#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 "system/str.h" #include "sdl/texture.h" #include "game/level/level_editor/background_layer.h" #include "game/level/level_editor.h" #include "game/settings.h" static int game_render_cursor(const Game *game); typedef enum Game_state { GAME_STATE_LEVEL = 0, GAME_STATE_LEVEL_PICKER, GAME_STATE_LEVEL_EDITOR, GAME_STATE_SETTINGS, GAME_STATE_QUIT } Game_state; typedef struct Game { Lt *lt; Game_state state; Sprite_font *font; LevelPicker *level_picker; LevelEditor *level_editor; Level *level; Settings settings; Sound_samples *sound_samples; Camera camera; SDL_Renderer *renderer; SDL_Texture *texture_cursor; int cursor_x; int cursor_y; } Game; static void game_switch_state(Game *game, Game_state state) { game->camera = create_camera(game->renderer, game->font); game->state = state; } Game *create_game(const char *level_folder, const char *sound_sample_files[], size_t sound_sample_files_count, SDL_Renderer *renderer) { trace_assert(level_folder); Lt *lt = create_lt(); Game *game = PUSH_LT(lt, nth_calloc(1, sizeof(Game)), free); if (game == NULL) { RETURN_LT(lt, NULL); } game->lt = lt; game->font = PUSH_LT( lt, create_sprite_font_from_file( "./assets/images/charmap-oldschool.bmp", renderer), destroy_sprite_font); if (game->font == NULL) { RETURN_LT(lt, NULL); } game->level_picker = PUSH_LT( lt, create_level_picker( game->font, level_folder), destroy_level_picker); if (game->level_picker == 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->settings = create_settings(); game->renderer = renderer; game->texture_cursor = PUSH_LT( lt, texture_from_bmp("./assets/images/cursor.bmp", renderer), SDL_DestroyTexture); if (SDL_SetTextureBlendMode( game->texture_cursor, SDL_ComposeCustomBlendMode( SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR, SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR, SDL_BLENDOPERATION_ADD, SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ZERO, SDL_BLENDOPERATION_ADD)) < 0) { log_warn("SDL error: %s\n", SDL_GetError()); } game->cursor_x = 0; game->cursor_y = 0; game_switch_state(game, GAME_STATE_LEVEL_PICKER); return game; } void destroy_game(Game *game) { trace_assert(game); RETURN_LT0(game->lt); } int game_render(const Game *game) { trace_assert(game); switch(game->state) { case GAME_STATE_LEVEL: { if (level_render(game->level, &game->camera) < 0) { return -1; } } break; case GAME_STATE_LEVEL_PICKER: { if (level_picker_render(game->level_picker, &game->camera) < 0) { return -1; } } break; case GAME_STATE_LEVEL_EDITOR: { if (level_editor_render(game->level_editor, &game->camera) < 0) { return -1; } } break; case GAME_STATE_SETTINGS: { settings_render(&game->settings, &game->camera); } break; case GAME_STATE_QUIT: break; } if (game_render_cursor(game) < 0) { return -1; } return 0; } int game_sound(Game *game) { switch (game->state) { case GAME_STATE_LEVEL: return level_sound(game->level, game->sound_samples); case GAME_STATE_LEVEL_EDITOR: level_editor_sound(game->level_editor, game->sound_samples); return 0; case GAME_STATE_LEVEL_PICKER: case GAME_STATE_SETTINGS: case GAME_STATE_QUIT: return 0; } return 0; } int game_update(Game *game, float delta_time) { trace_assert(game); trace_assert(delta_time > 0.0f); switch (game->state) { case GAME_STATE_LEVEL: { if (level_update(game->level, delta_time) < 0) { return -1; } if (level_enter_camera_event(game->level, &game->camera) < 0) { return -1; } } break; case GAME_STATE_LEVEL_PICKER: { if (level_picker_update(game->level_picker, delta_time) < 0) { return -1; } if (level_picker_enter_camera_event(game->level_picker, &game->camera) < 0) { return -1; } const char *level_filename = level_picker_selected_level(game->level_picker); if (level_filename != NULL) { if (game->level_editor == NULL) { game->level_editor = PUSH_LT( game->lt, create_level_editor_from_file(level_filename), destroy_level_editor); } else { game->level_editor = RESET_LT( game->lt, game->level_editor, create_level_editor_from_file(level_filename)); } if (game->level_editor == NULL) { return -1; } if (game->level == NULL) { game->level = PUSH_LT( game->lt, create_level_from_level_editor( game->level_editor), destroy_level); } else { game->level = RESET_LT( game->lt, game->level, create_level_from_level_editor( game->level_editor)); } if (game->level == NULL) { return -1; } game_switch_state(game, GAME_STATE_LEVEL); } } break; case GAME_STATE_LEVEL_EDITOR: { if (level_editor_focus_camera( game->level_editor, &game->camera) < 0) { return -1; } level_editor_update(game->level_editor, delta_time); } break; case GAME_STATE_SETTINGS: { settings_update(&game->settings, &game->camera, delta_time); sound_samples_update_volume( game->sound_samples, game->settings.volume_slider.value); } break; case GAME_STATE_QUIT: break; } return 0; } static int game_event_running(Game *game, const SDL_Event *event) { trace_assert(game); trace_assert(event); if (!SDL_IsTextInputActive()) { switch (event->type) { case SDL_KEYDOWN: { switch (event->key.keysym.sym) { case SDLK_r: { game->level = RESET_LT( game->lt, game->level, create_level_from_level_editor( game->level_editor)); if (game->level == NULL) { game_switch_state(game, GAME_STATE_QUIT); return -1; } camera_disable_debug_mode(&game->camera); } break; case SDLK_TAB: { game_switch_state(game, GAME_STATE_LEVEL_EDITOR); } break; } } break; } } return level_event(game->level, event, &game->camera, game->sound_samples); } static int game_event_level_picker(Game *game, const SDL_Event *event) { trace_assert(game); trace_assert(event); switch (event->type) { case SDL_KEYDOWN: { switch(event->key.keysym.sym) { case SDLK_n: { if (game->level_editor == NULL) { game->level_editor = PUSH_LT( game->lt, create_level_editor(), destroy_level_editor); } else { game->level_editor = RESET_LT( game->lt, game->level_editor, create_level_editor()); } if (game->level_editor == NULL) { return -1; } if (game->level == NULL) { game->level = PUSH_LT( game->lt, create_level_from_level_editor( game->level_editor), destroy_level); } else { game->level = RESET_LT( game->lt, game->level, create_level_from_level_editor( game->level_editor)); } if (game->level == NULL) { return -1; } game_switch_state(game, GAME_STATE_LEVEL); } break; case SDLK_s: { game_switch_state(game, GAME_STATE_SETTINGS); } break; } } break; } return level_picker_event(game->level_picker, event, &game->camera); } static int game_event_level_editor(Game *game, const SDL_Event *event) { trace_assert(game); trace_assert(event); switch (event->type) { case SDL_KEYDOWN: { switch (event->key.keysym.sym) { case SDLK_TAB: { game->level = RESET_LT( game->lt, game->level, create_level_from_level_editor( game->level_editor)); if (game->level == NULL) { return -1; } game_switch_state(game, GAME_STATE_LEVEL); } break; } } break; } return level_editor_event(game->level_editor, event, &game->camera); } int game_event(Game *game, const SDL_Event *event) { trace_assert(game); trace_assert(event); switch (event->type) { case SDL_QUIT: { game_switch_state(game, GAME_STATE_QUIT); return 0; } break; case SDL_MOUSEMOTION: { game->cursor_x = event->motion.x; game->cursor_y = event->motion.y; } break; case SDL_KEYDOWN: { if (event->key.keysym.sym == SDLK_q && event->key.keysym.mod & KMOD_CTRL) { game_switch_state(game, GAME_STATE_QUIT); return 0; } } break; } switch (game->state) { case GAME_STATE_LEVEL: return game_event_running(game, event); case GAME_STATE_LEVEL_PICKER: return game_event_level_picker(game, event); case GAME_STATE_LEVEL_EDITOR: return game_event_level_editor(game, event); case GAME_STATE_SETTINGS: { switch (event->type) { case SDL_KEYDOWN: { if (event->key.keysym.sym == SDLK_ESCAPE) { game_switch_state(game, GAME_STATE_LEVEL_PICKER); return 0; } } break; } settings_event(&game->settings, &game->camera, event); return 0; } break; case GAME_STATE_QUIT: return 0; } return -1; } // TODO: get rid of keyboard_state (because it's a global var and can // be check anywhere anyway). And introduce *_joystick methods. int game_input(Game *game, const Uint8 *const keyboard_state, SDL_Joystick *the_stick_of_joy) { trace_assert(game); trace_assert(keyboard_state); switch (game->state) { case GAME_STATE_SETTINGS: case GAME_STATE_QUIT: case GAME_STATE_LEVEL_EDITOR: return 0; case GAME_STATE_LEVEL: return level_input(game->level, keyboard_state, the_stick_of_joy); case GAME_STATE_LEVEL_PICKER: return level_picker_input(game->level_picker, keyboard_state, the_stick_of_joy); } return 0; } int game_over_check(const Game *game) { return game->state == GAME_STATE_QUIT; } // Private Functions static int game_render_cursor(const Game *game) { trace_assert(game); SDL_Rect src = {0, 0, 32, 32}; SDL_Rect dest = {game->cursor_x, game->cursor_y, 32, 32}; if (SDL_RenderCopy(game->renderer, game->texture_cursor, &src, &dest) < 0) { return -1; } return 0; }