Rename entity_t and obj_t to dynentity_t and objentity_t

This commit is contained in:
Camden Dixie O'Brien 2025-01-04 04:51:27 +00:00
parent 77725a5ce4
commit 6bd85d9ebf

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