//------------------------------------------------------------------------- /* 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" #include "savegame.h" #include "vfs.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 *aplWeaponFireDelay[MAX_WEAPONS]; // delay to fire intptr_t *aplWeaponFireSound[MAX_WEAPONS]; // Sound made when firing (each time for automatic) intptr_t *aplWeaponFlags[MAX_WEAPONS]; // Flags for weapon intptr_t *aplWeaponFlashColor[MAX_WEAPONS]; // Muzzle flash color intptr_t *aplWeaponHoldDelay[MAX_WEAPONS]; // delay after release fire button to fire (0 for none) intptr_t *aplWeaponInitialSound[MAX_WEAPONS]; // Sound made when weapon starts firing. zero for no sound intptr_t *aplWeaponReload[MAX_WEAPONS]; // delay to reload (include fire) 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 *aplWeaponShoots[MAX_WEAPONS]; // what the weapon shoots intptr_t *aplWeaponShotsPerBurst[MAX_WEAPONS]; // number of shots per 'burst' (one ammo per 'burst') intptr_t *aplWeaponSound2Sound[MAX_WEAPONS]; // Alternate sound sound ID intptr_t *aplWeaponSound2Time[MAX_WEAPONS]; // Alternate sound time intptr_t *aplWeaponSpawn[MAX_WEAPONS]; // the item to spawn intptr_t *aplWeaponSpawnTime[MAX_WEAPONS]; // the frame at which to spawn an item intptr_t *aplWeaponTotalTime[MAX_WEAPONS]; // The total time the weapon is cycling before next fire. intptr_t *aplWeaponWorksLike[MAX_WEAPONS]; // What original the weapon works like # include "gamestructures.cpp" // 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). int Gv_Free(void) { for (auto &gameVar : aGameVars) { if (gameVar.flags & GAMEVAR_USER_MASK) ALIGNED_FREE_AND_NULL(gameVar.pValues); gameVar.flags |= GAMEVAR_RESET; } for (auto & gameArray : aGameArrays) { if (gameArray.flags & GAMEARRAY_ALLOCATED) ALIGNED_FREE_AND_NULL(gameArray.pValues); gameArray.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 at exit void Gv_Clear(void) { Gv_Free(); // Now, only do work that Gv_Free() hasn't done. for (auto & gameVar : aGameVars) DO_FREE_AND_NULL(gameVar.szLabel); for (auto & gameArray : aGameArrays) DO_FREE_AND_NULL(gameArray.szLabel); for (auto i : struct_tables) hash_free(i); } int Gv_ReadSave(buildvfs_kfd kFile) { char tbuf[12]; if (kread(kFile, tbuf, 12)!=12) goto corrupt; if (Bmemcmp(tbuf, "BEG: EDuke32", 12)) { OSD_Printf("BEG ERR\n"); return 2; } Gv_Free(); // nuke 'em from orbit, it's the only way to be sure... if (kdfread_LZ4(&g_gameVarCount,sizeof(g_gameVarCount),1,kFile) != 1) goto corrupt; for (bssize_t i=0; ilog.errors = 0; for (auto &aGameVar : aGameVars) { if (aGameVar.szLabel != NULL) Gv_NewVar(aGameVar.szLabel, (aGameVar.flags & GAMEVAR_NODEFAULT) ? aGameVar.global : aGameVar.defaultValue, aGameVar.flags); } for (auto &aGameArray : aGameArrays) { if (aGameArray.szLabel != NULL && aGameArray.flags & GAMEARRAY_RESET) Gv_NewArray(aGameArray.szLabel, aGameArray.pValues, aGameArray.size, aGameArray.flags); } } unsigned __fastcall Gv_GetArrayElementSize(int const arrayIdx) { int typeSize = 0; switch (aGameArrays[arrayIdx].flags & GAMEARRAY_SIZE_MASK) { case 0: typeSize = sizeof(uintptr_t); break; case GAMEARRAY_INT8: typeSize = sizeof(uint8_t); break; case GAMEARRAY_INT16: typeSize = sizeof(uint16_t); break; } return typeSize; } void Gv_NewArray(const char *pszLabel, void *arrayptr, intptr_t asize, uint32_t dwFlags) { Bassert(asize >= 0); if (EDUKE32_PREDICT_FALSE(g_gameArrayCount >= MAXGAMEARRAYS)) { g_errorCnt++; C_ReportError(-1); initprintf("%s:%d: error: too many arrays!