[Change] Added a few nazi flags, and fixed code up a little.
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56d0b46b14
commit
16baff189e
@ -24,9 +24,10 @@ CTTF = $(shell freetype-config --cflags)
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CAL = -lopenal $(shell freealut-config --cflags)
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CAL = -lopenal $(shell freealut-config --cflags)
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CVORBIS =
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CVORBIS =
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CGL =
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CGL =
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CFLAGS = $(CLUA) $(CPLUTO) $(CSDL) $(CXML) $(CTTF) $(CGL) $(CAL) $(CVORBIS) $(VERSION) -D$(OS) -fgnu89-inline
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CFLAGS = $(CLUA) $(CPLUTO) $(CSDL) $(CXML) $(CTTF) $(CGL) $(CAL) $(CVORBIS) $(VERSION) -D$(OS)
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ifdef DEBUG
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ifdef DEBUG
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CFLAGS += -W -Wall -Wextra -g3 -DDEBUG -DLUA_USE_APICHECK -std=c99
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CFLAGS += -W -Wall -Wextra -Wmissing-prototypes -Winline -Wcast-align \
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-Wmissing-declarations -fno-inline -g3 -DDEBUG -DLUA_USE_APICHECK -std=c99
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else
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else
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CFLAGS += -O2 -funroll-loops -pipe -std=c99
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CFLAGS += -O2 -funroll-loops -pipe -std=c99
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endif
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endif
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3
src/ai.c
3
src/ai.c
@ -85,6 +85,9 @@ static void ai_freetask(Task* t);
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// External C routines.
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// External C routines.
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void ai_attacked(Pilot* attacked, const unsigned int attacker); // weapon.c
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void ai_attacked(Pilot* attacked, const unsigned int attacker); // weapon.c
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void ai_create(Pilot* pilot);
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void ai_create(Pilot* pilot);
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// C routines made external.
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void ai_destroy(Pilot* p);
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void ai_think(Pilot* pilot);
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// Ai routines for Lua.
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// Ai routines for Lua.
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// Tasks.
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// Tasks.
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11
src/base64.c
11
src/base64.c
@ -189,15 +189,8 @@ char* base64_encode(size_t* len, char* src, size_t sz) {
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}
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}
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// Decode the buffer, same syntax as base64_encode.
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// Decode the buffer, same syntax as base64_encode.
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static inline int dec_valid(char inp) {
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#define dec_valid(inp) (cd64[(int)inp] == -1) ? 0 : 1
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if(cd64[(int)inp] == -1)
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#define dec_ch(inp) cd64[(int)inp]
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return 0;
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return 1;
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}
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static inline char dec_ch(char inp) {
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return cd64[(int)inp];
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}
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char* base64_decode(size_t* len, char* src, size_t sz) {
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char* base64_decode(size_t* len, char* src, size_t sz) {
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char* r, *dat, pad;
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char* r, *dat, pad;
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@ -45,10 +45,14 @@ typedef struct Alliance_ {
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static Alliance* alliances = NULL;
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static Alliance* alliances = NULL;
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static int nalliances = 0;
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static int nalliances = 0;
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// Static.
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static Faction* faction_parse(xmlNodePtr parent);
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static Faction* faction_parse(xmlNodePtr parent);
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static void alliance_parse(xmlNodePtr parent);
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static void alliance_parse(xmlNodePtr parent);
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static void enemies_parse(xmlNodePtr parent);
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static void enemies_parse(xmlNodePtr parent);
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static Alliance* alliance_get(char* name);
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static Alliance* alliance_get(char* name);
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// Extern.
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int pfaction_save(xmlTextWriterPtr writer);
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int pfaction_load(xmlNodePtr parent);
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// Return the faction of name "name".
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// Return the faction of name "name".
