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tests
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registry_h
| Author | SHA1 | Date | |
|---|---|---|---|
| 9f57710c36 |
22
Makefile
22
Makefile
@@ -2,21 +2,37 @@ SDLFLAGS_CC:=$(shell PKG_CONFIG_PATH=~/local/lib/pkgconfig pkg-config sdl3 --cfl
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SDLFLAGS_LD:=$(shell PKG_CONFIG_PATH=~/local/lib/pkgconfig pkg-config sdl3 --libs) -lSDL3_image -lSDL3_mixer
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CC:=$(shell which gcc)
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LD:=$(shell which ld)
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SRCFILES:=$(shell find src -type f -name '*.c')
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OBJFILES:=$(patsubst %.c,%.o,$(SRCFILES))
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PREPFILES:=$(patsubst %.c,%.E,$(SRCFILES))
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ASMFILES:=$(patsubst %.c,%.S,$(SRCFILES))
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CFLAGS:=-ggdb -gstabs
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OBJECTS:=src/util.o src/assets.o src/draw.o src/game.o src/physics.o src/json_helpers.o src/tilemap.o src/sprite.o src/sdl3-gametest.o
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DISTFILE:=dist/sdl3-gametest
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.PHONY: clean
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.PHONY: preprocessor
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.PHONY: assembler
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all: $(DISTFILE)
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preprocessor: $(PREPFILES)
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assembler: $(ASMFILES)
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clean:
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rm -f src/*.o ${DISTFILE}
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rm -f $(OBJFILES) $(PREPFILES) $(ASMFILES) ${DISTFILE}
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src/%.S: src/%.c
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$(CC) -S -o $@ $(CFLAGS) $(SDLFLAGS_CC) $?
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src/%.E: src/%.c
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$(CC) -E -o $@ $(CFLAGS) $(SDLFLAGS_CC) $?
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src/%.o: src/%.c
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$(CC) -c -o $@ $(CFLAGS) $(SDLFLAGS_CC) $?
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$(DISTFILE): $(OBJECTS)
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$(DISTFILE): $(OBJFILES)
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$(CC) -o $@ $^ -lexc -lbox2d -ljansson -lhashmap -lm $(SDLFLAGS_LD)
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152
src/heap.c
Normal file
152
src/heap.c
Normal file
@@ -0,0 +1,152 @@
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#include <stdlib.h>
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#include <aklabs/exclib.h>
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#include "game.h"
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#include "sprite.h"
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#include "heap.h"
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#include "registry.h"
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actor HEAP_ACTOR[MAX_HEAP_ACTOR];
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sprite HEAP_SPRITE[MAX_HEAP_SPRITE];
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spritesheet HEAP_SPRITESHEET[MAX_HEAP_SPRITESHEET];
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character HEAP_CHARACTER[MAX_HEAP_CHARACTER];
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string HEAP_STRING[MAX_HEAP_STRING];
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void heap_init()
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{
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int i = 0;
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for ( i = 0; i < MAX_HEAP_ACTOR; i++) {
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memset(&HEAP_ACTOR[i], 0x00, sizeof(actor));
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}
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for ( i = 0; i < MAX_HEAP_SPRITE; i++) {
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memset(&HEAP_SPRITE[i], 0x00, sizeof(sprite));
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}
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for ( i = 0; i < MAX_HEAP_SPRITESHEET; i++) {
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memset(&HEAP_SPRITESHEET[i], 0x00, sizeof(spritesheet));
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}
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for ( i = 0; i < MAX_HEAP_CHARACTER; i++) {
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memset(&HEAP_CHARACTER[i], 0x00, sizeof(character));
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}
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for ( i = 0; i < MAX_HEAP_STRING; i++) {
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memset(&HEAP_STRING[i], 0x00, sizeof(string));
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}
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}
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actor *heap_next_actor()
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{
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for (int i = 0; i < MAX_HEAP_ACTOR; i++ ) {
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if ( HEAP_ACTOR[i].refcount != 0 ) {
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continue;
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}
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return &HEAP_ACTOR[i];
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}
