2 #include "system/stacktrace.h"
6 #include "game/level.h"
7 #include "game/sound_samples.h"
8 #include "game/level_picker.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"
14 #include "ui/cursor.h"
15 #include "system/str.h"
16 #include "sdl/texture.h"
17 #include "game/level/level_editor/background_layer.h"
18 #include "game/level/level_editor.h"
19 #include "game/settings.h"
20 #include "game/credits.h"
22 typedef enum Game_state {
24 GAME_STATE_LEVEL_PICKER,
25 GAME_STATE_LEVEL_EDITOR,
36 LevelPicker *level_picker;
37 LevelEditor *level_editor;
41 Sound_samples *sound_samples;
43 SDL_Renderer *renderer;
50 void game_switch_state(Game *game, Game_state state)
52 game->camera = create_camera(game->renderer, game->font);
56 Game *create_game(const char *level_folder,
57 const char *sound_sample_files[],
58 size_t sound_sample_files_count,
59 SDL_Renderer *renderer)
61 trace_assert(level_folder);
65 Game *game = PUSH_LT(lt, nth_calloc(1, sizeof(Game)), free);
73 create_sprite_font_from_file(
74 "./assets/images/charmap-oldschool.bmp",
77 if (game->font == NULL) {
81 game->level_picker = PUSH_LT(
86 destroy_level_picker);
87 if (game->level_picker == NULL) {
91 game->credits = PUSH_LT(
95 if (game->credits == NULL) {
99 game->sound_samples = PUSH_LT(
101 create_sound_samples(
103 sound_sample_files_count),
104 destroy_sound_samples);
105 if (game->sound_samples == NULL) {
109 game->settings = create_settings();
111 game->renderer = renderer;
113 for (Cursor_Style style = 0; style < CURSOR_STYLE_N; ++style) {
114 game->cursor.texs[style] = PUSH_LT(
116 texture_from_bmp(cursor_style_tex_files[style], renderer),
118 if (SDL_SetTextureBlendMode(
119 game->cursor.texs[style],
120 SDL_ComposeCustomBlendMode(
121 SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR,
122 SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR,
123 SDL_BLENDOPERATION_ADD,
125 SDL_BLENDFACTOR_ZERO,
126 SDL_BLENDOPERATION_ADD)) < 0) {
127 log_warn("SDL error: %s\n", SDL_GetError());
132 game->console = PUSH_LT(
134 create_console(game),
136 if (game->console == NULL) {
139 game->console_enabled = 0;
141 game_switch_state(game, GAME_STATE_LEVEL_PICKER);
146 void destroy_game(Game *game)
149 RETURN_LT0(game->lt);
152 int game_render(const Game *game)
156 switch(game->state) {
157 case GAME_STATE_LEVEL: {
158 if (level_render(game->level, &game->camera) < 0) {
163 case GAME_STATE_LEVEL_PICKER: {
164 if (level_picker_render(game->level_picker, &game->camera) < 0) {
169 case GAME_STATE_LEVEL_EDITOR: {
170 if (level_editor_render(game->level_editor, &game->camera) < 0) {
175 case GAME_STATE_CREDITS: {
176 if (credits_render(game->credits, &game->camera) < 0) {
181 case GAME_STATE_SETTINGS: {
182 settings_render(&game->settings, &game->camera);
185 case GAME_STATE_QUIT: break;
188 if (game->console_enabled) {
189 if (console_render(game->console, &game->camera) < 0) {
194 if (cursor_render(&game->cursor, game->renderer) < 0) {
201 int game_sound(Game *game)
203 switch (game->state) {
204 case GAME_STATE_LEVEL:
205 return level_sound(game->level, game->sound_samples);
206 case GAME_STATE_LEVEL_EDITOR:
207 level_editor_sound(game->level_editor, game->sound_samples);
209 case GAME_STATE_LEVEL_PICKER:
210 case GAME_STATE_CREDITS:
211 case GAME_STATE_SETTINGS:
212 case GAME_STATE_QUIT:
219 int game_update(Game *game, float delta_time)
222 trace_assert(delta_time > 0.0f);
224 if (game->console_enabled) {
225 if (console_update(game->console, delta_time) < 0) {
230 switch (game->state) {
231 case GAME_STATE_LEVEL: {
232 if (level_update(game->level, delta_time) < 0) {
236 if (level_enter_camera_event(game->level, &game->camera) < 0) {
242 case GAME_STATE_LEVEL_PICKER: {
243 if (level_picker_update(game->level_picker, delta_time) < 0) {
247 if (level_picker_enter_camera_event(game->level_picker, &game->camera) < 0) {
251 const char *level_filename = level_picker_selected_level(game->level_picker);
253 if (level_filename != NULL) {
254 if (game_load_level(game, level_filename) < 0) {
260 case GAME_STATE_LEVEL_EDITOR: {
261 if (level_editor_focus_camera(
263 &game->camera) < 0) {
267 level_editor_update(game->level_editor, delta_time);
270 case GAME_STATE_CREDITS: {
271 if (credits_update(game->credits, &game->camera, delta_time) < 0) {
276 case GAME_STATE_SETTINGS: {
277 settings_update(&game->settings, &game->camera, delta_time);
278 sound_samples_update_volume(
280 game->settings.volume_slider.value);
283 case GAME_STATE_QUIT:
290 static int game_event_running(Game *game, const SDL_Event *event)
