level.c 5.6 KB

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  1. #include "level.h"
  2. #include "level_i.h"
  3. #include "entity_i.h"
  4. #include <m-list.h>
  5. #include <furi.h>
  6. LIST_DEF(EntityList, Entity*, M_POD_OPLIST);
  7. #define M_OPL_EntityList_t() LIST_OPLIST(EntityList)
  8. #define FOREACH(name, list) for \
  9. M_EACH(name, list, EntityList_t)
  10. #define LEVEL_DEBUG(...) FURI_LOG_D("Level", __VA_ARGS__)
  11. #define LEVEL_ERROR(...) FURI_LOG_E("Level", __VA_ARGS__)
  12. struct Level {
  13. EntityList_t entities;
  14. EntityList_t to_add;
  15. EntityList_t to_remove;
  16. const LevelBehaviour* behaviour;
  17. void* context;
  18. };
  19. Level* level_alloc(const LevelBehaviour* behaviour) {
  20. Level* level = malloc(sizeof(Level));
  21. EntityList_init(level->entities);
  22. EntityList_init(level->to_add);
  23. EntityList_init(level->to_remove);
  24. level->behaviour = behaviour;
  25. if(behaviour->context_size > 0) {
  26. level->context = malloc(behaviour->context_size);
  27. } else {
  28. level->context = NULL;
  29. }
  30. LEVEL_DEBUG("Allocated level at %p", level);
  31. return level;
  32. }
  33. static void level_process_add(Level* level) {
  34. // move entities from to_add to entities
  35. FOREACH(item, level->to_add) {
  36. EntityList_push_back(level->entities, *item);
  37. }
  38. EntityList_clear(level->to_add);
  39. }
  40. static void level_process_remove(Level* level) {
  41. // remove entities in to_remove from entities and free them
  42. FOREACH(item, level->to_remove) {
  43. entity_free(*item);
  44. EntityList_it_t it;
  45. // find and remove the entity from the entities list
  46. for(EntityList_it(it, level->entities); !EntityList_end_p(it); EntityList_next(it)) {
  47. if(*EntityList_ref(it) == *item) {
  48. EntityList_remove(level->entities, it);
  49. break;
  50. }
  51. }
  52. }
  53. EntityList_clear(level->to_remove);
  54. }
  55. static bool level_entity_in_list_p(EntityList_t list, Entity* entity) {
  56. FOREACH(item, list) {
  57. if(*item == entity) {
  58. return true;
  59. }
  60. }
  61. return false;
  62. }
  63. void level_free(Level* level) {
  64. level_clear(level);
  65. EntityList_clear(level->entities);
  66. EntityList_clear(level->to_add);
  67. EntityList_clear(level->to_remove);
  68. if(level->behaviour->context_size > 0) {
  69. free(level->context);
  70. }
  71. LEVEL_DEBUG("Freeing level at %p", level);
  72. free(level);
  73. }
  74. void level_clear(Level* level) {
  75. size_t iterations = 0;
  76. do {
  77. // process to_add and to_remove
  78. level_process_add(level);
  79. level_process_remove(level);
  80. // remove entities from entities list
  81. FOREACH(item, level->entities) {
  82. if(!level_entity_in_list_p(level->to_remove, *item)) {
  83. level_remove_entity(level, *item);
  84. }
  85. }
  86. // check if we are looping too many times
  87. iterations++;
  88. if(iterations >= 100) {
  89. LEVEL_ERROR("Level free looped too many times");
  90. }
  91. // entity_call_stop can call level_remove_entity or level_add_entity
  92. // so we need to process to_add and to_remove again
  93. } while(!EntityList_empty_p(level->to_add) || !EntityList_empty_p(level->to_remove));
  94. }
  95. Entity* level_add_entity(Level* level, const EntityDescription* description) {
  96. Entity* entity = entity_alloc(description);
  97. EntityList_push_back(level->to_add, entity);
  98. entity_call_start(level, entity);
  99. return entity;
  100. }
  101. void level_remove_entity(Level* level, Entity* entity) {
  102. EntityList_push_back(level->to_remove, entity);
  103. entity_call_stop(level, entity);
  104. }
  105. static void level_process_update(Level* level, GameManager* manager) {
  106. FOREACH(item, level->entities) {
  107. entity_call_update(*item, manager);
  108. }
  109. }
  110. static void level_process_collision(Level* level, GameManager* manager) {
  111. EntityList_it_t it_first;
  112. EntityList_it_t it_second;
  113. EntityList_it(it_first, level->entities);
  114. while(!EntityList_end_p(it_first)) {
  115. if(entity_collider_exists(*EntityList_cref(it_first))) {
  116. // start second iterator at the next entity,
  117. // so we don't check the same pair twice
  118. EntityList_it_set(it_second, it_first);
  119. EntityList_next(it_second);
  120. while(!EntityList_end_p(it_second)) {
  121. if(entity_collider_exists(*EntityList_cref(it_second))) {
  122. Entity* first = *EntityList_ref(it_first);
  123. Entity* second = *EntityList_ref(it_second);
  124. if(entity_collider_check_collision(first, second)) {
  125. entity_call_collision(first, second, manager);
  126. entity_call_collision(second, first, manager);
  127. }
  128. }
  129. EntityList_next(it_second);
  130. }
  131. }
  132. EntityList_next(it_first);
  133. }
  134. }
  135. void level_update(Level* level, GameManager* manager) {
  136. level_process_add(level);
  137. level_process_remove(level);
  138. level_process_update(level, manager);
  139. level_process_collision(level, manager);
  140. }
  141. void level_render(Level* level, GameManager* manager, Canvas* canvas) {
  142. FOREACH(item, level->entities) {
  143. entity_call_render(*item, manager, canvas);
  144. }
  145. }
  146. void level_call_start(Level* level) {
  147. if(level->behaviour->start) {
  148. level->behaviour->start(level, level->context);
  149. }
  150. }
  151. void level_call_stop(Level* level) {
  152. if(level->behaviour->stop) {
  153. level->behaviour->stop(level, level->context);
  154. }
  155. }
  156. void level_call_alloc(Level* level) {
  157. if(level->behaviour->alloc) {
  158. level->behaviour->alloc(level, level->context);
  159. }
  160. }
  161. void level_call_free(Level* level) {
  162. if(level->behaviour->free) {
  163. level->behaviour->free(level, level->context);
  164. }
  165. }