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THROW(EXC_HEAPERROR, "Unable to find unused actor on the heap");
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}
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sprite *heap_next_sprite()
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{
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for (int i = 0; i < MAX_HEAP_SPRITE; i++ ) {
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if ( HEAP_SPRITE[i].refcount != 0 ) {
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continue;
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}
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return &HEAP_SPRITE[i];
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}
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THROW(EXC_HEAPERROR, "Unable to find unused sprite on the heap");
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}
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spritesheet *heap_next_spritesheet()
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{
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for (int i = 0; i < MAX_HEAP_SPRITESHEET; i++ ) {
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if ( HEAP_SPRITESHEET[i].refcount != 0 ) {
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continue;
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}
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return &HEAP_SPRITESHEET[i];
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}
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THROW(EXC_HEAPERROR, "Unable to find unused spritesheet on the heap");
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}
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character *heap_next_character()
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{
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for (int i = 0; i < MAX_HEAP_CHARACTER; i++ ) {
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if ( HEAP_CHARACTER[i].refcount != 0 ) {
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continue;
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}
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return &HEAP_CHARACTER[i];
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}
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THROW(EXC_HEAPERROR, "Unable to find unused character on the heap");
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}
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string *heap_next_string()
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{
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for (int i = 0; i < MAX_HEAP_STRING; i++ ) {
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if ( HEAP_STRING[i].refcount != 0 ) {
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continue;
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}
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return &HEAP_STRING[i];
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}
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THROW(EXC_HEAPERROR, "Unable to find unused string on the heap");
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}
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void heap_release_actor(actor *ptr)
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{
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THROW_ZERO(ptr, EXC_NULLPOINTER, "NULL character reference");
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if ( ptr->refcount > 0 ) {
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ptr->refcount -= 1;
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}
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if ( ptr->refcount == 0 ) {
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heap_release_character(ptr->basechar);
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SDL_ClearProperty(REGISTRY_ACTOR, (char *)&ptr->name);
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}
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}
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void heap_release_character(character *basechar)
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{
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iterator opflags;
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THROW_ZERO(basechar, EXC_NULLPOINTER, "NULL character reference");
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BITMASK_CLEAR(opflags.flags);
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BITMASK_ADD(opflags.flags, ITERATOR_OP_RELEASE);
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if ( basechar->refcount > 0 ) {
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basechar->refcount -= 1;
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}
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if ( basechar->refcount == 0 ) {
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SDL_EnumerateProperties(basechar->state_sprites, &character_state_sprites_iterate, (void *)&opflags);
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SDL_ClearProperty(REGISTRY_CHARACTER, (char *)&basechar->name);
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}
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}
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void heap_release_sprite(sprite *ptr)
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{
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THROW_ZERO(ptr, EXC_NULLPOINTER, "Received NULL sprite reference");
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if ( ptr->refcount > 0 ) {
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ptr->refcount -= 1;
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}
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if ( ptr->refcount == 0 ) {
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heap_release_spritesheet(ptr->sheet);
