raze/source/games/duke/src/gamevar.h
Christoph Oelckers 588f88c9cc - migrated the actors to DObjects.
No GC yet, only the classes have been altered and some GC-related features been added.
Full switchover will require adding GC support to all data in the game.
2021-12-26 23:09:57 +01:00

185 lines
6.2 KiB
C++

#pragma once
#include "names.h"
BEGIN_DUKE_NS
// gamedef.c
class DDukeActor;
// Game vars can reference actors, we need a type-safe way to handle that so that index values won't get misappropriated and actors can be GC'd.
class GameVarValue
{
enum EType
{
Actor = 0,
Value = 1
};
union
{
DDukeActor* ActorP;
uint64_t index;
};
public:
GameVarValue() = default;
explicit GameVarValue(DDukeActor* actor_) { ActorP = actor_; assert(isActor()); }
explicit GameVarValue(int val) { index = (val << 8) | Value; }
bool isActor() const { return (index & 7) == Actor; }
bool isValue() const { return (index & 7) == Value; }
DDukeActor* actor() { assert(isActor()); return GC::ReadBarrier(ActorP); }
int value() { assert(isValue()); return index >> 8; }
int safeValue() { return isValue() ? value() : actor() == nullptr ? 0 : -1; } // return -1 for valid actors and 0 for null. This allows most comparisons to work.
DDukeActor* safeActor() { return isActor() ? actor() : nullptr; }
bool operator==(const GameVarValue& other) const { return index == other.index; }
bool operator!=(const GameVarValue& other) const { return index != other.index; }
void Mark()
{
if (isActor()) GC::Mark(ActorP);
}
};
enum
{
// store global game definitions
MAXGAMEVARS = 512,
MAXVARLABEL = 26,
MAXGAMEEVENTS = 128
};
enum
{
GAMEVAR_FLAG_PERPLAYER = 1, // per-player variable
GAMEVAR_FLAG_PERACTOR = 2, // per-actor variable
GAMEVAR_FLAG_USER_MASK = 3,
// internal flags only...
GAMEVAR_FLAG_DEFAULT = 256, // allow override
GAMEVAR_FLAG_SECRET = 512, // don't dump...
GAMEVAR_FLAG_NODEFAULT = 1024, // don't add to 'default' array.
GAMEVAR_FLAG_SYSTEM = 2048, // cannot change mode flags...(only default value)
GAMEVAR_FLAG_READONLY = 4096, // values are read-only (no setvar allowed)
GAMEVAR_FLAG_PLONG = 8192, // plValue is a pointer to a long
GAMEVAR_FLAG_PFUNC = 8192, // plValue is a pointer to a getter function
};
enum
{
NAM_GRENADE_LIFETIME = 120,
NAM_GRENADE_LIFETIME_VAR = 30,
};
// Keep the gory details away from the main game code.
int aplWeaponClip(int weapon, int player); // number of items in clip
int aplWeaponReload(int weapon, int player); // delay to reload (include fire)
int aplWeaponFireDelay(int weapon, int player); // delay to fire
int aplWeaponHoldDelay(int weapon, int player); // delay after release fire button to fire (0 for none)
int aplWeaponTotalTime(int weapon, int player); // The total time the weapon is cycling before next fire.
int aplWeaponFlags(int weapon, int player); // Flags for weapon
int aplWeaponShoots(int weapon, int player); // what the weapon shoots
int aplWeaponSpawnTime(int weapon, int player); // the frame at which to spawn an item
int aplWeaponSpawn(int weapon, int player); // the item to spawn
int aplWeaponShotsPerBurst(int weapon, int player); // number of shots per 'burst' (one ammo per 'burst'
int aplWeaponWorksLike(int weapon, int player); // What original the weapon works like
int aplWeaponInitialSound(int weapon, int player); // Sound made when initialy firing. zero for no sound
int aplWeaponFireSound(int weapon, int player); // Sound made when firing (each time for automatic)
int aplWeaponSound2Time(int weapon, int player); // Alternate sound time
int aplWeaponSound2Sound(int weapon, int player); // Alternate sound sound ID
enum
{
// 'holstering' clears the current clip
WEAPON_FLAG_HOLSTER_CLEARS_CLIP = 1,
// weapon 'glows' (shrinker and grower)
WEAPON_FLAG_GLOWS = 2,
// automatic fire (continues while 'fire' is held down
WEAPON_FLAG_AUTOMATIC = 4,
// during 'hold time' fire every frame
WEAPON_FLAG_FIREEVERYOTHER = 8,
// during 'hold time' fire every third frame.
