL__STATIC, 0, 0, PISTOL_FIRE__STATIC, 0, 0,
255+(95<<8)
},
{
SHOTGUN_WEAPON__STATIC, 0, 13, 4, 31, 0,
WEAPON_CHECKATRELOAD,
SHOTGUN__STATIC, 24, SHOTGUNSHELL__STATIC, 7, 0, SHOTGUN_FIRE__STATIC, 15, SHOTGUN_COCK__STATIC,
255+(95<<8)
},
{
CHAINGUN_WEAPON__STATIC, 0, 30, 1, 12, 10,
WEAPON_AUTOMATIC | WEAPON_FIREEVERYTHIRD | WEAPON_AMMOPERSHOT,
CHAINGUN__STATIC, 0, SHELL__STATIC, 0, 0, CHAINGUN_FIRE__STATIC, 0, 0,
255+(95<<8)
},
{
RPG_WEAPON__STATIC, 0, 30, 4, 20, 0,
0,
RPG__STATIC, 0, 0, 0, 0, 0, 0, 0,
255+(95<<8)
},
{
HANDBOMB_WEAPON__STATIC, 0, 30, 6, 19, 12,
WEAPON_THROWIT,
HEAVYHBOMB__STATIC, 0, 0, 0, 0, 0, 0,
0
},
{
SHRINKER_WEAPON__STATIC, 0, 0, 10, 30, 0,
WEAPON_GLOWS,
SHRINKER__STATIC, 0, 0, 0, SHRINKER_FIRE__STATIC, 0, 0, 0,
176+(252<<8)+(120<<16)
},
{
DEVISTATOR_WEAPON__STATIC, 0, 30, 2, 5, 5,
WEAPON_FIREEVERYOTHER,
RPG__STATIC, 0, 0, 2, CAT_FIRE__STATIC, 0, 0, 0,
255+(95<<8)
},
{
TRIPBOMB_WEAPON__STATIC, 0, 30, 3, 16, 0,
WEAPON_STANDSTILL,
HANDHOLDINGLASER__STATIC, 0, 0, 0, 0, 0, 0,
0
},
{
FREEZE_WEAPON__STATIC, 0, 0, 3, 5, 0,
WEAPON_FIREEVERYOTHER,
FREEZEBLAST__STATIC, 0, 0, 0, CAT_FIRE__STATIC, CAT_FIRE__STATIC, 0, 0,
72+(88<<8)+(140<<16)
},
{
HANDREMOTE_WEAPON__STATIC, 0, 30, 2, 10, 0,
WEAPON_BOMB_TRIGGER | WEAPON_NOVISIBLE,
0, 0, 0, 0, 0, 0, 0,
0
},
{
GROW_WEAPON__STATIC, 0, 0, 3, 30, 0,
WEAPON_GLOWS,
GROWSPARK__STATIC, 0, 0, 0, EXPANDERSHOOT__STATIC, EXPANDERSHOOT__STATIC, 0, 0,
216+(52<<8)+(20<<16)
},
};
// KEEPINSYNC with what is contained above
// XXX: ugly
static int32_t G_StaticToDynamicTile(int32_t const tile)
{
switch (tile)
{
#ifndef EDUKE32_STANDALONE
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;
#endif
default: return tile;
}
}
static int32_t G_StaticToDynamicSound(int32_t const sound)
{
switch (sound)
{
#ifndef EDUKE32_STANDALONE
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;
#endif
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 { \
FStringf aszBuf("WEAPON%d_" #Membname, Weapidx); \
aszBuf.ToUpper(); \
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)
{
for (int 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, Sound2Sound);
}
}
#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
for (int i=0; i<MAX_WEAPONS; i++)
{
ADDWEAPONVAR(i, Clip);
ADDWEAPONVAR(i, FireDelay);
ADDWEAPONVAR(i, FireSound);
ADDWEAPONVAR(i, Flags);
ADDWEAPONVAR(i, FlashColor);
ADDWEAPONVAR(i, HoldDelay);
ADDWEAPONVAR(i, InitialSound);
ADDWEAPONVAR(i, Reload);
ADDWEAPONVAR(i, Shoots);
ADDWEAPONVAR(i, ShotsPerBurst);
ADDWEAPONVAR(i, Sound2Sound);
ADDWEAPONVAR(i, Sound2Time);
ADDWEAPONVAR(i, Spawn);
ADDWEAPONVAR(i, SpawnTime);
ADDWEAPONVAR(i, TotalTime);
ADDWEAPONVAR(i, WorksLike);
}
Gv_NewVar("GRENADE_LIFETIME", NAM_GRENADE_LIFETIME, GAMEVAR_SYSTEM | GAMEVAR_PERPLAYER);
