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https://github.com/ZDoom/raze-gles.git
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151 lines
6.9 KiB
C++
151 lines
6.9 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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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BEGIN_RR_NS
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#define MAXGAMEVARS 2048 // must be a power of two
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#define MAXVARLABEL 26
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#define GV_FLAG_CONSTANT (MAXGAMEVARS)
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#define GV_FLAG_NEGATIVE (MAXGAMEVARS<<1)
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// store global game definitions
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enum GamevarFlags_t
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{
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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_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_INT32PTR = 0x00002000, // plValues is a pointer to an int32_t
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GAMEVAR_INT16PTR = 0x00008000, // plValues is a pointer to a short
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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_Q16PTR = 0x00100000, // plValues is a pointer to a q16.16
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GAMEVAR_SERIALIZE = 0x00200000, // write into permasaves
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GAMEVAR_RAWQ16PTR = GAMEVAR_Q16PTR | GAMEVAR_SPECIAL, // plValues is a pointer to a q16.16 but we don't want conversion
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GAMEVAR_PTR_MASK = GAMEVAR_INT32PTR | GAMEVAR_INT16PTR | GAMEVAR_Q16PTR | GAMEVAR_RAWQ16PTR,
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};
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// Alignments for per-player and per-actor variables.
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#define PLAYER_VAR_ALIGNMENT (sizeof(intptr_t))
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#define ACTOR_VAR_ALIGNMENT 16
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#define ARRAY_ALIGNMENT 16
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#pragma pack(push,1)
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typedef struct
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{
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union {
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intptr_t global;
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intptr_t *pValues; // array of values when 'per-player', or 'per-actor'
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};
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intptr_t defaultValue;
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uintptr_t flags;
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char * szLabel;
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} gamevar_t;
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#pragma pack(pop)
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extern gamevar_t aGameVars[MAXGAMEVARS];
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extern int32_t g_gameVarCount;
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int __fastcall Gv_GetVar(int const gameVar, int const spriteNum, int const playerNum);
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void __fastcall Gv_SetVar(int const gameVar, int const newValue, int const spriteNum, int const playerNum);
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int __fastcall Gv_GetVar(int const gameVar);
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void __fastcall Gv_GetManyVars(int const numVars, int32_t * const outBuf);
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void __fastcall Gv_SetVar(int const gameVar, int const newValue);
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template <typename T>
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static FORCE_INLINE void Gv_FillWithVars(T & rv)
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{
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EDUKE32_STATIC_ASSERT(sizeof(T) % sizeof(int32_t) == 0);
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EDUKE32_STATIC_ASSERT(sizeof(T) > sizeof(int32_t));
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Gv_GetManyVars(sizeof(T)/sizeof(int32_t), (int32_t *)&rv);
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}
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int Gv_GetVarByLabel(const char *szGameLabel,int defaultValue,int spriteNum,int playerNum);
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void Gv_NewVar(const char *pszLabel,intptr_t lValue,uint32_t dwFlags);
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static FORCE_INLINE void A_ResetVars(int const spriteNum)
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{
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for (auto &gv : aGameVars)
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{
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if ((gv.flags & (GAMEVAR_PERACTOR|GAMEVAR_NODEFAULT)) == GAMEVAR_PERACTOR)
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gv.pValues[spriteNum] = gv.defaultValue;
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}
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}
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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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int Gv_ReadSave(FileReader &kFile);
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void Gv_WriteSave(FileWriter &fil);
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void Gv_Clear(void);
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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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#define VM_GAMEVAR_OPERATOR(func, operator) \
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static FORCE_INLINE ATTRIBUTE((flatten)) void __fastcall func(int const id, int32_t const operand) \
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{ \
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auto &var = aGameVars[id]; \
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\
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switch (var.flags & (GAMEVAR_USER_MASK | GAMEVAR_PTR_MASK)) \
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{ \
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default: \
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var.global operator operand; \
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break; \
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case GAMEVAR_PERPLAYER: \
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var.pValues[vm.playerNum & (MAXPLAYERS-1)] operator operand; \
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break; \
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case GAMEVAR_PERACTOR: \
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var.pValues[vm.spriteNum & (MAXSPRITES-1)] operator operand; \
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break; \
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case GAMEVAR_INT32PTR: *(int32_t *)var.pValues operator(int32_t) operand; break; \
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case GAMEVAR_INT16PTR: *(int16_t *)var.pValues operator(int16_t) operand; break; \
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case GAMEVAR_Q16PTR: \
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{ \
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Fix16 *pfix = (Fix16 *)var.global; \
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*pfix operator fix16_from_int(operand); \
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break; \
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} \
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} \
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}
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VM_GAMEVAR_OPERATOR(Gv_AddVar, +=)
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VM_GAMEVAR_OPERATOR(Gv_SubVar, -=)
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#undef VM_GAMEVAR_OPERATOR
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END_RR_NS
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#endif
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