[Fix] Potential issues with reallocs. Added more comments too.

This commit is contained in:
Allanis 2013-06-09 17:04:44 +01:00
parent 44dbdaaf91
commit 331cc86c98
2 changed files with 69 additions and 24 deletions

View File

@ -313,12 +313,14 @@ void pilot_dead(Pilot* p) {
void pilot_setSecondary(Pilot* p, const char* secondary) { void pilot_setSecondary(Pilot* p, const char* secondary) {
int i; int i;
// No need for ammo if there is no secondary.
if(secondary == NULL) { if(secondary == NULL) {
p->secondary = NULL; p->secondary = NULL;
p->ammo = NULL; p->ammo = NULL;
return; return;
} }
// Find the secondary and set ammo appropriately.
for(i = 0; i < p->noutfits; i++) { for(i = 0; i < p->noutfits; i++) {
if(strcmp(secondary, p->outfits[i].outfit->name)==0) { if(strcmp(secondary, p->outfits[i].outfit->name)==0) {
p->secondary = &p->outfits[i];; p->secondary = &p->outfits[i];;
@ -337,22 +339,37 @@ void pilot_setAmmo(Pilot* p) {
int i; int i;
char* name; char* name;
// Only launchers use ammo.
if((p->secondary == NULL) || !outfit_isLauncher(p->secondary->outfit)) { if((p->secondary == NULL) || !outfit_isLauncher(p->secondary->outfit)) {
p->ammo = NULL; p->ammo = NULL;
return; return;
} }
// Find the ammo and set it.
name = p->secondary->outfit->u.lau.ammo; name = p->secondary->outfit->u.lau.ammo;
for(i = 0; i < p->noutfits; i++) for(i = 0; i < p->noutfits; i++)
if(strcmp(p->outfits[i].outfit->name, name)==0) { if(strcmp(p->outfits[i].outfit->name, name)==0) {
p->ammo = p->outfits + i; p->ammo = &p->outfits[i];
return; return;
} }
// None found, so we assume if doesn't need ammo.
p->ammo = NULL; p->ammo = NULL;
} }
// Set the pilots afterburner.
void pilot_setAfterburner(Pilot* p) {
int i;
for(i = 0; i < p->noutfits; i++)
if(outfit_isAfterburner(p->outfits[i].outfit)) {
p->afterburner = &p->outfits[i];
return;
}
p->afterburner = NULL;
}
// Render the pilot. // Render the pilot.
void pilot_render(Pilot* p) { void pilot_render(Pilot* p) {
gl_blitSprite(p->ship->gfx_space, gl_blitSprite(p->ship->gfx_space,
@ -365,22 +382,25 @@ static void pilot_update(Pilot* pilot, const double dt) {
unsigned int t, l; unsigned int t, l;
double a, px, py, vx, vy; double a, px, py, vx, vy;
// She's dead D:
if(pilot_isFlag(pilot, PILOT_DEAD)) { if(pilot_isFlag(pilot, PILOT_DEAD)) {
t = SDL_GetTicks(); t = SDL_GetTicks();
if(t > pilot->ptimer) { if(t > pilot->ptimer) { // Completely destroyed with final explosion.
if(pilot->id == PLAYER_ID) if(pilot->id == PLAYER_ID) // Player handled differently.
player_destroyed(); player_destroyed();
pilot_setFlag(pilot, PILOT_DELETE); // It'll get deleted next frame. pilot_setFlag(pilot, PILOT_DELETE); // It'll get deleted next frame.
return; return;
} }
// Final explosion.
if(!pilot_isFlag(pilot, PILOT_EXPLODED) && (t > pilot->ptimer - 200)) { if(!pilot_isFlag(pilot, PILOT_EXPLODED) && (t > pilot->ptimer - 200)) {
spfx_add(spfx_get("ExpL"), spfx_add(spfx_get("ExpL"),
VX(pilot->solid->pos), VY(pilot->solid->pos), VX(pilot->solid->pos), VY(pilot->solid->pos),
VX(pilot->solid->vel), VY(pilot->solid->vel), SPFX_LAYER_BACK); VX(pilot->solid->vel), VY(pilot->solid->vel), SPFX_LAYER_BACK);
pilot_setFlag(pilot, PILOT_EXPLODED); pilot_setFlag(pilot, PILOT_EXPLODED);
} }
// Reset random explosion time.
else if(t > pilot->timer[1]) { else if(t > pilot->timer[1]) {
pilot->timer[1] = t + pilot->timer[1] = t +
(unsigned int)(100*(double)(pilot->ptimer - pilot->timer[1]) / (unsigned int)(100*(double)(pilot->ptimer - pilot->timer[1]) /
@ -401,7 +421,7 @@ static void pilot_update(Pilot* pilot, const double dt) {
} }
} }
else if(pilot->armour <= 0.) // PWNED! else if(pilot->armour <= 0.) // PWNED!
pilot_dead(pilot); pilot_dead(pilot); // Start death stuff.
