2 #include <SDL2/SDL_mixer.h>
7 #include "game/level.h"
8 #include "game/sound_samples.h"
9 #include "system/log.h"
10 #include "system/lt.h"
11 #include "system/nth_alloc.h"
12 #include "ui/console.h"
13 #include "ui/edit_field.h"
15 typedef enum Game_state {
16 GAME_STATE_RUNNING = 0,
29 char *level_file_path;
30 Sound_samples *sound_samples;
34 SDL_Renderer *renderer;
37 Game *create_game(const char *level_file_path,
38 const char *sound_sample_files[],
39 size_t sound_sample_files_count,
40 SDL_Renderer *renderer)
42 assert(level_file_path);
44 Lt *const lt = create_lt();
49 Game *game = PUSH_LT(lt, nth_alloc(sizeof(Game)), free);
55 game->renderer = renderer;
57 game->level = PUSH_LT(
59 create_level_from_file(level_file_path),
61 if (game->level == NULL) {
65 game->level_file_path = PUSH_LT(lt, nth_alloc(sizeof(char) * (strlen(level_file_path) + 1)), free);
66 if (game->level_file_path == NULL) {
69 strcpy(game->level_file_path, level_file_path);
73 create_sprite_font_from_file("fonts/charmap-oldschool.bmp", renderer),
75 if (game->font == NULL) {
79 game->camera = PUSH_LT(lt, create_camera(renderer, game->font), destroy_camera);
80 if (game->camera == NULL) {
84 game->sound_samples = PUSH_LT(
88 sound_sample_files_count),
89 destroy_sound_samples);
90 if (game->sound_samples == NULL) {
94 game->console = PUSH_LT(
96 create_console(game->level, game->font),
98 if (game->console == NULL) {
102 game->state = GAME_STATE_RUNNING;
107 void destroy_game(Game *game)
110 RETURN_LT0(game->lt);
113 int game_render(const Game *game)
117 if (game->state == GAME_STATE_QUIT) {
121 if (level_render(game->level, game->camera) < 0) {
125 if (game->state == GAME_STATE_CONSOLE) {
126 if (console_render(game->console, game->renderer) < 0) {
134 int game_sound(Game *game)
136 return level_sound(game->level, game->sound_samples);
139 int game_update(Game *game, float delta_time)
142 assert(delta_time > 0.0f);
144 if (game->state == GAME_STATE_QUIT) {
148 if (game->state == GAME_STATE_RUNNING || game->state == GAME_STATE_CONSOLE) {
149 if (level_update(game->level, delta_time) < 0) {
153 if (level_enter_camera_event(game->level, game->camera) < 0) {
157 if (console_update(game->console, delta_time) < 0) {
166 static int game_event_pause(Game *game, const SDL_Event *event)
171 switch (event->type) {
173 game->state = GAME_STATE_QUIT;
177 switch (event->key.keysym.sym) {
179 game->state = GAME_STATE_RUNNING;
180 camera_toggle_blackwhite_mode(game->camera);
181 sound_samples_toggle_pause(game->sound_samples);
184 camera_toggle_debug_mode(game->camera);
185 level_toggle_debug_mode(game->level);
191 return level_event(game->level, event);
194 static int game_event_running(Game *game, const SDL_Event *event)
199 switch (event->type) {
201 game->state = GAME_STATE_QUIT;
205 switch (event->key.keysym.sym) {
207 log_info("Reloading the level from '%s'...\n", game->level_file_path);
209 game->level = RESET_LT(
212 create_level_from_file(
213 game->level_file_path));
215 if (game->level == NULL) {
216 log_fail("Could not reload level %s\n", game->level_file_path);
217 game->state = GAME_STATE_QUIT;
221 camera_disable_debug_mode(game->camera);
226 log_info("Reloading the level's platforms from '%s'...\n", game->level_file_path);
227 if (level_reload_preserve_player(game->level, game->level_file_path) < 0) {
228 log_fail("Could not reload level %s\n", game->level_file_path);
229 game->state = GAME_STATE_QUIT;
235 game->state = GAME_STATE_PAUSE;
236 camera_toggle_blackwhite_mode(game->camera);
237 sound_samples_toggle_pause(game->sound_samples);
241 camera_toggle_debug_mode(game->camera);
242 level_toggle_debug_mode(game->level);
247 switch (event->key.keysym.sym) {
250 SDL_StartTextInput();
251 game->state = GAME_STATE_CONSOLE;
252 console_slide_down(game->console);
259 return level_event(game->level, event);
262 static int game_event_console(Game *game, const SDL_Event *event)
264 switch (event->type) {
266 game->state = GAME_STATE_QUIT;
270 switch (event->key.keysym.sym) {
273 game->state = GAME_STATE_RUNNING;
282 return console_handle_event(game->console, event);
285 int game_event(Game *game, const SDL_Event *event)
290 switch (game->state) {
291 case GAME_STATE_RUNNING:
292 return game_event_running(game, event);
294 case GAME_STATE_PAUSE:
295 return game_event_pause(game, event);
297 case GAME_STATE_CONSOLE:
298 return game_event_console(game, event);
307 int game_input(Game *game,
308 const Uint8 *const keyboard_state,
309 SDL_Joystick *the_stick_of_joy)
312 assert(keyboard_state);
314 if (game->state == GAME_STATE_QUIT ||
315 game->state == GAME_STATE_PAUSE ||
316 game->state == GAME_STATE_CONSOLE) {
320 return level_input(game->level, keyboard_state, the_stick_of_joy);
323 int game_over_check(const Game *game)
325 return game->state == GAME_STATE_QUIT;