295 if (!SDL_IsTextInputActive()) {
296 switch (event->type) {
298 switch (event->key.keysym.sym) {
300 game->level = RESET_LT(
303 create_level_from_level_editor(
304 game->level_editor));
305 if (game->level == NULL) {
306 game_switch_state(game, GAME_STATE_QUIT);
310 level_disable_pause_mode(
313 game->sound_samples);
314 camera_disable_debug_mode(&game->camera);
318 game_switch_state(game, GAME_STATE_LEVEL_EDITOR);
325 return level_event(game->level, event, &game->camera, game->sound_samples);
328 static int game_event_level_picker(Game *game, const SDL_Event *event)
333 switch (event->type) {
335 switch(event->key.keysym.sym) {
337 if (game->level_editor == NULL) {
338 game->level_editor = PUSH_LT(
340 create_level_editor(&game->cursor),
341 destroy_level_editor);
343 game->level_editor = RESET_LT(
346 create_level_editor(&game->cursor));
349 if (game->level_editor == NULL) {
353 if (game->level == NULL) {
354 game->level = PUSH_LT(
356 create_level_from_level_editor(
360 game->level = RESET_LT(
363 create_level_from_level_editor(
364 game->level_editor));
367 if (game->level == NULL) {
371 game_switch_state(game, GAME_STATE_LEVEL);
375 game_switch_state(game, GAME_STATE_CREDITS);
379 game_switch_state(game, GAME_STATE_SETTINGS);
385 return level_picker_event(game->level_picker, event);
388 static int game_event_level_editor(Game *game, const SDL_Event *event)
393 switch (event->type) {
395 switch (event->key.keysym.sym) {
397 game->level = RESET_LT(
400 create_level_from_level_editor(
401 game->level_editor));
402 if (game->level == NULL) {
405 game_switch_state(game, GAME_STATE_LEVEL);
411 return level_editor_event(game->level_editor, event, &game->camera);
414 int game_event(Game *game, const SDL_Event *event)
419 // Global event handling
420 switch (event->type) {
422 game_switch_state(game, GAME_STATE_QUIT);
427 if (event->key.keysym.sym == SDLK_q && event->key.keysym.mod & KMOD_CTRL) {
428 game_switch_state(game, GAME_STATE_QUIT);
434 // Console event handling
435 if (game->console_enabled) {
436 switch (event->type) {
438 switch (event->key.keysym.sym) {
441 game->console_enabled = 0;
449 return console_handle_event(game->console, event);
451 switch (event->type) {
453 switch (event->key.keysym.sym) {
456 if (event->key.keysym.mod == 0) {
457 SDL_StartTextInput();
458 game->console_enabled = 1;
459 console_slide_down(game->console);
467 // State event handling
468 switch (game->state) {
469 case GAME_STATE_LEVEL:
470 return game_event_running(game, event);
472 case GAME_STATE_LEVEL_PICKER:
473 return game_event_level_picker(game, event);
475 case GAME_STATE_LEVEL_EDITOR:
476 return game_event_level_editor(game, event);
478 case GAME_STATE_CREDITS: {
479 switch (event->type) {
481 if (event->key.keysym.sym == SDLK_ESCAPE) {
482 game_switch_state(game, GAME_STATE_LEVEL_PICKER);
491 case GAME_STATE_SETTINGS: {
492 switch (event->type) {
494 if (event->key.keysym.sym == SDLK_ESCAPE) {
495 game_switch_state(game, GAME_STATE_LEVEL_PICKER);
501 settings_event(&game->settings, &game->camera, event);
505 case GAME_STATE_QUIT:
512 // TODO(#1145): get rid of keyboard_state and introduce *_joystick methods
514 // keyboard_state is a global var and can be check anywhere anyway
515 int game_input(Game *game,
516 const Uint8 *const keyboard_state,
517 SDL_Joystick *the_stick_of_joy)
520 trace_assert(keyboard_state);
522 if (game->console_enabled) {
526 switch (game->state) {
527 case GAME_STATE_SETTINGS:
528 case GAME_STATE_CREDITS:
529 case GAME_STATE_QUIT:
530 case GAME_STATE_LEVEL_EDITOR:
533 case GAME_STATE_LEVEL:
534 return level_input(game->level, keyboard_state, the_stick_of_joy);
536 case GAME_STATE_LEVEL_PICKER:
537 return level_picker_input(game->level_picker, keyboard_state, the_stick_of_joy);
543 int game_over_check(const Game *game)
545 return game->state == GAME_STATE_QUIT;
548 int game_load_level(Game *game, const char *level_filename)
551 trace_assert(level_filename);
553 if (game->level_editor == NULL) {
554 game->level_editor = PUSH_LT(
556 create_level_editor_from_file(level_filename, &game->cursor),
557 destroy_level_editor);
559 game->level_editor = RESET_LT(
562 create_level_editor_from_file(level_filename, &game->cursor));
565 if (game->level_editor == NULL) {
569 if (game->level == NULL) {
570 game->level = PUSH_LT(
572 create_level_from_level_editor(
576 game->level = RESET_LT(
579 create_level_from_level_editor(
580 game->level_editor));
583 if (game->level == NULL) {
587 game_switch_state(game, GAME_STATE_LEVEL);