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4f88aaf4d2
It was only ever used as upper bound to the time that a visibility change decays, but since it does that in an exponential fashion, there's really no point. git-svn-id: https://svn.eduke32.com/eduke32@3961 1a8010ca-5511-0410-912e-c29ae57300e0
1621 lines
61 KiB
C
1621 lines
61 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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#include "duke3d.h"
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#include "common_game.h"
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#include "gamevars.h"
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#include "gamedef.h"
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#include "osd.h"
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#include "savegame.h"
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#define _gamevars_c_
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#if !defined LUNATIC
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# include "gamestructures.c"
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extern int32_t OSD_errors;
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static void Gv_Free(void) /* called from Gv_ReadSave() and Gv_ResetVars() */
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{
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// call this function as many times as needed.
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int32_t i;
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for (i=MAXGAMEVARS-1; i>=0; i--)
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{
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if ((aGameVars[i].dwFlags & GAMEVAR_USER_MASK) && aGameVars[i].val.plValues)
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{
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Bfree(aGameVars[i].val.plValues);
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aGameVars[i].val.plValues=NULL;
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}
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aGameVars[i].dwFlags |= GAMEVAR_RESET;
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if (i >= MAXGAMEARRAYS)
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continue;
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if ((aGameArrays[i].dwFlags & GAMEARRAY_NORMAL) && aGameArrays[i].plValues)
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{
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Bfree(aGameArrays[i].plValues);
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aGameArrays[i].plValues=NULL;
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}
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aGameArrays[i].dwFlags |= GAMEARRAY_RESET;
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}
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g_gameVarCount = g_gameArrayCount = 0;
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hash_init(&h_gamevars);
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hash_init(&h_arrays);
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}
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static void Gv_Clear(void)
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{
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// only call this function ONCE...
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int32_t i;
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Gv_Free();
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// Now, only do work that Gv_Free() hasn't done.
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for (i=MAXGAMEVARS-1; i>=0; i--)
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{
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Bfree(aGameVars[i].szLabel);
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aGameVars[i].szLabel=NULL;
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aGameVars[i].val.lValue=0;
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if (i >= MAXGAMEARRAYS)
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continue;
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Bfree(aGameArrays[i].szLabel);
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aGameArrays[i].szLabel=NULL;
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}
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}
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int32_t Gv_ReadSave(int32_t fil, int32_t newbehav)
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{
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int32_t i, j;
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char savedstate[MAXVOLUMES*MAXLEVELS];
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char tbuf[12];
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if (newbehav)
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{
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if (kread(fil, tbuf, 12)!=12) goto corrupt;
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if (Bmemcmp(tbuf, "BEG: EDuke32", 12)) { OSD_Printf("BEG ERR\n"); return 2; }
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}
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Bmemset(&savedstate,0,sizeof(savedstate));
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// AddLog("Reading gamevars from savegame");
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Gv_Free(); // nuke 'em from orbit, it's the only way to be sure...
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// Bsprintf(g_szBuf,"CP:%s %d",__FILE__,__LINE__);
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// AddLog(g_szBuf);
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if (kdfread(&g_gameVarCount,sizeof(g_gameVarCount),1,fil) != 1) goto corrupt;
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for (i=0; i<g_gameVarCount; i++)
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{
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if (kdfread(&(aGameVars[i]),sizeof(gamevar_t),1,fil) != 1) goto corrupt;
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aGameVars[i].szLabel = (char *)Bcalloc(MAXVARLABEL,sizeof(uint8_t));
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if (kdfread(aGameVars[i].szLabel,sizeof(uint8_t) * MAXVARLABEL, 1, fil) != 1) goto corrupt;
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hash_add(&h_gamevars, aGameVars[i].szLabel,i, 1);
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if (aGameVars[i].dwFlags & GAMEVAR_PERPLAYER)
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{
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aGameVars[i].val.plValues = (intptr_t*)Bcalloc(MAXPLAYERS,sizeof(intptr_t));
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if (kdfread(aGameVars[i].val.plValues,sizeof(intptr_t) * MAXPLAYERS, 1, fil) != 1) goto corrupt;
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}
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else if (aGameVars[i].dwFlags & GAMEVAR_PERACTOR)
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{
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aGameVars[i].val.plValues = (intptr_t*)Bcalloc(MAXSPRITES,sizeof(intptr_t));
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if (kdfread(&aGameVars[i].val.plValues[0],sizeof(intptr_t), MAXSPRITES, fil) != MAXSPRITES) goto corrupt;
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}
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}
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// Bsprintf(g_szBuf,"CP:%s %d",__FILE__,__LINE__);
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// AddLog(g_szBuf);
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Gv_InitWeaponPointers();
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// Bsprintf(g_szBuf,"CP:%s %d",__FILE__,__LINE__);
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// AddLog(g_szBuf);
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Gv_RefreshPointers();
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if (kdfread(&g_gameArrayCount,sizeof(g_gameArrayCount),1,fil) != 1) goto corrupt;
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for (i=0; i<g_gameArrayCount; i++)
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{
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if (aGameArrays[i].dwFlags&GAMEARRAY_READONLY)
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continue;
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// read for .size and .dwFlags (the rest are pointers):
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if (kdfread(&aGameArrays[i],sizeof(gamearray_t),1,fil) != 1) goto corrupt;
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aGameArrays[i].szLabel = (char *)Bcalloc(MAXARRAYLABEL,sizeof(uint8_t));
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if (kdfread(aGameArrays[i].szLabel,sizeof(uint8_t) * MAXARRAYLABEL, 1, fil) != 1) goto corrupt;
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hash_add(&h_arrays, aGameArrays[i].szLabel, i, 1);
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aGameArrays[i].plValues = (intptr_t *)Bcalloc(aGameArrays[i].size, GAR_ELTSZ);
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if (kdfread(aGameArrays[i].plValues, GAR_ELTSZ * aGameArrays[i].size, 1, fil) < 1) goto corrupt;
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}
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// Bsprintf(g_szBuf,"CP:%s %d",__FILE__,__LINE__);
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// AddLog(g_szBuf);
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if (kdfread(apScriptGameEvent,sizeof(apScriptGameEvent),1,fil) != 1) goto corrupt;
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G_Util_PtrToIdx(apScriptGameEvent, MAXGAMEEVENTS, script, P2I_BACK_NON0);
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// Bsprintf(g_szBuf,"CP:%s %d",__FILE__,__LINE__);
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// AddLog(g_szBuf);
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if (kdfread(&savedstate[0],sizeof(savedstate),1,fil) != 1) goto corrupt;
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for (i=0; i<(MAXVOLUMES*MAXLEVELS); i++)
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{
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if (savedstate[i])
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{
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if (MapInfo[i].savedstate == NULL)
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MapInfo[i].savedstate = (mapstate_t *)Bcalloc(1,sizeof(mapstate_t));
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if (kdfread(MapInfo[i].savedstate,sizeof(mapstate_t),1,fil) != sizeof(mapstate_t)) goto corrupt;
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for (j=0; j<g_gameVarCount; j++)
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{
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if (aGameVars[j].dwFlags & GAMEVAR_NORESET) continue;
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if (aGameVars[j].dwFlags & GAMEVAR_PERPLAYER)
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{
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// if (!MapInfo[i].savedstate->vars[j])
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MapInfo[i].savedstate->vars[j] = (intptr_t *)Bcalloc(MAXPLAYERS,sizeof(intptr_t));
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if (kdfread(&MapInfo[i].savedstate->vars[j][0],sizeof(intptr_t) * MAXPLAYERS, 1, fil) != 1) goto corrupt;
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}
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else if (aGameVars[j].dwFlags & GAMEVAR_PERACTOR)
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{
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// if (!MapInfo[i].savedstate->vars[j])
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MapInfo[i].savedstate->vars[j] = (intptr_t *)Bcalloc(MAXSPRITES,sizeof(intptr_t));
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if (kdfread(&MapInfo[i].savedstate->vars[j][0],sizeof(intptr_t), MAXSPRITES, fil) != MAXSPRITES) goto corrupt;
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}
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}
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}
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else
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{
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G_FreeMapState(i);
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}
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}
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if (!newbehav)
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{
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intptr_t l;
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if (kdfread(&l,sizeof(l),1,fil) != 1) goto corrupt;
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if (kdfread(g_szBuf,l,1,fil) != 1) goto corrupt;
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g_szBuf[l]=0;
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OSD_Printf("%s\n",g_szBuf);
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}
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else
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{
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if (kread(fil, tbuf, 12)!=12) goto corrupt;
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if (Bmemcmp(tbuf, "EOF: EDuke32", 12)) { OSD_Printf("EOF ERR\n"); return 2; }
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}
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# if 0
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{
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FILE *fp;
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AddLog("Dumping Vars...");
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fp=fopen("xxx.txt","w");
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if (fp)
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{
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Gv_DumpValues(fp);
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fclose(fp);
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}
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AddLog("Done Dumping...");
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}
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# endif
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return(0);
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corrupt:
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return(1);
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}
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void Gv_WriteSave(FILE *fil, int32_t newbehav)
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{
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int32_t i, j;
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char savedstate[MAXVOLUMES*MAXLEVELS];
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Bmemset(&savedstate,0,sizeof(savedstate));
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// AddLog("Saving Game Vars to File");
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if (newbehav)
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fwrite("BEG: EDuke32", 12, 1, fil);
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dfwrite(&g_gameVarCount,sizeof(g_gameVarCount),1,fil);
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for (i=0; i<g_gameVarCount; i++)
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{
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dfwrite(&(aGameVars[i]),sizeof(gamevar_t),1,fil);
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dfwrite(aGameVars[i].szLabel,sizeof(uint8_t) * MAXVARLABEL, 1, fil);
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if (aGameVars[i].dwFlags & GAMEVAR_PERPLAYER)
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{
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//Bsprintf(g_szBuf,"Writing value array for %s (%d)",aGameVars[i].szLabel,sizeof(int32_t) * MAXPLAYERS);
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//AddLog(g_szBuf);
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dfwrite(aGameVars[i].val.plValues,sizeof(intptr_t) * MAXPLAYERS, 1, fil);
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}
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else if (aGameVars[i].dwFlags & GAMEVAR_PERACTOR)
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{
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//Bsprintf(g_szBuf,"Writing value array for %s (%d)",aGameVars[i].szLabel,sizeof(int32_t) * MAXSPRITES);
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//AddLog(g_szBuf);
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dfwrite(&aGameVars[i].val.plValues[0],sizeof(intptr_t), MAXSPRITES, fil);
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}
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}
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dfwrite(&g_gameArrayCount,sizeof(g_gameArrayCount),1,fil);
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for (i=0; i<g_gameArrayCount; i++)
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{
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if (aGameArrays[i].dwFlags&GAMEARRAY_READONLY)
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continue;
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// write for .size and .dwFlags (the rest are pointers):
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dfwrite(&aGameArrays[i],sizeof(gamearray_t),1,fil);
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dfwrite(aGameArrays[i].szLabel,sizeof(uint8_t) * MAXARRAYLABEL, 1, fil);
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dfwrite(aGameArrays[i].plValues, GAR_ELTSZ * aGameArrays[i].size, 1, fil);
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}
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G_Util_PtrToIdx(apScriptGameEvent, MAXGAMEEVENTS, script, P2I_FWD_NON0);
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dfwrite(apScriptGameEvent,sizeof(apScriptGameEvent),1,fil);
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G_Util_PtrToIdx(apScriptGameEvent, MAXGAMEEVENTS, script, P2I_BACK_NON0);
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for (i=0; i<(MAXVOLUMES*MAXLEVELS); i++)
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if (MapInfo[i].savedstate != NULL)
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savedstate[i] = 1;
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dfwrite(&savedstate[0],sizeof(savedstate),1,fil);
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for (i=0; i<(MAXVOLUMES*MAXLEVELS); i++)
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if (MapInfo[i].savedstate)
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{
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dfwrite(MapInfo[i].savedstate,sizeof(mapstate_t),1,fil);
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for (j=0; j<g_gameVarCount; j++)
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{
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if (aGameVars[j].dwFlags & GAMEVAR_NORESET) continue;
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if (aGameVars[j].dwFlags & GAMEVAR_PERPLAYER)
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{
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dfwrite(&MapInfo[i].savedstate->vars[j][0],sizeof(intptr_t) * MAXPLAYERS, 1, fil);
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}
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else if (aGameVars[j].dwFlags & GAMEVAR_PERACTOR)
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{
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dfwrite(&MapInfo[i].savedstate->vars[j][0],sizeof(intptr_t), MAXSPRITES, fil);
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}
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}
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}
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if (!newbehav)
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{
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intptr_t l;
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Bsprintf(g_szBuf,"EOF: EDuke32");
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l=Bstrlen(g_szBuf);
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dfwrite(&l,sizeof(l),1,fil);
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dfwrite(g_szBuf,l,1,fil);
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}
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else
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fwrite("EOF: EDuke32", 12, 1, fil);
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}
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void Gv_DumpValues(void)
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{
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int32_t i;
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OSD_Printf("// Current Game Definitions\n\n");
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for (i=0; i<g_gameVarCount; i++)
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{
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if (aGameVars[i].dwFlags & (GAMEVAR_SECRET))
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continue; // do nothing...
