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185597d3b3
That is, the gamevars named WEAPONx_* in CON will now have the remapped value if they were not overridden from CON ('gamevar' at file scope). For C-CON, everything except signaling an override from the CON parser is in place. git-svn-id: https://svn.eduke32.com/eduke32@3848 1a8010ca-5511-0410-912e-c29ae57300e0
161 lines
5.6 KiB
C
161 lines
5.6 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, // INTERNAL, don't use
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GAMEVAR_DEFAULT = 0x00000100, // UNUSED, but always cleared for user-defined gamevars
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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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#if !defined LUNATIC
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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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void __fastcall Gv_SetVar(register int32_t id,register int32_t lValue,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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void __fastcall Gv_SetVarX(register int32_t id,register int32_t lValue);
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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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void __fastcall A_ResetVars(register int32_t iActor);
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void Gv_DumpValues(void);
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void Gv_InitWeaponPointers(void);
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void Gv_RefreshPointers(void);
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void Gv_ResetVars(void);
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int32_t Gv_ReadSave(int32_t fil,int32_t newbehav);
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void Gv_WriteSave(FILE *fil,int32_t newbehav);
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#else
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int32_t g_noResetVars;
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LUNATIC_CB void (*A_ResetVars)(int32_t iActor);
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#endif
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void Gv_ResetSystemDefaults(void);
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void Gv_Init(void);
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void Gv_FinalizeWeaponDefaults(void);
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#if !defined LUNATIC
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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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#endif
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