raze-gles/source/rr/src/gamevars.h
2020-02-12 20:27:43 +01:00

151 lines
6.9 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 2010 EDuke32 developers and contributors
This file is part of EDuke32.
EDuke32 is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#ifndef gamevars_h_
#define gamevars_h_
#include "gamedef.h"
BEGIN_RR_NS
#define MAXGAMEVARS 2048 // must be a power of two
#define MAXVARLABEL 26
#define GV_FLAG_CONSTANT (MAXGAMEVARS)
#define GV_FLAG_NEGATIVE (MAXGAMEVARS<<1)
// store global game definitions
enum GamevarFlags_t
{
GAMEVAR_PERPLAYER = 0x00000001, // per-player variable
GAMEVAR_PERACTOR = 0x00000002, // per-actor variable
GAMEVAR_USER_MASK = (GAMEVAR_PERPLAYER | GAMEVAR_PERACTOR),
GAMEVAR_RESET = 0x00000008, // INTERNAL, don't use
GAMEVAR_DEFAULT = 0x00000100, // UNUSED, but always cleared for user-defined gamevars
GAMEVAR_NODEFAULT = 0x00000400, // don't reset on actor spawn
GAMEVAR_SYSTEM = 0x00000800, // cannot change mode flags...(only default value)
GAMEVAR_READONLY = 0x00001000, // values are read-only (no setvar allowed)
GAMEVAR_INT32PTR = 0x00002000, // plValues is a pointer to an int32_t
GAMEVAR_INT16PTR = 0x00008000, // plValues is a pointer to a short
GAMEVAR_NORESET = 0x00020000, // var values are not reset when restoring map state
GAMEVAR_SPECIAL = 0x00040000, // flag for structure member shortcut vars
GAMEVAR_NOMULTI = 0x00080000, // don't attach to multiplayer packets
GAMEVAR_Q16PTR = 0x00100000, // plValues is a pointer to a q16.16
GAMEVAR_SERIALIZE = 0x00200000, // write into permasaves
GAMEVAR_RAWQ16PTR = GAMEVAR_Q16PTR | GAMEVAR_SPECIAL, // plValues is a pointer to a q16.16 but we don't want conversion
GAMEVAR_PTR_MASK = GAMEVAR_INT32PTR | GAMEVAR_INT16PTR | GAMEVAR_Q16PTR | GAMEVAR_RAWQ16PTR,
};
// Alignments for per-player and per-actor variables.
#define PLAYER_VAR_ALIGNMENT (sizeof(intptr_t))
#define ACTOR_VAR_ALIGNMENT 16
#define ARRAY_ALIGNMENT 16
#pragma pack(push,1)
typedef struct
{
union {
intptr_t global;
intptr_t *pValues; // array of values when 'per-player', or 'per-actor'
};
intptr_t defaultValue;
uintptr_t flags;
char * szLabel;
} gamevar_t;
#pragma pack(pop)
extern gamevar_t aGameVars[MAXGAMEVARS];
extern int32_t g_gameVarCount;
int __fastcall Gv_GetVar(int const gameVar, int const spriteNum, int const playerNum);
void __fastcall Gv_SetVar(int const gameVar, int const newValue, int const spriteNum, int const playerNum);
int __fastcall Gv_GetVar(int const gameVar);
void __fastcall Gv_GetManyVars(int const numVars, int32_t * const outBuf);
void __fastcall Gv_SetVar(int const gameVar, int const newValue);
template <typename T>
static FORCE_INLINE void Gv_FillWithVars(T & rv)
{
EDUKE32_STATIC_ASSERT(sizeof(T) % sizeof(int32_t) == 0);
EDUKE32_STATIC_ASSERT(sizeof(T) > sizeof(int32_t));
Gv_GetManyVars(sizeof(T)/sizeof(int32_t), (int32_t *)&rv);
}
int Gv_GetVarByLabel(const char *szGameLabel,int defaultValue,int spriteNum,int playerNum);
void Gv_NewVar(const char *pszLabel,intptr_t lValue,uint32_t dwFlags);
static FORCE_INLINE void A_ResetVars(int const spriteNum)
{
for (auto &gv : aGameVars)
{
if ((gv.flags & (GAMEVAR_PERACTOR|GAMEVAR_NODEFAULT)) == GAMEVAR_PERACTOR)
gv.pValues[spriteNum] = gv.defaultValue;
}
}
void Gv_DumpValues(void);
void Gv_InitWeaponPointers(void);
void Gv_RefreshPointers(void);
void Gv_ResetVars(void);
int Gv_ReadSave(FileReader &kFile);
void Gv_WriteSave(FileWriter &fil);
void Gv_Clear(void);
void Gv_ResetSystemDefaults(void);
void Gv_Init(void);
void Gv_FinalizeWeaponDefaults(void);
#define VM_GAMEVAR_OPERATOR(func, operator) \
static FORCE_INLINE ATTRIBUTE((flatten)) void __fastcall func(int const id, int32_t const operand) \
{ \
auto &var = aGameVars[id]; \
\
switch (var.flags & (GAMEVAR_USER_MASK | GAMEVAR_PTR_MASK)) \
{ \
default: \
var.global operator operand; \
break; \
case GAMEVAR_PERPLAYER: \
var.pValues[vm.playerNum & (MAXPLAYERS-1)] operator operand; \
break; \
case GAMEVAR_PERACTOR: \
var.pValues[vm.spriteNum & (MAXSPRITES-1)] operator operand; \
break; \
case GAMEVAR_INT32PTR: *(int32_t *)var.pValues operator(int32_t) operand; break; \
case GAMEVAR_INT16PTR: *(int16_t *)var.pValues operator(int16_t) operand; break; \
case GAMEVAR_Q16PTR: \
{ \
Fix16 *pfix = (Fix16 *)var.global; \
*pfix operator fix16_from_int(operand); \
break; \
} \
} \
}
VM_GAMEVAR_OPERATOR(Gv_AddVar, +=)
VM_GAMEVAR_OPERATOR(Gv_SubVar, -=)
#undef VM_GAMEVAR_OPERATOR
END_RR_NS
#endif