breakhack/src/main.c

1497 lines
33 KiB
C

/*
* BreakHack - A dungeone crawler RPG
* Copyright (C) 2018 Linus Probert <linus.probert@gmail.com>
*
* 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 <http://www.gnu.org/licenses/>.
*/
#include <stdio.h>
#include <stdlib.h>
#include <stdbool.h>
#include <SDL.h>
#include <SDL_image.h>
#include <physfs.h>
#include <string.h>
#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"
#include "skillbar.h"
#include "texturecache.h"
#include "update_data.h"
#include "settings.h"
#include "actiontextbuilder.h"
#include "input.h"
#include "screen.h"
#include "hiscore.h"
#include "io_util.h"
#include "tooltip.h"
#include "gamecontroller.h"
#include "time.h"
#include "sprite_util.h"
#include "event.h"
#include "config.h"
#include "save.h"
#ifdef STEAM_BUILD
#include "checksum.h"
#include "steam/steamworks_api_wrapper.h"
#endif // STEAM_BUILD
static char *artifacts_tooltip[] = {
"CONGRATULATIONS!", "",
"",
" You just picked up your first artifact!", "",
"",
" Your current artifacts and corresponding level are", "",
" listed next to your skills.", "",
"",
"",
" Artifacts have mystical effects that improve your offensive", "",
" or defensive advantage in the dungeon. However it is sometimes", "",
" hard to know what effect an artifact has.", "",
"",
"",
" Perhaps an experienced dungeoner will know more?", "",
"",
"",
"Press ", "ESC", " to close", "",
NULL
};
static char *skills_tooltip[] = {
"CONGRATULATIONS!", "",
"",
" You have aquired a new level and a new skill!", "",
"",
" Skills are listed in the bar below the game screen.", "",
"",
"",
" SKILL INFO: SHIFT + <N>", "",
" Where <N> is the number corresponding to the skill", "",
" Eg. 1, 2, 3, 4, 5", "",
"",
" DISABLE TOOLTIPS: CTRL + D", "",
"",
"",
"Press ", "ESC", " to close", "",
NULL
};
static char *how_to_play_tooltip[] = {
"HOW TO PLAY", "",
"",
" NAVIGATION: Use ARROWS or WASD or HJKL to move", "",
" Controller: LEFT STICK or D-PAD", "",
"",
" ATTACK: Walk into a monster to attack it", "",
"",
" HOLD TURN: Press ", "SPACE", "",
"",
" THROW DAGGER: Press ", "4", " then chose a direction (nav keys)", "",
"",
" DRINK HEALTH: Press ", "5", " (if you need health and have potions)", "",
"",
" TOGGLE MUSIC: CTRL + M", "",
"",
" TOGGLE SOUND: CTRL + S", "",
"",
" TOGGLE FULLSCREEN: CTRL + F", "",
"",
" TOGGLE MENU: ", "ESC", "",
"",
" Your stats and inventory are listed in the right panel", "",
"",
"",
" GOOD LUCK!", "",
" May your death be quick and painless...", "",
"",
"",
"",
"Press ", "ESC", " to close", "",
NULL
};
typedef enum Turn_t {
PLAYER,
MONSTER
} Turn;
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 SkillBar *gSkillBar = NULL;
static Menu *mainMenu = NULL;
static Menu *gameSelectMenu = NULL;
static Menu *inGameMenu = NULL;
static Menu *charSelectMenu = NULL;
static Timer *menuTimer = NULL;
static Camera *gCamera = NULL;
static Screen *creditsScreen = NULL;
static Screen *scoreScreen = NULL;
static Screen *characterSelectScreen = NULL;
static Sprite *new_skill_tooltip = NULL;
static Sprite *howto_tooltip = NULL;
static Sprite *new_artifact_tooltip = NULL;
static unsigned int cLevel = 1;
static float deltaTime = 1.0;
static double renderScale = 1.0;
