2 #include <SDL2/SDL_mixer.h>
3 #include "system/stacktrace.h"
7 #include "game/level.h"
8 #include "game/sound_samples.h"
9 #include "game/level_picker.h"
10 #include "system/log.h"
11 #include "system/lt.h"
12 #include "system/nth_alloc.h"
13 #include "ui/console.h"
14 #include "ui/edit_field.h"
15 #include "system/str.h"
16 #include "ebisp/builtins.h"
17 #include "broadcast.h"
19 typedef enum Game_state {
20 GAME_STATE_RUNNING = 0,
23 GAME_STATE_LEVEL_PICKER,
33 LevelPicker *level_picker;
35 Sound_samples *sound_samples;
38 SDL_Renderer *renderer;
41 Game *create_game(const char *level_folder,
42 const char *sound_sample_files[],
43 size_t sound_sample_files_count,
44 SDL_Renderer *renderer)
46 trace_assert(level_folder);
48 Lt *const lt = create_lt();
53 Game *game = PUSH_LT(lt, nth_alloc(sizeof(Game)), free);
59 game->state = GAME_STATE_LEVEL_PICKER;
61 game->broadcast = PUSH_LT(
63 create_broadcast(game),
65 if (game->broadcast == NULL) {
71 create_sprite_font_from_file(
72 "fonts/charmap-oldschool.bmp",
75 if (game->font == NULL) {
79 game->level_picker = PUSH_LT(
84 destroy_level_picker);
85 if (game->level_picker == NULL) {
91 game->sound_samples = PUSH_LT(
95 sound_sample_files_count),
96 destroy_sound_samples);
97 if (game->sound_samples == NULL) {
101 game->camera = PUSH_LT(
103 create_camera(renderer, game->font),
105 if (game->camera == NULL) {
109 game->console = PUSH_LT(
111 create_console(game->broadcast, game->font),
113 if (game->console == NULL) {
117 game->renderer = renderer;
122 void destroy_game(Game *game)
125 RETURN_LT0(game->lt);
128 int game_render(const Game *game)
132 switch(game->state) {
133 case GAME_STATE_RUNNING:
134 case GAME_STATE_PAUSE: {
135 if (level_render(game->level, game->camera) < 0) {
140 case GAME_STATE_CONSOLE: {
141 if (level_render(game->level, game->camera) < 0) {
145 if (console_render(game->console, game->renderer) < 0) {
150 case GAME_STATE_LEVEL_PICKER: {
151 if (level_picker_render(game->level_picker, game->camera, game->renderer) < 0) {
156 case GAME_STATE_QUIT: break;
162 int game_sound(Game *game)
164 switch (game->state) {
165 case GAME_STATE_RUNNING:
166 case GAME_STATE_PAUSE:
167 case GAME_STATE_CONSOLE:
168 return level_sound(game->level, game->sound_samples);
169 case GAME_STATE_LEVEL_PICKER:
170 case GAME_STATE_QUIT:
177 int game_update(Game *game, float delta_time)
180 trace_assert(delta_time > 0.0f);
182 switch (game->state) {
183 case GAME_STATE_RUNNING: {
184 if (level_update(game->level, delta_time) < 0) {
188 if (level_enter_camera_event(game->level, game->camera) < 0) {
194 case GAME_STATE_CONSOLE: {
195 if (level_update(game->level, delta_time) < 0) {
199 if (level_enter_camera_event(game->level, game->camera) < 0) {
203 if (console_update(game->console, delta_time) < 0) {
208 case GAME_STATE_LEVEL_PICKER: {
209 if (level_picker_update(game->level_picker, delta_time) < 0) {
213 if (level_picker_enter_camera_event(game->level_picker, game->camera) < 0) {
217 const char *level_folder = level_picker_selected_level(game->level_picker);
219 if (level_folder != NULL) {
220 if (game->level == NULL) {
221 game->level = PUSH_LT(
223 create_level_from_file(level_folder, game->broadcast),
226 game->level = RESET_LT(
229 create_level_from_file(level_folder, game->broadcast));
232 if (game->level == NULL) {
236 game->state = GAME_STATE_RUNNING;
241 case GAME_STATE_PAUSE:
242 case GAME_STATE_QUIT:
