libsuperderpy/src/timeline.c

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/*! \file timeline.c
* \brief Timeline Manager framework code.
*/
/*
* 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
* the Free Software Foundation; either version 2 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
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include <allegro5/allegro.h>
#include "utils.h"
#include "timeline.h"
// FIXME: pack into Timeline structure (multipe instances support)
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unsigned int lastid;
struct Game* game = NULL;
struct TM_Action *queue, *background;
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void TM_Init(struct Game* g) {
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PrintConsole(g, "Timeline Manager: init");
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game = g;
lastid = 0;
queue = NULL;
background = NULL;
}
void TM_Process(void) {
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if (!game) return;
/* process first element from queue
if returns true, delete it */
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if (queue) {
if (*queue->function) {
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if (!queue->active) {
PrintConsole(game, "Timeline Manager: queue: run action (%d - %s)", queue->id, queue->name);
(*queue->function)(game, queue, TM_ACTIONSTATE_START);
}
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queue->active = true;
if ((*queue->function)(game, queue, TM_ACTIONSTATE_RUNNING)) {
PrintConsole(game, "Timeline Manager: queue: destroy action (%d - %s)", queue->id, queue->name);
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queue->active=false;
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struct TM_Action *tmp = queue;
queue = queue->next;
(*tmp->function)(game, tmp, TM_ACTIONSTATE_DESTROY);
free(tmp->name);
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free(tmp);
}
} else {
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/* delay handling */
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if (queue->active) {
struct TM_Action *tmp = queue;
queue = queue->next;
free(tmp->name);
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free(tmp);
} else {
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if (!al_get_timer_started(queue->timer)) {
PrintConsole(game, "Timeline Manager: queue: delay started %d ms (%d - %s)", queue->delay, queue->id, queue->name);
al_start_timer(queue->timer);
}
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}
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}
}
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/* process all elements from background marked as active */
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struct TM_Action *tmp, *tmp2, *pom = background;
tmp = NULL;
while (pom!=NULL) {
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bool destroy = false;
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if (pom->active) {
if (*pom->function) {
if ((*pom->function)(game, pom, TM_ACTIONSTATE_RUNNING)) {
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pom->active=false;
PrintConsole(game, "Timeline Manager: background: destroy action (%d - %s)", pom->id, pom->name);
(*pom->function)(game, pom, TM_ACTIONSTATE_DESTROY);
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if (tmp) {
tmp->next = pom->next;
} else {
background = pom->next;
}
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destroy = true;
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}
} else {
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/* delay handling */
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if (tmp) {
tmp->next = pom->next;
} else {
background = pom->next;
}
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destroy = true;
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}
}
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if (!destroy) {
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tmp = pom;
pom = pom->next;
} else {
free(pom->name);
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free(pom);
tmp2 = tmp;
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if (!tmp) {
if (background) {
pom=background->next;
} else {
pom=NULL;
}
}
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else pom=tmp->next;
tmp = tmp2;
}
}
}
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void PauseTimers(bool pause) {
if (queue) {
if (queue->timer) {
if (pause) {
al_stop_timer(queue->timer);
} else if (!queue->active) al_start_timer(queue->timer);
}
}
struct TM_Action* tmp = background;
while (tmp) {
if (tmp->timer) {
if (pause) {
al_stop_timer(tmp->timer);
} else if (!tmp->active) al_start_timer(tmp->timer);
}
tmp = tmp->next;
}
}
void Propagate(enum TM_ActionState action) {
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if (!game) return;
if (queue) {
if ((*queue->function) && (queue->active)) {
(*queue->function)(game, queue, action);
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}
}
/* process all elements from background marked as active */