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OSD_Printf("gamevar %s ",aGameVars[i].szLabel);
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if (aGameVars[i].dwFlags & (GAMEVAR_INTPTR))
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OSD_Printf("%d",*((int32_t *)aGameVars[i].val.lValue));
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else if (aGameVars[i].dwFlags & (GAMEVAR_SHORTPTR))
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OSD_Printf("%d",*((int16_t *)aGameVars[i].val.lValue));
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else if (aGameVars[i].dwFlags & (GAMEVAR_CHARPTR))
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OSD_Printf("%d",*((char *)aGameVars[i].val.lValue));
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else
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OSD_Printf("%" PRIdPTR "",aGameVars[i].val.lValue);
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if (aGameVars[i].dwFlags & (GAMEVAR_PERPLAYER))
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OSD_Printf(" GAMEVAR_PERPLAYER");
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else if (aGameVars[i].dwFlags & (GAMEVAR_PERACTOR))
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OSD_Printf(" GAMEVAR_PERACTOR");
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else
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OSD_Printf(" %"PRIdPTR,aGameVars[i].dwFlags/* & (GAMEVAR_USER_MASK)*/);
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OSD_Printf(" // ");
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if (aGameVars[i].dwFlags & (GAMEVAR_SYSTEM))
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OSD_Printf(" (system)");
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if (aGameVars[i].dwFlags & (GAMEVAR_PTR_MASK))
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OSD_Printf(" (pointer)");
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if (aGameVars[i].dwFlags & (GAMEVAR_READONLY))
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OSD_Printf(" (read only)");
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if (aGameVars[i].dwFlags & (GAMEVAR_SPECIAL))
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OSD_Printf(" (special)");
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OSD_Printf("\n");
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}
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OSD_Printf("\n// end of game definitions\n");
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}
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// XXX: This function is very strange.
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void Gv_ResetVars(void) /* this is called during a new game and nowhere else */
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{
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int32_t i;
|
|
|
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Gv_Free();
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OSD_errors=0;
|
|
|
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for (i=0; i<MAXGAMEVARS; i++)
|
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{
|
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if (aGameVars[i].szLabel != NULL)
|
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Gv_NewVar(aGameVars[i].szLabel,
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aGameVars[i].dwFlags & GAMEVAR_NODEFAULT ? aGameVars[i].val.lValue : aGameVars[i].lDefault,
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aGameVars[i].dwFlags);
|
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}
|
|
|
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for (i=0; i<MAXGAMEARRAYS; i++)
|
|
{
|
|
if (aGameArrays[i].szLabel != NULL && (aGameArrays[i].dwFlags & GAMEARRAY_RESET))
|
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Gv_NewArray(aGameArrays[i].szLabel,aGameArrays[i].plValues,aGameArrays[i].size,aGameArrays[i].dwFlags);
|
|
}
|
|
}
|
|
|
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int32_t Gv_NewArray(const char *pszLabel, void *arrayptr, intptr_t asize, uint32_t dwFlags)
|
|
{
|
|
int32_t i;
|
|
|
|
if (g_gameArrayCount >= MAXGAMEARRAYS)
|
|
{
|
|
g_numCompilerErrors++;
|
|
C_ReportError(-1);
|
|
initprintf("%s:%d: error: too many arrays!\n",g_szScriptFileName,g_lineNumber);
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|
return 0;
|
|
}
|
|
|
|
if (Bstrlen(pszLabel) > (MAXARRAYLABEL-1))
|
|
{
|
|
g_numCompilerErrors++;
|
|
C_ReportError(-1);
|
|
initprintf("%s:%d: error: array name `%s' exceeds limit of %d characters.\n",g_szScriptFileName,g_lineNumber,pszLabel, MAXARRAYLABEL);
|
|
return 0;
|
|
}
|
|
i = hash_find(&h_arrays,pszLabel);
|
|
if (i >=0 && !(aGameArrays[i].dwFlags & GAMEARRAY_RESET))
|
|
{
|
|
// found it it's a duplicate in error
|
|
|
|
g_numCompilerWarnings++;
|
|
|
|
if (aGameArrays[i].dwFlags&GAMEARRAY_TYPE_MASK)
|
|
{
|
|
C_ReportError(-1);
|
|
initprintf("ignored redefining system array `%s'.", pszLabel);
|
|
}
|
|
else
|
|
C_ReportError(WARNING_DUPLICATEDEFINITION);
|
|
|
|
return 0;
|
|
}
|
|
|
|
i = g_gameArrayCount;
|
|
|
|
if (aGameArrays[i].szLabel == NULL)
|
|
aGameArrays[i].szLabel=(char *)Bcalloc(MAXVARLABEL,sizeof(uint8_t));
|
|
if (aGameArrays[i].szLabel != pszLabel)
|
|
Bstrcpy(aGameArrays[i].szLabel,pszLabel);
|
|
|
|
if (!(dwFlags & GAMEARRAY_TYPE_MASK))
|
|
aGameArrays[i].plValues=(intptr_t *)Bcalloc(asize,GAR_ELTSZ);
|
|
else
|
|
aGameArrays[i].plValues=(intptr_t *)arrayptr;
|
|
|
|
aGameArrays[i].size=asize;
|
|
aGameArrays[i].dwFlags = dwFlags & ~GAMEARRAY_RESET;
|
|
|
|
g_gameArrayCount++;
|
|
hash_add(&h_arrays, aGameArrays[i].szLabel, i, 1);
|
|
|
|
return 1;
|
|
}
|
|
|
|
int32_t Gv_NewVar(const char *pszLabel, intptr_t lValue, uint32_t dwFlags)
|
|
{
|
|
int32_t i, j;
|
|
|
|
//Bsprintf(g_szBuf,"Gv_NewVar(%s, %d, %X)",pszLabel, lValue, dwFlags);
|
|
//AddLog(g_szBuf);
|
|
|
|
if (g_gameVarCount >= MAXGAMEVARS)
|
|
{
|
|
g_numCompilerErrors++;
|
|
C_ReportError(-1);
|
|
initprintf("%s:%d: error: too many gamevars!\n",g_szScriptFileName,g_lineNumber);
|
|
return 0;
|
|
}
|
|
|
|
if (Bstrlen(pszLabel) > (MAXVARLABEL-1))
|
|
{
|
|
g_numCompilerErrors++;
|
|
C_ReportError(-1);
|
|
initprintf("%s:%d: error: variable name `%s' exceeds limit of %d characters.\n",g_szScriptFileName,g_lineNumber,pszLabel, MAXVARLABEL);
|
|
return 0;
|
|
}
|
|
|
|
i = hash_find(&h_gamevars,pszLabel);
|
|
|
|
if (i >= 0 && !(aGameVars[i].dwFlags & GAMEVAR_RESET))
|
|
{
|
|
// found it...
|
|
if (aGameVars[i].dwFlags & (GAMEVAR_PTR_MASK))
|
|
{
|
|
C_ReportError(-1);
|
|
initprintf("%s:%d: warning: cannot redefine internal gamevar `%s'.\n",g_szScriptFileName,g_lineNumber,label+(g_numLabels<<6));
|
|
return 0;
|
|
}
|
|
else if (!(aGameVars[i].dwFlags & GAMEVAR_SYSTEM))
|
|
{
|
|
// it's a duplicate in error
|
|
g_numCompilerWarnings++;
|
|
C_ReportError(WARNING_DUPLICATEDEFINITION);
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
if (i == -1)
|
|
i = g_gameVarCount;
|
|
|
|
// If it's a user gamevar...
