level.c 5.9 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. GameManager* manager;
  19. };
  20. Level* level_alloc(const LevelBehaviour* behaviour, GameManager* manager) {
  21. Level* level = malloc(sizeof(Level));
  22. level->manager = manager;
  23. EntityList_init(level->entities);
  24. EntityList_init(level->to_add);
  25. EntityList_init(level->to_remove);
  26. level->behaviour = behaviour;
  27. if(behaviour->context_size > 0) {
  28. level->context = malloc(behaviour->context_size);
  29. } else {
  30. level->context = NULL;
  31. }
  32. LEVEL_DEBUG("Allocated level at %p", level);
  33. return level;
  34. }
  35. static void level_process_add(Level* level) {
  36. // move entities from to_add to entities
  37. FOREACH(item, level->to_add) {
  38. EntityList_push_back(level->entities, *item);
  39. }
  40. EntityList_clear(level->to_add);
  41. }
  42. static void level_process_remove(Level* level) {
  43. // remove entities in to_remove from entities and free them
  44. FOREACH(item, level->to_remove) {
  45. entity_free(*item);
  46. EntityList_it_t it;
  47. // find and remove the entity from the entities list
  48. for(EntityList_it(it, level->entities); !EntityList_end_p(it); EntityList_next(it)) {
  49. if(*EntityList_ref(it) == *item) {
  50. EntityList_remove(level->entities, it);
  51. break;
  52. }
  53. }
  54. }
  55. EntityList_clear(level->to_remove);
  56. }
  57. static bool level_entity_in_list_p(EntityList_t list, Entity* entity) {
  58. FOREACH(item, list) {
  59. if(*item == entity) {
  60. return true;
  61. }
  62. }
  63. return false;
  64. }
  65. void level_free(Level* level) {
  66. level_clear(level);
  67. EntityList_clear(level->entities);
  68. EntityList_clear(level->to_add);
  69. EntityList_clear(level->to_remove);
  70. if(level->behaviour->context_size > 0) {
  71. free(level->context);
  72. }
  73. LEVEL_DEBUG("Freeing level at %p", level);
  74. free(level);
  75. }
  76. void level_clear(Level* level) {
  77. size_t iterations = 0;
  78. do {
  79. // process to_add and to_remove
  80. level_process_add(level);
  81. level_process_remove(level);
  82. // remove entities from entities list
  83. FOREACH(item, level->entities) {
  84. if(!level_entity_in_list_p(level->to_remove, *item)) {
  85. level_remove_entity(level, *item);
  86. }
  87. }
  88. // check if we are looping too many times
  89. iterations++;
  90. if(iterations >= 100) {
  91. LEVEL_ERROR("Level free looped too many times");
  92. }
  93. // entity_call_stop can call level_remove_entity or level_add_entity
  94. // so we need to process to_add and to_remove again
  95. } while(!EntityList_empty_p(level->to_add) || !EntityList_empty_p(level->to_remove));
  96. }
  97. Entity* level_add_entity(Level* level, const EntityDescription* description) {
  98. Entity* entity = entity_alloc(description);
  99. EntityList_push_back(level->to_add, entity);
  100. entity_call_start(entity, level->manager);
  101. return entity;
  102. }
  103. void level_remove_entity(Level* level, Entity* entity) {
  104. EntityList_push_back(level->to_remove, entity);
  105. entity_call_stop(entity, level->manager);
  106. }
  107. static void level_process_update(Level* level, GameManager* manager) {
  108. FOREACH(item, level->entities) {
  109. entity_call_update(*item, manager);
  110. }
  111. }
  112. static void level_process_collision(Level* level, GameManager* manager) {
  113. EntityList_it_t it_first;
  114. EntityList_it_t it_second;
  115. EntityList_it(it_first, level->entities);
  116. while(!EntityList_end_p(it_first)) {
  117. Entity* first = *EntityList_ref(it_first);
  118. if(entity_collider_exists(first)) {
  119. // start second iterator at the next entity,
  120. // so we don't check the same pair twice
  121. EntityList_it_set(it_second, it_first);
  122. EntityList_next(it_second);
  123. while(!EntityList_end_p(it_second)) {
  124. Entity* second = *EntityList_ref(it_second);
  125. if(first->collider_dirty || second->collider_dirty) {
  126. if(entity_collider_exists(second)) {
  127. if(entity_collider_check_collision(first, second)) {
  128. entity_call_collision(first, second, manager);
  129. entity_call_collision(second, first, manager);
  130. }
  131. }
  132. }
  133. EntityList_next(it_second);
  134. }
  135. }
  136. EntityList_next(it_first);
  137. }
  138. FOREACH(item, level->entities) {
  139. (*item)->collider_dirty = false;
  140. }
  141. }
  142. void level_update(Level* level, GameManager* manager) {
  143. level_process_add(level);
  144. level_process_remove(level);
  145. level_process_update(level, manager);
  146. level_process_collision(level, manager);
  147. }
  148. void level_render(Level* level, GameManager* manager, Canvas* canvas) {
  149. FOREACH(item, level->entities) {
  150. entity_call_render(*item, manager, canvas);
  151. }
  152. }
  153. void level_call_start(Level* level) {
  154. if(level->behaviour->start) {
  155. level->behaviour->start(level, level->manager, level->context);
  156. }
  157. }
  158. void level_call_stop(Level* level) {
  159. if(level->behaviour->stop) {
  160. level->behaviour->stop(level, level->manager, level->context);
  161. }
  162. }
  163. void level_call_alloc(Level* level) {
  164. if(level->behaviour->alloc) {
  165. level->behaviour->alloc(level, level->manager, level->context);
  166. }
  167. }
  168. void level_call_free(Level* level) {
  169. if(level->behaviour->free) {
  170. level->behaviour->free(level, level->manager, level->context);
  171. }
  172. }