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SDL_ClearProperty(REGISTRY_SPRITE, (char *)&ptr->name);
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}
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}
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void heap_release_spritesheet(spritesheet *ptr)
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{
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THROW_ZERO(ptr, EXC_NULLPOINTER, "Received NULL spritesheet reference");
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if ( ptr->refcount > 0 ) {
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ptr->refcount -= 1;
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}
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if ( ptr->refcount == 0 ) {
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// TODO : If we go threaded, make sure this is only happening on the main thread
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SDL_DestroyTexture(ptr->texture);
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SDL_ClearProperty(REGISTRY_CHARACTER, (char *)&ptr->name);
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}
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}
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void heap_release_string(string *ptr)
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{
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THROW_ZERO(ptr, EXC_NULLPOINTER, "Received NULL spritesheet reference");
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if ( ptr->refcount > 0 ) {
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ptr->refcount -= 1;
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}
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if ( ptr->refcount == 0 ) {
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memset(ptr->data, 0x00, MAX_STRING_LENGTH);
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}
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}
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31
src/heap.h
Normal file
31
src/heap.h
Normal file
@@ -0,0 +1,31 @@
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#ifndef _HEAP_H_
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#define _HEAP_H_
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#include "sprite.h"
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#include "string.h"
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#define MAX_HEAP_ACTOR 64
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#define MAX_HEAP_SPRITE (MAX_HEAP_ACTOR * 16)
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#define MAX_HEAP_SPRITESHEET MAX_HEAP_SPRITE
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#define MAX_HEAP_CHARACTER 256
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#define MAX_HEAP_STRING 256
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extern actor HEAP_ACTOR[MAX_HEAP_ACTOR];
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extern sprite HEAP_SPRITE[MAX_HEAP_SPRITE];
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extern spritesheet HEAP_SPRITESHEET[MAX_HEAP_SPRITESHEET];
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extern character HEAP_CHARACTER[MAX_HEAP_CHARACTER];
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extern string HEAP_STRING[MAX_HEAP_STRING];
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void heap_init();
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actor *heap_next_actor();
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sprite *heap_next_sprite();
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spritesheet *heap_next_spritesheet();
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character *heap_next_character();
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string *heap_next_string();
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void heap_release_actor(actor *ptr);
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void heap_release_sprite(sprite *ptr);
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void heap_release_spritesheet(spritesheet *ptr);
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void heap_release_character(character *ptr);
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void heap_release_string(string *ptr);
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#endif //_HEAP_H_
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32
src/registry.c
Normal file
32
src/registry.c
Normal file
@@ -0,0 +1,32 @@
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#include <aklabs/exclib.h>
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#include "sprite.h"
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#include "registry.h"
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SDL_PropertiesID REGISTRY_ACTOR;
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SDL_PropertiesID REGISTRY_SPRITE;
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SDL_PropertiesID REGISTRY_SPRITESHEET;
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SDL_PropertiesID REGISTRY_CHARACTER;
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void registry_init_actor()
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{
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REGISTRY_ACTOR = SDL_CreateProperties();
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THROW_ZERO(REGISTRY_ACTOR, EXC_NULLPOINTER, "Error initializing actor registry");
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}
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void registry_init_sprite()
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{
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REGISTRY_SPRITE = SDL_CreateProperties();
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THROW_ZERO(REGISTRY_SPRITE, EXC_NULLPOINTER, "Error initializing sprite registry");
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}