|
|
if ((aGameVars[i].dwFlags & GAMEVAR_SYSTEM) == 0)
|
|
{
|
|
// Allocate and set its label
|
|
if (aGameVars[i].szLabel == NULL)
|
|
aGameVars[i].szLabel = (char *)Bcalloc(MAXVARLABEL,sizeof(uint8_t));
|
|
if (aGameVars[i].szLabel != pszLabel)
|
|
Bstrcpy(aGameVars[i].szLabel,pszLabel);
|
|
|
|
// and the flags
|
|
aGameVars[i].dwFlags=dwFlags;
|
|
|
|
if (aGameVars[i].dwFlags & GAMEVAR_USER_MASK)
|
|
{
|
|
// only free if per-{actor,player}
|
|
Bfree(aGameVars[i].val.plValues);
|
|
aGameVars[i].val.plValues=NULL;
|
|
}
|
|
}
|
|
|
|
// if existing is system, they only get to change default value....
|
|
aGameVars[i].lDefault = lValue;
|
|
aGameVars[i].dwFlags &= ~GAMEVAR_RESET;
|
|
|
|
if (i == g_gameVarCount)
|
|
{
|
|
// we're adding a new one.
|
|
hash_add(&h_gamevars, aGameVars[i].szLabel, g_gameVarCount++, 0);
|
|
}
|
|
|
|
// Set initial values. (Or, override values for system gamevars.)
|
|
if (aGameVars[i].dwFlags & GAMEVAR_PERPLAYER)
|
|
{
|
|
if (!aGameVars[i].val.plValues)
|
|
aGameVars[i].val.plValues = (intptr_t *)Bcalloc(MAXPLAYERS,sizeof(intptr_t));
|
|
for (j=MAXPLAYERS-1; j>=0; j--)
|
|
aGameVars[i].val.plValues[j]=lValue;
|
|
}
|
|
else if (aGameVars[i].dwFlags & GAMEVAR_PERACTOR)
|
|
{
|
|
if (!aGameVars[i].val.plValues)
|
|
aGameVars[i].val.plValues = (intptr_t *)Bcalloc(MAXSPRITES,sizeof(intptr_t));
|
|
for (j=MAXSPRITES-1; j>=0; j--)
|
|
aGameVars[i].val.plValues[j]=lValue;
|
|
}
|
|
else aGameVars[i].val.lValue = lValue;
|
|
|
|
return 1;
|
|
}
|
|
|
|
void __fastcall A_ResetVars(register int32_t iActor)
|
|
{
|
|
register int32_t i=(MAXGAMEVARS-1);
|
|
do
|
|
{
|
|
if ((aGameVars[i].dwFlags & (GAMEVAR_PERACTOR|GAMEVAR_NODEFAULT)) == GAMEVAR_PERACTOR)
|
|
aGameVars[i].val.plValues[iActor]=aGameVars[i].lDefault;
|
|
}
|
|
while (i--);
|
|
}
|
|
|
|
static int32_t Gv_GetVarIndex(const char *szGameLabel)
|
|
{
|
|
int32_t i = hash_find(&h_gamevars,szGameLabel);
|
|
if (i == -1)
|
|
{
|
|
OSD_Printf(OSD_ERROR "Gv_GetVarIndex(): INTERNAL ERROR: couldn't find gamevar %s!\n",szGameLabel);
|
|
return 0;
|
|
}
|
|
return i;
|
|
}
|
|
|
|
int32_t __fastcall Gv_GetVar(register int32_t id, register int32_t iActor, register int32_t iPlayer)
|
|
{
|
|
if (id == g_iThisActorID)
|
|
return iActor;
|
|
|
|
if (id == MAXGAMEVARS)
|
|
return(*insptr++);
|
|
|
|
{
|
|
register intptr_t negateResult = id&(MAXGAMEVARS<<1);
|
|
|
|
if (id >= g_gameVarCount)
|
|
{
|
|
if (id&(MAXGAMEVARS<<2)) // array
|
|
{
|
|
register int32_t index=Gv_GetVar(*insptr++,iActor,iPlayer);
|
|
|
|
id &= (MAXGAMEVARS-1);// ~((MAXGAMEVARS<<2)|(MAXGAMEVARS<<1));
|
|
|
|
if ((unsigned)index >= (unsigned)aGameArrays[id].size)
|
|
{
|
|
iActor = index;
|
|
goto badindex;
|
|
}
|
|
|
|
return ((aGameArrays[id].plValues[index] ^ -negateResult) + negateResult);
|
|
}
|
|
|
|
if (id&(MAXGAMEVARS<<3)) // struct shortcut vars
|
|
{
|
|
register int32_t index=Gv_GetVar(*insptr++, iActor, iPlayer);
|
|
|
|
switch ((id&(MAXGAMEVARS-1)) - g_iSpriteVarID)
|
|
{
|
|
case 0: //if (id == g_iSpriteVarID)
|
|
{
|
|
int32_t parm2 = 0, label = *insptr++;
|
|
|
|
/*OSD_Printf("%d %d %d\n",__LINE__,index,label);*/
|
|
if (ActorLabels[label].flags & LABEL_HASPARM2)
|
|
parm2 = Gv_GetVar(*insptr++, iActor, iPlayer);
|
|
|
|
if ((unsigned)index >= MAXSPRITES)
|
|
{
|
|
iPlayer = index;
|
|
goto badsprite;
|
|
}
|
|
|
|
return ((VM_AccessSpriteX(index, label, parm2) ^ -negateResult) + negateResult);
|
|
}
|
|
case 3: //else if (id == g_iPlayerVarID)
|
|
{
|
|
int32_t parm2 = 0, label = *insptr++;
|
|
|
|
if (PlayerLabels[label].flags & LABEL_HASPARM2)
|
|
parm2 = Gv_GetVar(*insptr++, iActor, iPlayer);
|
|
|
|
if (index == vm.g_i) index = vm.g_p;
|
|
|
|
if ((unsigned)index >= MAXPLAYERS)
|
|
{
|
|
iPlayer = index;
|
|
goto badplayer;
|
|
}
|
|
|
|
return ((VM_AccessPlayerX(index, label, parm2) ^ -negateResult) + negateResult);
|
|
}
|
|
case 4: //else if (id == g_iActorVarID)
|
|
return ((Gv_GetVar(*insptr++, index, iPlayer) ^ -negateResult) + negateResult);
|
|
case 1: //else if (id == g_iSectorVarID)
|
|
if (index == vm.g_i) index = sprite[vm.g_i].sectnum;
|
|
if ((unsigned)index >= MAXSECTORS)
|
|
{
|
|
iPlayer = index;
|
|
insptr++;
|
|
goto badsector;
|
|
}
|
|
return ((VM_AccessSectorX(index, *insptr++) ^ -negateResult) + negateResult);
|
|
case 2: //else if (id == g_iWallVarID)
|
|
if ((unsigned)index >= MAXWALLS)
|
|
{
|
|
iPlayer = index;
|
|
insptr++;
|
|
goto badwall;
|
|
}
|
|
return ((VM_AccessWallX(index, *insptr++) ^ -negateResult) + negateResult);
|
|
default:
|
|
goto wtf;
|
|
}
|
|
}
|
|
|
|
id &= (MAXGAMEVARS-1);
|
|
|
|
if (!negateResult)
|
|
goto badvarid;
|
|
}
|
|
|
|
switch (aGameVars[id].dwFlags &
|
|
(GAMEVAR_USER_MASK|GAMEVAR_PTR_MASK))
|
|
{
|
|
default:
|
|
return ((aGameVars[id].val.lValue ^ -negateResult) + negateResult);
|
|
case GAMEVAR_PERPLAYER:
|
|
if ((unsigned)iPlayer >= MAXPLAYERS) goto bad_id;
|
|
return ((aGameVars[id].val.plValues[iPlayer] ^ -negateResult) + negateResult);
|
|
case GAMEVAR_PERACTOR:
|
|
if ((unsigned)iActor >= MAXSPRITES) goto bad_id;
|
|
return ((aGameVars[id].val.plValues[iActor] ^ -negateResult) + negateResult);
|
|
case GAMEVAR_INTPTR:
|
|
return (((*((int32_t *)aGameVars[id].val.lValue)) ^ -negateResult) + negateResult);
|
|
case GAMEVAR_SHORTPTR:
|
|
return (((*((int16_t *)aGameVars[id].val.lValue)) ^ -negateResult) + negateResult);
|
|
case GAMEVAR_CHARPTR:
|
|
return (((*((char *)aGameVars[id].val.lValue)) ^ -negateResult) + negateResult);
|
|
}
|
|
}
|
|
|
|
bad_id:
|
|
CON_ERRPRINTF("Gv_GetVar(): invalid sprite/player ID %d/%d\n", iActor,iPlayer);
|
|
return -1;
|
|
|
|
badvarid:
|
|
CON_ERRPRINTF("Gv_GetVar(): invalid gamevar ID (%d)\n", id);
|
|
return -1;
|
|
|
|
badindex:
|
|
CON_ERRPRINTF("Gv_GetVar(): invalid array index (%s[%d])\n", aGameArrays[id].szLabel,iActor);
|
|
return -1;
|
|
|
|
badplayer:
|
|
CON_ERRPRINTF("Gv_GetVar(): invalid player ID %d\n", iPlayer);
|
|
return -1;
|
|
|
|
badsprite:
|
|
CON_ERRPRINTF("Gv_GetVar(): invalid sprite ID %d\n", iPlayer);
|
|
return -1;
|
|
|
|
badsector:
|
|
CON_ERRPRINTF("Gv_GetVar(): invalid sector ID %d\n", iPlayer);
|
|
return -1;
|
|
|
|
badwall:
|
|
CON_ERRPRINTF("Gv_GetVar(): invalid wall ID %d\n", iPlayer);
|
|
return -1;
|
|
|
|
wtf:
|
|
CON_ERRPRINTF("Gv_GetVar(): WTF?\n");
|
|
return -1;
|
|
}
|
|
|
|
void __fastcall Gv_SetVar(register int32_t id, register int32_t lValue, register int32_t iActor, register int32_t iPlayer)
|
|
{
|
|
if ((unsigned)id >= (unsigned)g_gameVarCount) goto badvarid;
|
|
|
|
//Bsprintf(g_szBuf,"SGVI: %d (\"%s\") to %d for %d %d",id,aGameVars[id].szLabel,lValue,iActor,iPlayer);
|
|
//AddLog(g_szBuf);
|
|
|
|
switch (aGameVars[id].dwFlags & (GAMEVAR_USER_MASK|GAMEVAR_PTR_MASK))
|
|
{
|
|
default:
|
|
aGameVars[id].val.lValue=lValue;
|
|
return;
|
|
case GAMEVAR_PERPLAYER:
|
|
if ((unsigned)iPlayer > MAXPLAYERS-1) goto badindex;
|
|
// for the current player
|
|
aGameVars[id].val.plValues[iPlayer]=lValue;
|
|
return;
|
|
case GAMEVAR_PERACTOR:
|
|
if ((unsigned)iActor > MAXSPRITES-1) goto badindex;
|
|
aGameVars[id].val.plValues[iActor]=lValue;
|
|
return;
|
|
case GAMEVAR_INTPTR:
|
|
*((int32_t *)aGameVars[id].val.lValue)=(int32_t)lValue;
|
|
return;
|
|
case GAMEVAR_SHORTPTR:
|
|
