mirror of
https://github.com/ZDoom/Raze.git
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588f88c9cc
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.
185 lines
6.2 KiB
C++
185 lines
6.2 KiB
C++
#pragma once
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#include "names.h"
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BEGIN_DUKE_NS
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// gamedef.c
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class DDukeActor;
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// 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.
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class GameVarValue
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{
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enum EType
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{
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Actor = 0,
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Value = 1
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};
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union
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{
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DDukeActor* ActorP;
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uint64_t index;
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};
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public:
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GameVarValue() = default;
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explicit GameVarValue(DDukeActor* actor_) { ActorP = actor_; assert(isActor()); }
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explicit GameVarValue(int val) { index = (val << 8) | Value; }
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bool isActor() const { return (index & 7) == Actor; }
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bool isValue() const { return (index & 7) == Value; }
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DDukeActor* actor() { assert(isActor()); return GC::ReadBarrier(ActorP); }
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int value() { assert(isValue()); return index >> 8; }
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int safeValue() { return isValue() ? value() : actor() == nullptr ? 0 : -1; } // return -1 for valid actors and 0 for null. This allows most comparisons to work.
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DDukeActor* safeActor() { return isActor() ? actor() : nullptr; }
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bool operator==(const GameVarValue& other) const { return index == other.index; }
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bool operator!=(const GameVarValue& other) const { return index != other.index; }
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void Mark()
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{
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if (isActor()) GC::Mark(ActorP);
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}
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};
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enum
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{
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// store global game definitions
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MAXGAMEVARS = 512,
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MAXVARLABEL = 26,
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MAXGAMEEVENTS = 128
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};
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enum
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{
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GAMEVAR_FLAG_PERPLAYER = 1, // per-player variable
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GAMEVAR_FLAG_PERACTOR = 2, // per-actor variable
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GAMEVAR_FLAG_USER_MASK = 3,
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// internal flags only...
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GAMEVAR_FLAG_DEFAULT = 256, // allow override
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GAMEVAR_FLAG_SECRET = 512, // don't dump...
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GAMEVAR_FLAG_NODEFAULT = 1024, // don't add to 'default' array.
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GAMEVAR_FLAG_SYSTEM = 2048, // cannot change mode flags...(only default value)
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GAMEVAR_FLAG_READONLY = 4096, // values are read-only (no setvar allowed)
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GAMEVAR_FLAG_PLONG = 8192, // plValue is a pointer to a long
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GAMEVAR_FLAG_PFUNC = 8192, // plValue is a pointer to a getter function
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};
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enum
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{
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NAM_GRENADE_LIFETIME = 120,
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NAM_GRENADE_LIFETIME_VAR = 30,
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};
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// Keep the gory details away from the main game code.
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int aplWeaponClip(int weapon, int player); // number of items in clip
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int aplWeaponReload(int weapon, int player); // delay to reload (include fire)
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int aplWeaponFireDelay(int weapon, int player); // delay to fire
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int aplWeaponHoldDelay(int weapon, int player); // delay after release fire button to fire (0 for none)
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int aplWeaponTotalTime(int weapon, int player); // The total time the weapon is cycling before next fire.
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int aplWeaponFlags(int weapon, int player); // Flags for weapon
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int aplWeaponShoots(int weapon, int player); // what the weapon shoots
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int aplWeaponSpawnTime(int weapon, int player); // the frame at which to spawn an item
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int aplWeaponSpawn(int weapon, int player); // the item to spawn
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int aplWeaponShotsPerBurst(int weapon, int player); // number of shots per 'burst' (one ammo per 'burst'
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int aplWeaponWorksLike(int weapon, int player); // What original the weapon works like
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int aplWeaponInitialSound(int weapon, int player); // Sound made when initialy firing. zero for no sound
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int aplWeaponFireSound(int weapon, int player); // Sound made when firing (each time for automatic)
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int aplWeaponSound2Time(int weapon, int player); // Alternate sound time
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int aplWeaponSound2Sound(int weapon, int player); // Alternate sound sound ID
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enum
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{
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// 'holstering' clears the current clip
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WEAPON_FLAG_HOLSTER_CLEARS_CLIP = 1,
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// weapon 'glows' (shrinker and grower)
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WEAPON_FLAG_GLOWS = 2,
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// automatic fire (continues while 'fire' is held down
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WEAPON_FLAG_AUTOMATIC = 4,
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// during 'hold time' fire every frame
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WEAPON_FLAG_FIREEVERYOTHER = 8,
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// during 'hold time' fire every third frame.