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void registry_init_spritesheet()
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{
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REGISTRY_SPRITESHEET = SDL_CreateProperties();
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THROW_ZERO(REGISTRY_SPRITESHEET, EXC_NULLPOINTER, "Error initializing spritesheet registry");
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}
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void registry_init_character()
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{
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REGISTRY_CHARACTER = SDL_CreateProperties();
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THROW_ZERO(REGISTRY_CHARACTER, EXC_NULLPOINTER, "Error initializing character registry");
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}
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16
src/registry.h
Normal file
16
src/registry.h
Normal file
@@ -0,0 +1,16 @@
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#ifndef _REGISTRY_H_
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#define _REGISTRY_H_
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extern SDL_PropertiesID REGISTRY_ACTOR;
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extern SDL_PropertiesID REGISTRY_SPRITE;
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extern SDL_PropertiesID REGISTRY_SPRITESHEET;
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extern SDL_PropertiesID REGISTRY_CHARACTER;
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void registry_init_actor();
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void registry_iterate_actor(void *userdata, SDL_PropertiesID registry, const char *name);
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void registry_init_sprite();
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void registry_init_spritesheet();
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void registry_init_character();
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#endif //_REGISTRY_H_
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@@ -13,6 +13,8 @@
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#include "draw.h"
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#include "assets.h"
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#include "sprite.h"
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#include "heap.h"
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#include "registry.h"
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SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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{
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142
src/sprite.c
142
src/sprite.c
@@ -8,101 +8,8 @@
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#include "game.h"
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#include "sprite.h"
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#include "json_helpers.h"
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SDL_PropertiesID REGISTRY_ACTOR;
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SDL_PropertiesID REGISTRY_SPRITE;
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SDL_PropertiesID REGISTRY_SPRITESHEET;
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SDL_PropertiesID REGISTRY_CHARACTER;
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actor HEAP_ACTOR[MAX_HEAP_ACTOR];
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sprite HEAP_SPRITE[MAX_HEAP_SPRITE];
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spritesheet HEAP_SPRITESHEET[MAX_HEAP_SPRITESHEET];
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character HEAP_CHARACTER[MAX_HEAP_CHARACTER];
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void heap_init()
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{
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int i = 0;
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for ( i = 0; i < MAX_HEAP_ACTOR; i++) {
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memset(&HEAP_ACTOR[i], 0x00, sizeof(actor));
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}
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for ( i = 0; i < MAX_HEAP_SPRITE; i++) {
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memset(&HEAP_SPRITE[i], 0x00, sizeof(sprite));
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}
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for ( i = 0; i < MAX_HEAP_SPRITESHEET; i++) {
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memset(&HEAP_SPRITESHEET[i], 0x00, sizeof(spritesheet));
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}
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for ( i = 0; i < MAX_HEAP_CHARACTER; i++) {
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memset(&HEAP_CHARACTER[i], 0x00, sizeof(character));
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}
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}
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actor *heap_next_actor()
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{
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for (int i = 0; i < MAX_HEAP_ACTOR; i++ ) {
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if ( HEAP_ACTOR[i].refcount != 0 ) {
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continue;
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}
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return &HEAP_ACTOR[i];
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}
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THROW(EXC_HEAPERROR, "Unable to find unused actor on the heap");
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}
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sprite *heap_next_sprite()
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{
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for (int i = 0; i < MAX_HEAP_SPRITE; i++ ) {
