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/*
* .þÛÛþ þ þ þÛÛþ. þ þ þÛÛÛþ. þÛÛÛþ .þÛÛþ. þ þ
* .þ Û Ûþ. Û Û þ. Û Û Û þ Û. Û. Û Ûþ. Û
* Û Û Û Û Û Û Û Û þ. Û. Û Û Û Û Û Û Û
* .þþÛÛÛÛþ Û Û Û þÛÛÛÛþþ. þþÛÛ. þþÛÛþ. þÛ Û Û Û Û Û
* .Û Û Û .þÛ Û Û. Û Û Û Û Û. þ. Û Û .þÛ
* þ. þ þ þ þ .þ þ .þ þ .þ þÛÛÛþ .þÛÛþ. þ þ
*
* Berusky (C) AnakreoN
* Martin Stransky <stransky@anakreon.cz>
*
* 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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
*/
#ifndef __EVENTS_H__
#define __EVENTS_H__
#include "portability.h"
// uncomment for event debugging
// #define EVENTS_DEBUG 1
#ifdef LINUX
#include <sys/time.h>
#endif
/****************************************************************
Level events - for game level
UI_ - events from user interface
GL_ - events from game logic
AN_ - events for animation engine (usually created by game logic or level changer)
MN_ - events for user interface / menus (usually obtained as user input)
GC_ - events for game control (start/stop playing, load/save level and so on)
SN_ - events for sound engine
ED_ - events from level editor
****************************************************************
Common parameters:
change_sprite = true -> change sprites on screen
change_sprite = false -> don't touch sprites on screen
*/
typedef enum {
// Zero-event
EV_NONE = 0,
// Test-event
EV_TEST = 1,
// ------------------------------------------------------------------------
// GUI events
// user interface - block selected event (player move and so on)
// format: [GI_BLOCK_KEYS, key_group, blocked]
// key_group = key group to block
// blocked = true/false
GI_BLOCK_KEYS,
// user interface - enable all groups
// format: [GI_UNBLOCK_ALL]
GI_UNBLOCK_ALL,
// pressed key
// format: [GI_KEY_DOWN, asci code of key]
GI_KEY_DOWN,
// Mouse was moved
// format: [GI_MOUSE_MOVE, x, y, button]
GI_MOUSE_MOVE,
// a raw mouse event (it's generated by an input interface when
// MEVENT_MOUSE_EXTERNAL flag was set)
// format: [GI_MOUSE_EVENT, handle, x, y, state, button]
GI_MOUSE_EVENT,
// Pick up one message from backtrace stack
// and run it
GI_MENU_BACK_POP,
// Push one message to backtrace stack
// format: [GC_MENU_BACK_PUSH, function, param_1, param_2]
GI_MENU_BACK_PUSH,
// Draw sprite
// format: [GC_SPRITE_DRAW, sprite_handle, x, y]
GI_SPRITE_DRAW,
// Print string
// format: [GC_STRING_DRAW, font, x, y, x_aling, string]
GI_STRING_DRAW,
// Switch and redraw the checkbox
// format: [GI_CHECKBOX_SWITCH, checkbox_id]
GI_CHECKBOX_SWITCH,
// Launch an event for the previous menu and set the next event
// format: [GI_HIGHLIGHT_EVENT, group]
GI_HIGHLIGHT_EVENT,
// ------------------------------------------------------------------------
// Game events
// move/fast move player in level
// format: [GL_PLAYER_MOVE, x, y, diff_x, diff_y]
// [GL_PLAYER_MOVE_FAST, x, y, diff_x, diff_y]
GL_PLAYER_MOVE,
GL_PLAYER_MOVE_FAST,
// make other player active
// format: [GL_PLAYER_SWITCH, -1] - switch to another active player
// format: [GL_PLAYER_SWITCH, num] - switch to player num
GL_PLAYER_SWITCH,
// ------------------------------------------------------------------------
// change / create new object in level, erase old (if exist)
// format: [GL_CELL_SET_ITEM, x, y, layer, new_item, rewrite_sub_items, change_sprite]
GL_CELL_SET_ITEM,
// change / set variation of item
// format: [GL_CELL_SET_VARIATION, x, y, layer, variation, rewrite_subitems, change_sprite]
GL_CELL_SET_VARIATION,
// change / set rotation of items
// format: [GL_CELL_SET_ITEM, x, y, layer, rotation, change_sprite]
GL_CELL_SET_ROTATION,
// change diff for cell
// format: [GL_SET_DIFF, x, y, layer, diff_x, diff_y]
GL_CELL_SET_DIFF,
// erase cell in level, remove all sprites and so on
// format: [GL_CELL_CLEAR_ALL, x, y, layer, change_sprite]
GL_CELL_CLEAR_ALL,
// Move cell in level
// format: [GL_ITEM_MOVE, x, y, layer, nx, ny, change_sprite]
GL_CELL_MOVE,
// Set player position
// format: [PL_PLAYER_SET_POS, x, y, player_num]
PL_PLAYER_SET_POS,
// ------------------------------------------------------------------------
// Run defined animation to selected item
// format: [AN_RUN, x, y, layer, animation, chained_animations, chained_events][next...][....]
