]> git.lizzy.rs Git - nothing.git/blob - src/game/level.c
Merge pull request #602 from tsoding/valgrind
[nothing.git] / src / game / level.c
1 #include <SDL2/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/physical_world.h"
13 #include "game/level/platforms.h"
14 #include "game/level/player.h"
15 #include "game/level/regions.h"
16 #include "system/line_stream.h"
17 #include "system/lt.h"
18 #include "system/lt/lt_adapters.h"
19 #include "system/nth_alloc.h"
20
21 #define LEVEL_LINE_MAX_LENGTH 512
22
23 struct Level
24 {
25     Lt *lt;
26
27     Physical_world *physical_world;
28     Player *player;
29     Platforms *platforms;
30     Goals *goals;
31     Lava *lava;
32     Platforms *back_platforms;
33     Background *background;
34     Boxes *boxes;
35     Labels *labels;
36     Regions *regions;
37 };
38
39 Level *create_level_from_file(const char *file_name)
40 {
41     trace_assert(file_name);
42
43     Lt *const lt = create_lt();
44     if (lt == NULL) {
45         return NULL;
46     }
47
48     Level *const level = PUSH_LT(lt, nth_alloc(sizeof(Level)), free);
49     if (level == NULL) {
50         RETURN_LT(lt, NULL);
51     }
52
53     LineStream *level_stream = PUSH_LT(
54         lt,
55         create_line_stream(
56             file_name,
57             "r",
58             LEVEL_LINE_MAX_LENGTH),
59         destroy_line_stream);
60     if (level_stream == NULL) {
61         RETURN_LT(lt, NULL);
62     }
63     level->background = PUSH_LT(
64         lt,
65         create_background_from_line_stream(level_stream),
66         destroy_background);
67     if (level->background == NULL) {
68         RETURN_LT(lt, NULL);
69     }
70
71     level->player = PUSH_LT(
72         lt,
73         create_player_from_line_stream(level_stream, level),
74         destroy_player);
75     if (level->player == NULL) {
76         RETURN_LT(lt, NULL);
77     }
78
79     level->platforms = PUSH_LT(
80         lt,
81         create_platforms_from_line_stream(level_stream),
82         destroy_platforms);
83     if (level->platforms == NULL) {
84         RETURN_LT(lt, NULL);
85     }
86
87     level->goals = PUSH_LT(
88         lt,
89         create_goals_from_line_stream(level_stream),
90         destroy_goals);
91     if (level->goals == NULL) {
92         RETURN_LT(lt, NULL);
93     }
94
95     level->lava = PUSH_LT(
96         lt,
97         create_lava_from_line_stream(level_stream),
98         destroy_lava);
99     if (level->lava == NULL) {
100         RETURN_LT(lt, NULL);
101     }
102
103     level->back_platforms = PUSH_LT(
104         lt,
105         create_platforms_from_line_stream(level_stream),
106         destroy_platforms);
107     if (level->back_platforms == NULL) {
108         RETURN_LT(lt, NULL);
109     }
110
111     level->boxes = PUSH_LT(
112         lt,
113         create_boxes_from_line_stream(level_stream),
114         destroy_boxes);
115     if (level->boxes == NULL) {
116         RETURN_LT(lt, NULL);
117     }
118
119     level->labels = PUSH_LT(
120         lt,
121         create_labels_from_line_stream(level_stream),
122         destroy_labels);
123     if (level->labels == NULL) {
124         RETURN_LT(lt, NULL);
125     }
126
127     level->regions = PUSH_LT(
128         lt,
129         create_regions_from_line_stream(level_stream, level),
130         destroy_regions);
131     if (level->regions == NULL) {
132         RETURN_LT(lt, NULL);
133     }
134
135     level->physical_world = PUSH_LT(lt, create_physical_world(), destroy_physical_world);
136     if (level->physical_world == NULL) {
137         RETURN_LT(lt, NULL);
138     }
139     if (physical_world_add_solid(
140             level->physical_world,
141             player_as_solid(level->player)) < 0) { RETURN_LT(lt, NULL); }
142     if (boxes_add_to_physical_world(
143             level->boxes,
144             level->physical_world) < 0) { RETURN_LT(lt, NULL); }
145
146     level->lt = lt;
147
148     destroy_line_stream(RELEASE_LT(lt, level_stream));
149
150     return level;
