]> git.lizzy.rs Git - nothing.git/blobdiff - src/game.c
Remove Lt from LevelEditor
[nothing.git] / src / game.c
index 4aa5a65fc2ebc4ed970171c3c35c7ea2b15ea98a..989319f84fd1faf0fe5a3ce0a0225b1b0d675596 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 "ebisp/builtins.h"
-#include "broadcast.h"
 #include "sdl/texture.h"
 #include "game/level/level_editor/background_layer.h"
 #include "game/level/level_editor.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_QUIT
-} Game_state;
+#include "game/settings.h"
+#include "game/credits.h"
 
 typedef struct Game {
     Lt *lt;
 
     Game_state state;
-    Broadcast *broadcast;
-    Sprite_font *font;
-    LevelPicker *level_picker;
-    LevelEditor *level_editor;
+    Sprite_font font;
+    Memory tmpmem;
+    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;
-    int cursor_x;
-    int cursor_y;
+    Console *console;
+    Cursor cursor;
+    int console_enabled;
 } 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;
 }
@@ -66,32 +63,21 @@ Game *create_game(const char *level_folder,
     }
     game->lt = lt;
 
+    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->tmpmem.capacity = TMPMEM_CAPACITY;
+    game->tmpmem.buffer = malloc(TMPMEM_CAPACITY);
+    trace_assert(game->tmpmem.buffer);
 
-    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);
-    }
+    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);
     }
 
@@ -105,24 +91,40 @@ Game *create_game(const char *level_folder,
         RETURN_LT(lt, NULL);
     }
 
+    game->settings = create_settings();
+
     game->renderer = renderer;
-    game->texture_cursor = PUSH_LT(
+
+    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,
-        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());
+        create_console(game),
+        destroy_console);
+    if (game->console == NULL) {
+        RETURN_LT(lt, NULL);
     }
-    game->cursor_x = 0;
-    game->cursor_y = 0;
+    game->console_enabled = 0;
 
     game_switch_state(game, GAME_STATE_LEVEL_PICKER);
 
@@ -132,6 +134,8 @@ Game *create_game(const char *level_folder,
 void destroy_game(Game *game)
 {
     trace_assert(game);
+    destroy_level_picker(game->level_picker);
+    free(game->tmpmem.buffer);
     RETURN_LT0(game->lt);
 }
 
@@ -144,36 +148,43 @@ int game_render(const Game *game)
         if (level_render(game->level, &game->camera) < 0) {
             return -1;
         }
-
-        if (game_render_cursor(game) < 0) {
-            return -1;
-        }
-
     } break;
 
     case GAME_STATE_LEVEL_PICKER: {
-        if (level_picker_render(game->level_picker, &game->camera) < 0) {
-            return -1;
-        }
-
-        if (game_render_cursor(game) < 0) {
+        if (level_picker_render(&game->level_picker, &game->camera) < 0) {
             return -1;
         }
     } break;
 
     case GAME_STATE_LEVEL_EDITOR: {
-        if (level_editor_render(game->level_editor, &game->camera) < 0) {
+        if (level_editor_render(&game->level_editor, &game->camera) < 0) {
             return -1;
         }
+    } break;
 
-        if (game_render_cursor(game) < 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;
 }
 
@@ -182,8 +193,12 @@ int game_sound(Game *game)
     switch (game->state) {
     case GAME_STATE_LEVEL:
         return level_sound(game->level, game->sound_samples);
-    case GAME_STATE_LEVEL_PICKER:
     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;
     }
@@ -196,6 +211,17 @@ 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;
+        }
+    }
+
     switch (game->state) {
     case GAME_STATE_LEVEL: {
         if (level_update(game->level, delta_time) < 0) {
@@ -209,68 +235,44 @@ 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) {
+            if (game_load_level(game, level_filename) < 0) {
                 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;
-            }
-
-            //TODO(#1071): Move level picker volume update to a more appropriate place
-            sound_samples_update_volume(game->sound_samples, level_picker_get_volume(game->level_picker));
-            game_switch_state(game, GAME_STATE_LEVEL);
         }
-
     } break;
 
     case GAME_STATE_LEVEL_EDITOR: {
         if (level_editor_focus_camera(
-                game->level_editor,
+                &game->level_editor,
                 &game->camera) < 0) {
             return -1;
         }
 
-        level_editor_update(game->level_editor, 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(
+            game->sound_samples,
+            game->settings.volume_slider.value);
     } break;
 
     case GAME_STATE_QUIT:
@@ -294,13 +296,16 @@ static int game_event_running(Game *game, const SDL_Event *event)
                     game->lt,
                     game->level,
                     create_level_from_level_editor(
-                        game->level_editor,
-                        game->broadcast));
+                        &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;
 
@@ -324,36 +329,20 @@ static int game_event_level_picker(Game *game, const SDL_Event *event)
     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;
-            }
+            level_editor_clean(&game->level_editor);
 
             if (game->level == NULL) {
                 game->level = PUSH_LT(
                     game->lt,
                     create_level_from_level_editor(
-                        game->level_editor,
-                        game->broadcast),
+                        &game->level_editor),
                     destroy_level);
             } else {
                 game->level = RESET_LT(
                     game->lt,
                     game->level,
                     create_level_from_level_editor(
-                        game->level_editor,
-                        game->broadcast));
+                        &game->level_editor));
             }
 
             if (game->level == NULL) {
@@ -362,11 +351,19 @@ 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;
         }
     } 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)
@@ -382,8 +379,7 @@ static int game_event_level_editor(Game *game, const SDL_Event *event)
                 game->lt,
                 game->level,
                 create_level_from_level_editor(
-                    game->level_editor,
-                    game->broadcast));
+                    &game->level_editor));
             if (game->level == NULL) {
                 return -1;
             }
@@ -393,7 +389,7 @@ static int game_event_level_editor(Game *game, const SDL_Event *event)
     } break;
     }
 
-    return level_editor_event(game->level_editor, event, &game->camera);
+    return level_editor_event(&game->level_editor, event, &game->camera);
 }
 
 int game_event(Game *game, const SDL_Event *event)
@@ -401,25 +397,56 @@ 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_switch_state(game, GAME_STATE_QUIT);
         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;
         }
     } break;
     }
 
+    // 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: {}
+            }
+
+        default: {}
+        }
+
+        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;
+        }
+    }
+
+    // State event handling
     switch (game->state) {
     case GAME_STATE_LEVEL:
         return game_event_running(game, event);
@@ -430,6 +457,33 @@ 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: {
+            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;
     }
@@ -437,7 +491,9 @@ int game_event(Game *game, const SDL_Event *event)
     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)
@@ -445,7 +501,13 @@ 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_LEVEL_EDITOR:
         return 0;
@@ -454,7 +516,7 @@ 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;
@@ -465,43 +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;
-    }
-
-    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_switch_state(game, GAME_STATE_LEVEL_PICKER);
-        return eval_success(NIL(gc));
+    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));
     }
 
-    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) {
+    if (game->level == NULL) {
         return -1;
     }
 
+    game_switch_state(game, GAME_STATE_LEVEL);
+
     return 0;
 }