AN_RUN,
// Run defined animation to selected item
// format: [AN_GENERATE_AND_RUN, x, y, layer, animation_type, chained_animations, chained_events][next...][....]
AN_GENERATE_AND_RUN,
// erase animation from level (if exist)
// format: [AN_STOP_AND_CLEAR, x, y, layer]
AN_STOP_AND_CLEAR,
// ------------------------------------------------------------------------
// Game control events
// play level
// format: [GC_RUN_LEVEL_SELECT, level_number, x, y]
GC_RUN_LEVEL_SELECT,
// play level
// format: [GC_RUN_LEVEL_SET]
GC_RUN_LEVEL_SET,
// play level
// format: [GC_RUN_LEVEL_LINE, level_name]
GC_RUN_LEVEL_LINE,
// run editor
// format: [GC_RUN_EDITOR]
GC_RUN_EDITOR,
// quit playing level
// format: [GC_STOP_LEVEL, cheat, menu]
GC_STOP_LEVEL,
// play level with welcome screen
// format: [GC_MENU_RUN_LEVEL, level_set]
GC_MENU_RUN_LEVEL,
// end screen for a level
// format: [GC_MENU_END_LEVEL]
GC_MENU_END_LEVEL,
// end screen for a custom level
// format: [GC_MENU_END_LEVEL_CUSTOM]
GC_MENU_END_LEVEL_CUSTOM,
// end screen for whole episode
// format: [GC_MENU_END_LEVEL_SET, level_set]
GC_MENU_END_LEVEL_SET,
// create a new profile with given name
// format: [GC_MENU_PROFILE_CREATE, profile_name]
GC_MENU_PROFILE_CREATE,
// select from loaded profiles
// format: [GC_MENU_PROFILE_SELECT, profile_number]
GC_MENU_PROFILE_SELECT,
// suspend/restore playing level
// format: [GC_SUSPEND_LEVEL/GC_RESTORE_LEVEL]
GC_SUSPEND_LEVEL,
GC_RESTORE_LEVEL,
// Restart current level
// format: [GC_RESTART_LEVEL]
GC_RESTART_LEVEL,
// load/save level
// format: [GC_SAVE_LEVEL/GC_LOAD_LEVEL]
GC_SAVE_LEVEL,
GC_LOAD_LEVEL,
// messages in menu
// format: [message ID, page]
GC_MENU_DOUBLESIZE_QUESTION,
GC_MENU_DOUBLESIZE_SWITCH,
GC_MENU_DOUBLESIZE_SET,
// messages in menu
// format: [message ID, page]
GC_MENU_START,
GC_MENU_NEW_GAME,
GC_MENU_PROFILES,
GC_MENU_SETTINGS,
GC_MENU_SETTINGS_FULSCREEN_SWITCH,
GC_MENU_SETTINGS_DOUBLESIZE_SWITCH,
GC_MENU_SETTINGS_SOUND_SWITCH,
GC_MENU_SETTINGS_MUSIC_SWITCH,
GC_MENU_LEVEL_HINT,
GC_MENU_HELP,
GC_MENU_HELP_KEYS,
GC_MENU_HELP_RULES,
GC_MENU_HELP_CREDIT,
GC_MENU_IN_GAME,
GC_MENU_QUIT,
// ------------------------------------------------------------------------
// Game data loading
// Loads game data (sprites and so...)