// Pupose fallthrough to get the movement similar to disabled. // Pupose fallthrough to get the movement similar to disabled.
if(pilot != player && pilot->armour < PILOT_DISABLED_ARMOUR * pilot->armour_max) { if(pilot != player && pilot->armour < PILOT_DISABLED_ARMOUR * pilot->armour_max) {
@ -410,7 +430,7 @@ static void pilot_update(Pilot* pilot, const double dt) {
// Come to a halt slowly. // Come to a halt slowly.
vect_pset(&pilot->solid->vel, vect_pset(&pilot->solid->vel,
VMOD(pilot->solid->vel) * (1. - dt*0.10), VANGLE(pilot->solid->vel)); VMOD(pilot->solid->vel) * (1. - dt*0.10), VANGLE(pilot->solid->vel));
vectnull(&pilot->solid->force); vectnull(&pilot->solid->force); // No more accel.
pilot->solid->dir_vel = 0.; // Stop it from turning. pilot->solid->dir_vel = 0.; // Stop it from turning.
// Update the solid. // Update the solid.
@ -421,13 +441,16 @@ static void pilot_update(Pilot* pilot, const double dt) {
} }
// We are still alive. // We are still alive.
else if(pilot->armour < pilot->armour_max) { else if(pilot->armour < pilot->armour_max) {
// Regen armour.
pilot->armour += pilot->armour_regen*dt; pilot->armour += pilot->armour_regen*dt;
pilot->energy += pilot->energy_regen*dt; pilot->energy += pilot->energy_regen*dt;
} else { } else {
// And shields.
pilot->shield += pilot->shield_regen*dt; pilot->shield += pilot->shield_regen*dt;
pilot->energy += pilot->energy_regen*dt; pilot->energy += pilot->energy_regen*dt;
} }
// Check limits.
if(pilot->armour > pilot->armour_max) pilot->armour = pilot->armour_max; if(pilot->armour > pilot->armour_max) pilot->armour = pilot->armour_max;
if(pilot->shield > pilot->shield_max) pilot->shield = pilot->shield_max; if(pilot->shield > pilot->shield_max) pilot->shield = pilot->shield_max;
if(pilot->energy > pilot->energy_max) pilot->energy = pilot->energy_max; if(pilot->energy > pilot->energy_max) pilot->energy = pilot->energy_max;
@ -438,14 +461,16 @@ static void pilot_update(Pilot* pilot, const double dt) {
pilot->ship->gfx_space, pilot->solid->dir); pilot->ship->gfx_space, pilot->solid->dir);
if(!pilot_isFlag(pilot, PILOT_HYPERSPACE)) { // Limit the speed. if(!pilot_isFlag(pilot, PILOT_HYPERSPACE)) { // Limit the speed.
// Pilot is afterburning.
if(pilot_isFlag(pilot, PILOT_AFTERBURNER) && // Must have enough energy. if(pilot_isFlag(pilot, PILOT_AFTERBURNER) && // Must have enough energy.
(player->energy > pilot->afterburner->outfit->u.afb.energy * dt)) { (player->energy > pilot->afterburner->outfit->u.afb.energy * dt)) {
limit_speed(&pilot->solid->vel, limit_speed(&pilot->solid->vel, // Limit is higher.
pilot->speed * pilot->afterburner->outfit->u.afb.speed_perc + pilot->speed * pilot->afterburner->outfit->u.afb.speed_perc +
pilot->afterburner->outfit->u.afb.speed_abs, dt); pilot->afterburner->outfit->u.afb.speed_abs, dt);
spfx_shake(SHAKE_DECAY/2. * dt); // Shake goes down at half speed. spfx_shake(SHAKE_DECAY/2. * dt); // Shake goes down at half speed.
pilot->energy -= pilot->afterburner->outfit->u.afb.energy * dt; // Energy loss. pilot->energy -= pilot->afterburner->outfit->u.afb.energy * dt; // Energy loss.
