raze-gles/polymer/eduke32/source/gamevars.c
terminx 34453f5090 Continued cleanup. DONT_BUILD.
git-svn-id: https://svn.eduke32.com/eduke32@5827 1a8010ca-5511-0410-912e-c29ae57300e0
2016-08-27 01:40:56 +00:00

1871 lines
71 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 "duke3d.h"
#include "menus.h"
#define gamevars_c_
#ifdef LUNATIC
int32_t g_noResetVars;
LUNATIC_CB void (*A_ResetVars)(int32_t spriteNum);
#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 int Gv_Free(void)
{
for (int i=0; i<g_gameVarCount; ++i)
{
if (aGameVars[i].flags & GAMEVAR_USER_MASK)
ALIGNED_FREE_AND_NULL(aGameVars[i].pValues);
aGameVars[i].flags |= GAMEVAR_RESET;
}
for (int i=0; i<g_gameArrayCount; ++i)
{
if (aGameArrays[i].flags & GAMEARRAY_NORMAL)
ALIGNED_FREE_AND_NULL(aGameArrays[i].pValues);
aGameArrays[i].flags |= GAMEARRAY_RESET;
}
EDUKE32_STATIC_ASSERT(MAXGAMEVARS < 32768);
int const varCount = g_gameVarCount | (g_gameArrayCount << 16);
g_gameVarCount = g_gameArrayCount = 0;
hash_init(&h_gamevars);
hash_init(&h_arrays);
return varCount;
}
// Calls Gv_Free() and in addition frees the labels of all game variables and
// arrays.
// Only call this function ONCE...
static void Gv_Clear(void)
{
int gameVarCount = Gv_Free();
int const gameArrayCount = gameVarCount >> 16;
gameVarCount &= 65535;
// Now, only do work that Gv_Free() hasn't done.
for (int i=0; i<gameVarCount; ++i)
DO_FREE_AND_NULL(aGameVars[i].szLabel);
for (int i=0; i<gameArrayCount; i++)
DO_FREE_AND_NULL(aGameArrays[i].szLabel);
}
int Gv_ReadSave(int32_t kFile)
{
char savedstate[MAXVOLUMES*MAXLEVELS];
char tbuf[12];
if (kread(kFile, tbuf, 12)!=12) goto corrupt;
if (Bmemcmp(tbuf, "BEG: EDuke32", 12)) { OSD_Printf("BEG ERR\n"); return 2; }
Bmemset(&savedstate,0,sizeof(savedstate));
// AddLog("Reading gamevars from savegame");
Gv_Free(); // nuke 'em from orbit, it's the only way to be sure...
// Bsprintf(g_szBuf,"CP:%s %d",__FILE__,__LINE__);
// AddLog(g_szBuf);
if (kdfread(&g_gameVarCount,sizeof(g_gameVarCount),1,kFile) != 1) goto corrupt;
for (int i=0; i<g_gameVarCount; i++)
{
char *const olabel = aGameVars[i].szLabel;
if (kdfread(&aGameVars[i], sizeof(gamevar_t), 1, kFile) != 1)
goto corrupt;
if (olabel == NULL)
aGameVars[i].szLabel = (char *)Xmalloc(MAXVARLABEL * sizeof(uint8_t));
else
aGameVars[i].szLabel = olabel;
if (kdfread(aGameVars[i].szLabel, MAXVARLABEL, 1, kFile) != 1)
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 (kdfread(aGameVars[i].pValues,sizeof(intptr_t) * MAXPLAYERS, 1, kFile) != 1) goto corrupt;
}
else if (aGameVars[i].flags & GAMEVAR_PERACTOR)
{
aGameVars[i].pValues = (intptr_t*)Xaligned_alloc(ACTOR_VAR_ALIGNMENT, MAXSPRITES * sizeof(intptr_t));
if (kdfread(&aGameVars[i].pValues[0],sizeof(intptr_t), MAXSPRITES, kFile) != MAXSPRITES) goto corrupt;
}
}
// Bsprintf(g_szBuf,"CP:%s %d",__FILE__,__LINE__);
// AddLog(g_szBuf);
Gv_InitWeaponPointers();
// Bsprintf(g_szBuf,"CP:%s %d",__FILE__,__LINE__);
// AddLog(g_szBuf);
Gv_RefreshPointers();
if (kdfread(&g_gameArrayCount,sizeof(g_gameArrayCount),1,kFile) != 1) goto corrupt;
for (int i=0; i<g_gameArrayCount; i++)
{
if (aGameArrays[i].flags&GAMEARRAY_READONLY)
continue;
char *const olabel = aGameArrays[i].szLabel;
// read for .size and .dwFlags (the rest are pointers):
if (kdfread(&aGameArrays[i], sizeof(gamearray_t), 1, kFile) != 1)
goto corrupt;
if (olabel == NULL)
aGameArrays[i].szLabel = (char *)Xmalloc(MAXARRAYLABEL * sizeof(uint8_t));
else
aGameArrays[i].szLabel = olabel;
if (kdfread(aGameArrays[i].szLabel,sizeof(uint8_t) * MAXARRAYLABEL, 1, kFile) != 1)
goto corrupt;
hash_add(&h_arrays, aGameArrays[i].szLabel, i, 1);
intptr_t const asize = aGameArrays[i].size;
if (asize != 0)
{
aGameArrays[i].pValues = (intptr_t *)Xaligned_alloc(ACTOR_VAR_ALIGNMENT, asize * GAR_ELTSZ);
if (kdfread(aGameArrays[i].pValues, GAR_ELTSZ * aGameArrays[i].size, 1, kFile) < 1) goto corrupt;
}
else
aGameArrays[i].pValues = NULL;
}
// Bsprintf(g_szBuf,"CP:%s %d",__FILE__,__LINE__);
// AddLog(g_szBuf);
if (kdfread(apScriptEvents,sizeof(apScriptEvents),1,kFile) != 1) goto corrupt;
// Bsprintf(g_szBuf,"CP:%s %d",__FILE__,__LINE__);
// AddLog(g_szBuf);
if (kdfread(&savedstate[0],sizeof(savedstate),1,kFile) != 1) goto corrupt;
for (int i=0; i<(MAXVOLUMES*MAXLEVELS); i++)
{
if (savedstate[i])
{
if (aMapInfo[i].savedstate == NULL)
aMapInfo[i].savedstate = (mapstate_t *)Xaligned_alloc(16, sizeof(mapstate_t));
if (kdfread(aMapInfo[i].savedstate,sizeof(mapstate_t),1,kFile) != sizeof(mapstate_t)) goto corrupt;
for (int j=0; j<g_gameVarCount; j++)
{
if (aGameVars[j].flags & GAMEVAR_NORESET) continue;
if (aGameVars[j].flags & GAMEVAR_PERPLAYER)
{
// if (!MapInfo[i].savedstate->vars[j])
aMapInfo[i].savedstate->vars[j] = (intptr_t *)Xaligned_alloc(PLAYER_VAR_ALIGNMENT, MAXPLAYERS * sizeof(intptr_t));
if (kdfread(&aMapInfo[i].savedstate->vars[j][0],sizeof(intptr_t) * MAXPLAYERS, 1, kFile) != 1) goto corrupt;
