C-CON: fix 'readgamearray' and 'resizearray' on Windows.

We must not use Xrealloc(), since gamearrays are now allocated with
Xaligned_alloc().
NOTE: I did not check all potential problematic cases, only those to get
LNGA3 up and running.

git-svn-id: https://svn.eduke32.com/eduke32@4735 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
helixhorned 2014-11-07 22:07:12 +00:00
parent 108a4022fa
commit 205b8a7677
3 changed files with 9 additions and 6 deletions

View file

@ -4461,8 +4461,9 @@ finish_qsprintf:
int32_t *tmpar = Xmalloc(numbytes); int32_t *tmpar = Xmalloc(numbytes);
kread(fil, tmpar, numbytes); kread(fil, tmpar, numbytes);
#endif #endif
aGameArrays[j].plValues = (intptr_t *)Xrealloc( Baligned_free(aGameArrays[j].plValues);
aGameArrays[j].plValues, numelts * GAR_ELTSZ); aGameArrays[j].plValues = (intptr_t *)Xaligned_alloc(
ACTOR_VAR_ALIGNMENT, numelts * GAR_ELTSZ);
aGameArrays[j].size = numelts; aGameArrays[j].size = numelts;
#ifdef BITNESS64 #ifdef BITNESS64
for (int32_t i=0; i<numelts; i++) for (int32_t i=0; i<numelts; i++)
@ -4521,7 +4522,8 @@ finish_qsprintf:
if (asize > 0) if (asize > 0)
{ {
/*OSD_Printf(OSDTEXT_GREEN "CON_RESIZEARRAY: resizing array %s from %d to %d\n", aGameArrays[j].szLabel, aGameArrays[j].size, asize);*/ /*OSD_Printf(OSDTEXT_GREEN "CON_RESIZEARRAY: resizing array %s from %d to %d\n", aGameArrays[j].szLabel, aGameArrays[j].size, asize);*/
aGameArrays[j].plValues = (intptr_t *)Xrealloc(aGameArrays[j].plValues, GAR_ELTSZ * asize); Baligned_free(aGameArrays[j].plValues);
aGameArrays[j].plValues = (intptr_t *)Xaligned_alloc(ACTOR_VAR_ALIGNMENT, GAR_ELTSZ * asize);
aGameArrays[j].size = asize; aGameArrays[j].size = asize;
} }
continue; continue;

View file

@ -30,9 +30,6 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#define _gamevars_c_ #define _gamevars_c_
#define PLAYER_VAR_ALIGNMENT (sizeof(intptr_t))
#define ACTOR_VAR_ALIGNMENT 16
#ifdef LUNATIC #ifdef LUNATIC
int32_t g_noResetVars; int32_t g_noResetVars;
LUNATIC_CB void (*A_ResetVars)(int32_t iActor); LUNATIC_CB void (*A_ResetVars)(int32_t iActor);

View file

@ -50,6 +50,10 @@ enum GamevarFlags_t {
#if !defined LUNATIC #if !defined LUNATIC
// Alignments for per-player and per-across variables.
#define PLAYER_VAR_ALIGNMENT (sizeof(intptr_t))
#define ACTOR_VAR_ALIGNMENT 16
# define MAXGAMEARRAYS (MAXGAMEVARS>>2) // must be lower than MAXGAMEVARS # define MAXGAMEARRAYS (MAXGAMEVARS>>2) // must be lower than MAXGAMEVARS
# define MAXARRAYLABEL MAXVARLABEL # define MAXARRAYLABEL MAXVARLABEL