struct TM_Action *pom = background;
while (pom!=NULL) {
if (pom->active) {
if (*pom->function) {
(*pom->function)(game, pom, action);
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}
}
pom = pom->next;
}
}
void TM_Draw(void) {
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Propagate(TM_ACTIONSTATE_DRAW);
}
void TM_Pause(void) {
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PrintConsole(game, "Timeline Manager: Pause.");
PauseTimers(true);
Propagate(TM_ACTIONSTATE_PAUSE);
}
void TM_Resume(void) {
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PrintConsole(game, "Timeline Manager: Resume.");
Propagate(TM_ACTIONSTATE_RESUME);
PauseTimers(false);
}
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void TM_HandleEvent(ALLEGRO_EVENT *ev) {
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if (ev->type != ALLEGRO_EVENT_TIMER) return;
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if (!game) return;
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if (queue) {
if (ev->timer.source == queue->timer) {
queue->active=true;
al_destroy_timer(queue->timer);
queue->timer = NULL;
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if (queue->function) {
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PrintConsole(game, "Timeline Manager: queue: run action (%d - %s)", queue->id, queue->name);
(*queue->function)(game, queue, TM_ACTIONSTATE_START);
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} else {
PrintConsole(game, "Timeline Manager: queue: delay reached (%d - %s)", queue->id, queue->name);
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}
return;
}
}
struct TM_Action *pom = background;
while (pom) {
if (ev->timer.source == pom->timer) {
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PrintConsole(game, "Timeline Manager: background: delay reached, run action (%d - %s)", pom->id, pom->name);
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pom->active=true;
al_destroy_timer(pom->timer);
pom->timer = NULL;
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(*pom->function)(game, pom, TM_ACTIONSTATE_START);
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return;
}
pom=pom->next;
}
}
struct TM_Action* TM_AddAction(bool (*func)(struct Game*, struct TM_Action*, enum TM_ActionState), struct TM_Arguments* args, char* name) {
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struct TM_Action *action = malloc(sizeof(struct TM_Action));
if (queue) {
struct TM_Action *pom = queue;
while (pom->next!=NULL) {
pom=pom->next;
}
pom->next = action;
} else {
queue = action;
}
action->next = NULL;
action->function = func;
action->arguments = args;
action->name = strdup(name);
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action->timer = NULL;
action->active = false;
action->delay = 0;
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action->id = ++lastid;
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if (action->function) {
PrintConsole(game, "Timeline Manager: queue: init action (%d - %s)", action->id, action->name);
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(*action->function)(game, action, TM_ACTIONSTATE_INIT);
}
return action;
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}
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struct TM_Action* TM_AddBackgroundAction(bool (*func)(struct Game*, struct TM_Action*, enum TM_ActionState), struct TM_Arguments* args, int delay, char* name) {
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struct TM_Action *action = malloc(sizeof(struct TM_Action));
if (background) {
struct TM_Action *pom = background;
while (pom->next!=NULL) {
pom=pom->next;
}
pom->next = action;
} else {
background = action;
}
action->next = NULL;
action->function = func;
action->arguments = args;
action->name = strdup(name);
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action->delay = delay;
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action->id = ++lastid;
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if (delay) {
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PrintConsole(game, "Timeline Manager: background: init action with delay %d ms (%d - %s)", delay, action->id, action->name);
(*action->function)(game, action, TM_ACTIONSTATE_INIT);
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action->active = false;
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action->timer = al_create_timer(delay/1000.0);
al_register_event_source(game->_priv.event_queue, al_get_timer_event_source(action->timer));
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al_start_timer(action->timer);
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} else {
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PrintConsole(game, "Timeline Manager: background: init action (%d - %s)", action->id, action->name);
(*action->function)(game, action, TM_ACTIONSTATE_INIT);
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action->timer = NULL;
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action->active = true;
