libsuperderpy/src/gamestate.c

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/*! \file gamestate.c
* \brief Gamestate management.
*/
/*
* Copyright (c) Sebastian Krzyszkowiak <dos@dosowisko.net>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "gamestate.h"
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#include "internal.h"
#include "utils.h"
static struct Gamestate* AddNewGamestate(struct Game* game, const char* name) {
struct Gamestate* tmp = game->_priv.gamestates;
if (!tmp) {
game->_priv.gamestates = AllocateGamestate(game, name);
tmp = game->_priv.gamestates;
} else {
while (tmp->next) {
tmp = tmp->next;
}
tmp->next = AllocateGamestate(game, name);
tmp = tmp->next;
}
return tmp;
}
static struct Gamestate* FindGamestate(struct Game* game, const char* name) {
struct Gamestate* tmp = game->_priv.gamestates;
while (tmp) {
if (!strcmp(name, tmp->name)) {
return tmp;
}
tmp = tmp->next;
}
return NULL;
}
SYMBOL_EXPORT void RegisterGamestate(struct Game* game, const char* name, struct Gamestate_API* api) {
struct Gamestate* gs = FindGamestate(game, name);
if (!gs) {
gs = AddNewGamestate(game, name);
}
if (gs->api) {
PrintConsole(game, "Trying to register already registered gamestate \"%s\"!", name);
return;
}
gs->api = api;
PrintConsole(game, "Gamestate \"%s\" registered.", name);
}
SYMBOL_EXPORT void LoadGamestate(struct Game* game, const char* name) {
struct Gamestate* gs = FindGamestate(game, name);
if (gs) {
if (gs->loaded && !gs->pending_unload) {
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PrintConsole(game, "Gamestate \"%s\" already loaded.", name);
return;
}
gs->pending_load = true;
} else {
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gs = AddNewGamestate(game, name);
gs->pending_load = true;
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gs->showLoading = true;
}
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PrintConsole(game, "Gamestate \"%s\" marked to be LOADED.", name);
game->_priv.gamestate_scheduled = true;
}
SYMBOL_EXPORT void UnloadGamestate(struct Game* game, const char* name) {
struct Gamestate* gs = FindGamestate(game, name);
if (gs) {
if (gs->pending_load) {
gs->pending_load = false;
PrintConsole(game, "Canceling loading of gamestate \"%s\".", name);
return;
}
if (!gs->loaded) {
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PrintConsole(game, "Gamestate \"%s\" already unloaded.", name);
return;
}
if (gs->started) { gs->pending_stop = true; }
gs->pending_unload = true;
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PrintConsole(game, "Gamestate \"%s\" marked to be UNLOADED.", name);
} else {
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PrintConsole(game, "Tried to unload nonexisitent gamestate \"%s\"", name);
}
game->_priv.gamestate_scheduled = true;
}
SYMBOL_EXPORT void StartGamestate(struct Game* game, const char* name) {
struct Gamestate* gs = FindGamestate(game, name);
if (gs) {
if (gs->started && !gs->pending_stop) {
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PrintConsole(game, "Gamestate \"%s\" already started.", name);
return;
}
gs->pending_start = true;
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PrintConsole(game, "Gamestate \"%s\" marked to be STARTED.", name);
} else {
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PrintConsole(game, "Tried to start nonexisitent gamestate \"%s\"", name);
}
game->_priv.gamestate_scheduled = true;
}
SYMBOL_EXPORT void StopGamestate(struct Game* game, const char* name) {
struct Gamestate* gs = FindGamestate(game, name);
if (gs) {
if (gs->pending_start) {
gs->pending_start = false;
PrintConsole(game, "Canceling starting of gamestate \"%s\".", name);
return;
}
if (!gs->started) {
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PrintConsole(game, "Gamestate \"%s\" already stopped.", name);
return;
}
gs->pending_stop = true;
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PrintConsole(game, "Gamestate \"%s\" marked to be STOPPED.", name);
} else {
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PrintConsole(game, "Tried to stop nonexisitent gamestate \"%s\"", name);
}
game->_priv.gamestate_scheduled = true;
}
SYMBOL_EXPORT void PauseGamestate(struct Game* game, const char* name) {
struct Gamestate* gs = FindGamestate(game, name);
if (gs) {
if (!gs->started) {
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PrintConsole(game, "Tried to pause gamestate \"%s\" which is not started.", name);
return;
}
if (gs->paused) {
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PrintConsole(game, "Gamestate \"%s\" already paused.", name);
return;
}
gs->paused = true;
game->_priv.current_gamestate = gs;
(*gs->api->Gamestate_Pause)(game, gs->data);
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PrintConsole(game, "Gamestate \"%s\" paused.", name);
} else {
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PrintConsole(game, "Tried to pause nonexisitent gamestate \"%s\"", name);
}
}
SYMBOL_EXPORT void ResumeGamestate(struct Game* game, const char* name) {
struct Gamestate* gs = FindGamestate(game, name);
if (gs) {
if (!gs->started) {
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PrintConsole(game, "Tried to resume gamestate \"%s\" which is not started.", name);
return;
}
if (!gs->paused) {
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PrintConsole(game, "Gamestate \"%s\" already resumed.", name);
return;
}
gs->paused = false;
game->_priv.current_gamestate = gs;
(*gs->api->Gamestate_Resume)(game, gs->data);
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PrintConsole(game, "Gamestate \"%s\" resumed.", name);
} else {
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PrintConsole(game, "Tried to resume nonexisitent gamestate \"%s\"", name);
}
}
SYMBOL_EXPORT void UnloadAllGamestates(struct Game* game) {
struct Gamestate* tmp = game->_priv.gamestates;
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while (tmp) {
UnloadGamestate(game, tmp->name);
tmp = tmp->next;
}
}
SYMBOL_EXPORT void PauseAllGamestates(struct Game* game) {
struct Gamestate* tmp = game->_priv.gamestates;
while (tmp) {
if (tmp->started || !tmp->paused) {
PauseGamestate(game, tmp->name);
}
tmp = tmp->next;
}
}
SYMBOL_EXPORT void ResumeAllGamestates(struct Game* game) {
struct Gamestate* tmp = game->_priv.gamestates;
while (tmp) {
if (tmp->paused) {
ResumeGamestate(game, tmp->name);
}
tmp = tmp->next;
}
}
SYMBOL_EXPORT void SwitchGamestate(struct Game* game, const char* current, const char* n) {
StopGamestate(game, current);
UnloadGamestate(game, current);
LoadGamestate(game, n);
StartGamestate(game, n);
}
SYMBOL_EXPORT void ChangeGamestate(struct Game* game, const char* current, const char* n) {
StopGamestate(game, current);
LoadGamestate(game, n);
StartGamestate(game, n);
}
SYMBOL_EXPORT void SwitchCurrentGamestate(struct Game* game, const char* n) {
SwitchGamestate(game, game->_priv.current_gamestate->name, n);
}
SYMBOL_EXPORT void ChangeCurrentGamestate(struct Game* game, const char* n) {
ChangeGamestate(game, game->_priv.current_gamestate->name, n);
}
SYMBOL_EXPORT void StopCurrentGamestate(struct Game* game) {
StopGamestate(game, game->_priv.current_gamestate->name);
}
SYMBOL_EXPORT void PauseCurrentGamestate(struct Game* game) {
PauseGamestate(game, game->_priv.current_gamestate->name);
}
SYMBOL_EXPORT void UnloadCurrentGamestate(struct Game* game) {
UnloadGamestate(game, game->_priv.current_gamestate->name);
}