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[nothing.git] / src / game.c
index cdf08ab150c2bd573d786795fd33f0d83949426e..7e59f094b5dccccd2476bb10a8a54adf6f105bdb 100644 (file)
 #include "system/nth_alloc.h"
 #include "ui/console.h"
 #include "ui/edit_field.h"
+#include "ui/cursor.h"
 #include "system/str.h"
 #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"
 
-static int game_render_cursor(const Game *game);
-
-typedef enum Game_state {
-    GAME_STATE_LEVEL = 0,
-    GAME_STATE_LEVEL_PICKER,
-    GAME_STATE_LEVEL_EDITOR,
-    GAME_STATE_SETTINGS,
-    GAME_STATE_QUIT
-} Game_state;
 
 typedef struct Game {
     Lt *lt;
 
     Game_state state;
-    Sprite_font *font;
-    LevelPicker *level_picker;
+    Sprite_font font;
+    LevelPicker level_picker;
     LevelEditor *level_editor;
+    Credits *credits;
     Level *level;
     Settings settings;
     Sound_samples *sound_samples;
     Camera camera;
     SDL_Renderer *renderer;
-    SDL_Texture *texture_cursor;
     Console *console;
+    Cursor cursor;
     int console_enabled;
-    int cursor_x;
-    int cursor_y;
 } Game;
 
-static
 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;
 }
@@ -68,23 +63,17 @@ Game *create_game(const char *level_folder,
     }
     game->lt = lt;
 
-    game->font = PUSH_LT(
-        lt,
-        create_sprite_font_from_file(
-            "./assets/images/charmap-oldschool.bmp",
-            renderer),
-        destroy_sprite_font);
-    if (game->font == NULL) {
-        RETURN_LT(lt, NULL);
-    }
+    game->font.texture = load_bmp_font_texture(
+        renderer,
+        "./assets/images/charmap-oldschool.bmp");
+
+    level_picker_populate(&game->level_picker, level_folder);
 
-    game->level_picker = PUSH_LT(
+    game->credits = PUSH_LT(
         lt,
-        create_level_picker(
-            game->font,
-            level_folder),
-        destroy_level_picker);
-    if (game->level_picker == NULL) {
+        create_credits(),
+        destroy_credits);
+    if (game->credits == NULL) {
         RETURN_LT(lt, NULL);
     }
 
@@ -101,34 +90,37 @@ Game *create_game(const char *level_folder,
     game->settings = create_settings();
 
     game->renderer = renderer;
-    game->texture_cursor = PUSH_LT(
-        lt,
-        texture_from_bmp("./assets/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());
+
+    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());
+        }
     }
 
+
     game->console = PUSH_LT(
         lt,
-        create_console(),
+        create_console(game),
         destroy_console);
     if (game->console == NULL) {
         RETURN_LT(lt, NULL);
     }
     game->console_enabled = 0;
 
-    game->cursor_x = 0;
-    game->cursor_y = 0;
-
     game_switch_state(game, GAME_STATE_LEVEL_PICKER);
 
     return game;
@@ -137,6 +129,7 @@ Game *create_game(const char *level_folder,
 void destroy_game(Game *game)
 {
     trace_assert(game);
+    destroy_level_picker(game->level_picker);
     RETURN_LT0(game->lt);
 }
 
@@ -152,7 +145,7 @@ int game_render(const Game *game)
     } break;
 
     case GAME_STATE_LEVEL_PICKER: {
-        if (level_picker_render(game->level_picker, &game->camera) < 0) {
+        if (level_picker_render(&game->level_picker, &game->camera) < 0) {
             return -1;
         }
     } break;
@@ -163,6 +156,12 @@ int game_render(const Game *game)
         }
     } break;
 
+    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;
@@ -176,7 +175,7 @@ int game_render(const Game *game)
         }
     }
 
-    if (game_render_cursor(game) < 0) {
+    if (cursor_render(&game->cursor, game->renderer) < 0) {
         return -1;
     }
 
@@ -192,6 +191,7 @@ int game_sound(Game *game)
         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;
@@ -205,6 +205,11 @@ int game_update(Game *game, float delta_time)
     trace_assert(game);
     trace_assert(delta_time > 0.0f);
 
+    // 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 (game->console_enabled) {
         if (console_update(game->console, delta_time) < 0) {
             return -1;
@@ -224,54 +229,21 @@ int game_update(Game *game, float delta_time)
     } 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;
         }
 
