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 "ui/cursor.h"
15 #include "system/str.h"
16 #include "sdl/texture.h"
17 #include "game/level/level_editor/background_layer.h"
18 #include "game/level/level_editor.h"
19 #include "game/settings.h"
20 #include "game/credits.h"
22 typedef enum Game_state {
24 GAME_STATE_LEVEL_PICKER,
25 GAME_STATE_LEVEL_EDITOR,
36 LevelPicker *level_picker;
37 LevelEditor *level_editor;
41 Sound_samples *sound_samples;
43 SDL_Renderer *renderer;
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);
73 create_sprite_font_from_file(
74 "./assets/images/charmap-oldschool.bmp",
77 if (game->font == NULL) {
81 game->level_picker = PUSH_LT(
86 destroy_level_picker);
87 if (game->level_picker == NULL) {
91 game->credits = PUSH_LT(
95 if (game->credits == NULL) {
99 game->sound_samples = PUSH_LT(
101 create_sound_samples(
103 sound_sample_files_count),
104 destroy_sound_samples);
105 if (game->sound_samples == NULL) {
109 game->settings = create_settings();
111 game->renderer = renderer;
113 for (Cursor_Style style = 0; style < CURSOR_STYLE_N; ++style) {
114 game->cursor.texs[style] = PUSH_LT(
116 texture_from_bmp(cursor_style_tex_files[style], renderer),
118 if (SDL_SetTextureBlendMode(
119 game->cursor.texs[style],
120 SDL_ComposeCustomBlendMode(
121 SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR,
122 SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR,
123 SDL_BLENDOPERATION_ADD,
125 SDL_BLENDFACTOR_ZERO,
126 SDL_BLENDOPERATION_ADD)) < 0) {
127 log_warn("SDL error: %s\n", SDL_GetError());
132 game->console = PUSH_LT(
134 create_console(game),
136 if (game->console == NULL) {
139 game->console_enabled = 0;
141 game_switch_state(game, GAME_STATE_LEVEL_PICKER);
146 void destroy_game(Game *game)
149 RETURN_LT0(game->lt);
152 int game_render(const Game *game)
156 switch(game->state) {
157 case GAME_STATE_LEVEL: {
158 if (level_render(game->level, &game->camera) < 0) {
163 case GAME_STATE_LEVEL_PICKER: {
164 if (level_picker_render(game->level_picker, &game->camera) < 0) {
169 case GAME_STATE_LEVEL_EDITOR: {
170 if (level_editor_render(game->level_editor, &game->camera) < 0) {
175 case GAME_STATE_CREDITS: {
176 if (credits_render(game->credits, &game->camera) < 0) {
181 case GAME_STATE_SETTINGS: {
182 settings_render(&game->settings, &game->camera);
185 case GAME_STATE_QUIT: break;
188 if (game->console_enabled) {
189 if (console_render(game->console, &game->camera) < 0) {
194 if (cursor_render(&game->cursor, game->renderer) < 0) {
201 int game_sound(Game *game)
203 switch (game->state) {
204 case GAME_STATE_LEVEL:
205 return level_sound(game->level, game->sound_samples);
206 case GAME_STATE_LEVEL_EDITOR:
207 level_editor_sound(game->level_editor, game->sound_samples);
209 case GAME_STATE_LEVEL_PICKER:
210 case GAME_STATE_CREDITS:
211 case GAME_STATE_SETTINGS:
212 case GAME_STATE_QUIT:
219 int game_update(Game *game, float delta_time)
222 trace_assert(delta_time > 0.0f);
224 // TODO: effective scale recalculation should be probably done only when the size of the window is changed
226 SDL_RenderGetViewport(game->camera.renderer, &view_port);
227 game->camera.effective_scale = effective_scale(&view_port);
229 if (game->console_enabled) {
230 if (console_update(game->console, delta_time) < 0) {
235 switch (game->state) {
236 case GAME_STATE_LEVEL: {
237 if (level_update(game->level, delta_time) < 0) {
241 if (level_enter_camera_event(game->level, &game->camera) < 0) {
247 case GAME_STATE_LEVEL_PICKER: {
248 if (level_picker_update(game->level_picker, delta_time) < 0) {
252 if (level_picker_enter_camera_event(game->level_picker, &game->camera) < 0) {
256 const char *level_filename = level_picker_selected_level(game->level_picker);
258 if (level_filename != NULL) {
259 if (game_load_level(game, level_filename) < 0) {
265 case GAME_STATE_LEVEL_EDITOR: {
266 if (level_editor_focus_camera(
268 &game->camera) < 0) {
272 level_editor_update(game->level_editor, delta_time);
275 case GAME_STATE_CREDITS: {
276 if (credits_update(game->credits, &game->camera, delta_time) < 0) {
281 case GAME_STATE_SETTINGS: {
282 settings_update(&game->settings, &game->camera, delta_time);
283 sound_samples_update_volume(
285 game->settings.volume_slider.value);
288 case GAME_STATE_QUIT:
295 static int game_event_running(Game *game, const SDL_Event *event)
300 if (!SDL_IsTextInputActive()) {
301 switch (event->type) {
303 switch (event->key.keysym.sym) {