} else } else // Normal limit.
limit_speed(&pilot->solid->vel, pilot->speed, dt); limit_speed(&pilot->solid->vel, pilot->speed, dt);
} }
} }
@ -454,8 +479,10 @@ static void pilot_update(Pilot* pilot, const double dt) {
static void pilot_hyperspace(Pilot* p) { static void pilot_hyperspace(Pilot* p) {
double diff; double diff;
if(pilot_isFlag(p, PILOT_HYPERSPACE)) {
// Pilot is actually in hyperspace. // Pilot is actually in hyperspace.
if(pilot_isFlag(p, PILOT_HYPERSPACE)) {
// Has the jump happened?
if(SDL_GetTicks() > p->ptimer) { if(SDL_GetTicks() > p->ptimer) {
if(p == player) { if(p == player) {
player_brokeHyperspace(); player_brokeHyperspace();
@ -463,8 +490,10 @@ static void pilot_hyperspace(Pilot* p) {
pilot_setFlag(p, PILOT_DELETE); // Set flag to delete pilot. pilot_setFlag(p, PILOT_DELETE); // Set flag to delete pilot.
return; return;
} }
vect_pset(&p->solid->force, p->thrust * 3., p->solid->dir); // Keep accelerating - hyperspace uses much bigger accel.
vect_pset(&p->solid->force, p->thrust * 5., p->solid->dir);
} }
// Engines getting ready for the jump.
else if(pilot_isFlag(p, PILOT_HYP_BEGIN)) { else if(pilot_isFlag(p, PILOT_HYP_BEGIN)) {
if(SDL_GetTicks() > p->ptimer) { if(SDL_GetTicks() > p->ptimer) {
// Engines are ready. // Engines are ready.
@ -474,12 +503,14 @@ static void pilot_hyperspace(Pilot* p) {
} else { } else {
// Pilot is getting ready for hyperspace. // Pilot is getting ready for hyperspace.
// Brake.
if(VMOD(p->solid->vel) > MIN_VEL_ERR) { if(VMOD(p->solid->vel) > MIN_VEL_ERR) {
diff = pilot_face(p, VANGLE(p->solid->vel) + M_PI); diff = pilot_face(p, VANGLE(p->solid->vel) + M_PI);
if(ABS(diff) < MAX_DIR_ERR) // Brake. if(ABS(diff) < MAX_DIR_ERR)
vect_pset(&p->solid->force, p->thrust, p->solid->dir); vect_pset(&p->solid->force, p->thrust, p->solid->dir);
} else { } else {
// Face target.
vectnull(&p->solid->force); // Stop accelerating. vectnull(&p->solid->force); // Stop accelerating.
// Player should actually face the system she's headed to. // Player should actually face the system she's headed to.
@ -498,10 +529,11 @@ static void pilot_hyperspace(Pilot* p) {
int pilot_addOutfit(Pilot* pilot, Outfit* outfit, int quantity) { int pilot_addOutfit(Pilot* pilot, Outfit* outfit, int quantity) {
int i, q; int i, q;
char* s; char* osec;
q = quantity; q = quantity;
// Does outfit already exist?
for(i = 0; i < pilot->noutfits; i++) for(i = 0; i < pilot->noutfits; i++)
if(strcmp(outfit->name, pilot->outfits[i].outfit->name)==0) { if(strcmp(outfit->name, pilot->outfits[i].outfit->name)==0) {
pilot->outfits[i].quantity += quantity; pilot->outfits[i].quantity += quantity;
@ -510,20 +542,27 @@ int pilot_addOutfit(Pilot* pilot, Outfit* outfit, int quantity) {
q -= pilot->outfits[i].quantity - outfit->max; q -= pilot->outfits[i].quantity - outfit->max;
pilot->outfits[i].quantity = outfit->max; pilot->outfits[i].quantity = outfit->max;
} }
// Recalculate the stats.
pilot_calcStats(pilot); pilot_calcStats(pilot);
return q; return q;
} }
s = (pilot->secondary) ? pilot->secondary->outfit->name : NULL; // Hacks in case it reallocs.
osec = (pilot->secondary) ? pilot->secondary->outfit->name : NULL;
// No need for ammo since it's already handled in setSecondary,
// since pilot has only one afterburner it's handled at the end.
