2015-03-15 20:51:56 +01:00
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/*! \file gamestate.c
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* \brief Gamestate management.
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2012-12-24 19:41:12 +01:00
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*/
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/*
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* Copyright (c) Sebastian Krzyszkowiak <dos@dosowisko.net>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#include "utils.h"
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2012-12-25 00:22:03 +01:00
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#include "gamestate.h"
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2016-07-04 00:56:45 +02:00
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__attribute__((visibility("hidden"))) struct Gamestate* AddNewGamestate(struct Game *game) {
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2012-12-26 02:25:56 +01:00
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struct Gamestate *tmp = game->_priv.gamestates;
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2012-12-25 00:22:03 +01:00
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if (!tmp) {
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2012-12-26 02:25:56 +01:00
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game->_priv.gamestates = malloc(sizeof(struct Gamestate));
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tmp = game->_priv.gamestates;
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2012-12-25 00:22:03 +01:00
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} else {
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while (tmp->next) {
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tmp = tmp->next;
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}
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tmp->next = malloc(sizeof(struct Gamestate));
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tmp = tmp->next;
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}
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tmp->name = NULL;
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tmp->handle = NULL;
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tmp->loaded = false;
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tmp->paused = false;
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tmp->started = false;
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tmp->pending_load = false;
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tmp->pending_start = false;
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tmp->next = NULL;
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return tmp;
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}
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2016-07-04 00:56:45 +02:00
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__attribute__((visibility("hidden"))) struct Gamestate* FindGamestate(struct Game *game, const char* name) {
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2012-12-26 02:25:56 +01:00
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struct Gamestate *tmp = game->_priv.gamestates;
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2012-12-25 00:22:03 +01:00
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while (tmp) {
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if (!strcmp(name, tmp->name)) {
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return tmp;
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}
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tmp = tmp->next;
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}
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return NULL;
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}
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2012-12-24 19:41:12 +01:00
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void LoadGamestate(struct Game *game, const char* name) {
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2012-12-25 00:22:03 +01:00
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struct Gamestate *gs = FindGamestate(game, name);
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if (gs) {
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2012-12-27 01:02:47 +01:00
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if (gs->loaded) {
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2012-12-27 21:05:28 +01:00
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PrintConsole(game, "Gamestate \"%s\" already loaded.", name);
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2012-12-25 00:22:03 +01:00
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return;
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}
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gs->pending_load = true;
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} else {
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gs = AddNewGamestate(game);
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gs->name = strdup(name);
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gs->pending_load = true;
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2015-03-15 05:38:15 +01:00
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gs->showLoading = true;
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2012-12-25 00:22:03 +01:00
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}
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2012-12-27 21:05:28 +01:00
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PrintConsole(game, "Gamestate \"%s\" marked to be LOADED.", name);
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2012-12-24 19:41:12 +01:00
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}
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void UnloadGamestate(struct Game *game, const char* name) {
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2012-12-25 00:22:03 +01:00
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struct Gamestate *gs = FindGamestate(game, name);
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if (gs) {
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if (!gs->loaded) {
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2012-12-27 21:05:28 +01:00
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PrintConsole(game, "Gamestate \"%s\" already unloaded.", name);
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2012-12-25 00:22:03 +01:00
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return;
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}
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2012-12-27 21:05:28 +01:00
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if (gs->started) gs->pending_start=true;
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2012-12-25 00:22:03 +01:00
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gs->pending_load = true;
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2012-12-27 21:05:28 +01:00
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PrintConsole(game, "Gamestate \"%s\" marked to be UNLOADED.", name);
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2012-12-25 00:22:03 +01:00
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} else {
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2012-12-27 21:05:28 +01:00
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PrintConsole(game, "Tried to unload nonexisitent gamestate \"%s\"", name);
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2012-12-25 00:22:03 +01:00
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}
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2012-12-24 19:41:12 +01:00
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}
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void StartGamestate(struct Game *game, const char* name) {
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2012-12-25 00:22:03 +01:00
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struct Gamestate *gs = FindGamestate(game, name);
