[Change] Renamed pilots and mpilots to pilot_nstack and pilot_mstack.

This commit is contained in:
Allanis 2013-07-04 13:33:38 +01:00
parent c20fe36c27
commit 19e3e818a4
5 changed files with 46 additions and 45 deletions

View File

@ -71,7 +71,7 @@ static int nprofiles = 0;
/* Extern pilot hacks. */
extern Pilot** pilot_stack;
extern int pilots;
extern int pilot_nstack;
static int ai_minbrakedist(lua_State* L); /* Minimal breaking distance. */
static int ai_accel(lua_State* L); /* Accelerate. */
@ -477,7 +477,7 @@ static int ai_gettargetid(lua_State* L) {
}
static int ai_getrndpilot(lua_State* L) {
lua_pushnumber(L, pilot_stack[RNG(0, pilots-1)]->id);
lua_pushnumber(L, pilot_stack[RNG(0, pilot_nstack-1)]->id);
return 1;
}

View File

@ -10,21 +10,21 @@ int paused = 0; /* Are we paused. */
/* From pilot.c */
extern Pilot** pilot_stack;
extern int pilots;
extern int pilot_nstack;
/* From space.c */
extern unsigned int spawn_timer;
/* From main.c */
extern unsigned int gtime;
static void pilots_pause(void);
static void pilots_unpause(void);
static void pilots_delay(unsigned int delay);
static void pilot_nstack_pause(void);
static void pilot_nstack_unpause(void);
static void pilot_nstack_delay(unsigned int delay);
/* Pause the game. */
void pause_game(void) {
if(paused) return; /* Well well.. We are paused already. */
pilots_pause();
pilot_nstack_pause();
weapons_pause();
spfx_pause();
spawn_timer -= SDL_GetTicks();
@ -35,7 +35,7 @@ void pause_game(void) {
void unpause_game(void) {
if(!paused) return; /* We are unpaused already. */
pilots_unpause();
pilot_nstack_unpause();
weapons_unpause();
spfx_unpause();
spawn_timer += SDL_GetTicks();
@ -45,15 +45,16 @@ void unpause_game(void) {
/* Set the timers back. */
void pause_delay(unsigned int delay) {
pilots_delay(delay);
pilot_nstack_delay(delay);
weapons_delay(delay);
spfx_delay(delay);
}
static void pilots_pause(void) {
/* Pilots pausing/unpausing. */
static void pilot_nstack_pause(void) {
int i, j;
unsigned int t = SDL_GetTicks();
for(i = 0; i < pilots; i++) {
for(i = 0; i < pilot_nstack; i++) {
pilot_stack[i]->ptimer -= t;
pilot_stack[i]->tcontrol -= t;
@ -62,10 +63,10 @@ static void pilots_pause(void) {
}
}
static void pilots_unpause(void) {
static void pilot_nstack_unpause(void) {
int i, j;
unsigned int t = SDL_GetTicks();
for(i = 0; i < pilots; i++) {
for(i = 0; i < pilot_nstack; i++) {
pilot_stack[i]->ptimer += t;
pilot_stack[i]->tcontrol += t;
@ -74,9 +75,9 @@ static void pilots_unpause(void) {
}
}
static void pilots_delay(unsigned int delay) {
static void pilot_nstack_delay(unsigned int delay) {
int i, j;
for(i = 0; i < pilots; i++) {
for(i = 0; i < pilot_nstack; i++) {
pilot_stack[i]->ptimer += delay;
pilot_stack[i]->tcontrol += delay;

