annotate libmlk-core/core/game.c @ 260:60a214ec1ab4

adventure: change the way states are stored
author David Demelier <markand@malikania.fr>
date Sun, 06 Dec 2020 22:50:48 +0100
parents 37771eaf4245
children bfde372bf152
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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 "clock.h"
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24 #include "event.h"
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25 #include "game.h"
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26 #include "state.h"
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27 #include "painter.h"
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28 #include "util.h"
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29 #include "window.h"
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31 struct game game;
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32
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33 void
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34 game_switch(struct state *state, bool quick)
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35 {
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36 assert(state);
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37
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38 if (quick) {
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39 if (game.state_next) {
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40 state_finish(game.state_next);
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41 game.state_next = NULL;
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42 }
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43
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44 if (game.state) {
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45 state_end(game.state);
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46 state_finish(game.state);
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47 }
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48
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49 state_start(game.state = state);
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50 } else
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51 game.state_next = state;
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52 }
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53
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54 struct state *
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55 game_replace(struct state *state)
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56 {
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57 assert(state);
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58
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59 struct state *save = game.state;
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60
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61 game.state = state;
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62
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63 state_start(state);
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64
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65 return save;
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66 }
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67
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68 void
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69 game_handle(const union event *ev)
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70 {
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71 assert(ev);
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72
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73 if (game.state && !(game.inhibit & INHIBIT_STATE_INPUT))
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74 state_handle(game.state, ev);
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75 }
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76
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77 void
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78 game_update(unsigned int ticks)
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79 {
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80 if (game.inhibit & INHIBIT_STATE_UPDATE)
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81 return;
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82
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83 /* Change state if any. */
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84 if (game.state_next) {
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85 struct state *previous;
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86
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87 /* Inform the current state we're gonna leave it. */
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88 if ((previous = game.state))
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89 state_end(previous);
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90
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91 /* Change the state and tell we're starting it. */
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92 if ((game.state = game.state_next))
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93 state_start(game.state);
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94
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95 game.state_next = NULL;
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96
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97 /*
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98 * Only call finish at the end of the process because
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99 * the user may still use resources from it during the
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100 * transition.
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101 */
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102 if (previous)
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103 state_finish(previous);
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104 }
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105
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106 if (game.state)
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107 state_update(game.state, ticks);
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108 }
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109
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110 void
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111 game_draw(void)
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112 {
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113 if (game.state && !(game.inhibit & INHIBIT_STATE_DRAW))
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114 state_draw(game.state);
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115 }
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116
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117 void
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118 game_loop(void)
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119 {
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120 struct clock clock = {0};
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121 unsigned int elapsed = 0;
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122 unsigned int frametime;
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123
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124 if (window.framerate > 0)
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125 frametime = 1000 / window.framerate;
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126 else
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127 /* Assuming 50.0 FPS. */
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128 frametime = 1000.0 / 50.0;
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129
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130 while (game.state) {
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131 clock_start(&clock);
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132
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133 for (union event ev; event_poll(&ev); )
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134 game_handle(&ev);
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135
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136 game_update(elapsed);
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137 game_draw();
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138
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139 /*
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140 * If vsync is enabled, it should have wait, otherwise sleep
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141 * a little to save CPU cycles.
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142 */
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143 if ((elapsed = clock_elapsed(&clock)) < frametime)
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144 delay(frametime - elapsed);
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145
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146 elapsed = clock_elapsed(&clock);
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147 }
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148 }
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149
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150 void
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151 game_quit(void)
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152 {
162
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153 /* Close the next state if any. */
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154 if (game.state_next) {
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155 state_finish(game.state_next);
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156 game.state_next = NULL;
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157 }
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158
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159 if (game.state) {
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160 state_end(game.state);
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161 state_finish(game.state);
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162 game.state = NULL;
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163 }
80
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parents: 78
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164 }