}
else if (aGameVars[j].flags & GAMEVAR_PERACTOR)
{
// if (!MapInfo[i].savedstate->vars[j])
aMapInfo[i].savedstate->vars[j] = (intptr_t *)Xaligned_alloc(ACTOR_VAR_ALIGNMENT, MAXSPRITES * sizeof(intptr_t));
if (kdfread(&aMapInfo[i].savedstate->vars[j][0],sizeof(intptr_t), MAXSPRITES, kFile) != MAXSPRITES) goto corrupt;
}
}
}
else
{
G_FreeMapState(i);
}
}
if (kread(kFile, 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)
{
char savedstate[MAXVOLUMES*MAXLEVELS];
Bmemset(&savedstate,0,sizeof(savedstate));
// AddLog("Saving Game Vars to File");
fwrite("BEG: EDuke32", 12, 1, fil);
dfwrite(&g_gameVarCount,sizeof(g_gameVarCount),1,fil);
for (int i=0; i<g_gameVarCount; i++)
{
dfwrite(&(aGameVars[i]),sizeof(gamevar_t),1,fil);
dfwrite(aGameVars[i].szLabel,sizeof(uint8_t) * MAXVARLABEL, 1, fil);
if (aGameVars[i].flags & GAMEVAR_PERPLAYER)
{
//Bsprintf(g_szBuf,"Writing value array for %s (%d)",aGameVars[i].szLabel,sizeof(int32_t) * MAXPLAYERS);
//AddLog(g_szBuf);
dfwrite(aGameVars[i].pValues,sizeof(intptr_t) * MAXPLAYERS, 1, fil);
}
else if (aGameVars[i].flags & GAMEVAR_PERACTOR)
{
//Bsprintf(g_szBuf,"Writing value array for %s (%d)",aGameVars[i].szLabel,sizeof(int32_t) * MAXSPRITES);
//AddLog(g_szBuf);
dfwrite(&aGameVars[i].pValues[0],sizeof(intptr_t), MAXSPRITES, fil);
}
}
dfwrite(&g_gameArrayCount,sizeof(g_gameArrayCount),1,fil);
for (int i=0; i<g_gameArrayCount; i++)
{
if (aGameArrays[i].flags&GAMEARRAY_READONLY)
continue;
// write for .size and .dwFlags (the rest are pointers):
dfwrite(&aGameArrays[i],sizeof(gamearray_t),1,fil);
dfwrite(aGameArrays[i].szLabel,sizeof(uint8_t) * MAXARRAYLABEL, 1, fil);
dfwrite(aGameArrays[i].pValues, GAR_ELTSZ * aGameArrays[i].size, 1, fil);
}
dfwrite(apScriptEvents,sizeof(apScriptEvents),1,fil);
for (int i=0; i<(MAXVOLUMES*MAXLEVELS); i++)
if (aMapInfo[i].savedstate != NULL)
savedstate[i] = 1;
dfwrite(&savedstate[0],sizeof(savedstate),1,fil);
for (int i=0; i<(MAXVOLUMES*MAXLEVELS); i++)
if (aMapInfo[i].savedstate)
{
dfwrite(aMapInfo[i].savedstate,sizeof(mapstate_t),1,fil);
for (int j=0; j<g_gameVarCount; j++)
{
if (aGameVars[j].flags & GAMEVAR_NORESET) continue;
if (aGameVars[j].flags & GAMEVAR_PERPLAYER)
{
dfwrite(&aMapInfo[i].savedstate->vars[j][0],sizeof(intptr_t) * MAXPLAYERS, 1, fil);
}
else if (aGameVars[j].flags & GAMEVAR_PERACTOR)
{
dfwrite(&aMapInfo[i].savedstate->vars[j][0],sizeof(intptr_t), MAXSPRITES, fil);
}
}
}
fwrite("EOF: EDuke32", 12, 1, fil);
}
void Gv_DumpValues(void)
{
OSD_Printf("// Current Game Definitions\n\n");
for (int i=0; i<g_gameVarCount; i++)
{
OSD_Printf("gamevar %s ",aGameVars[i].szLabel);
if (aGameVars[i].flags & (GAMEVAR_INTPTR))
OSD_Printf("%d",*((int32_t *)aGameVars[i].global));
else if (aGameVars[i].flags & (GAMEVAR_SHORTPTR))
OSD_Printf("%d",*((int16_t *)aGameVars[i].global));
else if (aGameVars[i].flags & (GAMEVAR_CHARPTR))
OSD_Printf("%d",*((char *)aGameVars[i].global));
else
OSD_Printf("%" PRIdPTR "",aGameVars[i].global);
if (aGameVars[i].flags & (GAMEVAR_PERPLAYER))
OSD_Printf(" GAMEVAR_PERPLAYER");
else if (aGameVars[i].flags & (GAMEVAR_PERACTOR))
OSD_Printf(" GAMEVAR_PERACTOR");
else
OSD_Printf(" %" PRIdPTR,aGameVars[i].flags/* & (GAMEVAR_USER_MASK)*/);
OSD_Printf(" // ");
if (aGameVars[i].flags & (GAMEVAR_SYSTEM))
OSD_Printf(" (system)");
if (aGameVars[i].flags & (GAMEVAR_PTR_MASK))
OSD_Printf(" (pointer)");
if (aGameVars[i].flags & (GAMEVAR_READONLY))
OSD_Printf(" (read only)");
if (aGameVars[i].flags & (GAMEVAR_SPECIAL))
OSD_Printf(" (special)");
OSD_Printf("\n");
}
OSD_Printf("\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();
osd->log.errors = 0;
for (int i=0; i<MAXGAMEVARS; i++)
{
if (aGameVars[i].szLabel != NULL)
Gv_NewVar(aGameVars[i].szLabel,
aGameVars[i].flags & GAMEVAR_NODEFAULT ? aGameVars[i].global : aGameVars[i].defaultValue,
aGameVars[i].flags);
}
for (int i=0; i<MAXGAMEARRAYS; i++)
{
if (aGameArrays[i].szLabel != NULL && (aGameArrays[i].flags & GAMEARRAY_RESET))
Gv_NewArray(aGameArrays[i].szLabel,aGameArrays[i].pValues,aGameArrays[i].size,aGameArrays[i].flags);
}
}
int32_t Gv_NewArray(const char *pszLabel, void *pArray, intptr_t arraySize, uint32_t nFlags)
{
int32_t i;
if (EDUKE32_PREDICT_FALSE(g_gameArrayCount >= 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].flags & GAMEARRAY_RESET)))
{
// found it it's a duplicate in error
g_numCompilerWarnings++;
if (aGameArrays[i].flags&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 (!(nFlags & GAMEARRAY_TYPE_MASK))
{
Baligned_free(aGameArrays[i].pValues);
if (arraySize != 0)
{
aGameArrays[i].pValues = (intptr_t *)Xaligned_alloc(ACTOR_VAR_ALIGNMENT, arraySize * GAR_ELTSZ);
Bmemset(aGameArrays[i].pValues, 0, arraySize * GAR_ELTSZ);
}
else
aGameArrays[i].pValues = NULL;
}
else
aGameArrays[i].pValues=(intptr_t *)pArray;
aGameArrays[i].size = arraySize;
aGameArrays[i].flags = nFlags & ~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)