View File

@ -26,10 +26,10 @@ static unsigned int pilot_id = PLAYER_ID;
/* id for special mission cargo. */
static unsigned int mission_cargo_id = 0;
/* Stack of pilots - yes, they come in stacks now. */
/* Stack of pilots. */
Pilot** pilot_stack = NULL; /* Not static, it is used in player.c and weapon.c and ai.c */
int pilots = 0;
static int mpilots = 0;
int pilot_nstack = 0;
static int pilot_mstack = 0;
extern Pilot* player;
extern unsigned int player_crating;
@ -66,15 +66,15 @@ unsigned int pilot_getNext(const unsigned int id) {
/* Binary search. */
int l, m, h;
l = 0;
h = pilots-1;
h = pilot_nstack-1;
while(l <= h) {
m = (l+h)/2;
m = l+(h-l)/2; /* For impossible overflow returning negative value. */
if(pilot_stack[m]->id > id) h = m-1;
else if(pilot_stack[m]->id < id) l = m+1;
else break;
}
if(m == (pilots-1)) return PLAYER_ID;
if(m == (pilot_nstack-1)) return PLAYER_ID;
else return pilot_stack[m+1]->id;
}
@ -84,7 +84,7 @@ unsigned int pilot_getNearest(const Pilot* p) {
int i;
double d, td;
for(tp = 0, d = 0., i = 0; i < pilots; i++)
for(tp = 0, d = 0., i = 0; i < pilot_nstack; i++)
if(areEnemies(p->faction, pilot_stack[i]->faction)) {
td = vect_dist(&pilot_stack[i]->solid->pos, &p->solid->pos);
if(!pilot_isDisabled(pilot_stack[i]) && ((!tp) || (td < d))) {
@ -100,7 +100,7 @@ unsigned pilot_getHostile(void) {
unsigned int tp;
int i;
double d, td;
for(tp = PLAYER_ID, d = 0., i = 0; i < pilots; i++)
for(tp = PLAYER_ID, d = 0., i = 0; i < pilot_nstack; i++)
if(pilot_isFlag(pilot_stack[i], PILOT_HOSTILE)) {
td = vect_dist(&pilot_stack[i]->solid->pos, &player->solid->pos);
if(!pilot_isDisabled(pilot_stack[i]) && ((tp == PLAYER_ID) || (td < d))) {
@ -118,7 +118,7 @@ Pilot* pilot_get(const unsigned int id) {
/* Binary search. */
int l, m, h;
l = 0;
h = pilots-1;
h = pilot_nstack-1;
while(l <= h) {
m = (l+h)/2;
if(pilot_stack[m]->id > id) h = m-1;
@ -954,25 +954,25 @@ unsigned int pilot_create(Ship* ship, char* name, int faction,
/* Player. */
if(!pilot_stack) {
pilot_stack = MALLOC_L(Pilot*);
pilots = 1;
mpilots = 1;
pilot_nstack = 1;
pilot_mstack = 1;
}
pilot_stack[0] = dyn;
} else {
/* Add to the stack. */
pilots++; /* There is a new pilot. */
pilot_nstack++; /* There is a new pilot. */
if(pilots >= mpilots) {
if(pilot_nstack >= pilot_mstack) {
/* Need to grow. About 20 at a time. */
mpilots += PILOT_CHUNK;
pilot_mstack += PILOT_CHUNK;
tp = pilot_stack;
pilot_stack = realloc(pilot_stack, mpilots*sizeof(Pilot*));
pilot_stack = realloc(pilot_stack, pilot_mstack*sizeof(Pilot*));
if((pilot_stack != tp) && player)
/* Take into account possible mem move. */
player = pilot_stack[0];
}
pilot_stack[pilots-1] = dyn;
pilot_stack[pilot_nstack-1] = dyn;
}
return dyn->id;
}
@ -1032,13 +1032,13 @@ void pilot_free(Pilot* p) {
/* Destroy pilot from stack. */
void pilot_destroy(Pilot* p) {
int i;
for(i = 0; i < pilots; i++)
for(i = 0; i < pilot_nstack; i++)
if(pilot_stack[i] == p)
break;
pilots--;
pilot_nstack--;
while(i < pilots) {
while(i < pilot_nstack) {
pilot_stack[i] = pilot_stack[i+1];
i++;
}
@ -1049,19 +1049,19 @@ void pilot_destroy(Pilot* p) {
void pilots_free(void) {
int i;
if(player) pilot_free(player);
for(i = 1; i < pilots; i++)
for(i = 1; i < pilot_nstack; i++)
pilot_free(pilot_stack[i]);
free(pilot_stack);
pilot_stack = NULL;
pilots = 0;
pilot_nstack = 0;
}
/* Clean up the pilots - Leaves the player. */
void pilots_clean(void) {
int i;
for(i = 1; i < pilots; i++)
for(i = 1; i < pilot_nstack; i++)
pilot_free(pilot_stack[i]);
pilots = 1;
pilot_nstack = 1;
}
void pilots_cleanAll(void) {
@ -1070,13 +1070,13 @@ void pilots_cleanAll(void) {
pilot_free(player);
player = NULL;
}
pilots = 0;
pilot_nstack = 0;
}
/* Update all pilots. */
void pilots_update(double dt) {
int i;
for(i = 0; i < pilots; i++) {
for(i = 0; i < pilot_nstack; i++) {
if(pilot_stack[i]->think && !pilot_isDisabled(pilot_stack[i])) {
/* Hyperspace gets special treatment. */
if(pilot_isFlag(pilot_stack[i], PILOT_HYP_PREP))
@ -1096,7 +1096,7 @@ void pilots_update(double dt) {
/* Render all the pilots. */
void pilots_render(void) {
int i;
for(i = 1; i < pilots; i++)
for(i = 1; i < pilot_nstack; i++)
/* Skip the player. */
if(pilot_stack[i]->render)
pilot_stack[i]->render(pilot_stack[i]);

View File

@ -73,7 +73,7 @@ static int missions_ndone = 0;
/* Pilot stuff for GUI. */
extern Pilot** pilot_stack;
extern int pilots;
extern int pilot_nstack;
/* Space stuff for GUI. */
extern StarSystem* systems_stack;
@ -641,7 +641,7 @@ void player_render(void) {
glEnd();
/* Render the pilots. */
for(j = 0, i = 1; i < pilots; i++) {
for(j = 0, i = 1; i < pilot_nstack; i++) {
/* Skip the player. */
if(pilot_stack[i]->id == player_target) j = i;
else gui_renderPilot(pilot_stack[i]);

View File

@ -23,7 +23,7 @@
/* Some stuff from pilot. */
extern Pilot** pilot_stack;
extern int pilots;
extern int pilot_nstack;
/* Player stuff. */
extern unsigned int player_target;
@ -291,7 +291,7 @@ static void weapon_update(Weapon* w, const double dt, WeaponLayer layer) {
gl_getSpriteFromDir(&wsx, &wsy, gfx, w->solid->dir);
for(i = 0; i < pilots; i++) {
for(i = 0; i < pilot_nstack; i++) {
psx = pilot_stack[i]->tsx;
psy = pilot_stack[i]->tsy;