kobodl/manage.h
Ville Lindholm 0263be65d4
Add deterministic bench harness (KOBO_BENCH=1)
When KOBO_BENCH=1 is set in the environment, the game becomes a
hands-off benchmark:

  * Skips the intro/menu sequence and pushes st_game directly with
    scene=0, skill=CLASSIC, invulnerable ship, always_fire = constant
    auto-fire, countdown = 0 so "GET READY" auto-pops in 700ms.
  * Seeds pubrand and gamerand from KOBO_BENCH_SEED (default 12345)
    so the map, stress spawn pattern, and enemy AI are identical
    run-to-run.
  * Defaults KOBO_STRESS=1500 unless overridden, so the move pass has
    a steady workload, and KOBO_PROF=1 so the profiler is on.
  * Counts frames in run_game; after KOBO_BENCH_FRAMES (default 1800)
    it dumps prof to stderr and exits cleanly.

Usage from repo root (the cwd matters — relative GFX paths only
resolve from here):
    KOBO_BENCH=1 ./build/kobodl 2>bench-logs/phaseN.log

A single command produces a comparable profiler dump at every phase
of the DOD refactor — no menus to navigate, no keyboard input,
identical workload.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2026-06-04 15:37:44 +03:00

112 lines
3.3 KiB
C++

/*(GPL)
------------------------------------------------------------
Kobo Deluxe - An enhanced SDL port of XKobo
------------------------------------------------------------
* Copyright (C) 1995, 1996 Akira Higuchi
* Copyright (C) 2002 Jeremy Sheeley
* Copyright (C) 2001-2003, 2007 David Olofson
*
* 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.,
* 675 Mass Ave, Cambridge, MA 02139, USA.
*/
#ifndef _KOBO_MANAGE_H_
#define _KOBO_MANAGE_H_
#include "sdl_compat.h"
#include "score.h"
class _manage
{
static int blank;
static int next_state_out;
static int next_state_next;
static int game_seed;
static int bonus_next;
static int scroll_jump;
static int delay_count;
static int introtime;
static int rest_cores;
static int exit_manage;
static int playing;
static int _get_ready;
static int _game_over;
static s_hiscore_t hi;
static int noise_flash;
static int noise_duration;
static int noise_timer;
static float noise_level;
static int intro_x;
static int intro_y;
static int show_bars;
static void next_scene();
static void retry();
static int scene_num;
static int score;
static float disp_health;
static float disp_temp;
static int flush_score_count;
static int flush_ships_count;
static int score_changed;
static int ships_changed;
static void put_health(int force = 0);
static void put_temp(int force = 0);
static void put_info();
static void put_score();
static void put_ships();
static void flush_score();
static void flush_ships();
static void game_stop();
static void run_noise();
public:
static int ships;
static void init();
static void set_bars();
static void init_resources_title();
static void init_resources_to_play(int newship);
static void noise(int duration, int flash);
static void noise_out(int duration);
static void noise_damage(float amt);
static void update();
static void run_intro();
static void run_pause();
static void run_game();
static void lost_myship();
static void destroyed_a_core();
static void add_score(int sc);
static void key_down(SDL_Keycode sym);
static void key_up(SDL_Keycode sym);
static int title_blank() { return blank; }
static void select_next(int redraw_map = 1);
static void select_prev(int redraw_map = 1);
static void regenerate();
static void select_scene(int scene, int redraw_map = 1);
static int scene() { return scene_num; }
static void set_scene_num(int n) { scene_num = n; } // for bench harness
static void abort();
static void freeze_abort();
static int aborted() { return exit_manage; }
static void reenter();
static int game_stopped() { return !playing; }
static int get_ready();
static void game_start();
static int game_over();
};
extern _manage manage;
#endif //_KOBO_MANAGE_H_