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int faction_get(const char* name) {
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int faction_get(const char* name) {
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@ -30,6 +30,9 @@ static int hook_run(Hook* hook);
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static void hook_free(Hook* h);
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static void hook_free(Hook* h);
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static int hook_needSave(Hook* h);
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static int hook_needSave(Hook* h);
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static int hook_parse(xmlNodePtr base);
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static int hook_parse(xmlNodePtr base);
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// Extern.
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int hook_save(xmlTextWriterPtr writer);
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int hook_load(xmlNodePtr parent);
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static int hook_run(Hook* hook) {
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static int hook_run(Hook* hook) {
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int i;
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int i;
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@ -46,9 +46,14 @@ static int var_mstack = 0;
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static Mission* cur_mission = NULL;
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static Mission* cur_mission = NULL;
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static int misn_delete = 0; // If 1 delete current mission.
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static int misn_delete = 0; // If 1 delete current mission.
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// Static.
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static int var_add(misn_var* var);
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static int var_add(misn_var* var);
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static void var_free(misn_var* var);
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static void var_free(misn_var* var);
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static unsigned int hook_generic(lua_State* L, char* stack);
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static unsigned int hook_generic(lua_State* L, char* stack);
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// Extern.
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int misn_run(Mission* misn, char* func);
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int var_save(xmlTextWriterPtr writer);
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int var_load(xmlNodePtr parent);
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// -- Libraries. --
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// -- Libraries. --
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@ -44,6 +44,9 @@ static MissionData* mission_parse(const xmlNodePtr parent);
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static int missions_parseActive(xmlNodePtr parent);
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static int missions_parseActive(xmlNodePtr parent);
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static int mission_persistData(lua_State* L, xmlTextWriterPtr writer);
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static int mission_persistData(lua_State* L, xmlTextWriterPtr writer);
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static int mission_unpersistData(lua_State* L, xmlNodePtr parent);
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static int mission_unpersistData(lua_State* L, xmlNodePtr parent);
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// Extern.
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int missions_saveActive(xmlTextWriterPtr writer);
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int missions_loadActive(xmlNodePtr parent);
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// Generate a new id for the mission.
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// Generate a new id for the mission.
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static unsigned int mission_genID(void) {
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static unsigned int mission_genID(void) {
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@ -163,6 +163,9 @@ void player_dead(void);
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void player_destroyed(void);
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void player_destroyed(void);
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int player_save(xmlTextWriterPtr writer);
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int player_save(xmlTextWriterPtr writer);
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int player_load(xmlNodePtr parent);
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int player_load(xmlNodePtr parent);
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void player_think(Pilot* player);
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void player_brokeHyperspace(void);
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double player_faceHyperspace(void);
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// Prompt player name.
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// Prompt player name.
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void player_new(void) {
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void player_new(void) {
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@ -34,6 +34,7 @@ void player_new(void);
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void player_newShip(Ship* ship, double px, double py,
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void player_newShip(Ship* ship, double px, double py,
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double vx, double vy, double dir);
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double vx, double vy, double dir);
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void player_cleanup(void);
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void player_cleanup(void);
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int gui_load(const char* name);
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// Render.
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// Render.
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int gui_init(void);
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int gui_init(void);
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@ -90,7 +90,7 @@ static int source_nstack = 0;
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struct alVoice {
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struct alVoice {
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alVoice* next; // Yes it's a linked list.
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alVoice* next; // Yes it's a linked list.
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//ALuint id; // Unique id for the voice.
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//ALuint id; // Unique id for the voice.
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ALuint source; // Source itself, 0 if not set.
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ALuint source; // Source itself, 0 if not set.
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ALuint buffer; // Buffer.
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ALuint buffer; // Buffer.
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@ -98,7 +98,7 @@ struct alVoice {
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int priority; // Base priority.
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int priority; // Base priority.
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double px, py; // Position.
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double px, py; // Position.
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//double vx, vy; // Velocity.
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//double vx, vy; // Velocity.
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unsigned int start; // time started in ms.
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unsigned int start; // time started in ms.
