]> git.lizzy.rs Git - nothing.git/blobdiff - src/game.c
Remove Lt from LevelEditor
[nothing.git] / src / game.c
index 11de5ccdbabc3cfc90bc88f8eb2a7cf90d79dc06..989319f84fd1faf0fe5a3ce0a0225b1b0d675596 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 "system/nth_alloc.h"
 #include "ui/console.h"
 #include "ui/edit_field.h"
+#include "ui/cursor.h"
 #include "system/str.h"
-#include "ebisp/builtins.h"
-#include "broadcast.h"
-
-typedef enum Game_state {
-    GAME_STATE_RUNNING = 0,
-    GAME_STATE_PAUSE,
-    GAME_STATE_CONSOLE,
-    GAME_STATE_LEVEL_PICKER,
-    GAME_STATE_QUIT
-} Game_state;
+#include "sdl/texture.h"
+#include "game/level/level_editor/background_layer.h"
+#include "game/level/level_editor.h"
+#include "game/settings.h"
+#include "game/credits.h"
 
 typedef struct Game {
     Lt *lt;
 
     Game_state state;
-    Broadcast *broadcast;
-    Sprite_font *font;
-    LevelPicker *level_picker;
+    Sprite_font font;
+    Memory tmpmem;
+    LevelPicker level_picker;
+    LevelEditor level_editor;
+    Credits *credits;
     Level *level;
-    char *level_file_path;
+    Settings settings;
     Sound_samples *sound_samples;
-    Camera *camera;
-    Console *console;
+    Camera camera;
     SDL_Renderer *renderer;
+    Console *console;
+    Cursor cursor;
+    int console_enabled;
 } Game;
 
-Game *create_game(const char *level_file_path,
+void game_switch_state(Game *game, Game_state state)
+{
+    game->cursor.style = CURSOR_STYLE_POINTER;
+    if (state == GAME_STATE_LEVEL_PICKER) {
+        level_picker_clean_selection(&game->level_picker);
+    }
+    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,
                   SDL_Renderer *renderer)
 {
-    trace_assert(level_file_path);
+    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->font.texture = load_bmp_font_texture(
+        renderer,
+        "./assets/images/charmap-oldschool.bmp");
 
-    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",
-            renderer),
-        destroy_sprite_font);
-    if (game->font == NULL) {
-        RETURN_LT(lt, NULL);
-    }
-
-    game->level_picker = PUSH_LT(
-        lt,
-        create_level_picker(
-            game->font,
-            level_file_path),
-        destroy_level_picker);
-    if (game->level_picker == NULL) {
-        RETURN_LT(lt, NULL);
-    }
+    game->tmpmem.capacity = TMPMEM_CAPACITY;
+    game->tmpmem.buffer = malloc(TMPMEM_CAPACITY);
+    trace_assert(game->tmpmem.buffer);
 
-    game->level = NULL;
+    level_picker_populate(&game->level_picker, level_folder);
 
-    game->level_file_path = PUSH_LT(
+    game->credits = PUSH_LT(
         lt,
-        string_duplicate(level_file_path, NULL),
-        free);
-    if (game->level_file_path == NULL) {
+        create_credits(),
+        destroy_credits);
+    if (game->credits == NULL) {
         RETURN_LT(lt, NULL);
     }
 
@@ -107,23 +91,42 @@ Game *create_game(const char *level_file_path,
         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->settings = create_settings();
+
+    game->renderer = renderer;
+
+    for (Cursor_Style style = 0; style < CURSOR_STYLE_N; ++style) {
+        game->cursor.texs[style] = PUSH_LT(
+            lt,
+            texture_from_bmp(cursor_style_tex_files[style], renderer),
+            SDL_DestroyTexture);
+        if (SDL_SetTextureBlendMode(
+                game->cursor.texs[style],
+                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 while setting blending mode for `%s': %s\n",
+                     cursor_style_tex_files[style],
+                     SDL_GetError());
+        }
     }
 
+    create_level_editor(&game->level_editor, &game->cursor);
+
     game->console = PUSH_LT(
         lt,
-        create_console(game->broadcast, game->font),
+        create_console(game),
         destroy_console);
     if (game->console == NULL) {
         RETURN_LT(lt, NULL);
     }
+    game->console_enabled = 0;
 
