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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/line_stream.h"
22 #include "system/log.h"
23 #include "system/lt.h"
24 #include "system/nth_alloc.h"
25 #include "system/str.h"
26 #include "game/level/level_editor.h"
27 #include "ui/console.h"
28
29 #define LEVEL_GRAVITY 1500.0f
30 #define JOYSTICK_THRESHOLD 1000
31
32 typedef enum {
33     LEVEL_STATE_IDLE = 0,
34     LEVEL_STATE_PAUSE
35 } LevelState;
36
37 struct Level
38 {
39     Lt *lt;
40
41     LevelState state;
42     Background background;
43     RigidBodies *rigid_bodies;
44     Player *player;
45     Platforms *platforms;
46     Goals *goals;
47     Lava *lava;
48     Platforms *back_platforms;
49     Boxes *boxes;
50     Labels *labels;
51     Regions *regions;
52 };
53
54 Level *create_level_from_level_editor(const LevelEditor *level_editor)
55 {
56     trace_assert(level_editor);
57
58     Lt *lt = create_lt();
59
60     Level *level = PUSH_LT(
61         lt,
62         nth_calloc(1, sizeof(Level)),
63         free);
64     if (level == NULL) {
65         RETURN_LT(lt, NULL);
66     }
67     level->lt = lt;
68
69     level->background = create_background(
70         color_picker_rgba(
71             &level_editor->background_layer.color_picker));
72
73     level->rigid_bodies = PUSH_LT(lt, create_rigid_bodies(1024), destroy_rigid_bodies);
74     if (level->rigid_bodies == NULL) {
75         RETURN_LT(lt, NULL);
76     }
77
78     level->player = PUSH_LT(
79         lt,
80         create_player_from_player_layer(
81             &level_editor->player_layer,
82             level->rigid_bodies),
83         destroy_player);
84     if (level->player == NULL) {
85         RETURN_LT(lt, NULL);
86     }
87
88     level->platforms = PUSH_LT(
89         lt,
90         create_platforms_from_rect_layer(level_editor->platforms_layer),
91         destroy_platforms);
92     if (level->platforms == NULL) {
93         RETURN_LT(lt, NULL);
94     }
95
96     level->goals = PUSH_LT(
97         lt,
98         create_goals_from_point_layer(level_editor->goals_layer),
99         destroy_goals);
100     if (level->goals == NULL) {
101         RETURN_LT(lt, NULL);
102     }
103
104     level->lava = PUSH_LT(
105         lt,
106         create_lava_from_rect_layer(level_editor->lava_layer),
107         destroy_lava);
108     if (level->lava == NULL) {
109         RETURN_LT(lt, NULL);
110     }
111
112     level->back_platforms = PUSH_LT(
113         lt,
114         create_platforms_from_rect_layer(level_editor->back_platforms_layer),
115         destroy_platforms);
116     if (level->back_platforms == NULL) {
117         RETURN_LT(lt, NULL);
118     }
119
120     level->boxes = PUSH_LT(
121         lt,
122         create_boxes_from_rect_layer(level_editor->boxes_layer, level->rigid_bodies),
123         destroy_boxes);
124     if (level->boxes == NULL) {
125         RETURN_LT(lt, NULL);
126     }
127
128     level->labels = PUSH_LT(
129         lt,
130         create_labels_from_label_layer(level_editor->label_layer),
131         destroy_labels);
132     if (level->labels == NULL) {
133         RETURN_LT(lt, NULL);
134     }
135
136     level->regions = PUSH_LT(
137         lt,
138         create_regions_from_rect_layer(
139             level_editor->regions_layer,
140             level->labels,
141             level->goals),
142         destroy_regions);
143     if (level->regions == NULL) {
144         RETURN_LT(lt, NULL);
145     }
146
147     return level;
148 }
149
150 void destroy_level(Level *level)
151 {
152     trace_assert(level);
153     RETURN_LT0(level->lt);
154 }
155
156 int level_render(const Level *level, const Camera *camera)
157 {
158     trace_assert(level);
159
160     if (background_render(&level->background, camera) < 0) {
161         return -1;
162     }
163
164     if (platforms_render(level->back_platforms, camera) < 0) {
165         return -1;
166     }
167
168     if (player_render(level->player, camera) < 0) {
169         return -1;
170     }
171
172     if (boxes_render(level->boxes, camera) < 0) {
173         return -1;
174     }
175
176     if (lava_render(level->lava, camera) < 0) {
177         return -1;
178     }
179
180     if (platforms_render(level->platforms, camera) < 0) {
181         return -1;
182     }
183
184     if (goals_render(level->goals, camera) < 0) {
185         return -1;
186     }
187
188     if (labels_render(level->labels, camera) < 0) {
189         return -1;
190     }
191
192     if (regions_render(level->regions, camera) < 0) {
193         return -1;
194     }
195
196     return 0;
197 }
198
199 int level_update(Level *level, float delta_time)
200 {
201     trace_assert(level);