// format: [GC_GAME_DATA_LOAD]
GC_GAME_DATA_LOAD,
// ------------------------------------------------------------------------
// Sound engine events
// Play sample
// format: [SN_PLAY_SAMPLE, sample_handle]
SN_PLAY_SAMPLE,
// Play music
// format: [SN_PLAY_MUSIC, track_handle]
SN_PLAY_MUSIC,
// ------------------------------------------------------------------------
// Editor events
// clear level
// format: [ED_LEVEL_NEW]
ED_LEVEL_NEW,
// load whole level
// format: [ED_LEVEL_LOAD, p_garg]
ED_LEVEL_LOAD,
ED_LEVEL_SAVE,
ED_LEVEL_SAVE_AS,
// Select layer
// format: [ED_LEVEL_SELECT_LAYER, layer]
ED_LEVEL_SELECT_LAYER,
// set cursor in level area
// format: [ED_LEVEL_SET_CURSOR,x,y,redraw]
ED_LEVEL_SET_CURSOR,
// selection by rectangle
// format: [ED_LEVEL_RECTANGLE_SELECTION, fill]
// fill - true/false
ED_LEVEL_RECTANGLE_SELECTION,
// insert item to level
// format: [ED_LEVEL_DRAW_CURSOR_INSERT_ITEM]
ED_LEVEL_DRAW_CURSOR_INSERT_ITEM,
// rotate item in level
// format: [ED_LEVEL_DRAW_CURSOR_ROTATE_ITEM, type, rotation]
ED_LEVEL_DRAW_CURSOR_ROTATE_ITEM,
// variate item in level
// format: [ED_LEVEL_DRAW_CURSOR_VARIATE_ITEM, type, variation]
ED_LEVEL_DRAW_CURSOR_VARIATE_ITEM,
// clear item from level
// format: [ED_LEVEL_DRAW_CURSOR_CLEAR_ITEM]
ED_LEVEL_DRAW_CURSOR_CLEAR_ITEM,
// Change background
// format: [ED_LEVEL_CHANGE_BACKGROUND]
ED_LEVEL_CHANGE_BACKGROUND,
// Move the level area
// format: [ED_LEVEL_MOVE, dx, dy]
ED_LEVEL_MOVE,
ED_HELP,
ED_QUIT,
// rotate selected item
// format: [ED_ROTATE_SELECTION]
ED_ROTATE_SELECTION,
// variate selected item
// format: [ED_VARIATE_SELECTION]
ED_VARIATE_SELECTION,
// pick up selected item from level
// format: [ED_CURSOR_PICKUP]
ED_CURSOR_PICKUP,
// Shade level
// format: [ED_LEVEL_SHADER]
ED_LEVEL_SHADER,
// Run level
// format: [ED_LEVEL_RUN]
ED_LEVEL_RUN,
// Fullscreen mode
// format: [ED_LEVEL_FULLSCREEN]
ED_LEVEL_FULLSCREEN,
// level layer on/off
// format: [ED_LEVEL_LAYER, layer]
ED_LEVEL_LAYER,
// scroll panel with items
// format: [ED_LEVEL_IPANEL_SCROLL, panel_handle, direction]
ED_LEVEL_IPANEL_SCROLL,
// scroll a panel selected by mouse cursor
// format: [ED_LEVEL_MOUSE_PANEL_SCROLL, direction]
ED_LEVEL_MOUSE_PANEL_SCROLL,
// highlight an item in panel
// format: [ED_LEVEL_IPANEL_SELECT, panel_handle, direction]
ED_LEVEL_IPANEL_SELECT,
// select an item in panel
// format: [ED_LEVEL_IPANEL_SELECT_LOCK, panel_handle, direction]
ED_LEVEL_IPANEL_SELECT_LOCK,
// editor undo
// format: [ED_UNDO]
ED_UNDO,
// editor redo
// format: [ED_REDO]
ED_REDO,
// Last event, used for debugging
EV_LAST,
} EVENT_TYPE;
#define EVENT_LAST 0
#define EVENT_FIRST 1
#define EV_PLAYER 0
#define PARAM_0 0
#define PARAM_1 1
#define PARAM_2 2
#define PARAM_3 3
#define PARAM_4 4
#define PARAM_5 5
#define PARAM_POSITION_X PARAM_0
#define PARAM_POSITION_Y PARAM_1
#define PARAM_LAYER PARAM_2
#define PARAM_ANIMATION PARAM_3
#define PARAM_NEXT_EVENTS PARAM_4
#define PARAM_PLAYER_NUM PARAM_5
#define PARAM_ROTATION PARAM_5
#define PARAM_GROUP PARAM_0
