#include "game.h"
#include "game/level.h"
#include "game/sound_samples.h"
-#include "system/error.h"
+#include "system/log.h"
#include "system/lt.h"
+#include "system/nth_alloc.h"
+#include "ui/console.h"
+#include "ui/edit_field.h"
-typedef enum game_state_t {
+typedef enum Game_state {
GAME_STATE_RUNNING = 0,
GAME_STATE_PAUSE,
+ GAME_STATE_CONSOLE,
GAME_STATE_QUIT,
GAME_STATE_N
-} game_state_t;
+} Game_state;
-typedef struct game_t {
- lt_t *lt;
+typedef struct Game {
+ Lt *lt;
- game_state_t state;
- level_t *level;
+ Game_state state;
+ Level *level;
char *level_file_path;
- sound_samples_t *sound_samples;
- camera_t *camera;
-} game_t;
-
-game_t *create_game(const char *level_file_path,
+ Sound_samples *sound_samples;
+ Camera *camera;
+ Sprite_font *font;
+ 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)
{
assert(level_file_path);
- lt_t *const lt = create_lt();
+ Lt *const lt = create_lt();
if (lt == NULL) {
return NULL;
}
- game_t *game = PUSH_LT(lt, malloc(sizeof(game_t)), free);
+ Game *game = PUSH_LT(lt, nth_alloc(sizeof(Game)), free);
if (game == NULL) {
- throw_error(ERROR_TYPE_LIBC);
RETURN_LT(lt, NULL);
}
+ game->lt = lt;
+
+ game->renderer = renderer;
game->level = PUSH_LT(
lt,
RETURN_LT(lt, NULL);
}
- game->level_file_path = PUSH_LT(lt, malloc(sizeof(char) * (strlen(level_file_path) + 1)), free);
+ game->level_file_path = PUSH_LT(lt, nth_alloc(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->camera = PUSH_LT(lt, create_camera_from_renderer(renderer), destroy_camera);
+ 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);
}
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->state = GAME_STATE_RUNNING;
- game->lt = lt;
return game;
}
-void destroy_game(game_t *game)
+void destroy_game(Game *game)
{
assert(game);
RETURN_LT0(game->lt);
}
-int game_render(const game_t *game)
+int game_render(const Game *game)
{
assert(game);
return -1;
}
- camera_present(game->camera);
+ if (game->state == GAME_STATE_CONSOLE) {
+ if (console_render(game->console, game->renderer) < 0) {
+ return -1;
+ }
+ }
return 0;
}
-int game_sound(game_t *game)
+int game_sound(Game *game)
{
return level_sound(game->level, game->sound_samples);
}
-int game_update(game_t *game, float delta_time)
+int game_update(Game *game, float delta_time)
{
assert(game);
assert(delta_time > 0.0f);
return 0;
}
- if (game->state == GAME_STATE_RUNNING) {
- return level_update(game->level, delta_time);
+ 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_t *game, const SDL_Event *event)
+static int game_event_pause(Game *game, const SDL_Event *event)
{
assert(game);
assert(event);
return level_event(game->level, event);
}
-static int game_event_running(game_t *game, const SDL_Event *event)
+static int game_event_running(Game *game, const SDL_Event *event)
{
assert(game);
assert(event);
case SDL_KEYDOWN:
switch (event->key.keysym.sym) {
case SDLK_r:
- printf("Reloading the level from '%s'...\n", game->level_file_path);
+ log_info("Reloading the level from '%s'...\n", game->level_file_path);
game->level = RESET_LT(
game->lt,
game->level_file_path));
if (game->level == NULL) {
- print_current_error_msg("Could not reload the level");
+ 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:
- printf("Reloading the level's platforms from '%s'...\n", game->level_file_path);
+ 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) {
- print_current_error_msg("Could not reload the level");
+ log_fail("Could not reload level %s\n", game->level_file_path);
game->state = GAME_STATE_QUIT;
return -1;
}
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);
}
-int game_event(game_t *game, const SDL_Event *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)
{
assert(game);
assert(event);
case GAME_STATE_PAUSE:
return game_event_pause(game, event);
+ case GAME_STATE_CONSOLE:
+ return game_event_console(game, event);
+
default: {}
}
}
-int game_input(game_t *game,
+int game_input(Game *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) {
+ 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_t *game)
+int game_over_check(const Game *game)
{
return game->state == GAME_STATE_QUIT;
}