151 }
152
153 void destroy_level(Level *level)
154 {
155     trace_assert(level);
156     RETURN_LT0(level->lt);
157 }
158
159 int level_render(const Level *level, Camera *camera)
160 {
161     trace_assert(level);
162
163     if (background_render(level->background, camera) < 0) {
164         return -1;
165     }
166
167     if (platforms_render(level->back_platforms, camera) < 0) {
168         return -1;
169     }
170
171     if (player_render(level->player, camera) < 0) {
172         return -1;
173     }
174
175     if (boxes_render(level->boxes, camera) < 0) {
176         return -1;
177     }
178
179     if (lava_render(level->lava, camera) < 0) {
180         return -1;
181     }
182
183     if (platforms_render(level->platforms, camera) < 0) {
184         return -1;
185     }
186
187     if (goals_render(level->goals, camera) < 0) {
188         return -1;
189     }
190
191     if (labels_render(level->labels, camera) < 0) {
192         return -1;
193     }
194
195     if (regions_render(level->regions, camera) < 0) {
196         return -1;
197     }
198
199     return 0;
200 }
201
202 int level_update(Level *level, float delta_time)
203 {
204     trace_assert(level);
205     trace_assert(delta_time > 0);
206
207     physical_world_apply_gravity(level->physical_world);
208     boxes_float_in_lava(level->boxes, level->lava);
209
210     boxes_update(level->boxes, delta_time);
211     player_update(level->player, delta_time);
212
213     physical_world_collide_solids(level->physical_world, level->platforms);
214
215     player_hide_goals(level->player, level->goals);
216     player_die_from_lava(level->player, level->lava);
217     regions_player_enter(level->regions, level->player);
218     regions_player_leave(level->regions, level->player);
219
220     goals_update(level->goals, delta_time);
221     lava_update(level->lava, delta_time);
222     labels_update(level->labels, delta_time);
223
224     return 0;
225 }
226
227 int level_event(Level *level, const SDL_Event *event)
228 {
229     trace_assert(level);
230     trace_assert(event);
231
232     switch (event->type) {
233     case SDL_KEYDOWN:
234         switch (event->key.keysym.sym) {
235         case SDLK_SPACE:
236             player_jump(level->player);
237             break;
238         }
239         break;
240
241     case SDL_JOYBUTTONDOWN:
242         if (event->jbutton.button == 1) {
243             player_jump(level->player);
244         }
245         break;
246     }
247
248     return 0;
249 }
250
251 int level_input(Level *level,
252                 const Uint8 *const keyboard_state,
253                 SDL_Joystick *the_stick_of_joy)
254 {
255     trace_assert(level);
256     trace_assert(keyboard_state);
257     (void) the_stick_of_joy;
258
259     if (keyboard_state[SDL_SCANCODE_A]) {
260         player_move_left(level->player);
261     } else if (keyboard_state[SDL_SCANCODE_D]) {
262         player_move_right(level->player);
263     } else if (the_stick_of_joy && SDL_JoystickGetAxis(the_stick_of_joy, 0) < 0) {
264         player_move_left(level->player);
265     } else if (the_stick_of_joy && SDL_JoystickGetAxis(the_stick_of_joy, 0) > 0) {
266         player_move_right(level->player);
267     } else {
268         player_stop(level->player);
269     }
270
271     return 0;
272 }
273
274 int level_reload_preserve_player(Level *level, const char *file_name)
275 {
276     Lt * const lt = create_lt();
277     if (lt == NULL) {
278         return -1;
279     }
280
281     /* TODO(#104): duplicate code in create_level_from_file and level_reload_preserve_player */
282
283     LineStream * const level_stream = PUSH_LT(
284         lt,
285         create_line_stream(
286             file_name,
287             "r",
288             LEVEL_LINE_MAX_LENGTH),
289         destroy_line_stream);
290     if (level_stream == NULL) {
291         RETURN_LT(lt, -1);
292     }
293
294     Background * const background = create_background_from_line_stream(level_stream);
295     if (background == NULL) {