305 game->level = RESET_LT(
308 create_level_from_level_editor(
309 game->level_editor));
310 if (game->level == NULL) {
311 game_switch_state(game, GAME_STATE_QUIT);
315 level_disable_pause_mode(
318 game->sound_samples);
319 camera_disable_debug_mode(&game->camera);
323 game_switch_state(game, GAME_STATE_LEVEL_EDITOR);
330 return level_event(game->level, event, &game->camera, game->sound_samples);
333 static int game_event_level_picker(Game *game, const SDL_Event *event)
338 switch (event->type) {
340 switch(event->key.keysym.sym) {
342 if (game->level_editor == NULL) {
343 game->level_editor = PUSH_LT(
345 create_level_editor(&game->cursor),
346 destroy_level_editor);
348 game->level_editor = RESET_LT(
351 create_level_editor(&game->cursor));
354 if (game->level_editor == NULL) {
358 if (game->level == NULL) {
359 game->level = PUSH_LT(
361 create_level_from_level_editor(
365 game->level = RESET_LT(
368 create_level_from_level_editor(
369 game->level_editor));
372 if (game->level == NULL) {
376 game_switch_state(game, GAME_STATE_LEVEL);
380 game_switch_state(game, GAME_STATE_CREDITS);
384 game_switch_state(game, GAME_STATE_SETTINGS);
390 return level_picker_event(game->level_picker, event);
393 static int game_event_level_editor(Game *game, const SDL_Event *event)
398 switch (event->type) {
400 switch (event->key.keysym.sym) {
402 game->level = RESET_LT(
405 create_level_from_level_editor(
406 game->level_editor));
407 if (game->level == NULL) {
410 game_switch_state(game, GAME_STATE_LEVEL);
416 return level_editor_event(game->level_editor, event, &game->camera);
419 int game_event(Game *game, const SDL_Event *event)
424 // Global event handling
425 switch (event->type) {
427 game_switch_state(game, GAME_STATE_QUIT);
432 if (event->key.keysym.sym == SDLK_q && event->key.keysym.mod & KMOD_CTRL) {
433 game_switch_state(game, GAME_STATE_QUIT);
439 // Console event handling
440 if (game->console_enabled) {
441 switch (event->type) {
443 switch (event->key.keysym.sym) {
446 game->console_enabled = 0;
454 return console_handle_event(game->console, event);
456 switch (event->type) {
458 switch (event->key.keysym.sym) {
461 if (event->key.keysym.mod == 0) {
462 SDL_StartTextInput();
463 game->console_enabled = 1;
464 console_slide_down(game->console);
472 // State event handling
473 switch (game->state) {
474 case GAME_STATE_LEVEL:
475 return game_event_running(game, event);
477 case GAME_STATE_LEVEL_PICKER:
478 return game_event_level_picker(game, event);
480 case GAME_STATE_LEVEL_EDITOR:
481 return game_event_level_editor(game, event);
483 case GAME_STATE_CREDITS: {
484 switch (event->type) {
486 if (event->key.keysym.sym == SDLK_ESCAPE) {
487 game_switch_state(game, GAME_STATE_LEVEL_PICKER);
496 case GAME_STATE_SETTINGS: {
497 switch (event->type) {
499 if (event->key.keysym.sym == SDLK_ESCAPE) {
500 game_switch_state(game, GAME_STATE_LEVEL_PICKER);
506 settings_event(&game->settings, &game->camera, event);
510 case GAME_STATE_QUIT:
517 // TODO(#1145): get rid of keyboard_state and introduce *_joystick methods
519 // keyboard_state is a global var and can be check anywhere anyway
520 int game_input(Game *game,
521 const Uint8 *const keyboard_state,
522 SDL_Joystick *the_stick_of_joy)
525 trace_assert(keyboard_state);
527 if (game->console_enabled) {
531 switch (game->state) {
532 case GAME_STATE_SETTINGS:
533 case GAME_STATE_CREDITS:
534 case GAME_STATE_QUIT:
535 case GAME_STATE_LEVEL_EDITOR:
538 case GAME_STATE_LEVEL:
539 return level_input(game->level, keyboard_state, the_stick_of_joy);
541 case GAME_STATE_LEVEL_PICKER:
542 return level_picker_input(game->level_picker, keyboard_state, the_stick_of_joy);
548 int game_over_check(const Game *game)
550 return game->state == GAME_STATE_QUIT;
553 int game_load_level(Game *game, const char *level_filename)
556 trace_assert(level_filename);
558 if (game->level_editor == NULL) {
559 game->level_editor = PUSH_LT(
561 create_level_editor_from_file(level_filename, &game->cursor),
562 destroy_level_editor);
564 game->level_editor = RESET_LT(
567 create_level_editor_from_file(level_filename, &game->cursor));
570 if (game->level_editor == NULL) {
574 if (game->level == NULL) {
575 game->level = PUSH_LT(
577 create_level_from_level_editor(
581 game->level = RESET_LT(
584 create_level_from_level_editor(
585 game->level_editor));
588 if (game->level == NULL) {
592 game_switch_state(game, GAME_STATE_LEVEL);