Replace A_ResetVars() with a simpler version and tweak GAMEVAR_Q16PTR handling in VM_GAMEVAR_OPERATOR macro. The other couple things aren't functional changes at all.

git-svn-id: https://svn.eduke32.com/eduke32@7168 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
terminx 2018-11-18 18:07:30 +00:00
parent 336a4650d5
commit 17c63da906

View file

@ -134,11 +134,10 @@ void Gv_NewVar(const char *pszLabel,intptr_t lValue,uint32_t dwFlags);
static FORCE_INLINE void A_ResetVars(int const spriteNum)
{
for (bssize_t i = 0; i < g_gameVarCount; ++i)
for (auto &gv : aGameVars)
{
if ((aGameVars[i].flags & (GAMEVAR_PERACTOR | GAMEVAR_NODEFAULT)) != GAMEVAR_PERACTOR)
continue;
aGameVars[i].pValues[spriteNum] = aGameVars[i].defaultValue;
if ((gv.flags & (GAMEVAR_PERACTOR|GAMEVAR_NODEFAULT)) == GAMEVAR_PERACTOR)
gv.pValues[spriteNum] = gv.defaultValue;
}
}
@ -162,7 +161,7 @@ void Gv_FinalizeWeaponDefaults(void);
#define VM_GAMEVAR_OPERATOR(func, operator) \
static FORCE_INLINE void __fastcall func(int const id, int32_t const operand) \
{ \
gamevar_t &var = aGameVars[id]; \
auto &var = aGameVars[id]; \
\
switch (var.flags & (GAMEVAR_USER_MASK | GAMEVAR_PTR_MASK)) \
{ \
@ -177,13 +176,13 @@ void Gv_FinalizeWeaponDefaults(void);
break; \
var.pValues[vm.spriteNum] operator operand; \
break; \
case GAMEVAR_INT32PTR: *(int32_t *)var.global operator(int32_t) operand; break; \
case GAMEVAR_INT16PTR: *(int16_t *)var.global operator(int16_t) operand; break; \
case GAMEVAR_UINT8PTR: *(uint8_t *)var.global operator(uint8_t) operand; break; \
case GAMEVAR_INT32PTR: *(int32_t *)var.pValues operator(int32_t) operand; break; \
case GAMEVAR_INT16PTR: *(int16_t *)var.pValues operator(int16_t) operand; break; \
case GAMEVAR_UINT8PTR: *(uint8_t *)var.pValues operator(uint8_t) operand; break; \
case GAMEVAR_Q16PTR: \
{ \
Fix16 *pfix = (Fix16 *)var.global; \
*pfix operator(int16_t) operand; \
*pfix operator fix16_from_int(operand); \
break; \
} \
} \
@ -192,7 +191,7 @@ void Gv_FinalizeWeaponDefaults(void);
#if defined(__arm__) || defined(LIBDIVIDE_ALWAYS)
static FORCE_INLINE void __fastcall Gv_DivVar(int const id, int32_t const operand)
{
gamevar_t &var = aGameVars[id];
auto &var = aGameVars[id];
if (EDUKE32_PREDICT_FALSE((var.flags & GAMEVAR_PERPLAYER && (unsigned) vm.playerNum > MAXPLAYERS - 1) ||
(var.flags & GAMEVAR_PERACTOR && (unsigned) vm.spriteNum > MAXSPRITES - 1)))
@ -202,7 +201,7 @@ static FORCE_INLINE void __fastcall Gv_DivVar(int const id, int32_t const operan
static int32_t lastValue;
intptr_t *iptr = &var.global;
bool const foundInTable = (unsigned) operand < DIVTABLESIZE;
libdivide_s32_t *dptr = foundInTable ? (libdivide_s32_t *) &divtable32[operand] : &sdiv;
auto dptr = foundInTable ? (libdivide_s32_t *) &divtable32[operand] : &sdiv;
if (operand == lastValue || foundInTable)
goto skip;
@ -212,30 +211,31 @@ static FORCE_INLINE void __fastcall Gv_DivVar(int const id, int32_t const operan
skip:
switch (var.flags & (GAMEVAR_USER_MASK | GAMEVAR_PTR_MASK))
{
case GAMEVAR_PERACTOR: iptr = &var.pValues[vm.spriteNum]; break;
case GAMEVAR_PERPLAYER: iptr = &var.pValues[vm.playerNum];
default: break;
case GAMEVAR_PERACTOR: iptr = &var.pValues[vm.spriteNum]; break;
case GAMEVAR_INT32PTR:
{
int32_t & value = *(int32_t *)var.global;
int32_t &value = *(int32_t *)var.pValues;
value = (int32_t)libdivide_s32_do(value, dptr);
return;
}
case GAMEVAR_INT16PTR:
{
int16_t & value = *(int16_t *)var.global;
int16_t &value = *(int16_t *)var.pValues;
value = (int16_t)libdivide_s32_do(value, dptr);
return;
}
case GAMEVAR_UINT8PTR:
{
uint8_t & value = *(uint8_t *)var.global;
uint8_t &value = *(uint8_t *)var.pValues;
value = (uint8_t)libdivide_s32_do(value, dptr);
return;
}
case GAMEVAR_Q16PTR:
{
fix16_t & value = *(fix16_t *)var.global;
fix16_t &value = *(fix16_t *)var.pValues;
value = fix16_div(value, fix16_from_int(operand));
return;
}