X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fgame.c;h=7c3786c8ab4247491c0d80a8b3386407ddd9357b;hb=85503090d94c1725a8cd27468ac1c901a3e045c8;hp=d4d377d53fafe85415f0514ad7705811aad445ce;hpb=fad5bf92c80a6085081ff549c2f699701ce5cbc0;p=nothing.git diff --git a/src/game.c b/src/game.c index d4d377d5..989319f8 100644 --- a/src/game.c +++ b/src/game.c @@ -1,5 +1,4 @@ -#include -#include +#include #include "system/stacktrace.h" #include @@ -12,38 +11,43 @@ #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" - -static int game_render_cursor(const Game *game); - -typedef enum Game_state { - GAME_STATE_RUNNING = 0, - GAME_STATE_PAUSE, - GAME_STATE_CONSOLE, - GAME_STATE_LEVEL_PICKER, - GAME_STATE_QUIT -} Game_state; +#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; + Settings settings; Sound_samples *sound_samples; - Camera *camera; - Console *console; + Camera camera; SDL_Renderer *renderer; - SDL_Texture *texture_cursor; - int cursor_x; - int cursor_y; + Console *console; + Cursor cursor; + int console_enabled; } Game; +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, @@ -51,49 +55,32 @@ Game *create_game(const char *level_folder, { 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->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); } - game->level = NULL; - game->sound_samples = PUSH_LT( lt, create_sound_samples( @@ -104,40 +91,42 @@ Game *create_game(const char *level_folder, 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->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; + game_switch_state(game, GAME_STATE_LEVEL_PICKER); return game; } @@ -145,6 +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); } @@ -153,38 +144,45 @@ 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; - if (level_edit_mode(game->level) && game_render_cursor(game) < 0) { + case GAME_STATE_LEVEL_PICKER: { + if (level_picker_render(&game->level_picker, &game->camera) < 0) { return -1; } } break; - case GAME_STATE_CONSOLE: { - if (level_render(game->level, game->camera) < 0) { + case GAME_STATE_LEVEL_EDITOR: { + if (level_editor_render(&game->level_editor, &game->camera) < 0) { return -1; } + } break; - if (console_render(game->console, game->renderer) < 0) { + case GAME_STATE_CREDITS: { + if (credits_render(game->credits, &game->camera) < 0) { return -1; } } break; - case GAME_STATE_LEVEL_PICKER: { - if (level_picker_render(game->level_picker, game->camera, game->renderer) < 0) { - return -1; - } + case GAME_STATE_SETTINGS: { + settings_render(&game->settings, &game->camera); + } break; + + case GAME_STATE_QUIT: break; + } - if (game_render_cursor(game) < 0) { + if (game->console_enabled) { + if (console_render(game->console, &game->camera) < 0) { return -1; } - } break; + } - case GAME_STATE_QUIT: break; + if (cursor_render(&game->cursor, game->renderer) < 0) { + return -1; } return 0; @@ -193,11 +191,14 @@ int game_render(const Game *game) 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; } @@ -210,66 +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; } - const char *level_folder = level_picker_selected_level(game->level_picker); + const char *level_filename = level_picker_selected_level(&game->level_picker); - if (level_folder != NULL) { - if (game->level == NULL) { - game->level = PUSH_LT( - game->lt, - create_level_from_file(level_folder, game->broadcast), - destroy_level); - } else { - game->level = RESET_LT( - game->lt, - game->level, - create_level_from_file(level_folder, game->broadcast)); - } - - if (game->level == NULL) { + if (level_filename != NULL) { + if (game_load_level(game, level_filename) < 0) { return -1; } + } + } break; + + 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; - game->state = GAME_STATE_RUNNING; + 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_PAUSE: case GAME_STATE_QUIT: break; } @@ -277,181 +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, game->camera); + 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_r: { - const char *level_filename = level_picker_selected_level(game->level_picker); + case SDL_KEYDOWN: { + switch(event->key.keysym.sym) { + case SDLK_n: { + level_editor_clean(&game->level_editor); - log_info("Reloading the level from '%s'...\n", level_filename); - - game->level = RESET_LT( - game->lt, - game->level, - create_level_from_file( - level_filename, - 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", level_filename); - game->state = GAME_STATE_QUIT; return -1; } - camera_disable_debug_mode(game->camera); + game_switch_state(game, GAME_STATE_LEVEL); } break; - case SDLK_q: - if (level_reload_preserve_player(game->level, game->broadcast) < 0) { - log_fail("Could not reload level\n"); - 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_ESCAPE: { - level_picker_clean_selection(game->level_picker); - game->state = GAME_STATE_LEVEL_PICKER; + case SDLK_i: { + game_switch_state(game, GAME_STATE_CREDITS); + } 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; - case SDL_MOUSEMOTION: - game->cursor_x = event->motion.x; - game->cursor_y = event->motion.y; - break; + } break; } - return level_event(game->level, event, game->camera); + 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; - case SDL_MOUSEMOTION: - game->cursor_x = event->motion.x; - game->cursor_y = event->motion.y; - break; - - default: {} + 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; } - return level_picker_event(game->level_picker, 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: {} + } -int game_event(Game *game, const SDL_Event *event) -{ - trace_assert(game); - trace_assert(event); + 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_RUNNING: + case GAME_STATE_LEVEL: return game_event_running(game, event); - case GAME_STATE_PAUSE: - return game_event_pause(game, event); - - case GAME_STATE_CONSOLE: - return game_event_console(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) @@ -459,17 +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; @@ -480,43 +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->state = 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, 128, 128}; - 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; }