Mercurial > molko
view src/core/game.c @ 59:52792b863ff7
misc: separate core from game
author | David Demelier <markand@malikania.fr> |
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date | Tue, 21 Jan 2020 12:42:33 +0100 |
parents | src/game.c@d7d88ac30611 |
children | 8d34a12484db |
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/* * game.c -- main game object * * Copyright (c) 2020 David Demelier <markand@malikania.fr> * * Permission to use, copy, modify, and/or distribute this software for any * purpose with or without fee is hereby granted, provided that the above * copyright notice and this permission notice appear in all copies. * * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES * WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF * MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR * ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES * WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN * ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF * OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. */ #include <assert.h> #include <stddef.h> #include <string.h> #include "game.h" #include "state.h" struct game game = { .state = NULL, .state_next = NULL }; static struct action * find_empty_action(void) { static struct action null; for (size_t i = 0; i < GAME_ACTIONS_MAX; ++i) if (memcmp(&game.actions[i], &null, sizeof (struct action)) == 0) return &game.actions[i]; return NULL; } static void clear_actions(void) { for (size_t i = 0; i < GAME_ACTIONS_MAX; ++i) { struct action *a = &game.actions[i]; /* These actions are removed on state change. */ if (a->flags & ACTION_AUTO_LEAVE) { if (a->finish) a->finish(a); memset(a, 0, sizeof (struct action)); } } } static void handle_actions(const union event *event) { for (size_t i = 0; i < GAME_ACTIONS_MAX; ++i) if (game.actions[i].handle) game.actions[i].handle(&game.actions[i], event); } static void update_actions(unsigned int ticks) { for (size_t i = 0; i < GAME_ACTIONS_MAX; ++i) { struct action *a = &game.actions[i]; if (!a->update) continue; if (a->update(a, ticks)) { if (a->finish) a->finish(a); memset(&game.actions[i], 0, sizeof (struct action)); } } } static void draw_actions(void) { for (size_t i = 0; i < GAME_ACTIONS_MAX; ++i) if (game.actions[i].draw) game.actions[i].draw(&game.actions[i]); } void game_switch(struct state *state, bool quick) { assert(state); if (quick) { game.state = state; game.state->enter(); } else game.state_next = state; } void game_handle(const union event *event) { assert(event); if (game.state) game.state->handle(event); handle_actions(event); } void game_update(unsigned int ticks) { /* Change state if any. */ if (game.state_next) { /* Inform the current state we're gonna leave it. */ if (game.state) game.state->leave(); game.state = game.state_next; game.state->enter(); game.state_next = NULL; /* Remove any actions that must be deleted. */ clear_actions(); } if (game.state) game.state->update(ticks); update_actions(ticks); } void game_draw(void) { if (game.state) game.state->draw(); draw_actions(); } void game_add_action(const struct action *action) { assert(action); struct action *pos; if ((pos = find_empty_action())) memcpy(pos, action, sizeof (struct action)); }