*((int16_t *)aGameVars[id].val.lValue)=(int16_t)lValue;
|
|
return;
|
|
case GAMEVAR_CHARPTR:
|
|
*((uint8_t *)aGameVars[id].val.lValue)=(uint8_t)lValue;
|
|
return;
|
|
}
|
|
|
|
badvarid:
|
|
CON_ERRPRINTF("Gv_SetVar(): invalid gamevar (%d) from sprite %d (%d), player %d\n",
|
|
id,vm.g_i,TrackerCast(sprite[vm.g_i].picnum),vm.g_p);
|
|
return;
|
|
|
|
badindex:
|
|
CON_ERRPRINTF("Gv_SetVar(): invalid index (%d) for gamevar %s from sprite %d, player %d\n",
|
|
aGameVars[id].dwFlags & GAMEVAR_PERACTOR ? iActor : iPlayer,
|
|
aGameVars[id].szLabel,vm.g_i,vm.g_p);
|
|
return;
|
|
}
|
|
|
|
int32_t __fastcall Gv_GetVarX(register int32_t id)
|
|
{
|
|
if (id == g_iThisActorID)
|
|
return vm.g_i;
|
|
|
|
if (id == MAXGAMEVARS)
|
|
return(*insptr++);
|
|
|
|
{
|
|
register intptr_t negateResult = id&(MAXGAMEVARS<<1);
|
|
|
|
if (id >= g_gameVarCount)
|
|
{
|
|
if (id&(MAXGAMEVARS<<2)) // array
|
|
{
|
|
register int32_t index=Gv_GetVarX(*insptr++);
|
|
int32_t siz;
|
|
|
|
id &= (MAXGAMEVARS-1);// ~((MAXGAMEVARS<<2)|(MAXGAMEVARS<<1));
|
|
|
|
if (aGameArrays[id].dwFlags & GAMEARRAY_VARSIZE)
|
|
siz = Gv_GetVarX(aGameArrays[id].size);
|
|
else
|
|
siz = aGameArrays[id].size;
|
|
|
|
if (index < 0 || index >= siz)
|
|
{
|
|
negateResult = index;
|
|
goto badindex;
|
|
}
|
|
|
|
switch (aGameArrays[id].dwFlags & GAMEARRAY_TYPE_MASK)
|
|
{
|
|
case 0:
|
|
return ((aGameArrays[id].plValues)[index] ^ -negateResult) + negateResult;
|
|
case GAMEARRAY_OFINT:
|
|
return (((int32_t *)aGameArrays[id].plValues)[index] ^ -negateResult) + negateResult;
|
|
case GAMEARRAY_OFSHORT:
|
|
return (((int16_t *)aGameArrays[id].plValues)[index] ^ -negateResult) + negateResult;
|
|
case GAMEARRAY_OFCHAR:
|
|
return (((uint8_t *)aGameArrays[id].plValues)[index] ^ -negateResult) + negateResult;
|
|
default:
|
|
goto arraywtf;
|
|
}
|
|
}
|
|
|
|
if (id&(MAXGAMEVARS<<3)) // struct shortcut vars
|
|
{
|
|
int32_t index=Gv_GetVarX(*insptr++);
|
|
|
|
switch ((id&(MAXGAMEVARS-1)) - g_iSpriteVarID)
|
|
{
|
|
case 0: //if (id == g_iSpriteVarID)
|
|
{
|
|
register int32_t parm2 = 0, label = *insptr++;
|
|
|
|
/*OSD_Printf("%d %d %d\n",__LINE__,index,label);*/
|
|
if (ActorLabels[label].flags & LABEL_HASPARM2)
|
|
parm2 = Gv_GetVarX(*insptr++);
|
|
|
|
if ((unsigned)index >= MAXSPRITES)
|
|
{
|
|
id = index;
|
|
goto badsprite;
|
|
}
|
|
|
|
return ((VM_AccessSpriteX(index, label, parm2) ^ -negateResult) + negateResult);
|
|
}
|
|
case 3: //else if (id == g_iPlayerVarID)
|
|
{
|
|
register int32_t parm2 = 0, label = *insptr++;
|
|
|
|
if (PlayerLabels[label].flags & LABEL_HASPARM2)
|
|
parm2 = Gv_GetVarX(*insptr++);
|
|
|
|
if (index == vm.g_i) index = vm.g_p;
|
|
|
|
if ((unsigned)index >= MAXPLAYERS)
|
|
{
|
|
id = index;
|
|
goto badplayer;
|
|
}
|
|
return ((VM_AccessPlayerX(index, label, parm2) ^ -negateResult) + negateResult);
|
|
}
|
|
case 4: //else if (id == g_iActorVarID)
|
|
return ((Gv_GetVar(*insptr++, index, vm.g_p) ^ -negateResult) + negateResult);
|
|
case 1: //else if (id == g_iSectorVarID)
|
|
if (index == vm.g_i) index = sprite[vm.g_i].sectnum;
|
|
if ((unsigned)index >= MAXSECTORS)
|
|
{
|
|
id = index;
|
|
insptr++;
|
|
goto badsector;
|
|
}
|
|
return ((VM_AccessSectorX(index, *insptr++) ^ -negateResult) + negateResult);
|
|
case 2: //else if (id == g_iWallVarID)
|
|
if ((unsigned)index >= MAXWALLS)
|
|
{
|
|
id = index;
|
|
insptr++;
|
|
goto badwall;
|
|
}
|
|
return ((VM_AccessWallX(index, *insptr++) ^ -negateResult) + negateResult);
|
|
default:
|
|
goto wtf;
|
|
}
|
|
}
|
|
|
|
id &= (MAXGAMEVARS-1);
|
|
|
|
if (!negateResult)
|
|
goto badvarid;
|
|
}
|
|
|
|
switch (aGameVars[id].dwFlags & (GAMEVAR_USER_MASK|GAMEVAR_PTR_MASK))
|
|
{
|
|
default:
|
|
return ((aGameVars[id].val.lValue ^ -negateResult) + negateResult);
|
|
case GAMEVAR_PERPLAYER:
|
|
if ((unsigned)vm.g_p >= MAXPLAYERS)
|
|
{
|
|
id = vm.g_p;
|
|
goto badplayer;
|
|
}
|
|
return ((aGameVars[id].val.plValues[vm.g_p] ^ -negateResult) + negateResult);
|
|
case GAMEVAR_PERACTOR:
|
|
return ((aGameVars[id].val.plValues[vm.g_i] ^ -negateResult) + negateResult);
|
|
case GAMEVAR_INTPTR:
|
|
return (((*((int32_t *)aGameVars[id].val.lValue)) ^ -negateResult) + negateResult);
|
|
case GAMEVAR_SHORTPTR:
|
|
return (((*((int16_t *)aGameVars[id].val.lValue)) ^ -negateResult) + negateResult);
|
|
case GAMEVAR_CHARPTR:
|
|
return (((*((uint8_t *)aGameVars[id].val.lValue)) ^ -negateResult) + negateResult);
|
|
}
|
|
|
|
badindex:
|
|
CON_ERRPRINTF("Gv_GetVarX(): invalid array index (%s[%d])\n", aGameArrays[id].szLabel, (int32_t)negateResult);
|
|
return -1;
|
|
|
|
badvarid:
|
|
CON_ERRPRINTF("Gv_GetVarX(): invalid gamevar ID (%d)\n", id);
|
|
return -1;
|
|
|
|
badplayer:
|
|
CON_ERRPRINTF("Gv_GetVarX(): invalid player ID %d\n", id);
|
|
return -1;
|
|
|
|
badsprite:
|
|
CON_ERRPRINTF("Gv_GetVarX(): invalid sprite ID %d\n", id);
|
|
return -1;
|
|
|
|
badsector:
|
|
CON_ERRPRINTF("Gv_GetVarX(): invalid sector ID %d\n", id);
|
|
return -1;
|
|
|
|
badwall:
|
|
CON_ERRPRINTF("Gv_GetVarX(): invalid wall ID %d\n", id);
|
|
return -1;
|
|
|
|
arraywtf:
|
|
CON_ERRPRINTF("Gv_GetVarX() (array): WTF?\n");
|
|
return -1;
|
|
|
|
wtf:
|
|
CON_ERRPRINTF("Gv_GetVarX(): WTF?\n");
|
|
return -1;
|
|
}
|
|
}
|
|
|
|
void __fastcall Gv_SetVarX(register int32_t id, register int32_t lValue)
|
|
{
|
|
switch (aGameVars[id].dwFlags & (GAMEVAR_USER_MASK|GAMEVAR_PTR_MASK))
|
|
{
|
|
default:
|
|
aGameVars[id].val.lValue=lValue;
|
|
return;
|
|
case GAMEVAR_PERPLAYER:
|
|
if ((unsigned)vm.g_p > MAXPLAYERS-1) goto badindex;
|
|
aGameVars[id].val.plValues[vm.g_p]=lValue;
|
|
return;
|
|
case GAMEVAR_PERACTOR:
|
|
if ((unsigned)vm.g_i > MAXSPRITES-1) goto badindex;
|
|
aGameVars[id].val.plValues[vm.g_i]=lValue;
|
|
return;
|
|
case GAMEVAR_INTPTR:
|
|
*((int32_t *)aGameVars[id].val.lValue)=(int32_t)lValue;
|
|
return;
|
|
case GAMEVAR_SHORTPTR:
|
|
*((int16_t *)aGameVars[id].val.lValue)=(int16_t)lValue;
|
|
return;
|
|
case GAMEVAR_CHARPTR:
|
|
*((uint8_t *)aGameVars[id].val.lValue)=(uint8_t)lValue;
|
|
return;
|
|
}
|
|
|
|
badindex:
|
|
CON_ERRPRINTF("Gv_SetVar(): invalid index (%d) for gamevar %s\n",
|
|
aGameVars[id].dwFlags & GAMEVAR_PERACTOR ? vm.g_i : vm.g_p,
|
|
aGameVars[id].szLabel);
|
|
return;
|
|
}
|
|
|
|
int32_t Gv_GetVarByLabel(const char *szGameLabel, int32_t lDefault, int32_t iActor, int32_t iPlayer)
|
|
{
|
|
int32_t i = hash_find(&h_gamevars,szGameLabel);
|
|
|
|
if (i < 0)
|
|
return lDefault;
|
|
|
|
return Gv_GetVar(i, iActor, iPlayer);
|
|
}
|
|
|
|
static intptr_t *Gv_GetVarDataPtr(const char *szGameLabel)
|
|
{
|
|
int32_t i = hash_find(&h_gamevars,szGameLabel);
|
|
|
|
if (i < 0)
|
|
return NULL;
|
|
|
|
if (aGameVars[i].dwFlags & (GAMEVAR_PERACTOR | GAMEVAR_PERPLAYER))
|
|
{
|
|
if (!aGameVars[i].val.plValues)
|
|
CON_ERRPRINTF("Gv_GetVarDataPtr(): INTERNAL ERROR: NULL array !!!\n");
|
|
return aGameVars[i].val.plValues;
|
|
}
|
|
|
|
return &(aGameVars[i].val.lValue);
|
|
}
|
|
#endif // !defined LUNATIC
|
|
|
|
static void G_InitProjectileData(void)
|
|
{
|
|
int32_t i;
|
|
for (i=MAXTILES-1; i>=0; i--)
|
|
Bmemcpy(&ProjectileData[i], &g_tile[i].defproj, sizeof(projectile_t));
|
|
}
|
|
|
|
void Gv_ResetSystemDefaults(void)
|
|
{
|
|
// call many times...