static Turn currentTurn = PLAYER;
static class_t playerClass = WARRIOR;
static bool quickGame = false;
static bool arcadeGame = false;
static bool weeklyGame = false;
static GameState gGameState;
static SDL_Rect mainViewport;
static SDL_Rect gameViewport;
static SDL_Rect skillBarViewport;
static SDL_Rect bottomGuiViewport;
static SDL_Rect statsGuiViewport;
static SDL_Rect minimapViewport;
static SDL_Rect menuViewport;
static Input input;
#ifdef DEBUG
static Sprite *fpsSprite = NULL;
static Pointer *gPointer = NULL;
#endif // DEBUG
static void resetGame(void);
static void initMainMenu(void);
static bool is_player_dead(void);
static
bool initSDL(void)
{
int imgFlags = IMG_INIT_PNG;
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_GAMECONTROLLER | SDL_INIT_HAPTIC) < 0)
{
error("Could not initiate SDL2: %s", SDL_GetError());
return false;
}
Dimension dim = getScreenDimensions();
if (dim.height > 1080) {
info("Hi resolution screen detected (%u x %u)", dim.width, dim.height);
renderScale = ((double) dim.height)/1080;
info("Scaling by %f", renderScale);
}
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;
}
for (Uint8 i = 0; i < SDL_NumJoysticks(); ++i) {
if (!SDL_IsGameController(i))
continue;
SDL_GameController *ctrler = SDL_GameControllerOpen(i);
if (ctrler) {
gamecontroller_set(ctrler);
}
}
mixer_init();
char title_buffer[100];
m_sprintf(title_buffer, 100, "%s %d.%d.%d %s", GAME_TITLE, MAJOR_VERSION, MINOR_VERSION, PATCH_VERSION, RELEASE_TYPE);
gWindow = SDL_CreateWindow(title_buffer,
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;
}
// Set the window icon
SDL_SetWindowIcon(gWindow, IMG_Load_RW(io_load_rwops("Extras/icon.png"), true));
gRenderer = SDL_CreateRenderer(gWindow, -1,
SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
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;
}
if (SDL_IsTextInputActive()) {
debug("Disabling text input");
SDL_StopTextInput();
}
return true;
}
static void
initViewports(Uint32 offset)
{
mainViewport = (SDL_Rect) { offset, 0,
SCREEN_WIDTH, SCREEN_HEIGHT
};
gameViewport = (SDL_Rect) { offset, 0,
GAME_VIEW_WIDTH, GAME_VIEW_HEIGHT };
skillBarViewport = (SDL_Rect) { offset, GAME_VIEW_HEIGHT,
SKILL_BAR_WIDTH, SKILL_BAR_HEIGHT };
bottomGuiViewport = (SDL_Rect) { offset, GAME_VIEW_HEIGHT + SKILL_BAR_HEIGHT,
BOTTOM_GUI_WIDTH, BOTTOM_GUI_WIDTH };
statsGuiViewport = (SDL_Rect) { offset + GAME_VIEW_WIDTH, 0,
RIGHT_GUI_WIDTH, STATS_GUI_HEIGHT };
minimapViewport = (SDL_Rect) { offset + GAME_VIEW_WIDTH, STATS_GUI_HEIGHT,
RIGHT_GUI_WIDTH, MINIMAP_GUI_HEIGHT };
menuViewport = (SDL_Rect) {
offset + ((SCREEN_WIDTH - GAME_VIEW_WIDTH) >> 1),
(SCREEN_HEIGHT - GAME_VIEW_HEIGHT) >> 1,
GAME_VIEW_WIDTH,
GAME_VIEW_HEIGHT
};
}
static bool
initGame(void)
{
initViewports(0);
input_init(&input);
texturecache_init(gRenderer);
sprite_util_init(gRenderer);
gCamera = camera_create(gRenderer);
gRoomMatrix = roommatrix_create();
gGui = gui_create(gCamera);
skillbar_set_controller_mode(gamecontroller_mode());
gSkillBar = skillbar_create(gCamera);
item_builder_init(gRenderer);
#ifdef DEBUG
gPointer = pointer_create(gRenderer);
#endif // DEBUG
particle_engine_init();
menuTimer = _timer_create();
actiontextbuilder_init(gRenderer);
#ifdef DEBUG
fpsSprite = sprite_create();
