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 "system/str.h"
15 #include "ebisp/builtins.h"
16 #include "broadcast.h"
17 #include "sdl/texture.h"
18 #include "game/level/level_editor/background_layer.h"
19 #include "game/level/level_editor.h"
21 static int game_render_cursor(const Game *game);
23 typedef enum Game_state {
26 GAME_STATE_LEVEL_PICKER,
27 GAME_STATE_LEVEL_EDITOR,
37 LevelPicker *level_picker;
38 LevelEditor *level_editor;
40 Sound_samples *sound_samples;
43 SDL_Renderer *renderer;
44 SDL_Texture *texture_cursor;
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);
72 game->broadcast = PUSH_LT(
74 create_broadcast(game),
76 if (game->broadcast == NULL) {
82 create_sprite_font_from_file(
83 "images/charmap-oldschool.bmp",
86 if (game->font == NULL) {
90 game->level_picker = PUSH_LT(
95 destroy_level_picker);
96 if (game->level_picker == NULL) {
100 game->sound_samples = PUSH_LT(
102 create_sound_samples(
104 sound_sample_files_count),
105 destroy_sound_samples);
106 if (game->sound_samples == NULL) {
110 game->console = PUSH_LT(
112 create_console(game->broadcast, game->font),
114 if (game->console == NULL) {
118 game->renderer = renderer;
119 game->texture_cursor = PUSH_LT(
121 texture_from_bmp("images/cursor.bmp", renderer),
123 if (SDL_SetTextureBlendMode(
124 game->texture_cursor,
125 SDL_ComposeCustomBlendMode(
126 SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR,
127 SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR,
128 SDL_BLENDOPERATION_ADD,
130 SDL_BLENDFACTOR_ZERO,
131 SDL_BLENDOPERATION_ADD)) < 0) {
132 log_warn("SDL error: %s\n", SDL_GetError());
137 game_switch_state(game, GAME_STATE_LEVEL_PICKER);
142 void destroy_game(Game *game)
145 RETURN_LT0(game->lt);
148 int game_render(const Game *game)
152 switch(game->state) {
153 case GAME_STATE_LEVEL: {
154 if (level_render(game->level, &game->camera) < 0) {
159 case GAME_STATE_CONSOLE: {
160 if (level_render(game->level, &game->camera) < 0) {
164 if (console_render(game->console, &game->camera, game->renderer) < 0) {
169 case GAME_STATE_LEVEL_PICKER: {
170 if (level_picker_render(game->level_picker, &game->camera) < 0) {
174 if (game_render_cursor(game) < 0) {
179 case GAME_STATE_LEVEL_EDITOR: {
180 if (level_editor_render(game->level_editor, &game->camera) < 0) {
184 if (game_render_cursor(game) < 0) {
189 case GAME_STATE_QUIT: break;
195 int game_sound(Game *game)
197 switch (game->state) {
198 case GAME_STATE_LEVEL:
199 case GAME_STATE_CONSOLE:
200 return level_sound(game->level, game->sound_samples);
201 case GAME_STATE_LEVEL_PICKER:
202 case GAME_STATE_LEVEL_EDITOR:
203 case GAME_STATE_QUIT:
210 int game_update(Game *game, float delta_time)
213 trace_assert(delta_time > 0.0f);
215 switch (game->state) {
216 case GAME_STATE_LEVEL: {
217 if (level_update(game->level, delta_time) < 0) {
221 if (level_enter_camera_event(game->level, &game->camera) < 0) {
227 case GAME_STATE_CONSOLE: {
228 if (level_update(game->level, delta_time) < 0) {
232 if (level_enter_camera_event(game->level, &game->camera) < 0) {
236 if (console_update(game->console, delta_time) < 0) {
241 case GAME_STATE_LEVEL_PICKER: {
242 if (level_picker_update(game->level_picker, delta_time) < 0) {
246 if (level_picker_enter_camera_event(game->level_picker, &game->camera) < 0) {
250 const char *level_filename = level_picker_selected_level(game->level_picker);
252 if (level_filename != NULL) {
253 if (game->level_editor == NULL) {
254 game->level_editor = PUSH_LT(
256 create_level_editor_from_file(level_filename),
257 destroy_level_editor);
259 game->level_editor = RESET_LT(
262 create_level_editor_from_file(level_filename));
265 if (game->level_editor == NULL) {
269 if (game->level == NULL) {
270 game->level = PUSH_LT(
272 create_level_from_level_editor(
277 game->level = RESET_LT(
280 create_level_from_level_editor(
285 if (game->level == NULL) {
289 game_switch_state(game, GAME_STATE_LEVEL);
