2 #include <SDL2/SDL_mixer.h>
7 #include "game/level.h"
8 #include "game/sound_samples.h"
9 #include "system/error.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);
51 throw_error(ERROR_TYPE_LIBC);
56 game->renderer = renderer;
58 game->level = PUSH_LT(
60 create_level_from_file(level_file_path),
62 if (game->level == NULL) {
66 game->level_file_path = PUSH_LT(lt, nth_alloc(sizeof(char) * (strlen(level_file_path) + 1)), free);
67 if (game->level_file_path == NULL) {
68 throw_error(ERROR_TYPE_LIBC);
71 strcpy(game->level_file_path, level_file_path);
75 create_sprite_font_from_file("fonts/charmap-oldschool.bmp", renderer),
77 if (game->font == NULL) {
81 game->camera = PUSH_LT(lt, create_camera(renderer, game->font), destroy_camera);
82 if (game->camera == NULL) {
86 game->sound_samples = PUSH_LT(
90 sound_sample_files_count),
91 destroy_sound_samples);
92 if (game->sound_samples == NULL) {
96 game->console = PUSH_LT(
98 create_console(game->level, game->font),
100 if (game->console == NULL) {
104 game->state = GAME_STATE_RUNNING;
109 void destroy_game(Game *game)
112 RETURN_LT0(game->lt);
115 int game_render(const Game *game)
119 if (game->state == GAME_STATE_QUIT) {
123 if (level_render(game->level, game->camera) < 0) {
127 if (game->state == GAME_STATE_CONSOLE) {
128 if (console_render(game->console, game->renderer) < 0) {
136 int game_sound(Game *game)
138 return level_sound(game->level, game->sound_samples);
141 int game_update(Game *game, float delta_time)
144 assert(delta_time > 0.0f);
146 if (game->state == GAME_STATE_QUIT) {
150 if (game->state == GAME_STATE_RUNNING || game->state == GAME_STATE_CONSOLE) {
151 if (level_update(game->level, delta_time) < 0) {
155 if (level_enter_camera_event(game->level, game->camera) < 0) {
159 if (console_update(game->console, delta_time) < 0) {
168 static int game_event_pause(Game *game, const SDL_Event *event)
173 switch (event->type) {
175 game->state = GAME_STATE_QUIT;
179 switch (event->key.keysym.sym) {
181 game->state = GAME_STATE_RUNNING;
182 camera_toggle_blackwhite_mode(game->camera);
183 sound_samples_toggle_pause(game->sound_samples);
186 camera_toggle_debug_mode(game->camera);
187 level_toggle_debug_mode(game->level);
193 return level_event(game->level, event);
196 static int game_event_running(Game *game, const SDL_Event *event)
201 switch (event->type) {
203 game->state = GAME_STATE_QUIT;
207 switch (event->key.keysym.sym) {
209 printf("Reloading the level from '%s'...\n", game->level_file_path);
211 game->level = RESET_LT(
214 create_level_from_file(
215 game->level_file_path));
217 if (game->level == NULL) {
218 print_current_error_msg("Could not reload the level");
219 game->state = GAME_STATE_QUIT;
223 camera_disable_debug_mode(game->camera);
228 printf("Reloading the level's platforms from '%s'...\n", game->level_file_path);
229 if (level_reload_preserve_player(game->level, game->level_file_path) < 0) {
230 print_current_error_msg("Could not reload the level");
231 game->state = GAME_STATE_QUIT;
237 game->state = GAME_STATE_PAUSE;
238 camera_toggle_blackwhite_mode(game->camera);
239 sound_samples_toggle_pause(game->sound_samples);
243 camera_toggle_debug_mode(game->camera);
244 level_toggle_debug_mode(game->level);
249 switch (event->key.keysym.sym) {
252 SDL_StartTextInput();
253 game->state = GAME_STATE_CONSOLE;
254 console_slide_down(game->console);
261 return level_event(game->level, event);
264 static int game_event_console(Game *game, const SDL_Event *event)
266 switch (event->type) {
268 game->state = GAME_STATE_QUIT;
272 switch (event->key.keysym.sym) {
275 game->state = GAME_STATE_RUNNING;
284 return console_handle_event(game->console, event);
287 int game_event(Game *game, const SDL_Event *event)
292 switch (game->state) {
293 case GAME_STATE_RUNNING:
294 return game_event_running(game, event);
296 case GAME_STATE_PAUSE:
297 return game_event_pause(game, event);
299 case GAME_STATE_CONSOLE:
300 return game_event_console(game, event);
309 int game_input(Game *game,
310 const Uint8 *const keyboard_state,
311 SDL_Joystick *the_stick_of_joy)
314 assert(keyboard_state);
316 if (game->state == GAME_STATE_QUIT ||
317 game->state == GAME_STATE_PAUSE ||
318 game->state == GAME_STATE_CONSOLE) {
322 return level_input(game->level, keyboard_state, the_stick_of_joy);
325 int game_over_check(const Game *game)
327 return game->state == GAME_STATE_QUIT;