]> git.lizzy.rs Git - nothing.git/blobdiff - src/game.c
Remove TODO(#345)
[nothing.git] / src / game.c
index 8d64d08195a65697a1be4d2b0d53191b66c55f03..a452faaaa93060bf5750289a545847c2dea1bfed 100644 (file)
@@ -1,44 +1,60 @@
-#include <stdio.h>
-#include <assert.h>
 #include <SDL2/SDL.h>
+#include <SDL2/SDL_mixer.h>
+#include <assert.h>
+#include <stdio.h>
 
-#include "./player.h"
-#include "./platforms.h"
-#include "./game.h"
-#include "./error.h"
-#include "./level.h"
-#include "./lt.h"
+#include "game.h"
+#include "game/debug_tree.h"
+#include "game/edit_field.h"
+#include "game/level.h"
+#include "game/level/console.h"
+#include "game/sound_samples.h"
+#include "system/error.h"
+#include "system/lt.h"
 
-typedef enum game_state_t {
+typedef enum Game_state {
     GAME_STATE_RUNNING = 0,
     GAME_STATE_PAUSE,
+    GAME_STATE_CONSOLE,
     GAME_STATE_QUIT,
 
     GAME_STATE_N
-} game_state_t;
+} Game_state;
 
-typedef struct game_t {
-    lt_t *lt;
+typedef struct Game {
+    Lt *lt;
 
-    game_state_t state;
-    level_t *level;
+    Game_state state;
+    Level *level;
     char *level_file_path;
-} game_t;
-
-game_t *create_game(const char *level_file_path)
+    Sound_samples *sound_samples;
+    Camera *camera;
+    Sprite_font *font;
+    Debug_tree *debug_tree;
+    Console *console;
+    SDL_Renderer *renderer;
+} Game;
+
+Game *create_game(const char *level_file_path,
+                    const char *sound_sample_files[],
+                    size_t sound_sample_files_count,
+                    SDL_Renderer *renderer)
 {
     assert(level_file_path);
 
-    lt_t *const lt = create_lt();
+    Lt *const lt = create_lt();
     if (lt == NULL) {
         return NULL;
     }
 
-    game_t *game = PUSH_LT(lt, malloc(sizeof(game_t)), free);
+    Game *game = PUSH_LT(lt, malloc(sizeof(Game)), free);
     if (game == NULL) {
         throw_error(ERROR_TYPE_LIBC);
         RETURN_LT(lt, NULL);
     }
+    game->lt = lt;
+
+    game->renderer = renderer;
 
     game->level = PUSH_LT(
         lt,
@@ -53,67 +69,112 @@ game_t *create_game(const char *level_file_path)
         throw_error(ERROR_TYPE_LIBC);
         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),
+        destroy_sprite_font);
+    if (game->font == NULL) {
+        RETURN_LT(lt, NULL);
+    }
+
+    game->debug_tree = PUSH_LT(
+        lt,
+        create_debug_tree(game->font),
+        destroy_debug_tree);
+    if (game->debug_tree == 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->sound_samples = PUSH_LT(
+        lt,
+        create_sound_samples(
+            sound_sample_files,
+            sound_sample_files_count),
+        destroy_sound_samples);
+    if (game->sound_samples == NULL) {
+        RETURN_LT(lt, NULL);
+    }
+
+    game->console = PUSH_LT(
+        lt,
+        create_console(game->level, game->font),
+        destroy_console);
+    if (game->console == NULL) {
+        RETURN_LT(lt, NULL);
+    }
+
     game->state = GAME_STATE_RUNNING;
-    game->lt = lt;
 
     return game;
 }
 
-void destroy_game(game_t *game)
+void destroy_game(Game *game)
 {
     assert(game);
     RETURN_LT0(game->lt);
 }
 
-int game_render(const game_t *game, SDL_Renderer *renderer)
+int game_render(const Game *game)
 {
     assert(game);
-    assert(renderer);
 
     if (game->state == GAME_STATE_QUIT) {
         return 0;
     }
 
-    if (SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255) < 0) {
-        throw_error(ERROR_TYPE_SDL2);
+    if (level_render(game->level, game->camera) < 0) {
         return -1;
     }
 