// Grow the outfits.
pilot->outfits = realloc(pilot->outfits, (pilot->noutfits+1)*sizeof(PilotOutfit)); pilot->outfits = realloc(pilot->outfits, (pilot->noutfits+1)*sizeof(PilotOutfit));
pilot->outfits[pilot->noutfits].outfit = outfit; pilot->outfits[pilot->noutfits].outfit = outfit;
pilot->outfits[pilot->noutfits].quantity = quantity; pilot->outfits[pilot->noutfits].quantity = quantity;
// Can't be over max. // Can't be over max.
if(pilot->outfits[pilot->noutfits].quantity > outfit->max) { if(pilot->outfits[pilot->noutfits].quantity > outfit->max) {
q -= pilot->outfits[pilot->noutfits].quantity - outfit->max; q -= pilot->outfits[pilot->noutfits].quantity - outfit->max;
pilot->outfits[i].quantity = outfit->max; pilot->outfits[i].quantity = outfit->max;
} }
pilot->outfits[pilot->noutfits].timer = 0; pilot->outfits[pilot->noutfits].timer = 0; // Reset time.
(pilot->noutfits)++; (pilot->noutfits)++;
if(outfit_isTurret(outfit)) if(outfit_isTurret(outfit))
@ -531,7 +570,8 @@ int pilot_addOutfit(Pilot* pilot, Outfit* outfit, int quantity) {
pilot_setFlag(pilot, PILOT_HASTURRET); pilot_setFlag(pilot, PILOT_HASTURRET);
// Hack due to realloc possibility. // Hack due to realloc possibility.
pilot_setSecondary(pilot, s); pilot_setSecondary(pilot, osec);
pilot_setAfterburner(pilot);
pilot_calcStats(pilot); pilot_calcStats(pilot);
return q; return q;
@ -540,7 +580,7 @@ int pilot_addOutfit(Pilot* pilot, Outfit* outfit, int quantity) {
// Remove an outfit from the pilot. // Remove an outfit from the pilot.
int pilot_rmOutfit(Pilot* pilot, Outfit* outfit, int quantity) { int pilot_rmOutfit(Pilot* pilot, Outfit* outfit, int quantity) {
int i, q, c; int i, q, c;
char* s; char* osec;
c = (outfit_isMod(outfit)) ? outfit->u.mod.cargo : 0; c = (outfit_isMod(outfit)) ? outfit->u.mod.cargo : 0;
q = quantity; q = quantity;
@ -551,11 +591,9 @@ int pilot_rmOutfit(Pilot* pilot, Outfit* outfit, int quantity) {
if(pilot->outfits[i].quantity <= 0) { if(pilot->outfits[i].quantity <= 0) {
// We didn't actually remove the full amount. // We didn't actually remove the full amount.
q += pilot->outfits[i].quantity; q += pilot->outfits[i].quantity;
// Hack in case it reallocs - Can happen even when shrinking. // Hack in case it reallocs - Can happen even when shrinking.
s = (pilot->secondary) ? pilot->secondary->outfit->name : NULL; osec = (pilot->secondary) ? pilot->secondary->outfit->name : NULL;
// Clear it if it's the afterburner.
if(&pilot->outfits[i] == pilot->afterburner)
pilot->afterburner = NULL;
// Remove the outfit. // Remove the outfit.
memmove(pilot->outfits+i, pilot->outfits+i+1, memmove(pilot->outfits+i, pilot->outfits+i+1,
@ -564,7 +602,9 @@ int pilot_rmOutfit(Pilot* pilot, Outfit* outfit, int quantity) {
pilot->outfits = realloc(pilot->outfits, pilot->outfits = realloc(pilot->outfits,
sizeof(PilotOutfit)*(pilot->noutfits)); sizeof(PilotOutfit)*(pilot->noutfits));
pilot_setSecondary(pilot, s); // Set secondary and afterburner.
pilot_setSecondary(pilot, osec);
pilot_setAfterburner(pilot);
} }
pilot_calcStats(pilot); // Recalculate stats. pilot_calcStats(pilot); // Recalculate stats.
pilot->cargo_free -= c; pilot->cargo_free -= c;
@ -647,11 +687,10 @@ void pilot_calcStats(Pilot* pilot) {
// Misc. // Misc.
pilot->cargo_free += o->u.mod.cargo * q; pilot->cargo_free += o->u.mod.cargo * q;
} }
else if(outfit_isAfterburner(pilot->outfits[i].outfit)) { else if(outfit_isAfterburner(pilot->outfits[i].outfit)) // Set afterburner.
