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"
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#include "internal.h"
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SYMBOL_EXPORT struct Timeline* TM_Init(struct Game* g, char* name) {
PrintConsole(g, "Timeline Manager[%s]: init", name);
struct Timeline* timeline = malloc(sizeof(struct Timeline));
timeline->game = g;
timeline->lastid = 0;
timeline->queue = NULL;
timeline->background = NULL;
timeline->name = strdup(name);
return timeline;
}
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SYMBOL_EXPORT void TM_Process(struct Timeline* timeline) {
/* process first element from queue
if returns true, delete it */
if (timeline->queue) {
if (*timeline->queue->function) {
if (!timeline->queue->active) {
PrintConsole(timeline->game, "Timeline Manager[%s]: queue: run action (%d - %s)", timeline->name, timeline->queue->id, timeline->queue->name);
(*timeline->queue->function)(timeline->game, timeline->queue, TM_ACTIONSTATE_START);
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}
timeline->queue->active = true;
if ((*timeline->queue->function)(timeline->game, timeline->queue, TM_ACTIONSTATE_RUNNING)) {
PrintConsole(timeline->game, "Timeline Manager[%s]: queue: destroy action (%d - %s)", timeline->name, timeline->queue->id, timeline->queue->name);
timeline->queue->active=false;
struct TM_Action *tmp = timeline->queue;
timeline->queue = timeline->queue->next;
(*tmp->function)(timeline->game, tmp, TM_ACTIONSTATE_DESTROY);
free(tmp->name);
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free(tmp);
}
} else {
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/* delay handling */
if (timeline->queue->active) {
struct TM_Action *tmp = timeline->queue;
timeline->queue = timeline->queue->next;
free(tmp->name);
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free(tmp);
} else {
if (!al_get_timer_started(timeline->queue->timer)) {
PrintConsole(timeline->game, "Timeline Manager[%s]: queue: delay started %d ms (%d - %s)", timeline->name, timeline->queue->delay, timeline->queue->id, timeline->queue->name);
al_start_timer(timeline->queue->timer);
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}
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}
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}
}
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/* process all elements from background marked as active */
struct TM_Action *tmp, *tmp2, *pom = timeline->background;
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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)(timeline->game, pom, TM_ACTIONSTATE_RUNNING)) {
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pom->active=false;
PrintConsole(timeline->game, "Timeline Manager[%s]: background: destroy action (%d - %s)", timeline->name, pom->id, pom->name);
(*pom->function)(timeline->game, pom, TM_ACTIONSTATE_DESTROY);
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if (tmp) {
tmp->next = pom->next;
} else {
timeline->background = pom->next;
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}
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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 {
timeline->background = pom->next;
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}
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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 (timeline->background) {
pom=timeline->background->next;
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} else {
pom=NULL;
}
}
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else pom=tmp->next;
tmp = tmp2;
}
}
}
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SYMBOL_INTERNAL void PauseTimers(struct Timeline* timeline, bool pause) {
if (timeline->queue) {
if (timeline->queue->timer) {
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if (pause) {
al_stop_timer(timeline->queue->timer);
} else if (!timeline->queue->active) al_start_timer(timeline->queue->timer);
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}
}
struct TM_Action* tmp = timeline->background;
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while (tmp) {
if (tmp->timer) {
if (pause) {
al_stop_timer(tmp->timer);
} else if (!tmp->active) al_start_timer(tmp->timer);
}
tmp = tmp->next;
}
}
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SYMBOL_EXPORT void TM_Propagate(struct Timeline* timeline, enum TM_ActionState action) {
if (timeline->queue) {
if ((*timeline->queue->function) && (timeline->queue->active)) {
(*timeline->queue->function)(timeline->game, timeline->queue, action);
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}
}
/* process all elements from background marked as active */
struct TM_Action *pom = timeline->background;
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while (pom!=NULL) {
if (pom->active) {
if (*pom->function) {
(*pom->function)(timeline->game, pom, action);
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}
}
pom = pom->next;
}
}
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SYMBOL_EXPORT void TM_Draw(struct Timeline* timeline) {
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TM_Propagate(timeline, TM_ACTIONSTATE_DRAW);
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}
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SYMBOL_EXPORT void TM_Pause(struct Timeline* timeline) {
PrintConsole(timeline->game, "Timeline Manager[%s]: Pause.", timeline->name);
PauseTimers(timeline, true);
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TM_Propagate(timeline, TM_ACTIONSTATE_PAUSE);
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}
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SYMBOL_EXPORT void TM_Resume(struct Timeline* timeline) {
PrintConsole(timeline->game, "Timeline Manager[%s]: Resume.", timeline->name);
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TM_Propagate(timeline, TM_ACTIONSTATE_RESUME);
PauseTimers(timeline, false);
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}
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SYMBOL_EXPORT void TM_HandleEvent(struct Timeline* timeline, ALLEGRO_EVENT *ev) {
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if (ev->type != ALLEGRO_EVENT_TIMER) return;
if (timeline->queue) {
if (ev->timer.source == timeline->queue->timer) {
timeline->queue->active=true;
al_destroy_timer(timeline->queue->timer);
timeline->queue->timer = NULL;
if (timeline->queue->function) {
PrintConsole(timeline->game, "Timeline Manager[%s]: queue: run action (%d - %s)", timeline->name, timeline->queue->id, timeline->queue->name);
(*timeline->queue->function)(timeline->game, timeline->queue, TM_ACTIONSTATE_START);
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} else {
PrintConsole(timeline->game, "Timeline Manager[%s]: queue: delay reached (%d - %s)", timeline->name, timeline->queue->id, timeline->queue->name);
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}
return;
}
}
struct TM_Action *pom = timeline->background;
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while (pom) {
if (ev->timer.source == pom->timer) {
PrintConsole(timeline->game, "Timeline Manager[%s]: background: delay reached, run action (%d - %s)", timeline->name, pom->id, pom->name);
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pom->active=true;
al_destroy_timer(pom->timer);
pom->timer = NULL;
(*pom->function)(timeline->game, pom, TM_ACTIONSTATE_START);
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return;
}
pom=pom->next;
}
}
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SYMBOL_EXPORT struct TM_Action* TM_AddAction(struct Timeline* timeline, 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 (timeline->queue) {
struct TM_Action *pom = timeline->queue;
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while (pom->next!=NULL) {
pom=pom->next;
}
pom->next = action;
} else {
timeline->queue = action;
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}
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;
action->id = ++timeline->lastid;
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if (action->function) {
PrintConsole(timeline->game, "Timeline Manager[%s]: queue: init action (%d - %s)", timeline->name, action->id, action->name);
(*action->function)(timeline->game, action, TM_ACTIONSTATE_INIT);
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}
return action;
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}
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SYMBOL_EXPORT struct TM_Action* TM_AddBackgroundAction(struct Timeline* timeline, bool (*func)(struct Game*, struct TM_Action*, enum TM_ActionState), struct TM_Arguments* args, int delay, char* name) {
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// FIXME: some action wasn't freed!
