perfect_dark/src/game/varsreset.c

77 lines
1.9 KiB
C

#include <ultra64.h>
#include "constants.h"
#include "game/prop.h"
#include "bss.h"
#include "lib/memp.h"
#include "lib/vars.h"
#include "data.h"
#include "types.h"
static void varsResetRoomProps(void);
void varsReset(void)
{
s32 i;
g_Vars.props = mempAlloc(ALIGN64(g_Vars.maxprops * sizeof(struct prop)), MEMPOOL_STAGE);
g_Vars.onscreenprops = mempAlloc(ALIGN64(200 * sizeof(void *)), MEMPOOL_STAGE);
g_AutoAimScale = 1;
g_Vars.activeprops = g_Vars.activepropstail = NULL;
g_Vars.pausedprops = NULL;
g_Vars.numonscreenprops = 0;
g_Vars.onscreenprops[0] = NULL;
g_Vars.endonscreenprops = g_Vars.onscreenprops;
g_Vars.freeprops = g_Vars.props;
// @bug: The tail of the freeprops list will have an uninitialised next pointer.
// This will likely crash the game if too many props get allocated,
// but there is no known way to exhaust the free props list.
for (i = 0; i < g_Vars.maxprops - 1; i++) {
g_Vars.props[i].next = &g_Vars.props[i + 1];
}
varsResetRoomProps();
if (g_Vars.normmplayerisrunning) {
g_Vars.numpropstates = 4;
} else {
g_Vars.numpropstates = 7;
}
g_Vars.allocstateindex = 0;
g_Vars.runstateindex = 0;
g_Vars.alwaystick = 0;
g_Vars.updateframe = 0xfffe;
g_Vars.prevupdateframe = 0xffff;
for (i = 0; i < ARRAYCOUNT(g_Vars.propstates); i++) {
g_Vars.propstates[i].propcount = 0;
g_Vars.propstates[i].chrpropcount = 0;
g_Vars.propstates[i].updatetime = 0;
g_Vars.propstates[i].chrupdatetime = 0;
g_Vars.propstates[i].slotupdate240 = 0;
g_Vars.propstates[i].slotupdate60error = 2;
}
}
static void varsResetRoomProps(void)
{
s32 i;
g_RoomPropListChunkIndexes = mempAlloc(ALIGN16(g_Vars.roomcount * sizeof(s16)), MEMPOOL_STAGE);
g_RoomPropListChunks = mempAlloc(256 * sizeof(struct roomproplistchunk), MEMPOOL_STAGE);
for (i = 0; i < g_Vars.roomcount; i++) {
g_RoomPropListChunkIndexes[i] = -1;
}
for (i = 0; i < 256; i++) {
g_RoomPropListChunks[i].count = 0;
g_RoomPropListChunks[i].next = -1;
}
}