sprite_load_text_texture(fpsSprite, "GUI/SDS_8x8.ttf", 0, 14, 1);
fpsSprite->pos = POS(16, 16);
fpsSprite->fixed = true;
#endif // DEBUG
return true;
}
static void
startGame(void)
{
if (arcadeGame)
cLevel = 19;
else
cLevel = 1;
if (weeklyGame)
set_random_seed((unsigned int) time_get_weekly_seed());
else
set_random_seed(0);
gGameState = PLAYING;
if (gPlayer)
player_destroy(gPlayer);
gPlayer = player_create(playerClass, gCamera);
mixer_play_music(GAME_MUSIC0 + get_random(2));
resetGame();
skillbar_reset(gSkillBar);
gui_clear_message_log();
gui_log("The Dungeon Crawl begins!");
gui_event_message("Welcome to the dungeon!");
Settings *settings = settings_get();
if (!settings->howto_tooltip_shown)
gGui->activeTooltip = howto_tooltip;
settings->howto_tooltip_shown = true;
if (arcadeGame)
player_set_level(gPlayer, 22);
}
static void
exitGame(void *unused)
{
UNUSED(unused);
gGameState = QUIT;
}
static bool
gameCompleted(void)
{
return cLevel >= 20 || (quickGame && cLevel >= 12);
}
static void
toggleInGameMenu(void *unused)
{
UNUSED(unused);
if (gGameState == PLAYING ||
gGameState == GAME_OVER ||
gGameState == COMPLETED)
gGameState = IN_GAME_MENU;
else if (is_player_dead())
gGameState = GAME_OVER;
else if (gameCompleted())
gGameState = COMPLETED;
else
gGameState = PLAYING;
}
static void
on_character_select(const char *str)
{
if (strcmp(str, "warrior") == 0)
playerClass = WARRIOR;
else if (strcmp(str, "rogue") == 0)
playerClass = ROGUE;
else if (strcmp(str, "mage") == 0)
playerClass = MAGE;
startGame();
}
static void
goToCharacterMenu(void *unused)
{
UNUSED(unused);
charSelectMenu = menu_create_character_selector(on_character_select, gCamera);
characterSelectScreen = screen_create_characterselect(gRenderer);
gGameState = CHARACTER_MENU;
}
static void
choose_music(void)
{
if (cLevel > (unsigned int) (quickGame ? 11 : 19)) {
mixer_play_music(BOSS_MUSIC0);
} else if (cLevel % (quickGame ? 3 : 5) == 0) {
gui_log("You sense something powerful in the vicinity");
mixer_play_music(BOSS_MUSIC0);
} else {
mixer_play_music(GAME_MUSIC0 + get_random(2));
}
}
static void
continueGame(void *unused)
{
(void) unused;
const Save *save = save_get();
quickGame = save->quickGame;
arcadeGame = save->arcadeGame;
playerClass = save->player_class;
cLevel = save->map_level;
set_random_seed(save->seed);
debug("Loading seed: %d", save->seed);
debug("Loading map level: %d", save->map_level);
gGameState = PLAYING;
if (gPlayer)
player_destroy(gPlayer);
gPlayer = player_create(playerClass, gCamera);
// Load player from save
gPlayer->daggers = save->player_daggers;
gPlayer->xp = save->player_xp;
gPlayer->stateData = save->player_state;
gPlayer->stats = save->player_stats;
gPlayer->stat_data = save->player_player_stats;
gPlayer->potion_sips = save->player_potion_sips;
gPlayer->equipment = save->player_equipment;
gPlayer->gold = save->player_gold;
choose_music();
resetGame();
skillbar_reset(gSkillBar);
gui_clear_message_log();
gui_log("The Dungeon Crawl continues!");
gui_event_message("Welcome back!");
}
static void
startRegularGame(void *unused)
{
quickGame = false;
weeklyGame = false;
goToCharacterMenu(unused);
}
static void
startQuickGame(void *unused)
{
quickGame = true;
weeklyGame = false;
goToCharacterMenu(unused);
