]> git.lizzy.rs Git - nothing.git/blobdiff - src/game.c
(#1108) Remove last script leftovers
[nothing.git] / src / game.c
index ac873709d71e2abe7f17784c545024523f887814..2398f689718321a5aebf6346fad85e0cbf718cf2 100644 (file)
@@ -1,5 +1,4 @@
-#include <SDL2/SDL.h>
-#include <SDL2/SDL_mixer.h>
+#include <SDL.h>
 #include "system/stacktrace.h"
 #include <stdio.h>
 
 #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
 } Game_state;
 
@@ -28,17 +29,25 @@ typedef struct Game {
     Lt *lt;
 
     Game_state state;
-    Broadcast *broadcast;
     Sprite_font *font;
     LevelPicker *level_picker;
+    LevelEditor *level_editor;
     Level *level;
-    char *level_folder;
     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,
@@ -46,31 +55,18 @@ Game *create_game(const char *level_folder,
 {
     trace_assert(level_folder);
 
-    Lt *const lt = create_lt();
-    if (lt == NULL) {
-        return NULL;
-    }
+    Lt *lt = create_lt();
 
-    Game *game = PUSH_LT(lt, nth_alloc(sizeof(Game)), free);
+    Game *game = PUSH_LT(lt, nth_calloc(1, sizeof(Game)), free);
     if (game == NULL) {
         RETURN_LT(lt, NULL);
     }
     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(
-            "fonts/charmap-oldschool.bmp",
+            "images/charmap-oldschool.bmp",
             renderer),
         destroy_sprite_font);
     if (game->font == NULL) {
@@ -87,16 +83,6 @@ Game *create_game(const char *level_folder,
         RETURN_LT(lt, NULL);
     }
 
-    game->level = NULL;
-
-    game->level_folder = PUSH_LT(
-        lt,
-        string_duplicate(level_folder, NULL),
-        free);
-    if (game->level_folder == NULL) {
-        RETURN_LT(lt, NULL);
-    }
-
     game->sound_samples = PUSH_LT(
         lt,
         create_sound_samples(
@@ -107,23 +93,26 @@ 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(
+    game->renderer = renderer;
+    game->texture_cursor = PUSH_LT(
         lt,
-        create_console(game->broadcast, game->font),
-        destroy_console);
-    if (game->console == NULL) {
-        RETURN_LT(lt, NULL);
+        texture_from_bmp("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->renderer = renderer;
+    game_switch_state(game, GAME_STATE_LEVEL_PICKER);
 
     return game;
 }
@@ -139,25 +128,33 @@ 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;
         }
+
+        if (game_render_cursor(game) < 0) {
+            return -1;
+        }
+
     } break;
 
-    case GAME_STATE_CONSOLE: {
-        if (level_render(game->level, game->camera) < 0) {
+    case GAME_STATE_LEVEL_PICKER: {
+        if (level_picker_render(game->level_picker, &game->camera) < 0) {
             return -1;
         }
 
-        if (console_render(game->console, game->renderer) < 0) {
+        if (game_render_cursor(game) < 0) {
             return -1;
         }
     } break;
 
-    case GAME_STATE_LEVEL_PICKER: {
-        if (level_picker_render(game->level_picker, game->camera, game->renderer) < 0) {
+    case GAME_STATE_LEVEL_EDITOR: {
+        if (level_editor_render(game->level_editor, &game->camera) < 0) {
+            return -1;
+        }
+
+        if (game_render_cursor(game) < 0) {
             return -1;
         }
     } break;
@@ -171,11 +168,10 @@ 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:
     case GAME_STATE_QUIT:
         return 0;
     }
@@ -189,59 +185,80 @@ 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;
         }
 
-        // TODO(#717): There is no way to go back to LevelPicker when the level is loaded
-        const char *level_folder = level_picker_selected_level(game->level_picker);
+        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));
+            }
 
