]> git.lizzy.rs Git - nothing.git/blob - src/game.c
Merge pull request #1113 from tsoding/1108
[nothing.git] / src / game.c
1 #include <SDL.h>
2 #include "system/stacktrace.h"
3 #include <stdio.h>
4
5 #include "game.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 "system/str.h"
15 #include "sdl/texture.h"
16 #include "game/level/level_editor/background_layer.h"
17 #include "game/level/level_editor.h"
18
19 static int game_render_cursor(const Game *game);
20
21 typedef enum Game_state {
22     GAME_STATE_LEVEL = 0,
23     GAME_STATE_LEVEL_PICKER,
24     GAME_STATE_LEVEL_EDITOR,
25     GAME_STATE_QUIT
26 } Game_state;
27
28 typedef struct Game {
29     Lt *lt;
30
31     Game_state state;
32     Sprite_font *font;
33     LevelPicker *level_picker;
34     LevelEditor *level_editor;
35     Level *level;
36     Sound_samples *sound_samples;
37     Camera camera;
38     SDL_Renderer *renderer;
39     SDL_Texture *texture_cursor;
40     int cursor_x;
41     int cursor_y;
42 } Game;
43
44 static
45 void game_switch_state(Game *game, Game_state state)
46 {
47     game->camera = create_camera(game->renderer, game->font);
48     game->state = state;
49 }
50
51 Game *create_game(const char *level_folder,
52                   const char *sound_sample_files[],
53                   size_t sound_sample_files_count,
54                   SDL_Renderer *renderer)
55 {
56     trace_assert(level_folder);
57
58     Lt *lt = create_lt();
59
60     Game *game = PUSH_LT(lt, nth_calloc(1, sizeof(Game)), free);
61     if (game == NULL) {
62         RETURN_LT(lt, NULL);
63     }
64     game->lt = lt;
65
66     game->font = PUSH_LT(
67         lt,
68         create_sprite_font_from_file(
69             "images/charmap-oldschool.bmp",
70             renderer),
71         destroy_sprite_font);
72     if (game->font == NULL) {
73         RETURN_LT(lt, NULL);
74     }
75
76     game->level_picker = PUSH_LT(
77         lt,
78         create_level_picker(
79             game->font,
80             level_folder),
81         destroy_level_picker);
82     if (game->level_picker == NULL) {
83         RETURN_LT(lt, NULL);
84     }
85
86     game->sound_samples = PUSH_LT(
87         lt,
88         create_sound_samples(
89             sound_sample_files,
90             sound_sample_files_count),
91         destroy_sound_samples);
92     if (game->sound_samples == NULL) {
93         RETURN_LT(lt, NULL);
94     }
95
96     game->renderer = renderer;
97     game->texture_cursor = PUSH_LT(
98         lt,
99         texture_from_bmp("images/cursor.bmp", renderer),
100         SDL_DestroyTexture);
101     if (SDL_SetTextureBlendMode(
102             game->texture_cursor,
103             SDL_ComposeCustomBlendMode(
104                 SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR,
105                 SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR,
106                 SDL_BLENDOPERATION_ADD,
107                 SDL_BLENDFACTOR_ONE,
108                 SDL_BLENDFACTOR_ZERO,
109                 SDL_BLENDOPERATION_ADD)) < 0) {
110         log_warn("SDL error: %s\n", SDL_GetError());
111     }
112     game->cursor_x = 0;
113     game->cursor_y = 0;
114
115     game_switch_state(game, GAME_STATE_LEVEL_PICKER);
116
117     return game;
118 }
119
120 void destroy_game(Game *game)
121 {
122     trace_assert(game);
123     RETURN_LT0(game->lt);
124 }
125
126 int game_render(const Game *game)
127 {
128     trace_assert(game);
129
130     switch(game->state) {
131     case GAME_STATE_LEVEL: {
132         if (level_render(game->level, &game->camera) < 0) {
133             return -1;
134         }
135
136         if (game_render_cursor(game) < 0) {
137             return -1;
138         }
139
140     } break;
141
142     case GAME_STATE_LEVEL_PICKER: {
143         if (level_picker_render(game->level_picker, &game->camera) < 0) {
144             return -1;
145         }
146
147         if (game_render_cursor(game) < 0) {
148             return -1;
149         }
150     } break;
151
152     case GAME_STATE_LEVEL_EDITOR: {
153         if (level_editor_render(game->level_editor, &game->camera) < 0) {
154             return -1;
155         }
156
157         if (game_render_cursor(game) < 0) {
158             return -1;
159         }
160     } break;
161
162     case GAME_STATE_QUIT: break;
163     }
164
165     return 0;
166 }
167
168 int game_sound(Game *game)
169 {
170     switch (game->state) {