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if (gs) {
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if (gs->started) {
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2012-12-27 21:05:28 +01:00
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PrintConsole(game, "Gamestate \"%s\" already started.", name);
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2012-12-25 00:22:03 +01:00
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return;
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}
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gs->pending_start = true;
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2012-12-27 21:05:28 +01:00
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PrintConsole(game, "Gamestate \"%s\" marked to be STARTED.", name);
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2012-12-25 00:22:03 +01:00
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} else {
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2012-12-27 21:05:28 +01:00
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PrintConsole(game, "Tried to start nonexisitent gamestate \"%s\"", name);
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2012-12-25 00:22:03 +01:00
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}
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2012-12-24 19:41:12 +01:00
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}
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void StopGamestate(struct Game *game, const char* name) {
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2012-12-25 00:22:03 +01:00
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struct Gamestate *gs = FindGamestate(game, name);
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if (gs) {
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if (!gs->started) {
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2012-12-27 21:05:28 +01:00
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PrintConsole(game, "Gamestate \"%s\" already stopped.", name);
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2012-12-25 00:22:03 +01:00
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return;
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}
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gs->pending_start = true;
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2012-12-27 21:05:28 +01:00
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PrintConsole(game, "Gamestate \"%s\" marked to be STOPPED.", name);
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2012-12-25 00:22:03 +01:00
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} else {
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2012-12-27 21:05:28 +01:00
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PrintConsole(game, "Tried to stop nonexisitent gamestate \"%s\"", name);
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2012-12-25 00:22:03 +01:00
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}
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2012-12-24 19:41:12 +01:00
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}
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void PauseGamestate(struct Game *game, const char* name) {
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2012-12-25 00:22:03 +01:00
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struct Gamestate *gs = FindGamestate(game, name);
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if (gs) {
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if (!gs->started) {
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2012-12-27 21:05:28 +01:00
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PrintConsole(game, "Tried to pause gamestate \"%s\" which is not started.", name);
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2012-12-25 00:22:03 +01:00
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return;
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}
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if (gs->paused) {
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2012-12-27 21:05:28 +01:00
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PrintConsole(game, "Gamestate \"%s\" already paused.", name);
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2012-12-25 00:22:03 +01:00
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return;
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}
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gs->paused = true;
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2012-12-27 21:05:28 +01:00
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PrintConsole(game, "Gamestate \"%s\" paused.", name);
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2012-12-25 00:22:03 +01:00
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} else {
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2012-12-27 21:05:28 +01:00
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PrintConsole(game, "Tried to pause nonexisitent gamestate \"%s\"", name);
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2012-12-25 00:22:03 +01:00
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}
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2012-12-24 19:41:12 +01:00
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}
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void ResumeGamestate(struct Game *game, const char* name) {
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2012-12-25 00:22:03 +01:00
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struct Gamestate *gs = FindGamestate(game, name);
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if (gs) {
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if (!gs->started) {
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2012-12-27 21:05:28 +01:00
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PrintConsole(game, "Tried to resume gamestate \"%s\" which is not started.", name);
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2012-12-25 00:22:03 +01:00
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return;
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}
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if (!gs->paused) {
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2012-12-27 21:05:28 +01:00
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PrintConsole(game, "Gamestate \"%s\" already resumed.", name);
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2012-12-25 00:22:03 +01:00
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return;
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}
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gs->paused = false;
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2012-12-27 21:05:28 +01:00
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PrintConsole(game, "Gamestate \"%s\" resumed.", name);
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2012-12-25 00:22:03 +01:00
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} else {
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2012-12-27 21:05:28 +01:00
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PrintConsole(game, "Tried to resume nonexisitent gamestate \"%s\"", name);
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2012-12-25 00:22:03 +01:00
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}
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2012-12-24 19:41:12 +01:00
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}
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void SwitchGamestate(struct Game *game, const char* current, const char* n) {
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StopGamestate(game, current);
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UnloadGamestate(game, current);
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LoadGamestate(game, n);
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StartGamestate(game, n);
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}
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