792 lines
17 KiB
C
792 lines
17 KiB
C
/*
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* BreakHack - A dungeone crawler RPG
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* Copyright (C) 2018 Linus Probert <linus.probert@gmail.com>
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include <stdio.h>
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#include <stdlib.h>
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#include <stdbool.h>
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#include <SDL.h>
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#include <SDL_image.h>
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#include <physfs.h>
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#include "linkedlist.h"
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#include "player.h"
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#include "screenresolution.h"
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#include "dimension.h"
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#include "camera.h"
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#include "map.h"
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#include "map_lua.h"
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#include "timer.h"
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#include "roommatrix.h"
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#include "gamestate.h"
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#include "gui.h"
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#include "util.h"
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#include "item_builder.h"
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#include "pointer.h"
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#include "gui_button.h"
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#include "particle_engine.h"
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#include "menu.h"
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#include "keyboard.h"
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#include "mixer.h"
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#include "random.h"
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#include "skillbar.h"
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#include "texturecache.h"
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#include "update_data.h"
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#include "settings.h"
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#include "actiontextbuilder.h"
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#include "input.h"
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#include "screen.h"
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#include "hiscore.h"
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typedef enum Turn_t {
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PLAYER,
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MONSTER
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} Turn;
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static SDL_Window *gWindow = NULL;
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static SDL_Renderer *gRenderer = NULL;
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static Player *gPlayer = NULL;
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static Map *gMap = NULL;
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static RoomMatrix *gRoomMatrix = NULL;
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static Gui *gGui = NULL;
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static SkillBar *gSkillBar = NULL;
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static Pointer *gPointer = NULL;
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static Menu *mainMenu = NULL;
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static Menu *inGameMenu = NULL;
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static Timer *menuTimer = NULL;
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static Camera *gCamera = NULL;
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static Screen *creditsScreen = NULL;
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static Screen *scoreScreen = NULL;
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static unsigned int cLevel = 1;
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static float deltaTime = 1.0;
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static double renderScale = 1.0;
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static GameState gGameState;
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static SDL_Rect gameViewport;
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static SDL_Rect skillBarViewport;
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static SDL_Rect bottomGuiViewport;
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static SDL_Rect rightGuiViewport;
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static SDL_Rect menuViewport;
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static Turn currentTurn = PLAYER;
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static Input input;
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static SDL_Color C_MENU_DEFAULT = { 255, 255, 0, 255 };
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static SDL_Color C_MENU_OUTLINE_DEFAULT = { 0, 0, 0, 255 };
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static SDL_Color C_MENU_HOVER = { 255, 0, 0, 255 };
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struct MENU_ITEM {
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char label[20];
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void (*callback)(void*);
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};
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static void resetGame(void);
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static void initMainMenu(void);
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static bool is_player_dead(void);
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static
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bool initSDL(void)
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{
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int imgFlags = IMG_INIT_PNG;
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) < 0)
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{
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error("Could not initiate SDL2: %s", SDL_GetError());
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return false;
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}
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Dimension dim = getScreenDimensions();
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if (dim.height > 1080) {
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info("Hi resolution screen detected (%u x %u)", dim.width, dim.height);
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renderScale = ((double) dim.height)/1080;
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info("Scaling by %f", renderScale);
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}
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if ( (IMG_Init(imgFlags) & imgFlags) == 0 ) {
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error("Unable to initiate img loading: %s",
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IMG_GetError());
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return false;
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}
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if ( TTF_Init() == -1 ) {
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error("Unable to initiate ttf library: %s",
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TTF_GetError());
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return false;
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}
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mixer_init();
