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1 #include <SDL.h>
2 #include "system/stacktrace.h"
3
4 #include "color.h"
5 #include "game/camera.h"
6 #include "game/level.h"
7 #include "game/level/background.h"
8 #include "game/level/boxes.h"
9 #include "game/level/goals.h"
10 #include "game/level/labels.h"
11 #include "game/level/lava.h"
12 #include "game/level/platforms.h"
13 #include "game/level/player.h"
14 #include "game/level/regions.h"
15 #include "game/level/rigid_bodies.h"
16 #include "game/level/level_editor/rect_layer.h"
17 #include "game/level/level_editor/point_layer.h"
18 #include "game/level/level_editor/player_layer.h"
19 #include "game/level/level_editor/label_layer.h"
20 #include "game/level/level_editor/background_layer.h"
21 #include "system/log.h"
22 #include "system/lt.h"
23 #include "system/nth_alloc.h"
24 #include "system/str.h"
25 #include "game/level/level_editor.h"
26 #include "ui/console.h"
27
28 #define LEVEL_GRAVITY 1500.0f
29 #define JOYSTICK_THRESHOLD 1000
30
31 typedef enum {
32     LEVEL_STATE_IDLE = 0,
33     LEVEL_STATE_PAUSE
34 } LevelState;
35
36 struct Level
37 {
38     Lt *lt;
39
40     LevelState state;
41     Background background;
42     RigidBodies *rigid_bodies;
43     Player *player;
44     Platforms platforms;
45     Goals *goals;
46     Lava *lava;
47     Platforms back_platforms;
48     Boxes *boxes;
49     Labels *labels;
50     Regions *regions;
51 };
52
53 Level *create_level_from_level_editor(const LevelEditor *level_editor)
54 {
55     trace_assert(level_editor);
56
57     Lt *lt = create_lt();
58
59     Level *level = PUSH_LT(
60         lt,
61         nth_calloc(1, sizeof(Level)),
62         free);
63     if (level == NULL) {
64         RETURN_LT(lt, NULL);
65     }
66     level->lt = lt;
67
68     level->background = create_background(
69         color_picker_rgba(
70             &level_editor->background_layer.color_picker));
71
72     level->rigid_bodies = PUSH_LT(lt, create_rigid_bodies(1024), destroy_rigid_bodies);
73     if (level->rigid_bodies == NULL) {
74         RETURN_LT(lt, NULL);
75     }
76
77     level->player = PUSH_LT(
78         lt,
79         create_player_from_player_layer(
80             &level_editor->player_layer,
81             level->rigid_bodies),
82         destroy_player);
83     if (level->player == NULL) {
84         RETURN_LT(lt, NULL);
85     }
86
87     level->platforms = create_platforms_from_rect_layer(level_editor->platforms_layer);
88
89     level->goals = PUSH_LT(
90         lt,
91         create_goals_from_point_layer(level_editor->goals_layer),
92         destroy_goals);
93     if (level->goals == NULL) {
94         RETURN_LT(lt, NULL);
95     }
96
97     level->lava = PUSH_LT(
98         lt,
99         create_lava_from_rect_layer(level_editor->lava_layer),
100         destroy_lava);
101     if (level->lava == NULL) {
102         RETURN_LT(lt, NULL);
103     }
104
105     level->back_platforms =
106         create_platforms_from_rect_layer(level_editor->back_platforms_layer);
107
108     level->boxes = PUSH_LT(
109         lt,
110         create_boxes_from_rect_layer(level_editor->boxes_layer, level->rigid_bodies),
111         destroy_boxes);
112     if (level->boxes == NULL) {
113         RETURN_LT(lt, NULL);
114     }
115
116     level->labels = PUSH_LT(
117         lt,
118         create_labels_from_label_layer(level_editor->label_layer),
119         destroy_labels);
120     if (level->labels == NULL) {
121         RETURN_LT(lt, NULL);
122     }
123
124     level->regions = PUSH_LT(
125         lt,
126         create_regions_from_rect_layer(
127             level_editor->regions_layer,
128             level->labels,
129             level->goals),
130         destroy_regions);
131     if (level->regions == NULL) {
132         RETURN_LT(lt, NULL);
133     }
134
135     return level;
136 }
137
138 void destroy_level(Level *level)
139 {
140     trace_assert(level);
141     RETURN_LT0(level->lt);
142 }
143
144 int level_render(const Level *level, const Camera *camera)
145 {
146     trace_assert(level);
147
148     if (background_render(&level->background, camera) < 0) {
149         return -1;
150     }
151
152     if (platforms_render(&level->back_platforms, camera) < 0) {
153         return -1;
154     }
155
156     if (player_render(level->player, camera) < 0) {
157         return -1;
158     }
159
160     if (boxes_render(level->boxes, camera) < 0) {
161         return -1;
162     }
163
164     if (lava_render(level->lava, camera) < 0) {
165         return -1;
166     }
167
168     if (platforms_render(&level->platforms, camera) < 0) {
169         return -1;
170     }
171
172     if (goals_render(level->goals, camera) < 0) {
173         return -1;
174     }
175
176     if (labels_render(level->labels, camera) < 0) {
177         return -1;
178     }
179
180     if (regions_render(level->regions, camera) < 0) {
181         return -1;
182     }
183
184     return 0;
185 }
186
187 int level_update(Level *level, float delta_time)
188 {
