level.c 8.8 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_INFO(...) FURI_LOG_I("Level", __VA_ARGS__)
  12. #define LEVEL_ERROR(...) FURI_LOG_E("Level", __VA_ARGS__)
  13. struct Level {
  14. EntityList_t entities;
  15. EntityList_t to_add;
  16. EntityList_t to_remove;
  17. const LevelBehaviour* behaviour;
  18. void* context;
  19. GameManager* manager;
  20. bool clear;
  21. LevelClearCallback clear_callback;
  22. void* clear_context;
  23. };
  24. Level* level_alloc(const LevelBehaviour* behaviour, GameManager* manager) {
  25. Level* level = malloc(sizeof(Level));
  26. level->manager = manager;
  27. level->clear = false;
  28. EntityList_init(level->entities);
  29. EntityList_init(level->to_add);
  30. EntityList_init(level->to_remove);
  31. level->behaviour = behaviour;
  32. if(behaviour->context_size > 0) {
  33. level->context = malloc(behaviour->context_size);
  34. } else {
  35. level->context = NULL;
  36. }
  37. LEVEL_DEBUG("Allocated level at %p", level);
  38. return level;
  39. }
  40. static void level_process_add(Level* level) {
  41. // move entities from to_add to entities
  42. FOREACH(item, level->to_add) {
  43. EntityList_push_back(level->entities, *item);
  44. }
  45. EntityList_clear(level->to_add);
  46. }
  47. static void level_process_remove(Level* level) {
  48. // remove entities in to_remove from entities and free them
  49. FOREACH(item, level->to_remove) {
  50. entity_free(*item);
  51. EntityList_it_t it;
  52. // find and remove the entity from the entities list
  53. for(EntityList_it(it, level->entities); !EntityList_end_p(it); EntityList_next(it)) {
  54. if(*EntityList_ref(it) == *item) {
  55. EntityList_remove(level->entities, it);
  56. break;
  57. }
  58. }
  59. }
  60. EntityList_clear(level->to_remove);
  61. }
  62. static bool level_entity_in_list_p(const EntityList_t list, Entity* entity) {
  63. FOREACH(item, list) {
  64. if(*item == entity) {
  65. return true;
  66. }
  67. }
  68. return false;
  69. }
  70. static void level_clear_entities(Level* level) {
  71. size_t iterations = 0;
  72. do {
  73. // process to_add and to_remove
  74. level_process_add(level);
  75. level_process_remove(level);
  76. // remove entities from entities list
  77. FOREACH(item, level->entities) {
  78. if(!level_entity_in_list_p(level->to_remove, *item)) {
  79. level_remove_entity(level, *item);
  80. }
  81. }
  82. // check if we are looping too many times
  83. iterations++;
  84. if(iterations >= 100) {
  85. LEVEL_ERROR("Level free looped too many times");
  86. }
  87. // entity_call_stop can call level_remove_entity or level_add_entity
  88. // so we need to process to_add and to_remove again
  89. } while(!EntityList_empty_p(level->to_add) || !EntityList_empty_p(level->to_remove) ||
  90. !EntityList_empty_p(level->entities));
  91. }
  92. void level_free(Level* level) {
  93. level_clear_entities(level);
  94. EntityList_clear(level->entities);
  95. EntityList_clear(level->to_add);
  96. EntityList_clear(level->to_remove);
  97. if(level->behaviour->context_size > 0) {
  98. free(level->context);
  99. }
  100. LEVEL_DEBUG("Freeing level at %p", level);
  101. free(level);
  102. }
  103. Entity* level_add_entity(Level* level, const EntityDescription* description) {
  104. Entity* entity = entity_alloc(description);
  105. EntityList_push_back(level->to_add, entity);
  106. entity_call_start(entity, level->manager);
  107. return entity;
  108. }
  109. void level_remove_entity(Level* level, Entity* entity) {
  110. EntityList_push_back(level->to_remove, entity);
  111. entity_call_stop(entity, level->manager);
  112. }
  113. void level_send_event(
  114. Level* level,
  115. Entity* sender,
  116. const EntityDescription* receiver_desc,
  117. uint32_t type,
  118. EntityEventValue value) {
  119. FOREACH(item, level->entities) {
  120. if(receiver_desc == entity_description_get(*item) || receiver_desc == NULL) {
  121. entity_send_event(sender, *item, level->manager, type, value);
  122. }
  123. }
  124. FOREACH(item, level->to_add) {
  125. if(receiver_desc == entity_description_get(*item) || receiver_desc == NULL) {
  126. entity_send_event(sender, *item, level->manager, type, value);
  127. }
  128. }
  129. }
  130. static void level_process_update(Level* level, GameManager* manager) {
  131. FOREACH(item, level->entities) {
  132. entity_call_update(*item, manager);
