The tags are often initially assigned from pointers and then copied
around, even from one tag type to the other.
As BSPTree::MoveSubTreeToArray() uses them to get the original pointer,
we need the pointers anyway, so just CRC-ing the pointers doesn't seem
like a good option. As the tags are assigned from other tag-types
sometimes, I probably would have needed to add Pointers for the same
values in addition to the ULONG tags, that are also copied around along
the tags, to keep the tags ULONG - that seemed like a worse alternative.
However, when writing (via BSPTree::Write_t()) the bn_ulPlaneTag tag
needs to be ULONG, so there I actually use CRC for 64bit pointers (via
IntPtrToID()) - when restoring (in Read_t()), the pointers aren't valid
anymore anyway, so that all should somehow be fine.
I assume that Write_t() is only used by the Editor, anyway, so I fear I
won't be able to test that part of the code on Linux anytime soon.
introduced PLATFORM_32BIT and PLATFORM_64BIT macros, so you can do
#ifdef PLATFORM_64BIT if you need to.
I needed that for CDrawPort::GetID() to properly CRC a pointer.
Also added a sanity check in Engine/Base/Types.h that makes sure that
uintprt_t and size_t have the same size, as the code uses size_t to
store pointers (or cast from pointer to int) all over the place.
Made some "tags" from Engine/Templates/BSP_internal.h size_t instead of
ULONG - they're used to store pointers to identify vertices and such,
so they'd better be big enough to actually store a pointer.
Some more are still missing.
Touches a lot of code to remove long constants like "1L", so this patch is
large and ugly, but I think it makes all those Clamp() calls look nicer in
the long run.
Most of the game is 64-bit clean, since we can build without assembly code
now. I've marked the things that are obviously still wrong with STUBBED lines.
That being said: a 64-bit build can already run the demos mostly correctly,
so we're actually almost there!
There are a few obvious things that are obviously wrong, to be fixed.
This was a _ton_ of changes, made 15 years ago, so there are probably some
problems to work out still.
Among others: Engine/Base/Stream.* was mostly abandoned and will need to be
re-ported.
Still, this is a pretty good start, and probably holds a world record for
lines of changes or something. :)