#include #include #include #include "./player.h" #include "./platforms.h" #include "./game.h" #include "./error.h" #include "./level.h" #include "./lt.h" typedef enum game_state_t { GAME_STATE_RUNNING = 0, GAME_STATE_PAUSE, GAME_STATE_QUIT, GAME_STATE_N } game_state_t; typedef struct game_t { lt_t *lt; game_state_t state; level_t *level; char *level_file_path; } game_t; game_t *create_game(const char *level_file_path) { assert(level_file_path); lt_t *const lt = create_lt(); if (lt == NULL) { return NULL; } game_t *game = PUSH_LT(lt, malloc(sizeof(game_t)), free); if (game == NULL) { throw_error(ERROR_TYPE_LIBC); RETURN_LT(lt, NULL); } game->level = PUSH_LT( lt, create_level_from_file(level_file_path), destroy_level); if (game->level == NULL) { RETURN_LT(lt, NULL); } game->level_file_path = PUSH_LT(lt, malloc(sizeof(char) * (strlen(level_file_path) + 1)), free); if (game->level_file_path == NULL) { throw_error(ERROR_TYPE_LIBC); RETURN_LT(lt, NULL); } strcpy(game->level_file_path, level_file_path); game->state = GAME_STATE_RUNNING; game->lt = lt; return game; } void destroy_game(game_t *game) { assert(game); RETURN_LT0(game->lt); } int game_render(const game_t *game, SDL_Renderer *renderer) { assert(game); assert(renderer); if (game->state == GAME_STATE_QUIT) { return 0; } if (SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255) < 0) { throw_error(ERROR_TYPE_SDL2); return -1; } if (SDL_RenderClear(renderer) < 0) { throw_error(ERROR_TYPE_SDL2); return -1; } if (level_render(game->level, renderer) < 0) { return -1; } SDL_RenderPresent(renderer); return 0; } int game_update(game_t *game, Uint32 delta_time) { assert(game); assert(delta_time > 0); if (game->state == GAME_STATE_QUIT) { return 0; } if (game->state == GAME_STATE_RUNNING) { return level_update(game->level, delta_time); } return 0; } static int game_event_pause(game_t *game, const SDL_Event *event) { assert(game); assert(event); switch (event->type) { case SDL_QUIT: game->state = GAME_STATE_QUIT; break; case SDL_KEYDOWN: switch (event->key.keysym.sym) { case SDLK_p: game->state = GAME_STATE_RUNNING; break; case SDLK_l: level_toggle_debug_mode(game->level); break; } break; } return level_event(game->level, event); } static int game_event_running(game_t *game, const SDL_Event *event) { assert(game); assert(event); switch (event->type) { case SDL_QUIT: game->state = GAME_STATE_QUIT; break; case SDL_KEYDOWN: switch (event->key.keysym.sym) { case SDLK_r: printf("Reloading the level from '%s'...\n", game->level_file_path); game->level = RESET_LT( game->lt, game->level, create_level_from_file(game->level_file_path)); if (game->level == NULL) { print_current_error_msg("Could not reload the level"); game->state = GAME_STATE_QUIT; return -1; } break; case SDLK_q: printf("Reloading the level's platforms from '%s'...\n", game->level_file_path); if (level_reload_preserve_player(game->level, game->level_file_path) < 0) { print_current_error_msg("Could not reload the level"); game->state = GAME_STATE_QUIT; return -1; } break; case SDLK_p: game->state = GAME_STATE_PAUSE; break; case SDLK_l: level_toggle_debug_mode(game->level); break; } break; } return level_event(game->level, event); } int game_event(game_t *game, const SDL_Event *event) { assert(game); assert(event); switch (game->state) { case GAME_STATE_RUNNING: return game_event_running(game, event); case GAME_STATE_PAUSE: return game_event_pause(game, event); default: {} } return 0; } int game_input(game_t *game, const Uint8 *const keyboard_state, SDL_Joystick *the_stick_of_joy) { assert(game); assert(keyboard_state); if (game->state == GAME_STATE_QUIT || game->state == GAME_STATE_PAUSE) { return 0; } return level_input(game->level, keyboard_state, the_stick_of_joy); } int is_game_over(const game_t *game) { return game->state == GAME_STATE_QUIT; }