  133. }
  134. }
  135. static void level_process_collision(Level* level, GameManager* manager) {
  136. EntityList_it_t it_first;
  137. EntityList_it_t it_second;
  138. EntityList_it(it_first, level->entities);
  139. while(!EntityList_end_p(it_first)) {
  140. Entity* first = *EntityList_ref(it_first);
  141. if(entity_collider_exists(first)) {
  142. // start second iterator at the next entity,
  143. // so we don't check the same pair twice
  144. EntityList_it_set(it_second, it_first);
  145. EntityList_next(it_second);
  146. while(!EntityList_end_p(it_second)) {
  147. Entity* second = *EntityList_ref(it_second);
  148. if(first->collider_dirty || second->collider_dirty) {
  149. if(entity_collider_exists(second)) {
  150. if(entity_collider_check_collision(first, second)) {
  151. entity_call_collision(first, second, manager);
  152. entity_call_collision(second, first, manager);
  153. }
  154. }
  155. }
  156. EntityList_next(it_second);
  157. }
  158. }
  159. EntityList_next(it_first);
  160. }
  161. FOREACH(item, level->entities) {
  162. (*item)->collider_dirty = false;
  163. }
  164. }
  165. void level_clear(Level* level, LevelClearCallback callback, void* context) {
  166. level->clear_callback = callback;
  167. level->clear_context = context;
  168. level->clear = true;
  169. }
  170. void level_update(Level* level, GameManager* manager) {
  171. if(level->clear) {
  172. level_clear_entities(level);
  173. level->clear_callback(level, level->clear_context);
  174. level->clear = false;
  175. }
  176. level_process_add(level);
  177. level_process_remove(level);
  178. level_process_update(level, manager);
  179. level_process_collision(level, manager);
  180. }
  181. void level_render(Level* level, GameManager* manager, Canvas* canvas) {
  182. FOREACH(item, level->entities) {
  183. entity_call_render(*item, manager, canvas);
  184. }
  185. }
  186. void level_call_start(Level* level) {
  187. if(level->behaviour->start) {
  188. level->behaviour->start(level, level->manager, level->context);
  189. }
  190. }
  191. void level_call_stop(Level* level) {
  192. if(level->behaviour->stop) {
  193. level->behaviour->stop(level, level->manager, level->context);
  194. }
  195. }
  196. void level_call_alloc(Level* level) {
  197. if(level->behaviour->alloc) {
  198. level->behaviour->alloc(level, level->manager, level->context);
  199. }
  200. }
  201. void level_call_free(Level* level) {
  202. if(level->behaviour->free) {
  203. level->behaviour->free(level, level->manager, level->context);
  204. }
  205. }
  206. size_t level_entity_count(const Level* level, const EntityDescription* description) {
  207. size_t count = 0;
  208. FOREACH(item, level->entities) {
  209. if(description == NULL || description == entity_description_get(*item)) {
  210. count++;
  211. }
  212. }
  213. // subtract entities that are in to_remove
  214. FOREACH(item, level->to_remove) {
  215. if(description == NULL || description == entity_description_get(*item)) {
  216. count--;
  217. }
  218. }
  219. // add entities that are in to_add
  220. FOREACH(item, level->to_add) {
  221. if(description == NULL || description == entity_description_get(*item)) {
  222. count++;
  223. }
  224. }
  225. return count;
  226. }
  227. Entity* level_entity_get(const Level* level, const EntityDescription* description, size_t index) {
  228. size_t count = 0;
  229. FOREACH(item, level->entities) {
  230. if(description == NULL || description == entity_description_get(*item)) {
  231. if(!level_entity_in_list_p(level->to_remove, *item)) {
  232. if(count == index) {
  233. return *item;
  234. }
  235. count++;
  236. }
  237. }
  238. }
  239. FOREACH(item, level->to_add) {
  240. if(description == NULL || description == entity_description_get(*item)) {
  241. if(!level_entity_in_list_p(level->to_remove, *item)) {
  242. if(count == index) {
  243. return *item;
  244. }
  245. count++;
  246. }
  247. }
  248. }
  249. return NULL;
  250. }
  251. void* level_context_get(Level* level) {
  252. return level->context;
  253. }
  254. bool level_contains_entity(const Level* level, const Entity* entity) {
  255. FOREACH(item, level->entities) {
  256. if(*item == entity) {
  257. return true;
  258. }
  259. }
  260. FOREACH(item, level->to_add) {
  261. if(*item == entity) {
  262. return true;
  263. }
  264. }
  265. return false;
  266. }