#include #include #include "system/stacktrace.h" #include #include "game.h" #include "game/level.h" #include "game/sound_samples.h" #include "game/level_picker.h" #include "system/log.h" #include "system/lt.h" #include "system/nth_alloc.h" #include "ui/console.h" #include "ui/edit_field.h" #include "str.h" typedef enum Game_state { GAME_STATE_RUNNING = 0, GAME_STATE_PAUSE, GAME_STATE_CONSOLE, GAME_STATE_LEVEL_PICKER, GAME_STATE_QUIT, GAME_STATE_N } Game_state; typedef struct Game { Lt *lt; Game_state state; LevelPicker *level_picker; Level *level; char *level_file_path; Sound_samples *sound_samples; Sprite_font *font; Camera *camera; Console *console; SDL_Renderer *renderer; } Game; Game *create_game(const char *level_file_path, const char *sound_sample_files[], size_t sound_sample_files_count, SDL_Renderer *renderer) { trace_assert(level_file_path); Lt *const lt = create_lt(); if (lt == NULL) { return NULL; } Game *game = PUSH_LT(lt, nth_alloc(sizeof(Game)), free); if (game == NULL) { RETURN_LT(lt, NULL); } game->lt = lt; game->state = GAME_STATE_RUNNING; game->level_picker = PUSH_LT( lt, create_level_picker(level_file_path), destroy_level_picker); if (game->level_picker == NULL) { 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, string_duplicate(level_file_path, NULL), free); if (game->level_file_path == NULL) { RETURN_LT(lt, NULL); } game->sound_samples = PUSH_LT( lt, create_sound_samples( sound_sample_files, sound_sample_files_count), destroy_sound_samples); if (game->sound_samples == NULL) { RETURN_LT(lt, NULL); } game->font = PUSH_LT( lt, create_sprite_font_from_file( "fonts/charmap-oldschool.bmp", renderer), destroy_sprite_font); if (game->font == NULL) { RETURN_LT(lt, NULL); } game->camera = PUSH_LT( lt, create_camera(renderer, game->font), destroy_camera); if (game->camera == NULL) { RETURN_LT(lt, NULL); } game->console = PUSH_LT( lt, create_console(game->level, game->font), destroy_console); if (game->console == NULL) { RETURN_LT(lt, NULL); } game->renderer = renderer; return game; } void destroy_game(Game *game) { trace_assert(game); RETURN_LT0(game->lt); } int game_render(const Game *game) { trace_assert(game); if (game->state == GAME_STATE_QUIT) { return 0; } if (level_render(game->level, game->camera) < 0) { return -1; } if (game->state == GAME_STATE_CONSOLE) { if (console_render(game->console, game->renderer) < 0) { return -1; } } return 0; } int game_sound(Game *game) { return level_sound(game->level, game->sound_samples); } int game_update(Game *game, float delta_time) { trace_assert(game); trace_assert(delta_time > 0.0f); if (game->state == GAME_STATE_QUIT) { return 0; } if (game->state == GAME_STATE_RUNNING || game->state == GAME_STATE_CONSOLE) { if (level_update(game->level, delta_time) < 0) { return -1; } if (level_enter_camera_event(game->level, game->camera) < 0) { return -1; } if (console_update(game->console, delta_time) < 0) { return -1; } } return 0; } static int game_event_pause(Game *game, const SDL_Event *event) { trace_assert(game); trace_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; camera_toggle_blackwhite_mode(game->camera); sound_samples_toggle_pause(game->sound_samples); break; case SDLK_l: camera_toggle_debug_mode(game->camera); level_toggle_debug_mode(game->level); break; } break; } return level_event(game->level, event); } static int game_event_running(Game *game, const SDL_Event *event) { trace_assert(game); trace_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: log_info("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) { log_fail("Could not reload level %s\n", game->level_file_path); game->state = GAME_STATE_QUIT; return -1; } camera_disable_debug_mode(game->camera); break; case SDLK_q: log_info("Reloading the level's platforms from '%s'...\n", game->level_file_path); if (level_reload_preserve_player(game->level, game->level_file_path) < 0) { log_fail("Could not reload level %s\n", game->level_file_path); game->state = GAME_STATE_QUIT; return -1; } break; case SDLK_p: game->state = GAME_STATE_PAUSE; camera_toggle_blackwhite_mode(game->camera); sound_samples_toggle_pause(game->sound_samples); break; case SDLK_l: camera_toggle_debug_mode(game->camera); level_toggle_debug_mode(game->level); break; } break; case SDL_KEYUP: switch (event->key.keysym.sym) { case SDLK_BACKQUOTE: case SDLK_c: SDL_StartTextInput(); game->state = GAME_STATE_CONSOLE; console_slide_down(game->console); break; } break; } return level_event(game->level, event); } static int game_event_console(Game *game, const SDL_Event *event) { switch (event->type) { case SDL_QUIT: game->state = GAME_STATE_QUIT; return 0; case SDL_KEYDOWN: switch (event->key.keysym.sym) { case SDLK_ESCAPE: SDL_StopTextInput(); game->state = GAME_STATE_RUNNING; return 0; default: {} } default: {} } return console_handle_event(game->console, event); } int game_event(Game *game, const SDL_Event *event) { trace_assert(game); trace_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); case GAME_STATE_CONSOLE: return game_event_console(game, event); default: {} } return 0; } int game_input(Game *game, const Uint8 *const keyboard_state, SDL_Joystick *the_stick_of_joy) { trace_assert(game); trace_assert(keyboard_state); if (game->state == GAME_STATE_QUIT || game->state == GAME_STATE_PAUSE || game->state == GAME_STATE_CONSOLE) { return 0; } return level_input(game->level, keyboard_state, the_stick_of_joy); } int game_over_check(const Game *game) { return game->state == GAME_STATE_QUIT; }