250 static int game_event_pause(Game *game, const SDL_Event *event)
255 switch (event->type) {
257 game->state = GAME_STATE_QUIT;
261 switch (event->key.keysym.sym) {
263 game->state = GAME_STATE_RUNNING;
264 camera_toggle_blackwhite_mode(game->camera);
265 sound_samples_toggle_pause(game->sound_samples);
268 camera_toggle_debug_mode(game->camera);
269 level_toggle_debug_mode(game->level);
275 return level_event(game->level, event);
278 static int game_event_running(Game *game, const SDL_Event *event)
283 switch (event->type) {
285 game->state = GAME_STATE_QUIT;
289 switch (event->key.keysym.sym) {
291 const char *level_filename = level_picker_selected_level(game->level_picker);
293 log_info("Reloading the level from '%s'...\n", level_filename);
295 game->level = RESET_LT(
298 create_level_from_file(
302 if (game->level == NULL) {
303 log_fail("Could not reload level %s\n", level_filename);
304 game->state = GAME_STATE_QUIT;
308 camera_disable_debug_mode(game->camera);
312 if (level_reload_preserve_player(game->level, game->broadcast) < 0) {
313 log_fail("Could not reload level\n");
314 game->state = GAME_STATE_QUIT;
320 game->state = GAME_STATE_PAUSE;
321 camera_toggle_blackwhite_mode(game->camera);
322 sound_samples_toggle_pause(game->sound_samples);
326 camera_toggle_debug_mode(game->camera);
327 level_toggle_debug_mode(game->level);
332 switch (event->key.keysym.sym) {
335 SDL_StartTextInput();
336 game->state = GAME_STATE_CONSOLE;
337 console_slide_down(game->console);
344 return level_event(game->level, event);
347 static int game_event_console(Game *game, const SDL_Event *event)
349 switch (event->type) {
351 game->state = GAME_STATE_QUIT;
355 switch (event->key.keysym.sym) {
358 game->state = GAME_STATE_RUNNING;
367 return console_handle_event(game->console, event);
370 static int game_event_level_picker(Game *game, const SDL_Event *event)
375 switch (event->type) {
377 game->state = GAME_STATE_QUIT;
381 return level_picker_event(game->level_picker, event);
385 int game_event(Game *game, const SDL_Event *event)
390 switch (game->state) {
391 case GAME_STATE_RUNNING:
392 return game_event_running(game, event);
394 case GAME_STATE_PAUSE:
395 return game_event_pause(game, event);
397 case GAME_STATE_CONSOLE:
398 return game_event_console(game, event);
400 case GAME_STATE_LEVEL_PICKER:
401 return game_event_level_picker(game, event);
410 int game_input(Game *game,
411 const Uint8 *const keyboard_state,
412 SDL_Joystick *the_stick_of_joy)
415 trace_assert(keyboard_state);
417 switch (game->state) {
418 case GAME_STATE_QUIT:
419 case GAME_STATE_PAUSE:
420 case GAME_STATE_CONSOLE:
423 case GAME_STATE_RUNNING:
424 return level_input(game->level, keyboard_state, the_stick_of_joy);
426 case GAME_STATE_LEVEL_PICKER:
427 return level_picker_input(game->level_picker, keyboard_state, the_stick_of_joy);
433 int game_over_check(const Game *game)
435 return game->state == GAME_STATE_QUIT;
439 game_send(Game *game, Gc *gc, struct Scope *scope,
446 const char *target = NULL;
447 struct Expr rest = void_expr();
448 struct EvalResult res = match_list(gc, "q*", path, &target, &rest);
453 if (strcmp(target, "level") == 0) {
454 return level_send(game->level, gc, scope, rest);
455 } else if (strcmp(target, "menu") == 0) {
456 level_picker_clean_selection(game->level_picker);
457 game->state = GAME_STATE_LEVEL_PICKER;
458 return eval_success(NIL(gc));
461 return unknown_target(gc, "game", target);