296         RETURN_LT(lt, -1);
297     }
298     level->background = RESET_LT(level->lt, level->background, background);
299
300     Player * const skipped_player = create_player_from_line_stream(level_stream, level);
301     if (skipped_player == NULL) {
302         RETURN_LT(lt, -1);
303     }
304     destroy_player(skipped_player);
305
306     Platforms * const platforms = create_platforms_from_line_stream(level_stream);
307     if (platforms == NULL) {
308         RETURN_LT(lt, -1);
309     }
310     level->platforms = RESET_LT(level->lt, level->platforms, platforms);
311
312     Goals * const goals = create_goals_from_line_stream(level_stream);
313     if (goals == NULL) {
314         RETURN_LT(lt, -1);
315     }
316     level->goals = RESET_LT(level->lt, level->goals, goals);
317
318     Lava * const lava = create_lava_from_line_stream(level_stream);
319     if (lava == NULL) {
320         RETURN_LT(lt, -1);
321     }
322     level->lava = RESET_LT(level->lt, level->lava, lava);
323
324     Platforms * const back_platforms = create_platforms_from_line_stream(level_stream);
325     if (back_platforms == NULL) {
326         RETURN_LT(lt, -1);
327     }
328     level->back_platforms = RESET_LT(level->lt, level->back_platforms, back_platforms);
329
330     Boxes * const boxes = create_boxes_from_line_stream(level_stream);
331     if (boxes == NULL) {
332         RETURN_LT(lt, -1);
333     }
334     level->boxes = RESET_LT(level->lt, level->boxes, boxes);
335
336     Labels * const labels = create_labels_from_line_stream(level_stream);
337     if (labels == NULL) {
338         RETURN_LT(lt, -1);
339     }
340     level->labels = RESET_LT(level->lt, level->labels, labels);
341
342     Regions * const regions = create_regions_from_line_stream(level_stream, level);
343     if (regions == NULL) {
344         RETURN_LT(lt, -1);
345     }
346     level->regions = RESET_LT(level->lt, level->regions, regions);
347
348     physical_world_clean(level->physical_world);
349     if (physical_world_add_solid(
350             level->physical_world,
351             player_as_solid(level->player)) < 0) { RETURN_LT(lt, -1); }
352     if (boxes_add_to_physical_world(
353             level->boxes,
354             level->physical_world) < 0) { RETURN_LT(lt, -1); }
355
356     RETURN_LT(lt, 0);
357 }
358
359 int level_sound(Level *level, Sound_samples *sound_samples)
360 {
361     if (goals_sound(level->goals, sound_samples) < 0) {
362         return -1;
363     }
364
365     if (player_sound(level->player, sound_samples) < 0) {
366         return -1;
367     }
368
369     return 0;
370 }
371
372 void level_toggle_debug_mode(Level *level)
373 {
374     background_toggle_debug_mode(level->background);
375 }
376
377 int level_enter_camera_event(Level *level, Camera *camera)
378 {
379     player_focus_camera(level->player, camera);
380     goals_cue(level->goals, camera);
381     goals_checkpoint(level->goals, level->player);
382     labels_enter_camera_event(level->labels, camera);
383     return 0;
384 }
385
386 Rigid_rect *level_rigid_rect(Level *level,
387                              const char *rigid_rect_id)
388 {
389     trace_assert(level);
390     trace_assert(rigid_rect_id);
391
392     Rigid_rect *rigid_rect = player_rigid_rect(level->player,
393                                                rigid_rect_id);
394     if (rigid_rect != NULL) {
395         return rigid_rect;
396     }
397
398     rigid_rect = boxes_rigid_rect(level->boxes, rigid_rect_id);
399     if (rigid_rect != NULL) {
400         return rigid_rect;
401     }
402
403     return NULL;
404 }
405
406 void level_hide_goal(Level *level, const char *goal_id)
407 {
408     goals_hide(level->goals, goal_id);
409 }
410
411 void level_show_goal(Level *level, const char *goal_id)
412 {
413     goals_show(level->goals, goal_id);
414 }
415
416 void level_hide_label(Level *level, const char *label_id)
417 {
418     trace_assert(level);
419     trace_assert(label_id);
420
421     labels_hide(level->labels, label_id);
422 }