2 #include <SDL2/SDL_mixer.h>
7 #include "game/debug_tree.h"
8 #include "game/edit_field.h"
9 #include "game/level.h"
10 #include "game/level/console.h"
11 #include "game/sound_samples.h"
12 #include "system/error.h"
13 #include "system/lt.h"
15 typedef enum Game_state {
16 GAME_STATE_RUNNING = 0,
29 char *level_file_path;
30 Sound_samples *sound_samples;
33 Debug_tree *debug_tree;
35 SDL_Renderer *renderer;
38 Game *create_game(const char *level_file_path,
39 const char *sound_sample_files[],
40 size_t sound_sample_files_count,
41 SDL_Renderer *renderer)
43 assert(level_file_path);
45 Lt *const lt = create_lt();
50 Game *game = PUSH_LT(lt, malloc(sizeof(Game)), free);
52 throw_error(ERROR_TYPE_LIBC);
57 game->renderer = renderer;
59 game->level = PUSH_LT(
61 create_level_from_file(level_file_path),
63 if (game->level == NULL) {
67 game->level_file_path = PUSH_LT(lt, malloc(sizeof(char) * (strlen(level_file_path) + 1)), free);
68 if (game->level_file_path == NULL) {
69 throw_error(ERROR_TYPE_LIBC);
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->debug_tree = PUSH_LT(
84 create_debug_tree(game->font),
86 if (game->debug_tree == NULL) {
90 game->camera = PUSH_LT(lt, create_camera(renderer, game->font), destroy_camera);
91 if (game->camera == NULL) {
95 game->sound_samples = PUSH_LT(
99 sound_sample_files_count),
100 destroy_sound_samples);
101 if (game->sound_samples == NULL) {
105 game->console = PUSH_LT(
107 create_console(game->level, game->font),
109 if (game->console == NULL) {
113 game->state = GAME_STATE_RUNNING;
118 void destroy_game(Game *game)
121 RETURN_LT0(game->lt);
124 int game_render(const Game *game)
128 if (game->state == GAME_STATE_QUIT) {
132 if (level_render(game->level, game->camera) < 0) {
136 if (debug_tree_render(game->debug_tree, game->renderer) < 0) {
140 if (game->state == GAME_STATE_CONSOLE) {
141 if (console_render(game->console, game->renderer) < 0) {
149 int game_sound(Game *game)
151 return level_sound(game->level, game->sound_samples);
154 int game_update(Game *game, float delta_time)
157 assert(delta_time > 0.0f);
159 if (game->state == GAME_STATE_QUIT) {
163 if (game->state == GAME_STATE_RUNNING || game->state == GAME_STATE_CONSOLE) {
164 if (level_update(game->level, delta_time) < 0) {
168 if (level_enter_camera_event(game->level, game->camera) < 0) {
177 static int game_event_pause(Game *game, const SDL_Event *event)
182 switch (event->type) {
184 game->state = GAME_STATE_QUIT;
188 switch (event->key.keysym.sym) {
190 game->state = GAME_STATE_RUNNING;
191 camera_toggle_blackwhite_mode(game->camera);
192 sound_samples_toggle_pause(game->sound_samples);
195 camera_toggle_debug_mode(game->camera);
196 level_toggle_debug_mode(game->level);
197 debug_tree_toggle_enabled(game->debug_tree);
203 return level_event(game->level, event);
206 static int game_event_running(Game *game, const SDL_Event *event)
211 switch (event->type) {
213 game->state = GAME_STATE_QUIT;
217 switch (event->key.keysym.sym) {
219 printf("Reloading the level from '%s'...\n", game->level_file_path);
221 game->level = RESET_LT(
224 create_level_from_file(
225 game->level_file_path));
227 if (game->level == NULL) {
228 print_current_error_msg("Could not reload the level");
229 game->state = GAME_STATE_QUIT;
233 camera_disable_debug_mode(game->camera);
238 printf("Reloading the level's platforms from '%s'...\n", game->level_file_path);
239 if (level_reload_preserve_player(game->level, game->level_file_path) < 0) {
240 print_current_error_msg("Could not reload the level");
241 game->state = GAME_STATE_QUIT;
247 game->state = GAME_STATE_PAUSE;
248 camera_toggle_blackwhite_mode(game->camera);
249 sound_samples_toggle_pause(game->sound_samples);
253 camera_toggle_debug_mode(game->camera);
254 level_toggle_debug_mode(game->level);
255 debug_tree_toggle_enabled(game->debug_tree);
259 game->state = GAME_STATE_CONSOLE;
266 return level_event(game->level, event);
269 static int game_event_console(Game *game, const SDL_Event *event)
271 switch (event->type) {
273 game->state = GAME_STATE_QUIT;
277 switch (event->key.keysym.sym) {
279 game->state = GAME_STATE_RUNNING;
288 return console_handle_event(game->console, event);
291 int game_event(Game *game, const SDL_Event *event)
296 switch (game->state) {
297 case GAME_STATE_RUNNING:
298 return game_event_running(game, event);
300 case GAME_STATE_PAUSE:
301 return game_event_pause(game, event);
303 case GAME_STATE_CONSOLE:
304 return game_event_console(game, event);
313 int game_input(Game *game,
314 const Uint8 *const keyboard_state,
315 SDL_Joystick *the_stick_of_joy)
318 assert(keyboard_state);
320 if (game->state == GAME_STATE_QUIT ||
321 game->state == GAME_STATE_PAUSE ||
322 game->state == GAME_STATE_CONSOLE) {
326 return level_input(game->level, keyboard_state, the_stick_of_joy);
329 int game_over_check(const Game *game)
331 return game->state == GAME_STATE_QUIT;