raze/source/duke3d/src/gamevars.h
hendricks266 7414f29348 Add buildvfs, abstraction layer for file I/O.
Currently it passes calls through to the system libraries as before.

Also adds an incomplete implementation on PhysFS.

git-svn-id: https://svn.eduke32.com/eduke32@7359 1a8010ca-5511-0410-912e-c29ae57300e0
2019-03-01 08:51:50 +00:00

309 lines
12 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 2010 EDuke32 developers and contributors
This file is part of EDuke32.
EDuke32 is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#ifndef gamevars_h_
#define gamevars_h_
#include "fix16.hpp"
#include "gamedef.h"
#include "vfs.h"
#define MAXGAMEVARS 2048 // must be a power of two
#define MAXVARLABEL 26
#define GV_FLAG_CONSTANT (MAXGAMEVARS)
#define GV_FLAG_NEGATIVE (MAXGAMEVARS<<1)
#define GV_FLAG_ARRAY (MAXGAMEVARS<<2)
#define GV_FLAG_STRUCT (MAXGAMEVARS<<3)
// store global game definitions
enum GamevarFlags_t
{
GAMEVAR_PERPLAYER = 0x00000001, // per-player variable
GAMEVAR_PERACTOR = 0x00000002, // per-actor variable
GAMEVAR_USER_MASK = (GAMEVAR_PERPLAYER | GAMEVAR_PERACTOR),
GAMEVAR_RESET = 0x00000008, // INTERNAL, don't use
GAMEVAR_DEFAULT = 0x00000100, // UNUSED, but always cleared for user-defined gamevars
GAMEVAR_NODEFAULT = 0x00000400, // don't reset on actor spawn
GAMEVAR_SYSTEM = 0x00000800, // cannot change mode flags...(only default value)
GAMEVAR_READONLY = 0x00001000, // values are read-only (no setvar allowed)
GAMEVAR_INT32PTR = 0x00002000, // plValues is a pointer to an int32_t
GAMEVAR_INT16PTR = 0x00008000, // plValues is a pointer to a short
GAMEVAR_UINT8PTR = 0x00010000, // plValues is a pointer to a char
GAMEVAR_NORESET = 0x00020000, // var values are not reset when restoring map state
GAMEVAR_SPECIAL = 0x00040000, // flag for structure member shortcut vars
GAMEVAR_NOMULTI = 0x00080000, // don't attach to multiplayer packets
GAMEVAR_Q16PTR = 0x00100000, // plValues is a pointer to a q16.16
GAMEVAR_PTR_MASK = (GAMEVAR_INT32PTR | GAMEVAR_INT16PTR | GAMEVAR_UINT8PTR | GAMEVAR_Q16PTR),
};
#if !defined LUNATIC
// Alignments for per-player and per-actor variables.
#define PLAYER_VAR_ALIGNMENT (sizeof(intptr_t))
#define ACTOR_VAR_ALIGNMENT 16
#define ARRAY_ALIGNMENT 16
# define MAXGAMEARRAYS (MAXGAMEVARS>>2) // must be strictly smaller than MAXGAMEVARS
# define MAXARRAYLABEL MAXVARLABEL
enum GamearrayFlags_t
{
GAMEARRAY_RESET = 0x00000008,
GAMEARRAY_RESTORE = 0x00000010,
GAMEARRAY_VARSIZE = 0x00000020,
GAMEARRAY_STRIDE2 = 0x00000100,
GAMEARRAY_ALLOCATED = 0x00000200, // memory allocated for user array
GAMEARRAY_SYSTEM = 0x00000800,
GAMEARRAY_READONLY = 0x00001000,
GAMEARRAY_INT16 = 0x00004000,
GAMEARRAY_INT8 = 0x00008000,
GAMEARRAY_UNSIGNED = 0x00010000,
GAMEARRAY_UINT16 = GAMEARRAY_INT16 | GAMEARRAY_UNSIGNED,
GAMEARRAY_UINT8 = GAMEARRAY_INT8 | GAMEARRAY_UNSIGNED,
GAMEARRAY_BITMAP = 0x00100000,
GAMEARRAY_WARN = 0x00200000,
GAMEARRAY_SIZE_MASK = GAMEARRAY_INT8 | GAMEARRAY_INT16 | GAMEARRAY_BITMAP,
GAMEARRAY_STORAGE_MASK = GAMEARRAY_INT8 | GAMEARRAY_INT16 | GAMEARRAY_BITMAP | GAMEARRAY_STRIDE2,
GAMEARRAY_TYPE_MASK = GAMEARRAY_UNSIGNED | GAMEARRAY_INT8 | GAMEARRAY_INT16 | GAMEARRAY_BITMAP,
};
#pragma pack(push,1)
typedef struct