189     trace_assert(level);
190     trace_assert(delta_time > 0);
191
192     if (level->state == LEVEL_STATE_PAUSE) {
193         return 0;
194     }
195
196     boxes_float_in_lava(level->boxes, level->lava);
197     rigid_bodies_apply_omniforce(level->rigid_bodies, vec(0.0f, LEVEL_GRAVITY));
198
199     boxes_update(level->boxes, delta_time);
200     player_update(level->player, delta_time);
201
202     rigid_bodies_collide(level->rigid_bodies, &level->platforms);
203
204     player_die_from_lava(level->player, level->lava);
205     regions_player_enter(level->regions, level->player);
206     regions_player_leave(level->regions, level->player);
207
208     goals_update(level->goals, delta_time);
209     lava_update(level->lava, delta_time);
210     labels_update(level->labels, delta_time);
211
212     return 0;
213 }
214
215 static
216 int level_event_idle(Level *level, const SDL_Event *event,
217                      Camera *camera, Sound_samples *sound_samples)
218 {
219     trace_assert(level);
220
221     switch (event->type) {
222     case SDL_KEYDOWN:
223         switch (event->key.keysym.sym) {
224         case SDLK_w:
225         case SDLK_UP:
226         case SDLK_SPACE: {
227             player_jump(level->player);
228         } break;
229
230         case SDLK_p: {
231             level->state = LEVEL_STATE_PAUSE;
232             camera->blackwhite_mode = true;
233             sound_samples_toggle_pause(sound_samples);
234         } break;
235
236         case SDLK_l: {
237             camera_toggle_debug_mode(camera);
238         } break;
239         }
240         break;
241
242     case SDL_JOYBUTTONDOWN:
243         if (event->jbutton.button == 1) {
244             player_jump(level->player);
245         }
246         break;
247     }
248
249     return 0;
250 }
251
252 static
253 int level_event_pause(Level *level, const SDL_Event *event,
254                       Camera *camera, Sound_samples *sound_samples)
255 {
256     trace_assert(level);
257
258     switch (event->type) {
259     case SDL_KEYDOWN: {
260         switch (event->key.keysym.sym) {
261         case SDLK_p: {
262             level->state = LEVEL_STATE_IDLE;
263             camera->blackwhite_mode = false;
264             sound_samples_toggle_pause(sound_samples);
265         } break;
266         }
267     } break;
268     }
269
270     return 0;
271 }
272
273 int level_event(Level *level, const SDL_Event *event,
274                 Camera *camera, Sound_samples *sound_samples)
275 {
276     trace_assert(level);
277     trace_assert(event);
278
279     switch (level->state) {
280     case LEVEL_STATE_IDLE: {
281         return level_event_idle(level, event, camera, sound_samples);
282     } break;
283
284     case LEVEL_STATE_PAUSE: {
285         return level_event_pause(level, event, camera, sound_samples);
286     } break;
287     }
288
289     return 0;
290 }
291
292 int level_input(Level *level,
293                 const Uint8 *const keyboard_state,
294                 SDL_Joystick *the_stick_of_joy)
295 {
296     trace_assert(level);
297     trace_assert(keyboard_state);
298
299     if (level->state == LEVEL_STATE_PAUSE) {
300         return 0;
301     }
302
303     if (keyboard_state[SDL_SCANCODE_A] || keyboard_state[SDL_SCANCODE_LEFT]) {
304         player_move_left(level->player);
305     } else if (keyboard_state[SDL_SCANCODE_D] || keyboard_state[SDL_SCANCODE_RIGHT]) {
306         player_move_right(level->player);
307     } else if (the_stick_of_joy && SDL_JoystickGetAxis(the_stick_of_joy, 0) < -JOYSTICK_THRESHOLD) {
308         player_move_left(level->player);
309     } else if (the_stick_of_joy && SDL_JoystickGetAxis(the_stick_of_joy, 0) > JOYSTICK_THRESHOLD) {
310         player_move_right(level->player);
311     } else {
312         player_stop(level->player);
313     }
314
315     return 0;
316 }
317
318 int level_sound(Level *level, Sound_samples *sound_samples)
319 {
320     if (level->state == LEVEL_STATE_PAUSE) {
321         return 0;
322     }
323
324     if (goals_sound(level->goals, sound_samples) < 0) {
325         return -1;
326     }
327
328     if (player_sound(level->player, sound_samples) < 0) {
329         return -1;
330     }
331
332     return 0;
333 }
334
335 int level_enter_camera_event(Level *level, Camera *camera)
336 {
337     if (level->state == LEVEL_STATE_PAUSE) {
338         return 0;
339     }
340
341     player_focus_camera(level->player, camera);
342     camera_scale(camera, 1.0f);
343
344     goals_cue(level->goals, camera);
345     goals_checkpoint(level->goals, level->player);
346     labels_enter_camera_event(level->labels, camera);
347     return 0;
348 }
349
350 void level_disable_pause_mode(Level *level, Camera *camera,
351                               Sound_samples *sound_samples)
352 {
353     trace_assert(level);
354     trace_assert(camera);
355     trace_assert(sound_samples);
356     level->state = LEVEL_STATE_IDLE;
357     camera->blackwhite_mode = false;
358     sound_samples_toggle_pause(sound_samples);
359 }