{
//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;
}
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);
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[gV].flags & GAMEVAR_SYSTEM)))
{
// it's a duplicate in error
g_numCompilerWarnings++;
C_ReportError(WARNING_DUPLICATEDEFINITION);
return 0;
}
}
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 (int 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 (int j=MAXSPRITES-1; j>=0; --j)
aGameVars[gV].pValues[j]=lValue;
}
else aGameVars[gV].global = lValue;
return 1;
}
static int32_t Gv_GetVarIndex(const char *szGameLabel)
{
int32_t gV = hash_find(&h_gamevars,szGameLabel);
if (EDUKE32_PREDICT_FALSE(gV == -1))
{
OSD_Printf(OSD_ERROR "Gv_GetVarIndex(): INTERNAL ERROR: couldn't find gamevar %s!\n",szGameLabel);
return 0;
}
return gV;
}
int32_t __fastcall Gv_GetGameArrayValue(int const id, int index)
{
if (aGameArrays[id].flags & GAMEARRAY_STRIDE2)
index <<= 1;
int returnValue = -1;
switch (aGameArrays[id].flags & GAMEARRAY_TYPE_MASK)
{
case 0: returnValue = (aGameArrays[id].pValues)[index]; break;
case GAMEARRAY_OFINT: returnValue = ((int32_t *)aGameArrays[id].pValues)[index]; break;
case GAMEARRAY_OFSHORT: returnValue = ((int16_t *)aGameArrays[id].pValues)[index]; break;
case GAMEARRAY_OFCHAR: returnValue = ((uint8_t *)aGameArrays[id].pValues)[index]; break;
}
return returnValue;
}
int32_t __fastcall Gv_GetVar(int gameVar, int spriteNum, int playerNum)
{
if (gameVar == g_thisActorVarID)
return spriteNum;
if (gameVar == MAXGAMEVARS)
return *insptr++;
int nNegative = !!(gameVar & (MAXGAMEVARS << 1));
if (EDUKE32_PREDICT_FALSE((gameVar & ~(MAXGAMEVARS << 1)) >= g_gameVarCount))
goto nastyhacks;
gameVar &= (MAXGAMEVARS - 1);
int nReturn, nFlags;
nFlags = aGameVars[gameVar].flags & (GAMEVAR_USER_MASK | GAMEVAR_PTR_MASK);
if (nFlags == GAMEVAR_PERACTOR)
{
if (EDUKE32_PREDICT_FALSE((unsigned) spriteNum >= MAXSPRITES)) goto badindex;
nReturn = aGameVars[gameVar].pValues[spriteNum];
}
else if (!nFlags) nReturn = aGameVars[gameVar].global;
else if (nFlags == GAMEVAR_PERPLAYER)
{
if (EDUKE32_PREDICT_FALSE((unsigned) playerNum >= MAXPLAYERS))
{
spriteNum = playerNum;
goto badindex;
}
nReturn = aGameVars[gameVar].pValues[playerNum];
}
else switch (nFlags)
{
case GAMEVAR_INTPTR: nReturn = *(int32_t *)aGameVars[gameVar].global; break;
case GAMEVAR_SHORTPTR: nReturn = *(int16_t *)aGameVars[gameVar].global; break;
case GAMEVAR_CHARPTR: nReturn = *(char *)aGameVars[gameVar].global; break;
default: EDUKE32_UNREACHABLE_SECTION(nReturn = 0; break);
}
return (nReturn ^ -nNegative) + nNegative;
nastyhacks:
if (gameVar & (MAXGAMEVARS << 2)) // array
{
gameVar &= (MAXGAMEVARS - 1); // ~((MAXGAMEVARS<<2)|(MAXGAMEVARS<<1));
int nArrayIndex = Gv_GetVar(*insptr++, spriteNum, playerNum);
if (EDUKE32_PREDICT_FALSE((unsigned)nArrayIndex >= (unsigned)aGameArrays[gameVar].size))
{
spriteNum = nArrayIndex;
goto badarrayindex;
}
nReturn = Gv_GetGameArrayValue(gameVar, nArrayIndex);
}
else if (gameVar&(MAXGAMEVARS<<3)) // struct shortcut vars
{
int arrayIndexVar = *insptr++;
int arrayIndex = Gv_GetVar(arrayIndexVar, spriteNum, playerNum);
gameVar &= (MAXGAMEVARS - 1);
switch (gameVar - g_structVarIDs)
{
case STRUCT_SPRITE:
{
int const label = *insptr++;
arrayIndexVar = (EDUKE32_PREDICT_FALSE(ActorLabels[label].flags & LABEL_HASPARM2)) ?
Gv_GetVar(*insptr++, spriteNum, playerNum) : 0;
if (EDUKE32_PREDICT_FALSE((unsigned) arrayIndex >= MAXSPRITES))
{
spriteNum = arrayIndex;
goto badindex;
}
nReturn = VM_GetSprite(arrayIndex, label, arrayIndexVar);
break;
}
case STRUCT_TSPR:
{
int const label = *insptr++;
if (EDUKE32_PREDICT_FALSE((unsigned) arrayIndex >= MAXSPRITES))
{
spriteNum = arrayIndex;
goto badindex;
}
nReturn = VM_GetTsprite(arrayIndex, label);
break;
}
case STRUCT_THISPROJECTILE:
{
int const label = *insptr++;
if (EDUKE32_PREDICT_FALSE((unsigned) arrayIndex >= MAXSPRITES))
{
spriteNum = arrayIndex;
goto badindex;
}
nReturn = VM_GetActiveProjectile(arrayIndex, label);
break;
}
case STRUCT_PROJECTILE:
{
int const label = *insptr++;
if (EDUKE32_PREDICT_FALSE((unsigned) arrayIndex >= MAXTILES))
{
spriteNum = arrayIndex;
goto badindex;
}
nReturn = VM_GetProjectile(arrayIndex, label);
break;
}
case STRUCT_TILEDATA:
{
int const label = *insptr++;
if (EDUKE32_PREDICT_FALSE((unsigned) arrayIndex >= MAXTILES))
{
spriteNum = arrayIndex;
goto badindex;
}
nReturn = VM_GetTileData(arrayIndex, label);
break;
}
case STRUCT_PALDATA:
{
int const label = *insptr++;
if (EDUKE32_PREDICT_FALSE((unsigned) arrayIndex >= MAXPALOOKUPS))
{
spriteNum = arrayIndex;
goto badindex;
}
nReturn = VM_GetPalData(arrayIndex, label);
break;
}
case STRUCT_PLAYER:
{
int const label = *insptr++;
if (arrayIndexVar == g_thisActorVarID) arrayIndex = vm.playerNum;
arrayIndexVar = (EDUKE32_PREDICT_FALSE(PlayerLabels[label].flags & LABEL_HASPARM2)) ?