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char title_buffer[100];
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m_sprintf(title_buffer, 100, "%s %d.%d.%d %s", GAME_TITLE, MAJOR_VERSION, MINOR_VERSION, PATCH_VERSION, RELEASE_TYPE);
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gWindow = SDL_CreateWindow(title_buffer,
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SDL_WINDOWPOS_UNDEFINED,
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SDL_WINDOWPOS_UNDEFINED,
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(int)(SCREEN_WIDTH * renderScale),
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(int)(SCREEN_HEIGHT * renderScale),
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SDL_WINDOW_SHOWN);
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if (gWindow == NULL)
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{
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error("Unable to create window: %s", SDL_GetError());
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return false;
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}
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gRenderer = SDL_CreateRenderer(gWindow, -1,
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SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
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if (gRenderer == NULL)
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{
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error("Unable to create renderer: %s", SDL_GetError());
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return false;
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}
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if (SDL_SetRenderDrawBlendMode(gRenderer, SDL_BLENDMODE_BLEND) < 0) {
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error("Unable to set blend mode: %s", SDL_GetError());
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return false;
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}
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if (SDL_RenderSetLogicalSize(gRenderer, SCREEN_WIDTH, SCREEN_HEIGHT) < 0)
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{
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error("Unable to initiate scaling: %s",
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SDL_GetError());
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return false;
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}
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return true;
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}
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static void
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initViewports(void)
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{
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gameViewport = (SDL_Rect) { 0, 0,
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GAME_VIEW_WIDTH, GAME_VIEW_HEIGHT };
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skillBarViewport = (SDL_Rect) { 0, GAME_VIEW_HEIGHT,
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SKILL_BAR_WIDTH, SKILL_BAR_HEIGHT };
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bottomGuiViewport = (SDL_Rect) { 0, GAME_VIEW_HEIGHT + SKILL_BAR_HEIGHT,
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BOTTOM_GUI_WIDTH, BOTTOM_GUI_WIDTH };
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rightGuiViewport = (SDL_Rect) { GAME_VIEW_WIDTH, 0,
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RIGHT_GUI_WIDTH, RIGHT_GUI_HEIGHT };
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menuViewport = (SDL_Rect) {
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(SCREEN_WIDTH - GAME_VIEW_WIDTH)/2,
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(SCREEN_HEIGHT - GAME_VIEW_HEIGHT)/2,
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GAME_VIEW_WIDTH,
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GAME_VIEW_HEIGHT
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};
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}
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static bool
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initGame(void)
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{
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initViewports();
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input_init(&input);
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texturecache_init(gRenderer);
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gCamera = camera_create(gRenderer);
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gRoomMatrix = roommatrix_create();
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gGui = gui_create(gCamera);
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gSkillBar = skillbar_create(gRenderer);
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item_builder_init(gRenderer);
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gPointer = pointer_create(gRenderer);
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particle_engine_init();
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menuTimer = timer_create();
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actiontextbuilder_init(gRenderer);
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return true;
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}
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static void
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startGame(void *unused)
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{
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UNUSED(unused);
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cLevel = 1;
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gGameState = PLAYING;
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if (gPlayer)
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player_destroy(gPlayer);
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gPlayer = player_create(WARRIOR, gRenderer);
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mixer_play_music(GAME_MUSIC0 + get_random(2));
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resetGame();
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gui_clear_message_log();
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gui_log("The Dungeon Crawl begins!");
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gui_event_message("Welcome to the dungeon!");
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}
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static void
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exitGame(void *unused)
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{
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UNUSED(unused);
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gGameState = QUIT;
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}
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static void
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toggleInGameMenu(void *unused)
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{
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UNUSED(unused);
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if (gGameState == PLAYING || gGameState == GAME_OVER)
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gGameState = IN_GAME_MENU;
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else if (is_player_dead())
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gGameState = GAME_OVER;
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else
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gGameState = PLAYING;
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}
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static void
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goToMainMenu(void *unused)
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{
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UNUSED(unused);
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gGameState = MENU;
