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/*
* tqueue.cc - A queue of time-based events for animation.
*
* Copyright (C) 2000-2022 The Exult Team
*
* 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.
*/
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#include "tqueue.h"
#include "actors.h"
#include "cheat.h"
#include "gamewin.h"
#include <algorithm>
#ifdef __GNUC__
# pragma GCC diagnostic push
# pragma GCC diagnostic ignored "-Wold-style-cast"
# pragma GCC diagnostic ignored "-Wzero-as-null-pointer-constant"
#endif // __GNUC__
#include <SDL.h>
#ifdef __GNUC__
# pragma GCC diagnostic pop
#endif // __GNUC__
/*
* Remove all entries.
*/
void Time_queue::clear() {
for (auto& ent : data) {
ent.handler->dequeue();
}
data.clear();
}
/*
* Add an entry to the queue.
*/
void Time_queue::add(
uint32 t, std::shared_ptr<Time_sensitive> obj, uintptr ud) {
obj->queue_cnt++; // It's going in, no matter what.
Queue_entry newent;
if (paused && !obj->always) { // Paused?
// Messy, but we need to fix time.
t -= SDL_GetTicks() - pause_time;
}
newent.set(t, nullptr, ud, obj);
auto insertionPoint = std::upper_bound(data.begin(), data.end(), newent);
data.insert(insertionPoint, newent);
}
void Time_queue::add(
uint32 t, // When entry is to be activated.
Time_sensitive* obj, // Object to be added.
uintptr ud // User data.
) {
obj->queue_cnt++; // It's going in, no matter what.
Queue_entry newent;
if (paused && !obj->always) { // Paused?
// Messy, but we need to fix time.
t -= SDL_GetTicks() - pause_time;
}
newent.set(t, obj, ud, nullptr);
auto insertionPoint = std::upper_bound(data.begin(), data.end(), newent);
data.insert(insertionPoint, newent);
}
bool operator<(const Queue_entry& q1, const Queue_entry& q2) {
return q1.time < q2.time;
}
/*
* Remove first entry containing a given object.
*
* Output: 1 if found, else 0.
*/
bool Time_queue::remove(Time_sensitive* obj) {
auto toRemove
= std::find_if(data.begin(), data.end(), [obj](const auto& el) {
return el.handler == obj || el.sp_handler.get() == obj;
});
auto found = toRemove != data.end();
if (found) {
toRemove->handler->queue_cnt--;
data.erase(toRemove);
}
return found;
}
bool Time_queue::remove(std::shared_ptr<Time_sensitive> obj) {
auto toRemove
= std::find_if(data.begin(), data.end(), [obj](const auto& el) {
return el.handler == obj.get() || el.sp_handler == obj;
});
auto found = toRemove != data.end();
if (found) {
toRemove->handler->queue_cnt--;
data.erase(toRemove);
}
return found;
}
/*
* Remove first entry containing a given object and data.
*
* Output: 1 if found, else 0.
*/
bool Time_queue::remove(Time_sensitive* obj, uintptr udata) {
auto it = std::find_if(data.begin(), data.end(), [&](const auto& el) {
return el.handler == obj && el.udata == udata;
});
const bool found = it != data.end();
if (found) {
obj->queue_cnt--;
data.erase(it);
}
return found;
}
bool Time_queue::remove(std::shared_ptr<Time_sensitive> obj, uintptr udata) {
auto it = std::find_if(data.begin(), data.end(), [&](const auto& el) {
return (el.handler == obj.get() || el.sp_handler == obj)
&& el.udata == udata;
});
const bool found = it != data.end();
if (found) {
obj->queue_cnt--;
data.erase(it);
}
return found;
}
/*
* See if a given entry is in the queue.
*
* Output: true if found, else false.
*/
bool Time_queue::find(const Time_sensitive* obj) const {
return std::find_if(
data.begin(), data.end(),
[&](const auto& el) {
return el.handler == obj || el.sp_handler.get() == obj;
})
!= data.end();
}
/*
* Find when an entry is due.
*
* Output: delay in msecs. when due, or -1 if not in queue.
