|
1 | 1 | Approach |
2 | 2 | =========== |
3 | 3 |
|
| 4 | +Aims |
| 5 | +------ |
| 6 | + |
| 7 | +The two main aims are: |
| 8 | + |
| 9 | +#. Replicating the original game's machine code using new source code (reimplementation) |
| 10 | +#. Providing modding opportunities in the new source code |
| 11 | + |
| 12 | +Examples |
| 13 | +-------- |
| 14 | + |
| 15 | +Example 1: using macros and constants |
| 16 | +++++++++++++++++++++++++++++++++++++++ |
| 17 | + |
| 18 | +If the pseudo-C code of the original machine code looks like this: |
| 19 | + |
| 20 | +.. code-block:: c++ |
| 21 | + |
| 22 | + void dealDamageToUnitFromFlyingEntity(int entityID, int unitID) |
| 23 | + { |
| 24 | + int entityType = entities[entityID].type; |
| 25 | + if (entityType == ARROW) |
| 26 | + { |
| 27 | + units[unitID].health -= 30; |
| 28 | + } else if(entityType == PEBBLE) |
| 29 | + { |
| 30 | + units[unitID].health -= 50; |
| 31 | + } else { |
| 32 | + units[unitID].health -= 20; |
| 33 | + } |
| 34 | + } |
| 35 | + |
| 36 | +Then a reimplementation could look like below. Note the use of macros to define the |
| 37 | +damage as an (inline) constant or not depending on whether compilation for replication of the |
| 38 | +original code is desired (aim 1), or compilation for easier modding (:ref:`aim 2<Aims>`). |
| 39 | + |
| 40 | +`View on godbolt.org <https://godbolt.org/z/5e485dh8r>`_ |
| 41 | + |
| 42 | +.. code-block:: c++ |
| 43 | + |
| 44 | + #define PERMIT_MODDING |
| 45 | + #ifdef PERMIT_MODDING |
| 46 | + #define CONST |
| 47 | + #else |
| 48 | + #define CONST const |
| 49 | + #endif |
| 50 | + |
| 51 | + namespace Damage { |
| 52 | + namespace Entities { |
| 53 | + // A struct is used here to make modding easier as it strictly defines the ints |
| 54 | + // as next to each other in memory. |
| 55 | + typedef struct UnitDamage { |
| 56 | + int CONST fromArrow = 30; |
| 57 | + int CONST fromPebble = 50; |
| 58 | + int CONST fromOther = 20; |
| 59 | + } UnitDamage; |
| 60 | + UnitDamage CONST unitDamages; |
| 61 | + } |
| 62 | + } |
| 63 | + |
| 64 | + /** These are stubs to make the godbolt compiler happy */ |
| 65 | + // Note these are always const, as changing these values would break |
| 66 | + // compatibility with the original game |
| 67 | + namespace EntityTypes { |
| 68 | + int const ARROW = 10; |
| 69 | + int const PEBBLE = 20; |
| 70 | + } |
| 71 | +
|
| 72 | + typedef struct Entity { |
| 73 | + int type; |
| 74 | + } Entity; |
| 75 | + |
| 76 | + typedef struct Unit { |
| 77 | + int health; |
| 78 | + } Unit; |
| 79 | + |
| 80 | + Entity entities[100] {}; |
| 81 | + Unit units[100] {}; |
| 82 | + |
| 83 | + /** End of stubs */ |
| 84 | + void dealDamageToUnitFromFlyingEntity(int entityID, int unitID) |
| 85 | + { |
| 86 | + int entityType = entities[entityID].type; |
| 87 | + if (entityType == EntityTypes::ARROW) |
| 88 | + { |
| 89 | + units[unitID].health -= Damage::Entities::unitDamages.fromArrow; |
| 90 | + } else if(entityType == EntityTypes::PEBBLE) |
| 91 | + { |
| 92 | + units[unitID].health -= Damage::Entities::unitDamages.fromPebble; |
| 93 | + } else { |
| 94 | + units[unitID].health -= Damage::Entities::unitDamages.fromOther; |
| 95 | + } |
| 96 | + } |
| 97 | +
|
| 98 | + #pragma optimize("", off) |
| 99 | + int main(int argc, char** argv) { |
| 100 | + // This is written like this to avoid optimization by the compiler |
| 101 | + dealDamageToUnitFromFlyingEntity(atol(argv[0]), atol(argv[1])); |
| 102 | + |
| 103 | + return 0; |
| 104 | + } |
0 commit comments