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1 #include <SDL2/SDL.h>
2 #include <SDL2/SDL_mixer.h>
3 #include <stdio.h>
4 #include <stdlib.h>
5 #include <time.h>
6
7 #include "game.h"
8 #include "game/level/platforms.h"
9 #include "game/level/player.h"
10 #include "game/sound_samples.h"
11 #include "math/point.h"
12 #include "system/error.h"
13 #include "system/lt.h"
14
15 #define SCREEN_WIDTH 800
16 #define SCREEN_HEIGHT 600
17 #define GAME_FPS 60
18
19 /* LT module adapter for Mix_CloseAudio */
20 static void Mix_CloseAudio_lt(void* ignored)
21 {
22     (void) ignored;
23     Mix_CloseAudio();
24 }
25
26 /* LT module adapter for SDL_Quit */
27 static void SDL_Quit_lt(void* ignored)
28 {
29     (void) ignored;
30     SDL_Quit();
31 }
32
33 static void print_usage(FILE *stream)
34 {
35     fprintf(stream, "Usage: nothing <level-file>\n");
36 }
37
38 int main(int argc, char *argv[])
39 {
40     srand((unsigned int) time(NULL));
41
42     lt_t *const lt = create_lt();
43
44     if (argc < 2) {
45         print_usage(stderr);
46         RETURN_LT(lt, -1);
47     }
48
49     if (SDL_Init(SDL_INIT_EVERYTHING) < 0) {
50         print_error_msg(ERROR_TYPE_SDL2, "Could not initialize SDL");
51         RETURN_LT(lt, -1);
52     }
53     PUSH_LT(lt, 42, SDL_Quit_lt);
54
55     SDL_ShowCursor(SDL_DISABLE);
56
57     SDL_Window *const window = PUSH_LT(
58         lt,
59         SDL_CreateWindow(
60             "Nothing",
61             100, 100,
62             SCREEN_WIDTH, SCREEN_HEIGHT,
63             SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE),
64         SDL_DestroyWindow);
65
66     if (window == NULL) {
67         print_error_msg(ERROR_TYPE_SDL2, "Could not create SDL window");
68         RETURN_LT(lt, -1);
69     }
70
71     SDL_Renderer *const renderer = PUSH_LT(
72         lt,
73         SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC),
74         SDL_DestroyRenderer);
75     if (renderer == NULL) {
76         print_error_msg(ERROR_TYPE_SDL2, "Could not create SDL renderer");
77         RETURN_LT(lt, -1);
78     }
79     if (SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND) < 0) {
80         print_error_msg(ERROR_TYPE_SDL2, "Could not set up blending mode for the renderer");
81         RETURN_LT(lt, -1);
82     }
83
84     SDL_Joystick *the_stick_of_joy = NULL;
85
86     if (SDL_NumJoysticks() > 0) {
87         the_stick_of_joy = PUSH_LT(lt, SDL_JoystickOpen(0), SDL_JoystickClose);
88
89         if (the_stick_of_joy == NULL) {
90             print_error_msg(ERROR_TYPE_SDL2, "Could not open 0th Stick of the Joy: %s\n");
91             RETURN_LT(lt, -1);
92         }
93
94         printf("Opened Joystick 0\n");
95         printf("Name: %s\n", SDL_JoystickNameForIndex(0));
96         printf("Number of Axes: %d\n", SDL_JoystickNumAxes(the_stick_of_joy));
97         printf("Number of Buttons: %d\n", SDL_JoystickNumButtons(the_stick_of_joy));
98         printf("Number of Balls: %d\n", SDL_JoystickNumBalls(the_stick_of_joy));
99
100         SDL_JoystickEventState(SDL_ENABLE);
101     } else {
102         fprintf(stderr, "[WARNING] Could not find any Sticks of the Joy\n");
103     }
104
105     if (Mix_OpenAudio(
106             MIX_DEFAULT_FREQUENCY,
107             MIX_DEFAULT_FORMAT,
108             2,
109             1024) < 0) {
110         print_error_msg(ERROR_TYPE_SDL2_MIXER, "Could not initialize the audio\n");
111         RETURN_LT(lt, -1);
112     }
113     PUSH_LT(lt, 42, Mix_CloseAudio_lt);
114
115     // ------------------------------
116
117     const char * sound_sample_files[] = {
118         "./sounds/nothing.wav",
119         "./sounds/something.wav"
120     };
121     const size_t sound_sample_files_count = sizeof(sound_sample_files) / sizeof(char*);
122
123     game_t *const game = PUSH_LT(
124         lt,
125         create_game(
126             argv[1],
127             sound_sample_files,
128             sound_sample_files_count,
129             renderer),
130         destroy_game);
131     if (game == NULL) {
132         print_current_error_msg("Could not create the game object");
133         RETURN_LT(lt, -1);
134     }
135
136     const Uint8 *const keyboard_state = SDL_GetKeyboardState(NULL);
137     const float delay_ms = 1.0f / GAME_FPS;
138     SDL_Event e;
139     while (!game_over_check(game)) {
140         while (!game_over_check(game) && SDL_PollEvent(&e)) {
141             if (game_event(game, &e) < 0) {
142                 print_current_error_msg("Failed handling event");
143                 RETURN_LT(lt, -1);
144             }
145         }
146
147         if (game_input(game, keyboard_state, the_stick_of_joy) < 0) {
148             print_current_error_msg("Failed handling input");
149             RETURN_LT(lt, -1);
150         }
151
152         if (game_render(game) < 0) {
153             print_current_error_msg("Failed rendering the game");
154             RETURN_LT(lt, -1);
155         }
156
157         if (game_update(game, delay_ms) < 0) {
158             print_current_error_msg("Failed handling updating");
159             RETURN_LT(lt, -1);
160         }
161
162         if (game_sound(game) < 0) {
163             print_current_error_msg("Failed handling the sound");
164             RETURN_LT(lt, -1);
165         }
166     }
167
168     RETURN_LT(lt, 0);
169 }