-    game->renderer = renderer;
+    game_switch_state(game, GAME_STATE_LEVEL_PICKER);
 
     return game;
 }
@@ -131,6 +134,8 @@ Game *create_game(const char *level_file_path,
 void destroy_game(Game *game)
 {
     trace_assert(game);
+    destroy_level_picker(game->level_picker);
+    free(game->tmpmem.buffer);
     RETURN_LT0(game->lt);
 }
 
@@ -139,43 +144,61 @@ 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) {
+    case GAME_STATE_LEVEL_PICKER: {
+        if (level_picker_render(&game->level_picker, &game->camera) < 0) {
             return -1;
         }
+    } break;
 
-        if (console_render(game->console, game->renderer) < 0) {
+    case GAME_STATE_LEVEL_EDITOR: {
+        if (level_editor_render(&game->level_editor, &game->camera) < 0) {
             return -1;
         }
     } break;
 
-    case GAME_STATE_LEVEL_PICKER: {
-        if (level_picker_render(game->level_picker, game->camera, game->renderer) < 0) {
+    case GAME_STATE_CREDITS: {
+        if (credits_render(game->credits, &game->camera) < 0) {
             return -1;
         }
     } break;
 
+    case GAME_STATE_SETTINGS: {
+        settings_render(&game->settings, &game->camera);
+    } break;
+
     case GAME_STATE_QUIT: break;
     }
 
+    if (game->console_enabled) {
+        if (console_render(game->console, &game->camera) < 0) {
+            return -1;
+        }
+    }
+
+    if (cursor_render(&game->cursor, game->renderer) < 0) {
+        return -1;
+    }
+
     return 0;
 }
 
 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_EDITOR:
+        level_editor_sound(&game->level_editor, game->sound_samples);
+        return 0;
     case GAME_STATE_LEVEL_PICKER:
+    case GAME_STATE_CREDITS:
+    case GAME_STATE_SETTINGS:
     case GAME_STATE_QUIT:
         return 0;
     }
@@ -188,60 +211,70 @@ 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;
-        }
+    // TODO(#1218): effective scale recalculation should be probably done only when the size of the window is changed
+    SDL_Rect view_port;
+    SDL_RenderGetViewport(game->camera.renderer, &view_port);
+    game->camera.effective_scale = effective_scale(&view_port);
 
-        if (level_enter_camera_event(game->level, game->camera) < 0) {
+    if (game->console_enabled) {
+        if (console_update(game->console, delta_time) < 0) {
             return -1;
         }
+    }
 
-    } break;
-
-    case GAME_STATE_CONSOLE: {
+    switch (game->state) {
+    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;
         }
 
-        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) {
+        if (level_picker_update(&game->level_picker, &game->camera, 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_file_path = level_picker_selected_level(game->level_picker);
+        const char *level_filename = 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) {
+        if (level_filename != NULL) {
+            if (game_load_level(game, level_filename) < 0) {
                 return -1;
             }
+        }
+    } break;
 
-            game->state = GAME_STATE_RUNNING;
+    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_CREDITS: {
+        if (credits_update(game->credits, &game->camera, delta_time) < 0) {
+            return -1;
         }
     } break;
 
-    case GAME_STATE_PAUSE:
+    case GAME_STATE_SETTINGS: {
+        settings_update(&game->settings, &game->camera, delta_time);
+        sound_samples_update_volume(
+            game->sound_samples,
+            game->settings.volume_slider.value);
+    } break;
+
     case GAME_STATE_QUIT:
         break;
     }
@@ -249,166 +282,218 @@ 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;
+                }
+
+                level_disable_pause_mode(
+                    game->level,
+                    &game->camera,
+                    game->sound_samples);
+                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_n: {
+            level_editor_clean(&game->level_editor);
 
-    case SDL_KEYDOWN:
-        switch (event->key.keysym.sym) {
-        case SDLK_r:
-            log_info("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, game->broadcast));
+            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 (game->level == NULL) {
-                log_fail("Could not reload level %s\n", game->level_file_path);
-                game->state = GAME_STATE_QUIT;
                 return -1;
             }
 
-            camera_disable_debug_mode(game->camera);
+            game_switch_state(game, GAME_STATE_LEVEL);
+        } break;
 
-            break;
+        case SDLK_i: {
+            game_switch_state(game, GAME_STATE_CREDITS);
+        } break;
 
-        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, game->broadcast) < 0) {
-                log_fail("Could not reload level %s\n", game->level_file_path);
-                game->state = GAME_STATE_QUIT;
-                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;
+        case SDLK_s: {
+            game_switch_state(game, GAME_STATE_SETTINGS);
+        } 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;
-
+    } break;
     }
 
