Use native_t instead of bssize_t in gameexec.cpp

git-svn-id: https://svn.eduke32.com/eduke32@6575 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
terminx 2017-12-29 19:27:04 +00:00
parent fcfac7c1d9
commit 7291688875

View file

@ -304,7 +304,7 @@ int32_t A_Dodge(spritetype * const pSprite)
vec2_t const msin = { sintable[(pSprite->ang + 512) & 2047], sintable[pSprite->ang & 2047] };
for (bssize_t nexti, SPRITES_OF_STAT_SAFE(STAT_PROJECTILE, i, nexti)) //weapons list
for (native_t nexti, SPRITES_OF_STAT_SAFE(STAT_PROJECTILE, i, nexti)) //weapons list
{
if (OW(i) == i)
continue;
@ -337,7 +337,7 @@ int32_t A_GetFurthestAngle(int const spriteNum, int const angDiv)
int const angIncs = tabledivide32_noinline(2048, angDiv);
hitdata_t hit;
for (bssize_t j = pSprite->ang; j < (2048 + pSprite->ang); j += angIncs)
for (native_t j = pSprite->ang; j < (2048 + pSprite->ang); j += angIncs)
{
pSprite->z -= ZOFFSET3;
hitscan((const vec3_t *)pSprite, pSprite->sectnum,
@ -369,7 +369,7 @@ int A_FurthestVisiblePoint(int const spriteNum, uspritetype * const ts, vec2_t *
int const angincs = 128;
// ((!g_netServer && ud.multimode < 2) && ud.player_skill < 3) ? 2048 / 2 : tabledivide32_noinline(2048, 1 + (krand() & 1));
for (bssize_t j = ts->ang; j < (2048 + ts->ang); j += (angincs /*-(krand()&511)*/))
for (native_t j = ts->ang; j < (2048 + ts->ang); j += (angincs /*-(krand()&511)*/))
{
ts->z -= ZOFFSET2;
hitscan((const vec3_t *)ts, ts->sectnum, sintable[(j + 512) & 2047], sintable[j & 2047],
@ -846,7 +846,7 @@ static void P_AddWeaponMaybeSwitch(DukePlayer_t * const ps, int const weaponNum)
int new_wchoice = -1;
int curr_wchoice = -1;
for (bssize_t i=0; i<=FREEZE_WEAPON && (new_wchoice < 0 || curr_wchoice < 0); i++)
for (native_t i=0; i<=FREEZE_WEAPON && (new_wchoice < 0 || curr_wchoice < 0); i++)
{
int w = g_player[playerNum].wchoice[i];
@ -3283,7 +3283,7 @@ nullquote:
int32_t values[8];
G_GetTimeDate(values);
for (bssize_t i = 0; i < 8; i++)
for (native_t i = 0; i < 8; i++)
Gv_SetVarX(*insptr++, values[i]);
continue;
@ -3419,7 +3419,7 @@ nullquote:
int debrisTile = *insptr++;
if ((unsigned)vm.pSprite->sectnum < MAXSECTORS)
for (bssize_t cnt = (*insptr) - 1; cnt >= 0; cnt--)
for (native_t cnt = (*insptr) - 1; cnt >= 0; cnt--)
{
int const tileOffset = (vm.pSprite->picnum == BLIMP && debrisTile == SCRAP1) ? 0 : (krand() % 3);
@ -4351,7 +4351,7 @@ finish_qsprintf:
case CON_CHECKAVAILINVEN:
{
insptr++;
size_t const playerNum = (*insptr++ != g_thisActorVarID) ? Gv_GetVarX(*insptr) : vm.playerNum;
int const playerNum = (*insptr++ != g_thisActorVarID) ? Gv_GetVarX(*insptr) : vm.playerNum;
if (EDUKE32_PREDICT_FALSE((unsigned)playerNum >= (unsigned)g_mostConcurrentPlayers))
{
@ -4494,12 +4494,12 @@ finish_qsprintf:
if (flags & GAMEARRAY_UNSIGNED)
{
for (size_t i = 0; i < numElements; ++i)
for (unative_t i = 0; i < numElements; ++i)
pValues[i] = ((uint32_t *)pArray)[i];
}
else
{
