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