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menu_destroy(inGameMenu);
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inGameMenu = NULL;
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initMainMenu();
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Position p = { 0, 0 };
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gPlayer->sprite->pos = (Position) { 32, 32 };
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map_set_current_room(gMap, &p);
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camera_follow_position(gCamera, &p);
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}
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static void
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createMenu(Menu **menu, struct MENU_ITEM menu_items[], unsigned int size)
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{
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if (*menu == NULL)
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*menu = menu_create();
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for (unsigned int i = 0; i < size; ++i) {
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unsigned int hcenter;
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Sprite *s1 = sprite_create();
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sprite_load_text_texture(s1, "GUI/SDS_8x8.ttf", 0, 25, 2);
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texture_load_from_text(s1->textures[0], menu_items[i].label,
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C_MENU_DEFAULT, C_MENU_OUTLINE_DEFAULT, gRenderer);
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hcenter = (SCREEN_WIDTH/2) - (s1->textures[0]->dim.width/2);
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s1->pos = (Position) { (int) hcenter, (int) 200 + (i*50) };
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s1->dim = s1->textures[0]->dim;
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s1->fixed = true;
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Sprite *s2 = sprite_create();
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sprite_load_text_texture(s2, "GUI/SDS_8x8.ttf", 0, 25, 2);
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texture_load_from_text(s2->textures[0], menu_items[i].label,
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C_MENU_HOVER, C_MENU_OUTLINE_DEFAULT, gRenderer);
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s2->pos = (Position) { (int) hcenter, (int) 200 + (i*50) };
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s2->dim = s2->textures[0]->dim;
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s2->fixed = true;
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menu_item_add(*menu, s1, s2, menu_items[i].callback);
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}
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}
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static void
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initInGameMenu(void)
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{
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struct MENU_ITEM menu_items[] = {
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{ "RESUME", toggleInGameMenu },
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{ "MAIN MENU", goToMainMenu },
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{ "QUIT", exitGame },
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};
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createMenu(&inGameMenu, menu_items, 3);
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}
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static void
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createInGameGameOverMenu(void)
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{
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struct MENU_ITEM menu_items[] = {
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{ "NEW GAME", startGame },
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{ "MAIN MENU", goToMainMenu },
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{ "QUIT", exitGame },
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};
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if (inGameMenu) {
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menu_destroy(inGameMenu);
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inGameMenu = NULL;
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}
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createMenu(&inGameMenu, menu_items, 3);
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}
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static void
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viewCredits(void *unused)
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{
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UNUSED(unused);
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gGameState = CREDITS;
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}
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static void
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viewScoreScreen(void *unused)
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{
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UNUSED(unused);
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gGameState = SCORE_SCREEN;
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}
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static void
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initMainMenu(void)
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{
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struct MENU_ITEM menu_items[] = {
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{ "PLAY", startGame },
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{ "SCORES", viewScoreScreen },
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{ "CREDITS", viewCredits },
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{ "QUIT", exitGame },
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};
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if (gMap)
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map_destroy(gMap);
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gMap = map_lua_generator_single_room__run(cLevel, gRenderer);
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createMenu(&mainMenu, menu_items, 4);
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mixer_play_music(MENU_MUSIC);
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creditsScreen = screen_create_credits(gRenderer);
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scoreScreen = screen_create_hiscore(gRenderer);
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}
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static void
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repopulate_roommatrix(void)
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{
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roommatrix_populate_from_map(gRoomMatrix, gMap);
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roommatrix_add_lightsource(gRoomMatrix,
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&gPlayer->sprite->pos);
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roommatrix_build_lightmap(gRoomMatrix);
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}
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static void
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resetGame(void)
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{
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SDL_FlushEvents(SDL_FIRSTEVENT, SDL_LASTEVENT);
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if (mainMenu)
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menu_destroy(mainMenu);
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mainMenu = NULL;
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if (creditsScreen)