\n",g_scriptFileName,g_lineNumber); return; } if (EDUKE32_PREDICT_FALSE(Bstrlen(pszLabel) > (MAXARRAYLABEL-1))) { g_errorCnt++; C_ReportError(-1); initprintf("%s:%d: error: array name `%s' exceeds limit of %d characters.\n",g_scriptFileName,g_lineNumber,pszLabel, MAXARRAYLABEL); return; } int32_t 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_warningCnt++; if (aGameArrays[i].flags & GAMEARRAY_SYSTEM) { C_ReportError(-1); initprintf("ignored redefining system array `%s'.", pszLabel); } else C_ReportError(WARNING_DUPLICATEDEFINITION); return; } 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); aGameArrays[i].flags = dwFlags & ~GAMEARRAY_RESET; aGameArrays[i].size = asize; if (arrayptr) aGameArrays[i].pValues = (intptr_t *)arrayptr; else if (!(aGameArrays[i].flags & GAMEARRAY_SYSTEM)) { if (aGameArrays[i].flags & GAMEARRAY_ALLOCATED) ALIGNED_FREE_AND_NULL(aGameArrays[i].pValues); int const allocSize = Gv_GetArrayAllocSize(i); aGameArrays[i].flags |= GAMEARRAY_ALLOCATED; if (allocSize > 0) { aGameArrays[i].pValues = (intptr_t *) Xaligned_alloc(ARRAY_ALIGNMENT, allocSize); Bmemset(aGameArrays[i].pValues, 0, allocSize); } else { aGameArrays[i].pValues = nullptr; } } g_gameArrayCount++; hash_add(&h_arrays, aGameArrays[i].szLabel, i, 1); } void Gv_NewVar(const char *pszLabel, intptr_t lValue, uint32_t dwFlags) { if (EDUKE32_PREDICT_FALSE(g_gameVarCount >= MAXGAMEVARS)) { g_errorCnt++; C_ReportError(-1); initprintf("%s:%d: error: too many gamevars!\n",g_scriptFileName,g_lineNumber); return; } if (EDUKE32_PREDICT_FALSE(Bstrlen(pszLabel) > (MAXVARLABEL-1))) { g_errorCnt++; C_ReportError(-1); initprintf("%s:%d: error: variable name `%s' exceeds limit of %d characters.\n",g_scriptFileName,g_lineNumber,pszLabel, MAXVARLABEL); return; } 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_scriptFileName,g_lineNumber,label+(g_labelCnt<<6)); return; } else if (EDUKE32_PREDICT_FALSE(!(aGameVars[gV].flags & GAMEVAR_SYSTEM))) { // it's a duplicate in error g_warningCnt++; C_ReportError(WARNING_DUPLICATEDEFINITION); return; } } 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 (bssize_t 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 (bssize_t j=MAXSPRITES-1; j>=0; --j) aGameVars[gV].pValues[j]=lValue; } else aGameVars[gV].global = lValue; } static int Gv_GetVarIndex(const char *szGameLabel) { int const gameVar = hash_find(&h_gamevars,szGameLabel); if (EDUKE32_PREDICT_FALSE(gameVar == -1)) { OSD_Printf(OSD_ERROR "Gv_GetVarIndex(): INTERNAL ERROR: couldn't find gamevar %s!\n",szGameLabel); return 0; } return gameVar; } static int Gv_GetArrayIndex(const char *szArrayLabel) { int const arrayIdx = hash_find(&h_arrays, szArrayLabel); if (EDUKE32_PREDICT_FALSE(arrayIdx == -1)) { OSD_Printf(OSD_ERROR "Gv_GetArrayIndex(): INTERNAL ERROR: couldn't find array %s!\n", szArrayLabel); return 0; } return arrayIdx; } size_t __fastcall Gv_GetArrayAllocSizeForCount(int const arrayIdx, size_t const count) { if (aGameArrays[arrayIdx].flags & GAMEARRAY_BITMAP) return (count + 7) >> 3; return count * Gv_GetArrayElementSize(arrayIdx); } size_t __fastcall Gv_GetArrayAllocSize(int const arrayIdx) { return Gv_GetArrayAllocSizeForCount(arrayIdx, aGameArrays[arrayIdx].size); } size_t __fastcall Gv_GetArrayCountForAllocSize(int const arrayIdx, size_t const filelength) { if (aGameArrays[arrayIdx].flags & GAMEARRAY_BITMAP) return filelength << 3; size_t const elementSize = Gv_GetArrayElementSize(arrayIdx); size_t const denominator = min(elementSize, sizeof(uint32_t)); Bassert(denominator); return tabledivide64(filelength + denominator - 1, denominator); } int __fastcall Gv_GetArrayValue(int const id, int index) { if (aGameArrays[id].flags & GAMEARRAY_STRIDE2) index <<= 1; int returnValue = 0; switch (aGameArrays[id].flags & GAMEARRAY_TYPE_MASK) { case 0: returnValue = (aGameArrays[id].pValues)[index]; break; case GAMEARRAY_INT16: returnValue = ((int16_t *)aGameArrays[id].pValues)[index]; break; case GAMEARRAY_INT8: returnValue = ((int8_t *)aGameArrays[id].pValues)[index]; break; case GAMEARRAY_UINT16: returnValue = ((uint16_t *)aGameArrays[id].pValues)[index]; break; case GAMEARRAY_UINT8: returnValue = ((uint8_t *)aGameArrays[id].pValues)[index]; break; case GAMEARRAY_BITMAP:returnValue = !!(((uint8_t *)aGameArrays[id].pValues)[index >> 3] & pow2char[index & 7]); break; } return returnValue; } #define CHECK_INDEX(range) \ if (EDUKE32_PREDICT_FALSE((unsigned)arrayIndex >= (unsigned)range)) \ { \ spriteNum = arrayIndex; \ goto badindex; \ } static int __fastcall Gv_GetArrayOrStruct(int gameVar, int spriteNum, int const playerNum) { int returnValue = gameVar; if (gameVar & GV_FLAG_STRUCT) // struct shortcut vars { int arrayIndexVar = *insptr++; int arrayIndex = Gv_GetVar(arrayIndexVar, spriteNum, playerNum); int const labelNum = *insptr++; gameVar &= (MAXGAMEVARS-1); switch (gameVar - g_structVarIDs) { case STRUCT_SPRITE: CHECK_INDEX(MAXSPRITES); arrayIndexVar = (ActorLabels[labelNum].flags & LABEL_HASPARM2) ? Gv_GetVar(*insptr++, spriteNum, playerNum) : 0; returnValue = VM_GetSprite(arrayIndex, labelNum, arrayIndexVar); break; case STRUCT_SPRITE_INTERNAL__: CHECK_INDEX(MAXSPRITES); returnValue = VM_GetStruct(ActorLabels[labelNum].flags, (intptr_t *)((char *)&sprite[arrayIndex] + ActorLabels[labelNum].offset)); break; case STRUCT_ACTOR_INTERNAL__: CHECK_INDEX(MAXSPRITES); returnValue = VM_GetStruct(ActorLabels[labelNum].flags, (intptr_t *)((char *)&actor[arrayIndex] + ActorLabels[labelNum].offset)); break; case STRUCT_SPRITEEXT_INTERNAL__: CHECK_INDEX(MAXSPRITES); returnValue = VM_GetStruct(ActorLabels[labelNum].flags, (intptr_t *)((char *)&spriteext[arrayIndex] + ActorLabels[labelNum].offset)); break; case STRUCT_TSPR: CHECK_INDEX(MAXSPRITES); returnValue = VM_GetStruct(TsprLabels[labelNum].flags, (intptr_t *)((char *)(spriteext[arrayIndex].tspr) + TsprLabels[labelNum].offset)); break; case STRUCT_SECTOR: if (arrayIndexVar == g_thisActorVarID) arrayIndex = vm.pSprite->sectnum; CHECK_INDEX(MAXSECTORS); returnValue = (SectorLabels[labelNum].offset != -1 && (SectorLabels[labelNum].flags & LABEL_READFUNC) == 0) ? VM_GetStruct(SectorLabels[labelNum].flags, (intptr_t *)((char *)§or[arrayIndex] + SectorLabels[labelNum].offset)) : VM_GetSector(arrayIndex, labelNum); break; case STRUCT_WALL: CHECK_INDEX(MAXWALLS); returnValue = (WallLabels[labelNum].offset != -1 && (WallLabels[labelNum].flags & LABEL_READFUNC) == 0) ? VM_GetStruct(WallLabels[labelNum].flags, (intptr_t *)((char *)&wall[arrayIndex] + WallLabels[labelNum].offset)) : VM_GetWall(arrayIndex, labelNum); break; case STRUCT_PLAYER: if (arrayIndexVar == g_thisActorVarID) arrayIndex = vm.playerNum; CHECK_INDEX(MAXPLAYERS); arrayIndexVar = (EDUKE32_PREDICT_FALSE(PlayerLabels[labelNum].flags & LABEL_HASPARM2)) ? Gv_GetVar(*insptr++, spriteNum, playerNum) : 0; returnValue = VM_GetPlayer(arrayIndex, labelNum, arrayIndexVar); break; // no THISACTOR check here because we convert those cases to setvarvar case STRUCT_ACTORVAR: returnValue = Gv_GetVar(labelNum, arrayIndex, vm.playerNum); break; case STRUCT_PLAYERVAR: returnValue = Gv_GetVar(labelNum, vm.spriteNum, arrayIndex); break; case STRUCT_THISPROJECTILE: CHECK_INDEX(MAXSPRITES); returnValue = VM_GetActiveProjectile(arrayIndex, labelNum); break; case STRUCT_PROJECTILE: CHECK_INDEX(MAXTILES); returnValue = VM_GetProjectile(arrayIndex, labelNum); break; case STRUCT_TILEDATA: if (arrayIndexVar == g_thisActorVarID) arrayIndex = vm.pSprite->picnum; CHECK_INDEX(MAXTILES); returnValue = VM_GetTileData(arrayIndex, labelNum); break; case STRUCT_PALDATA: if (arrayIndexVar == g_thisActorVarID) arrayIndex = vm.pSprite->pal; CHECK_INDEX(MAXPALOOKUPS); returnValue = VM_GetPalData(arrayIndex, labelNum); break; case STRUCT_INPUT: if (arrayIndexVar == g_thisActorVarID) arrayIndex = vm.playerNum; CHECK_INDEX(MAXPLAYERS); returnValue = VM_GetPlayerInput(arrayIndex, labelNum); break; case STRUCT_USERDEF: arrayIndexVar = (EDUKE32_PREDICT_FALSE(UserdefsLabels[labelNum].flags & LABEL_HASPARM2)) ? Gv_GetVar(*insptr++) : 0; returnValue = VM_GetUserdef(labelNum, arrayIndexVar); break; } } else if (gameVar & GV_FLAG_ARRAY) { gameVar &= (MAXGAMEVARS-1); // ~((MAXGAMEVARS<<2)|(MAXGAMEVARS<<1)); int const arrayIndex = Gv_GetVar(*insptr++, spriteNum, playerNum); CHECK_INDEX(aGameArrays[gameVar].size); returnValue = Gv_GetArrayValue(gameVar, arrayIndex); } return returnValue; badindex: CON_ERRPRINTF("Gv_GetArrayOrStruct(): invalid index %d for \"%s\"\n", spriteNum, (returnValue & GV_FLAG_ARRAY) ? aGameArrays[gameVar].szLabel : aGameVars[gameVar].szLabel); return -1; } static FORCE_INLINE int __fastcall Gv_GetVar__(int &gameVar, int &spriteNum, int const &playerNum) { int returnValue = 0; if (gameVar == g_thisActorVarID) returnValue = spriteNum; else if (gameVar == GV_FLAG_CONSTANT) returnValue = *insptr++; else if ((gameVar & ~GV_FLAG_NEGATIVE) >= g_gameVarCount) returnValue = Gv_GetArrayOrStruct(gameVar, spriteNum, playerNum); else { int const invertResult = !!(gameVar & GV_FLAG_NEGATIVE); gamevar_t const &var = aGameVars[gameVar &= (MAXGAMEVARS-1)]; int const varFlags = var.flags & (GAMEVAR_USER_MASK | GAMEVAR_PTR_MASK); if (varFlags == GAMEVAR_PERACTOR) { if (EDUKE32_PREDICT_FALSE((unsigned)spriteNum >= MAXSPRITES)) goto badindex; returnValue = var.pValues[spriteNum]; } else if (!varFlags) returnValue = var.global; else if (varFlags == GAMEVAR_PERPLAYER) { if (EDUKE32_PREDICT_FALSE((unsigned)playerNum >= MAXPLAYERS)) { spriteNum = playerNum; goto badindex; } returnValue = var.pValues[playerNum]; } else switch (varFlags & GAMEVAR_PTR_MASK) { case GAMEVAR_RAWQ16PTR: case GAMEVAR_INT32PTR: returnValue = *(int32_t *)var.global; break; case GAMEVAR_INT16PTR: returnValue = *(int16_t *)var.global; break; case GAMEVAR_Q16PTR: returnValue = fix16_to_int(*(fix16_t *)var.global); break; } return (returnValue ^ -invertResult) + invertResult; badindex: CON_ERRPRINTF("Gv_GetVar(): invalid index %d for \"%s\"\n", spriteNum, var.szLabel); } return returnValue; } #undef CHECK_INDEX int __fastcall Gv_GetVar(int gameVar, int spriteNum, int const playerNum) { return Gv_GetVar__(gameVar, spriteNum, playerNum); } int __fastcall Gv_GetVar(int gameVar) { return