]> git.lizzy.rs Git - nothing.git/blob - src/game/level.c
Wire up pp to level loop
[nothing.git] / src / game / level.c
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/phantom_platforms.h"
14 #include "game/level/player.h"
15 #include "game/level/regions.h"
16 #include "game/level/rigid_bodies.h"
17 #include "game/level/level_editor/rect_layer.h"
18 #include "game/level/level_editor/point_layer.h"
19 #include "game/level/level_editor/player_layer.h"
20 #include "game/level/level_editor/label_layer.h"
21 #include "game/level/level_editor/background_layer.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     Phantom_Platforms pp;
53 };
54
55 Level *create_level_from_level_editor(const LevelEditor *level_editor)
56 {
57     trace_assert(level_editor);
58
59     Lt *lt = create_lt();
60
61     Level *level = PUSH_LT(
62         lt,
63         nth_calloc(1, sizeof(Level)),
64         free);
65     if (level == NULL) {
66         RETURN_LT(lt, NULL);
67     }
68     level->lt = lt;
69
70     level->background = create_background(
71         color_picker_rgba(
72             &level_editor->background_layer.color_picker));
73
74     level->rigid_bodies = PUSH_LT(lt, create_rigid_bodies(1024), destroy_rigid_bodies);
75     if (level->rigid_bodies == NULL) {
76         RETURN_LT(lt, NULL);
77     }
78
79     level->player = PUSH_LT(
80         lt,
81         create_player_from_player_layer(
82             &level_editor->player_layer,
83             level->rigid_bodies),
84         destroy_player);
85     if (level->player == NULL) {
86         RETURN_LT(lt, NULL);
87     }
88
89     level->platforms = PUSH_LT(
90         lt,
91         create_platforms_from_rect_layer(level_editor->platforms_layer),
92         destroy_platforms);
93     if (level->platforms == NULL) {
94         RETURN_LT(lt, NULL);
95     }
96
97     level->goals = PUSH_LT(
98         lt,
99         create_goals_from_point_layer(level_editor->goals_layer),
100         destroy_goals);
101     if (level->goals == NULL) {
102         RETURN_LT(lt, NULL);
103     }
104
105     level->lava = PUSH_LT(
106         lt,
107         create_lava_from_rect_layer(level_editor->lava_layer),
108         destroy_lava);
109     if (level->lava == NULL) {
110         RETURN_LT(lt, NULL);
111     }
112
113     level->back_platforms = PUSH_LT(
114         lt,
115         create_platforms_from_rect_layer(level_editor->back_platforms_layer),
116         destroy_platforms);
117     if (level->back_platforms == NULL) {
118         RETURN_LT(lt, NULL);
119     }
120
121     level->boxes = PUSH_LT(
122         lt,
123         create_boxes_from_rect_layer(level_editor->boxes_layer, level->rigid_bodies),
124         destroy_boxes);
125     if (level->boxes == NULL) {
126         RETURN_LT(lt, NULL);
127     }
128
129     level->labels = PUSH_LT(
130         lt,
131         create_labels_from_label_layer(level_editor->label_layer),
132         destroy_labels);
133     if (level->labels == NULL) {
134         RETURN_LT(lt, NULL);
135     }
136
137     level->regions = PUSH_LT(
138         lt,
139         create_regions_from_rect_layer(
140             level_editor->regions_layer,
141             level->labels,
142             level->goals),
143         destroy_regions);
144     if (level->regions == NULL) {
145         RETURN_LT(lt, NULL);
146     }
147
148     level->pp = create_phantom_platforms(level_editor->pp_layer);
149
150     return level;
151 }
152
153 void destroy_level(Level *level)
154 {
155     trace_assert(level);
156     destroy_phantom_platforms(level->pp);
157     RETURN_LT0(level->lt);
158 }
159
160 int level_render(const Level *level, const Camera *camera)
161 {
162     trace_assert(level);
163
164     if (background_render(&level->background, camera) < 0) {
165         return -1;
166     }
167
168     if (platforms_render(level->back_platforms, camera) < 0) {
169         return -1;
170     }
171
172     phantom_platforms_render(&level->pp, camera);
173
174     if (player_render(level->player, camera) < 0) {
175         return -1;
176     }
177
178     if (boxes_render(level->boxes, camera) < 0) {
179         return -1;
180     }
181
182     if (lava_render(level->lava, camera) < 0) {
183         return -1;
184     }
185
186     if (platforms_render(level->platforms, camera) < 0) {
187         return -1;
188     }
189
190     if (goals_render(level->goals, camera) < 0) {
191         return -1;
192     }
193
194     if (labels_render(level->labels, camera) < 0) {
195         return -1;
196     }
197
198     if (regions_render(level->regions, camera) < 0) {
199         return -1;
200     }
201
202     return 0;
203 }
204
205 int level_update(Level *level, float delta_time)
206 {
207     trace_assert(level);
208     trace_assert(delta_time > 0);
209
210     if (level->state == LEVEL_STATE_PAUSE) {
211         return 0;
212     }
213
214     boxes_float_in_lava(level->boxes, level->lava);