|
|
#if !defined LUNATIC
|
|
int32_t i;
|
|
int32_t j;
|
|
char aszBuf[64];
|
|
|
|
//AddLog("ResetWeaponDefaults");
|
|
|
|
for (j=MAXPLAYERS-1; j>=0; j--)
|
|
{
|
|
for (i=MAX_WEAPONS-1; i>=0; i--)
|
|
{
|
|
Bsprintf(aszBuf,"WEAPON%d_CLIP",i);
|
|
aplWeaponClip[i][j]=Gv_GetVarByLabel(aszBuf,0, -1, j);
|
|
Bsprintf(aszBuf,"WEAPON%d_RELOAD",i);
|
|
aplWeaponReload[i][j]=Gv_GetVarByLabel(aszBuf,0, -1, j);
|
|
Bsprintf(aszBuf,"WEAPON%d_FIREDELAY",i);
|
|
aplWeaponFireDelay[i][j]=Gv_GetVarByLabel(aszBuf,0, -1, j);
|
|
Bsprintf(aszBuf,"WEAPON%d_TOTALTIME",i);
|
|
aplWeaponTotalTime[i][j]=Gv_GetVarByLabel(aszBuf,0, -1, j);
|
|
Bsprintf(aszBuf,"WEAPON%d_HOLDDELAY",i);
|
|
aplWeaponHoldDelay[i][j]=Gv_GetVarByLabel(aszBuf,0, -1, j);
|
|
Bsprintf(aszBuf,"WEAPON%d_FLAGS",i);
|
|
aplWeaponFlags[i][j]=Gv_GetVarByLabel(aszBuf,0, -1, j);
|
|
Bsprintf(aszBuf,"WEAPON%d_SHOOTS",i);
|
|
aplWeaponShoots[i][j]=Gv_GetVarByLabel(aszBuf,0, -1, j);
|
|
if ((unsigned)aplWeaponShoots[i][j] >= MAXTILES)
|
|
aplWeaponShoots[i][j] = 0;
|
|
Bsprintf(aszBuf,"WEAPON%d_SPAWNTIME",i);
|
|
aplWeaponSpawnTime[i][j]=Gv_GetVarByLabel(aszBuf,0, -1, j);
|
|
Bsprintf(aszBuf,"WEAPON%d_SPAWN",i);
|
|
aplWeaponSpawn[i][j]=Gv_GetVarByLabel(aszBuf,0, -1, j);
|
|
Bsprintf(aszBuf,"WEAPON%d_SHOTSPERBURST",i);
|
|
aplWeaponShotsPerBurst[i][j]=Gv_GetVarByLabel(aszBuf,0, -1, j);
|
|
Bsprintf(aszBuf,"WEAPON%d_WORKSLIKE",i);
|
|
aplWeaponWorksLike[i][j]=Gv_GetVarByLabel(aszBuf,0, -1, j);
|
|
Bsprintf(aszBuf,"WEAPON%d_INITIALSOUND",i);
|
|
aplWeaponInitialSound[i][j]=Gv_GetVarByLabel(aszBuf,0, -1, j);
|
|
Bsprintf(aszBuf,"WEAPON%d_FIRESOUND",i);
|
|
aplWeaponFireSound[i][j]=Gv_GetVarByLabel(aszBuf,0, -1, j);
|
|
Bsprintf(aszBuf,"WEAPON%d_SOUND2TIME",i);
|
|
aplWeaponSound2Time[i][j]=Gv_GetVarByLabel(aszBuf,0, -1, j);
|
|
Bsprintf(aszBuf,"WEAPON%d_SOUND2SOUND",i);
|
|
aplWeaponSound2Sound[i][j]=Gv_GetVarByLabel(aszBuf,0, -1, j);
|
|
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND1",i);
|
|
aplWeaponReloadSound1[i][j]=Gv_GetVarByLabel(aszBuf,0, -1, j);
|
|
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND2",i);
|
|
aplWeaponReloadSound2[i][j]=Gv_GetVarByLabel(aszBuf,0, -1, j);
|
|
Bsprintf(aszBuf,"WEAPON%d_SELECTSOUND",i);
|
|
aplWeaponSelectSound[i][j]=Gv_GetVarByLabel(aszBuf,0, -1, j);
|
|
Bsprintf(aszBuf,"WEAPON%d_FLASHCOLOR",i);
|
|
aplWeaponFlashColor[i][j]=Gv_GetVarByLabel(aszBuf,0, -1, j);
|
|
}
|
|
}
|
|
|
|
g_iReturnVarID=Gv_GetVarIndex("RETURN");
|
|
g_iWeaponVarID=Gv_GetVarIndex("WEAPON");
|
|
g_iWorksLikeVarID=Gv_GetVarIndex("WORKSLIKE");
|
|
g_iZRangeVarID=Gv_GetVarIndex("ZRANGE");
|
|
g_iAngRangeVarID=Gv_GetVarIndex("ANGRANGE");
|
|
g_iAimAngleVarID=Gv_GetVarIndex("AUTOAIMANGLE");
|
|
g_iLoTagID=Gv_GetVarIndex("LOTAG");
|
|
g_iHiTagID=Gv_GetVarIndex("HITAG");
|
|
g_iTextureID=Gv_GetVarIndex("TEXTURE");
|
|
g_iThisActorID=Gv_GetVarIndex("THISACTOR");
|
|
|
|
g_iSpriteVarID=Gv_GetVarIndex("sprite");
|
|
g_iSectorVarID=Gv_GetVarIndex("sector");
|
|
g_iWallVarID=Gv_GetVarIndex("wall");
|
|
g_iPlayerVarID=Gv_GetVarIndex("player");
|
|
g_iActorVarID=Gv_GetVarIndex("actorvar");
|
|
#endif
|
|
G_InitProjectileData();
|
|
|
|
//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, /*NAM?20:*/12, /*NAM?50:*/27, 2, 5, 0,
|
|
/*(NAM?WEAPON_HOLSTER_CLEARS_CLIP: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, /*NAM?30:*/12, 0,
|
|
WEAPON_GLOWS,
|
|
SHRINKER__STATIC, 0, 0, 0, SHRINKER_FIRE__STATIC, 0, 0, 0,
|
|
EJECT_CLIP__STATIC, INSERT_CLIP__STATIC, SELECT_WEAPON__STATIC, 128+(255<<8)+(128<<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, 128+(128<<8)+(255<<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, /*NAM?30:*/5, 0,
|
|
WEAPON_GLOWS,
|
|
GROWSPARK__STATIC, /*NAM?2:*/0, /*NAM?SHELL:*/0, 0, 0, /*NAM?0:*/EXPANDERSHOOT__STATIC, 0, 0,
|
|
EJECT_CLIP__STATIC, INSERT_CLIP__STATIC, SELECT_WEAPON__STATIC, 255+(95<<8)
|
|
},
|
|
};
|
|
|
|
// KEEPINSYNC with what is contained above
|
|
// XXX: ugly
|
|
static int32_t G_StaticToDynamicTile(int32_t 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 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; j<MAXPLAYERS; j++) \
|
|
g_playerWeapon[j][Weapidx].Membname = weapondefaults[Weapidx].Membname; \
|
|
} while (0)
|
|
#else
|
|
# define ADDWEAPONVAR(Weapidx, Membname) do { \
|
|
Bsprintf(aszBuf, "WEAPON%d_" #Membname, Weapidx); \
|
|
Bstrupr(aszBuf); \
|
|
Gv_NewVar(aszBuf, weapondefaults[Weapidx].Membname, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); \
|
|
} while (0)
|
|
#endif
|
|
|
|
// After CON translation, get not-overridden members from weapondefaults[] back
|
|
// into the live arrays! (That is, g_playerWeapon[][] for Lunatic, WEAPONx_*
|
|
// gamevars on the CON side in C-CON.)