// Set the afterburner. // Set the afterburner.
pilot->afterburner = &pilot->outfits[i]; pilot->afterburner = &pilot->outfits[i];
} }
}
// Give the pilot her health proportion back. // Give the pilot her health proportion back.
pilot->armour = ac * pilot->armour_max; pilot->armour = ac * pilot->armour_max;
@ -669,6 +708,7 @@ int pilot_cargoFree(Pilot* p) {
int pilot_addCargo(Pilot* pilot, Commodity* cargo, int quantity) { int pilot_addCargo(Pilot* pilot, Commodity* cargo, int quantity) {
int i, q; int i, q;
// Check if pilot has it first.
q = quantity; q = quantity;
for(i = 0; i < pilot->ncommodities; i++) for(i = 0; i < pilot->ncommodities; i++)
if(!pilot->commodities[i].id && (pilot->commodities[i].commodity == cargo)) { if(!pilot->commodities[i].id && (pilot->commodities[i].commodity == cargo)) {
@ -734,15 +774,17 @@ unsigned int pilot_addMissionCargo(Pilot* pilot, Commodity* cargo, int quantity)
return pilot->commodities[pilot->ncommodities-1].id; return pilot->commodities[pilot->ncommodities-1].id;
} }
// Remove special misssion cargo based on id.
int pilot_rmMissionCargo(Pilot* pilot, unsigned int cargo_id) { int pilot_rmMissionCargo(Pilot* pilot, unsigned int cargo_id) {
int i; int i;
// Check if pilot has it.
for(i = 0; i < pilot->ncommodities; i++) for(i = 0; i < pilot->ncommodities; i++)
if(pilot->commodities[i].id == cargo_id) if(pilot->commodities[i].id == cargo_id)
break; break;
if(i >= pilot->ncommodities) if(i >= pilot->ncommodities)
return 1; return 1; // Pilot doesn't have it.
// Remove cargo. // Remove cargo.
pilot->cargo_free += pilot->commodities[i].quantity; pilot->cargo_free += pilot->commodities[i].quantity;
@ -762,8 +804,10 @@ int pilot_rmMissionCargo(Pilot* pilot, unsigned int cargo_id) {
int pilot_rmCargo(Pilot* pilot, Commodity* cargo, int quantity) { int pilot_rmCargo(Pilot* pilot, Commodity* cargo, int quantity) {
int i, q; int i, q;
// Check if pilot has it.
q = quantity; q = quantity;
for(i = 0; i < pilot->ncommodities; i++) for(i = 0; i < pilot->ncommodities; i++)
// Doesn't remove mission cargo.
if(!pilot->commodities[i].id && (pilot->commodities[i].commodity == cargo)) { if(!pilot->commodities[i].id && (pilot->commodities[i].commodity == cargo)) {
if(quantity >= pilot->commodities[i].quantity) { if(quantity >= pilot->commodities[i].quantity) {
q = pilot->commodities[i].quantity; q = pilot->commodities[i].quantity;
@ -782,7 +826,7 @@ int pilot_rmCargo(Pilot* pilot, Commodity* cargo, int quantity) {
return q; return q;
} }
return 0; return 0; // Pilot didn't have it.
} }
// Add a hook to the pilot. // Add a hook to the pilot.

View File

@ -147,6 +147,7 @@ void pilot_hit(Pilot* p, const Solid* w, const unsigned int shooter,
const DamageType dtype, const double damage); const DamageType dtype, const double damage);
void pilot_setSecondary(Pilot* p, const char* secondary); void pilot_setSecondary(Pilot* p, const char* secondary);
void pilot_setAmmo(Pilot* p); void pilot_setAmmo(Pilot* p);
void pilot_setAfterburner(Pilot* p);
double pilot_face(Pilot* p, const float dir); double pilot_face(Pilot* p, const float dir);
// Outfits. // Outfits.
int pilot_freeSpace(Pilot* p); // Pilot space. int pilot_freeSpace(Pilot* p); // Pilot space.