-        const char *level_filename = level_picker_selected_level(game->level_picker);
+        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),
-                    destroy_level);
-            } else {
-                game->level = RESET_LT(
-                    game->lt,
-                    game->level,
-                    create_level_from_level_editor(
-                        game->level_editor));
-            }
-
-            if (game->level == NULL) {
+            if (game_load_level(game, level_filename) < 0) {
                 return -1;
             }
-
-            game_switch_state(game, GAME_STATE_LEVEL);
         }
-
     } break;
 
     case GAME_STATE_LEVEL_EDITOR: {
@@ -284,6 +256,12 @@ int game_update(Game *game, float delta_time)
         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_SETTINGS: {
         settings_update(&game->settings, &game->camera, delta_time);
         sound_samples_update_volume(
@@ -318,6 +296,10 @@ static int game_event_running(Game *game, const SDL_Event *event)
                     return -1;
                 }
 
+                level_disable_pause_mode(
+                    game->level,
+                    &game->camera,
+                    game->sound_samples);
                 camera_disable_debug_mode(&game->camera);
             } break;
 
@@ -344,13 +326,13 @@ static int game_event_level_picker(Game *game, const SDL_Event *event)
             if (game->level_editor == NULL) {
                 game->level_editor = PUSH_LT(
                     game->lt,
-                    create_level_editor(),
+                    create_level_editor(&game->cursor),
                     destroy_level_editor);
             } else {
                 game->level_editor = RESET_LT(
                     game->lt,
                     game->level_editor,
-                    create_level_editor());
+                    create_level_editor(&game->cursor));
             }
 
             if (game->level_editor == NULL) {
@@ -378,6 +360,10 @@ static int game_event_level_picker(Game *game, const SDL_Event *event)
             game_switch_state(game, GAME_STATE_LEVEL);
         } break;
 
+        case SDLK_i: {
+            game_switch_state(game, GAME_STATE_CREDITS);
+        } break;
+
         case SDLK_s: {
             game_switch_state(game, GAME_STATE_SETTINGS);
         } break;
@@ -385,7 +371,7 @@ static int game_event_level_picker(Game *game, const SDL_Event *event)
     } break;
     }
 
-    return level_picker_event(game->level_picker, event, &game->camera);
+    return level_picker_event(&game->level_picker, event);
 }
 
 static int game_event_level_editor(Game *game, const SDL_Event *event)
@@ -426,13 +412,9 @@ int game_event(Game *game, const SDL_Event *event)
         return 0;
     } break;
 
-    case SDL_MOUSEMOTION: {
-        game->cursor_x = event->motion.x;
-        game->cursor_y = event->motion.y;
-    } break;
-
     case SDL_KEYDOWN: {
-        if (event->key.keysym.sym == SDLK_q && event->key.keysym.mod & KMOD_CTRL) {
+        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;
         }
@@ -461,9 +443,11 @@ int game_event(Game *game, const SDL_Event *event)
             switch (event->key.keysym.sym) {
             case SDLK_BACKQUOTE:
             case SDLK_c: {
-                SDL_StartTextInput();
-                game->console_enabled = 1;
-                console_slide_down(game->console);
+                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;
@@ -481,6 +465,19 @@ int game_event(Game *game, const SDL_Event *event)
     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: {
@@ -502,9 +499,9 @@ int game_event(Game *game, const SDL_Event *event)
     return -1;
 }
 
-
-// TODO: get rid of keyboard_state (because it's a global var and can
-// be check anywhere anyway). And introduce *_joystick methods.
+// 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)
@@ -518,6 +515,7 @@ int game_input(Game *game,
 
     switch (game->state) {
     case GAME_STATE_SETTINGS:
+    case GAME_STATE_CREDITS:
     case GAME_STATE_QUIT:
     case GAME_STATE_LEVEL_EDITOR:
         return 0;
@@ -526,7 +524,7 @@ int game_input(Game *game,
         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;
@@ -537,17 +535,46 @@ int game_over_check(const Game *game)
     return game->state == GAME_STATE_QUIT;
 }
 
-// Private Functions
-
-static int game_render_cursor(const Game *game)
+int game_load_level(Game *game, const char *level_filename)
 {
     trace_assert(game);
+    trace_assert(level_filename);
 
-    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) {
+    if (game->level_editor == NULL) {
+        game->level_editor = PUSH_LT(
+            game->lt,
+            create_level_editor_from_file(level_filename, &game->cursor),
+            destroy_level_editor);
+    } else {
+        game->level_editor = RESET_LT(
+            game->lt,
+            game->level_editor,
+            create_level_editor_from_file(level_filename, &game->cursor));
+    }
+
+    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),
+            destroy_level);
+    } else {
+        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);
+
     return 0;
 }