|
|
#ifdef LUNATIC
|
|
# define POSTADDWEAPONVAR(Weapidx, Membname) ADDWEAPONVAR(Weapidx, Membname)
|
|
#else
|
|
// NYI
|
|
# define POSTADDWEAPONVAR(Weapidx, Membname) do {} while (0)
|
|
#endif
|
|
|
|
// Finish a default weapon member after CON translation. If it was not
|
|
// overridden from CON itself (see example at g_weaponOverridden[]), we set
|
|
// both the weapondefaults[] entry (probably dead by now) and the live value.
|
|
#define FINISH_WEAPON_DEFAULT_X(What, i, Membname) do { \
|
|
if (!g_weaponOverridden[i].Membname) \
|
|
{ \
|
|
weapondefaults[i].Membname = G_StaticToDynamic##What(weapondefaults[i].Membname); \
|
|
POSTADDWEAPONVAR(i, Membname); \
|
|
} \
|
|
} while (0)
|
|
|
|
#define FINISH_WEAPON_DEFAULT_TILE(i, Membname) FINISH_WEAPON_DEFAULT_X(Tile, i, Membname)
|
|
#define FINISH_WEAPON_DEFAULT_SOUND(i, Membname) FINISH_WEAPON_DEFAULT_X(Sound, i, Membname)
|
|
|
|
// Process the dynamic {tile,sound} mappings after CON has been translated.
|
|
// We cannot do this before, because the dynamic maps are not yet set up then.
|
|
void Gv_FinalizeWeaponDefaults(void)
|
|
{
|
|
int32_t i;
|
|
|
|
for (i=0; i<MAX_WEAPONS; i++)
|
|
{
|
|
FINISH_WEAPON_DEFAULT_TILE(i, Shoots);
|
|
FINISH_WEAPON_DEFAULT_TILE(i, Spawn);
|
|
|
|
FINISH_WEAPON_DEFAULT_SOUND(i, InitialSound);
|
|
FINISH_WEAPON_DEFAULT_SOUND(i, FireSound);
|
|
FINISH_WEAPON_DEFAULT_SOUND(i, ReloadSound1);
|
|
FINISH_WEAPON_DEFAULT_SOUND(i, Sound2Sound);
|
|
FINISH_WEAPON_DEFAULT_SOUND(i, ReloadSound2);
|
|
FINISH_WEAPON_DEFAULT_SOUND(i, SelectSound);
|
|
}
|
|
}
|
|
#undef FINISH_WEAPON_DEFAULT_SOUND
|
|
#undef FINISH_WEAPON_DEFAULT_TILE
|
|
#undef FINISH_WEAPON_DEFAULT_X
|
|
#undef POSTADDWEAPONVAR
|
|
|
|
#if !defined LUNATIC
|
|
static int32_t lastvisinc;
|
|
#endif
|
|
|
|
static void Gv_AddSystemVars(void)
|
|
{
|
|
// only call ONCE
|
|
#if !defined LUNATIC
|
|
char aszBuf[64];
|
|
#endif
|
|
int32_t i;
|
|
|
|
if (NAM)
|
|
{
|
|
weapondefaults[PISTOL_WEAPON].Clip = 20;
|
|
weapondefaults[PISTOL_WEAPON].Reload = 50;
|
|
weapondefaults[PISTOL_WEAPON].Flags |= WEAPON_HOLSTER_CLEARS_CLIP;
|
|
|
|
weapondefaults[SHRINKER_WEAPON].TotalTime = 30;
|
|
|
|
weapondefaults[GROW_WEAPON].TotalTime = 30;
|
|
weapondefaults[GROW_WEAPON].SpawnTime = 2;
|
|
weapondefaults[GROW_WEAPON].Spawn = SHELL;
|
|
weapondefaults[GROW_WEAPON].FireSound = 0;
|
|
}
|
|
|
|
for (i=0; i<MAX_WEAPONS; i++)
|
|
{
|
|
ADDWEAPONVAR(i, WorksLike);
|
|
ADDWEAPONVAR(i, Clip);
|
|
ADDWEAPONVAR(i, Reload);
|
|
ADDWEAPONVAR(i, FireDelay);
|
|
ADDWEAPONVAR(i, TotalTime);
|
|
ADDWEAPONVAR(i, HoldDelay);
|
|
ADDWEAPONVAR(i, Flags);
|
|
ADDWEAPONVAR(i, Shoots);
|
|
ADDWEAPONVAR(i, SpawnTime);
|
|
ADDWEAPONVAR(i, Spawn);
|
|
ADDWEAPONVAR(i, ShotsPerBurst);
|
|
ADDWEAPONVAR(i, InitialSound);
|
|
ADDWEAPONVAR(i, FireSound);
|
|
ADDWEAPONVAR(i, Sound2Time);
|
|
ADDWEAPONVAR(i, Sound2Sound);
|
|
ADDWEAPONVAR(i, ReloadSound1);
|
|
ADDWEAPONVAR(i, ReloadSound2);
|
|
ADDWEAPONVAR(i, SelectSound);
|
|
ADDWEAPONVAR(i, FlashColor);
|
|
}
|
|
#ifdef LUNATIC
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for (i=0; i<MAXPLAYERS; i++)
|
|
{
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DukePlayer_t *ps = g_player[i].ps;
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ps->pipebombControl = NAM ? PIPEBOMB_TIMER : PIPEBOMB_REMOTE;
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ps->pipebombLifetime = NAM_GRENADE_LIFETIME;
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ps->pipebombLifetimeVar = NAM_GRENADE_LIFETIME_VAR;
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ps->tripbombControl = TRIPBOMB_TRIPWIRE;
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ps->tripbombLifetime = NAM_GRENADE_LIFETIME;
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ps->tripbombLifetimeVar = NAM_GRENADE_LIFETIME_VAR;
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}
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#else
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Gv_NewVar("GRENADE_LIFETIME", NAM_GRENADE_LIFETIME, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
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Gv_NewVar("GRENADE_LIFETIME_VAR", NAM_GRENADE_LIFETIME_VAR, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
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Gv_NewVar("STICKYBOMB_LIFETIME", NAM_GRENADE_LIFETIME, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
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Gv_NewVar("STICKYBOMB_LIFETIME_VAR", NAM_GRENADE_LIFETIME_VAR, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
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Gv_NewVar("TRIPBOMB_CONTROL", TRIPBOMB_TRIPWIRE, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
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Gv_NewVar("PIPEBOMB_CONTROL", NAM?PIPEBOMB_TIMER:PIPEBOMB_REMOTE, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
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|
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Gv_NewVar("RESPAWN_MONSTERS", (intptr_t)&ud.respawn_monsters,GAMEVAR_SYSTEM | GAMEVAR_INTPTR);
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Gv_NewVar("RESPAWN_ITEMS",(intptr_t)&ud.respawn_items, GAMEVAR_SYSTEM | GAMEVAR_INTPTR);
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Gv_NewVar("RESPAWN_INVENTORY",(intptr_t)&ud.respawn_inventory, GAMEVAR_SYSTEM | GAMEVAR_INTPTR);
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Gv_NewVar("MONSTERS_OFF",(intptr_t)&ud.monsters_off, GAMEVAR_SYSTEM | GAMEVAR_INTPTR);
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Gv_NewVar("MARKER",(intptr_t)&ud.marker, GAMEVAR_SYSTEM | GAMEVAR_INTPTR);
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Gv_NewVar("FFIRE",(intptr_t)&ud.ffire, GAMEVAR_SYSTEM | GAMEVAR_INTPTR);
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Gv_NewVar("LEVEL",(intptr_t)&ud.level_number, GAMEVAR_SYSTEM | GAMEVAR_INTPTR | GAMEVAR_READONLY);
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Gv_NewVar("VOLUME",(intptr_t)&ud.volume_number, GAMEVAR_SYSTEM | GAMEVAR_INTPTR | GAMEVAR_READONLY);
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|
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Gv_NewVar("COOP",(intptr_t)&ud.coop, GAMEVAR_SYSTEM | GAMEVAR_INTPTR);
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Gv_NewVar("MULTIMODE",(intptr_t)&ud.multimode, GAMEVAR_SYSTEM | GAMEVAR_INTPTR);
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|
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Gv_NewVar("WEAPON", 0, GAMEVAR_PERPLAYER | GAMEVAR_READONLY | GAMEVAR_SYSTEM);
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Gv_NewVar("WORKSLIKE", 0, GAMEVAR_PERPLAYER | GAMEVAR_READONLY | GAMEVAR_SYSTEM);
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Gv_NewVar("RETURN", 0, GAMEVAR_SYSTEM);
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Gv_NewVar("ZRANGE", 4, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
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Gv_NewVar("ANGRANGE", 18, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
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Gv_NewVar("AUTOAIMANGLE", 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
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Gv_NewVar("LOTAG", 0, GAMEVAR_SYSTEM);
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Gv_NewVar("HITAG", 0, GAMEVAR_SYSTEM);
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Gv_NewVar("TEXTURE", 0, GAMEVAR_SYSTEM);
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Gv_NewVar("THISACTOR", 0, GAMEVAR_READONLY | GAMEVAR_SYSTEM);
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// special vars for struct access
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Gv_NewVar("sprite", -1, GAMEVAR_READONLY | GAMEVAR_SYSTEM | GAMEVAR_SPECIAL);