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if ( HEAP_SPRITE[i].refcount != 0 ) {
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continue;
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}
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return &HEAP_SPRITE[i];
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}
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THROW(EXC_HEAPERROR, "Unable to find unused sprite on the heap");
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}
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spritesheet *heap_next_spritesheet()
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{
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for (int i = 0; i < MAX_HEAP_SPRITESHEET; i++ ) {
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if ( HEAP_SPRITESHEET[i].refcount != 0 ) {
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continue;
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}
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return &HEAP_SPRITESHEET[i];
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}
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THROW(EXC_HEAPERROR, "Unable to find unused spritesheet on the heap");
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}
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character *heap_next_character()
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{
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for (int i = 0; i < MAX_HEAP_CHARACTER; i++ ) {
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if ( HEAP_CHARACTER[i].refcount != 0 ) {
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continue;
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}
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return &HEAP_CHARACTER[i];
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}
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THROW(EXC_HEAPERROR, "Unable to find unused character on the heap");
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}
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void registry_init_actor()
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{
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REGISTRY_ACTOR = SDL_CreateProperties();
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THROW_ZERO(REGISTRY_ACTOR, EXC_NULLPOINTER, "Error initializing actor registry");
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}
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void registry_init_sprite()
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{
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REGISTRY_SPRITE = SDL_CreateProperties();
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THROW_ZERO(REGISTRY_SPRITE, EXC_NULLPOINTER, "Error initializing sprite registry");
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}
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void registry_init_spritesheet()
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{
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REGISTRY_SPRITESHEET = SDL_CreateProperties();
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THROW_ZERO(REGISTRY_SPRITESHEET, EXC_NULLPOINTER, "Error initializing spritesheet registry");
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}
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void registry_init_character()
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{
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REGISTRY_CHARACTER = SDL_CreateProperties();
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THROW_ZERO(REGISTRY_CHARACTER, EXC_NULLPOINTER, "Error initializing character registry");
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}
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#include "heap.h"
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#include "registry.h"
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void actor_initialize(actor *obj, char *name)
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{
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@@ -444,48 +351,3 @@ void character_state_sprites_iterate(void *userdata, SDL_PropertiesID registry,
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}
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}
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void heap_release_actor(actor *ptr)
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{
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THROW_ZERO(ptr, EXC_NULLPOINTER, "NULL character reference");
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ptr->refcount -= 1;
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if ( ptr->refcount == 0 ) {
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heap_release_character(ptr->basechar);
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SDL_ClearProperty(REGISTRY_ACTOR, (char *)&ptr->name);
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}
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}
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void heap_release_character(character *basechar)
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{
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iterator opflags;
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THROW_ZERO(basechar, EXC_NULLPOINTER, "NULL character reference");
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BITMASK_CLEAR(opflags.flags);
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BITMASK_ADD(opflags.flags, ITERATOR_OP_RELEASE);
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|
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basechar->refcount -= 1;
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if ( basechar->refcount == 0 ) {
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SDL_EnumerateProperties(basechar->state_sprites, &character_state_sprites_iterate, (void *)&opflags);