171     case GAME_STATE_LEVEL:
172         return level_sound(game->level, game->sound_samples);
173     case GAME_STATE_LEVEL_PICKER:
174         return 0;
175     case GAME_STATE_LEVEL_EDITOR:
176         level_editor_sound(game->level_editor, game->sound_samples);
177         return 0;
178     case GAME_STATE_QUIT:
179         return 0;
180     }
181
182     return 0;
183 }
184
185 int game_update(Game *game, float delta_time)
186 {
187     trace_assert(game);
188     trace_assert(delta_time > 0.0f);
189
190     switch (game->state) {
191     case GAME_STATE_LEVEL: {
192         if (level_update(game->level, delta_time) < 0) {
193             return -1;
194         }
195
196         if (level_enter_camera_event(game->level, &game->camera) < 0) {
197             return -1;
198         }
199
200     } break;
201
202     case GAME_STATE_LEVEL_PICKER: {
203         if (level_picker_update(game->level_picker, delta_time) < 0) {
204             return -1;
205         }
206
207         if (level_picker_enter_camera_event(game->level_picker, &game->camera) < 0) {
208             return -1;
209         }
210
211         const char *level_filename = level_picker_selected_level(game->level_picker);
212
213         if (level_filename != NULL) {
214             if (game->level_editor == NULL) {
215                 game->level_editor = PUSH_LT(
216                     game->lt,
217                     create_level_editor_from_file(level_filename),
218                     destroy_level_editor);
219             } else {
220                 game->level_editor = RESET_LT(
221                     game->lt,
222                     game->level_editor,
223                     create_level_editor_from_file(level_filename));
224             }
225
226             if (game->level_editor == NULL) {
227                 return -1;
228             }
229
230             if (game->level == NULL) {
231                 game->level = PUSH_LT(
232                     game->lt,
233                     create_level_from_level_editor(
234                         game->level_editor),
235                     destroy_level);
236             } else {
237                 game->level = RESET_LT(
238                     game->lt,
239                     game->level,
240                     create_level_from_level_editor(
241                         game->level_editor));
242             }
243
244             if (game->level == NULL) {
245                 return -1;
246             }
247
248             //TODO(#1071): Move level picker volume update to a more appropriate place
249             sound_samples_update_volume(game->sound_samples, level_picker_get_volume(game->level_picker));
250             game_switch_state(game, GAME_STATE_LEVEL);
251         }
252
253     } break;
254
255     case GAME_STATE_LEVEL_EDITOR: {
256         if (level_editor_focus_camera(
257                 game->level_editor,
258                 &game->camera) < 0) {
259             return -1;
260         }
261
262         level_editor_update(game->level_editor, delta_time);
263     } break;
264
265     case GAME_STATE_QUIT:
266         break;
267     }
268
269     return 0;
270 }
271
272 static int game_event_running(Game *game, const SDL_Event *event)
273 {
274     trace_assert(game);
275     trace_assert(event);
276
277     if (!SDL_IsTextInputActive()) {
278         switch (event->type) {
279         case SDL_KEYDOWN: {
280             switch (event->key.keysym.sym) {
281             case SDLK_r: {
282                 game->level = RESET_LT(
283                     game->lt,
284                     game->level,
285                     create_level_from_level_editor(
286                         game->level_editor));
287                 if (game->level == NULL) {
288                     game_switch_state(game, GAME_STATE_QUIT);
289                     return -1;
290                 }
291
292                 camera_disable_debug_mode(&game->camera);
293             } break;
294
295             case SDLK_TAB: {
296                 game_switch_state(game, GAME_STATE_LEVEL_EDITOR);
297             } break;
298             }
299         } break;
300         }
301     }
302
303     return level_event(game->level, event, &game->camera, game->sound_samples);
304 }
305
306 static int game_event_level_picker(Game *game, const SDL_Event *event)
307 {
308     trace_assert(game);
309     trace_assert(event);
310
311     switch (event->type) {
