commented things

a4
Braydon Kains 6 years ago
parent dab467c46b
commit 5a3bc86092

@ -21,12 +21,14 @@ using std::ostringstream;
using std::map;
using std::pair;
//Separate mutex for the important variables
pthread_mutex_t go_line_mutex = PTHREAD_MUTEX_INITIALIZER;
pthread_mutex_t game_over_mutex = PTHREAD_MUTEX_INITIALIZER;
int go_line[3] = { false, false, false };
bool game_over = false;
int go_line[3] = { false, false, false }; //Tracking which lines are set to move
bool game_over = false; //flag for whether thread should exit
int ticks = 0;
//Thread function
void* run_line(void *line_arg) {
int* line = (int*)line_arg;
bool exit_thread = false;
@ -35,23 +37,23 @@ void* run_line(void *line_arg) {
int tenth_secs_wait = rand() % 15 + 1;
Sleep(tenth_secs_wait * 100);
//Check for gameover
while (!pthread_mutex_trylock(&game_over_mutex)) {
while (!pthread_mutex_trylock(&game_over_mutex)) { //Wait for game_over mutex
}
pthread_mutex_lock(&game_over_mutex);
if (game_over) {
pthread_mutex_lock(&game_over_mutex);//Lock game over mutex while checking
if (game_over) { //If the game is over, kill the thread
exit_thread = true;
}
else {
while (!pthread_mutex_trylock(&go_line_mutex)) {
while (!pthread_mutex_trylock(&go_line_mutex)) { //Wait for go_line mutex
}
pthread_mutex_lock(&go_line_mutex);
go_line[*line] = true;
pthread_mutex_unlock(&go_line_mutex);
pthread_mutex_lock(&go_line_mutex); //lock go_line while working with it
go_line[*line] = true; //set line as ready to go
pthread_mutex_unlock(&go_line_mutex); //Free go_line
}
pthread_mutex_unlock(&game_over_mutex);
pthread_mutex_unlock(&game_over_mutex); //Free game_over
}
return 0;
return 0; //valid thread exit code
}
@ -121,7 +123,7 @@ void ChaosScreen::run(ALLEGRO_FONT* font) {
al_set_sample_instance_playmode(instances["Theme"], ALLEGRO_PLAYMODE_LOOP);
play(instances["Theme"]);
pthread_t line_ts[3];
pthread_t line_ts[3]; //Create 3 threads to run the 3 lines
for (int i = 0; i < 3; i++) {
pthread_create(&line_ts[i], NULL, run_line, (void*)i);
}
@ -136,12 +138,12 @@ void ChaosScreen::run(ALLEGRO_FONT* font) {
al_wait_for_event(event_queue, &ev);
if (ev.type == ALLEGRO_EVENT_TIMER) {
for (unsigned int i = 0; i < 3; i++) {
if (go_line[i]) {
int add_to = rand() % (lines.size() + 1); //Randomly decide which line to add to, with a 1/lines.size() chance of not adding
if (i == add_to) {
if (go_line[i]) { //If this line is set to move
int add_to = rand() % 2; //randomly 0 or 1
if (add_to) { //If we will add to the line this time, add to it
lines.at(i).add_employee();
}
lines.at(i).move(); //Every line will move regardless of any factors
lines.at(i).move(); //Move this line
if (lines.at(i).fall) { //If an employee has fallen, the game is over
map<string, ALLEGRO_SAMPLE_INSTANCE*>::iterator in_it;
for (in_it = instances.begin(); in_it != instances.end(); in_it++) {
@ -246,6 +248,7 @@ void ChaosScreen::run(ALLEGRO_FONT* font) {
//Force quit game
back();
exit_screen = true;
game_over = true; //Set flag to ensure the threads exit
break;
case ALLEGRO_KEY_LCTRL:
case ALLEGRO_KEY_RCTRL:
@ -266,11 +269,13 @@ void ChaosScreen::run(ALLEGRO_FONT* font) {
if (next_state != Exit) { //If the game loop was exited naturally rather than forced by Esc
cont();
}
//Garbage collection
//Wait while each thread finishes exiting now that the game is over of natural causes
for (int i = 0; i < 3; i++) {
pthread_join(line_ts[i], NULL);
}
//Garbage collection
al_destroy_event_queue(event_queue);
al_destroy_timer(timer);
map<string, ALLEGRO_SAMPLE_INSTANCE*>::iterator it2;

Loading…
Cancel
Save