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SDL_ClearProperty(REGISTRY_CHARACTER, (char *)&basechar->name);
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}
|
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}
|
||||
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void heap_release_sprite(sprite *ptr)
|
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{
|
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THROW_ZERO(ptr, EXC_NULLPOINTER, "Received NULL sprite reference");
|
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ptr->refcount -= 1;
|
||||
if ( ptr->refcount == 0 ) {
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heap_release_spritesheet(ptr->sheet);
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SDL_ClearProperty(REGISTRY_SPRITE, (char *)&ptr->name);
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||||
}
|
||||
}
|
||||
|
||||
void heap_release_spritesheet(spritesheet *ptr)
|
||||
{
|
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THROW_ZERO(ptr, EXC_NULLPOINTER, "Received NULL spritesheet reference");
|
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ptr->refcount -= 1;
|
||||
if ( ptr->refcount == 0 ) {
|
||||
// TODO : If we go threaded, make sure this is only happening on the main thread
|
||||
SDL_DestroyTexture(ptr->texture);
|
||||
SDL_ClearProperty(REGISTRY_CHARACTER, (char *)&ptr->name);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
32
src/sprite.h
32
src/sprite.h
@@ -3,6 +3,7 @@
|
||||
|
||||
#include <box2d/box2d.h>
|
||||
#include <SDL3/SDL_properties.h>
|
||||
#include <SDL3/SDL.h>
|
||||
|
||||
#define ACTOR_STATE_FACE_DOWN 1 // 1
|
||||
#define ACTOR_STATE_FACE_LEFT 1 << 1 // 2
|
||||
@@ -44,11 +45,6 @@
|
||||
#define SPRITE_MAX_ACTOR_NAME_LENGTH 128
|
||||
#define SPRITE_MAX_CHARACTER_NAME_LENGTH 128
|
||||
|
||||
#define MAX_HEAP_ACTOR 64
|
||||
#define MAX_HEAP_SPRITE (MAX_HEAP_ACTOR * 16)
|
||||
#define MAX_HEAP_SPRITESHEET MAX_HEAP_SPRITE
|
||||
#define MAX_HEAP_CHARACTER 256
|
||||
|
||||
typedef struct {
|
||||
int refcount;
|
||||
SDL_Texture *texture;
|
||||
@@ -93,16 +89,6 @@ typedef struct {
|
||||
int y;
|
||||
} actor;
|
||||
|
||||
extern SDL_PropertiesID REGISTRY_ACTOR;
|
||||
extern SDL_PropertiesID REGISTRY_SPRITE;
|
||||
extern SDL_PropertiesID REGISTRY_SPRITESHEET;
|
||||
extern SDL_PropertiesID REGISTRY_CHARACTER;
|
||||
|
||||
extern actor HEAP_ACTOR[MAX_HEAP_ACTOR];
|
||||
extern sprite HEAP_SPRITE[MAX_HEAP_SPRITE];
|
||||
extern spritesheet HEAP_SPRITESHEET[MAX_HEAP_SPRITESHEET];
|
||||
extern character HEAP_CHARACTER[MAX_HEAP_CHARACTER];
|
||||
|
||||
void actor_initialize(actor *obj, char *name);
|
||||
void actor_set_character(actor *obj, char *basecharname);
|
||||
void actor_render(actor *obj, SDL_Renderer *renderer);
|
||||
@@ -120,20 +106,4 @@ void sprite_initialize(sprite *spr, char *name, spritesheet *sheet);
|
||||
void spritesheet_initialize(spritesheet *sheet, short sprite_w, short sprite_h, char *filename);
|
||||
void sprite_load_json(char *filename);
|
||||
|
||||
void registry_init_actor();
|
||||
void registry_iterate_actor(void *userdata, SDL_PropertiesID registry, const char *name);
|
||||
void registry_init_sprite();
|
||||
void registry_init_spritesheet();
|
||||
void registry_init_character();
|
||||
|
||||
void heap_init();
|
||||
actor *heap_next_actor();
|
||||
sprite *heap_next_sprite();
|
||||
spritesheet *heap_next_spritesheet();
|
||||
character *heap_next_character();
|
||||
void heap_release_actor(actor *ptr);
|
||||
void heap_release_sprite(sprite *ptr);
|
||||
void heap_release_spritesheet(spritesheet *ptr);
|
||||
void heap_release_character(character *ptr);
|
||||
|
||||
#endif //_SPRITE_H_
|
||||
|
||||
12
src/string.c
Normal file
12
src/string.c
Normal file
@@ -0,0 +1,12 @@
|
||||
#include "string.h"
|
||||
#include <aklabs/exclib.h>
|
||||
|
||||
void string_initialize(string *obj, char *init)
|
||||
{
|
||||
THROW_ZERO(obj, EXC_NULLPOINTER, "Attempted to initialize NULL string reference");
|
||||
if ( init != NULL ) {
|
||||
strncpy(obj->data, init, MAX_STRING_LENGTH);
|
||||
} else {
|
||||
memset(&obj->data, 0x00, sizeof(MAX_STRING_LENGTH));
|
||||
}
|
||||
}
|
||||
14
src/string.h
Normal file
14
src/string.h
Normal file
@@ -0,0 +1,14 @@
|
||||
#ifndef _STRING_H_
|
||||
#define _STRING_H_
|
||||
|
||||
#define MAX_STRING_LENGTH 256
|
||||
|
||||
typedef struct string
|
||||
{
|
||||
int refcount;
|
||||
char data[MAX_STRING_LENGTH];
|
||||
} string;
|
||||
|
||||
void string_initialize(string *obj, char *init);
|
||||
|
||||
#endif //_STRING_H_
|
||||
@@ -2,12 +2,16 @@
|
||||
#include <SDL3_image/SDL_image.h>
|
||||
#include <SDL3_mixer/SDL_mixer.h>
|
||||
#include <aklabs/exclib.h>
|
||||
#include <string.h>
|
||||
#include <jansson.h>
|
||||
|
||||
#include "tilemap.h"
|
||||
#include "game.h"
|
||||
#include "sprite.h"
|
||||
#include <string.h>
|
||||
#include <jansson.h>
|
||||
#include "json_helpers.h"
|
||||
#include "heap.h"
|
||||
#include "string.h"
|
||||
#include "registry.h"
|
||||
|
||||
static json_t *get_json_tilemap_property(json_t *obj, char *key, char *type)
|
||||
{
|
||||
@@ -239,6 +243,7 @@ static void tilemap_load_layers(tilemap *dest, json_t *root)
|
||||
layer = get_json_array_index_object(layers, i);
|
||||
if ( (get_json_integer_value(layer, "id") - 1) != i ) {
|
||||
// TileD's map layer IDs start at 1, not 0, and are sequential but not necessarily contiguous. We may have a gap in IDs.
|
||||
json_decref(layer);
|
||||
continue;
|
||||
}
|
||||
|
||||
@@ -259,9 +264,9 @@ static void tilemap_load_layers(tilemap *dest, json_t *root)
|
||||
}
|
||||
} FINALLY {
|
||||
json_decref(layer);
|
||||
json_decref(layers);
|
||||
} ETRY;
|
||||
}
|
||||
json_decref(layers);
|
||||
}
|
||||
|
||||
void tilemap_load(char *fname, tilemap *dest)
|
||||
|
||||
Reference in New Issue
Block a user