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Gv_NewVar("sector", -1, GAMEVAR_READONLY | GAMEVAR_SYSTEM | GAMEVAR_SPECIAL);
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Gv_NewVar("wall", -1, GAMEVAR_READONLY | GAMEVAR_SYSTEM | GAMEVAR_SPECIAL);
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Gv_NewVar("player", -1, GAMEVAR_READONLY | GAMEVAR_SYSTEM | GAMEVAR_SPECIAL);
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Gv_NewVar("actorvar", -1, GAMEVAR_READONLY | GAMEVAR_SYSTEM | GAMEVAR_SPECIAL);
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|
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Gv_NewVar("myconnectindex", (intptr_t)&myconnectindex, GAMEVAR_READONLY | GAMEVAR_INTPTR | GAMEVAR_SYSTEM);
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Gv_NewVar("screenpeek", (intptr_t)&screenpeek, GAMEVAR_READONLY | GAMEVAR_INTPTR | GAMEVAR_SYSTEM);
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Gv_NewVar("currentweapon",(intptr_t)&hudweap.cur, GAMEVAR_INTPTR | GAMEVAR_SYSTEM);
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Gv_NewVar("gs",(intptr_t)&hudweap.shade, GAMEVAR_INTPTR | GAMEVAR_SYSTEM);
|
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Gv_NewVar("looking_arc",(intptr_t)&hudweap.lookhoriz, GAMEVAR_INTPTR | GAMEVAR_SYSTEM);
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Gv_NewVar("gun_pos",(intptr_t)&hudweap.gunposy, GAMEVAR_INTPTR | GAMEVAR_SYSTEM);
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Gv_NewVar("weapon_xoffset",(intptr_t)&hudweap.gunposx, GAMEVAR_INTPTR | GAMEVAR_SYSTEM);
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Gv_NewVar("weaponcount",(intptr_t)&hudweap.count, GAMEVAR_INTPTR | GAMEVAR_SYSTEM);
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|
Gv_NewVar("looking_angSR1",(intptr_t)&hudweap.lookhalfang, GAMEVAR_INTPTR | GAMEVAR_SYSTEM);
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|
Gv_NewVar("xdim",(intptr_t)&xdim, GAMEVAR_INTPTR | GAMEVAR_SYSTEM | GAMEVAR_READONLY);
|
|
Gv_NewVar("ydim",(intptr_t)&ydim, GAMEVAR_INTPTR | GAMEVAR_SYSTEM | GAMEVAR_READONLY);
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|
Gv_NewVar("windowx1",(intptr_t)&windowx1, GAMEVAR_INTPTR | GAMEVAR_SYSTEM | GAMEVAR_READONLY);
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|
Gv_NewVar("windowx2",(intptr_t)&windowx2, GAMEVAR_INTPTR | GAMEVAR_SYSTEM | GAMEVAR_READONLY);
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|
Gv_NewVar("windowy1",(intptr_t)&windowy1, GAMEVAR_INTPTR | GAMEVAR_SYSTEM | GAMEVAR_READONLY);
|
|
Gv_NewVar("windowy2",(intptr_t)&windowy2, GAMEVAR_INTPTR | GAMEVAR_SYSTEM | GAMEVAR_READONLY);
|
|
Gv_NewVar("totalclock",(intptr_t)&totalclock, GAMEVAR_INTPTR | GAMEVAR_SYSTEM | GAMEVAR_READONLY);
|
|
Gv_NewVar("lastvisinc",(intptr_t)&lastvisinc, GAMEVAR_SYSTEM | GAMEVAR_INTPTR);
|
|
Gv_NewVar("numsectors",(intptr_t)&numsectors, GAMEVAR_SYSTEM | GAMEVAR_SHORTPTR | GAMEVAR_READONLY);
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|
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|
Gv_NewVar("current_menu",(intptr_t)&g_currentMenu, GAMEVAR_SYSTEM | GAMEVAR_INTPTR | GAMEVAR_READONLY);
|
|
Gv_NewVar("numplayers",(intptr_t)&numplayers, GAMEVAR_SYSTEM | GAMEVAR_INTPTR | GAMEVAR_READONLY);
|
|
Gv_NewVar("viewingrange",(intptr_t)&viewingrange, GAMEVAR_SYSTEM | GAMEVAR_INTPTR | GAMEVAR_READONLY);
|
|
Gv_NewVar("yxaspect",(intptr_t)&yxaspect, GAMEVAR_SYSTEM | GAMEVAR_INTPTR | GAMEVAR_READONLY);
|
|
Gv_NewVar("gravitationalconstant",(intptr_t)&g_spriteGravity, GAMEVAR_SYSTEM | GAMEVAR_INTPTR);
|
|
Gv_NewVar("gametype_flags",(intptr_t)&GametypeFlags[ud.coop], GAMEVAR_SYSTEM | GAMEVAR_INTPTR);
|
|
Gv_NewVar("framerate",(intptr_t)&g_currentFrameRate, GAMEVAR_SYSTEM | GAMEVAR_INTPTR | GAMEVAR_READONLY);
|
|
Gv_NewVar("CLIPMASK0", CLIPMASK0, GAMEVAR_SYSTEM|GAMEVAR_READONLY);
|
|
Gv_NewVar("CLIPMASK1", CLIPMASK1, GAMEVAR_SYSTEM|GAMEVAR_READONLY);
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|
|
|
Gv_NewVar("camerax",(intptr_t)&ud.camerapos.x, GAMEVAR_SYSTEM | GAMEVAR_INTPTR);
|
|
Gv_NewVar("cameray",(intptr_t)&ud.camerapos.y, GAMEVAR_SYSTEM | GAMEVAR_INTPTR);
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|
Gv_NewVar("cameraz",(intptr_t)&ud.camerapos.z, GAMEVAR_SYSTEM | GAMEVAR_INTPTR);
|
|
Gv_NewVar("cameraang",(intptr_t)&ud.cameraang, GAMEVAR_SYSTEM | GAMEVAR_SHORTPTR);
|
|
Gv_NewVar("camerahoriz",(intptr_t)&ud.camerahoriz, GAMEVAR_SYSTEM | GAMEVAR_SHORTPTR);
|
|
Gv_NewVar("camerasect",(intptr_t)&ud.camerasect, GAMEVAR_SYSTEM | GAMEVAR_SHORTPTR);
|
|
Gv_NewVar("cameradist",(intptr_t)&g_cameraDistance, GAMEVAR_SYSTEM | GAMEVAR_INTPTR);
|
|
Gv_NewVar("cameraclock",(intptr_t)&g_cameraClock, GAMEVAR_SYSTEM | GAMEVAR_INTPTR);
|
|
|
|
Gv_NewVar("myx",(intptr_t)&my.x, GAMEVAR_SYSTEM | GAMEVAR_INTPTR);
|
|
Gv_NewVar("myy",(intptr_t)&my.y, GAMEVAR_SYSTEM | GAMEVAR_INTPTR);
|
|
Gv_NewVar("myz",(intptr_t)&my.z, GAMEVAR_SYSTEM | GAMEVAR_INTPTR);
|
|
Gv_NewVar("omyx",(intptr_t)&omy.x, GAMEVAR_SYSTEM | GAMEVAR_INTPTR);
|
|
Gv_NewVar("omyy",(intptr_t)&omy.y, GAMEVAR_SYSTEM | GAMEVAR_INTPTR);
|
|
Gv_NewVar("omyz",(intptr_t)&omy.z, GAMEVAR_SYSTEM | GAMEVAR_INTPTR);
|
|
Gv_NewVar("myvelx",(intptr_t)&myvel.x, GAMEVAR_SYSTEM | GAMEVAR_INTPTR);
|
|
Gv_NewVar("myvely",(intptr_t)&myvel.y, GAMEVAR_SYSTEM | GAMEVAR_INTPTR);
|
|
Gv_NewVar("myvelz",(intptr_t)&myvel.z, GAMEVAR_SYSTEM | GAMEVAR_INTPTR);
|
|
|
|
Gv_NewVar("myhoriz",(intptr_t)&myhoriz, GAMEVAR_SYSTEM | GAMEVAR_SHORTPTR);
|
|
Gv_NewVar("myhorizoff",(intptr_t)&myhorizoff, GAMEVAR_SYSTEM | GAMEVAR_SHORTPTR);
|
|
Gv_NewVar("omyhoriz",(intptr_t)&omyhoriz, GAMEVAR_SYSTEM | GAMEVAR_SHORTPTR);
|
|
Gv_NewVar("omyhorizoff",(intptr_t)&omyhorizoff, GAMEVAR_SYSTEM | GAMEVAR_SHORTPTR);
|
|
Gv_NewVar("myang",(intptr_t)&myang, GAMEVAR_SYSTEM | GAMEVAR_SHORTPTR);
|
|
Gv_NewVar("omyang",(intptr_t)&omyang, GAMEVAR_SYSTEM | GAMEVAR_SHORTPTR);
|
|
Gv_NewVar("mycursectnum",(intptr_t)&mycursectnum, GAMEVAR_SYSTEM | GAMEVAR_SHORTPTR);
|
|
Gv_NewVar("myjumpingcounter",(intptr_t)&myjumpingcounter, GAMEVAR_SYSTEM | GAMEVAR_SHORTPTR);
|
|
|
|
Gv_NewVar("myjumpingtoggle",(intptr_t)&myjumpingtoggle, GAMEVAR_SYSTEM | GAMEVAR_CHARPTR);
|
|
Gv_NewVar("myonground",(intptr_t)&myonground, GAMEVAR_SYSTEM | GAMEVAR_CHARPTR);
|
|
Gv_NewVar("myhardlanding",(intptr_t)&myhardlanding, GAMEVAR_SYSTEM | GAMEVAR_CHARPTR);
|
|
Gv_NewVar("myreturntocenter",(intptr_t)&myreturntocenter, GAMEVAR_SYSTEM | GAMEVAR_CHARPTR);
|
|
|
|
Gv_NewVar("display_mirror",(intptr_t)&display_mirror, GAMEVAR_SYSTEM | GAMEVAR_CHARPTR);
|
|
Gv_NewVar("randomseed",(intptr_t)&randomseed, GAMEVAR_SYSTEM | GAMEVAR_INTPTR);
|
|
|
|
Gv_NewVar("NUMWALLS",(intptr_t)&numwalls, GAMEVAR_SYSTEM | GAMEVAR_SHORTPTR | GAMEVAR_READONLY);
|
|
Gv_NewVar("NUMSECTORS",(intptr_t)&numsectors, GAMEVAR_SYSTEM | GAMEVAR_SHORTPTR | GAMEVAR_READONLY);
|
|
Gv_NewVar("Numsprites",(intptr_t)&Numsprites, GAMEVAR_SYSTEM | GAMEVAR_INTPTR | GAMEVAR_READONLY);
|
|
|
|
Gv_NewVar("lastsavepos",(intptr_t)&g_lastSaveSlot, GAMEVAR_SYSTEM | GAMEVAR_INTPTR);
|
|
# ifdef USE_OPENGL
|
|
Gv_NewVar("rendmode",(intptr_t)&rendmode, GAMEVAR_READONLY | GAMEVAR_INTPTR | GAMEVAR_SYSTEM);
|
|
# else
|
|
Gv_NewVar("rendmode", 0, GAMEVAR_READONLY | GAMEVAR_SYSTEM);
|
|
# endif
|
|
|
|
Gv_NewArray("tilesizx", (void *)tilesizx, MAXTILES, GAMEARRAY_READONLY|GAMEARRAY_OFSHORT);
|
|
Gv_NewArray("tilesizy", (void *)tilesizy, MAXTILES, GAMEARRAY_READONLY|GAMEARRAY_OFSHORT);
|
|
#endif
|
|
}
|
|
|
|
#undef ADDWEAPONVAR
|
|
|
|
void Gv_Init(void)
|
|
{
|
|
// only call ONCE
|
|
|
|
// (... not true anymore)
|
|
static int32_t inited=0;
|
|
if (inited)
|
|
return;
|
|
inited = 1;
|
|
|
|
#if !defined LUNATIC
|
|
Gv_Clear();
|
|
#endif
|
|
// Set up weapon defaults, g_playerWeapon[][].
