/* * BreakHack - A dungeone crawler RPG * Copyright (C) 2018 Linus Probert * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . */ #include #include #include #include #include #include "linkedlist.h" #include "player.h" #include "screenresolution.h" #include "dimension.h" #include "camera.h" #include "map.h" #include "map_lua.h" #include "timer.h" #include "roommatrix.h" #include "gamestate.h" #include "gui.h" #include "util.h" #include "item_builder.h" #include "pointer.h" #include "gui_button.h" #include "particle_engine.h" #include "menu.h" #include "keyboard.h" #include "mixer.h" #include "random.h" static SDL_Window *gWindow = NULL; static SDL_Renderer *gRenderer = NULL; static Player *gPlayer = NULL; static Map *gMap = NULL; static RoomMatrix *gRoomMatrix = NULL; static Gui *gGui = NULL; static Pointer *gPointer = NULL; static unsigned int cLevel = 1; static float deltaTime = 1.0; static double renderScale = 1.0; static Menu *mainMenu = NULL; static Menu *inGameMenu = NULL; static Timer *menuTimer = NULL; static GameState gGameState; static Camera gCamera; static SDL_Rect gameViewport; static SDL_Rect bottomGuiViewport; static SDL_Rect rightGuiViewport; static SDL_Rect menuViewport; static SDL_Color C_MENU_DEFAULT = { 255, 255, 0, 0 }; static SDL_Color C_MENU_HOVER = { 255, 0, 0, 0 }; struct MENU_ITEM { char label[20]; void (*callback)(void*); }; static void resetGame(void); static void initMainMenu(void); static bool is_player_dead(void); static bool initSDL(void) { int imgFlags = IMG_INIT_PNG; Dimension dim = getScreenDimensions(); if (dim.height > 1080) { info("Hi resolution screen detected (%u x %u)", dim.width, dim.height); renderScale = ((double) dim.height)/1080; if (renderScale > 2) renderScale = 3; else if (renderScale > 1) renderScale = 2; info("Scaling by %f", renderScale); } if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) < 0) { error("Could not initiate SDL2: %s", SDL_GetError()); return false; } if ( (IMG_Init(imgFlags) & imgFlags) == 0 ) { error("Unable to initiate img loading: %s", IMG_GetError()); return false; } if ( TTF_Init() == -1 ) { error("Unable to initiate ttf library: %s", TTF_GetError()); return false; } mixer_init(); gWindow = SDL_CreateWindow("Breakhack", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, (int)(SCREEN_WIDTH * renderScale), (int)(SCREEN_HEIGHT * renderScale), SDL_WINDOW_SHOWN); if (gWindow == NULL) { error("Unable to create window: %s", SDL_GetError()); return false; } gRenderer = SDL_CreateRenderer(gWindow, -1, SDL_RENDERER_ACCELERATED); if (gRenderer == NULL) { error("Unable to create renderer: %s", SDL_GetError()); return false; } if (SDL_SetRenderDrawBlendMode(gRenderer, SDL_BLENDMODE_BLEND) < 0) { error("Unable to set blend mode: %s", SDL_GetError()); return false; } if (SDL_RenderSetLogicalSize(gRenderer, SCREEN_WIDTH, SCREEN_HEIGHT) < 0) { error("Unable to initiate scaling: %s", SDL_GetError()); return false; } return true; } static void initViewports(void) { gameViewport = (SDL_Rect) { 0, 0, GAME_VIEW_WIDTH, GAME_VIEW_HEIGHT }; bottomGuiViewport = (SDL_Rect) { 0, GAME_VIEW_HEIGHT, BOTTOM_GUI_WIDTH, BOTTOM_GUI_WIDTH }; rightGuiViewport = (SDL_Rect) { GAME_VIEW_WIDTH, 0, RIGHT_GUI_WIDTH, RIGHT_GUI_HEIGHT }; menuViewport = (SDL_Rect) { (SCREEN_WIDTH - GAME_VIEW_WIDTH)/2, (SCREEN_HEIGHT - GAME_VIEW_HEIGHT)/2, GAME_VIEW_WIDTH, GAME_VIEW_HEIGHT }; } static bool initGame(void) { initViewports(); gCamera.renderer = gRenderer; gRoomMatrix = roommatrix_create(); gGui = gui_create(gRenderer); item_builder_init(gRenderer); gPointer = pointer_create(gRenderer); particle_engine_init(); menuTimer = timer_create(); return true; } static void startGame(void *unused) { UNUSED(unused); cLevel = 1; gGameState = PLAYING; if (gPlayer) player_destroy(gPlayer); gPlayer = player_create(WARRIOR, gRenderer); mixer_play_music(GAME_MUSIC0 + get_random(2)); resetGame(); } static void exitGame(void *unused) { UNUSED(unused); gGameState = QUIT; } static void toggleInGameMenu(void *unused) { UNUSED(unused); if (gGameState == PLAYING || gGameState == GAME_OVER) gGameState = IN_GAME_MENU; else if (is_player_dead()) gGameState = GAME_OVER; else gGameState = PLAYING; } static void goToMainMenu(void *unused) { UNUSED(unused); gGameState = MENU; menu_destroy(inGameMenu); inGameMenu = NULL; initMainMenu(); Position p = { 0, 0 }; map_set_current_room(gMap, &p); camera_follow_position(&gCamera, &p); } static void createMenu(Menu **menu, struct MENU_ITEM menu_items[], unsigned int size) { if (*menu == NULL) *menu = menu_create(); for (unsigned int i = 0; i < size; ++i) { int hcenter; Sprite *s1 = sprite_create(); sprite_load_text_texture(s1, "assets/GUI/SDS_8x8.ttf", 0, 25); texture_load_from_text(s1->textures[0], menu_items[i].label, C_MENU_DEFAULT, gRenderer); hcenter = (SCREEN_WIDTH/2) - (s1->textures[0]->dim.width/2); s1->pos = (Position) { hcenter, 200 + (i*50) }; s1->fixed = true; Sprite *s2 = sprite_create(); sprite_load_text_texture(s2, "assets/GUI/SDS_8x8.ttf", 0, 25); texture_load_from_text(s2->textures[0], menu_items[i].label, C_MENU_HOVER, gRenderer); s2->pos = (Position) { hcenter, 200 + (i*50) }; s2->fixed = true; menu_item_add(*menu, s1, s2, menu_items[i].callback); } } static void initInGameMenu(void) { struct MENU_ITEM menu_items[] = { { "RESUME", toggleInGameMenu }, { "MAIN MENU", goToMainMenu }, { "QUIT", exitGame }, }; createMenu(&inGameMenu, menu_items, 3); } static void initMainMenu(void) { struct MENU_ITEM menu_items[] = { { "PLAY", startGame }, { "QUIT", exitGame }, }; if (gMap) map_destroy(gMap); gMap = map_lua_generator_single_room__run(cLevel, gRenderer); createMenu(&mainMenu, menu_items, 2); mixer_play_music(MENU_MUSIC); } static void resetGame(void) { SDL_FlushEvents(SDL_FIRSTEVENT, SDL_LASTEVENT); if (mainMenu) { menu_destroy(mainMenu); mainMenu = NULL; } if (!inGameMenu) initInGameMenu(); if (gMap) map_destroy(gMap); particle_engine_clear(); info("Building new map"); gMap = map_lua_generator_run(cLevel, gRenderer); gPlayer->sprite->pos = (Position) { TILE_DIMENSION, TILE_DIMENSION }; map_set_current_room(gMap, &gPlayer->sprite->pos); camera_follow_position(&gCamera, &gPlayer->sprite->pos); } static bool init(void) { bool result = true; result = result && initSDL(); result = result && initGame(); initMainMenu(); gCamera.pos = (Position) { 0, 0 }; gGameState = MENU; return result; } static void loadMedia(void) { gPlayer = player_create(WARRIOR, gRenderer); } static bool handle_main_events(SDL_Event *event) { if (gGameState == PLAYING || gGameState == IN_GAME_MENU || gGameState == GAME_OVER) { if (keyboard_press(SDLK_ESCAPE, event)) { toggleInGameMenu(NULL); return true; } } return false; } static bool handle_events(void) { static SDL_Event event; bool quit = false; while (SDL_PollEvent(&event) != 0) { if (event.type == SDL_QUIT) { quit = true; continue; } if (handle_main_events(&event)) continue; if (gGameState == PLAYING) { gPlayer->handle_event(gPlayer, gRoomMatrix, &event); camera_follow_position(&gCamera, &gPlayer->sprite->pos); map_set_current_room(gMap, &gPlayer->sprite->pos); roommatrix_handle_event(gRoomMatrix, &event); } else if (gGameState == MENU) { menu_handle_event(mainMenu, &event); } else if (gGameState == IN_GAME_MENU) { menu_handle_event(inGameMenu, &event); } pointer_handle_event(gPointer, &event); } return quit; } static bool is_player_dead(void) { if (gPlayer->stats.hp <= 0) { return true; } return false; } static void check_next_level(void) { Room *room = gMap->rooms[gMap->currentRoom.x][gMap->currentRoom.y]; Position pos = position_to_matrix_coords(&gPlayer->sprite->pos); MapTile *tile = room->tiles[pos.x][pos.y]; if (!tile) { error("Looks