Make sure AI doesn't skip after collecting ammo. Fixes
bug #796
pub mod instance;
pub mod ipc;
mod render;
mod world;
use std::{
ffi::CString,
io::{Read, Write},
mem::replace,
os::raw::{c_char, c_void},
};
use integral_geometry::Point;
use self::instance::EngineInstance;
#[repr(C)]
#[derive(Copy, Clone)]
pub struct PreviewInfo {
width: u32,
height: u32,
hedgehogs_number: u8,
land: *const u8,
}
#[repr(C)]
#[derive(Debug, PartialEq, Clone)]
pub enum SimpleEventType {
SwitchHedgehog,
Timer,
LongJump,
HighJump,
Accept,
Deny,
}
#[repr(C)]
#[derive(Debug, PartialEq, Clone)]
pub enum LongEventType {
ArrowUp,
ArrowDown,
ArrowLeft,
ArrowRight,
Precision,
Attack,
}
#[repr(C)]
#[derive(Debug, PartialEq, Clone)]
pub enum LongEventState {
Set,
Unset,
}
#[repr(C)]
#[derive(Debug, PartialEq, Clone)]
pub enum PositionedEventType {
CursorMove,
CursorClick,
}
#[no_mangle]
pub extern "C" fn simple_event(engine_state: &mut EngineInstance, event_type: SimpleEventType) {}
#[no_mangle]
pub extern "C" fn long_event(
engine_state: &mut EngineInstance,
event_type: LongEventType,
state: LongEventState,
) {
println!("{:?}: {:?}", event_type, state);
}
#[no_mangle]
pub extern "C" fn positioned_event(
engine_state: &mut EngineInstance,
event_type: PositionedEventType,
x: i32,
y: i32,
) {
}
#[no_mangle]
pub extern "C" fn hedgewars_engine_protocol_version() -> u32 {
58
}
#[no_mangle]
pub extern "C" fn start_engine() -> *mut EngineInstance {
let engine_state = Box::new(EngineInstance::new());
Box::leak(engine_state)
}
#[no_mangle]
pub extern "C" fn generate_preview(engine_state: &mut EngineInstance, preview: &mut PreviewInfo) {
(*engine_state).process_ipc_queue();
(*engine_state).world.generate_preview();
if let Some(land_preview) = (*engine_state).world.preview() {
*preview = PreviewInfo {
width: land_preview.width() as u32,
height: land_preview.height() as u32,
hedgehogs_number: 0,
land: land_preview.raw_pixels().as_ptr(),
};
}
}
#[no_mangle]
pub extern "C" fn dispose_preview(engine_state: &mut EngineInstance, preview: &mut PreviewInfo) {
(*engine_state).world.dispose_preview();
}
#[no_mangle]
pub extern "C" fn send_ipc(engine_state: &mut EngineInstance, buf: *const u8, size: usize) {
unsafe {
(*engine_state)
.ipc_channel
.write(std::slice::from_raw_parts(buf, size))
.unwrap();
}
}
#[no_mangle]
pub extern "C" fn read_ipc(engine_state: &mut EngineInstance, buf: *mut u8, size: usize) -> usize {
unsafe {
(*engine_state)
.ipc_channel
.read(std::slice::from_raw_parts_mut(buf, size))
.unwrap_or(0)
}
}
#[no_mangle]
pub extern "C" fn setup_current_gl_context(
engine_state: &mut EngineInstance,
width: u16,
height: u16,
gl_loader: extern "C" fn(*const c_char) -> *const c_void,
) {
gl::load_with(|name| {
let c_name = CString::new(name).unwrap();
gl_loader(c_name.as_ptr())
});
unsafe {
gl::Viewport(0, 0, width as i32, height as i32);
}
engine_state.world.create_renderer(width, height);
}
#[no_mangle]
pub extern "C" fn render_frame(engine_state: &mut EngineInstance) {
engine_state.render()
}
#[no_mangle]
pub extern "C" fn advance_simulation(engine_state: &mut EngineInstance, ticks: u32) -> bool {
engine_state.world.step();
true
}
#[no_mangle]
pub extern "C" fn move_camera(engine_state: &mut EngineInstance, delta_x: i32, delta_y: i32) {
engine_state
.world
.move_camera(Point::new(delta_x, delta_y), 0.0);
}
#[no_mangle]
pub extern "C" fn cleanup(engine_state: *mut EngineInstance) {
unsafe {
Box::from_raw(engine_state);
}
}