annotate src/core/game.c @ 74:4991bf5f2343

core: implement inhibit system, closes #2468 @1h
author David Demelier <markand@malikania.fr>
date Fri, 31 Jan 2020 13:47:49 +0100
parents b49d8475a611
children 1bd1233b4cbc
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1 /*
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2 * game.c -- main game object
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3 *
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4 * Copyright (c) 2020 David Demelier <markand@malikania.fr>
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5 *
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6 * Permission to use, copy, modify, and/or distribute this software for any
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7 * purpose with or without fee is hereby granted, provided that the above
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8 * copyright notice and this permission notice appear in all copies.
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9 *
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10 * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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11 * WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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12 * MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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13 * ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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14 * WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
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15 * ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
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16 * OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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17 */
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18
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19 #include <assert.h>
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20 #include <stddef.h>
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21 #include <string.h>
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22
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23 #include "game.h"
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24 #include "state.h"
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25 #include "painter.h"
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26
74
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27 struct game game;
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28
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29 static struct action *
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30 find_empty_action(void)
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31 {
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32 static struct action null;
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33
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34 for (struct action *a = game.actions; a != &game.actions[GAME_ACTIONS_MAX]; ++a)
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35 if (memcmp(a, &null, sizeof (struct action)) == 0)
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36 return a;
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37
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38 return NULL;
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39 }
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40
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41 static void
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42 clear_actions(void)
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43 {
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44 for (struct action *a = game.actions; a != &game.actions[GAME_ACTIONS_MAX]; ++a) {
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45 /* These actions are removed on state change. */
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46 if (a->flags & ACTION_AUTO_LEAVE) {
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47 if (a->finish)
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48 a->finish(a);
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49
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50 memset(a, 0, sizeof (struct action));
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51 }
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52 }
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53 }
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54
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55 static void
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56 handle_actions(const union event *event)
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57 {
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58 for (struct action *a = game.actions; a != &game.actions[GAME_ACTIONS_MAX]; ++a)
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59 if (a->handle)
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60 a->handle(a, event);
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61 }
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62
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63 static void
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64 update_actions(unsigned int ticks)
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65 {
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66 for (size_t i = 0; i < GAME_ACTIONS_MAX; ++i) {
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67 struct action *a = &game.actions[i];
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68
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69 if (!a->update)
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70 continue;
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71
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72 if (a->update(a, ticks)) {
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73 puts("HERE ACTION HAS FINISHED");
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74 if (a->end)
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75 a->end(a);
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76 if (a->finish)
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77 a->finish(a);
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78
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79 memset(&game.actions[i], 0, sizeof (struct action));
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80 }
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81 }
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82 }
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83
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84 static void
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85 draw_actions(void)
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86 {
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87 for (size_t i = 0; i < GAME_ACTIONS_MAX; ++i)
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88 if (game.actions[i].draw)
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89 game.actions[i].draw(&game.actions[i]);
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90 }
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91
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92
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93 void
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94 game_switch(struct state *state, bool quick)
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95 {
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96 assert(state);
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97
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98 if (quick) {
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99 game.state = state;
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100 game.state->enter();
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101 } else
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102 game.state_next = state;
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103 }
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104
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105 void
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106 game_handle(const union event *event)
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107 {
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108 assert(event);
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109
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110 if (game.state && !(game.inhibit & INHIBIT_STATE_INPUT))
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111 game.state->handle(event);
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112
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113 handle_actions(event);
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114 }
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115
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116 void
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117 game_update(unsigned int ticks)
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118 {
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119 if (!(game.inhibit & INHIBIT_STATE_UPDATE)) {
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120 /* Change state if any. */
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121 if (game.state_next) {
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122 /* Inform the current state we're gonna leave it. */
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123 if (game.state)
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124 game.state->leave();
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125
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126 game.state = game.state_next;
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127 game.state->enter();
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128 game.state_next = NULL;
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129
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130 /* Remove any actions that must be deleted. */
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131 clear_actions();
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132 }
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133
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134 if (game.state)
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135 game.state->update(ticks);
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136 }
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137
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138 update_actions(ticks);
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139 }
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140
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141 void
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142 game_draw(void)
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143 {
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144 if (game.state && !(game.inhibit & INHIBIT_STATE_DRAW))
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145 game.state->draw();
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d7d88ac30611 core: forgot to implement action->draw
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146
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147 draw_actions();
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148 painter_present();
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149 }
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150
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151 void
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152 game_add_action(const struct action *action)
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153 {
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154 assert(action);
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155
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156 struct action *pos;
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157
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158 if ((pos = find_empty_action()))
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159 memcpy(pos, action, sizeof (struct action));
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160 }