]> git.lizzy.rs Git - nothing.git/blobdiff - src/game.c
(#1108) Remove last script leftovers
[nothing.git] / src / game.c
index 6f989a1057109e8b4d96a0af5a7470ce2484d9ce..2398f689718321a5aebf6346fad85e0cbf718cf2 100644 (file)
 #include "ui/console.h"
 #include "ui/edit_field.h"
 #include "system/str.h"
-#include "ebisp/builtins.h"
-#include "broadcast.h"
 #include "sdl/texture.h"
+#include "game/level/level_editor/background_layer.h"
 #include "game/level/level_editor.h"
 
 static int game_render_cursor(const Game *game);
 
 typedef enum Game_state {
-    GAME_STATE_RUNNING = 0,
-    GAME_STATE_PAUSE,
-    GAME_STATE_CONSOLE,
+    GAME_STATE_LEVEL = 0,
     GAME_STATE_LEVEL_PICKER,
     GAME_STATE_LEVEL_EDITOR,
     GAME_STATE_QUIT
@@ -32,20 +29,25 @@ typedef struct Game {
     Lt *lt;
 
     Game_state state;
-    Broadcast *broadcast;
     Sprite_font *font;
     LevelPicker *level_picker;
     LevelEditor *level_editor;
     Level *level;
     Sound_samples *sound_samples;
-    Camera *camera;
-    Console *console;
+    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,
@@ -61,16 +63,6 @@ Game *create_game(const char *level_folder,
     }
     game->lt = lt;
 
-    game->state = GAME_STATE_LEVEL_PICKER;
-
-    game->broadcast = PUSH_LT(
-        lt,
-        create_broadcast(game),
-        destroy_broadcast);
-    if (game->broadcast == NULL) {
-        RETURN_LT(lt, NULL);
-    }
-
     game->font = PUSH_LT(
         lt,
         create_sprite_font_from_file(
@@ -101,22 +93,6 @@ Game *create_game(const char *level_folder,
         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->broadcast, game->font),
-        destroy_console);
-    if (game->console == NULL) {
-        RETURN_LT(lt, NULL);
-    }
-
     game->renderer = renderer;
     game->texture_cursor = PUSH_LT(
         lt,
@@ -136,6 +112,8 @@ Game *create_game(const char *level_folder,
     game->cursor_x = 0;
     game->cursor_y = 0;
 
+    game_switch_state(game, GAME_STATE_LEVEL_PICKER);
+
     return game;
 }
 
@@ -150,25 +128,19 @@ int game_render(const Game *game)
     trace_assert(game);
 
     switch(game->state) {
-    case GAME_STATE_RUNNING:
-    case GAME_STATE_PAUSE: {
-        if (level_render(game->level, game->camera) < 0) {
+    case GAME_STATE_LEVEL: {
+        if (level_render(game->level, &game->camera) < 0) {
             return -1;
         }
-    } break;
 
-    case GAME_STATE_CONSOLE: {
-        if (level_render(game->level, game->camera) < 0) {
+        if (game_render_cursor(game) < 0) {
             return -1;
         }
 
-        if (console_render(game->console, game->camera, game->renderer) < 0) {
-            return -1;
-        }
     } break;
 
     case GAME_STATE_LEVEL_PICKER: {
-        if (level_picker_render(game->level_picker, game->camera, game->renderer) < 0) {
+        if (level_picker_render(game->level_picker, &game->camera) < 0) {
             return -1;
         }
 
@@ -178,7 +150,7 @@ int game_render(const Game *game)
     } break;
 
     case GAME_STATE_LEVEL_EDITOR: {
-        if (level_editor_render(game->level_editor, game->camera) < 0) {
+        if (level_editor_render(game->level_editor, &game->camera) < 0) {
             return -1;
         }
 
