//-------------------------------------------------------------------------
/*
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 "gamedef.h"

#define MAXGAMEVARS 2048 // must be a power of two
#define MAXVARLABEL 26

// 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_INTPTR     = 0x00002000, // plValues is a pointer to an int32_t
    GAMEVAR_SHORTPTR   = 0x00008000, // plValues is a pointer to a short
    GAMEVAR_CHARPTR    = 0x00010000, // plValues is a pointer to a char
    GAMEVAR_PTR_MASK   = (GAMEVAR_INTPTR|GAMEVAR_SHORTPTR|GAMEVAR_CHARPTR),
    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
};

#if !defined LUNATIC

// Alignments for per-player and per-actor variables.
#define PLAYER_VAR_ALIGNMENT (sizeof(intptr_t))
#define ACTOR_VAR_ALIGNMENT 16

# define MAXGAMEARRAYS (MAXGAMEVARS>>2) // must be strictly smaller than MAXGAMEVARS
# define MAXARRAYLABEL MAXVARLABEL

enum GamearrayFlags_t {

    GAMEARRAY_READONLY = 0x00001000,
    GAMEARRAY_WARN = 0x00002000,

    GAMEARRAY_NORMAL   = 0x00004000,
    GAMEARRAY_OFCHAR   = 0x00000001,
    GAMEARRAY_OFSHORT  = 0x00000002,
    GAMEARRAY_OFINT    = 0x00000004,
    GAMEARRAY_TYPE_MASK = GAMEARRAY_OFCHAR|GAMEARRAY_OFSHORT|GAMEARRAY_OFINT,

    GAMEARRAY_VARSIZE = 0x00000020,

    GAMEARRAY_STRIDE2 = 0x00000100,

    GAMEARRAY_RESET    = 0x00000008,
///    GAMEARRAY_NORESET  = 0x00000001,
};

#pragma pack(push,1)
typedef struct {
    union {
        intptr_t lValue;
        intptr_t *plValues;     // array of values when 'per-player', or 'per-actor'
    } val;
    intptr_t lDefault;
    uintptr_t dwFlags;
    char *szLabel;
} gamevar_t;

typedef struct {
    char *szLabel;
    intptr_t *plValues;     // array of values
    intptr_t size;
    intptr_t dwFlags;
} gamearray_t;
#pragma pack(pop)

# define GAR_ELTSZ (sizeof(aGameArrays[0].plValues[0]))

extern gamevar_t aGameVars[MAXGAMEVARS];
extern gamearray_t aGameArrays[MAXGAMEARRAYS];
extern int32_t g_gameVarCount;
extern int32_t g_gameArrayCount;

int32_t __fastcall Gv_GetGameArrayValue(register int32_t const id, register int32_t index);
int32_t __fastcall Gv_GetVar(int32_t id, int32_t iActor, int32_t iPlayer);
void __fastcall Gv_SetVar(int32_t const id, int32_t const lValue, int32_t const iActor, int32_t const iPlayer);
int32_t __fastcall Gv_GetVarX(int32_t id);
void __fastcall Gv_GetManyVars(int32_t const count, int32_t * const rv);
void __fastcall Gv_SetVarX(int32_t const id, int32_t const lValue);

int32_t Gv_GetVarByLabel(const char *szGameLabel,int32_t const lDefault,int32_t const iActor,int32_t const iPlayer);
int32_t Gv_NewArray(const char *pszLabel,void *arrayptr,intptr_t asize,uint32_t dwFlags);
int32_t Gv_NewVar(const char *pszLabel,intptr_t lValue,uint32_t dwFlags);

static inline void A_ResetVars(const int32_t iActor)
{
    for (int i = 0; i < g_gameVarCount; i++)
    {
        if ((aGameVars[i].dwFlags & (GAMEVAR_PERACTOR | GAMEVAR_NODEFAULT)) == GAMEVAR_PERACTOR)
            aGameVars[i].val.plValues[iActor] = aGameVars[i].lDefault;
    }
}

void Gv_DumpValues(void);
void Gv_InitWeaponPointers(void);
void Gv_RefreshPointers(void);
void Gv_ResetVars(void);
int32_t Gv_ReadSave(int32_t fil,int32_t newbehav);
void Gv_WriteSave(FILE *fil,int32_t newbehav);
#else
extern int32_t g_noResetVars;
extern LUNATIC_CB void (*A_ResetVars)(int32_t iActor);
#endif

void Gv_ResetSystemDefaults(void);
void Gv_Init(void);
void Gv_FinalizeWeaponDefaults(void);

