jediacademy/code/game/G_Timer.cpp

398 lines
7.4 KiB
C++

// leave this line at the top for all g_xxxx.cpp files...
#include "g_headers.h"
#include "G_Local.h"
#include "../rufl/hstring.h"
#define MAX_GTIMERS 16384
typedef struct gtimer_s
{
hstring id; // Use handle strings, so that things work after loading
int time;
struct gtimer_s *next; // In either free list or current list
} gtimer_t;
gtimer_t g_timerPool[ MAX_GTIMERS ];
gtimer_t *g_timers[ MAX_GENTITIES ];
gtimer_t *g_timerFreeList;
static int TIMER_GetCount(int num)
{
gtimer_t *p = g_timers[num];
int count = 0;
while (p)
{
count++;
p = p->next;
}
return count;
}
/*
-------------------------
TIMER_RemoveHelper
Scans an entities timer list to remove a given
timer from the list and put it on the free list
Doesn't do much error checking, only called below
-------------------------
*/
static void TIMER_RemoveHelper( int num, gtimer_t *timer )
{
gtimer_t *p = g_timers[num];
// Special case: first timer in list
if (p == timer)
{
g_timers[num] = g_timers[num]->next;
p->next = g_timerFreeList;
g_timerFreeList = p;
return;
}
// Find the predecessor
while (p->next != timer)
{
p = p->next;
}
// Rewire
p->next = p->next->next;
timer->next = g_timerFreeList;
g_timerFreeList = timer;
return;
}
/*
-------------------------
TIMER_Clear
-------------------------
*/
void TIMER_Clear( void )
{
int i;
for (i = 0; i < MAX_GENTITIES; i++)
{
g_timers[i] = NULL;
}
for (i = 0; i < MAX_GTIMERS - 1; i++)
{
g_timerPool[i].next = &g_timerPool[i+1];
}
g_timerPool[MAX_GTIMERS-1].next = NULL;
g_timerFreeList = &g_timerPool[0];
}
/*
-------------------------
TIMER_Clear
-------------------------
*/
void TIMER_Clear( int idx )
{
// rudimentary safety checks, might be other things to check?
if ( idx >= 0 && idx < MAX_GENTITIES )
{
gtimer_t *p = g_timers[idx];
// No timers at all -> do nothing
if (!p)
{
return;
}
// Find the end of this ents timer list
while (p->next)
{
p = p->next;
}
// Splice the lists
p->next = g_timerFreeList;
g_timerFreeList = g_timers[idx];
g_timers[idx] = NULL;
return;
}
}
/*
-------------------------
TIMER_Save
-------------------------
*/
void TIMER_Save( void )
{
int j;
gentity_t *ent;
for ( j = 0, ent = &g_entities[0]; j < MAX_GENTITIES; j++, ent++ )
{
unsigned char numTimers = TIMER_GetCount(j);
if ( !ent->inuse && numTimers)
{
// Com_Printf( "WARNING: ent with timers not inuse\n" );
assert(numTimers);
TIMER_Clear( j );
numTimers = 0;
}
//Write out the timer information
gi.AppendToSaveGame('TIME', (void *)&numTimers, sizeof(numTimers));
gtimer_t *p = g_timers[j];
assert ((numTimers && p) || (!numTimers && !p));
while(p)
{
const char *timerID = p->id.c_str();
const int length = strlen(timerID) + 1;
const int time = p->time - level.time; //convert this back to delta so we can use SET after loading
assert( length < 1024 );//This will cause problems when loading the timer if longer
//Write out the id string
gi.AppendToSaveGame('TMID', (void *) timerID, length);
//Write out the timer data
gi.AppendToSaveGame('TDTA', (void *) &time, sizeof( time ) );
p = p->next;
}
}
}
/*
-------------------------
TIMER_Load
-------------------------
*/
void TIMER_Load( void )
{
int j;
gentity_t *ent;
for ( j = 0, ent = &g_entities[0]; j < MAX_GENTITIES; j++, ent++ )
{
unsigned char numTimers;
gi.ReadFromSaveGame( 'TIME', (void *)&numTimers, sizeof(numTimers) );
//Read back all entries
for ( int i = 0; i < numTimers; i++ )