-    return level_event(game->level, event);
+    return level_picker_event(&game->level_picker, event);
 }
 
-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);
 
+    // Global event handling
     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_KEYDOWN: {
+        if ((event->key.keysym.sym == SDLK_q && event->key.keysym.mod & KMOD_CTRL) ||
+            (event->key.keysym.sym == SDLK_F4 && event->key.keysym.mod & KMOD_ALT)) {
+            game_switch_state(game, GAME_STATE_QUIT);
+            return 0;
+        }
+    } break;
     }
-}
 
-int game_event(Game *game, const SDL_Event *event)
-{
-    trace_assert(game);
-    trace_assert(event);
+    // Console event handling
+    if (game->console_enabled) {
+        switch (event->type) {
+        case SDL_KEYDOWN:
+            switch (event->key.keysym.sym) {
+            case SDLK_ESCAPE:
+                SDL_StopTextInput();
+                game->console_enabled = 0;
+                return 0;
+            default: {}
+            }
 
-    switch (game->state) {
-    case GAME_STATE_RUNNING:
-        return game_event_running(game, event);
+        default: {}
+        }
 
-    case GAME_STATE_PAUSE:
-        return game_event_pause(game, event);
+        return console_handle_event(game->console, event);
+    } else {
+        switch (event->type) {
+        case SDL_KEYUP: {
+            switch (event->key.keysym.sym) {
+            case SDLK_BACKQUOTE:
+            case SDLK_c: {
+                if (event->key.keysym.mod == KMOD_NONE || event->key.keysym.mod == KMOD_NUM) {
+                    SDL_StartTextInput();
+                    game->console_enabled = 1;
+                    console_slide_down(game->console);
+                }
+            } break;
+            }
+        } break;
+        }
+    }
 
-    case GAME_STATE_CONSOLE:
-        return game_event_console(game, event);
+    // State event handling
+    switch (game->state) {
+    case GAME_STATE_LEVEL:
+        return game_event_running(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_CREDITS: {
+        switch (event->type) {
+        case SDL_KEYDOWN: {
+            if (event->key.keysym.sym == SDLK_ESCAPE) {
+                game_switch_state(game, GAME_STATE_LEVEL_PICKER);
+                return 0;
+            }
+        } break;
+        }
+
+        return 0;
+    } break;
+
+    case GAME_STATE_SETTINGS: {
+        switch (event->type) {
+        case SDL_KEYDOWN: {
+            if (event->key.keysym.sym == SDLK_ESCAPE) {
+                game_switch_state(game, GAME_STATE_LEVEL_PICKER);
+                return 0;
+            }
+        } break;
+        }
+
+        settings_event(&game->settings, &game->camera, event);
+        return 0;
+    } break;
+
+    case GAME_STATE_QUIT:
+        return 0;
     }
 
-    return 0;
+    return -1;
 }
 
-
+// TODO(#1145): get rid of keyboard_state and introduce *_joystick methods
+//
+// keyboard_state is a global var and can be check anywhere anyway
 int game_input(Game *game,
                const Uint8 *const keyboard_state,
                SDL_Joystick *the_stick_of_joy)
@@ -416,17 +501,22 @@ int game_input(Game *game,
     trace_assert(game);
     trace_assert(keyboard_state);
 
+    if (game->console_enabled) {
+        return 0;
+    }
+
     switch (game->state) {
+    case GAME_STATE_SETTINGS:
+    case GAME_STATE_CREDITS:
     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:
-        return level_picker_input(game->level_picker, keyboard_state, the_stick_of_joy);
+        return level_picker_input(&game->level_picker, keyboard_state, the_stick_of_joy);
     }
 
     return 0;
@@ -437,24 +527,33 @@ 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)
+int game_load_level(Game *game, const char *level_filename)
 {
     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;
+    trace_assert(level_filename);
+
+    memory_clean(&game->tmpmem);
+    level_editor_load_from_file(&game->level_editor, &game->tmpmem, level_filename);
+
+    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 (strcmp(target, "level") == 0) {
-        return level_send(game->level, gc, scope, rest);
+    if (game->level == NULL) {
+        return -1;
     }
 
-    return unknown_target(gc, "game", target);
+    game_switch_state(game, GAME_STATE_LEVEL);
+
+    return 0;
 }