}
#ifdef STEAM_BUILD
static void
startWeeklyGame(void *unused)
{
quickGame = true;
weeklyGame = true;
goToCharacterMenu(unused);
}
#endif
static void
startArcadeGame(void *unused)
{
arcadeGame = true;
quickGame = false;
weeklyGame = false;
goToCharacterMenu(unused);
}
static void
goToMainMenu(void *unused)
{
UNUSED(unused);
save_load();
gui_clear_message_log();
gGameState = MENU;
menu_destroy(inGameMenu);
inGameMenu = NULL;
initMainMenu();
Position p = { 0, 0 };
gPlayer->sprite->pos = (Position) { 32, 32 };
map_set_current_room(gMap, &p);
camera_follow_position(gCamera, &p);
}
static void
goToGameSelectMenu(void *unused)
{
UNUSED(unused);
int item_count = 3;
#ifdef STEAM_BUILD
item_count += 1;
#endif
if (save_exists()) {
item_count += 1;
}
TEXT_MENU_ITEM *menuItems = ec_malloc(item_count * sizeof(TEXT_MENU_ITEM));
int i = 0;
if (save_exists()) {
menuItems[i++] = (TEXT_MENU_ITEM) {
"CONTINUE",
"Continue your last session",
continueGame,
};
}
menuItems[i++] = (TEXT_MENU_ITEM) {
"STANDARD GAME",
"Standard 20 level game, recommended for new players",
startRegularGame
};
#ifdef STEAM_BUILD
menuItems[i++] = (TEXT_MENU_ITEM) {
"WEEKLY CHALLENGE",
"Quick game with weekly leaderboards at breakhack.net",
startWeeklyGame
};
#endif
menuItems[i++] = (TEXT_MENU_ITEM) {
"QUICK GAME",
"Shorter 12 level game, with more action earlier in the game",
startQuickGame
};
menuItems[i++] = (TEXT_MENU_ITEM) {
"ARCADE GAME",
"One big level with lots of action",
startArcadeGame
};
menu_create_text_menu(&gameSelectMenu, menuItems, item_count, gRenderer);
free(menuItems);
gGameState = GAME_SELECT;
}
static void
showHowToTooltip(void *unused)
{
UNUSED(unused);
toggleInGameMenu(NULL);
gGui->activeTooltip = howto_tooltip;
}
static void
initInGameMenu(void)
{
static TEXT_MENU_ITEM menu_items[] = {
{ "RESUME", "", toggleInGameMenu },
{ "HOW TO PLAY", "", showHowToTooltip },
{ "MAIN MENU", "", goToMainMenu },
{ "QUIT", "Exit game", exitGame },
};
menu_create_text_menu(&inGameMenu, &menu_items[0], 4, gRenderer);
}
static void
createInGameGameOverMenu(void)
{
static TEXT_MENU_ITEM menu_items[] = {
{ "NEW GAME", "Start a new game with the same settings",
goToCharacterMenu },
{ "MAIN MENU", "", goToMainMenu },
{ "QUIT", "Exit game", exitGame },
};
if (inGameMenu) {
menu_destroy(inGameMenu);
inGameMenu = NULL;
}
menu_create_text_menu(&inGameMenu, &menu_items[0], 3, gRenderer);
}
static void
viewCredits(void *unused)
{
UNUSED(unused);
gGameState = CREDITS;
}
static void
viewScoreScreen(void *unused)
{
UNUSED(unused);
gGameState = SCORE_SCREEN;
}
static void
initMainMenu(void)
{
static TEXT_MENU_ITEM menu_items[] = {
{ "PLAY", "Start game", goToGameSelectMenu },
{ "SCORES", "View your top 10 scores", viewScoreScreen },
{ "CREDITS", "View game credits", viewCredits },
{ "QUIT", "Exit game", exitGame },
};
if (gMap)
map_destroy(gMap);
gMap = map_lua_generator_single_room__run(cLevel, gRenderer);
menu_create_text_menu(&mainMenu, &menu_items[0], 4, gRenderer);
mixer_play_music(MENU_MUSIC);
creditsScreen = screen_create_credits(gRenderer);
scoreScreen = screen_create_hiscore(gRenderer);
quickGame = false;
weeklyGame = false;
arcadeGame = false;
}
static void
repopulate_roommatrix(void)
{