*/
long Time_queue::find_delay(const Time_sensitive* obj, uint32 curtime) const {
auto found = std::find_if(data.begin(), data.end(), [&](const auto& el) {
return obj == el.handler || obj == el.sp_handler.get();
});
if (found == data.end()) {
return -1;
}
if (pause_time) { // Watch for case when paused.
curtime = pause_time;
}
const long delay = found->time - curtime;
return delay >= 0 ? delay : 0;
}
void Time_queue::activate(uint32 curtime) {
if (cheat.in_map_editor()) {
activate_mapedit(curtime);
} else if (paused > 0) {
activate_always(curtime);
} else if (!data.empty() && !(curtime < data.front().time)) {
activate0(curtime);
}
}
/*
* Remove & activate entries that are due, starting with head (already
* known to be due).
*/
void Time_queue::activate0(uint32 curtime // Current time.
) {
do {
Queue_entry ent = data.front();
Time_sensitive* obj = ent.handler;
std::shared_ptr<Time_sensitive> sp_obj = ent.sp_handler;
const uintptr udata = ent.udata;
data.pop_front(); // Remove from chain.
if (!obj && sp_obj) {
obj = sp_obj.get();
}
if (obj) {
obj->queue_cnt--;
obj->handle_event(curtime, udata);
}
} while (!data.empty() && !(curtime < data.front().time));
}
/*
* Remove & activate entries marked 'always'. This is called when
* the queue is paused.
*/
void Time_queue::activate_always(uint32 curtime // Current time.
) {
if (data.empty()) {
return;
}
for (auto it = data.begin(); it != data.end() && !(curtime < it->time);) {
auto next = it;
++next; // Get ->next in case we erase.
Queue_entry ent = *it;
std::shared_ptr<Time_sensitive> sp_obj = ent.sp_handler;
Time_sensitive* obj = ent.handler;
if (obj == nullptr && sp_obj) {
obj = sp_obj.get();
}
if (obj != nullptr && obj->always) {
obj->queue_cnt--;
const uintptr udata = ent.udata;
data.erase(it);
obj->handle_event(curtime, udata);
}
it = next;
}
}
/*
* Remove & activate only the avatar. This is called when
* map edit mode is enabled.
*/
void Time_queue::activate_mapedit(uint32 curtime // Current time.
) {
if (data.empty()) {
return;
}
const Main_actor* const avatar
= Game_window::get_instance()->get_main_actor();
for (auto it = data.begin(); it != data.end() && !(curtime < it->time);) {
auto next = it;
++next; // Get ->next in case we erase.
Queue_entry ent = *it;
std::shared_ptr<Time_sensitive> sp_obj = ent.sp_handler;
Time_sensitive* obj = ent.handler;
if (obj == nullptr && sp_obj) {
obj = sp_obj.get();
}
if (obj != nullptr && (obj == avatar || obj->always)) {
obj->queue_cnt--;
const uintptr udata = ent.udata;
data.erase(it);
obj->handle_event(curtime, udata);
}
it = next;
}
}
/*
* Resume after a pause.
*/
void Time_queue::resume(uint32 curtime) {
if (paused == 0 || --paused > 0) { // Only unpause when stack empty.
return; // Not paused.
}
const int diff = curtime - pause_time;
pause_time = 0;
if (diff < 0) { // Should not happen.
return;
}
for (auto& it : data) {
if (!it.handler->always) {
it.time += diff; // Push entries ahead.
}
}
}
/*
* Get next element in queue.
*/
bool Time_queue_iterator::operator()(
Time_sensitive*& obj, // Main object.
uintptr& data // Data that was added with it.
) {
auto remain = iter;
iter = this_obj == nullptr
? remain
: std::find_if(
iter, tqueue->data.end(), [&](const auto& el) {
return el.handler == this_obj
|| el.sp_handler.get() == this_obj;
});
if (iter == tqueue->data.end()) {
return false;
}
obj = iter->handler; // Return fields.
data = iter->udata;
++iter; // On to the next.
return true;
}
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