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"
15 #include "system/str.h"
16 #include "ebisp/builtins.h"
17 #include "broadcast.h"
18 #include "sdl/texture.h"
20 typedef enum Game_state {
21 GAME_STATE_RUNNING = 0,
24 GAME_STATE_LEVEL_PICKER,
34 LevelPicker *level_picker;
36 Sound_samples *sound_samples;
39 SDL_Renderer *renderer;
40 SDL_Texture *texture_cursor;
45 Game *create_game(const char *level_folder,
46 const char *sound_sample_files[],
47 size_t sound_sample_files_count,
48 SDL_Renderer *renderer)
50 trace_assert(level_folder);
52 Lt *const lt = create_lt();
57 Game *game = PUSH_LT(lt, nth_alloc(sizeof(Game)), free);
63 game->state = GAME_STATE_LEVEL_PICKER;
65 game->broadcast = PUSH_LT(
67 create_broadcast(game),
69 if (game->broadcast == NULL) {
75 create_sprite_font_from_file(
76 "images/charmap-oldschool.bmp",
79 if (game->font == NULL) {
83 game->level_picker = PUSH_LT(
88 destroy_level_picker);
89 if (game->level_picker == NULL) {
95 game->sound_samples = PUSH_LT(
99 sound_sample_files_count),
100 destroy_sound_samples);
101 if (game->sound_samples == NULL) {
105 game->camera = PUSH_LT(
107 create_camera(renderer, game->font),
109 if (game->camera == NULL) {
113 game->console = PUSH_LT(
115 create_console(game->broadcast, game->font),
117 if (game->console == NULL) {
121 game->renderer = renderer;
122 game->texture_cursor = PUSH_LT(
124 texture_from_bmp("images/cursor.bmp", renderer),
132 void destroy_game(Game *game)
135 RETURN_LT0(game->lt);
138 int game_render(const Game *game)
142 switch(game->state) {
143 case GAME_STATE_RUNNING:
144 case GAME_STATE_PAUSE: {
145 if (level_render(game->level, game->camera) < 0) {
149 SDL_Rect src = {0, 0, 32, 32};
150 SDL_Rect dest = {game->cursor_x, game->cursor_y, 32, 32};
151 SDL_RenderCopy(game->renderer, game->texture_cursor, &src, &dest);
154 case GAME_STATE_CONSOLE: {
155 if (level_render(game->level, game->camera) < 0) {
159 if (console_render(game->console, game->renderer) < 0) {
164 case GAME_STATE_LEVEL_PICKER: {
165 if (level_picker_render(game->level_picker, game->camera, game->renderer) < 0) {
170 case GAME_STATE_QUIT: break;
176 int game_sound(Game *game)
178 switch (game->state) {
179 case GAME_STATE_RUNNING:
180 case GAME_STATE_PAUSE:
181 case GAME_STATE_CONSOLE:
182 return level_sound(game->level, game->sound_samples);
183 case GAME_STATE_LEVEL_PICKER:
184 case GAME_STATE_QUIT:
191 int game_update(Game *game, float delta_time)
194 trace_assert(delta_time > 0.0f);
196 switch (game->state) {
197 case GAME_STATE_RUNNING: {
198 if (level_update(game->level, delta_time) < 0) {
202 if (level_enter_camera_event(game->level, game->camera) < 0) {
208 case GAME_STATE_CONSOLE: {
209 if (level_update(game->level, delta_time) < 0) {
213 if (level_enter_camera_event(game->level, game->camera) < 0) {
217 if (console_update(game->console, delta_time) < 0) {
222 case GAME_STATE_LEVEL_PICKER: {
223 if (level_picker_update(game->level_picker, delta_time) < 0) {
227 if (level_picker_enter_camera_event(game->level_picker, game->camera) < 0) {
231 const char *level_folder = level_picker_selected_level(game->level_picker);
233 if (level_folder != NULL) {
234 if (game->level == NULL) {
235 game->level = PUSH_LT(
237 create_level_from_file(level_folder, game->broadcast),
240 game->level = RESET_LT(
243 create_level_from_file(level_folder, game->broadcast));
246 if (game->level == NULL) {
250 game->state = GAME_STATE_RUNNING;
255 case GAME_STATE_PAUSE:
256 case GAME_STATE_QUIT:
264 static int game_event_pause(Game *game, const SDL_Event *event)
269 switch (event->type) {
271 game->state = GAME_STATE_QUIT;
275 switch (event->key.keysym.sym) {
277 game->state = GAME_STATE_RUNNING;
278 camera_toggle_blackwhite_mode(game->camera);
279 sound_samples_toggle_pause(game->sound_samples);
282 camera_toggle_debug_mode(game->camera);
283 level_toggle_debug_mode(game->level);
289 return level_event(game->level, event);
292 static int game_event_running(Game *game, const SDL_Event *event)
297 switch (event->type) {
299 game->state = GAME_STATE_QUIT;
303 switch (event->key.keysym.sym) {
305 const char *level_filename = level_picker_selected_level(game->level_picker);
307 log_info("Reloading the level from '%s'...\n", level_filename);
309 game->level = RESET_LT(
312 create_level_from_file(
316 if (game->level == NULL) {
317 log_fail("Could not reload level %s\n", level_filename);
318 game->state = GAME_STATE_QUIT;
322 camera_disable_debug_mode(game->camera);
326 if (level_reload_preserve_player(game->level, game->broadcast) < 0) {
327 log_fail("Could not reload level\n");
328 game->state = GAME_STATE_QUIT;
334 game->state = GAME_STATE_PAUSE;
335 camera_toggle_blackwhite_mode(game->camera);
336 sound_samples_toggle_pause(game->sound_samples);
340 camera_toggle_debug_mode(game->camera);
341 level_toggle_debug_mode(game->level);
346 switch (event->key.keysym.sym) {
349 SDL_StartTextInput();
350 game->state = GAME_STATE_CONSOLE;
351 console_slide_down(game->console);
355 case SDL_MOUSEMOTION:
356 game->cursor_x = event->motion.x;
357 game->cursor_y = event->motion.y;
361 return level_event(game->level, event);
364 static int game_event_console(Game *game, const SDL_Event *event)
366 switch (event->type) {
368 game->state = GAME_STATE_QUIT;
372 switch (event->key.keysym.sym) {
375 game->state = GAME_STATE_RUNNING;
384 return console_handle_event(game->console, event);
387 static int game_event_level_picker(Game *game, const SDL_Event *event)
392 switch (event->type) {
394 game->state = GAME_STATE_QUIT;
398 return level_picker_event(game->level_picker, event);
402 int game_event(Game *game, const SDL_Event *event)
407 switch (game->state) {
408 case GAME_STATE_RUNNING:
409 return game_event_running(game, event);
411 case GAME_STATE_PAUSE:
412 return game_event_pause(game, event);
414 case GAME_STATE_CONSOLE:
415 return game_event_console(game, event);
417 case GAME_STATE_LEVEL_PICKER:
418 return game_event_level_picker(game, event);
427 int game_input(Game *game,
428 const Uint8 *const keyboard_state,
429 SDL_Joystick *the_stick_of_joy)
432 trace_assert(keyboard_state);
434 switch (game->state) {
435 case GAME_STATE_QUIT:
436 case GAME_STATE_PAUSE:
437 case GAME_STATE_CONSOLE:
440 case GAME_STATE_RUNNING:
441 return level_input(game->level, keyboard_state, the_stick_of_joy);
443 case GAME_STATE_LEVEL_PICKER:
444 return level_picker_input(game->level_picker, keyboard_state, the_stick_of_joy);
450 int game_over_check(const Game *game)
452 return game->state == GAME_STATE_QUIT;
456 game_send(Game *game, Gc *gc, struct Scope *scope,
463 const char *target = NULL;
464 struct Expr rest = void_expr();
465 struct EvalResult res = match_list(gc, "q*", path, &target, &rest);
470 if (strcmp(target, "level") == 0) {
471 return level_send(game->level, gc, scope, rest);
472 } else if (strcmp(target, "menu") == 0) {
473 level_picker_clean_selection(game->level_picker);
474 game->state = GAME_STATE_LEVEL_PICKER;
475 return eval_success(NIL(gc));
478 return unknown_target(gc, "game", target);