202     trace_assert(delta_time > 0);
203
204     if (level->state == LEVEL_STATE_PAUSE) {
205         return 0;
206     }
207
208     boxes_float_in_lava(level->boxes, level->lava);
209     rigid_bodies_apply_omniforce(level->rigid_bodies, vec(0.0f, LEVEL_GRAVITY));
210
211     boxes_update(level->boxes, delta_time);
212     player_update(level->player, delta_time);
213
214     rigid_bodies_collide(level->rigid_bodies, level->platforms);
215
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 static
228 int level_event_idle(Level *level, const SDL_Event *event,
229                      Camera *camera, Sound_samples *sound_samples)
230 {
231     trace_assert(level);
232
233     switch (event->type) {
234     case SDL_KEYDOWN:
235         switch (event->key.keysym.sym) {
236         case SDLK_w:
237         case SDLK_UP:
238         case SDLK_SPACE: {
239             player_jump(level->player);
240         } break;
241
242         case SDLK_p: {
243             level->state = LEVEL_STATE_PAUSE;
244             camera->blackwhite_mode = true;
245             sound_samples_toggle_pause(sound_samples);
246         } break;
247
248         case SDLK_l: {
249             camera_toggle_debug_mode(camera);
250         } break;
251         }
252         break;
253
254     case SDL_JOYBUTTONDOWN:
255         if (event->jbutton.button == 1) {
256             player_jump(level->player);
257         }
258         break;
259     }
260
261     return 0;
262 }
263
264 static
265 int level_event_pause(Level *level, const SDL_Event *event,
266                       Camera *camera, Sound_samples *sound_samples)
267 {
268     trace_assert(level);
269
270     switch (event->type) {
271     case SDL_KEYDOWN: {
272         switch (event->key.keysym.sym) {
273         case SDLK_p: {
274             level->state = LEVEL_STATE_IDLE;
275             camera->blackwhite_mode = false;
276             sound_samples_toggle_pause(sound_samples);
277         } break;
278         }
279     } break;
280     }
281
282     return 0;
283 }
284
285 int level_event(Level *level, const SDL_Event *event,
286                 Camera *camera, Sound_samples *sound_samples)
287 {
288     trace_assert(level);
289     trace_assert(event);
290
291     switch (level->state) {
292     case LEVEL_STATE_IDLE: {
293         return level_event_idle(level, event, camera, sound_samples);
294     } break;
295
296     case LEVEL_STATE_PAUSE: {
297         return level_event_pause(level, event, camera, sound_samples);
298     } break;
299     }
300
301     return 0;
302 }
303
304 int level_input(Level *level,
305                 const Uint8 *const keyboard_state,
306                 SDL_Joystick *the_stick_of_joy)
307 {
308     trace_assert(level);
309     trace_assert(keyboard_state);
310
311     if (level->state == LEVEL_STATE_PAUSE) {
312         return 0;
313     }
314
315     if (keyboard_state[SDL_SCANCODE_A] || keyboard_state[SDL_SCANCODE_LEFT]) {
316         player_move_left(level->player);
317     } else if (keyboard_state[SDL_SCANCODE_D] || keyboard_state[SDL_SCANCODE_RIGHT]) {
318         player_move_right(level->player);
319     } else if (the_stick_of_joy && SDL_JoystickGetAxis(the_stick_of_joy, 0) < -JOYSTICK_THRESHOLD) {
320         player_move_left(level->player);
321     } else if (the_stick_of_joy && SDL_JoystickGetAxis(the_stick_of_joy, 0) > JOYSTICK_THRESHOLD) {
322         player_move_right(level->player);
323     } else {
324         player_stop(level->player);
325     }
326
327     return 0;
328 }
329
330 int level_sound(Level *level, Sound_samples *sound_samples)
331 {
332     if (level->state == LEVEL_STATE_PAUSE) {
333         return 0;
334     }
335
336     if (goals_sound(level->goals, sound_samples) < 0) {
337         return -1;
338     }
339
340     if (player_sound(level->player, sound_samples) < 0) {
341         return -1;
342     }
343
344     return 0;
345 }
346
347 int level_enter_camera_event(Level *level, Camera *camera)
348 {
349     if (level->state == LEVEL_STATE_PAUSE) {
350         return 0;
351     }
352
353     player_focus_camera(level->player, camera);
354     camera_scale(camera, 1.0f);
355
356     goals_cue(level->goals, camera);
357     goals_checkpoint(level->goals, level->player);
358     labels_enter_camera_event(level->labels, camera);
359     return 0;
360 }
361
362 void level_disable_pause_mode(Level *level, Camera *camera,
363                               Sound_samples *sound_samples)
364 {
365     trace_assert(level);
366     trace_assert(camera);
367     trace_assert(sound_samples);
368     level->state = LEVEL_STATE_IDLE;
369     camera->blackwhite_mode = false;
370     sound_samples_toggle_pause(sound_samples);
371 }