-        trace_assert(game->level == NULL);
+            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 (level_folder != NULL) {
-            game->level = PUSH_LT(
-                game->lt,
-                create_level_from_file(level_folder, game->broadcast),
-                destroy_level);
             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;
+
+    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_PAUSE:
     case GAME_STATE_QUIT:
         break;
     }
@@ -249,163 +266,157 @@ int game_update(Game *game, float delta_time)
     return 0;
 }
 
-
-static int game_event_pause(Game *game, const SDL_Event *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_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;
+    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;
         }
-        break;
     }
 
-    return level_event(game->level, event);
+    return level_event(game->level, event, &game->camera, game->sound_samples);
 }
 
-static int game_event_running(Game *game, const SDL_Event *event)
+static int game_event_level_picker(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_folder);
-
-            game->level = RESET_LT(
-                game->lt,
-                game->level,
-                create_level_from_file(
-                    game->level_folder, game->broadcast));
+    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 == NULL) {
-                log_fail("Could not reload level %s\n", game->level_folder);
-                game->state = GAME_STATE_QUIT;
+            if (game->level_editor == NULL) {
                 return -1;
             }
 
-            camera_disable_debug_mode(game->camera);
-
-            break;
+            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));
+            }
 
-        case SDLK_q:
-            log_info("Reloading the level's platforms from '%s'...\n", game->level_folder);
-            if (level_reload_preserve_player(game->level, game->broadcast) < 0) {
-                log_fail("Could not reload level %s\n", game->level_folder);
-                game->state = GAME_STATE_QUIT;
+            if (game->level == NULL) {
                 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;
 
+            game_switch_state(game, GAME_STATE_LEVEL);
+        } break;
+        }
+    } break;
     }
 
-    return level_event(game->level, event);
+    return level_picker_event(game->level_picker, event, &game->camera);
 }
 
-static int game_event_console(Game *game, const SDL_Event *event)
+static int game_event_level_editor(Game *game, const SDL_Event *event)
 {
-    switch (event->type) {
-    case SDL_QUIT:
-        game->state = GAME_STATE_QUIT;
-        return 0;
+    trace_assert(game);
+    trace_assert(event);
 
-    case SDL_KEYDOWN:
+    switch (event->type) {
+    case SDL_KEYDOWN: {
         switch (event->key.keysym.sym) {
-        case SDLK_ESCAPE:
-            SDL_StopTextInput();
-            game->state = GAME_STATE_RUNNING;
-            return 0;
-
-        default: {}
+        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;
         }
-
-    default: {}
+    } break;
     }
 
-    return console_handle_event(game->console, event);
+    return level_editor_event(game->level_editor, event, &game->camera);
 }
 
-static int game_event_level_picker(Game *game, const SDL_Event *event)
+int game_event(Game *game, const SDL_Event *event)
 {
     trace_assert(game);
     trace_assert(event);
 
     switch (event->type) {
-    case SDL_QUIT:
-        game->state = GAME_STATE_QUIT;
+    case SDL_QUIT: {
+        game_switch_state(game, GAME_STATE_QUIT);
         return 0;
+    } break;
 
-    default:
-        return level_picker_event(game->level_picker, event);
-    }
-}
+    case SDL_MOUSEMOTION: {
+        game->cursor_x = event->motion.x;
+        game->cursor_y = event->motion.y;
+    } break;
 
-int game_event(Game *game, const SDL_Event *event)
-{
-    trace_assert(game);
-    trace_assert(event);
+    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);
 
-    default: {}
+    case GAME_STATE_LEVEL_EDITOR:
+        return game_event_level_editor(game, event);
+
+    case GAME_STATE_QUIT:
+        return 0;
     }
 
-    return 0;
+    return -1;
 }
 
 
@@ -418,11 +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:
@@ -437,24 +447,17 @@ 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)
+// Private Functions
+
+static int game_render_cursor(const Game *game)
 {
     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);
+    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 unknown_target(gc, "game", target);
+    return 0;
 }