Rename entity_t and obj_t to dynentity_t and objentity_t
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parent
77725a5ce4
commit
6bd85d9ebf
20
game/main.c
20
game/main.c
@ -86,7 +86,7 @@ typedef struct {
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ivec_t animstep, svarstep, ext;
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dbox_t fbox;
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SDL_Texture *tex;
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} entity_t;
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} dynentity_t;
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typedef struct {
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unsigned animframes;
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@ -97,11 +97,11 @@ typedef struct {
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typedef struct {
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unsigned type;
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ivec_t pos;
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} obj_t;
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} objentity_t;
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typedef struct {
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size_t n, cap;
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obj_t *buf;
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objentity_t *buf;
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} objcol_t;
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typedef unsigned map_t[MAPNLAYERS][MAPWIDTH][MAPHEIGHT];
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@ -114,7 +114,7 @@ typedef struct {
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dvec_t vpos;
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objtype_t objtypes[MAXOBJTYPES];
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objcol_t objcol;
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entity_t p;
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dynentity_t p;
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} gamestate_t;
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const engineconf_t game_conf = {
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@ -298,7 +298,7 @@ maploadobjects(gamestate_t *state, xmlNodePtr node, SDL_Renderer *renderer)
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{
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state->objcol.n = 0;
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state->objcol.cap = INITOBJCOLCAP;
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state->objcol.buf = malloc(sizeof(obj_t) * state->objcol.cap);
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state->objcol.buf = malloc(sizeof(objentity_t) * state->objcol.cap);
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assert(state->objcol.buf);
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node = node->xmlChildrenNode;
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@ -311,10 +311,10 @@ maploadobjects(gamestate_t *state, xmlNodePtr node, SDL_Renderer *renderer)
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if (state->objcol.n == state->objcol.cap) {
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state->objcol.cap *= 2;
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state->objcol.buf = realloc(
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state->objcol.buf, sizeof(obj_t) * state->objcol.cap);
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state->objcol.buf, sizeof(objentity_t) * state->objcol.cap);
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assert(state->objcol.buf);
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}
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obj_t *o = &state->objcol.buf[state->objcol.n++];
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objentity_t *o = &state->objcol.buf[state->objcol.n++];
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// Load object type
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xmlChar *templ = xmlGetProp(node, (const xmlChar *)"template");
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@ -377,7 +377,7 @@ static void mapdraw(const gamestate_t *state, SDL_Renderer *renderer)
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}
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}
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static void entityupdate(gamestate_t *state, entity_t *e, double dt)
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static void entityupdate(gamestate_t *state, dynentity_t *e, double dt)
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{
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if (0 == e->speed) {
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// Round position to nearest integer to align with pixel grid.
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@ -424,7 +424,7 @@ static void entityupdate(gamestate_t *state, entity_t *e, double dt)
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}
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static void entitydraw(
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const gamestate_t *state, SDL_Renderer *renderer, const entity_t *e,
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const gamestate_t *state, SDL_Renderer *renderer, const dynentity_t *e,
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uint64_t t)
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{
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const unsigned frame = (t / BASEANIMPERIOD) % e->animlen;
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@ -447,7 +447,7 @@ static void
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objsdraw(const gamestate_t *state, SDL_Renderer *renderer, uint64_t t)
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{
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for (unsigned i = 0; i < state->objcol.n; ++i) {
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const obj_t *obj = &state->objcol.buf[i];
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const objentity_t *obj = &state->objcol.buf[i];
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assert(obj->type < MAXOBJTYPES);
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const objtype_t *type = &state->objtypes[obj->type];
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assert(NULL != type->tex);
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