#if !defined LUNATIC
#define VM_GAMEVAR_OPERATOR(func, operator)                                                                            \
    static inline void __fastcall func(const int32_t id, const int32_t lValue)                                         \
    {                                                                                                                  \
        switch (aGameVars[id].dwFlags & (GAMEVAR_USER_MASK | GAMEVAR_PTR_MASK))                                        \
        {                                                                                                              \
            default: aGameVars[id].val.lValue operator lValue; break;                                                  \
            case GAMEVAR_PERPLAYER:                                                                                    \
                if (EDUKE32_PREDICT_FALSE((unsigned)vm.g_p > MAXPLAYERS - 1))                                          \
                    break;                                                                                             \
                aGameVars[id].val.plValues[vm.g_p] operator lValue;                                                    \
                break;                                                                                                 \
            case GAMEVAR_PERACTOR:                                                                                     \
                if (EDUKE32_PREDICT_FALSE((unsigned)vm.g_i > MAXSPRITES - 1))                                          \
                    break;                                                                                             \
                aGameVars[id].val.plValues[vm.g_i] operator lValue;                                                    \
                break;                                                                                                 \
            case GAMEVAR_INTPTR: *((int32_t *)aGameVars[id].val.lValue) operator (int32_t) lValue; break;              \
            case GAMEVAR_SHORTPTR: *((int16_t *)aGameVars[id].val.lValue) operator (int16_t) lValue; break;            \
            case GAMEVAR_CHARPTR: *((uint8_t *)aGameVars[id].val.lValue) operator (uint8_t) lValue; break;             \
        }                                                                                                              \
    }

#if defined(__arm__) || defined(LIBDIVIDE_ALWAYS)
static inline void __fastcall Gv_DivVar(const int32_t id, const int32_t lValue)
{
    static libdivide_s32_t sdiv;
    static int32_t lastlValue;
    libdivide_s32_t *dptr = &sdiv;
    intptr_t *iptr = &aGameVars[id].val.lValue;

    if (EDUKE32_PREDICT_FALSE((aGameVars[id].dwFlags & GAMEVAR_PERPLAYER && (unsigned)vm.g_p > MAXPLAYERS - 1) ||
                              (aGameVars[id].dwFlags & GAMEVAR_PERACTOR && (unsigned)vm.g_i > MAXSPRITES - 1)))
        return;

    if ((unsigned)lValue < DIVTABLESIZE)
        dptr = (libdivide_s32_t *)&divtable32[lValue];
    else if (lValue != lastlValue)
        sdiv = libdivide_s32_gen(lValue), lastlValue = lValue;

    switch (aGameVars[id].dwFlags & (GAMEVAR_USER_MASK | GAMEVAR_PTR_MASK))
    {
        case GAMEVAR_PERPLAYER: iptr = &aGameVars[id].val.plValues[vm.g_p];
        default: break;
        case GAMEVAR_PERACTOR: iptr = &aGameVars[id].val.plValues[vm.g_i]; break;
        case GAMEVAR_INTPTR:
            *((int32_t *)aGameVars[id].val.lValue) =
            (int32_t)libdivide_s32_do(*((int32_t *)aGameVars[id].val.lValue), dptr);
            return;
        case GAMEVAR_SHORTPTR:
            *((int16_t *)aGameVars[id].val.lValue) =
            (int16_t)libdivide_s32_do(*((int16_t *)aGameVars[id].val.lValue), dptr);
            return;
        case GAMEVAR_CHARPTR:
            *((uint8_t *)aGameVars[id].val.lValue) =
            (uint8_t)libdivide_s32_do(*((uint8_t *)aGameVars[id].val.lValue), dptr);
            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, |=)

#undef VM_GAMEVAR_OPERATOR

#endif

#endif