@@ -196,9 +168,7 @@ int game_render(const Game *game)
 int game_sound(Game *game)
 {
     switch (game->state) {
-    case GAME_STATE_RUNNING:
-    case GAME_STATE_PAUSE:
-    case GAME_STATE_CONSOLE:
+    case GAME_STATE_LEVEL:
         return level_sound(game->level, game->sound_samples);
     case GAME_STATE_LEVEL_PICKER:
     case GAME_STATE_LEVEL_EDITOR:
@@ -215,37 +185,23 @@ int game_update(Game *game, float delta_time)
     trace_assert(delta_time > 0.0f);
 
     switch (game->state) {
-    case GAME_STATE_RUNNING: {
+    case GAME_STATE_LEVEL: {
         if (level_update(game->level, delta_time) < 0) {
             return -1;
         }
 
-        if (level_enter_camera_event(game->level, game->camera) < 0) {
+        if (level_enter_camera_event(game->level, &game->camera) < 0) {
             return -1;
         }
 
     } break;
 
-    case 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;
-        }
-    } 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) {
+        if (level_picker_enter_camera_event(game->level_picker, &game->camera) < 0) {
             return -1;
         }
 
@@ -272,23 +228,23 @@ int game_update(Game *game, float delta_time)
                 game->level = PUSH_LT(
                     game->lt,
                     create_level_from_level_editor(
-                        game->level_editor,
-                        game->broadcast),
+                        game->level_editor),
                     destroy_level);
             } else {
                 game->level = RESET_LT(
                     game->lt,
                     game->level,
                     create_level_from_level_editor(
-                        game->level_editor,
-                        game->broadcast));
+                        game->level_editor));
             }
 
             if (game->level == NULL) {
                 return -1;
             }
 
-            game->state = GAME_STATE_RUNNING;
+            //TODO(#1071): Move level picker volume update to a more appropriate place
+            sound_samples_update_volume(game->sound_samples, level_picker_get_volume(game->level_picker));
+            game_switch_state(game, GAME_STATE_LEVEL);
         }
 
     } break;
@@ -296,14 +252,13 @@ int game_update(Game *game, float delta_time)
     case GAME_STATE_LEVEL_EDITOR: {
         if (level_editor_focus_camera(
                 game->level_editor,
-                game->camera) < 0) {
+                &game->camera) < 0) {
             return -1;
         }
 
         level_editor_update(game->level_editor, delta_time);
     } break;
 
-    case GAME_STATE_PAUSE:
     case GAME_STATE_QUIT:
         break;
     }
@@ -311,123 +266,38 @@ int game_update(Game *game, float delta_time)
     return 0;
 }
 
-
-static int game_event_pause(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_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_KEYDOWN: {
-        switch (event->key.keysym.sym) {
-        case SDLK_r: {
-            const char *level_filename = game->level_editor->file_name;
-
-            if (!level_filename) {
-                log_warn("Could not reload the level. There is no associated file.\n");
-                return 0;
-            }
-
-            log_info("Reloading the level from '%s'...\n", level_filename);
-
-            game->level_editor = RESET_LT(
-                game->lt,
-                game->level_editor,
-                create_level_editor_from_file(level_filename));
-            if (game->level_editor == NULL) {
-                log_fail("Could not reload level %s\n", level_filename);
-                game->state = GAME_STATE_QUIT;
-                return -1;
-            }
-
-            game->level = RESET_LT(
-                game->lt,
-                game->level,
-                create_level_from_level_editor(
-                    game->level_editor,
-                    game->broadcast));
-            if (game->level == NULL) {
-                log_fail("Could not reload level %s\n", level_filename);
-                game->state = GAME_STATE_QUIT;
-                return -1;
+    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;
             }
-
-            camera_disable_debug_mode(game->camera);
-        } 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;
-
-        case SDLK_TAB: {
-            game->state = GAME_STATE_LEVEL_EDITOR;
         } 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_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);
+    return level_event(game->level, event, &game->camera, game->sound_samples);
 }
 