#define PARAM_BLOCK PARAM_1
#define PARAMS 6
typedef void * EVENT_PARAM_TYPE;
#define EVENT_TYPE_NONE ((EVENT_PARAM_TYPE)(NULL))
#define ET(p) ((EVENT_PARAM_TYPE)(p))
#define ET_INT(p) ((EVENT_PARAM_TYPE)(INT_TO_POINTER(p)))
/* Everything
*/
typedef class level_event {
static const char * translation_table[];
private:
EVENT_TYPE action;
int depend_events;
EVENT_PARAM_TYPE params[PARAMS];
public:
void params_set(EVENT_PARAM_TYPE p0,
EVENT_PARAM_TYPE p1 = EVENT_TYPE_NONE,
EVENT_PARAM_TYPE p2 = EVENT_TYPE_NONE,
EVENT_PARAM_TYPE p3 = EVENT_TYPE_NONE,
EVENT_PARAM_TYPE p4 = EVENT_TYPE_NONE,
EVENT_PARAM_TYPE p5 = EVENT_TYPE_NONE)
{
params[0] = p0;
params[1] = p1;
params[2] = p2;
params[3] = p3;
params[4] = p4;
params[5] = p5;
}
int param_int_get(int index)
{
assert(index < PARAMS);
int *p_tmp = (int *)(params+index);
return((int)(*p_tmp));
}
void * param_point_get(int index)
{
assert(index < PARAMS);
return((void *)(params[index]));
}
EVENT_PARAM_TYPE param_get(int index)
{
assert(index < PARAMS);
return(params[index]);
}
static const char * translate_event(EVENT_TYPE action);
void dump(void)
{
bprintf("event = %s, params = [%d,%d,%d,%d,%d,%d]",
translate_event(action),
param_int_get(0),
param_int_get(1),
param_int_get(2),
param_int_get(3),
param_int_get(4),
param_int_get(5));
}
void depends_add(int num)
{
depend_events += num;
}
int depends_get(void)
{
return(depend_events);
}
void action_set(EVENT_TYPE act)
{
action = act;
}
EVENT_TYPE action_get(void)
{
return(action);
}
bool valid(void)
{
return(action != EV_NONE);
}
bool used(void)
{
return(valid());
}
void clear(void)
{
action = EV_NONE;
depend_events = 0;
memset(params,0,sizeof(params));
}
const char * translate(void)
{
return(translation_table[action]);
}
void translate_test(void);
public:
level_event(void)
{
clear();
}
level_event(EVENT_TYPE ev,
EVENT_PARAM_TYPE p0 = EVENT_TYPE_NONE,
EVENT_PARAM_TYPE p1 = EVENT_TYPE_NONE,
EVENT_PARAM_TYPE p2 = EVENT_TYPE_NONE,
EVENT_PARAM_TYPE p3 = EVENT_TYPE_NONE,
EVENT_PARAM_TYPE p4 = EVENT_TYPE_NONE,
EVENT_PARAM_TYPE p5 = EVENT_TYPE_NONE)
: action(ev), depend_events(0)
{
params_set(p0,p1,p2,p3,p4,p5);
}
level_event(EVENT_TYPE ev,
int p0,
int p1 = 0,
int p2 = 0,
int p3 = 0,
int p4 = 0,
int p5 = 0)
: action(ev), depend_events(0)
{
params_set(ET(INT_TO_POINTER(p0)),
ET(INT_TO_POINTER(p1)),
ET(INT_TO_POINTER(p2)),
ET(INT_TO_POINTER(p3)),
ET(INT_TO_POINTER(p4)),
ET(INT_TO_POINTER(p5)));
}
} LEVEL_EVENT;
#define EXTEND_STEP 1000
typedef class event_stream {
int max_events; // the lenght of queue
LEVEL_EVENT *p_queue; // read queue
int read_first;
int read_next;
int write_first;
int write_next;
public:
// ----------------------------------------------------
// basic operations
// ----------------------------------------------------
int index_next(int index)
{
return ++index < max_events ? index : index = 0;
}
int index_prev(int index)
{
return --index < 0 ? index = max_events -1 : index;
}
bool in_range(int first, int last, int index)
{
if(first < last) { // normal order
return(index >= first && index <= last);