{
int time;
char tempBuffer[1024]; // Still ugly. Setting ourselves up for 007 AUF all over again. =)
assert (sizeof(g_timers[0]->time) == sizeof(time) );//make sure we're reading the same size as we wrote
//Read the id string and time
gi.ReadFromSaveGame( 'TMID', (char *) tempBuffer, 0 );
gi.ReadFromSaveGame( 'TDTA', (void *) &time, sizeof( time ) );
//this is odd, we saved all the timers in the autosave, but not all the ents are spawned yet from an auto load, so skip it
if (ent->inuse)
{ //Restore it
TIMER_Set(ent, tempBuffer, time);
}
}
}
}
static gtimer_t *TIMER_GetNew(int num, const char *identifier)
{
assert(num < ENTITYNUM_MAX_NORMAL);//don't want timers on NONE or the WORLD
gtimer_t *p = g_timers[num];
// Search for an existing timer with this name
while (p)
{
if (p->id == identifier)
{ // Found it
return p;
}
p = p->next;
}
// No existing timer with this name was found, so grab one from the free list
if (!g_timerFreeList)
{//oh no, none free!
assert(g_timerFreeList);
return NULL;
}
p = g_timerFreeList;
g_timerFreeList = g_timerFreeList->next;
p->next = g_timers[num];
g_timers[num] = p;
return p;
}
gtimer_t *TIMER_GetExisting(int num, const char *identifier)
{
gtimer_t *p = g_timers[num];
while (p)
{
if (p->id == identifier)
{ // Found it
return p;
}
p = p->next;
}
return NULL;
}
/*
-------------------------
TIMER_Set
-------------------------
*/
void TIMER_Set( gentity_t *ent, const char *identifier, int duration )
{
assert(ent->inuse);
gtimer_t *timer = TIMER_GetNew(ent->s.number, identifier);
if (timer)
{
timer->id = identifier;
timer->time = level.time + duration;
}
}
/*
-------------------------
TIMER_Get
-------------------------
*/
int TIMER_Get( gentity_t *ent, const char *identifier )
{
gtimer_t *timer = TIMER_GetExisting(ent->s.number, identifier);
if (!timer)
{
return -1;
}
return timer->time;
}
/*
-------------------------
TIMER_Done
-------------------------
*/
qboolean TIMER_Done( gentity_t *ent, const char *identifier )
{
gtimer_t *timer = TIMER_GetExisting(ent->s.number, identifier);
if (!timer)
{
return qtrue;
}
return (timer->time < level.time);
}
/*
-------------------------
TIMER_Done2
Returns false if timer has been
started but is not done...or if
timer was never started
-------------------------
*/
qboolean TIMER_Done2( gentity_t *ent, const char *identifier, qboolean remove )
{
gtimer_t *timer = TIMER_GetExisting(ent->s.number, identifier);
qboolean res;
if (!timer)
{
return qfalse;
}
res = (timer->time < level.time);
if (res && remove)
{
// Put it back on the free list
TIMER_RemoveHelper(ent->s.number, timer);
}
return res;
}
/*
-------------------------
TIMER_Exists
-------------------------
*/
qboolean TIMER_Exists( gentity_t *ent, const char *identifier )
{
return (qboolean)TIMER_GetExisting(ent->s.number, identifier);
}
/*
-------------------------
TIMER_Remove
Utility to get rid of any timer
-------------------------
*/
void TIMER_Remove( gentity_t *ent, const char *identifier )
{
gtimer_t *timer = TIMER_GetExisting(ent->s.number, identifier);
if (!timer)
{
return;
}
// Put it back on the free list
TIMER_RemoveHelper(ent->s.number, timer);
}
/*
-------------------------
TIMER_Start
-------------------------
*/
qboolean TIMER_Start( gentity_t *self, const char *identifier, int duration )
{
if ( TIMER_Done( self, identifier ) )
{
TIMER_Set( self, identifier, duration );
return qtrue;
}
return qfalse;
}