]> git.lizzy.rs Git - nothing.git/blobdiff - src/game.c
TODO(#128)
[nothing.git] / src / game.c
index fd347b1a9751a41467458a6dd65f4e00f9fc2fee..73dcc1843dd151f6f46c018201892d0b170f1659 100644 (file)
@@ -1,61 +1,72 @@
 #include <stdio.h>
 #include <assert.h>
 #include <SDL2/SDL.h>
+#include <SDL2/SDL_mixer.h>
 
 #include "./player.h"
 #include "./platforms.h"
-#include "./camera.h"
 #include "./game.h"
 #include "./error.h"
+#include "./level.h"
+#include "./lt.h"
+
+typedef enum game_state_t {
+    GAME_STATE_RUNNING = 0,
+    GAME_STATE_PAUSE,
+    GAME_STATE_QUIT,
+
+    GAME_STATE_N
+} game_state_t;
 
 typedef struct game_t {
-    player_t *player;
-    platforms_t *platforms;
-    camera_t *camera;
+    lt_t *lt;
+
+    game_state_t state;
+    level_t *level;
+    char *level_file_path;
 } game_t;
 
-game_t *create_game(const char *platforms_file_path)
+game_t *create_game(const char *level_file_path)
 {
-    assert(platforms_file_path);
+    assert(level_file_path);
 
-    game_t *game = malloc(sizeof(game_t));
+    lt_t *const lt = create_lt();
+    if (lt == NULL) {
+        return NULL;
+    }
+
+    game_t *game = PUSH_LT(lt, malloc(sizeof(game_t)), free);
     if (game == NULL) {
         throw_error(ERROR_TYPE_LIBC);
-        goto malloc_game_failed;
+        RETURN_LT(lt, NULL);
     }
 
-    if ((game->player = create_player(100.0f, 0.0f)) == NULL) {
-        goto create_player_failed;
+    game->level = PUSH_LT(
+        lt,
+        create_level_from_file(level_file_path),
+        destroy_level);
+    if (game->level == NULL) {
+        RETURN_LT(lt, NULL);
     }
 
-    if ((game->platforms = load_platforms_from_file(platforms_file_path)) == NULL) {
-        goto create_platforms_failed;
+    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);
+        RETURN_LT(lt, NULL);
     }
 
-    if ((game->camera = create_camera(vec(0.0f, 0.0f))) == NULL) {
-        goto create_camera_failed;
-    }
+    strcpy(game->level_file_path, level_file_path);
 
-    return game;
+    game->state = GAME_STATE_RUNNING;
+    game->lt = lt;
 
-create_camera_failed:
-    free(game->platforms);
-create_platforms_failed:
-    free(game->player);
-create_player_failed:
-    free(game);
-malloc_game_failed:
-    return NULL;
+    return game;
 }
 
 void destroy_game(game_t *game)
 {
     assert(game);
-
-    free(game->camera);
-    free(game->platforms);
-    free(game->player);
-    free(game);
+    RETURN_LT0(game->lt);
 }
 
 int game_render(const game_t *game, SDL_Renderer *renderer)
@@ -63,6 +74,16 @@ int game_render(const game_t *game, SDL_Renderer *renderer)
     assert(game);
     assert(renderer);
 
+    if (game->state == GAME_STATE_QUIT) {
+        return 0;
+    }
+
+    if (level_render(game->level, renderer) < 0) {
+        return -1;
+    }
+
+    SDL_RenderPresent(renderer);
+
     return 0;
 }
 
@@ -71,24 +92,131 @@ int game_update(game_t *game, Uint32 delta_time)
     assert(game);
     assert(delta_time > 0);
 
+    if (game->state == GAME_STATE_QUIT) {
+        return 0;
+    }
+
+    if (game->state == GAME_STATE_RUNNING) {
+        return level_update(game->level, delta_time);
+    }
+
     return 0;
 }
 
+
+static int game_event_pause(game_t *game, const SDL_Event *event)
+{
+    assert(game);
+    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;
+            level_toggle_pause_mode(game->level);
+            break;
+        case SDLK_l:
+            level_toggle_debug_mode(game->level);
+            break;
+        }
+        break;
+    }
+
+    return level_event(game->level, event);
+}
+
+static int game_event_running(game_t *game, const SDL_Event *event)
+{
+    assert(game);
+    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:
+            printf("Reloading the level from '%s'...\n", game->level_file_path);
+
+            game->level = RESET_LT(
+                game->lt,
+                game->level,
+                create_level_from_file(
+                    game->level_file_path));
+
+            if (game->level == NULL) {
+                print_current_error_msg("Could not reload the level");
+                game->state = GAME_STATE_QUIT;
+                return -1;
+            }
+            break;
+
+        case SDLK_q:
+            printf("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");
+                game->state = GAME_STATE_QUIT;
+                return -1;
+            }
+            break;
+
+        case SDLK_p:
+            game->state = GAME_STATE_PAUSE;
+            level_toggle_pause_mode(game->level);
+            break;
+
+        case SDLK_l:
+            level_toggle_debug_mode(game->level);
+            break;
+        }
+        break;
+
+    }
+
+    return level_event(game->level, event);
+}
+
 int game_event(game_t *game, const SDL_Event *event)
 {
     assert(game);
     assert(event);
 
+    switch (game->state) {
+    case GAME_STATE_RUNNING:
+        return game_event_running(game, event);
+
+    case GAME_STATE_PAUSE:
+        return game_event_pause(game, event);
+
+    default: {}
+    }
+
     return 0;
 }
 
+
 int game_input(game_t *game,
                const Uint8 *const keyboard_state,
                SDL_Joystick *the_stick_of_joy)
 {
     assert(game);
     assert(keyboard_state);
-    assert(the_stick_of_joy);
 
-    return 0;
+    if (game->state == GAME_STATE_QUIT || game->state == GAME_STATE_PAUSE) {
+        return 0;
+    }
+
+    return level_input(game->level, keyboard_state, the_stick_of_joy);
+}
+
+int game_over_check(const game_t *game)
+{
+    return game->state == GAME_STATE_QUIT;
 }