Gv_NewVar("GRENADE_LIFETIME_VAR", NAM_GRENADE_LIFETIME_VAR, GAMEVAR_SYSTEM | GAMEVAR_PERPLAYER);
Gv_NewVar("STICKYBOMB_LIFETIME", NAM_GRENADE_LIFETIME, GAMEVAR_SYSTEM | GAMEVAR_PERPLAYER);
Gv_NewVar("STICKYBOMB_LIFETIME_VAR", NAM_GRENADE_LIFETIME_VAR, GAMEVAR_SYSTEM | GAMEVAR_PERPLAYER);
Gv_NewVar("TRIPBOMB_CONTROL", TRIPBOMB_TRIPWIRE, GAMEVAR_SYSTEM | GAMEVAR_PERPLAYER);
Gv_NewVar("ANGRANGE", 18, GAMEVAR_SYSTEM | GAMEVAR_PERPLAYER);
Gv_NewVar("AUTOAIMANGLE", 0, GAMEVAR_SYSTEM | GAMEVAR_PERPLAYER);
Gv_NewVar("COOP", (intptr_t)&ud.coop, GAMEVAR_SYSTEM | GAMEVAR_INT32PTR);
Gv_NewVar("FFIRE", (intptr_t)&ud.ffire, GAMEVAR_SYSTEM | GAMEVAR_INT32PTR);
Gv_NewVar("LEVEL", (intptr_t)&ud.level_number, GAMEVAR_SYSTEM | GAMEVAR_INT32PTR | GAMEVAR_READONLY);
Gv_NewVar("MARKER", (intptr_t)&ud.marker, GAMEVAR_SYSTEM | GAMEVAR_INT32PTR);
Gv_NewVar("MONSTERS_OFF", (intptr_t)&ud.monsters_off, GAMEVAR_SYSTEM | GAMEVAR_INT32PTR);
Gv_NewVar("MULTIMODE", (intptr_t)&ud.multimode, GAMEVAR_SYSTEM | GAMEVAR_INT32PTR);
Gv_NewVar("RESPAWN_INVENTORY", (intptr_t)&ud.respawn_inventory, GAMEVAR_SYSTEM | GAMEVAR_INT32PTR);
Gv_NewVar("RESPAWN_ITEMS", (intptr_t)&ud.respawn_items, GAMEVAR_SYSTEM | GAMEVAR_INT32PTR);
Gv_NewVar("RESPAWN_MONSTERS", (intptr_t)&ud.respawn_monsters, GAMEVAR_SYSTEM | GAMEVAR_INT32PTR);
Gv_NewVar("RETURN", 0, GAMEVAR_SYSTEM);
Gv_NewVar("VOLUME", (intptr_t)&ud.volume_number, GAMEVAR_SYSTEM | GAMEVAR_INT32PTR | GAMEVAR_READONLY);
Gv_NewVar("WEAPON", 0, GAMEVAR_SYSTEM | GAMEVAR_PERPLAYER | GAMEVAR_READONLY);
Gv_NewVar("WORKSLIKE", 0, GAMEVAR_SYSTEM | GAMEVAR_PERPLAYER | GAMEVAR_READONLY);
Gv_NewVar("ZRANGE", 4, GAMEVAR_SYSTEM | GAMEVAR_PERPLAYER);
}
#undef ADDWEAPONVAR
void Gv_Init(void)
{
#if !defined LUNATIC
// already initialized
if (aGameVars[0].flags)
return;
#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])
{
I_Error("ERROR: NULL weapon! WTF?! %s\n", aszBuf);
}
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_FLASHCOLOR", i);
aplWeaponFlashColor[i] = Gv_GetVarDataPtr(aszBuf);
}
}
void Gv_RefreshPointers(void)
{
aGameVars[Gv_GetVarIndex("COOP")].global = (intptr_t)&ud.coop;
aGameVars[Gv_GetVarIndex("FFIRE")].global = (intptr_t)&ud.ffire;
aGameVars[Gv_GetVarIndex("LEVEL")].global = (intptr_t)&ud.level_number;
aGameVars[Gv_GetVarIndex("MARKER")].global = (intptr_t)&ud.marker;
aGameVars[Gv_GetVarIndex("MONSTERS_OFF")].global = (intptr_t)&ud.monsters_off;
aGameVars[Gv_GetVarIndex("MULTIMODE")].global = (intptr_t)&ud.multimode;
aGameVars[Gv_GetVarIndex("RESPAWN_INVENTORY")].global = (intptr_t)&ud.respawn_inventory;
aGameVars[Gv_GetVarIndex("RESPAWN_ITEMS")].global = (intptr_t)&ud.respawn_items;
aGameVars[Gv_GetVarIndex("RESPAWN_MONSTERS")].global = (intptr_t)&ud.respawn_monsters;
aGameVars[Gv_GetVarIndex("VOLUME")].global = (intptr_t)&ud.volume_number;
}
#endif
END_RR_NS