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screen_destroy(creditsScreen);
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creditsScreen = NULL;
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if (scoreScreen)
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screen_destroy(scoreScreen);
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scoreScreen = NULL;
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if (!inGameMenu)
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initInGameMenu();
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if (gMap)
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map_destroy(gMap);
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particle_engine_clear();
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info("Building new map");
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gMap = map_lua_generator_run(cLevel, gRenderer);
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gPlayer->sprite->pos = (Position) {
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TILE_DIMENSION, TILE_DIMENSION };
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map_set_current_room(gMap, &gPlayer->sprite->pos);
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camera_follow_position(gCamera, &gPlayer->sprite->pos);
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repopulate_roommatrix();
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}
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static bool
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init(void)
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{
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if (!initSDL()) {
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return false;
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} else if (!initGame()) {
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return false;
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}
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settings_init();
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hiscore_init();
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initMainMenu();
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gCamera->pos = (Position) { 0, 0 };
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gGameState = MENU;
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return true;
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}
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static void
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handle_main_input(void)
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{
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if (gGameState == PLAYING
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|| gGameState == IN_GAME_MENU
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|| gGameState == GAME_OVER)
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{
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if (input_key_is_pressed(&input, KEY_ESC))
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toggleInGameMenu(NULL);
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}
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if (gGameState == CREDITS && input_key_is_pressed(&input, KEY_ESC))
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gGameState = MENU;
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else if (gGameState == SCORE_SCREEN && input_key_is_pressed(&input, KEY_ESC))
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gGameState = MENU;
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else if (gGameState == MENU && input_key_is_pressed(&input, KEY_ESC))
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gGameState = QUIT;
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if (input_modkey_is_pressed(&input, KEY_CTRL_M)) {
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if (mixer_toggle_music(&gGameState))
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gui_log("Music enabled");
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else
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gui_log("Music disabled");
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}
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if (input_modkey_is_pressed(&input, KEY_CTRL_S)) {
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if (mixer_toggle_sound())
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gui_log("Sound enabled");
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else
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gui_log("Sound disabled");
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}
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}
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static bool
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handle_events(void)
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{
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static SDL_Event event;
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bool quit = false;
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int handleCount = 0;
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input_reset(&input);
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while (SDL_PollEvent(&event) != 0) {
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if (event.type == SDL_QUIT) {
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quit = true;
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continue;
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}
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input_handle_event(&input, &event);
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handleCount++;
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if (handleCount >= 20) {
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debug("Flushing event queue");
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SDL_PumpEvents();
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SDL_FlushEvents(SDL_FIRSTEVENT, SDL_LASTEVENT);
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break;
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}
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}
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return quit;
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}
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static bool
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is_player_dead(void)
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{
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if (gPlayer->stats.hp <= 0) {
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return true;
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}
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return false;
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}
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static void
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check_next_level(void)
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{
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Room *room = gMap->rooms[gMap->currentRoom.x][gMap->currentRoom.y];
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Position pos = position_to_matrix_coords(&gPlayer->sprite->pos);
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MapTile *tile = room->tiles[pos.x][pos.y];
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if (!tile) {
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error("Looks like we are out of place");
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return;
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}
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if (tile->levelExit) {
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mixer_play_effect(NEXT_LEVEL);
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mixer_play_music(GAME_MUSIC0 + get_random(2));
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++cLevel;
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resetGame();