Gv_GetVar(*insptr++, spriteNum, playerNum) : 0;
if (EDUKE32_PREDICT_FALSE((unsigned) arrayIndex >= MAXPLAYERS))
{
spriteNum = arrayIndex;
goto badindex;
}
nReturn = VM_GetPlayer(arrayIndex, label, arrayIndexVar);
break;
}
case STRUCT_INPUT:
{
int const label = *insptr++;
if (arrayIndexVar == g_thisActorVarID) arrayIndex = vm.playerNum;
if (EDUKE32_PREDICT_FALSE((unsigned) arrayIndex >= MAXPLAYERS))
{
spriteNum = arrayIndex;
goto badindex;
}
nReturn = VM_GetPlayerInput(arrayIndex, label);
break;
}
case STRUCT_ACTORVAR:
case STRUCT_PLAYERVAR:
nReturn = Gv_GetVar(*insptr++, arrayIndex, playerNum);
break;
case STRUCT_SECTOR:
if (arrayIndexVar == g_thisActorVarID) arrayIndex = sprite[vm.spriteNum].sectnum;
if (EDUKE32_PREDICT_FALSE((unsigned) arrayIndex >= MAXSECTORS))
{
spriteNum = arrayIndex;
insptr++;
goto badindex;
}
nReturn = VM_GetSector(arrayIndex, *insptr++);
break;
case STRUCT_WALL:
if (EDUKE32_PREDICT_FALSE((unsigned) arrayIndex >= MAXWALLS))
{
spriteNum = arrayIndex;
insptr++;
goto badindex;
}
nReturn = VM_GetWall(arrayIndex, *insptr++);
break;
case STRUCT_USERDEF:
nReturn = VM_GetUserdef(*insptr++);
break;
default:
EDUKE32_UNREACHABLE_SECTION(return -1);
}
}
else
{
CON_ERRPRINTF("Gv_GetVar(): invalid gamevar ID (%d)\n", gameVar);
return -1;
}
return (nReturn ^ -nNegative) + nNegative;
badarrayindex:
CON_ERRPRINTF("Gv_GetVar(): invalid array index (%s[%d])\n", aGameArrays[gameVar].szLabel,spriteNum);
return -1;
badindex:
CON_ERRPRINTF("Gv_GetVar(): invalid index %d for \"%s\"\n", spriteNum, aGameVars[gameVar].szLabel);
return -1;
}
void __fastcall Gv_SetVar(int const gameVar, int32_t const nValue, int const spriteNum, int const playerNum)
{
int const nFlags = aGameVars[gameVar].flags & (GAMEVAR_USER_MASK|GAMEVAR_PTR_MASK);
if (EDUKE32_PREDICT_FALSE((unsigned)gameVar >= (unsigned)g_gameVarCount)) goto badvarid;
if (!nFlags) aGameVars[gameVar].global=nValue;
else if (nFlags == GAMEVAR_PERPLAYER)
{
if (EDUKE32_PREDICT_FALSE((unsigned) playerNum > MAXPLAYERS-1)) goto badindex;
// for the current player
aGameVars[gameVar].pValues[playerNum]=nValue;
}
else if (nFlags == GAMEVAR_PERACTOR)
{
if (EDUKE32_PREDICT_FALSE((unsigned) spriteNum > MAXSPRITES-1)) goto badindex;
aGameVars[gameVar].pValues[spriteNum]=nValue;
}
else
{
switch (nFlags)
{
case GAMEVAR_INTPTR: *((int32_t *)aGameVars[gameVar].global) = (int32_t)nValue; break;
case GAMEVAR_SHORTPTR: *((int16_t *)aGameVars[gameVar].global) = (int16_t)nValue; break;
case GAMEVAR_CHARPTR: *((uint8_t *)aGameVars[gameVar].global) = (uint8_t)nValue; break;
}
}
return;
badvarid:
CON_ERRPRINTF("Gv_SetVar(): invalid gamevar (%d) from sprite %d (%d), player %d\n",
gameVar,vm.spriteNum,TrackerCast(sprite[vm.spriteNum].picnum),vm.playerNum);
return;
badindex:
CON_ERRPRINTF("Gv_SetVar(): invalid index (%d) for gamevar %s from sprite %d, player %d\n",
aGameVars[gameVar].flags & GAMEVAR_PERACTOR ? spriteNum : playerNum,
aGameVars[gameVar].szLabel,vm.spriteNum,vm.playerNum);
}
enum
{
GVX_BADVARID = 0,
GVX_BADPLAYER,
GVX_BADSPRITE,
GVX_BADSECTOR,
GVX_BADWALL,
GVX_BADINDEX,
GVX_BADTILE,
GVX_BADPAL,
};
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",
"Gv_GetVarX(): invalid tile ID",
"Gv_GetVarX(): invalid pal ID",
};
int32_t __fastcall Gv_GetSpecialVarX(int gameVar)
{
int nReturn = -1;
if (gameVar & (MAXGAMEVARS << 2)) // array
{
int const nArrayIndex = Gv_GetVarX(*insptr++);
gameVar &= (MAXGAMEVARS - 1); // ~((MAXGAMEVARS<<2)|(MAXGAMEVARS<<1));
int const nArraySize =
(aGameArrays[gameVar].flags & GAMEARRAY_VARSIZE) ? Gv_GetVarX(aGameArrays[gameVar].size) : aGameArrays[gameVar].size;
if (EDUKE32_PREDICT_FALSE((unsigned) nArrayIndex >= (unsigned) nArraySize))
{
CON_ERRPRINTF("%s %s[%d]\n", gvxerrs[GVX_BADINDEX], aGameArrays[gameVar].szLabel, nArrayIndex);
return -1;
}
nReturn = Gv_GetGameArrayValue(gameVar, nArrayIndex);
}
else if (gameVar & (MAXGAMEVARS << 3)) // struct shortcut vars
{
int nArrayIndexVar = *insptr++;
int nArrayIndex = Gv_GetVarX(nArrayIndexVar);
switch ((gameVar & (MAXGAMEVARS - 1)) - g_structVarIDs)
{
case STRUCT_SPRITE:
{
int const labelNum = *insptr++;
nArrayIndexVar = (EDUKE32_PREDICT_FALSE(ActorLabels[labelNum].flags & LABEL_HASPARM2)) ?