-    if (SDL_RenderClear(renderer) < 0) {
-        throw_error(ERROR_TYPE_SDL2);
+    if (debug_tree_render(game->debug_tree, game->renderer) < 0) {
         return -1;
     }
 
-    if (level_render(game->level, renderer) < 0) {
-        return -1;
+    if (game->state == GAME_STATE_CONSOLE) {
+        if (console_render(game->console, game->renderer) < 0) {
+            return -1;
+        }
     }
 
-    SDL_RenderPresent(renderer);
-
     return 0;
 }
 
-int game_update(game_t *game, Uint32 delta_time)
+int game_sound(Game *game)
+{
+    return level_sound(game->level, game->sound_samples);
+}
+
+int game_update(Game *game, float delta_time)
 {
     assert(game);
-    assert(delta_time > 0);
+    assert(delta_time > 0.0f);
 
     if (game->state == GAME_STATE_QUIT) {
         return 0;
     }
 
-    if (game->state == GAME_STATE_RUNNING) {
-        return level_update(game->level, delta_time);
+    if (game->state == GAME_STATE_RUNNING || game->state == GAME_STATE_CONSOLE) {
+        if (level_update(game->level, delta_time) < 0) {
+            return -1;
+        }
+
+        if (level_enter_camera_event(game->level, game->camera) < 0) {
+            return -1;
+        }
     }
 
     return 0;
 }
 
 
-static int game_event_pause(game_t *game, const SDL_Event *event)
+static int game_event_pause(Game *game, const SDL_Event *event)
 {
     assert(game);
     assert(event);
@@ -127,9 +188,13 @@ static int game_event_pause(game_t *game, const SDL_Event *event)
         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);
+            debug_tree_toggle_enabled(game->debug_tree);
             break;
         }
         break;
@@ -138,7 +203,7 @@ static int game_event_pause(game_t *game, const SDL_Event *event)
     return level_event(game->level, event);
 }
 
-static int game_event_running(game_t *game, const SDL_Event *event)
+static int game_event_running(Game *game, const SDL_Event *event)
 {
     assert(game);
     assert(event);
@@ -156,21 +221,42 @@ static int game_event_running(game_t *game, const SDL_Event *event)
             game->level = RESET_LT(
                 game->lt,
                 game->level,
-                create_level_from_file(game->level_file_path));
+                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;
             }
+
+            camera_disable_debug_mode(game->camera);
+
+            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;
+            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);
+            debug_tree_toggle_enabled(game->debug_tree);
+            break;
+
+        case SDLK_BACKQUOTE:
+            game->state = GAME_STATE_CONSOLE;
             break;
         }
         break;
@@ -180,7 +266,30 @@ static int game_event_running(game_t *game, const SDL_Event *event)
     return level_event(game->level, event);
 }
 
-int game_event(game_t *game, const SDL_Event *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:
+            game->state = GAME_STATE_RUNNING;
+            return 0;
+
+        default: {}
+        }
+
+    default: {}
+    }
+
+    return console_handle_event(game->console, event);
+}
+
+int game_event(Game *game, const SDL_Event *event)
 {
     assert(game);
     assert(event);
@@ -192,6 +301,9 @@ int game_event(game_t *game, const SDL_Event *event)
     case GAME_STATE_PAUSE:
         return game_event_pause(game, event);
 
+    case GAME_STATE_CONSOLE:
+        return game_event_console(game, event);
+
     default: {}
     }
 
@@ -199,21 +311,23 @@ int game_event(game_t *game, const SDL_Event *event)
 }
 
 
-int game_input(game_t *game,
+int game_input(Game *game,
                const Uint8 *const keyboard_state,
                SDL_Joystick *the_stick_of_joy)
 {
     assert(game);
     assert(keyboard_state);
 
-    if (game->state == GAME_STATE_QUIT || game->state == GAME_STATE_PAUSE) {
+    if (game->state == GAME_STATE_QUIT  ||
+        game->state == GAME_STATE_PAUSE ||
+        game->state == GAME_STATE_CONSOLE) {
         return 0;
     }
 
     return level_input(game->level, keyboard_state, the_stick_of_joy);
 }
 
-int is_game_over(const game_t *game)
+int game_over_check(const Game *game)
 {
     return game->state == GAME_STATE_QUIT;
 }