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WEAPON_FLAG_FIREEVERYTHIRD = 16,
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// restart for automatic is 'randomized' by RND 3
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WEAPON_FLAG_RANDOMRESTART = 32,
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// uses ammo for each shot (for automatic)
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WEAPON_FLAG_AMMOPERSHOT = 64,
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// weapon is the 'bomb' trigger
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WEAPON_FLAG_BOMB_TRIGGER = 128,
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// weapon use does not cause user to become 'visible'
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WEAPON_FLAG_NOVISIBLE = 256,
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// weapon 'throws' the 'shoots' item...
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WEAPON_FLAG_THROWIT = 512,
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// check weapon availability at 'reload' time
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WEAPON_FLAG_CHECKATRELOAD = 1024,
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// player stops jumping before actual fire (like tripbomb in duke)
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WEAPON_FLAG_STANDSTILL = 2048,
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// just spawn
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WEAPON_FLAG_SPAWNTYPE1 = 0,
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// spawn like shotgun shells
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WEAPON_FLAG_SPAWNTYPE2 = 4096,
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// spawn like chaingun shells
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WEAPON_FLAG_SPAWNTYPE3 = 8192
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};
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typedef struct
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{
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union
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{
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GameVarValue lValue;
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int indexValue;
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int* plValue;
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int (*getter)();
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};
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GameVarValue defaultValue;
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GameVarValue initValue; // this is what gets copied to players/actors upon spawn. This is not the same as the default!
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unsigned int dwFlags;
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char szLabel[MAXVARLABEL];
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} MATTGAMEVAR;
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extern MATTGAMEVAR aGameVars[MAXGAMEVARS];
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extern int iGameVarCount;
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extern int g_iReturnVarID; // var ID of "RETURN"
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extern int g_iWeaponVarID; // var ID of "WEAPON"
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extern int g_iWorksLikeVarID; // var ID of "WORKSLIKE"
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extern int g_iZRangeVarID; // var ID of "ZRANGE"
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extern int g_iAngRangeVarID; // var ID of "ANGRANGE"
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extern int g_iAimAngleVarID; // var ID of "AUTOAIMANGLE"
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extern int g_iAtWithVarID; // var ID of "AtWith"
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extern int g_iLoTagID; // var ID of "LOTAG"
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extern int g_iHiTagID; // ver ID of "HITAG"
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extern int g_iTextureID; // var ID of "TEXTURE"
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extern int g_iThisActorID; // var ID of "THISACTOR"
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int AddGameVar(const char *pszLabel, intptr_t lValue, unsigned dwFlags);
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int GetGameID(const char *szGameLabel);
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int GetDefID(const char *szGameLabel);
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void ClearGameVars(void);
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void AddSystemVars();
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void ResetGameVars(void);
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class DDukeActor;
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class GameVarValue;
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GameVarValue GetGameVarID(int id, DDukeActor* sActor, int sPlayer);
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void SetGameVarID(int id, GameVarValue lValue, DDukeActor* sActor, int sPlayer);
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GameVarValue GetGameVar(const char* szGameLabel, GameVarValue lDefault, DDukeActor* sActor, int sPlayer);
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GameVarValue GetGameVar(const char* szGameLabel, int lDefault, DDukeActor* sActor, int sPlayer);
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void SetGameVarID(int id, int lValue, DDukeActor* sActor, int sPlayer);
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void SetGameVarID(int id, DDukeActor* lValue, DDukeActor* sActor, int sPlayer);
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void ClearGameEvents();
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bool IsGameEvent(int i);
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void InitGameVarPointers(void);
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void FinalizeGameVars(void);
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void SetupGameVarsForActor(DDukeActor* actor);
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END_DUKE_NS
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