like we are out of place"); return; } if (tile->levelExit) { mixer_play_effect(NEXT_LEVEL); mixer_play_music(GAME_MUSIC0 + get_random(2)); ++cLevel; resetGame(); } } static void run_game(void) { map_clear_dead_monsters(gMap); map_clear_collected_items(gMap); roommatrix_populate_from_map(gRoomMatrix, gMap); roommatrix_add_lightsource(gRoomMatrix, &gPlayer->sprite->pos); roommatrix_build_lightmap(gRoomMatrix); gui_update_player_stats(gGui, gPlayer, gMap, gRenderer); particle_engine_update(deltaTime); if (gPlayer->steps >= gPlayer->stats.speed) { player_reset_steps(gPlayer); roommatrix_update_with_player(gRoomMatrix, gPlayer); map_move_monsters(gMap, gRoomMatrix); } SDL_SetRenderDrawColor(gRenderer, 0, 0, 0, 0); SDL_RenderClear(gRenderer); SDL_RenderSetViewport(gRenderer, &gameViewport); map_render(gMap, &gCamera); particle_engine_render(&gCamera); if (!is_player_dead()) player_render(gPlayer, &gCamera); if (gPlayer->class == MAGE || gPlayer->class == PALADIN) roommatrix_render_mouse_square(gRoomMatrix, &gCamera); roommatrix_render_lightmap(gRoomMatrix, &gCamera); SDL_RenderSetViewport(gRenderer, &rightGuiViewport); gui_render_panel(gGui, RIGHT_GUI_WIDTH, RIGHT_GUI_HEIGHT, &gCamera); SDL_RenderSetViewport(gRenderer, &bottomGuiViewport); gui_render_log(gGui, BOTTOM_GUI_WIDTH, BOTTOM_GUI_HEIGHT, &gCamera); SDL_RenderSetViewport(gRenderer, NULL); if (gGameState == IN_GAME_MENU) { SDL_Rect dimmer = { 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT }; SDL_SetRenderDrawColor(gRenderer, 0, 0, 0, 150); SDL_RenderFillRect(gRenderer, &dimmer); menu_render(inGameMenu, &gCamera); } if (gGameState == GAME_OVER) { // TODO(Linus): Render game over? } pointer_render(gPointer, &gCamera); SDL_RenderPresent(gRenderer); if (gGameState == PLAYING && is_player_dead()) { gui_log("The dungeon consumed you"); mixer_play_effect(SPLAT); gGameState = GAME_OVER; } check_next_level(); } static void run_menu(void) { if (!timer_started(menuTimer)) timer_start(menuTimer); roommatrix_populate_from_map(gRoomMatrix, gMap); roommatrix_build_lightmap(gRoomMatrix); if (timer_get_ticks(menuTimer) > 1000) { timer_stop(menuTimer); timer_start(menuTimer); map_move_monsters(gMap, gRoomMatrix); } SDL_SetRenderDrawColor(gRenderer, 0, 0, 0, 0); SDL_RenderClear(gRenderer); SDL_RenderSetViewport(gRenderer, &menuViewport); map_render(gMap, &gCamera); roommatrix_render_lightmap(gRoomMatrix, &gCamera); SDL_RenderSetViewport(gRenderer, NULL); menu_render(mainMenu, &gCamera); pointer_render(gPointer, &gCamera); SDL_RenderPresent(gRenderer); } static void run(void) { static int oldTime = 0; static int currentTime = 0; bool quit = false; Timer* fpsTimer = timer_create(); gui_log("The Dungeon Crawl begins!"); while (!quit) { timer_start(fpsTimer); quit = handle_events(); switch (gGameState) { case PLAYING: case IN_GAME_MENU: case GAME_OVER: run_game(); break; case MENU: run_menu(); break; case QUIT: quit = true; break; default: break; } int ticks = timer_get_ticks(fpsTimer); if (ticks < 1000/60) SDL_Delay((1000/60) - ticks); timer_stop(fpsTimer); if (currentTime == 0) currentTime = SDL_GetTicks(); else { oldTime = currentTime; currentTime = SDL_GetTicks(); deltaTime = (currentTime - oldTime) / 1000.0; } } timer_destroy(fpsTimer); } static void close(void) { if (gPlayer) player_destroy(gPlayer); if (gMap) map_destroy(gMap); if (mainMenu) menu_destroy(mainMenu); if (inGameMenu) menu_destroy(inGameMenu); roommatrix_destroy(gRoomMatrix); gui_destroy(gGui); pointer_destroy(gPointer); item_builder_close(); particle_engine_close(); timer_destroy(menuTimer); mixer_close(); SDL_DestroyRenderer(gRenderer); SDL_DestroyWindow(gWindow); gWindow = NULL; TTF_Quit(); IMG_Quit(); SDL_Quit(); } int main(int argc, char *argv[]) { UNUSED(argc); UNUSED(argv); if (!init()) return 1; loadMedia(); run(); close(); return 0; }