} else { // flipped order
return(index >= first || index <= last);
}
}
void dump(const char *p_desc, int first, int next)
{
int akt;
if(!empty(first,next)) {
bprintf(p_desc);
for(akt = first; akt != next; akt = index_next(akt)) {
p_queue[akt].dump();
}
}
}
void dump_read(const char *p_desc)
{
dump(p_desc,read_first,read_next);
}
void dump_write(const char *p_desc)
{
dump(p_desc,write_first,write_next);
}
bool empty(int first, int next)
{
return(first == next);
}
bool full(int first, int next)
{
return(first == index_next(next));
}
bool empty(void)
{
return(empty(read_first, read_next));
}
bool full(void)
{
return(full(read_first, write_next));
}
// ----------------------------------------------------
// Read stream
// ----------------------------------------------------
LEVEL_EVENT get(void)
{
assert(!empty());
int tmp_index = read_first;
read_first = index_next(read_first);
return p_queue[tmp_index];
}
// ----------------------------------------------------
// Write stream
// ----------------------------------------------------
void add(LEVEL_EVENT event, bool safe = TRUE)
{
if(!full()) {
if(event.valid()) {
p_queue[write_next] = event;
write_next = index_next(write_next);
}
}
else if(safe)
assert(0);
}
#define DIRECTION_ARRAY 1
#define DIRECTION_STACK (-1)
int add(LEVEL_EVENT *p_event, int num = 1, int direction = 1,
bool safe = TRUE)
{
assert(p_event);
int i;
for(i = 0; i < num; i++, p_event += direction) {
if(full()) {
if(safe)
assert(0);
else
return(num);
} else if(p_event->valid()) {
p_queue[write_next] = *p_event;
write_next = index_next(write_next);
}
}
return(num);
}
void add(class event_stream *p_stream, bool safe = TRUE)
{
if(!p_stream || p_stream->empty())
return;
while(!p_stream->empty()) {
if(!full()) {
LEVEL_EVENT ev = p_stream->get();
if(ev.valid())
add(ev);
}
else if(safe)
assert(0);
}
}
// move all items from write stream to read stream
// empty the write stream
//
void commit(void)
{
read_next = write_first = write_next;
}
// ----------------------------------------------------
// Initialization & creation
// ----------------------------------------------------
void clear(void)
{
read_first = read_next = write_first = write_next = 0;
}
void extend(int step)
{
if(!p_queue) {
max_events = step;
p_queue = new LEVEL_EVENT[step];
} else {
commit();
int min = read_first;
int max = read_next;
LEVEL_EVENT *p_tmp = new LEVEL_EVENT[max_events+step];
if(!empty(read_first, read_next)) {
int akt,i;
for(i = 0, akt = min; akt != max; i++, akt = index_next(akt)) {
p_tmp[i++] = p_queue[akt];
}
read_first = 0;
write_first = write_next = read_next = max;
} else {
clear();
}
delete [] p_queue;
p_queue = p_tmp;
max_events += step;
}
}
event_stream(void) : max_events(0), p_queue(NULL)
{
// Init and test the created event queue
testcase();
}
~event_stream(void)
{
max_events = 0;
if(p_queue)
delete [] p_queue;
clear();
}
void testcase(void);
} EVENT_STREAM;
typedef EVENT_STREAM LEVEL_EVENT_QUEUE;
#endif // __EVENTS_H__
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