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https://github.com/ZDoom/raze-gles.git
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ef61e48c25
"The most noticeable change is the addition of the "includedefault" CON and DEF command, which will attempt to include eduke.con (or nam.con, or ww2gi.con), then game.con, or duke3d.def, or nam.def, or ww2gi.def. This is useful for TCs like my add-ons, where for my pseudo-mutators I currently say "include EDUKE.CON", but I also have to juggle this terrible order of paths, so that I can have an EDUKE.CON file in my HRP which says "include GAME.CON" to allow the mainline game to actually run, but also allow DukePlus to load its EDUKE.CON file (since it uses that and not an -x switch), and also allow any custom EDUKE.CON files in the root to be used." git-svn-id: https://svn.eduke32.com/eduke32@1909 1a8010ca-5511-0410-912e-c29ae57300e0
317 lines
11 KiB
C
317 lines
11 KiB
C
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010 EDuke32 developers and contributors
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This file is part of EDuke32.
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EDuke32 is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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//-------------------------------------------------------------------------
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#ifndef __gamevars_h__
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#define __gamevars_h__
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#include "gamedef.h"
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// store global game definitions
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enum GamevarFlags_t {
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MAXGAMEVARS = 2048, // must be a power of two
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MAXVARLABEL = 26,
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GAMEVAR_PERPLAYER = 0x00000001, // per-player variable
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GAMEVAR_PERACTOR = 0x00000002, // per-actor variable
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GAMEVAR_USER_MASK = (GAMEVAR_PERPLAYER|GAMEVAR_PERACTOR),
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GAMEVAR_RESET = 0x00000008, // marks var for to default
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GAMEVAR_DEFAULT = 0x00000100, // allow override
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GAMEVAR_SECRET = 0x00000200, // don't dump...
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GAMEVAR_NODEFAULT = 0x00000400, // don't reset on actor spawn
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GAMEVAR_SYSTEM = 0x00000800, // cannot change mode flags...(only default value)
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GAMEVAR_READONLY = 0x00001000, // values are read-only (no setvar allowed)
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GAMEVAR_INTPTR = 0x00002000, // plValues is a pointer to an int32_t
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GAMEVAR_SHORTPTR = 0x00008000, // plValues is a pointer to a short
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GAMEVAR_CHARPTR = 0x00010000, // plValues is a pointer to a char
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GAMEVAR_PTR_MASK = (GAMEVAR_INTPTR|GAMEVAR_SHORTPTR|GAMEVAR_CHARPTR),
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GAMEVAR_NORESET = 0x00020000, // var values are not reset when restoring map state
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GAMEVAR_SPECIAL = 0x00040000, // flag for structure member shortcut vars
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GAMEVAR_NOMULTI = 0x00080000, // don't attach to multiplayer packets
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GAMEVAR_NONGLOBAL = (GAMEVAR_INTPTR|GAMEVAR_SHORTPTR|GAMEVAR_CHARPTR|GAMEVAR_SPECIAL|MAXGAMEVARS<<1),
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};
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enum GamearrayFlags_t {
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MAXGAMEARRAYS = (MAXGAMEVARS>>2), // must be lower than MAXGAMEVARS
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MAXARRAYLABEL = MAXVARLABEL,
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GAMEARRAY_NORMAL = 0,
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GAMEARRAY_NORESET = 0x00000001,
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};
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#pragma pack(push,1)
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typedef struct {
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union {
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intptr_t lValue;
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intptr_t *plValues; // array of values when 'per-player', or 'per-actor'
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} val;
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intptr_t lDefault;
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uintptr_t dwFlags;
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char *szLabel;
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} gamevar_t;
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typedef struct {
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char *szLabel;
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int32_t *plValues; // array of values
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intptr_t size;
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intptr_t bReset;
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} gamearray_t;
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#pragma pack(pop)
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extern gamevar_t aGameVars[MAXGAMEVARS];
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extern gamearray_t aGameArrays[MAXGAMEARRAYS];
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extern int32_t g_gameVarCount;
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extern int32_t g_gameArrayCount;
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int32_t __fastcall Gv_GetVar(register int32_t id,register int32_t iActor,register int32_t iPlayer);
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int32_t __fastcall Gv_GetVarX(register int32_t id);
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int32_t Gv_GetVarByLabel(const char *szGameLabel,int32_t lDefault,int32_t iActor,int32_t iPlayer);
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int32_t Gv_NewArray(const char *pszLabel,int32_t asize);
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int32_t Gv_NewVar(const char *pszLabel,int32_t lValue,uint32_t dwFlags);
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int32_t Gv_ReadSave(int32_t fil,int32_t newbehav);
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void __fastcall A_ResetVars(register int32_t iActor);
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void __fastcall Gv_SetVar(register int32_t id,register int32_t lValue,register int32_t iActor,register int32_t iPlayer);
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void __fastcall Gv_SetVarX(register int32_t id,register int32_t lValue);
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void G_FreeMapState(int32_t mapnum);
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void Gv_DumpValues(void);
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void Gv_Init(void);
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void Gv_InitWeaponPointers(void);
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void Gv_RefreshPointers(void);
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void Gv_RefreshPointers(void);
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void Gv_ResetSystemDefaults(void);
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void Gv_ResetVars(void);
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void Gv_WriteSave(FILE *fil,int32_t newbehav);
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static inline void __fastcall Gv_AddVar(register int32_t id, register int32_t lValue)
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{
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switch (aGameVars[id].dwFlags & (GAMEVAR_USER_MASK|GAMEVAR_PTR_MASK))