Gv_GetVarX(*insptr++) : 0;
if (EDUKE32_PREDICT_FALSE((unsigned) nArrayIndex >= MAXSPRITES))
{
gameVar = nArrayIndex;
CON_ERRPRINTF("%s %d\n", gvxerrs[GVX_BADSPRITE], gameVar);
return -1;
}
nReturn = VM_GetSprite(nArrayIndex, labelNum, nArrayIndexVar);
break;
}
case STRUCT_TSPR:
{
int const labelNum = *insptr++;
if (EDUKE32_PREDICT_FALSE((unsigned) nArrayIndex >= MAXSPRITES))
{
gameVar = nArrayIndex;
CON_ERRPRINTF("%s %d\n", gvxerrs[GVX_BADSPRITE], gameVar);
return -1;
}
nReturn = VM_GetTsprite(nArrayIndex, labelNum);
break;
}
case STRUCT_THISPROJECTILE:
{
int const labelNum = *insptr++;
if (EDUKE32_PREDICT_FALSE((unsigned) nArrayIndex >= MAXSPRITES))
{
gameVar = nArrayIndex;
CON_ERRPRINTF("%s %d\n", gvxerrs[GVX_BADSPRITE], gameVar);
return -1;
}
nReturn = VM_GetActiveProjectile(nArrayIndex, labelNum);
break;
}
case STRUCT_PROJECTILE:
{
int const labelNum = *insptr++;
if (EDUKE32_PREDICT_FALSE((unsigned) nArrayIndex >= MAXTILES))
{
gameVar = nArrayIndex;
CON_ERRPRINTF("%s %d\n", gvxerrs[GVX_BADTILE], gameVar);
return -1;
}
nReturn = VM_GetProjectile(nArrayIndex, labelNum);
break;
}
case STRUCT_TILEDATA:
{
int const labelNum = *insptr++;
if (EDUKE32_PREDICT_FALSE((unsigned) nArrayIndex >= MAXTILES))
{
gameVar = nArrayIndex;
CON_ERRPRINTF("%s %d\n", gvxerrs[GVX_BADTILE], gameVar);
return -1;
}
nReturn = VM_GetTileData(nArrayIndex, labelNum);
break;
}
case STRUCT_PALDATA:
{
int const labelNum = *insptr++;
if (EDUKE32_PREDICT_FALSE((unsigned) nArrayIndex >= MAXPALOOKUPS))
{
gameVar = nArrayIndex;
CON_ERRPRINTF("%s %d\n", gvxerrs[GVX_BADPAL], gameVar);
return -1;
}
nReturn = VM_GetPalData(nArrayIndex, labelNum);
break;
}
case STRUCT_PLAYER:
{
int const labelNum = *insptr++;
if (nArrayIndexVar == g_thisActorVarID)
nArrayIndex = vm.playerNum;
nArrayIndexVar = (EDUKE32_PREDICT_FALSE(PlayerLabels[labelNum].flags & LABEL_HASPARM2)) ?
Gv_GetVarX(*insptr++) : 0;
if (EDUKE32_PREDICT_FALSE((unsigned) nArrayIndex >= MAXPLAYERS))
{
gameVar = nArrayIndex;
CON_ERRPRINTF("%s %d\n", gvxerrs[GVX_BADPLAYER], gameVar);
return -1;
}
nReturn = VM_GetPlayer(nArrayIndex, labelNum, nArrayIndexVar);
break;
}
case STRUCT_INPUT:
{
int const labelNum = *insptr++;
if (nArrayIndexVar == g_thisActorVarID)
nArrayIndex = vm.playerNum;
if (EDUKE32_PREDICT_FALSE((unsigned) nArrayIndex >= MAXPLAYERS))
{
gameVar = nArrayIndex;
CON_ERRPRINTF("%s %d\n", gvxerrs[GVX_BADPLAYER], gameVar);
return -1;
}
nReturn = VM_GetPlayerInput(nArrayIndex, labelNum);
break;
}
case STRUCT_ACTORVAR:
case STRUCT_PLAYERVAR:
nReturn = Gv_GetVar(*insptr++, nArrayIndex, vm.playerNum);
break;
case STRUCT_SECTOR:
if (nArrayIndexVar == g_thisActorVarID)
nArrayIndex = sprite[vm.spriteNum].sectnum;
if (EDUKE32_PREDICT_FALSE((unsigned) nArrayIndex >= MAXSECTORS))
{
gameVar = nArrayIndex;
insptr++;
CON_ERRPRINTF("%s %d\n", gvxerrs[GVX_BADSECTOR], gameVar);
return -1;
}
nReturn = VM_GetSector(nArrayIndex, *insptr++);
break;
case STRUCT_WALL:
if (EDUKE32_PREDICT_FALSE((unsigned) nArrayIndex >= MAXWALLS))
{
gameVar = nArrayIndex;
insptr++;
CON_ERRPRINTF("%s %d\n", gvxerrs[GVX_BADWALL], gameVar);
return -1;
}
nReturn = VM_GetWall(nArrayIndex, *insptr++);
break;
case STRUCT_USERDEF:
nReturn = VM_GetUserdef(*insptr++);
break;
default: EDUKE32_UNREACHABLE_SECTION(return -1);
}
}
return nReturn;
}
int32_t __fastcall Gv_GetVarX(int gameVar)
{
if (gameVar == g_thisActorVarID)
return vm.spriteNum;
if (gameVar == MAXGAMEVARS)
return *insptr++;
int const nNegative = !!(gameVar & (MAXGAMEVARS << 1));
int nReturn = -1;
if (EDUKE32_PREDICT_FALSE(gameVar >= g_gameVarCount && nNegative == 0))
nReturn = Gv_GetSpecialVarX(gameVar);
else
{
gameVar &= MAXGAMEVARS-1;
int const nFlags = aGameVars[gameVar].flags & (GAMEVAR_USER_MASK|GAMEVAR_PTR_MASK);
if (!nFlags) nReturn = aGameVars[gameVar].global;