 static int game_event_level_picker(Game *game, const SDL_Event *event)
@@ -459,29 +329,27 @@ static int game_event_level_picker(Game *game, const SDL_Event *event)
                 game->level = PUSH_LT(
                     game->lt,
                     create_level_from_level_editor(
-                        game->level_editor,
-                        game->broadcast),
+                        game->level_editor),
                     destroy_level);
             } else {
                 game->level = RESET_LT(
                     game->lt,
                     game->level,
                     create_level_from_level_editor(
-                        game->level_editor,
-                        game->broadcast));
+                        game->level_editor));
             }
 
             if (game->level == NULL) {
                 return -1;
             }
 
-            game->state = GAME_STATE_RUNNING;
+            game_switch_state(game, GAME_STATE_LEVEL);
         } break;
         }
     } break;
     }
 
-    return level_picker_event(game->level_picker, event, game->camera);
+    return level_picker_event(game->level_picker, event, &game->camera);
 }
 
 static int game_event_level_editor(Game *game, const SDL_Event *event)
@@ -497,18 +365,17 @@ static int game_event_level_editor(Game *game, const SDL_Event *event)
                 game->lt,
                 game->level,
                 create_level_from_level_editor(
-                    game->level_editor,
-                    game->broadcast));
+                    game->level_editor));
             if (game->level == NULL) {
                 return -1;
             }
-            game->state = GAME_STATE_RUNNING;
+            game_switch_state(game, GAME_STATE_LEVEL);
         } break;
         }
     } break;
     }
 
-    return level_editor_event(game->level_editor, event, game->camera);
+    return level_editor_event(game->level_editor, event, &game->camera);
 }
 
 int game_event(Game *game, const SDL_Event *event)
@@ -518,7 +385,7 @@ int game_event(Game *game, const SDL_Event *event)
 
     switch (event->type) {
     case SDL_QUIT: {
-        game->state = GAME_STATE_QUIT;
+        game_switch_state(game, GAME_STATE_QUIT);
         return 0;
     } break;
 
@@ -526,18 +393,19 @@ int game_event(Game *game, const SDL_Event *event)
         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_RUNNING:
+    case GAME_STATE_LEVEL:
         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);
-
     case GAME_STATE_LEVEL_PICKER:
         return game_event_level_picker(game, event);
 
@@ -561,12 +429,10 @@ int game_input(Game *game,
 
     switch (game->state) {
     case GAME_STATE_QUIT:
-    case GAME_STATE_PAUSE:
-    case GAME_STATE_CONSOLE:
     case GAME_STATE_LEVEL_EDITOR:
         return 0;
 
-    case GAME_STATE_RUNNING:
+    case GAME_STATE_LEVEL:
         return level_input(game->level, keyboard_state, the_stick_of_joy);
 
     case GAME_STATE_LEVEL_PICKER:
@@ -581,32 +447,6 @@ int game_over_check(const Game *game)
     return game->state == GAME_STATE_QUIT;
 }
 
-struct EvalResult
-game_send(Game *game, Gc *gc, struct Scope *scope,
-          struct Expr path)
-{
-    trace_assert(game);
-    trace_assert(gc);
-    trace_assert(scope);
-
-    const char *target = NULL;
-    struct Expr rest = void_expr();
-    struct EvalResult res = match_list(gc, "q*", path, &target, &rest);
-    if (res.is_error) {
-        return res;
-    }
-
-    if (strcmp(target, "level") == 0) {
-        return level_send(game->level, gc, scope, rest);
-    } else if (strcmp(target, "menu") == 0) {
-        level_picker_clean_selection(game->level_picker);
-        game->state = GAME_STATE_LEVEL_PICKER;
-        return eval_success(NIL(gc));
-    }
-
-    return unknown_target(gc, "game", target);
-}
-
 // Private Functions
 
 static int game_render_cursor(const Game *game)