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PrintConsole(game, "Timeline Manager: background: run action (%d - %s)", action->id, action->name);
(*action->function)(game, action, TM_ACTIONSTATE_START);
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}
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return action;
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}
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/*! \brief Predefined action used by TM_AddQueuedBackgroundAction */
bool runinbackground(struct Game* game, struct TM_Action* action, enum TM_ActionState state) {
if (state != TM_ACTIONSTATE_RUNNING) return false;
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int* delay = (int*) action->arguments->next->value;
char* name = (char*) action->arguments->next->next->value;
TM_AddBackgroundAction(action->arguments->value, action->arguments->next->next->next, *delay, name);
free(name);
return true;
}
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struct TM_Action* TM_AddQueuedBackgroundAction(bool (*func)(struct Game*, struct TM_Action*, enum TM_ActionState), struct TM_Arguments* args, int delay, char* name) {
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TM_WrapArg(int, del, delay);
struct TM_Arguments* arguments = TM_AddToArgs(NULL, 3, (void*) func, del, strdup(name));
arguments->next->next->next = args;
return TM_AddAction(*runinbackground, arguments, "TM_BackgroundAction");
}
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void TM_AddDelay(int delay) {
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/*int *tmp;
tmp = malloc(sizeof(int));
*tmp = delay;
TM_AddAction(NULL, TM_AddToArgs(NULL, tmp));*/
struct TM_Action* tmp = TM_AddAction(NULL, NULL, "TM_Delay");
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PrintConsole(game, "Timeline Manager: queue: adding delay %d ms (%d)", delay, tmp->id);
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tmp->delay = delay;
tmp->timer = al_create_timer(delay/1000.0);
al_register_event_source(game->_priv.event_queue, al_get_timer_event_source(tmp->timer));
}
void TM_Destroy(void) {
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if (!game) return;
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PrintConsole(game, "Timeline Manager: destroy");
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struct TM_Action *tmp, *tmp2, *pom = queue;
tmp = NULL;
while (pom!=NULL) {
if (pom->active) {
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if (*pom->function) (*pom->function)(game, pom, TM_ACTIONSTATE_DESTROY);
else {
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if (pom->timer) al_destroy_timer(pom->timer);
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}
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} else {
TM_DestroyArgs(pom->arguments);
pom->arguments = NULL;
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}
if ((!tmp) || (tmp->next==pom)) {
tmp = pom;
pom = pom->next;
} else {
free(pom->name);
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free(pom);
tmp2 = tmp;
if (!tmp) pom=background->next;
else pom=tmp->next;
tmp = tmp2;
}
}
tmp = NULL;
pom=background;
while (pom!=NULL) {
if (pom->active) {
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if (*pom->function) (*pom->function)(game, pom, TM_ACTIONSTATE_DESTROY);
else {
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if (pom->timer) al_destroy_timer(pom->timer);
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}
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} else {
TM_DestroyArgs(pom->arguments);
pom->arguments = NULL;
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}
if ((!tmp) || (tmp->next==pom)) {
tmp = pom;
pom = pom->next;
} else {
free(pom->name);
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free(pom);
tmp2 = tmp;
if (!tmp) pom=background->next;
else pom=tmp->next;
tmp = tmp2;
}
}
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game = NULL;
}
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struct TM_Arguments* TM_AddToArgs(struct TM_Arguments* args, int num, ...) {
va_list ap;
int i;
va_start(ap, num);
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struct TM_Arguments* tmp = args;
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for(i = 0; i < num; i++) {
if (!tmp) {
tmp = malloc(sizeof(struct TM_Arguments));
tmp->value = va_arg(ap, void*);
tmp->next = NULL;
args = tmp;
} else {
while (tmp->next) {
tmp = tmp->next;
}
tmp->next = malloc(sizeof(struct TM_Arguments));
tmp->next->value = va_arg(ap, void*);
tmp->next->next = NULL;
}
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}
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va_end(ap);
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return args;
}
void TM_DestroyArgs(struct TM_Arguments* args) {
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struct TM_Arguments *pom;
while (args) {
pom = args->next;
free(args);
args = pom;
}
}
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bool TM_Initialized(void) {
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if (game) return true;
return false;
}