]> git.lizzy.rs Git - nothing.git/blobdiff - src/game.c
Merge pull request #1009 from The-Renaissance/master
[nothing.git] / src / game.c
index 718cc7e7a2c40ab5e2ccc2681bb3fc2f9c14434c..6f989a1057109e8b4d96a0af5a7470ce2484d9ce 100644 (file)
+#include <SDL.h>
+#include "system/stacktrace.h"
 #include <stdio.h>
-#include <assert.h>
-#include <SDL2/SDL.h>
 
-#include "./player.h"
-#include "./platforms.h"
-#include "./camera.h"
-#include "./game.h"
-#include "./error.h"
-#include "./lt.h"
-
-typedef enum game_state_t {
+#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 "ebisp/builtins.h"
+#include "broadcast.h"
+#include "sdl/texture.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_QUIT,
-
-    GAME_STATE_N
-} game_state_t;
+    GAME_STATE_CONSOLE,
+    GAME_STATE_LEVEL_PICKER,
+    GAME_STATE_LEVEL_EDITOR,
+    GAME_STATE_QUIT
+} Game_state;
+
+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;
+    SDL_Renderer *renderer;
+    SDL_Texture *texture_cursor;
+    int cursor_x;
+    int cursor_y;
+} Game;
+
+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);
 
-typedef struct game_t {
-    lt_t *lt;
+    Lt *lt = create_lt();
 
-    game_state_t state;
-    player_t *player;
-    platforms_t *platforms;
-    camera_t *camera;
-    char *level_file_path;
-} game_t;
+    Game *game = PUSH_LT(lt, nth_calloc(1, sizeof(Game)), free);
+    if (game == NULL) {
+        RETURN_LT(lt, NULL);
+    }
+    game->lt = lt;
 
-game_t *create_game(const char *level_file_path)
-{
-    assert(level_file_path);
+    game->state = GAME_STATE_LEVEL_PICKER;
 
-    lt_t *const lt = create_lt();
-    if (lt == NULL) {
-        return NULL;
+    game->broadcast = PUSH_LT(
+        lt,
+        create_broadcast(game),
+        destroy_broadcast);
+    if (game->broadcast == NULL) {
+        RETURN_LT(lt, NULL);
     }
 
-    game_t *game = PUSH_LT(lt, malloc(sizeof(game_t)), free);
-    if (game == NULL) {
-        throw_error(ERROR_TYPE_LIBC);
+    game->font = PUSH_LT(
+        lt,
+        create_sprite_font_from_file(
+            "images/charmap-oldschool.bmp",
+            renderer),
+        destroy_sprite_font);
+    if (game->font == NULL) {
         RETURN_LT(lt, NULL);
     }
 
-    game->player = PUSH_LT(lt, create_player(100.0f, 0.0f), destroy_player);
-    if (game->player == 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->platforms = PUSH_LT(lt, load_platforms_from_file(level_file_path), destroy_platforms);
-    if (game->platforms == 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->camera = PUSH_LT(lt, create_camera(vec(0.0f, 0.0f)), destroy_camera);
+    game->camera = PUSH_LT(
+        lt,
+        create_camera(renderer, game->font),
+        destroy_camera);
     if (game->camera == NULL) {
         RETURN_LT(lt, NULL);
     }
 
-    game->level_file_path = PUSH_LT(lt, malloc(sizeof(char) * (strlen(level_file_path) + 1)), free);
-    if (game->level_file_path == NULL) {
-        throw_error(ERROR_TYPE_LIBC);
+    game->console = PUSH_LT(
+        lt,
+        create_console(game->broadcast, game->font),
+        destroy_console);
+    if (game->console == NULL) {
         RETURN_LT(lt, NULL);
     }
 
-    strcpy(game->level_file_path, level_file_path);
-
-    game->state = GAME_STATE_RUNNING;
-    game->lt = lt;
+    game->renderer = renderer;
+    game->texture_cursor = PUSH_LT(
+        lt,
+        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;
 
     return game;
 }
 
-void destroy_game(game_t *game)
+void destroy_game(Game *game)
 {
-    assert(game);
+    trace_assert(game);
     RETURN_LT0(game->lt);
 }
 
-int game_render(const game_t *game, SDL_Renderer *renderer)
+int game_render(const Game *game)
 {
-    assert(game);
-    assert(renderer);
+    trace_assert(game);
 
-    if (game->state == GAME_STATE_QUIT) {
-        return 0;
-    }
+    switch(game->state) {
+    case GAME_STATE_RUNNING:
+    case GAME_STATE_PAUSE: {
+        if (level_render(game->level, game->camera) < 0) {
+            return -1;
+        }
+    } break;
 
-    if (SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255) < 0) {
-        throw_error(ERROR_TYPE_SDL2);
-        return -1;
-    }
+    case GAME_STATE_CONSOLE: {
+        if (level_render(game->level, game->camera) < 0) {
+            return -1;
+        }
 
-    if (SDL_RenderClear(renderer) < 0) {
-        throw_error(ERROR_TYPE_SDL2);
-        return -1;
-    }
+        if (console_render(game->console, game->camera, game->renderer) < 0) {
+            return -1;
+        }
+    } break;
 
-    if (render_player(game->player, renderer, game->camera) < 0) {
-        return -1;
-    }
+    case GAME_STATE_LEVEL_PICKER: {
+        if (level_picker_render(game->level_picker, game->camera, game->renderer) < 0) {
+            return -1;
+        }
 