215     rigid_bodies_apply_omniforce(level->rigid_bodies, vec(0.0f, LEVEL_GRAVITY));
216
217     boxes_update(level->boxes, delta_time);
218     player_update(level->player, delta_time);
219
220     rigid_bodies_collide(level->rigid_bodies, level->platforms);
221
222     player_die_from_lava(level->player, level->lava);
223     regions_player_enter(level->regions, level->player);
224     regions_player_leave(level->regions, level->player);
225
226     goals_update(level->goals, delta_time);
227     lava_update(level->lava, delta_time);
228     labels_update(level->labels, delta_time);
229
230     Rect hitbox = player_hitbox(level->player);
231     phantom_platforms_hide_at(&level->pp, vec(hitbox.x, hitbox.y));
232     phantom_platforms_update(&level->pp, delta_time);
233
234     return 0;
235 }
236
237 static
238 int level_event_idle(Level *level, const SDL_Event *event,
239                      Camera *camera, Sound_samples *sound_samples)
240 {
241     trace_assert(level);
242
243     switch (event->type) {
244     case SDL_KEYDOWN:
245         switch (event->key.keysym.sym) {
246         case SDLK_w:
247         case SDLK_UP:
248         case SDLK_SPACE: {
249             player_jump(level->player);
250         } break;
251
252         case SDLK_p: {
253             level->state = LEVEL_STATE_PAUSE;
254             camera->blackwhite_mode = true;
255             sound_samples_toggle_pause(sound_samples);
256         } break;
257
258         case SDLK_l: {
259             camera_toggle_debug_mode(camera);
260         } break;
261         }
262         break;
263
264     case SDL_JOYBUTTONDOWN:
265         if (event->jbutton.button == 1) {
266             player_jump(level->player);
267         }
268         break;
269     }
270
271     return 0;
272 }
273
274 static
275 int level_event_pause(Level *level, const SDL_Event *event,
276                       Camera *camera, Sound_samples *sound_samples)
277 {
278     trace_assert(level);
279
280     switch (event->type) {
281     case SDL_KEYDOWN: {
282         switch (event->key.keysym.sym) {
283         case SDLK_p: {
284             level->state = LEVEL_STATE_IDLE;
285             camera->blackwhite_mode = false;
286             sound_samples_toggle_pause(sound_samples);
287         } break;
288         }
289     } break;
290     }
291
292     return 0;
293 }
294
295 int level_event(Level *level, const SDL_Event *event,
296                 Camera *camera, Sound_samples *sound_samples)
297 {
298     trace_assert(level);
299     trace_assert(event);
300
301     switch (level->state) {
302     case LEVEL_STATE_IDLE: {
303         return level_event_idle(level, event, camera, sound_samples);
304     } break;
305
306     case LEVEL_STATE_PAUSE: {
307         return level_event_pause(level, event, camera, sound_samples);
308     } break;
309     }
310
311     return 0;
312 }
313
314 int level_input(Level *level,
315                 const Uint8 *const keyboard_state,
316                 SDL_Joystick *the_stick_of_joy)
317 {
318     trace_assert(level);
319     trace_assert(keyboard_state);
320
321     if (level->state == LEVEL_STATE_PAUSE) {
322         return 0;
323     }
324
325     if (keyboard_state[SDL_SCANCODE_A] || keyboard_state[SDL_SCANCODE_LEFT]) {
326         player_move_left(level->player);
327     } else if (keyboard_state[SDL_SCANCODE_D] || keyboard_state[SDL_SCANCODE_RIGHT]) {
328         player_move_right(level->player);
329     } else if (the_stick_of_joy && SDL_JoystickGetAxis(the_stick_of_joy, 0) < -JOYSTICK_THRESHOLD) {
330         player_move_left(level->player);
331     } else if (the_stick_of_joy && SDL_JoystickGetAxis(the_stick_of_joy, 0) > JOYSTICK_THRESHOLD) {
332         player_move_right(level->player);
333     } else {
334         player_stop(level->player);
335     }
336
337     return 0;
338 }
339
340 int level_sound(Level *level, Sound_samples *sound_samples)
341 {
342     if (level->state == LEVEL_STATE_PAUSE) {
343         return 0;
344     }
345
346     if (goals_sound(level->goals, sound_samples) < 0) {
347         return -1;
348     }
349
350     if (player_sound(level->player, sound_samples) < 0) {
351         return -1;
352     }
353
354     return 0;
355 }
356
357 int level_enter_camera_event(Level *level, Camera *camera)
358 {
359     if (level->state == LEVEL_STATE_PAUSE) {
360         return 0;
361     }
362
363     player_focus_camera(level->player, camera);
364     camera_scale(camera, 1.0f);
365
366     goals_cue(level->goals, camera);
367     goals_checkpoint(level->goals, level->player);
368     labels_enter_camera_event(level->labels, camera);
369     return 0;
370 }
371
372 void level_disable_pause_mode(Level *level, Camera *camera,
373                               Sound_samples *sound_samples)
374 {
375     trace_assert(level);
376     trace_assert(camera);
377     trace_assert(sound_samples);
378     level->state = LEVEL_STATE_IDLE;
379     camera->blackwhite_mode = false;
380     sound_samples_toggle_pause(sound_samples);
381 }