2 #include <SDL2/SDL_mixer.h>
7 #include "game/debug_tree.h"
8 #include "game/level.h"
9 #include "game/sound_samples.h"
10 #include "system/error.h"
11 #include "system/lt.h"
13 typedef enum game_state_t {
14 GAME_STATE_RUNNING = 0,
21 typedef struct game_t {
26 char *level_file_path;
27 sound_samples_t *sound_samples;
30 debug_tree_t *debug_tree;
31 SDL_Renderer *renderer;
34 game_t *create_game(const char *level_file_path,
35 const char *sound_sample_files[],
36 size_t sound_sample_files_count,
37 SDL_Renderer *renderer)
39 assert(level_file_path);
41 lt_t *const lt = create_lt();
46 game_t *game = PUSH_LT(lt, malloc(sizeof(game_t)), free);
48 throw_error(ERROR_TYPE_LIBC);
53 game->renderer = renderer;
55 game->level = PUSH_LT(
57 create_level_from_file(level_file_path),
59 if (game->level == NULL) {
63 game->level_file_path = PUSH_LT(lt, malloc(sizeof(char) * (strlen(level_file_path) + 1)), free);
64 if (game->level_file_path == NULL) {
65 throw_error(ERROR_TYPE_LIBC);
68 strcpy(game->level_file_path, level_file_path);
72 create_sprite_font_from_file("fonts/charmap-oldschool.bmp", renderer),
74 if (game->font == NULL) {
78 game->debug_tree = PUSH_LT(
80 create_debug_tree(game->font),
82 if (game->debug_tree == NULL) {
86 game->camera = PUSH_LT(lt, create_camera(renderer, game->font), destroy_camera);
87 if (game->camera == NULL) {
91 game->sound_samples = PUSH_LT(
95 sound_sample_files_count),
96 destroy_sound_samples);
97 if (game->sound_samples == NULL) {
101 game->state = GAME_STATE_RUNNING;
106 void destroy_game(game_t *game)
109 RETURN_LT0(game->lt);
112 int game_render(const game_t *game)
116 if (game->state == GAME_STATE_QUIT) {
120 if (level_render(game->level, game->camera) < 0) {
124 if (debug_tree_render(game->debug_tree, game->renderer) < 0) {
131 int game_sound(game_t *game)
133 return level_sound(game->level, game->sound_samples);
136 int game_update(game_t *game, float delta_time)
139 assert(delta_time > 0.0f);
141 if (game->state == GAME_STATE_QUIT) {
145 if (game->state == GAME_STATE_RUNNING) {
146 if (level_update(game->level, delta_time) < 0) {
150 if (level_enter_camera_event(game->level, game->camera) < 0) {
159 static int game_event_pause(game_t *game, const SDL_Event *event)
164 switch (event->type) {
166 game->state = GAME_STATE_QUIT;
170 switch (event->key.keysym.sym) {
172 game->state = GAME_STATE_RUNNING;
173 camera_toggle_blackwhite_mode(game->camera);
174 sound_samples_toggle_pause(game->sound_samples);
177 camera_toggle_debug_mode(game->camera);
178 level_toggle_debug_mode(game->level);
179 debug_tree_toggle_enabled(game->debug_tree);
185 return level_event(game->level, event);
188 static int game_event_running(game_t *game, const SDL_Event *event)
193 switch (event->type) {
195 game->state = GAME_STATE_QUIT;
199 switch (event->key.keysym.sym) {
201 printf("Reloading the level from '%s'...\n", game->level_file_path);
203 game->level = RESET_LT(
206 create_level_from_file(
207 game->level_file_path));
209 if (game->level == NULL) {
210 print_current_error_msg("Could not reload the level");
211 game->state = GAME_STATE_QUIT;
215 camera_disable_debug_mode(game->camera);
220 printf("Reloading the level's platforms from '%s'...\n", game->level_file_path);
221 if (level_reload_preserve_player(game->level, game->level_file_path) < 0) {
222 print_current_error_msg("Could not reload the level");
223 game->state = GAME_STATE_QUIT;
229 game->state = GAME_STATE_PAUSE;
230 camera_toggle_blackwhite_mode(game->camera);
231 sound_samples_toggle_pause(game->sound_samples);
235 camera_toggle_debug_mode(game->camera);
236 level_toggle_debug_mode(game->level);
237 debug_tree_toggle_enabled(game->debug_tree);
244 return level_event(game->level, event);
247 int game_event(game_t *game, const SDL_Event *event)
252 switch (game->state) {
253 case GAME_STATE_RUNNING:
254 return game_event_running(game, event);
256 case GAME_STATE_PAUSE:
257 return game_event_pause(game, event);
266 int game_input(game_t *game,
267 const Uint8 *const keyboard_state,
268 SDL_Joystick *the_stick_of_joy)
271 assert(keyboard_state);
273 if (game->state == GAME_STATE_QUIT || game->state == GAME_STATE_PAUSE) {
277 return level_input(game->level, keyboard_state, the_stick_of_joy);
280 int game_over_check(const game_t *game)
282 return game->state == GAME_STATE_QUIT;