{
union {
intptr_t global;
intptr_t *pValues; // array of values when 'per-player', or 'per-actor'
};
intptr_t defaultValue;
uintptr_t flags;
char * szLabel;
} gamevar_t;
typedef struct
{
char * szLabel;
intptr_t *pValues; // array of values
intptr_t size;
uintptr_t flags;
} gamearray_t;
#pragma pack(pop)
extern gamevar_t aGameVars[MAXGAMEVARS];
extern gamearray_t aGameArrays[MAXGAMEARRAYS];
extern int32_t g_gameVarCount;
extern int32_t g_gameArrayCount;
unsigned __fastcall Gv_GetArrayElementSize(int const arrayIdx);
size_t __fastcall Gv_GetArrayAllocSizeForCount(int const arrayIdx, size_t const count);
size_t __fastcall Gv_GetArrayAllocSize(int const arrayIdx);
size_t __fastcall Gv_GetArrayCountFromFile(int const arrayIdx, size_t const filelength);
int __fastcall Gv_GetArrayValue(int const id, int index);
int __fastcall Gv_GetVar(int gameVar, int spriteNum, int playerNum);
void __fastcall Gv_SetVar(int const gameVar, int const newValue, int const spriteNum, int const playerNum);
int __fastcall Gv_GetVarX(int gameVar);
void __fastcall Gv_GetManyVars(int const numVars, int32_t * const outBuf);
void __fastcall Gv_SetVarX(int const gameVar, int const newValue);
template <typename T>
static FORCE_INLINE void Gv_FillWithVars(T & rv)
{
EDUKE32_STATIC_ASSERT(sizeof(T) % sizeof(int32_t) == 0);
EDUKE32_STATIC_ASSERT(sizeof(T) > sizeof(int32_t));
Gv_GetManyVars(sizeof(T)/sizeof(int32_t), (int32_t *)&rv);
}
int Gv_GetVarByLabel(const char *szGameLabel,int defaultValue,int spriteNum,int playerNum);
void Gv_NewArray(const char *pszLabel,void *arrayptr,intptr_t asize,uint32_t dwFlags);
void Gv_NewVar(const char *pszLabel,intptr_t lValue,uint32_t dwFlags);
static FORCE_INLINE void A_ResetVars(int const spriteNum)
{
for (auto &gv : aGameVars)
{
if ((gv.flags & (GAMEVAR_PERACTOR|GAMEVAR_NODEFAULT)) == GAMEVAR_PERACTOR)
gv.pValues[spriteNum] = gv.defaultValue;
}
}
void scriptInitStructTables(void);
void Gv_DumpValues(void);
void Gv_InitWeaponPointers(void);
void Gv_RefreshPointers(void);
void Gv_ResetVars(void);
int Gv_ReadSave(buildvfs_kfd kFile);
void Gv_WriteSave(buildvfs_FILE fil);
void Gv_Clear(void);
#else
extern int32_t g_noResetVars;
extern LUNATIC_CB void (*A_ResetVars)(int32_t spriteNum);
#endif
void Gv_ResetSystemDefaults(void);
void Gv_Init(void);
void Gv_FinalizeWeaponDefaults(void);
#if !defined LUNATIC
static inline int __fastcall VM_GetStruct(uint32_t const flags, intptr_t * const addr)
{
Bassert(flags & (LABEL_CHAR|LABEL_SHORT|LABEL_INT));
int returnValue = 0;
switch (flags & (LABEL_CHAR|LABEL_SHORT|LABEL_INT|LABEL_UNSIGNED))
{
case LABEL_CHAR: returnValue = *(int8_t *)addr; break;
case LABEL_CHAR|LABEL_UNSIGNED: returnValue = *(uint8_t *)addr; break;
case LABEL_SHORT: returnValue = *(int16_t *)addr; break;
case LABEL_SHORT|LABEL_UNSIGNED: returnValue = *(uint16_t *)addr; break;
case LABEL_INT: returnValue = *(int32_t *)addr; break;
case LABEL_INT|LABEL_UNSIGNED: returnValue = *(uint32_t *)addr; break;
}
return returnValue;
}
static FORCE_INLINE void __fastcall VM_SetStruct(uint32_t const flags, intptr_t * const addr, int32_t newValue)
{
Bassert(flags & (LABEL_CHAR|LABEL_SHORT|LABEL_INT));
switch (flags & (LABEL_CHAR|LABEL_SHORT|LABEL_INT|LABEL_UNSIGNED))