312     case SDL_KEYDOWN: {
313         switch(event->key.keysym.sym) {
314         case SDLK_n: {
315             if (game->level_editor == NULL) {
316                 game->level_editor = PUSH_LT(
317                     game->lt,
318                     create_level_editor(),
319                     destroy_level_editor);
320             } else {
321                 game->level_editor = RESET_LT(
322                     game->lt,
323                     game->level_editor,
324                     create_level_editor());
325             }
326
327             if (game->level_editor == NULL) {
328                 return -1;
329             }
330
331             if (game->level == NULL) {
332                 game->level = PUSH_LT(
333                     game->lt,
334                     create_level_from_level_editor(
335                         game->level_editor),
336                     destroy_level);
337             } else {
338                 game->level = RESET_LT(
339                     game->lt,
340                     game->level,
341                     create_level_from_level_editor(
342                         game->level_editor));
343             }
344
345             if (game->level == NULL) {
346                 return -1;
347             }
348
349             game_switch_state(game, GAME_STATE_LEVEL);
350         } break;
351         }
352     } break;
353     }
354
355     return level_picker_event(game->level_picker, event, &game->camera);
356 }
357
358 static int game_event_level_editor(Game *game, const SDL_Event *event)
359 {
360     trace_assert(game);
361     trace_assert(event);
362
363     switch (event->type) {
364     case SDL_KEYDOWN: {
365         switch (event->key.keysym.sym) {
366         case SDLK_TAB: {
367             game->level = RESET_LT(
368                 game->lt,
369                 game->level,
370                 create_level_from_level_editor(
371                     game->level_editor));
372             if (game->level == NULL) {
373                 return -1;
374             }
375             game_switch_state(game, GAME_STATE_LEVEL);
376         } break;
377         }
378     } break;
379     }
380
381     return level_editor_event(game->level_editor, event, &game->camera);
382 }
383
384 int game_event(Game *game, const SDL_Event *event)
385 {
386     trace_assert(game);
387     trace_assert(event);
388
389     switch (event->type) {
390     case SDL_QUIT: {
391         game_switch_state(game, GAME_STATE_QUIT);
392         return 0;
393     } break;
394
395     case SDL_MOUSEMOTION: {
396         game->cursor_x = event->motion.x;
397         game->cursor_y = event->motion.y;
398     } break;
399
400     case SDL_KEYDOWN: {
401         if (event->key.keysym.sym == SDLK_q && event->key.keysym.mod & KMOD_CTRL) {
402             game_switch_state(game, GAME_STATE_QUIT);
403             return 0;
404         }
405     } break;
406     }
407
408     switch (game->state) {
409     case GAME_STATE_LEVEL:
410         return game_event_running(game, event);
411
412     case GAME_STATE_LEVEL_PICKER:
413         return game_event_level_picker(game, event);
414
415     case GAME_STATE_LEVEL_EDITOR:
416         return game_event_level_editor(game, event);
417
418     case GAME_STATE_QUIT:
419         return 0;
420     }
421
422     return -1;
423 }
424
425
426 int game_input(Game *game,
427                const Uint8 *const keyboard_state,
428                SDL_Joystick *the_stick_of_joy)
429 {
430     trace_assert(game);
431     trace_assert(keyboard_state);
432
433     switch (game->state) {
434     case GAME_STATE_QUIT:
435     case GAME_STATE_LEVEL_EDITOR:
436         return 0;
437
438     case GAME_STATE_LEVEL:
439         return level_input(game->level, keyboard_state, the_stick_of_joy);
440
441     case GAME_STATE_LEVEL_PICKER:
442         return level_picker_input(game->level_picker, keyboard_state, the_stick_of_joy);
443     }
444
445     return 0;
446 }
447
448 int game_over_check(const Game *game)
449 {
450     return game->state == GAME_STATE_QUIT;
451 }
452
453 // Private Functions
454
455 static int game_render_cursor(const Game *game)
456 {
457     trace_assert(game);
458
459     SDL_Rect src = {0, 0, 32, 32};
460     SDL_Rect dest = {game->cursor_x, game->cursor_y, 32, 32};
461     if (SDL_RenderCopy(game->renderer, game->texture_cursor, &src, &dest) < 0) {
462         return -1;
463     }
464
465     return 0;
466 }