else if (nFlags == GAMEVAR_PERPLAYER)
{
if (EDUKE32_PREDICT_FALSE((unsigned) vm.playerNum >= MAXPLAYERS))
goto perr;
nReturn = aGameVars[gameVar].pValues[vm.playerNum];
}
else if (nFlags == GAMEVAR_PERACTOR)
nReturn = aGameVars[gameVar].pValues[vm.spriteNum];
else switch (nFlags)
{
case GAMEVAR_INTPTR: nReturn = (*((int32_t *)aGameVars[gameVar].global)); break;
case GAMEVAR_SHORTPTR: nReturn = (*((int16_t *)aGameVars[gameVar].global)); break;
case GAMEVAR_CHARPTR: nReturn = (*((uint8_t *)aGameVars[gameVar].global)); break;
}
}
return (nReturn ^ -nNegative) + nNegative;
perr:
CON_ERRPRINTF("%s %d\n", gvxerrs[GVX_BADPLAYER], vm.playerNum);
return -1;
}
void __fastcall Gv_GetManyVars(int const count, int32_t * const rv)
{
for (int j = 0; j < count; ++j)
{
int gameVar = *insptr++;
if (gameVar == g_thisActorVarID)
{
rv[j] = vm.spriteNum;
continue;
}
if (gameVar == MAXGAMEVARS)
{
rv[j] = *insptr++;
continue;
}
int const nNegative = !!(gameVar & (MAXGAMEVARS << 1));
if (EDUKE32_PREDICT_FALSE(gameVar >= g_gameVarCount && nNegative == 0))
{
rv[j] = Gv_GetSpecialVarX(gameVar);
continue;
}
gameVar &= MAXGAMEVARS - 1;
int const nFlags = aGameVars[gameVar].flags & (GAMEVAR_USER_MASK | GAMEVAR_PTR_MASK);
int nValue = aGameVars[gameVar].global;
if (nFlags == GAMEVAR_PERPLAYER)
{
if (EDUKE32_PREDICT_FALSE((unsigned)vm.playerNum >= MAXPLAYERS))
goto perr;
nValue = aGameVars[gameVar].pValues[vm.playerNum];
}
else if (nFlags == GAMEVAR_PERACTOR)
nValue = aGameVars[gameVar].pValues[vm.spriteNum];
else
{
switch (nFlags)
{
case GAMEVAR_INTPTR: nValue = (*((int32_t *)aGameVars[gameVar].global)); break;
case GAMEVAR_SHORTPTR: nValue = (*((int16_t *)aGameVars[gameVar].global)); break;
case GAMEVAR_CHARPTR: nValue = (*((uint8_t *)aGameVars[gameVar].global)); break;
}
}
rv[j] = (nValue ^ -nNegative) + nNegative;
continue;
perr:
CON_ERRPRINTF("%s %d\n", gvxerrs[GVX_BADPLAYER], vm.playerNum);
}
}
void __fastcall Gv_SetVarX(int const gameVar, int32_t const nValue)
{
int const nFlags = aGameVars[gameVar].flags & (GAMEVAR_USER_MASK|GAMEVAR_PTR_MASK);
if (!nFlags) aGameVars[gameVar].global = nValue;
else if (nFlags == GAMEVAR_PERPLAYER)
{
if (EDUKE32_PREDICT_FALSE((unsigned)vm.playerNum >= MAXPLAYERS)) goto badindex;
aGameVars[gameVar].pValues[vm.playerNum] = nValue;
}
else if (nFlags == GAMEVAR_PERACTOR)
{
if (EDUKE32_PREDICT_FALSE((unsigned)vm.spriteNum >= MAXSPRITES)) goto badindex;
aGameVars[gameVar].pValues[vm.spriteNum] = nValue;
}
else switch (nFlags)
{
case GAMEVAR_INTPTR: *((int32_t *)aGameVars[gameVar].global) = (int32_t)nValue; break;
case GAMEVAR_SHORTPTR: *((int16_t *)aGameVars[gameVar].global) = (int16_t)nValue; break;
case GAMEVAR_CHARPTR: *((uint8_t *)aGameVars[gameVar].global) = (uint8_t)nValue; break;
}
return;
badindex:
CON_ERRPRINTF("Gv_SetVar(): invalid index (%d) for gamevar %s\n",
aGameVars[gameVar].flags & GAMEVAR_PERACTOR ? vm.spriteNum : vm.playerNum,
aGameVars[gameVar].szLabel);
}
int32_t Gv_GetVarByLabel(const char *szGameLabel, int32_t const nDefault, int const spriteNum, int const playerNum)
{
int const gameVar = hash_find(&h_gamevars, szGameLabel);
return EDUKE32_PREDICT_FALSE(gameVar < 0) ? nDefault : Gv_GetVar(gameVar, spriteNum, playerNum);
}
static intptr_t *Gv_GetVarDataPtr(const char *szGameLabel)
{
int const gameVar = hash_find(&h_gamevars, szGameLabel);
if (EDUKE32_PREDICT_FALSE(gameVar < 0))
return NULL;
if (aGameVars[gameVar].flags & (GAMEVAR_PERACTOR | GAMEVAR_PERPLAYER))
{
if (EDUKE32_PREDICT_FALSE(!aGameVars[gameVar].pValues))
CON_ERRPRINTF("Gv_GetVarDataPtr(): INTERNAL ERROR: NULL array !!!\n");
return aGameVars[gameVar].pValues;
}
return &(aGameVars[gameVar].global);
}
#endif // !defined LUNATIC
void Gv_ResetSystemDefaults(void)
{
// call many times...
