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"
16 #include "ebisp/builtins.h"
17 #include "broadcast.h"
19 typedef enum Game_state {
20 GAME_STATE_RUNNING = 0,
23 GAME_STATE_LEVEL_PICKER,
32 LevelPicker *level_picker;
34 char *level_file_path;
35 Sound_samples *sound_samples;
39 SDL_Renderer *renderer;
42 Game *create_game(const char *level_file_path,
43 const char *sound_sample_files[],
44 size_t sound_sample_files_count,
45 SDL_Renderer *renderer)
47 trace_assert(level_file_path);
49 Lt *const lt = create_lt();
54 Game *game = PUSH_LT(lt, nth_alloc(sizeof(Game)), free);
60 game->state = GAME_STATE_LEVEL_PICKER;
62 game->broadcast = PUSH_LT(
64 create_broadcast(game),
66 if (game->broadcast == NULL) {
70 game->level_picker = PUSH_LT(
72 create_level_picker(level_file_path),
73 destroy_level_picker);
74 if (game->level_picker == NULL) {
80 game->level_file_path = PUSH_LT(
82 string_duplicate(level_file_path, NULL),
84 if (game->level_file_path == NULL) {
88 game->sound_samples = PUSH_LT(
92 sound_sample_files_count),
93 destroy_sound_samples);
94 if (game->sound_samples == NULL) {
100 create_sprite_font_from_file(
101 "fonts/charmap-oldschool.bmp",
103 destroy_sprite_font);
104 if (game->font == NULL) {
108 game->camera = PUSH_LT(
110 create_camera(renderer, game->font),
112 if (game->camera == NULL) {
116 game->console = PUSH_LT(
118 create_console(game->broadcast, game->font),
120 if (game->console == NULL) {
124 game->renderer = renderer;
129 void destroy_game(Game *game)
132 RETURN_LT0(game->lt);
135 int game_render(const Game *game)
139 switch(game->state) {
140 case GAME_STATE_RUNNING:
141 case GAME_STATE_PAUSE: {
142 if (level_render(game->level, game->camera) < 0) {
147 case GAME_STATE_CONSOLE: {
148 if (level_render(game->level, game->camera) < 0) {
152 if (console_render(game->console, game->renderer) < 0) {
157 case GAME_STATE_LEVEL_PICKER: {
158 if (level_picker_render(game->level_picker, game->camera, game->renderer) < 0) {
163 case GAME_STATE_QUIT: break;
169 int game_sound(Game *game)
171 switch (game->state) {
172 case GAME_STATE_RUNNING:
173 case GAME_STATE_PAUSE:
174 case GAME_STATE_CONSOLE:
175 return level_sound(game->level, game->sound_samples);
176 case GAME_STATE_LEVEL_PICKER:
177 case GAME_STATE_QUIT:
184 int game_update(Game *game, float delta_time)
187 trace_assert(delta_time > 0.0f);
189 switch (game->state) {
190 case GAME_STATE_RUNNING: {
191 if (level_update(game->level, delta_time) < 0) {
195 if (level_enter_camera_event(game->level, game->camera) < 0) {
201 case GAME_STATE_CONSOLE: {
202 if (level_update(game->level, delta_time) < 0) {
206 if (level_enter_camera_event(game->level, game->camera) < 0) {
210 if (console_update(game->console, delta_time) < 0) {
215 case GAME_STATE_LEVEL_PICKER: {
216 if (level_picker_update(game->level_picker, delta_time) < 0) {
220 if (level_picker_enter_camera_event(game->level_picker, game->camera) < 0) {
224 const char *level_file_path = level_picker_selected_level(game->level_picker);
226 trace_assert(game->level == NULL);
228 if (level_file_path != NULL) {
229 game->level = PUSH_LT(
231 create_level_from_file(level_file_path, game->broadcast),
233 if (game->level == NULL) {
237 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 log_info("Reloading the level from '%s'...\n", game->level_file_path);
293 game->level = RESET_LT(
296 create_level_from_file(
297 game->level_file_path, game->broadcast));
299 if (game->level == NULL) {
300 log_fail("Could not reload level %s\n", game->level_file_path);
301 game->state = GAME_STATE_QUIT;
305 camera_disable_debug_mode(game->camera);
310 log_info("Reloading the level's platforms from '%s'...\n", game->level_file_path);
311 if (level_reload_preserve_player(game->level, game->level_file_path, game->broadcast) < 0) {
312 log_fail("Could not reload level %s\n", game->level_file_path);
313 game->state = GAME_STATE_QUIT;
319 game->state = GAME_STATE_PAUSE;
320 camera_toggle_blackwhite_mode(game->camera);
321 sound_samples_toggle_pause(game->sound_samples);
325 camera_toggle_debug_mode(game->camera);
326 level_toggle_debug_mode(game->level);
331 switch (event->key.keysym.sym) {
334 SDL_StartTextInput();
335 game->state = GAME_STATE_CONSOLE;
336 console_slide_down(game->console);
343 return level_event(game->level, event);
346 static int game_event_console(Game *game, const SDL_Event *event)
348 switch (event->type) {
350 game->state = GAME_STATE_QUIT;
354 switch (event->key.keysym.sym) {
357 game->state = GAME_STATE_RUNNING;
366 return console_handle_event(game->console, event);
369 static int game_event_level_picker(Game *game, const SDL_Event *event)
374 switch (event->type) {
376 game->state = GAME_STATE_QUIT;
380 return level_picker_event(game->level_picker, event);
384 int game_event(Game *game, const SDL_Event *event)
389 switch (game->state) {
390 case GAME_STATE_RUNNING:
391 return game_event_running(game, event);
393 case GAME_STATE_PAUSE:
394 return game_event_pause(game, event);
396 case GAME_STATE_CONSOLE:
397 return game_event_console(game, event);
399 case GAME_STATE_LEVEL_PICKER:
400 return game_event_level_picker(game, event);
409 int game_input(Game *game,
410 const Uint8 *const keyboard_state,
411 SDL_Joystick *the_stick_of_joy)
414 trace_assert(keyboard_state);
416 switch (game->state) {
417 case GAME_STATE_QUIT:
418 case GAME_STATE_PAUSE:
419 case GAME_STATE_CONSOLE:
422 case GAME_STATE_RUNNING:
423 return level_input(game->level, keyboard_state, the_stick_of_joy);
425 case GAME_STATE_LEVEL_PICKER:
426 return level_picker_input(game->level_picker, keyboard_state, the_stick_of_joy);
432 int game_over_check(const Game *game)
434 return game->state == GAME_STATE_QUIT;
438 game_send(Game *game, Gc *gc, struct Scope *scope,
445 const char *target = NULL;
446 struct Expr rest = void_expr();
447 struct EvalResult res = match_list(gc, "q*", path, &target, &rest);
452 if (strcmp(target, "level") == 0) {
453 return level_send(game->level, gc, scope, rest);
456 return unknown_target(gc, "game", target);