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}
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}
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static void
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populateUpdateData(UpdateData *data, float deltatime)
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{
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data->player = gPlayer;
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data->map = gMap;
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data->matrix = gRoomMatrix;
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data->input = &input;
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data->deltatime = deltatime;
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}
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static void
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run_game_update(void)
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{
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static UpdateData updateData;
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static unsigned int playerLevel = 1;
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if (gGameState == IN_GAME_MENU)
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menu_update(inGameMenu, &input);
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map_clear_dead_monsters(gMap, gPlayer);
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map_clear_collected_items(gMap);
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map_clear_collected_artifacts(gMap);
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populateUpdateData(&updateData, deltaTime);
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if (playerLevel != gPlayer->stats.lvl) {
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playerLevel = gPlayer->stats.lvl;
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skillbar_check_skill_activation(gSkillBar, gPlayer);
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}
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if (gGameState == PLAYING && currentTurn == PLAYER)
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player_update(&updateData);
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gui_update_player_stats(gGui, gPlayer, gMap, gRenderer);
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camera_update(gCamera, updateData.deltatime);
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particle_engine_update(deltaTime);
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roommatrix_update(&updateData);
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actiontextbuilder_update(&updateData);
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skillbar_update(gSkillBar, &updateData);
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camera_follow_position(gCamera, &gPlayer->sprite->pos);
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map_set_current_room(gMap, &gPlayer->sprite->pos);
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map_update(&updateData);
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if (currentTurn == PLAYER) {
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if (player_turn_over(gPlayer)) {
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|
currentTurn = MONSTER;
|
|
player_reset_steps(gPlayer);
|
|
repopulate_roommatrix();
|
|
}
|
|
} else if (currentTurn == MONSTER) {
|
|
if (map_move_monsters(gMap, gRoomMatrix)) {
|
|
currentTurn = PLAYER;
|
|
repopulate_roommatrix();
|
|
}
|
|
}
|
|
}
|
|
|
|
static void
|
|
run_game_render(void)
|
|
{
|
|
SDL_SetRenderDrawColor(gRenderer, 0, 0, 0, 0);
|
|
SDL_RenderClear(gRenderer);
|
|
|
|
SDL_RenderSetViewport(gRenderer, &gameViewport);
|
|
map_render(gMap, gCamera);
|
|
particle_engine_render_game(gCamera);
|
|
map_render_mid_layer(gMap, gCamera);
|
|
|
|
if (!is_player_dead()) {
|
|
player_render(gPlayer, gCamera);
|
|
player_render_toplayer(gPlayer, gCamera);
|
|
}
|
|
|
|
map_render_top_layer(gMap, gCamera);
|
|
|
|
if (gPlayer->class == MAGE || gPlayer->class == PALADIN)
|
|
roommatrix_render_mouse_square(gRoomMatrix, gCamera);
|
|
|
|
roommatrix_render_lightmap(gRoomMatrix, gCamera);
|
|
actiontextbuilder_render(gCamera);
|
|
gui_render_event_message(gGui, gCamera);
|
|
|
|
SDL_RenderSetViewport(gRenderer, &rightGuiViewport);
|
|
gui_render_panel(gGui, gCamera);
|
|
|
|
SDL_RenderSetViewport(gRenderer, &skillBarViewport);
|
|
skillbar_render(gSkillBar, gPlayer, gCamera);
|
|
|
|
SDL_RenderSetViewport(gRenderer, &bottomGuiViewport);
|
|
gui_render_log(gGui, gCamera);
|
|
|
|
SDL_RenderSetViewport(gRenderer, NULL);
|
|
particle_engine_render_global(gCamera);
|
|
|
|
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);
|
|
}
|
|
pointer_render(gPointer, gCamera);
|
|
|
|
SDL_RenderPresent(gRenderer);
|
|
}
|
|
|
|
static void
|
|
run_game(void)
|
|
{
|
|
run_game_update();
|
|
|
|
run_game_render();
|
|
|
|
if (gGameState == PLAYING && is_player_dead()) {
|
|
camera_shake(VECTOR2D_RIGHT, 800);
|
|
gui_log("The dungeon consumed you");
|
|
gui_log("You earned %.2f gold", gPlayer->gold);
|
|
gui_event_message("You died!");
|
|
gui_event_message("You earned %.2f gold", gPlayer->gold);
|
|
if (hiscore_get_top_gold() < gPlayer->gold) {
|
|
gui_event_message("NEW HIGHSCORE");
|
|
gui_log("NEW HIGHSCORE");
|
|
}
|
|
gui_event_message("Press ESC to open menu");
|
|
mixer_play_effect(SPLAT);
|
|
gGameState = GAME_OVER;
|
|
createInGameGameOverMenu();
|
|
hiscore_register(gPlayer, cLevel);
|
|
|
|
} else {
|
|
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);
|
|
}
|
|
|
|
menu_update(mainMenu, &input);
|
|
if (gGameState != MENU && gGameState != CREDITS && gGameState != SCORE_SCREEN)
|
|
return;
|
|
|
|
SDL_SetRenderDrawColor(gRenderer, 0, 0, 0, 0);
|
|
SDL_RenderClear(gRenderer);
|
|
SDL_RenderSetViewport(gRenderer, &menuViewport);
|
|
map_render(gMap, gCamera);
|
|
map_render_mid_layer(gMap, gCamera);
|
|
map_render_top_layer(gMap, gCamera);
|
|
roommatrix_render_lightmap(gRoomMatrix, gCamera);
|
|
|
|
SDL_RenderSetViewport(gRenderer, NULL);
|
|
|
|
if (gGameState == MENU)
|
|
menu_render(mainMenu, gCamera);
|
|
else if (gGameState == CREDITS)
|
|
screen_render(creditsScreen, gCamera);
|
|
else if (gGameState == SCORE_SCREEN)
|
|
screen_render(scoreScreen, 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();
|
|
|
|
while (!quit)
|
|
{
|
|
timer_start(fpsTimer);
|
|
|
|
quit = handle_events();
|
|
handle_main_input();
|
|
pointer_handle_input(gPointer, &input);
|
|
|
|
switch (gGameState) {
|
|
case PLAYING:
|
|
case IN_GAME_MENU:
|
|
case GAME_OVER:
|
|
run_game();
|
|
break;
|
|
case MENU:
|
|
case CREDITS:
|
|
case SCORE_SCREEN:
|
|
run_menu();
|
|
break;
|
|
case QUIT:
|
|
quit = true;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
unsigned 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 = (float) ((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 (creditsScreen)
|
|
screen_destroy(creditsScreen);
|
|
if (scoreScreen)
|
|
screen_destroy(scoreScreen);
|
|
if (inGameMenu)
|
|
menu_destroy(inGameMenu);
|
|
|
|
camera_destroy(gCamera);
|
|
roommatrix_destroy(gRoomMatrix);
|
|
gui_destroy(gGui);
|
|
skillbar_destroy(gSkillBar);
|
|
pointer_destroy(gPointer);
|
|
actiontextbuilder_close();
|
|
item_builder_close();
|
|
particle_engine_close();
|
|
timer_destroy(menuTimer);
|
|
mixer_close();
|
|
texturecache_close();
|
|
settings_close();
|
|
hiscore_close();
|
|
|
|
SDL_DestroyRenderer(gRenderer);
|
|
SDL_DestroyWindow(gWindow);
|
|
gWindow = NULL;
|
|
TTF_Quit();
|
|
IMG_Quit();
|
|
SDL_Quit();
|
|
}
|
|
|
|
int main(int argc, char *argv[])
|
|
{
|
|
UNUSED(argc);
|
|
|
|
PHYSFS_init(argv[0]);
|
|
#ifndef DEBUG
|
|
PHYSFS_mount("assets.pack", NULL, 0);
|
|
PHYSFS_mount("data.pack", NULL, 0);
|
|
#else
|
|
PHYSFS_mount("assets", NULL, 0);
|
|
PHYSFS_mount("data", NULL, 0);
|
|
#endif // DEBUG
|
|
|
|
if (!init())
|
|
return 1;
|
|
|
|
run();
|
|
close();
|
|
PHYSFS_deinit();
|
|
|
|
return 0;
|
|
}
|