Gv_GetVar__(gameVar, vm.spriteNum, vm.playerNum); } void __fastcall Gv_GetManyVars(int const numVars, int32_t * const outBuf) { for (native_t j = 0; j < numVars; ++j) { int gameVar = *insptr++; outBuf[j] = Gv_GetVar__(gameVar, vm.spriteNum, vm.playerNum); } } static FORCE_INLINE void __fastcall Gv_SetVar__(int const &gameVar, int const &newValue, int const &spriteNum, int const &playerNum) { gamevar_t &var = aGameVars[gameVar]; int const varFlags = var.flags & (GAMEVAR_USER_MASK|GAMEVAR_PTR_MASK); if (!varFlags) var.global=newValue; else if (varFlags == GAMEVAR_PERACTOR) { if (EDUKE32_PREDICT_FALSE((unsigned) spriteNum > MAXSPRITES-1)) goto badindex; var.pValues[spriteNum] = newValue; } else if (varFlags == GAMEVAR_PERPLAYER) { if (EDUKE32_PREDICT_FALSE((unsigned) playerNum > MAXPLAYERS-1)) goto badindex; var.pValues[playerNum] = newValue; } else switch (varFlags & GAMEVAR_PTR_MASK) { case GAMEVAR_RAWQ16PTR: case GAMEVAR_INT32PTR: *((int32_t *)var.global) = (int32_t)newValue; break; case GAMEVAR_INT16PTR: *((int16_t *)var.global) = (int16_t)newValue; break; case GAMEVAR_Q16PTR: *(fix16_t *)var.global = fix16_from_int((int16_t)newValue); break; } return; badindex: CON_ERRPRINTF("Gv_SetVar(): invalid index %s[%d] from sprite %d or player %d\n", var.szLabel, (var.flags & GAMEVAR_PERACTOR) ? spriteNum : playerNum, vm.spriteNum, vm.playerNum); } void __fastcall Gv_SetVar(int const gameVar, int const newValue) { Gv_SetVar__(gameVar, newValue, vm.spriteNum, vm.playerNum); } void __fastcall Gv_SetVar(int const gameVar, int const newValue, int const spriteNum, int const playerNum) { Gv_SetVar__(gameVar, newValue, spriteNum, playerNum); } int Gv_GetVarByLabel(const char *szGameLabel, int const defaultValue, int const spriteNum, int const playerNum) { int const gameVar = hash_find(&h_gamevars, szGameLabel); return EDUKE32_PREDICT_FALSE(gameVar < 0) ? defaultValue : 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; gamevar_t &var = aGameVars[gameVar]; if (var.flags & (GAMEVAR_USER_MASK|GAMEVAR_PTR_MASK)) { if (EDUKE32_PREDICT_FALSE(!var.pValues)) CON_ERRPRINTF("Gv_GetVarDataPtr(): INTERNAL ERROR: NULL array !!!\n"); return var.pValues; } return &(var.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_aimAngleVarID = Gv_GetVarIndex("AUTOAIMANGLE"); g_angRangeVarID = Gv_GetVarIndex("ANGRANGE"); g_hitagVarID = Gv_GetVarIndex("HITAG"); g_lotagVarID = Gv_GetVarIndex("LOTAG"); g_returnVarID = Gv_GetVarIndex("RETURN"); g_structVarIDs = Gv_GetVarIndex("sprite"); g_textureVarID = Gv_GetVarIndex("TEXTURE"); g_thisActorVarID = Gv_GetVarIndex("THISACTOR"); g_weaponVarID = Gv_GetVarIndex("WEAPON"); g_worksLikeVarID = Gv_GetVarIndex("WORKSLIKE"); g_zRangeVarID = Gv_GetVarIndex("ZRANGE"); #endif for (auto & tile : g_tile) if (tile.defproj) *tile.proj = *tile.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, 12, 27, 2, 5, 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, 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, 5, 0, WEAPON_GLOWS, GROWSPARK__STATIC, 0, 0, 0, 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; jpipebombControl = 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("ANGRANGE", 18, GAMEVAR_SYSTEM | GAMEVAR_PERPLAYER); Gv_NewVar("AUTOAIMANGLE", 0, GAMEVAR_SYSTEM | GAMEVAR_PERPLAYER); Gv_NewVar("COOP", (intptr_t)&ud.coop, GAMEVAR_SYSTEM | GAMEVAR_INT32PTR); Gv_NewVar("FFIRE", (intptr_t)&ud.ffire, GAMEVAR_SYSTEM | GAMEVAR_INT32PTR); Gv_NewVar("GRENADE_LIFETIME", NAM_GRENADE_LIFETIME, GAMEVAR_SYSTEM | GAMEVAR_PERPLAYER); Gv_NewVar("GRENADE_LIFETIME_VAR", NAM_GRENADE_LIFETIME_VAR, GAMEVAR_SYSTEM | GAMEVAR_PERPLAYER); Gv_NewVar("HITAG", 0, GAMEVAR_SYSTEM); Gv_NewVar("LEVEL", (intptr_t)&ud.level_number, GAMEVAR_SYSTEM | GAMEVAR_INT32PTR | GAMEVAR_READONLY); Gv_NewVar("LOTAG", 0, GAMEVAR_SYSTEM); Gv_NewVar("MARKER", (intptr_t)&ud.marker, GAMEVAR_SYSTEM | GAMEVAR_INT32PTR); Gv_NewVar("MONSTERS_OFF", (intptr_t)&ud.monsters_off, GAMEVAR_SYSTEM | GAMEVAR_INT32PTR); Gv_NewVar("MULTIMODE", (intptr_t)&ud.multimode, GAMEVAR_SYSTEM | GAMEVAR_INT32PTR); Gv_NewVar("NUMSECTORS", (intptr_t)&numsectors, GAMEVAR_SYSTEM | GAMEVAR_INT16PTR | GAMEVAR_READONLY); Gv_NewVar("NUMWALLS", (intptr_t)&numwalls, GAMEVAR_SYSTEM | GAMEVAR_INT16PTR | GAMEVAR_READONLY); Gv_NewVar("Numsprites", (intptr_t)&Numsprites, GAMEVAR_SYSTEM | GAMEVAR_INT32PTR | GAMEVAR_READONLY); Gv_NewVar("PIPEBOMB_CONTROL", NAM_WW2GI ? PIPEBOMB_TIMER : PIPEBOMB_REMOTE, GAMEVAR_SYSTEM | GAMEVAR_PERPLAYER); Gv_NewVar("RESPAWN_INVENTORY", (intptr_t)&ud.respawn_inventory, GAMEVAR_SYSTEM | GAMEVAR_INT32PTR); Gv_NewVar("RESPAWN_ITEMS", (intptr_t)&ud.respawn_items, GAMEVAR_SYSTEM | GAMEVAR_INT32PTR); Gv_NewVar("RESPAWN_MONSTERS", (intptr_t)&ud.respawn_monsters, GAMEVAR_SYSTEM | GAMEVAR_INT32PTR); Gv_NewVar("RETURN", 0, GAMEVAR_SYSTEM); Gv_NewVar("STICKYBOMB_LIFETIME", NAM_GRENADE_LIFETIME, GAMEVAR_SYSTEM | GAMEVAR_PERPLAYER); Gv_NewVar("STICKYBOMB_LIFETIME_VAR", NAM_GRENADE_LIFETIME_VAR, GAMEVAR_SYSTEM | GAMEVAR_PERPLAYER); Gv_NewVar("TEXTURE", 0, GAMEVAR_SYSTEM); Gv_NewVar("THISACTOR", 0, GAMEVAR_SYSTEM | GAMEVAR_READONLY); Gv_NewVar("TRIPBOMB_CONTROL", TRIPBOMB_TRIPWIRE, GAMEVAR_SYSTEM | GAMEVAR_PERPLAYER); Gv_NewVar("VOLUME", (intptr_t)&ud.volume_number, GAMEVAR_SYSTEM | GAMEVAR_INT32PTR | GAMEVAR_READONLY); Gv_NewVar("WEAPON", 0, GAMEVAR_SYSTEM | GAMEVAR_PERPLAYER | GAMEVAR_READONLY); Gv_NewVar("WORKSLIKE", 0, GAMEVAR_SYSTEM | GAMEVAR_PERPLAYER | GAMEVAR_READONLY); Gv_NewVar("ZRANGE", 4, GAMEVAR_SYSTEM | GAMEVAR_PERPLAYER); Gv_NewVar("cameraang", (intptr_t)&ud.cameraq16ang, GAMEVAR_SYSTEM | GAMEVAR_Q16PTR); Gv_NewVar("cameraclock", (intptr_t)&g_cameraClock, GAMEVAR_SYSTEM | GAMEVAR_INT32PTR); Gv_NewVar("cameradist", (intptr_t)&g_cameraDistance, GAMEVAR_SYSTEM | GAMEVAR_INT32PTR); Gv_NewVar("camerahoriz", (intptr_t)&ud.cameraq16horiz, GAMEVAR_SYSTEM | GAMEVAR_Q16PTR); Gv_NewVar("cameraq16ang", (intptr_t)&ud.cameraq16ang, GAMEVAR_SYSTEM | GAMEVAR_RAWQ16PTR); Gv_NewVar("cameraq16horiz", (intptr_t)&ud.cameraq16horiz, GAMEVAR_SYSTEM | GAMEVAR_RAWQ16PTR); Gv_NewVar("camerasect", (intptr_t)&ud.camerasect, GAMEVAR_SYSTEM | GAMEVAR_INT16PTR); Gv_NewVar("camerax", (intptr_t)&ud.camerapos.x, GAMEVAR_SYSTEM | GAMEVAR_INT32PTR); Gv_NewVar("cameray", (intptr_t)&ud.camerapos.y, GAMEVAR_SYSTEM | GAMEVAR_INT32PTR); Gv_NewVar("cameraz", (intptr_t)&ud.camerapos.z, GAMEVAR_SYSTEM | GAMEVAR_INT32PTR); Gv_NewVar("current_menu", (intptr_t)&g_currentMenu, GAMEVAR_SYSTEM | GAMEVAR_INT32PTR | GAMEVAR_READONLY); Gv_NewVar("currentweapon", (intptr_t)&hudweap.cur, GAMEVAR_SYSTEM | GAMEVAR_INT32PTR); Gv_NewVar("display_mirror", (intptr_t)&display_mirror, GAMEVAR_SYSTEM | GAMEVAR_INT32PTR); Gv_NewVar("framerate", (intptr_t)&g_frameRate, GAMEVAR_SYSTEM | GAMEVAR_INT32PTR | GAMEVAR_READONLY); Gv_NewVar("gametype_flags", (intptr_t)&g_gametypeFlags[ud.coop], GAMEVAR_SYSTEM | GAMEVAR_INT32PTR); Gv_NewVar("gravitationalconstant", (intptr_t)&g_spriteGravity, GAMEVAR_SYSTEM | GAMEVAR_INT32PTR); Gv_NewVar("gs", (intptr_t)&hudweap.shade, GAMEVAR_SYSTEM | GAMEVAR_INT32PTR); Gv_NewVar("gun_pos", (intptr_t)&hudweap.gunposy, GAMEVAR_SYSTEM | GAMEVAR_INT32PTR); Gv_NewVar("lastsavepos", (intptr_t)&g_lastAutoSaveArbitraryID, GAMEVAR_SYSTEM | GAMEVAR_INT32PTR); Gv_NewVar("lastvisinc", (intptr_t)&lastvisinc, GAMEVAR_SYSTEM | GAMEVAR_INT32PTR); Gv_NewVar("looking_angSR1", (intptr_t)&hudweap.lookhalfang, GAMEVAR_SYSTEM | GAMEVAR_INT32PTR); Gv_NewVar("looking_arc", (intptr_t)&hudweap.lookhoriz, GAMEVAR_SYSTEM | GAMEVAR_INT32PTR); Gv_NewVar("myconnectindex", (intptr_t)&myconnectindex, GAMEVAR_SYSTEM | GAMEVAR_INT32PTR | GAMEVAR_READONLY); Gv_NewVar("numplayers", (intptr_t)&numplayers, GAMEVAR_SYSTEM | GAMEVAR_INT32PTR | GAMEVAR_READONLY); Gv_NewVar("numsectors", (intptr_t)&numsectors, GAMEVAR_SYSTEM | GAMEVAR_INT16PTR | GAMEVAR_READONLY); Gv_NewVar("randomseed", (intptr_t)&randomseed, GAMEVAR_SYSTEM | GAMEVAR_INT32PTR); Gv_NewVar("screenpeek", (intptr_t)&screenpeek, GAMEVAR_SYSTEM | GAMEVAR_INT32PTR | GAMEVAR_READONLY); Gv_NewVar("totalclock", (intptr_t)&totalclock, GAMEVAR_SYSTEM | GAMEVAR_INT32PTR | GAMEVAR_READONLY); Gv_NewVar("viewingrange", (intptr_t)&viewingrange, GAMEVAR_SYSTEM | GAMEVAR_INT32PTR | GAMEVAR_READONLY); Gv_NewVar("weapon_xoffset", (intptr_t)&hudweap.gunposx, GAMEVAR_SYSTEM | GAMEVAR_INT32PTR); Gv_NewVar("weaponcount", (intptr_t)&hudweap.count, GAMEVAR_SYSTEM | GAMEVAR_INT32PTR); Gv_NewVar("windowx1", (intptr_t)&windowxy1.x, GAMEVAR_SYSTEM | GAMEVAR_INT32PTR | GAMEVAR_READONLY); Gv_NewVar("windowx2", (intptr_t)&windowxy2.x, GAMEVAR_SYSTEM | GAMEVAR_INT32PTR | GAMEVAR_READONLY); Gv_NewVar("windowy1", (intptr_t)&windowxy1.y, GAMEVAR_SYSTEM | GAMEVAR_INT32PTR | GAMEVAR_READONLY); Gv_NewVar("windowy2", (intptr_t)&windowxy2.y, GAMEVAR_SYSTEM | GAMEVAR_INT32PTR | GAMEVAR_READONLY); Gv_NewVar("xdim", (intptr_t)&xdim, GAMEVAR_SYSTEM | GAMEVAR_INT32PTR | GAMEVAR_READONLY); Gv_NewVar("ydim", (intptr_t)&ydim, GAMEVAR_SYSTEM | GAMEVAR_INT32PTR | GAMEVAR_READONLY); Gv_NewVar("yxaspect", (intptr_t)&yxaspect, GAMEVAR_SYSTEM | GAMEVAR_INT32PTR | GAMEVAR_READONLY); # ifdef USE_OPENGL Gv_NewVar("rendmode", (intptr_t)&rendmode, GAMEVAR_READONLY | GAMEVAR_SYSTEM | GAMEVAR_INT32PTR); # else Gv_NewVar("rendmode", 0, GAMEVAR_READONLY | GAMEVAR_SYSTEM); # endif // SYSTEM_GAMEARRAY Gv_NewArray("gotpic", (void *)&gotpic[0], MAXTILES, GAMEARRAY_SYSTEM | GAMEARRAY_BITMAP); Gv_NewArray("show2dsector", (void *)&show2dsector[0], MAXSECTORS, GAMEARRAY_SYSTEM | GAMEARRAY_BITMAP); Gv_NewArray("tilesizx", (void *)&tilesiz[0].x, MAXTILES, GAMEARRAY_SYSTEM | GAMEARRAY_STRIDE2 | GAMEARRAY_READONLY | GAMEARRAY_INT16); Gv_NewArray("tilesizy", (void *)&tilesiz[0].y, MAXTILES, GAMEARRAY_SYSTEM | GAMEARRAY_STRIDE2 | GAMEARRAY_READONLY | GAMEARRAY_INT16); #endif } #undef ADDWEAPONVAR void Gv_Init(void) { #if !defined LUNATIC // already initialized if (aGameVars[0].flags) return; #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?! %s\n", aszBuf); // 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("COOP")].global = (intptr_t)&ud.coop; aGameVars[Gv_GetVarIndex("FFIRE")].global = (intptr_t)&ud.ffire; aGameVars[Gv_GetVarIndex("LEVEL")].global = (intptr_t)&ud.level_number; aGameVars[Gv_GetVarIndex("MARKER")].global = (intptr_t)&ud.marker; aGameVars[Gv_GetVarIndex("MONSTERS_OFF")].global = (intptr_t)&ud.monsters_off; aGameVars[Gv_GetVarIndex("MULTIMODE")].global = (intptr_t)&ud.multimode; aGameVars[Gv_GetVarIndex("NUMSECTORS")].global = (intptr_t)&numsectors; aGameVars[Gv_GetVarIndex("NUMWALLS")].global = (intptr_t)&numwalls; aGameVars[Gv_GetVarIndex("Numsprites")].global = (intptr_t)&Numsprites; aGameVars[Gv_GetVarIndex("RESPAWN_INVENTORY")].global = (intptr_t)&ud.respawn_inventory; aGameVars[Gv_GetVarIndex("RESPAWN_ITEMS")].global = (intptr_t)&ud.respawn_items; aGameVars[Gv_GetVarIndex("RESPAWN_MONSTERS")].global = (intptr_t)&ud.respawn_monsters; aGameVars[Gv_GetVarIndex("VOLUME")].global = (intptr_t)&ud.volume_number; aGameVars[Gv_GetVarIndex("cameraang")].global = (intptr_t)&ud.cameraq16ang; // XXX FIXME aGameVars[Gv_GetVarIndex("cameraclock")].global = (intptr_t)&g_cameraClock; aGameVars[Gv_GetVarIndex("cameradist")].global = (intptr_t)&g_cameraDistance; aGameVars[Gv_GetVarIndex("camerahoriz")].global = (intptr_t)&ud.cameraq16horiz; // XXX FIXME aGameVars[Gv_GetVarIndex("cameraq16ang")].global = (intptr_t)&ud.cameraq16ang; // XXX FIXME aGameVars[Gv_GetVarIndex("cameraq16horiz")].global = (intptr_t)&ud.cameraq16horiz; // XXX FIXME aGameVars[Gv_GetVarIndex("camerasect")].global = (intptr_t)&ud.camerasect; 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("current_menu")].global = (intptr_t)&g_currentMenu; aGameVars[Gv_GetVarIndex("currentweapon")].global = (intptr_t)&hudweap.cur; aGameVars[Gv_GetVarIndex("display_mirror")].global = (intptr_t)&display_mirror; aGameVars[Gv_GetVarIndex("framerate")].global = (intptr_t)&g_frameRate; aGameVars[Gv_GetVarIndex("gametype_flags")].global = (intptr_t)&g_gametypeFlags[ud.coop]; aGameVars[Gv_GetVarIndex("gravitationalconstant")].global = (intptr_t)&g_spriteGravity; aGameVars[Gv_GetVarIndex("gs")].global = (intptr_t)&hudweap.shade; aGameVars[Gv_GetVarIndex("gun_pos")].global = (intptr_t)&hudweap.gunposy; aGameVars[Gv_GetVarIndex("lastsavepos")].global = (intptr_t)&g_lastAutoSaveArbitraryID; aGameVars[Gv_GetVarIndex("lastvisinc")].global = (intptr_t)&lastvisinc; aGameVars[Gv_GetVarIndex("looking_angSR1")].global = (intptr_t)&hudweap.lookhalfang; aGameVars[Gv_GetVarIndex("looking_arc")].global = (intptr_t)&hudweap.lookhoriz; aGameVars[Gv_GetVarIndex("myconnectindex")].global = (intptr_t)&myconnectindex; aGameVars[Gv_GetVarIndex("numplayers")].global = (intptr_t)&numplayers; aGameVars[Gv_GetVarIndex("numsectors")].global = (intptr_t)&numsectors; aGameVars[Gv_GetVarIndex("randomseed")].global = (intptr_t)&randomseed; aGameVars[Gv_GetVarIndex("screenpeek")].global = (intptr_t)&screenpeek; aGameVars[Gv_GetVarIndex("totalclock")].global = (intptr_t)&totalclock; aGameVars[Gv_GetVarIndex("viewingrange")].global = (intptr_t)&viewingrange; aGameVars[Gv_GetVarIndex("weapon_xoffset")].global = (intptr_t)&hudweap.gunposx; aGameVars[Gv_GetVarIndex("weaponcount")].global = (intptr_t)&hudweap.count; 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("xdim")].global = (intptr_t)&xdim; aGameVars[Gv_GetVarIndex("ydim")].global = (intptr_t)&ydim; aGameVars[Gv_GetVarIndex("yxaspect")].global = (intptr_t)&yxaspect; # ifdef USE_OPENGL aGameVars[Gv_GetVarIndex("rendmode")].global = (intptr_t)&rendmode; # endif aGameArrays[Gv_GetArrayIndex("gotpic")].pValues = (intptr_t *)&gotpic[0]; aGameArrays[Gv_GetArrayIndex("tilesizx")].pValues = (intptr_t *)&tilesiz[0].x; aGameArrays[Gv_GetArrayIndex("tilesizy")].pValues = (intptr_t *)&tilesiz[0].y; } #endif