|
|
Gv_AddSystemVars();
|
|
#if !defined LUNATIC
|
|
Gv_InitWeaponPointers();
|
|
#endif
|
|
Gv_ResetSystemDefaults();
|
|
}
|
|
|
|
#if !defined LUNATIC
|
|
void Gv_InitWeaponPointers(void)
|
|
{
|
|
int32_t i;
|
|
char aszBuf[64];
|
|
// called from game Init AND when level is loaded...
|
|
|
|
//AddLog("Gv_InitWeaponPointers");
|
|
|
|
for (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?!\n");
|
|
// exit(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("RESPAWN_MONSTERS")].val.lValue = (intptr_t)&ud.respawn_monsters;
|
|
aGameVars[Gv_GetVarIndex("RESPAWN_ITEMS")].val.lValue = (intptr_t)&ud.respawn_items;
|
|
aGameVars[Gv_GetVarIndex("RESPAWN_INVENTORY")].val.lValue = (intptr_t)&ud.respawn_inventory;
|
|
aGameVars[Gv_GetVarIndex("MONSTERS_OFF")].val.lValue = (intptr_t)&ud.monsters_off;
|
|
aGameVars[Gv_GetVarIndex("MARKER")].val.lValue = (intptr_t)&ud.marker;
|
|
aGameVars[Gv_GetVarIndex("FFIRE")].val.lValue = (intptr_t)&ud.ffire;
|
|
aGameVars[Gv_GetVarIndex("LEVEL")].val.lValue = (intptr_t)&ud.level_number;
|
|
aGameVars[Gv_GetVarIndex("VOLUME")].val.lValue = (intptr_t)&ud.volume_number;
|
|
|
|
aGameVars[Gv_GetVarIndex("COOP")].val.lValue = (intptr_t)&ud.coop;
|
|
aGameVars[Gv_GetVarIndex("MULTIMODE")].val.lValue = (intptr_t)&ud.multimode;
|
|
|
|
aGameVars[Gv_GetVarIndex("myconnectindex")].val.lValue = (intptr_t)&myconnectindex;
|
|
aGameVars[Gv_GetVarIndex("screenpeek")].val.lValue = (intptr_t)&screenpeek;
|
|
aGameVars[Gv_GetVarIndex("currentweapon")].val.lValue = (intptr_t)&hudweap.cur;
|
|
aGameVars[Gv_GetVarIndex("gs")].val.lValue = (intptr_t)&hudweap.shade;
|
|
aGameVars[Gv_GetVarIndex("looking_arc")].val.lValue = (intptr_t)&hudweap.lookhoriz;
|
|
aGameVars[Gv_GetVarIndex("gun_pos")].val.lValue = (intptr_t)&hudweap.gunposy;
|
|
aGameVars[Gv_GetVarIndex("weapon_xoffset")].val.lValue = (intptr_t)&hudweap.gunposx;
|
|
aGameVars[Gv_GetVarIndex("weaponcount")].val.lValue = (intptr_t)&hudweap.count;
|
|
aGameVars[Gv_GetVarIndex("looking_angSR1")].val.lValue = (intptr_t)&hudweap.lookhalfang;
|
|
aGameVars[Gv_GetVarIndex("xdim")].val.lValue = (intptr_t)&xdim;
|
|
aGameVars[Gv_GetVarIndex("ydim")].val.lValue = (intptr_t)&ydim;
|
|
aGameVars[Gv_GetVarIndex("windowx1")].val.lValue = (intptr_t)&windowx1;
|
|
aGameVars[Gv_GetVarIndex("windowx2")].val.lValue = (intptr_t)&windowx2;
|
|
aGameVars[Gv_GetVarIndex("windowy1")].val.lValue = (intptr_t)&windowy1;
|
|
aGameVars[Gv_GetVarIndex("windowy2")].val.lValue = (intptr_t)&windowy2;
|
|
aGameVars[Gv_GetVarIndex("totalclock")].val.lValue = (intptr_t)&totalclock;
|
|
aGameVars[Gv_GetVarIndex("lastvisinc")].val.lValue = (intptr_t)&lastvisinc;
|
|
aGameVars[Gv_GetVarIndex("numsectors")].val.lValue = (intptr_t)&numsectors;
|
|
aGameVars[Gv_GetVarIndex("numplayers")].val.lValue = (intptr_t)&numplayers;
|
|
aGameVars[Gv_GetVarIndex("current_menu")].val.lValue = (intptr_t)&g_currentMenu;
|
|
aGameVars[Gv_GetVarIndex("viewingrange")].val.lValue = (intptr_t)&viewingrange;
|
|
aGameVars[Gv_GetVarIndex("yxaspect")].val.lValue = (intptr_t)&yxaspect;
|
|
aGameVars[Gv_GetVarIndex("gravitationalconstant")].val.lValue = (intptr_t)&g_spriteGravity;
|
|
aGameVars[Gv_GetVarIndex("gametype_flags")].val.lValue = (intptr_t)&GametypeFlags[ud.coop];
|
|
aGameVars[Gv_GetVarIndex("framerate")].val.lValue = (intptr_t)&g_currentFrameRate;
|
|
|
|
aGameVars[Gv_GetVarIndex("camerax")].val.lValue = (intptr_t)&ud.camerapos.x;
|
|
aGameVars[Gv_GetVarIndex("cameray")].val.lValue = (intptr_t)&ud.camerapos.y;
|
|
aGameVars[Gv_GetVarIndex("cameraz")].val.lValue = (intptr_t)&ud.camerapos.z;
|
|
aGameVars[Gv_GetVarIndex("cameraang")].val.lValue = (intptr_t)&ud.cameraang;
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aGameVars[Gv_GetVarIndex("camerahoriz")].val.lValue = (intptr_t)&ud.camerahoriz;
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aGameVars[Gv_GetVarIndex("camerasect")].val.lValue = (intptr_t)&ud.camerasect;
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aGameVars[Gv_GetVarIndex("cameradist")].val.lValue = (intptr_t)&g_cameraDistance;
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aGameVars[Gv_GetVarIndex("cameraclock")].val.lValue = (intptr_t)&g_cameraClock;
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aGameVars[Gv_GetVarIndex("myx")].val.lValue = (intptr_t)&my.x;
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aGameVars[Gv_GetVarIndex("myy")].val.lValue = (intptr_t)&my.y;
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aGameVars[Gv_GetVarIndex("myz")].val.lValue = (intptr_t)&my.z;
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aGameVars[Gv_GetVarIndex("omyx")].val.lValue = (intptr_t)&omy.x;
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aGameVars[Gv_GetVarIndex("omyy")].val.lValue = (intptr_t)&omy.y;
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|
aGameVars[Gv_GetVarIndex("omyz")].val.lValue = (intptr_t)&omy.z;
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|
aGameVars[Gv_GetVarIndex("myvelx")].val.lValue = (intptr_t)&myvel.x;
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|
aGameVars[Gv_GetVarIndex("myvely")].val.lValue = (intptr_t)&myvel.y;
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|
aGameVars[Gv_GetVarIndex("myvelz")].val.lValue = (intptr_t)&myvel.z;
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|
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|
aGameVars[Gv_GetVarIndex("myhoriz")].val.lValue = (intptr_t)&myhoriz;
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|
aGameVars[Gv_GetVarIndex("myhorizoff")].val.lValue = (intptr_t)&myhorizoff;
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|
aGameVars[Gv_GetVarIndex("omyhoriz")].val.lValue = (intptr_t)&omyhoriz;
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|
aGameVars[Gv_GetVarIndex("omyhorizoff")].val.lValue = (intptr_t)&omyhorizoff;
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|
aGameVars[Gv_GetVarIndex("myang")].val.lValue = (intptr_t)&myang;
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|
aGameVars[Gv_GetVarIndex("omyang")].val.lValue = (intptr_t)&omyang;
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|
aGameVars[Gv_GetVarIndex("mycursectnum")].val.lValue = (intptr_t)&mycursectnum;
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|
aGameVars[Gv_GetVarIndex("myjumpingcounter")].val.lValue = (intptr_t)&myjumpingcounter;
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|
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|
aGameVars[Gv_GetVarIndex("myjumpingtoggle")].val.lValue = (intptr_t)&myjumpingtoggle;
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|
aGameVars[Gv_GetVarIndex("myonground")].val.lValue = (intptr_t)&myonground;
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|
aGameVars[Gv_GetVarIndex("myhardlanding")].val.lValue = (intptr_t)&myhardlanding;
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|
aGameVars[Gv_GetVarIndex("myreturntocenter")].val.lValue = (intptr_t)&myreturntocenter;
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|
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|
aGameVars[Gv_GetVarIndex("display_mirror")].val.lValue = (intptr_t)&display_mirror;
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|
aGameVars[Gv_GetVarIndex("randomseed")].val.lValue = (intptr_t)&randomseed;
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|
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|
aGameVars[Gv_GetVarIndex("NUMWALLS")].val.lValue = (intptr_t)&numwalls;
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|
aGameVars[Gv_GetVarIndex("NUMSECTORS")].val.lValue = (intptr_t)&numsectors;
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|
aGameVars[Gv_GetVarIndex("Numsprites")].val.lValue = (intptr_t)&Numsprites;
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|
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|
aGameVars[Gv_GetVarIndex("lastsavepos")].val.lValue = (intptr_t)&g_lastSaveSlot;
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|
# ifdef USE_OPENGL
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|
aGameVars[Gv_GetVarIndex("rendmode")].val.lValue = (intptr_t)&rendmode;
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|
# endif
|
|
}
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#endif
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