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gamevars.c: implement Gv_Clear() in terms of Gv_Free() + own code.
Also, some commenting. git-svn-id: https://svn.eduke32.com/eduke32@3416 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 20 additions and 33 deletions
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@ -41,9 +41,9 @@ extern void G_FreeMapState(int32_t mapnum);
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static void Gv_Free(void) /* called from Gv_ReadSave() and Gv_ResetVars() */
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{
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// call this function as many times as needed.
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int32_t i=(MAXGAMEVARS-1);
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// AddLog("Gv_Free");
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for (; i>=0; i--)
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int32_t i;
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for (i=MAXGAMEVARS-1; i>=0; i--)
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{
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if ((aGameVars[i].dwFlags & GAMEVAR_USER_MASK) && aGameVars[i].val.plValues)
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{
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@ -64,49 +64,33 @@ static void Gv_Free(void) /* called from Gv_ReadSave() and Gv_ResetVars() */
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aGameArrays[i].dwFlags |= GAMEARRAY_RESET;
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}
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g_gameVarCount=g_gameArrayCount=0;
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g_gameVarCount = g_gameArrayCount = 0;
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hash_init(&h_gamevars);
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hash_init(&h_arrays);
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return;
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}
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static void Gv_Clear(void)
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{
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// only call this function ONCE...
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int32_t i=(MAXGAMEVARS-1);
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int32_t i;
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//AddLog("Gv_Clear");
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Gv_Free();
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for (; i>=0; i--)
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// Now, only do work that Gv_Free() hasn't done.
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for (i=MAXGAMEVARS-1; i>=0; i--)
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{
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if (aGameVars[i].szLabel)
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Bfree(aGameVars[i].szLabel);
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Bfree(aGameVars[i].szLabel);
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aGameVars[i].szLabel=NULL;
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if ((aGameVars[i].dwFlags & GAMEVAR_USER_MASK) && aGameVars[i].val.plValues)
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{
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Bfree(aGameVars[i].val.plValues);
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aGameVars[i].val.plValues=NULL;
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}
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aGameVars[i].val.lValue=0;
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aGameVars[i].dwFlags |= GAMEVAR_RESET;
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if (i >= MAXGAMEARRAYS)
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continue;
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if (aGameArrays[i].szLabel)
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Bfree(aGameArrays[i].szLabel);
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aGameArrays[i].szLabel=NULL;
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if ((aGameArrays[i].dwFlags & GAMEARRAY_NORMAL) && aGameArrays[i].plValues)
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{
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Bfree(aGameArrays[i].plValues);
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aGameArrays[i].plValues=NULL;
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}
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aGameArrays[i].dwFlags |= GAMEARRAY_RESET;
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Bfree(aGameArrays[i].szLabel);
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aGameArrays[i].szLabel=NULL;
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}
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g_gameVarCount=g_gameArrayCount=0;
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hash_init(&h_gamevars);
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hash_init(&h_arrays);
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return;
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}
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#endif
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@ -511,20 +495,22 @@ int32_t Gv_NewVar(const char *pszLabel, intptr_t lValue, uint32_t dwFlags)
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if (i == -1)
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i = g_gameVarCount;
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// Set values
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// If it's a user gamevar...
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if ((aGameVars[i].dwFlags & GAMEVAR_SYSTEM) == 0)
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{
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// Allocate and set its label
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if (aGameVars[i].szLabel == NULL)
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aGameVars[i].szLabel = (char *)Bcalloc(MAXVARLABEL,sizeof(uint8_t));
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if (aGameVars[i].szLabel != pszLabel)
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Bstrcpy(aGameVars[i].szLabel,pszLabel);
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// and the flags
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aGameVars[i].dwFlags=dwFlags;
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if (aGameVars[i].dwFlags & GAMEVAR_USER_MASK)
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{
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// only free if not system
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if (aGameVars[i].val.plValues)
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Bfree(aGameVars[i].val.plValues);
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// only free if per-{actor,player}
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Bfree(aGameVars[i].val.plValues);
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aGameVars[i].val.plValues=NULL;
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}
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}
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@ -539,6 +525,7 @@ int32_t Gv_NewVar(const char *pszLabel, intptr_t lValue, uint32_t dwFlags)
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hash_add(&h_gamevars, aGameVars[i].szLabel, g_gameVarCount++, 0);
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}
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// Set initial values. (Or, override values for system gamevars.)
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if (aGameVars[i].dwFlags & GAMEVAR_PERPLAYER)
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{
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if (!aGameVars[i].val.plValues)
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