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6f2fa332dd
Also, fix deficient logic in Gv_Free and Gv_Clear (both M32 and CON) so that gamevar and gamearray erasure results are (closer to) correct, and so that the game does not crash when system arrays are accessed from CON because they all have been nulled. git-svn-id: https://svn.eduke32.com/eduke32@3274 1a8010ca-5511-0410-912e-c29ae57300e0
152 lines
5.4 KiB
C
152 lines
5.4 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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#define MAXGAMEVARS 2048 // must be a power of two
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#define MAXVARLABEL 26
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// store global game definitions
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enum GamevarFlags_t {
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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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};
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#define MAXGAMEARRAYS (MAXGAMEVARS>>2) // must be lower than MAXGAMEVARS
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#define MAXARRAYLABEL MAXVARLABEL
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enum GamearrayFlags_t {
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GAMEARRAY_READONLY = 0x00001000,
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GAMEARRAY_WARN = 0x00002000,
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GAMEARRAY_NORMAL = 0x00004000,
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GAMEARRAY_OFCHAR = 0x00000001,
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GAMEARRAY_OFSHORT = 0x00000002,
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GAMEARRAY_OFINT = 0x00000004,
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GAMEARRAY_TYPE_MASK = GAMEARRAY_OFCHAR|GAMEARRAY_OFSHORT|GAMEARRAY_OFINT,
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GAMEARRAY_VARSIZE = 0x00000020,
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GAMEARRAY_RESET = 0x00000008,
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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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intptr_t *plValues; // array of values
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intptr_t size;
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intptr_t dwFlags;
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} gamearray_t;
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#pragma pack(pop)
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#define GAR_ELTSZ (sizeof(aGameArrays[0].plValues[0]))
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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,void *arrayptr,intptr_t asize,uint32_t dwFlags);
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int32_t Gv_NewVar(const char *pszLabel,intptr_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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#define GV_VAROP(func, operator) static inline void __fastcall func(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 operator 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] operator 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] operator lValue; \
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return; \
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case GAMEVAR_INTPTR: \
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*((int32_t *)aGameVars[id].val.lValue) operator (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) operator (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) operator (uint8_t)lValue; \
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return; \
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} \
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}
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GV_VAROP(Gv_AddVar, +=)
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GV_VAROP(Gv_SubVar, -=)
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GV_VAROP(Gv_MulVar, *=)
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GV_VAROP(Gv_DivVar, /=)
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GV_VAROP(Gv_ModVar, %=)
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GV_VAROP(Gv_AndVar, &=)
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GV_VAROP(Gv_XorVar, ^=)
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GV_VAROP(Gv_OrVar, |=)
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#endif
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