for (size_t i = 0; i < numElements; ++i)
for (unative_t i = 0; i < numElements; ++i)
pValues[i] = ((int32_t *)pArray)[i];
}
@ -4555,7 +4555,7 @@ finish_qsprintf:
size_t const numDiskBytes = numElements * sizeof(int32_t);
int32_t *const pArray = (int32_t *)Xmalloc(numDiskBytes);
for (size_t k = 0; k < numElements; ++k)
for (unative_t k = 0; k < numElements; ++k)
pArray[k] = Gv_GetArrayValue(arrayNum, k);
Bfwrite(pArray, 1, numDiskBytes, fil);
@ -5189,16 +5189,17 @@ finish_qsprintf:
case CON_FOR: // special-purpose iteration
insptr++;
{
int const returnVar = *insptr++;
int const iterType = *insptr++;
int const nIndex = iterType <= ITER_DRAWNSPRITES ? 0 : Gv_GetVarX(*insptr++);
intptr_t const *const pEnd = insptr + *insptr;
intptr_t const *const pNext = ++insptr;
int const returnVar = *insptr++;
int const iterType = *insptr++;
int const nIndex = iterType <= ITER_DRAWNSPRITES ? 0 : Gv_GetVarX(*insptr++);
intptr_t const *const pEnd = insptr + *insptr;
intptr_t const *const pNext = ++insptr;
switch (iterType)
{
case ITER_ALLSPRITES:
for (bssize_t jj=0; jj<Numsprites; ++jj)
for (native_t jj=0; jj<Numsprites; ++jj)
{
if (sprite[jj].statnum == MAXSTATUS)
continue;
@ -5209,7 +5210,7 @@ finish_qsprintf:
}
break;
case ITER_ALLSECTORS:
for (bssize_t jj=0; jj<numsectors; ++jj)
for (native_t jj=0; jj<numsectors; ++jj)
{
Gv_SetVarX(returnVar, jj);
insptr = pNext;
@ -5217,7 +5218,7 @@ finish_qsprintf:
}
break;
case ITER_ALLWALLS:
for (bssize_t jj=0; jj<numwalls; ++jj)
for (native_t jj=0; jj<numwalls; ++jj)
{
Gv_SetVarX(returnVar, jj);
insptr = pNext;
@ -5226,7 +5227,7 @@ finish_qsprintf:
break;
case ITER_ACTIVELIGHTS:
#ifdef POLYMER
for (bssize_t jj=0; jj<PR_MAXLIGHTS; ++jj)
for (native_t jj=0; jj<PR_MAXLIGHTS; ++jj)
{
if (!prlights[jj].flags.active)
continue;
@ -5240,7 +5241,7 @@ finish_qsprintf:
case ITER_DRAWNSPRITES:
{
for (bssize_t ii=0; ii<spritesortcnt; ii++)
for (native_t ii=0; ii<spritesortcnt; ii++)
{
Gv_SetVarX(returnVar, ii);
insptr = pNext;
@ -5251,7 +5252,7 @@ finish_qsprintf:
case ITER_SPRITESOFSECTOR:
if ((unsigned)nIndex >= MAXSECTORS) goto badindex;
for (bssize_t jj=headspritesect[nIndex]; jj>=0;)
for (native_t jj=headspritesect[nIndex]; jj>=0;)
{
int const kk=nextspritesect[jj];
Gv_SetVarX(returnVar, jj);
@ -5262,7 +5263,7 @@ finish_qsprintf:
break;
case ITER_SPRITESOFSTATUS:
if ((unsigned) nIndex >= MAXSTATUS) goto badindex;
for (bssize_t jj=headspritestat[nIndex]; jj>=0;)
for (native_t jj=headspritestat[nIndex]; jj>=0;)
{
int const kk=nextspritestat[jj];
Gv_SetVarX(returnVar, jj);
@ -5273,7 +5274,7 @@ finish_qsprintf:
break;
case ITER_WALLSOFSECTOR:
if ((unsigned) nIndex >= MAXSECTORS) goto badindex;
for (bssize_t jj=sector[nIndex].wallptr, endwall=jj+sector[nIndex].wallnum-1;
for (native_t jj=sector[nIndex].wallptr, endwall=jj+sector[nIndex].wallnum-1;
jj<=endwall; jj++)
{
Gv_SetVarX(returnVar, jj);
@ -5295,7 +5296,7 @@ finish_qsprintf:
}
break;
case ITER_RANGE:
for (bssize_t jj=0; jj<nIndex; jj++)