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struct TM_Action *action = malloc(sizeof(struct TM_Action));
if (timeline->background) {
struct TM_Action *pom = timeline->background;
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while (pom->next!=NULL) {
pom=pom->next;
}
pom->next = action;
} else {
timeline->background = action;
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}
action->next = NULL;
action->function = func;
action->arguments = args;
action->name = strdup(name);
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action->delay = delay;
action->id = ++timeline->lastid;
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if (delay) {
PrintConsole(timeline->game, "Timeline Manager[%s]: background: init action with delay %d ms (%d - %s)", timeline->name, delay, action->id, action->name);
(*action->function)(timeline->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(timeline->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 {
PrintConsole(timeline->game, "Timeline Manager[%s]: background: init action (%d - %s)", timeline->name, action->id, action->name);
(*action->function)(timeline->game, action, TM_ACTIONSTATE_INIT);
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action->timer = NULL;
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action->active = true;
PrintConsole(timeline->game, "Timeline Manager[%s]: background: run action (%d - %s)", timeline->name, action->id, action->name);
(*action->function)(timeline->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 */
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SYMBOL_INTERNAL 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;
struct Timeline *timeline = (struct Timeline*) action->arguments->next->next->next->value;
TM_AddBackgroundAction(timeline, action->arguments->value, action->arguments->next->next->next->next, *delay, name);
free(name);
return true;
}
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SYMBOL_EXPORT struct TM_Action* TM_AddQueuedBackgroundAction(struct Timeline* timeline, 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, 4, (void*) func, del, strdup(name), (void*) timeline);
arguments->next->next->next->next = args;
return TM_AddAction(timeline, *runinbackground, arguments, "TM_BackgroundAction");
}
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SYMBOL_EXPORT void TM_AddDelay(struct Timeline* timeline, 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(timeline, NULL, NULL, "TM_Delay");
PrintConsole(timeline->game, "Timeline Manager[%s]: queue: adding delay %d ms (%d)", timeline->name, delay, tmp->id);
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tmp->delay = delay;
tmp->timer = al_create_timer(delay/1000.0);
al_register_event_source(timeline->game->_priv.event_queue, al_get_timer_event_source(tmp->timer));
}
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SYMBOL_EXPORT void TM_CleanQueue(struct Timeline* timeline) {
PrintConsole(timeline->game, "Timeline Manager[%s]: cleaning queue", timeline->name);
struct TM_Action *tmp, *tmp2, *pom = timeline->queue;
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tmp = NULL;
while (pom!=NULL) {
if (pom->active) {
if (*pom->function) (*pom->function)(timeline->game, pom, TM_ACTIONSTATE_DESTROY);
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if (pom->timer) {
al_stop_timer(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;
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if (!tmp) pom=timeline->queue->next;
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else pom=tmp->next;
tmp = tmp2;
}
}
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// TODO: it shouldn't be needed, but is. Debug!
timeline->queue = NULL;
}
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SYMBOL_EXPORT void TM_CleanBackgroundQueue(struct Timeline* timeline) {
PrintConsole(timeline->game, "Timeline Manager[%s]: cleaning background queue", timeline->name);
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struct TM_Action *tmp, *tmp2, *pom = timeline->background;
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tmp = NULL;
while (pom!=NULL) {
if (pom->active) {
if (*pom->function) (*pom->function)(timeline->game, pom, TM_ACTIONSTATE_DESTROY);
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if (pom->timer) {
al_stop_timer(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=timeline->background->next;
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else pom=tmp->next;
tmp = tmp2;
}
}
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// TODO: it shouldn't be needed, but is. Debug!
timeline->background = NULL;
}
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SYMBOL_EXPORT void TM_Destroy(struct Timeline* timeline) {
TM_CleanQueue(timeline);
TM_CleanBackgroundQueue(timeline);
PrintConsole(timeline->game, "Timeline Manager[%s]: destroy", timeline->name);
free(timeline->name);
free(timeline);
}
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SYMBOL_EXPORT struct TM_Arguments* TM_AddToArgs(struct TM_Arguments* args, int num, ...) {
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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) {
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//FIXME: on some occasions some arguments weren't freed. Check it out.
// TM_AddQueuedBackgroundAction? possibly not only.
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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;
}
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SYMBOL_EXPORT void TM_DestroyArgs(struct TM_Arguments* args) {
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struct TM_Arguments *pom;
while (args) {
pom = args->next;
free(args);
args = pom;
}
}