#if !defined LUNATIC
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_RELOADSOUND1", weaponNum);
aplWeaponReloadSound1[weaponNum][playerNum] = Gv_GetVarByLabel(aszBuf, 0, -1, playerNum);
Bsprintf(aszBuf, "WEAPON%d_RELOADSOUND2", weaponNum);
aplWeaponReloadSound2[weaponNum][playerNum] = Gv_GetVarByLabel(aszBuf, 0, -1, playerNum);
Bsprintf(aszBuf, "WEAPON%d_SELECTSOUND", weaponNum);
aplWeaponSelectSound[weaponNum][playerNum] = Gv_GetVarByLabel(aszBuf, 0, -1, playerNum);
Bsprintf(aszBuf, "WEAPON%d_FLASHCOLOR", weaponNum);
aplWeaponFlashColor[weaponNum][playerNum] = Gv_GetVarByLabel(aszBuf, 0, -1, playerNum);
}
}
g_returnVarID = Gv_GetVarIndex("RETURN");
g_weaponVarID = Gv_GetVarIndex("WEAPON");
g_worksLikeVarID = Gv_GetVarIndex("WORKSLIKE");
g_zRangeVarID = Gv_GetVarIndex("ZRANGE");
g_angRangeVarID = Gv_GetVarIndex("ANGRANGE");
g_aimAngleVarID = Gv_GetVarIndex("AUTOAIMANGLE");
g_lotagVarID = Gv_GetVarIndex("LOTAG");
g_hitagVarID = Gv_GetVarIndex("HITAG");
g_textureVarID = Gv_GetVarIndex("TEXTURE");
g_thisActorVarID = Gv_GetVarIndex("THISACTOR");
g_structVarIDs = Gv_GetVarIndex("sprite");
#endif
for (int weaponNum = 0; weaponNum <= MAXTILES - 1; weaponNum++)
if (g_tile[weaponNum].defproj)
*g_tile[weaponNum].proj = *g_tile[weaponNum].defproj;
//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_WW2GI?20:*/12, /*NAM_WW2GI?50:*/27, 2, 5, 0,
/*(NAM_WW2GI?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_WW2GI?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, 176+(252<<8)+(120<<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, 72+(88<<8)+(140<<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_WW2GI?30:*/5, 0,
WEAPON_GLOWS,
GROWSPARK__STATIC, /*NAM_WW2GI?2:*/0, /*NAM_WW2GI?SHELL:*/0, 0, 0, /*NAM_WW2GI?0:*/EXPANDERSHOOT__STATIC, 0, 0,
EJECT_CLIP__STATIC, INSERT_CLIP__STATIC, SELECT_WEAPON__STATIC, 216+(52<<8)+(20<<16)
},
};
// 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; j<MAXPLAYERS; j++) \
g_playerWeapon[j][Weapidx].Membname = weapondefaults[Weapidx].Membname; \
} while (0)
#else
# define ADDWEAPONVAR(Weapidx, Membname) do { \
Bsprintf(aszBuf, "WEAPON%d_" #Membname, Weapidx); \
Bstrupr(aszBuf); \
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, ReloadSound1);
FINISH_WEAPON_DEFAULT_SOUND(i, Sound2Sound);
FINISH_WEAPON_DEFAULT_SOUND(i, ReloadSound2);
FINISH_WEAPON_DEFAULT_SOUND(i, SelectSound);
}
}
#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
#if !defined LUNATIC
char aszBuf[64];
#endif
if (NAM_WW2GI)
{
weapondefaults[PISTOL_WEAPON].Clip = 20;
weapondefaults[PISTOL_WEAPON].Reload = 50;
weapondefaults[PISTOL_WEAPON].Flags |= WEAPON_HOLSTER_CLEARS_CLIP;
weapondefaults[SHRINKER_WEAPON].TotalTime = 30;
weapondefaults[GROW_WEAPON].TotalTime = 30;
weapondefaults[GROW_WEAPON].SpawnTime = 2;
weapondefaults[GROW_WEAPON].Spawn = SHELL;
weapondefaults[GROW_WEAPON].FireSound = 0;
}
for (int i=0; i<MAX_WEAPONS; i++)
{
ADDWEAPONVAR(i, WorksLike);
ADDWEAPONVAR(i, Clip);
ADDWEAPONVAR(i, Reload);
ADDWEAPONVAR(i, FireDelay);
ADDWEAPONVAR(i, TotalTime);
ADDWEAPONVAR(i, HoldDelay);
ADDWEAPONVAR(i, Flags);
ADDWEAPONVAR(i, Shoots);
ADDWEAPONVAR(i, SpawnTime);
ADDWEAPONVAR(i, Spawn);
ADDWEAPONVAR(i, ShotsPerBurst);
ADDWEAPONVAR(i, InitialSound);
ADDWEAPONVAR(i, FireSound);
ADDWEAPONVAR(i, Sound2Time);
ADDWEAPONVAR(i, Sound2Sound);
ADDWEAPONVAR(i, ReloadSound1);
ADDWEAPONVAR(i, ReloadSound2);
ADDWEAPONVAR(i, SelectSound);
ADDWEAPONVAR(i, FlashColor);
}
#ifdef LUNATIC
for (int i=0; i<MAXPLAYERS; i++)
{
DukePlayer_t *ps = g_player[i].ps;
ps->pipebombControl = NAM_WW2GI ? 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_WW2GI ? 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
// KEEPINSYNC gamedef.h: enum QuickStructureAccess_t
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("playervar", -1, GAMEVAR_READONLY | GAMEVAR_SYSTEM | GAMEVAR_SPECIAL);
Gv_NewVar("tspr", -1, GAMEVAR_READONLY | GAMEVAR_SYSTEM | GAMEVAR_SPECIAL);
Gv_NewVar("projectile", -1, GAMEVAR_READONLY | GAMEVAR_SYSTEM | GAMEVAR_SPECIAL);
Gv_NewVar("thisprojectile", -1, GAMEVAR_READONLY | GAMEVAR_SYSTEM | GAMEVAR_SPECIAL);
Gv_NewVar("userdef", -1, GAMEVAR_READONLY | GAMEVAR_SYSTEM | GAMEVAR_SPECIAL);
Gv_NewVar("input", -1, GAMEVAR_READONLY | GAMEVAR_SYSTEM | GAMEVAR_SPECIAL);
Gv_NewVar("tiledata", -1, GAMEVAR_READONLY | GAMEVAR_SYSTEM | GAMEVAR_SPECIAL);
Gv_NewVar("paldata", -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)&windowxy1.x, GAMEVAR_INTPTR | GAMEVAR_SYSTEM | GAMEVAR_READONLY);
Gv_NewVar("windowx2",(intptr_t)&windowxy2.x, GAMEVAR_INTPTR | GAMEVAR_SYSTEM | GAMEVAR_READONLY);
Gv_NewVar("windowy1",(intptr_t)&windowxy1.y, GAMEVAR_INTPTR | GAMEVAR_SYSTEM | GAMEVAR_READONLY);
Gv_NewVar("windowy2",(intptr_t)&windowxy2.y, 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", (void *)&tilesiz[0].x, MAXTILES, GAMEARRAY_STRIDE2|GAMEARRAY_READONLY|GAMEARRAY_OFINT);
Gv_NewArray("tilesizy", (void *)&tilesiz[0].y, MAXTILES, GAMEARRAY_STRIDE2|GAMEARRAY_READONLY|GAMEARRAY_OFINT);
#endif
}
#undef ADDWEAPONVAR
void Gv_Init(void)
{
#if !defined LUNATIC
// already initialized
if (aGameVars[0].flags)
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")].global = (intptr_t)&ud.respawn_monsters;