{
case LABEL_CHAR: *(int8_t *)addr = newValue; break;
case LABEL_CHAR|LABEL_UNSIGNED: *(uint8_t *)addr = newValue; break;
case LABEL_SHORT: *(int16_t *)addr = newValue; break;
case LABEL_SHORT|LABEL_UNSIGNED: *(uint16_t *)addr = newValue; break;
case LABEL_INT: *(int32_t *)addr = newValue; break;
case LABEL_INT|LABEL_UNSIGNED: *(uint32_t *)addr = newValue; break;
}
}
#define VM_GAMEVAR_OPERATOR(func, operator) \
static FORCE_INLINE void __fastcall func(int const id, int32_t const operand) \
{ \
auto &var = aGameVars[id]; \
\
switch (var.flags & (GAMEVAR_USER_MASK | GAMEVAR_PTR_MASK)) \
{ \
default: var.global operator operand; break; \
case GAMEVAR_PERPLAYER: \
if (EDUKE32_PREDICT_FALSE((unsigned)vm.playerNum > MAXPLAYERS - 1)) \
break; \
var.pValues[vm.playerNum] operator operand; \
break; \
case GAMEVAR_PERACTOR: \
if (EDUKE32_PREDICT_FALSE((unsigned)vm.spriteNum > MAXSPRITES - 1)) \
break; \
var.pValues[vm.spriteNum] operator operand; \
break; \
case GAMEVAR_INT32PTR: *(int32_t *)var.pValues operator(int32_t) operand; break; \
case GAMEVAR_INT16PTR: *(int16_t *)var.pValues operator(int16_t) operand; break; \
case GAMEVAR_UINT8PTR: *(uint8_t *)var.pValues operator(uint8_t) operand; break; \
case GAMEVAR_Q16PTR: \
{ \
Fix16 *pfix = (Fix16 *)var.global; \
*pfix operator fix16_from_int(operand); \
break; \
} \
} \
}
#if defined(__arm__) || defined(LIBDIVIDE_ALWAYS)
static FORCE_INLINE void __fastcall Gv_DivVar(int const id, int32_t const operand)
{
auto &var = aGameVars[id];
if (EDUKE32_PREDICT_FALSE((var.flags & GAMEVAR_PERPLAYER && (unsigned) vm.playerNum > MAXPLAYERS - 1) ||
(var.flags & GAMEVAR_PERACTOR && (unsigned) vm.spriteNum > MAXSPRITES - 1)))
return;
static libdivide_s32_t sdiv;
static int32_t lastValue;
intptr_t *iptr = &var.global;
bool const foundInTable = (unsigned) operand < DIVTABLESIZE;
auto dptr = foundInTable ? (libdivide_s32_t *) &divtable32[operand] : &sdiv;
if (operand == lastValue || foundInTable)
goto skip;
sdiv = libdivide_s32_gen((lastValue = operand));
skip:
switch (var.flags & (GAMEVAR_USER_MASK | GAMEVAR_PTR_MASK))
{
case GAMEVAR_PERACTOR: iptr = &var.pValues[vm.spriteNum]; break;
case GAMEVAR_PERPLAYER: iptr = &var.pValues[vm.playerNum];
default: break;
case GAMEVAR_INT32PTR:
{
int32_t &value = *(int32_t *)var.pValues;
value = (int32_t)libdivide_s32_do(value, dptr);
return;
}
case GAMEVAR_INT16PTR:
{
int16_t &value = *(int16_t *)var.pValues;
value = (int16_t)libdivide_s32_do(value, dptr);
return;
}
case GAMEVAR_UINT8PTR:
{
uint8_t &value = *(uint8_t *)var.pValues;
value = (uint8_t)libdivide_s32_do(value, dptr);
return;
}
case GAMEVAR_Q16PTR:
{
fix16_t &value = *(fix16_t *)var.pValues;
value = fix16_div(value, fix16_from_int(operand));
return;
}
}
*iptr = libdivide_s32_do(*iptr, dptr);
}
#else
VM_GAMEVAR_OPERATOR(Gv_DivVar, /= )
#endif
VM_GAMEVAR_OPERATOR(Gv_AddVar, +=)
VM_GAMEVAR_OPERATOR(Gv_SubVar, -=)
VM_GAMEVAR_OPERATOR(Gv_MulVar, *=)
VM_GAMEVAR_OPERATOR(Gv_ModVar, %=)
VM_GAMEVAR_OPERATOR(Gv_AndVar, &=)
VM_GAMEVAR_OPERATOR(Gv_XorVar, ^=)
VM_GAMEVAR_OPERATOR(Gv_OrVar, |=)
VM_GAMEVAR_OPERATOR(Gv_ShiftVarL, <<=)
VM_GAMEVAR_OPERATOR(Gv_ShiftVarR, >>=)
#undef VM_GAMEVAR_OPERATOR
#endif
#endif