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 typedef enum Game_state {
17 GAME_STATE_RUNNING = 0,
20 GAME_STATE_LEVEL_PICKER,
30 LevelPicker *level_picker;
32 char *level_file_path;
33 Sound_samples *sound_samples;
37 SDL_Renderer *renderer;
40 Game *create_game(const char *level_file_path,
41 const char *sound_sample_files[],
42 size_t sound_sample_files_count,
43 SDL_Renderer *renderer)
45 trace_assert(level_file_path);
47 Lt *const lt = create_lt();
52 Game *game = PUSH_LT(lt, nth_alloc(sizeof(Game)), free);
58 game->renderer = renderer;
60 game->level = PUSH_LT(
62 create_level_from_file(level_file_path),
64 if (game->level == NULL) {
68 game->level_file_path = PUSH_LT(lt, nth_alloc(sizeof(char) * (strlen(level_file_path) + 1)), free);
69 if (game->level_file_path == NULL) {
72 strcpy(game->level_file_path, level_file_path);
76 create_sprite_font_from_file("fonts/charmap-oldschool.bmp", renderer),
78 if (game->font == NULL) {
82 game->camera = PUSH_LT(lt, create_camera(renderer, game->font), destroy_camera);
83 if (game->camera == NULL) {
87 game->sound_samples = PUSH_LT(
91 sound_sample_files_count),
92 destroy_sound_samples);
93 if (game->sound_samples == NULL) {
97 game->console = PUSH_LT(
99 create_console(game->level, game->font),
101 if (game->console == NULL) {
105 game->state = GAME_STATE_RUNNING;
110 void destroy_game(Game *game)
113 RETURN_LT0(game->lt);
116 int game_render(const Game *game)
120 if (game->state == GAME_STATE_QUIT) {
124 if (level_render(game->level, game->camera) < 0) {
128 if (game->state == GAME_STATE_CONSOLE) {
129 if (console_render(game->console, game->renderer) < 0) {
137 int game_sound(Game *game)
139 return level_sound(game->level, game->sound_samples);
142 int game_update(Game *game, float delta_time)
145 trace_assert(delta_time > 0.0f);
147 if (game->state == GAME_STATE_QUIT) {
151 if (game->state == GAME_STATE_RUNNING || game->state == GAME_STATE_CONSOLE) {
152 if (level_update(game->level, delta_time) < 0) {
156 if (level_enter_camera_event(game->level, game->camera) < 0) {
160 if (console_update(game->console, delta_time) < 0) {
169 static int game_event_pause(Game *game, const SDL_Event *event)
174 switch (event->type) {
176 game->state = GAME_STATE_QUIT;
180 switch (event->key.keysym.sym) {
182 game->state = GAME_STATE_RUNNING;
183 camera_toggle_blackwhite_mode(game->camera);
184 sound_samples_toggle_pause(game->sound_samples);
187 camera_toggle_debug_mode(game->camera);
188 level_toggle_debug_mode(game->level);
194 return level_event(game->level, event);
197 static int game_event_running(Game *game, const SDL_Event *event)
202 switch (event->type) {
204 game->state = GAME_STATE_QUIT;
208 switch (event->key.keysym.sym) {
210 log_info("Reloading the level from '%s'...\n", game->level_file_path);
212 game->level = RESET_LT(
215 create_level_from_file(
216 game->level_file_path));
218 if (game->level == NULL) {
219 log_fail("Could not reload level %s\n", game->level_file_path);
220 game->state = GAME_STATE_QUIT;
224 camera_disable_debug_mode(game->camera);
229 log_info("Reloading the level's platforms from '%s'...\n", game->level_file_path);
230 if (level_reload_preserve_player(game->level, game->level_file_path) < 0) {
231 log_fail("Could not reload level %s\n", game->level_file_path);
232 game->state = GAME_STATE_QUIT;
238 game->state = GAME_STATE_PAUSE;
239 camera_toggle_blackwhite_mode(game->camera);
240 sound_samples_toggle_pause(game->sound_samples);
244 camera_toggle_debug_mode(game->camera);
245 level_toggle_debug_mode(game->level);
250 switch (event->key.keysym.sym) {
253 SDL_StartTextInput();
254 game->state = GAME_STATE_CONSOLE;
255 console_slide_down(game->console);
262 return level_event(game->level, event);
265 static int game_event_console(Game *game, const SDL_Event *event)
267 switch (event->type) {
269 game->state = GAME_STATE_QUIT;
273 switch (event->key.keysym.sym) {
276 game->state = GAME_STATE_RUNNING;
285 return console_handle_event(game->console, event);
288 int game_event(Game *game, const SDL_Event *event)
293 switch (game->state) {
294 case GAME_STATE_RUNNING:
295 return game_event_running(game, event);
297 case GAME_STATE_PAUSE:
298 return game_event_pause(game, event);
300 case GAME_STATE_CONSOLE:
301 return game_event_console(game, event);
310 int game_input(Game *game,
311 const Uint8 *const keyboard_state,
312 SDL_Joystick *the_stick_of_joy)
315 trace_assert(keyboard_state);
317 if (game->state == GAME_STATE_QUIT ||
318 game->state == GAME_STATE_PAUSE ||
319 game->state == GAME_STATE_CONSOLE) {
323 return level_input(game->level, keyboard_state, the_stick_of_joy);
326 int game_over_check(const Game *game)
328 return game->state == GAME_STATE_QUIT;