294 case GAME_STATE_LEVEL_EDITOR: {
295 if (level_editor_focus_camera(
297 &game->camera) < 0) {
301 level_editor_update(game->level_editor, delta_time);
304 case GAME_STATE_QUIT:
311 static int game_event_running(Game *game, const SDL_Event *event)
316 switch (event->type) {
318 switch (event->key.keysym.sym) {
320 game->level = RESET_LT(
323 create_level_from_level_editor(
326 if (game->level == NULL) {
327 game_switch_state(game, GAME_STATE_QUIT);
331 camera_disable_debug_mode(&game->camera);
335 game_switch_state(game, GAME_STATE_LEVEL_EDITOR);
341 switch (event->key.keysym.sym) {
344 SDL_StartTextInput();
345 game_switch_state(game, GAME_STATE_CONSOLE);
346 console_slide_down(game->console);
352 return level_event(game->level, event, &game->camera, game->sound_samples);
355 static int game_event_console(Game *game, const SDL_Event *event)
357 switch (event->type) {
359 switch (event->key.keysym.sym) {
362 game_switch_state(game, GAME_STATE_LEVEL);
371 return console_handle_event(game->console, event);
374 static int game_event_level_picker(Game *game, const SDL_Event *event)
379 switch (event->type) {
381 switch(event->key.keysym.sym) {
383 if (game->level_editor == NULL) {
384 game->level_editor = PUSH_LT(
386 create_level_editor(),
387 destroy_level_editor);
389 game->level_editor = RESET_LT(
392 create_level_editor());
395 if (game->level_editor == NULL) {
399 if (game->level == NULL) {
400 game->level = PUSH_LT(
402 create_level_from_level_editor(
407 game->level = RESET_LT(
410 create_level_from_level_editor(
415 if (game->level == NULL) {
419 game_switch_state(game, GAME_STATE_LEVEL);
425 return level_picker_event(game->level_picker, event, &game->camera);
428 static int game_event_level_editor(Game *game, const SDL_Event *event)
433 switch (event->type) {
435 switch (event->key.keysym.sym) {
437 game->level = RESET_LT(
440 create_level_from_level_editor(
443 if (game->level == NULL) {
446 game_switch_state(game, GAME_STATE_LEVEL);
452 return level_editor_event(game->level_editor, event, &game->camera);
455 int game_event(Game *game, const SDL_Event *event)
460 switch (event->type) {
462 game_switch_state(game, GAME_STATE_QUIT);
466 case SDL_MOUSEMOTION: {
467 game->cursor_x = event->motion.x;
468 game->cursor_y = event->motion.y;
472 switch (game->state) {
473 case GAME_STATE_LEVEL:
474 return game_event_running(game, event);
476 case GAME_STATE_CONSOLE:
477 return game_event_console(game, event);
479 case GAME_STATE_LEVEL_PICKER:
480 return game_event_level_picker(game, event);
482 case GAME_STATE_LEVEL_EDITOR:
483 return game_event_level_editor(game, event);
485 case GAME_STATE_QUIT:
493 int game_input(Game *game,
494 const Uint8 *const keyboard_state,
495 SDL_Joystick *the_stick_of_joy)
498 trace_assert(keyboard_state);
500 switch (game->state) {
501 case GAME_STATE_QUIT:
502 case GAME_STATE_CONSOLE:
503 case GAME_STATE_LEVEL_EDITOR:
506 case GAME_STATE_LEVEL:
507 return level_input(game->level, keyboard_state, the_stick_of_joy);
509 case GAME_STATE_LEVEL_PICKER:
510 return level_picker_input(game->level_picker, keyboard_state, the_stick_of_joy);
516 int game_over_check(const Game *game)
518 return game->state == GAME_STATE_QUIT;
522 game_send(Game *game, Gc *gc, struct Scope *scope,
529 const char *target = NULL;
530 struct Expr rest = void_expr();
531 struct EvalResult res = match_list(gc, "q*", path, &target, &rest);
536 if (strcmp(target, "level") == 0) {
537 return level_send(game->level, gc, scope, rest);
538 } else if (strcmp(target, "menu") == 0) {
539 level_picker_clean_selection(game->level_picker);
540 game_switch_state(game, GAME_STATE_LEVEL_PICKER);
541 return eval_success(NIL(gc));
544 return unknown_target(gc, "game", target);
549 static int game_render_cursor(const Game *game)
553 SDL_Rect src = {0, 0, 32, 32};
554 SDL_Rect dest = {game->cursor_x, game->cursor_y, 32, 32};
555 if (SDL_RenderCopy(game->renderer, game->texture_cursor, &src, &dest) < 0) {