-    if (render_platforms(game->platforms, renderer, game->camera) < 0) {
-        return -1;
-    }
+        if (game_render_cursor(game) < 0) {
+            return -1;
+        }
+    } break;
 
-    SDL_RenderPresent(renderer);
+    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;
+
+    case GAME_STATE_QUIT: break;
+    }
 
     return 0;
 }
 
-int game_update(game_t *game, Uint32 delta_time)
+int game_sound(Game *game)
 {
-    assert(game);
-    assert(delta_time > 0);
-
-    if (game->state == GAME_STATE_QUIT) {
+    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_LEVEL_EDITOR:
+    case GAME_STATE_QUIT:
         return 0;
     }
 
-    if (game->state == GAME_STATE_RUNNING) {
-        update_player(game->player, game->platforms, delta_time);
-        player_focus_camera(game->player, game->camera);
+    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_RUNNING: {
+        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_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) {
+            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,
+                        game->broadcast),
+                    destroy_level);
+            } else {
+                game->level = RESET_LT(
+                    game->lt,
+                    game->level,
+                    create_level_from_level_editor(
+                        game->level_editor,
+                        game->broadcast));
+            }
+
+            if (game->level == NULL) {
+                return -1;
+            }
+
+            game->state = GAME_STATE_RUNNING;
+        }
+
+    } 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;
     }
 
     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);
+    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;
         }
         break;
     }
 
-    return 0;
+    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);
+    trace_assert(game);
+    trace_assert(event);
 
     switch (event->type) {
-    case SDL_QUIT:
-        game->state = GAME_STATE_QUIT;
-        break;
-
-    case SDL_KEYDOWN:
+    case SDL_KEYDOWN: {
         switch (event->key.keysym.sym) {
-        case SDLK_SPACE:
-            player_jump(game->player);
-            break;
+        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;
+            }
 
-        case SDLK_q:
-            printf("Reloading the level from '%s'...\n", game->level_file_path);
+            log_info("Reloading the level from '%s'...\n", level_filename);
 
-            game->platforms = RESET_LT(
+            game->level_editor = RESET_LT(
                 game->lt,
-                game->platforms,
-                load_platforms_from_file(game->level_file_path));
+                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;
+            }
 
-            if (game->platforms == NULL) {
-                print_current_error_msg("Could not reload the level");
+            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;
             }
-            break;
 
-        case SDLK_p:
+            camera_disable_debug_mode(game->camera);
+        } break;
+
+        case SDLK_p: {
             game->state = GAME_STATE_PAUSE;
-            break;
+            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;
+    } break;
 
-    case SDL_JOYBUTTONDOWN:
-        if (event->jbutton.button == 1) {
-            player_jump(game->player);
+    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;
+    } break;
     }
 
-    return 0;
+    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);
+}
+
+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,
+                        game->broadcast),
+                    destroy_level);
+            } else {
+                game->level = RESET_LT(
+                    game->lt,
+                    game->level,
+                    create_level_from_level_editor(
+                        game->level_editor,
+                        game->broadcast));
+            }
+
+            if (game->level == NULL) {
+                return -1;
+            }
+
+            game->state = GAME_STATE_RUNNING;
+        } 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,
+                    game->broadcast));
+            if (game->level == NULL) {
+                return -1;
+            }
+            game->state = GAME_STATE_RUNNING;
+        } break;
+        }
+    } break;
+    }
+
+    return level_editor_event(game->level_editor, event, game->camera);
 }
 
-int game_event(game_t *game, const SDL_Event *event)
+int game_event(Game *game, const SDL_Event *event)
 {
-    assert(game);
-    assert(event);
+    trace_assert(game);
+    trace_assert(event);
+
+    switch (event->type) {
+    case SDL_QUIT: {
+        game->state = GAME_STATE_QUIT;
+        return 0;
+    } break;
+
+    case SDL_MOUSEMOTION: {
+        game->cursor_x = event->motion.x;
+        game->cursor_y = event->motion.y;
+    } break;
+    }
 
     switch (game->state) {
     case GAME_STATE_RUNNING:
@@ -208,41 +535,89 @@ int game_event(game_t *game, const SDL_Event *event)
     case GAME_STATE_PAUSE:
         return game_event_pause(game, event);
 
-    default: {}
+    case GAME_STATE_CONSOLE:
+        return game_event_console(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_QUIT:
+        return 0;
     }
 
-    return 0;
+    return -1;
 }
 
 
-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);
-    assert(the_stick_of_joy);
+    trace_assert(game);
+    trace_assert(keyboard_state);
 
-    if (game->state == GAME_STATE_QUIT || game->state == GAME_STATE_PAUSE) {
+    switch (game->state) {
+    case GAME_STATE_QUIT:
+    case GAME_STATE_PAUSE:
+    case GAME_STATE_CONSOLE:
+    case GAME_STATE_LEVEL_EDITOR:
         return 0;
-    }
 
-    if (keyboard_state[SDL_SCANCODE_A]) {
-        player_move_left(game->player);
-    } else if (keyboard_state[SDL_SCANCODE_D]) {
-        player_move_right(game->player);
-    } else if (the_stick_of_joy && SDL_JoystickGetAxis(the_stick_of_joy, 0) < 0) {
-        player_move_left(game->player);
-    } else if (the_stick_of_joy && SDL_JoystickGetAxis(the_stick_of_joy, 0) > 0) {
-        player_move_right(game->player);
-    } else {
-        player_stop(game->player);
+    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 0;
 }
 
-int is_game_over(const game_t *game)
+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)
+{
+    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;
+}