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{
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default:
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aGameVars[id].val.lValue += lValue;
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return;
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case GAMEVAR_PERPLAYER:
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if ((unsigned)vm.g_p > MAXPLAYERS-1) return;
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aGameVars[id].val.plValues[vm.g_p] += lValue;
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return;
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case GAMEVAR_PERACTOR:
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if ((unsigned)vm.g_i > MAXSPRITES-1) return;
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aGameVars[id].val.plValues[vm.g_i] += lValue;
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return;
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case GAMEVAR_INTPTR:
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*((int32_t *)aGameVars[id].val.lValue) += (int32_t)lValue;
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return;
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case GAMEVAR_SHORTPTR:
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*((int16_t *)aGameVars[id].val.lValue) += (int16_t)lValue;
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return;
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case GAMEVAR_CHARPTR:
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*((uint8_t *)aGameVars[id].val.lValue) +=(uint8_t)lValue;
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return;
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}
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}
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static inline void __fastcall Gv_SubVar(register int32_t id, register int32_t lValue)
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{
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switch (aGameVars[id].dwFlags & (GAMEVAR_USER_MASK|GAMEVAR_PTR_MASK))
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{
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default:
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aGameVars[id].val.lValue -= lValue;
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return;
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case GAMEVAR_PERPLAYER:
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if ((unsigned)vm.g_p > MAXPLAYERS-1) return;
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aGameVars[id].val.plValues[vm.g_p] -= lValue;
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return;
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case GAMEVAR_PERACTOR:
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if ((unsigned)vm.g_i > MAXSPRITES-1) return;
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aGameVars[id].val.plValues[vm.g_i] -= lValue;
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return;
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case GAMEVAR_INTPTR:
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*((int32_t *)aGameVars[id].val.lValue) -= (int32_t)lValue;
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return;
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case GAMEVAR_SHORTPTR:
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*((int16_t *)aGameVars[id].val.lValue) -= (int16_t)lValue;
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return;
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case GAMEVAR_CHARPTR:
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*((uint8_t *)aGameVars[id].val.lValue) -=(uint8_t)lValue;
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return;
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}
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}
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static inline void __fastcall Gv_MulVar(register int32_t id, register int32_t lValue)
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{
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switch (aGameVars[id].dwFlags & (GAMEVAR_USER_MASK|GAMEVAR_PTR_MASK))
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{
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default:
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aGameVars[id].val.lValue *= lValue;
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return;
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case GAMEVAR_PERPLAYER:
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if ((unsigned)vm.g_p > MAXPLAYERS-1) return;
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aGameVars[id].val.plValues[vm.g_p] *= lValue;
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return;
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case GAMEVAR_PERACTOR:
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if ((unsigned)vm.g_i > MAXSPRITES-1) return;
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aGameVars[id].val.plValues[vm.g_i] *= lValue;
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return;
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case GAMEVAR_INTPTR:
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*((int32_t *)aGameVars[id].val.lValue) *= (int32_t)lValue;
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return;
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case GAMEVAR_SHORTPTR:
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*((int16_t *)aGameVars[id].val.lValue) *= (int16_t)lValue;
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return;
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case GAMEVAR_CHARPTR:
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*((uint8_t *)aGameVars[id].val.lValue) *=(uint8_t)lValue;
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return;
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}
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}
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static inline void __fastcall Gv_DivVar(register int32_t id, register int32_t lValue)
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{
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switch (aGameVars[id].dwFlags & (GAMEVAR_USER_MASK|GAMEVAR_PTR_MASK))
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{
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default:
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aGameVars[id].val.lValue /= lValue;
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return;
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case GAMEVAR_PERPLAYER:
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if ((unsigned)vm.g_p > MAXPLAYERS-1) return;
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aGameVars[id].val.plValues[vm.g_p] /= lValue;
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return;
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case GAMEVAR_PERACTOR:
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if ((unsigned)vm.g_i > MAXSPRITES-1) return;
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aGameVars[id].val.plValues[vm.g_i] /= lValue;
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return;
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case GAMEVAR_INTPTR:
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*((int32_t *)aGameVars[id].val.lValue) /= (int32_t)lValue;
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return;
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case GAMEVAR_SHORTPTR:
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*((int16_t *)aGameVars[id].val.lValue) /= (int16_t)lValue;
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return;
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case GAMEVAR_CHARPTR:
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*((uint8_t *)aGameVars[id].val.lValue) /=(uint8_t)lValue;
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return;
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}
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}
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static inline void __fastcall Gv_ModVar(register int32_t id, register int32_t lValue)
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{