WEAPON_FLAG_FIREEVERYTHIRD = 16,
// restart for automatic is 'randomized' by RND 3
WEAPON_FLAG_RANDOMRESTART = 32,
// uses ammo for each shot (for automatic)
WEAPON_FLAG_AMMOPERSHOT = 64,
// weapon is the 'bomb' trigger
WEAPON_FLAG_BOMB_TRIGGER = 128,
// weapon use does not cause user to become 'visible'
WEAPON_FLAG_NOVISIBLE = 256,
// weapon 'throws' the 'shoots' item...
WEAPON_FLAG_THROWIT = 512,
// check weapon availability at 'reload' time
WEAPON_FLAG_CHECKATRELOAD = 1024,
// player stops jumping before actual fire (like tripbomb in duke)
WEAPON_FLAG_STANDSTILL = 2048,
// just spawn
WEAPON_FLAG_SPAWNTYPE1 = 0,
// spawn like shotgun shells
WEAPON_FLAG_SPAWNTYPE2 = 4096,
// spawn like chaingun shells
WEAPON_FLAG_SPAWNTYPE3 = 8192
};
typedef struct
{
union
{
GameVarValue lValue;
int indexValue;
int* plValue;
int (*getter)();
};
GameVarValue defaultValue;
GameVarValue initValue; // this is what gets copied to players/actors upon spawn. This is not the same as the default!
unsigned int dwFlags;
char szLabel[MAXVARLABEL];
} MATTGAMEVAR;
extern MATTGAMEVAR aGameVars[MAXGAMEVARS];
extern int iGameVarCount;
extern int g_iReturnVarID; // var ID of "RETURN"
extern int g_iWeaponVarID; // var ID of "WEAPON"
extern int g_iWorksLikeVarID; // var ID of "WORKSLIKE"
extern int g_iZRangeVarID; // var ID of "ZRANGE"
extern int g_iAngRangeVarID; // var ID of "ANGRANGE"
extern int g_iAimAngleVarID; // var ID of "AUTOAIMANGLE"
extern int g_iAtWithVarID; // var ID of "AtWith"
extern int g_iLoTagID; // var ID of "LOTAG"
extern int g_iHiTagID; // ver ID of "HITAG"
extern int g_iTextureID; // var ID of "TEXTURE"
extern int g_iThisActorID; // var ID of "THISACTOR"
int AddGameVar(const char *pszLabel, intptr_t lValue, unsigned dwFlags);
int GetGameID(const char *szGameLabel);
int GetDefID(const char *szGameLabel);
void ClearGameVars(void);
void AddSystemVars();
void ResetGameVars(void);
class DDukeActor;
class GameVarValue;
GameVarValue GetGameVarID(int id, DDukeActor* sActor, int sPlayer);
void SetGameVarID(int id, GameVarValue lValue, DDukeActor* sActor, int sPlayer);
GameVarValue GetGameVar(const char* szGameLabel, GameVarValue lDefault, DDukeActor* sActor, int sPlayer);
GameVarValue GetGameVar(const char* szGameLabel, int lDefault, DDukeActor* sActor, int sPlayer);
void SetGameVarID(int id, int lValue, DDukeActor* sActor, int sPlayer);
void SetGameVarID(int id, DDukeActor* lValue, DDukeActor* sActor, int sPlayer);
void ClearGameEvents();
bool IsGameEvent(int i);
void InitGameVarPointers(void);
void FinalizeGameVars(void);
void SetupGameVarsForActor(DDukeActor* actor);
END_DUKE_NS