-#include <SDL2/SDL.h>
-#include <SDL2/SDL_mixer.h>
-#include <assert.h>
+#include <SDL.h>
+#include "system/stacktrace.h"
#include <stdio.h>
#include "game.h"
-#include "ui/edit_field.h"
#include "game/level.h"
-#include "ui/console.h"
#include "game/sound_samples.h"
-#include "system/error.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_CONSOLE,
- GAME_STATE_QUIT,
-
- GAME_STATE_N
+ 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;
- char *level_file_path;
Sound_samples *sound_samples;
Camera *camera;
- Sprite_font *font;
Console *console;
SDL_Renderer *renderer;
+ SDL_Texture *texture_cursor;
+ int cursor_x;
+ int cursor_y;
} Game;
-Game *create_game(const char *level_file_path,
- const char *sound_sample_files[],
- size_t sound_sample_files_count,
- SDL_Renderer *renderer)
+Game *create_game(const char *level_folder,
+ const char *sound_sample_files[],
+ size_t sound_sample_files_count,
+ SDL_Renderer *renderer)
{
- 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, malloc(sizeof(Game)), free);
+ Game *game = PUSH_LT(lt, nth_calloc(1, sizeof(Game)), free);
if (game == NULL) {
- throw_error(ERROR_TYPE_LIBC);
RETURN_LT(lt, NULL);
}
game->lt = lt;
- game->renderer = renderer;
+ game->state = GAME_STATE_LEVEL_PICKER;
- game->level = PUSH_LT(
+ game->broadcast = PUSH_LT(
lt,
- create_level_from_file(level_file_path),
- destroy_level);
- if (game->level == 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);
+ create_broadcast(game),
+ destroy_broadcast);
+ if (game->broadcast == NULL) {
RETURN_LT(lt, NULL);
}
- strcpy(game->level_file_path, level_file_path);
game->font = PUSH_LT(
lt,
- create_sprite_font_from_file("fonts/charmap-oldschool.bmp", renderer),
+ create_sprite_font_from_file(
+ "images/charmap-oldschool.bmp",
+ renderer),
destroy_sprite_font);
if (game->font == NULL) {
RETURN_LT(lt, NULL);
}
- game->camera = PUSH_LT(lt, create_camera(renderer, game->font), destroy_camera);
- if (game->camera == 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);
}
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(
lt,
- create_console(game->level, game->font),
+ create_console(game->broadcast, game->font),
destroy_console);
if (game->console == NULL) {
RETURN_LT(lt, NULL);
}
- game->state = GAME_STATE_RUNNING;
+ 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 *game)
{
- assert(game);
+ trace_assert(game);
RETURN_LT0(game->lt);
}
int game_render(const Game *game)
{
- assert(game);
+ 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 (level_render(game->level, game->camera) < 0) {
- return -1;
- }
+ case GAME_STATE_CONSOLE: {
+ if (level_render(game->level, game->camera) < 0) {
+ return -1;
+ }
+
+ if (console_render(game->console, game->camera, game->renderer) < 0) {
+ return -1;
+ }
+ } break;
+
+ case GAME_STATE_LEVEL_PICKER: {
+ if (level_picker_render(game->level_picker, game->camera, game->renderer) < 0) {
+ return -1;
+ }
- if (game->state == GAME_STATE_CONSOLE) {
- if (console_render(game->console, game->renderer) < 0) {
+ if (game_render_cursor(game) < 0) {
return -1;
}
+ } break;
+
+ 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_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_LEVEL_EDITOR:
+ case GAME_STATE_QUIT:
+ return 0;
+ }
+
+ return 0;
}
int game_update(Game *game, float delta_time)
{
- assert(game);
- assert(delta_time > 0.0f);
+ trace_assert(game);
+ trace_assert(delta_time > 0.0f);
- if (game->state == GAME_STATE_QUIT) {
- return 0;
- }
+ 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;
+ }
- if (game->state == GAME_STATE_RUNNING || game->state == GAME_STATE_CONSOLE) {
+ } break;
+
+ case GAME_STATE_CONSOLE: {
if (level_update(game->level, delta_time) < 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;
+ }
+ } break;
+
+ case GAME_STATE_PAUSE:
+ case GAME_STATE_QUIT:
+ break;
}
return 0;
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:
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_r:
- printf("Reloading the level from '%s'...\n", game->level_file_path);
+ case SDLK_r: {
+ const char *level_filename = level_picker_selected_level(game->level_picker);
+
+ log_info("Reloading the level from '%s'...\n", level_filename);
+
+ game->level_editor = RESET_LT(
+ game->lt,
+ 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;
+ }
game->level = RESET_LT(
game->lt,
game->level,
- create_level_from_file(
- game->level_file_path));
-
+ create_level_from_level_editor(
+ game->level_editor,
+ game->broadcast));
if (game->level == NULL) {
- print_current_error_msg("Could not reload the level");
+ log_fail("Could not reload level %s\n", level_filename);
game->state = GAME_STATE_QUIT;
return -1;
}
camera_disable_debug_mode(game->camera);
+ } break;
- 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:
+ case SDLK_p: {
game->state = GAME_STATE_PAUSE;
camera_toggle_blackwhite_mode(game->camera);
sound_samples_toggle_pause(game->sound_samples);
- break;
+ } break;
- case SDLK_l:
+ case SDLK_l: {
camera_toggle_debug_mode(game->camera);
level_toggle_debug_mode(game->level);
- break;
+ } break;
+
+ case SDLK_TAB: {
+ game->state = GAME_STATE_LEVEL_EDITOR;
+ SDL_SetRelativeMouseMode(true);
+ } break;
+ }
+ } break;
+ case SDL_KEYUP: {
+ switch (event->key.keysym.sym) {
case SDLK_BACKQUOTE:
- case SDLK_c:
+ case SDLK_c: {
+ SDL_StartTextInput();
game->state = GAME_STATE_CONSOLE;
- /* TODO(#404): when console is enabled a backquote pressed event sneaks into edit_field a gets inserted */
console_slide_down(game->console);
- break;
+ } break;
}
- break;
-
+ } break;
}
return level_event(game->level, event);
static int game_event_console(Game *game, const SDL_Event *event)
{
switch (event->type) {
- case SDL_QUIT:
- game->state = GAME_STATE_QUIT;
- return 0;
-
case SDL_KEYDOWN:
switch (event->key.keysym.sym) {
case SDLK_ESCAPE:
- case SDLK_BACKQUOTE:
- case SDLK_c:
+ SDL_StopTextInput();
game->state = GAME_STATE_RUNNING;
return 0;
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);
+}
+
+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;
+ SDL_SetRelativeMouseMode(false);
+ } break;
+ }
+ } break;
+ }
+
+ return level_editor_event(game->level_editor, event, game->camera);
+}
+
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:
case GAME_STATE_CONSOLE:
return game_event_console(game, event);
- default: {}
+ 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;
}
const Uint8 *const keyboard_state,
SDL_Joystick *the_stick_of_joy)
{
- assert(game);
- assert(keyboard_state);
+ 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:
+ case GAME_STATE_LEVEL_EDITOR:
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);
+ } 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;
+}