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