3 // TODO: rename to 'netvars'
9 USING(vectori, vector);
11 const int STATS_ENGINE_RESERVE = 32;
12 // must be listed in ascending order
13 #define MAGIC_STATS(_, x) \
14 _(x, MOVEVARS_TIMESCALE, 241) \
17 int g_magic_stats_hole = 0;
19 #define MAGIC_STATS_FIX_MANUAL(it, var, id) \
20 if (it.registered_id == "STAT_" #var) { --g_magic_stats_hole; it.m_id = id; } else
22 #define MAGIC_STATS_FIX_AUTO(it, var, id) \
23 if (it.m_id == id) { ++g_magic_stats_hole; ++it.m_id; }
25 #define MAGIC_STATS_FIX(it) \
26 it.m_id += g_magic_stats_hole; \
27 MAGIC_STATS(MAGIC_STATS_FIX_MANUAL, it) { MAGIC_STATS(MAGIC_STATS_FIX_AUTO, it) }
29 #define REGISTER_STAT(...) EVAL_REGISTER_STAT(OVERLOAD(REGISTER_STAT, __VA_ARGS__))
30 #define EVAL_REGISTER_STAT(...) __VA_ARGS__
32 /** Get all stats and store them as globals, access with `STAT(ID)` */
34 #define STAT(...) EVAL_STAT(OVERLOAD(STAT, __VA_ARGS__))
35 #define EVAL_STAT(...) __VA_ARGS__
36 #define STAT_1(id) STAT_2(id, NULL)
37 #define STAT_2(id, cl) (0, _STAT(id))
39 #define getstat_int(id) getstati(id, 0, 24)
40 #define getstat_bool(id) boolean(getstati(id))
41 #define getstat_float(id) getstatf(id)
42 #define getstat_vector(id) vec3(getstat_float(id + 0), getstat_float(id + 1), getstat_float(id + 2))
43 #define getstat_vectori(id) vec3(getstat_int(id + 0), getstat_int(id + 1), getstat_int(id + 2))
45 #define _STAT(id) g_stat_##id
46 #define REGISTER_STAT_2(id, T) \
48 /* T CAT(_STAT(id), _prev); */ \
49 REGISTER(Stats, STAT_##id, m_id, new_pure(stat)) \
51 if (#T == "vector" || #T == "vectori") { \
52 REGISTRY_RESERVE(Stats, m_id, STAT_##id, y); \
53 REGISTRY_RESERVE(Stats, m_id, STAT_##id, z); \
56 [[accumulate]] void stats_get() \
58 T it = getstat_##T(STAT_##id.m_id); \
59 /* if (it != CAT(_STAT(id), _prev)) \
60 CAT(_STAT(id), _prev) = */ _STAT(id) = it; \
62 #define REGISTER_STAT_3(x, T, expr) REGISTER_STAT_2(x, T)
64 /** Add all registered stats, access with `STAT(ID, player)` or `.type stat = _STAT(ID); player.stat` */
66 #define STAT(id, cl) (cl)._STAT(id)
68 #define addstat_int(id, fld) addstat(id, AS_INT, fld)
69 #define addstat_bool(id, fld) addstat(id, AS_INT, fld)
70 #define addstat_float(id, fld) addstat(id, AS_FLOAT, fld)
71 #define addstat_vector(id, fld) MACRO_BEGIN { \
72 addstat_float(id + 0, fld##_x); \
73 addstat_float(id + 1, fld##_y); \
74 addstat_float(id + 2, fld##_z); \
76 #define addstat_vectori(id, fld) MACRO_BEGIN { \
77 addstat_int(id + 0, fld##_x); \
78 addstat_int(id + 1, fld##_y); \
79 addstat_int(id + 2, fld##_z); \
81 const int AS_STRING = 1;
83 const int AS_FLOAT = 8;
86 /** Prevent engine stats being sent */
87 STATIC_INIT(stats_clear)
89 int r = STATS_ENGINE_RESERVE;
90 for (int i = 0, n = 256 - r; i < n; ++i) {
91 #define X(_, name, id) if (i == id) continue;
94 addstat(r + i, AS_INT, __stat_null);
98 #define _STAT(id) stat_##id
99 #define REGISTER_STAT_2(id, T) \
101 REGISTER(Stats, STAT_##id, m_id, new_pure(stat)) \
103 if (#T == "vector" || #T == "vectori") { \
104 REGISTRY_RESERVE(Stats, m_id, STAT_##id, y); \
105 REGISTRY_RESERVE(Stats, m_id, STAT_##id, z); \
108 [[accumulate]] void stats_add() \
110 .T fld = _STAT(id); \
111 addstat_##T(STAT_##id.m_id, fld); \
113 void GlobalStats_update(entity this) {}
114 #define REGISTER_STAT_3(id, T, expr) \
115 REGISTER_STAT_2(id, T); \
116 [[accumulate]] void GlobalStats_update(entity this) { STAT(id, this) = (expr); } \
117 STATIC_INIT(worldstat_##id) { entity this = NULL; STAT(id, this) = (expr); }
119 #define REGISTER_STAT_2(id, type)
120 #define REGISTER_STAT_3(id, T, expr)
123 REGISTRY(Stats, 256 - STATS_ENGINE_RESERVE)
124 REGISTER_REGISTRY(Stats)
126 REGISTRY_CHECK(Stats)
127 STATIC_INIT(RegisterStats_renumber)
129 FOREACH(Stats, true, {
130 it.m_id = STATS_ENGINE_RESERVE + i;
135 STATIC_INIT(stats_add) { stats_add(); }