aGameVars[Gv_GetVarIndex("RESPAWN_ITEMS")].global = (intptr_t)&ud.respawn_items;
aGameVars[Gv_GetVarIndex("RESPAWN_INVENTORY")].global = (intptr_t)&ud.respawn_inventory;
aGameVars[Gv_GetVarIndex("MONSTERS_OFF")].global = (intptr_t)&ud.monsters_off;
aGameVars[Gv_GetVarIndex("MARKER")].global = (intptr_t)&ud.marker;
aGameVars[Gv_GetVarIndex("FFIRE")].global = (intptr_t)&ud.ffire;
aGameVars[Gv_GetVarIndex("LEVEL")].global = (intptr_t)&ud.level_number;
aGameVars[Gv_GetVarIndex("VOLUME")].global = (intptr_t)&ud.volume_number;
aGameVars[Gv_GetVarIndex("COOP")].global = (intptr_t)&ud.coop;
aGameVars[Gv_GetVarIndex("MULTIMODE")].global = (intptr_t)&ud.multimode;
aGameVars[Gv_GetVarIndex("myconnectindex")].global = (intptr_t)&myconnectindex;
aGameVars[Gv_GetVarIndex("screenpeek")].global = (intptr_t)&screenpeek;
aGameVars[Gv_GetVarIndex("currentweapon")].global = (intptr_t)&hudweap.cur;
aGameVars[Gv_GetVarIndex("gs")].global = (intptr_t)&hudweap.shade;
aGameVars[Gv_GetVarIndex("looking_arc")].global = (intptr_t)&hudweap.lookhoriz;
aGameVars[Gv_GetVarIndex("gun_pos")].global = (intptr_t)&hudweap.gunposy;
aGameVars[Gv_GetVarIndex("weapon_xoffset")].global = (intptr_t)&hudweap.gunposx;
aGameVars[Gv_GetVarIndex("weaponcount")].global = (intptr_t)&hudweap.count;
aGameVars[Gv_GetVarIndex("looking_angSR1")].global = (intptr_t)&hudweap.lookhalfang;
aGameVars[Gv_GetVarIndex("xdim")].global = (intptr_t)&xdim;
aGameVars[Gv_GetVarIndex("ydim")].global = (intptr_t)&ydim;
aGameVars[Gv_GetVarIndex("windowx1")].global = (intptr_t)&windowxy1.x;
aGameVars[Gv_GetVarIndex("windowx2")].global = (intptr_t)&windowxy2.x;
aGameVars[Gv_GetVarIndex("windowy1")].global = (intptr_t)&windowxy1.y;
aGameVars[Gv_GetVarIndex("windowy2")].global = (intptr_t)&windowxy2.y;
aGameVars[Gv_GetVarIndex("totalclock")].global = (intptr_t)&totalclock;
aGameVars[Gv_GetVarIndex("lastvisinc")].global = (intptr_t)&lastvisinc;
aGameVars[Gv_GetVarIndex("numsectors")].global = (intptr_t)&numsectors;
aGameVars[Gv_GetVarIndex("numplayers")].global = (intptr_t)&numplayers;
aGameVars[Gv_GetVarIndex("current_menu")].global = (intptr_t)&g_currentMenu;
aGameVars[Gv_GetVarIndex("viewingrange")].global = (intptr_t)&viewingrange;
aGameVars[Gv_GetVarIndex("yxaspect")].global = (intptr_t)&yxaspect;
aGameVars[Gv_GetVarIndex("gravitationalconstant")].global = (intptr_t)&g_spriteGravity;
aGameVars[Gv_GetVarIndex("gametype_flags")].global = (intptr_t)&GametypeFlags[ud.coop];
aGameVars[Gv_GetVarIndex("framerate")].global = (intptr_t)&g_currentFrameRate;
aGameVars[Gv_GetVarIndex("camerax")].global = (intptr_t)&ud.camerapos.x;
aGameVars[Gv_GetVarIndex("cameray")].global = (intptr_t)&ud.camerapos.y;
aGameVars[Gv_GetVarIndex("cameraz")].global = (intptr_t)&ud.camerapos.z;
aGameVars[Gv_GetVarIndex("cameraang")].global = (intptr_t)&ud.cameraang;
aGameVars[Gv_GetVarIndex("camerahoriz")].global = (intptr_t)&ud.camerahoriz;
aGameVars[Gv_GetVarIndex("camerasect")].global = (intptr_t)&ud.camerasect;
aGameVars[Gv_GetVarIndex("cameradist")].global = (intptr_t)&g_cameraDistance;
aGameVars[Gv_GetVarIndex("cameraclock")].global = (intptr_t)&g_cameraClock;
aGameVars[Gv_GetVarIndex("myx")].global = (intptr_t)&my.x;
aGameVars[Gv_GetVarIndex("myy")].global = (intptr_t)&my.y;
aGameVars[Gv_GetVarIndex("myz")].global = (intptr_t)&my.z;
aGameVars[Gv_GetVarIndex("omyx")].global = (intptr_t)&omy.x;
aGameVars[Gv_GetVarIndex("omyy")].global = (intptr_t)&omy.y;
aGameVars[Gv_GetVarIndex("omyz")].global = (intptr_t)&omy.z;
aGameVars[Gv_GetVarIndex("myvelx")].global = (intptr_t)&myvel.x;
aGameVars[Gv_GetVarIndex("myvely")].global = (intptr_t)&myvel.y;
aGameVars[Gv_GetVarIndex("myvelz")].global = (intptr_t)&myvel.z;
aGameVars[Gv_GetVarIndex("myhoriz")].global = (intptr_t)&myhoriz;
aGameVars[Gv_GetVarIndex("myhorizoff")].global = (intptr_t)&myhorizoff;
aGameVars[Gv_GetVarIndex("omyhoriz")].global = (intptr_t)&omyhoriz;
aGameVars[Gv_GetVarIndex("omyhorizoff")].global = (intptr_t)&omyhorizoff;
aGameVars[Gv_GetVarIndex("myang")].global = (intptr_t)&myang;
aGameVars[Gv_GetVarIndex("omyang")].global = (intptr_t)&omyang;
aGameVars[Gv_GetVarIndex("mycursectnum")].global = (intptr_t)&mycursectnum;
aGameVars[Gv_GetVarIndex("myjumpingcounter")].global = (intptr_t)&myjumpingcounter;
aGameVars[Gv_GetVarIndex("myjumpingtoggle")].global = (intptr_t)&myjumpingtoggle;
aGameVars[Gv_GetVarIndex("myonground")].global = (intptr_t)&myonground;
aGameVars[Gv_GetVarIndex("myhardlanding")].global = (intptr_t)&myhardlanding;
aGameVars[Gv_GetVarIndex("myreturntocenter")].global = (intptr_t)&myreturntocenter;
aGameVars[Gv_GetVarIndex("display_mirror")].global = (intptr_t)&display_mirror;
aGameVars[Gv_GetVarIndex("randomseed")].global = (intptr_t)&randomseed;
aGameVars[Gv_GetVarIndex("NUMWALLS")].global = (intptr_t)&numwalls;
aGameVars[Gv_GetVarIndex("NUMSECTORS")].global = (intptr_t)&numsectors;
aGameVars[Gv_GetVarIndex("Numsprites")].global = (intptr_t)&Numsprites;
aGameVars[Gv_GetVarIndex("lastsavepos")].global = (intptr_t)&g_lastSaveSlot;
# ifdef USE_OPENGL
aGameVars[Gv_GetVarIndex("rendmode")].global = (intptr_t)&rendmode;
# endif
}
#endif