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switch (aGameVars[id].dwFlags & (GAMEVAR_USER_MASK|GAMEVAR_PTR_MASK))
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{
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default:
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aGameVars[id].val.lValue %= lValue;
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return;
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case GAMEVAR_PERPLAYER:
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if ((unsigned)vm.g_p > MAXPLAYERS-1) return;
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aGameVars[id].val.plValues[vm.g_p] %= lValue;
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return;
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case GAMEVAR_PERACTOR:
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if ((unsigned)vm.g_i > MAXSPRITES-1) return;
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aGameVars[id].val.plValues[vm.g_i] %= lValue;
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return;
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case GAMEVAR_INTPTR:
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*((int32_t *)aGameVars[id].val.lValue) %= (int32_t)lValue;
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return;
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case GAMEVAR_SHORTPTR:
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*((int16_t *)aGameVars[id].val.lValue) %= (int16_t)lValue;
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return;
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case GAMEVAR_CHARPTR:
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*((uint8_t *)aGameVars[id].val.lValue) %=(uint8_t)lValue;
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return;
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}
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}
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static inline void __fastcall Gv_AndVar(register int32_t id, register int32_t lValue)
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{
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switch (aGameVars[id].dwFlags & (GAMEVAR_USER_MASK|GAMEVAR_PTR_MASK))
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{
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default:
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aGameVars[id].val.lValue &= lValue;
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return;
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case GAMEVAR_PERPLAYER:
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if ((unsigned)vm.g_p > MAXPLAYERS-1) return;
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aGameVars[id].val.plValues[vm.g_p] &= lValue;
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return;
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case GAMEVAR_PERACTOR:
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if ((unsigned)vm.g_i > MAXSPRITES-1) return;
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aGameVars[id].val.plValues[vm.g_i] &= lValue;
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return;
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case GAMEVAR_INTPTR:
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*((int32_t *)aGameVars[id].val.lValue) &= (int32_t)lValue;
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return;
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case GAMEVAR_SHORTPTR:
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*((int16_t *)aGameVars[id].val.lValue) &= (int16_t)lValue;
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return;
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case GAMEVAR_CHARPTR:
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*((uint8_t *)aGameVars[id].val.lValue) &=(uint8_t)lValue;
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return;
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}
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}
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static inline void __fastcall Gv_XorVar(register int32_t id, register int32_t lValue)
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{
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switch (aGameVars[id].dwFlags & (GAMEVAR_USER_MASK|GAMEVAR_PTR_MASK))
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{
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default:
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aGameVars[id].val.lValue ^= lValue;
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return;
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case GAMEVAR_PERPLAYER:
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if ((unsigned)vm.g_p > MAXPLAYERS-1) return;
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aGameVars[id].val.plValues[vm.g_p] ^= lValue;
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return;
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case GAMEVAR_PERACTOR:
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if ((unsigned)vm.g_i > MAXSPRITES-1) return;
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aGameVars[id].val.plValues[vm.g_i] ^= lValue;
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return;
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case GAMEVAR_INTPTR:
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*((int32_t *)aGameVars[id].val.lValue) ^= (int32_t)lValue;
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return;
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case GAMEVAR_SHORTPTR:
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*((int16_t *)aGameVars[id].val.lValue) ^= (int16_t)lValue;
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return;
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case GAMEVAR_CHARPTR:
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*((uint8_t *)aGameVars[id].val.lValue) ^=(uint8_t)lValue;
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return;
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}
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}
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static inline void __fastcall Gv_OrVar(register int32_t id, register int32_t lValue)
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{
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switch (aGameVars[id].dwFlags & (GAMEVAR_USER_MASK|GAMEVAR_PTR_MASK))
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{
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default:
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aGameVars[id].val.lValue |= lValue;
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return;
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case GAMEVAR_PERPLAYER:
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if ((unsigned)vm.g_p > MAXPLAYERS-1) return;
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aGameVars[id].val.plValues[vm.g_p] |= lValue;
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return;
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case GAMEVAR_PERACTOR:
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if ((unsigned)vm.g_i > MAXSPRITES-1) return;
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aGameVars[id].val.plValues[vm.g_i] |= lValue;
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return;
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case GAMEVAR_INTPTR:
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*((int32_t *)aGameVars[id].val.lValue) |= (int32_t)lValue;
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return;
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case GAMEVAR_SHORTPTR:
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*((int16_t *)aGameVars[id].val.lValue) |= (int16_t)lValue;
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return;
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case GAMEVAR_CHARPTR:
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*((uint8_t *)aGameVars[id].val.lValue) |=(uint8_t)lValue;
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return;
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}
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}
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#endif
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