for (native_t jj=0; jj<nIndex; jj++)
{
Gv_SetVarX(returnVar, jj);
insptr = pNext;
@ -5855,7 +5856,7 @@ void G_SaveMapState(void)
save->g_globalRandom = g_globalRandom;
#if !defined LUNATIC
for (bssize_t i=g_gameVarCount-1; i>=0; i--)
for (native_t i=g_gameVarCount-1; i>=0; i--)
{
if (aGameVars[i].flags & GAMEVAR_NORESET) continue;
if (aGameVars[i].flags & GAMEVAR_PERPLAYER)
@ -5873,7 +5874,7 @@ void G_SaveMapState(void)
else save->vars[i] = (intptr_t *)aGameVars[i].global;
}
for (bssize_t i=g_gameArrayCount-1; i>=0; i--)
for (native_t i=g_gameArrayCount-1; i>=0; i--)
{
if ((aGameArrays[i].flags & GAMEARRAY_RESTORE) == 0)
continue;
@ -5910,7 +5911,7 @@ void G_RestoreMapState(void)
{
int playerHealth[MAXPLAYERS];
for (bssize_t i=0; i<g_mostConcurrentPlayers; i++)
for (native_t i=0; i<g_mostConcurrentPlayers; i++)
playerHealth[i] = sprite[g_player[i].ps->i].extra;
pub = NUMPAGES;
@ -5933,7 +5934,7 @@ void G_RestoreMapState(void)
if (g_currentEventExec == EVENT_ANIMATESPRITES)
{
initprintf("Line %d: loadmapstate called from EVENT_ANIMATESPRITES. WHY?\n",g_errorLineNum);
for (bssize_t i=0; i<MAXSPRITES; i++)
for (native_t i=0; i<MAXSPRITES; i++)
spriteext[i].tspr = NULL;
}
#endif
@ -5986,7 +5987,7 @@ void G_RestoreMapState(void)
g_globalRandom = pSavedState->g_globalRandom;
#if !defined LUNATIC
for (bssize_t i=g_gameVarCount-1; i>=0; i--)
for (native_t i=g_gameVarCount-1; i>=0; i--)
{
if (aGameVars[i].flags & GAMEVAR_NORESET) continue;
if (aGameVars[i].flags & GAMEVAR_PERPLAYER)
@ -6002,7 +6003,7 @@ void G_RestoreMapState(void)
else aGameVars[i].global = (intptr_t)pSavedState->vars[i];
}
for (bssize_t i=g_gameArrayCount-1; i>=0; i--)
for (native_t i=g_gameArrayCount-1; i>=0; i--)
{
if ((aGameArrays[i].flags & GAMEARRAY_RESTORE) == 0)
continue;
@ -6027,14 +6028,14 @@ void G_RestoreMapState(void)
// - walk forward (to door leading to other level "Shadowpine Forest")
// - in new level, walk backward to get back to the Spider Den
// - walk backward to the door leading to Shadowpine Forest --> crash.
for (bssize_t SPRITES_OF(STAT_PLAYER, i))
for (native_t SPRITES_OF(STAT_PLAYER, i))
{
int32_t snum = P_Get(i);
Bassert((unsigned)snum < MAXPLAYERS);
g_player[snum].ps->i = i;
}
for (bssize_t i=0; i<g_mostConcurrentPlayers; i++)
for (native_t i=0; i<g_mostConcurrentPlayers; i++)
sprite[g_player[i].ps->i].extra = playerHealth[i];
if (g_player[myconnectindex].ps->over_shoulder_on != 0)
@ -6048,7 +6049,7 @@ void G_RestoreMapState(void)
if (ud.lockout)
{
for (bssize_t x=g_animWallCnt-1; x>=0; x--)
for (native_t x=g_animWallCnt-1; x>=0; x--)
switch (DYNAMICTILEMAP(wall[animwall[x].wallnum].picnum))
{
case FEMPIC1__STATIC:
@ -6063,7 +6064,7 @@ void G_RestoreMapState(void)
#if 0
else
{
for (bssize_t x=g_numAnimWalls-1; x>=0; x--)
for (native_t x=g_numAnimWalls-1; x>=0; x--)
if (wall[animwall[x].wallnum].extra >= 0)
wall[animwall[x].wallnum].picnum = wall[animwall[x].wallnum].extra;
}