#include "ui/console.h"
#include "ui/edit_field.h"
#include "str.h"
+#include "ebisp/builtins.h"
+#include "broadcast.h"
typedef enum Game_state {
GAME_STATE_RUNNING = 0,
Lt *lt;
Game_state state;
+ Broadcast *broadcast;
LevelPicker *level_picker;
Level *level;
char *level_file_path;
}
game->lt = lt;
- game->state = GAME_STATE_RUNNING;
+ 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->level_picker = PUSH_LT(
lt,
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 = NULL;
game->level_file_path = PUSH_LT(
lt,
game->console = PUSH_LT(
lt,
- create_console(game->level, game->font),
+ create_console(game->broadcast, game->font),
destroy_console);
if (game->console == NULL) {
RETURN_LT(lt, NULL);
} break;
case GAME_STATE_LEVEL_PICKER: {
- if (level_picker_render(game->level_picker, game->renderer) < 0) {
+ if (level_picker_render(game->level_picker, game->camera, game->renderer) < 0) {
return -1;
}
} break;
int game_sound(Game *game)
{
- return level_sound(game->level, game->sound_samples);
+ switch (game->state) {
+ case GAME_STATE_RUNNING:
+ case GAME_STATE_PAUSE:
+ case GAME_STATE_CONSOLE:
+ return level_sound(game->level, game->sound_samples);
+ case GAME_STATE_LEVEL_PICKER:
+ case GAME_STATE_QUIT:
+ return 0;
+ }
+
+ return 0;
}
int game_update(Game *game, float delta_time)
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_file_path = level_picker_selected_level(game->level_picker);
+
+ trace_assert(game->level == NULL);
+
+ if (level_file_path != NULL) {
+ game->level = PUSH_LT(
+ game->lt,
+ create_level_from_file(level_file_path, game->broadcast),
+ destroy_level);
+ if (game->level == NULL) {
+ return -1;
+ }
+
+ game->state = GAME_STATE_RUNNING;
+ }
} break;
case GAME_STATE_PAUSE:
game->lt,
game->level,
create_level_from_file(
- game->level_file_path));
+ game->level_file_path, game->broadcast));
if (game->level == NULL) {
log_fail("Could not reload level %s\n", game->level_file_path);
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) {
+ if (level_reload_preserve_player(game->level, game->level_file_path, game->broadcast) < 0) {
log_fail("Could not reload level %s\n", game->level_file_path);
game->state = GAME_STATE_QUIT;
return -1;
return console_handle_event(game->console, 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;
+ return 0;
+
+ default:
+ return level_picker_event(game->level_picker, event);
+ }
+}
+
int game_event(Game *game, const SDL_Event *event)
{
trace_assert(game);
case GAME_STATE_CONSOLE:
return game_event_console(game, event);
+ case GAME_STATE_LEVEL_PICKER:
+ return game_event_level_picker(game, event);
+
default: {}
}
trace_assert(game);
trace_assert(keyboard_state);
- if (game->state == GAME_STATE_QUIT ||
- game->state == GAME_STATE_PAUSE ||
- game->state == GAME_STATE_CONSOLE) {
+ switch (game->state) {
+ case GAME_STATE_QUIT:
+ case GAME_STATE_PAUSE:
+ case GAME_STATE_CONSOLE:
return 0;
+
+ case GAME_STATE_RUNNING:
+ 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 level_input(game->level, keyboard_state, the_stick_of_joy);
+ return 0;
}
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);
+ }
+
+ return unknown_target(gc, "game", target);
+}