2 #include <SDL2/SDL_mixer.h>
7 #include "ui/edit_field.h"
8 #include "game/level.h"
9 #include "ui/console.h"
10 #include "game/sound_samples.h"
11 #include "system/error.h"
12 #include "system/lt.h"
14 typedef enum Game_state {
15 GAME_STATE_RUNNING = 0,
28 char *level_file_path;
29 Sound_samples *sound_samples;
33 SDL_Renderer *renderer;
36 Game *create_game(const char *level_file_path,
37 const char *sound_sample_files[],
38 size_t sound_sample_files_count,
39 SDL_Renderer *renderer)
41 assert(level_file_path);
43 Lt *const lt = create_lt();
48 Game *game = PUSH_LT(lt, malloc(sizeof(Game)), free);
50 throw_error(ERROR_TYPE_LIBC);
55 game->renderer = renderer;
57 game->level = PUSH_LT(
59 create_level_from_file(level_file_path),
61 if (game->level == NULL) {
65 game->level_file_path = PUSH_LT(lt, malloc(sizeof(char) * (strlen(level_file_path) + 1)), free);
66 if (game->level_file_path == NULL) {
67 throw_error(ERROR_TYPE_LIBC);
70 strcpy(game->level_file_path, level_file_path);
74 create_sprite_font_from_file("fonts/charmap-oldschool.bmp", renderer),
76 if (game->font == NULL) {
80 game->camera = PUSH_LT(lt, create_camera(renderer, game->font), destroy_camera);
81 if (game->camera == NULL) {
85 game->sound_samples = PUSH_LT(
89 sound_sample_files_count),
90 destroy_sound_samples);
91 if (game->sound_samples == NULL) {
95 game->console = PUSH_LT(
97 create_console(game->level, game->font),
99 if (game->console == NULL) {
103 game->state = GAME_STATE_RUNNING;
108 void destroy_game(Game *game)
111 RETURN_LT0(game->lt);
114 int game_render(const Game *game)
118 if (game->state == GAME_STATE_QUIT) {
122 if (level_render(game->level, game->camera) < 0) {
126 if (game->state == GAME_STATE_CONSOLE) {
127 if (console_render(game->console, game->renderer) < 0) {
135 int game_sound(Game *game)
137 return level_sound(game->level, game->sound_samples);
140 int game_update(Game *game, float delta_time)
143 assert(delta_time > 0.0f);
145 if (game->state == GAME_STATE_QUIT) {
149 if (game->state == GAME_STATE_RUNNING || game->state == GAME_STATE_CONSOLE) {
150 if (level_update(game->level, delta_time) < 0) {
154 if (level_enter_camera_event(game->level, game->camera) < 0) {
158 if (console_update(game->console, delta_time) < 0) {
167 static int game_event_pause(Game *game, const SDL_Event *event)
172 switch (event->type) {
174 game->state = GAME_STATE_QUIT;
178 switch (event->key.keysym.sym) {
180 game->state = GAME_STATE_RUNNING;
181 camera_toggle_blackwhite_mode(game->camera);
182 sound_samples_toggle_pause(game->sound_samples);
185 camera_toggle_debug_mode(game->camera);
186 level_toggle_debug_mode(game->level);
192 return level_event(game->level, event);
195 static int game_event_running(Game *game, const SDL_Event *event)
200 switch (event->type) {
202 game->state = GAME_STATE_QUIT;
206 switch (event->key.keysym.sym) {
208 printf("Reloading the level from '%s'...\n", game->level_file_path);
210 game->level = RESET_LT(
213 create_level_from_file(
214 game->level_file_path));
216 if (game->level == NULL) {
217 print_current_error_msg("Could not reload the level");
218 game->state = GAME_STATE_QUIT;
222 camera_disable_debug_mode(game->camera);
227 printf("Reloading the level's platforms from '%s'...\n", game->level_file_path);
228 if (level_reload_preserve_player(game->level, game->level_file_path) < 0) {
229 print_current_error_msg("Could not reload the level");
230 game->state = GAME_STATE_QUIT;
236 game->state = GAME_STATE_PAUSE;
237 camera_toggle_blackwhite_mode(game->camera);
238 sound_samples_toggle_pause(game->sound_samples);
242 camera_toggle_debug_mode(game->camera);
243 level_toggle_debug_mode(game->level);
248 switch (event->key.keysym.sym) {
251 SDL_StartTextInput();
252 game->state = GAME_STATE_CONSOLE;
253 /* TODO(#404): when console is enabled a backquote pressed event sneaks into edit_field a gets inserted */
254 console_slide_down(game->console);
261 return level_event(game->level, event);
264 static int game_event_console(Game *game, const SDL_Event *event)
266 switch (event->type) {
268 game->state = GAME_STATE_QUIT;
272 switch (event->key.keysym.sym) {
275 game->state = GAME_STATE_RUNNING;
284 return console_handle_event(game->console, event);
287 int game_event(Game *game, const SDL_Event *event)
292 switch (game->state) {
293 case GAME_STATE_RUNNING:
294 return game_event_running(game, event);
296 case GAME_STATE_PAUSE:
297 return game_event_pause(game, event);
299 case GAME_STATE_CONSOLE:
300 return game_event_console(game, event);
309 int game_input(Game *game,
310 const Uint8 *const keyboard_state,
311 SDL_Joystick *the_stick_of_joy)
314 assert(keyboard_state);
316 if (game->state == GAME_STATE_QUIT ||
317 game->state == GAME_STATE_PAUSE ||
318 game->state == GAME_STATE_CONSOLE) {
322 return level_input(game->level, keyboard_state, the_stick_of_joy);
325 int game_over_check(const Game *game)
327 return game->state == GAME_STATE_QUIT;