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unsigned int flags; // Flags to set properties.
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unsigned int flags; // Flags to set properties.
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@ -78,13 +78,15 @@ static void system_parseJumps(const xmlNodePtr parent);
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static PlanetClass planetclass_get(const char a);
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static PlanetClass planetclass_get(const char a);
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// Extern.
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// Extern.
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extern void player_message(const char* fmt, ...);
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extern void player_message(const char* fmt, ...);
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void planets_minimap(const double res, const double w,
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const double h, const RadarShape shape);
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// Draw the planet. Used in planet.c
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// Draw the planet. Used in planet.c
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// Matrix mode is already displaced to center of the minimap.
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// Matrix mode is already displaced to center of the minimap.
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#define PIXEL(x,y) if((shape == RADAR_RECT && ABS(x)<w/2. && ABS(y)<h/2.) || \
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#define PIXEL(x,y) if((shape == RADAR_RECT && ABS(x)<w/2. && ABS(y)<h/2.) || \
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(shape == RADAR_CIRCLE && (((x)*(x)+(y)*(y)) < rc))) glVertex2i((x),(y))
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(shape == RADAR_CIRCLE && (((x)*(x)+(y)*(y)) < rc))) glVertex2i((x),(y))
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void planets_minimap(const double res,
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void planets_minimap(const double res, const double w,
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const double w, const double h, const RadarShape shape) {
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const double h, const RadarShape shape) {
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int i;
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int i;
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int cx, cy, x, y, r, rc;
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int cx, cy, x, y, r, rc;
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double p;
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double p;
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@ -333,8 +335,6 @@ StarSystem** system_getJumpPath(int* njumps, char* sysstart, char* sysend) {
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}
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}
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// Free the linked list.
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// Free the linked list.
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//A_freeList(open);
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//A_freeList(closed);
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A_freeList(A_gc);
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A_freeList(A_gc);
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return res;
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return res;
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}
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}
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@ -58,6 +58,7 @@ static Weapon** wfrontLayer = NULL; // Behind pilots.
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static int nwfrontLayer = 0; // Number of elements.
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static int nwfrontLayer = 0; // Number of elements.
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static int mwfrontLayer = 0; // Allocated memory size.
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static int mwfrontLayer = 0; // Allocated memory size.
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// Static.
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static Weapon* weapon_create(const Outfit* outfit, const double dir,
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static Weapon* weapon_create(const Outfit* outfit, const double dir,
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const Vec2* pos, const Vec2* vel,
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const Vec2* pos, const Vec2* vel,
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const unsigned int parent,
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const unsigned int parent,
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@ -72,12 +73,15 @@ static void weapon_free(Weapon* w);
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// Think.
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// Think.
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static void think_seeker(Weapon* w, const double dt);
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static void think_seeker(Weapon* w, const double dt);
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static void think_smart(Weapon* w, const double dt);
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static void think_smart(Weapon* w, const double dt);
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// Extern.
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void weapon_minimap(const double res, const double w,
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const double h, const RadarShape shape);
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// Draw the minimap weapons (player.c).
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// Draw the minimap weapons (player.c).
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#define PIXEL(x,y) if((shape == RADAR_RECT && ABS(x) < w/2. && ABS(y)<h/2.) || \
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#define PIXEL(x,y) if((shape == RADAR_RECT && ABS(x) < w/2. && ABS(y)<h/2.) || \
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(shape == RADAR_CIRCLE && (((x)*(x)+(y)*(y))<rc))) glVertex2i((x),(y))
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(shape == RADAR_CIRCLE && (((x)*(x)+(y)*(y))<rc))) glVertex2i((x),(y))
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void weapon_minimap(const double res,
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void weapon_minimap(const double res, const double w,
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const double w, const double h, const RadarShape shape) {
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const double h, const RadarShape shape) {
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int i, rc;
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int i, rc;
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double x, y;
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double x, y;
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