roommatrix_populate_from_map(gRoomMatrix, gMap);
roommatrix_add_lightsource(gRoomMatrix,
&gPlayer->sprite->pos);
roommatrix_build_lightmap(gRoomMatrix);
}
static void
resetGame(void)
{
SDL_FlushEvents(SDL_FIRSTEVENT, SDL_LASTEVENT);
if (mainMenu) {
menu_destroy(mainMenu);
mainMenu = NULL;
}
if (charSelectMenu) {
menu_destroy(charSelectMenu);
charSelectMenu = NULL;
}
if (gameSelectMenu) {
menu_destroy(gameSelectMenu);
gameSelectMenu = NULL;
}
if (characterSelectScreen) {
screen_destroy(characterSelectScreen);
characterSelectScreen = NULL;
}
if (creditsScreen) {
screen_destroy(creditsScreen);
creditsScreen = NULL;
}
if (scoreScreen) {
screen_destroy(scoreScreen);
scoreScreen = NULL;
}
if (inGameMenu) {
menu_destroy(inGameMenu);
inGameMenu = NULL;
}
initInGameMenu();
if (gMap)
map_destroy(gMap);
particle_engine_clear();
GameMode mode = REGULAR;
if (quickGame)
mode = QUICK;
else if (arcadeGame)
mode = ARCADE;
info("Building new map");
gMap = map_lua_generator_run(cLevel, mode, gPlayer, gRenderer);
player_reset_on_levelchange(gPlayer);
map_set_current_room(gMap, &gPlayer->sprite->pos);
camera_follow_position(gCamera, &gPlayer->sprite->pos);
repopulate_roommatrix();
}
static void
on_event_callback(Event *event)
{
if (event->type == MONSTER_KILLED_EVENT) {
if (strcmp(event->monsterKilled.monster->label, "A Fairy") == 0) {
LinkedList *monsters = gMap->monsters;
while (monsters) {
Monster *monster = monsters->data;
monsters = monsters->next;
if (position_in_room(&monster->sprite->pos, &gMap->currentRoom))
monster_set_bloodlust(monster, true);
}
}
}
}
static bool
init(void)
{
#ifdef STEAM_BUILD
#ifndef DEBUG
if (!steam_restart_needed()) {
steam_init();
} else {
error("%s needs to be started through Steam", GAME_TITLE);
return false;
}
#else
steam_init();
#endif
#endif // STEAM_BUILD
if (!initSDL()) {
return false;
} else if (!initGame()) {
return false;
}
event_register_listener(on_event_callback);
settings_init();
save_init();
hiscore_init();
initMainMenu();
tooltip_set_controller_mode(gamecontroller_mode());
howto_tooltip = tooltip_create(how_to_play_tooltip, gCamera);
new_skill_tooltip = tooltip_create(skills_tooltip, gCamera);
new_artifact_tooltip = tooltip_create(artifacts_tooltip, gCamera);
gCamera->pos = (Position) { 0, 0 };
gGameState = MENU;
return true;
}
static void
toggle_fullscreen(void)
{
bool isFullscreen = SDL_GetWindowFlags(gWindow) & SDL_WINDOW_FULLSCREEN_DESKTOP;
Settings *settings = settings_get();
if (isFullscreen) {
initViewports(0);
SDL_SetWindowFullscreen(gWindow, 0);
settings->fullscreen_enabled = false;
}
else {
int w, h, lw, lh;
SDL_RenderGetLogicalSize(gRenderer, &lw, &lh);
SDL_GetWindowSize(gWindow, &w, &h);
double lratio = (double) w / (double) lw;
SDL_SetWindowFullscreen(gWindow, SDL_WINDOW_FULLSCREEN_DESKTOP);
SDL_DisplayMode dMode;
SDL_GetWindowDisplayMode(gWindow, &dMode);
double ratio = (double) (dMode.w) / w;
double offset = ((dMode.w - w) / 2);
initViewports((Uint32)(offset/(ratio*lratio)));
settings->fullscreen_enabled = true;
}
}
static void
handle_settings_input(void)
{
if (input_modkey_is_pressed(&input, KEY_CTRL_M)) {
if (mixer_toggle_music(&gGameState))
gui_log("Music enabled");
else
gui_log("Music disabled");
}
if (input_modkey_is_pressed(&input, KEY_CTRL_S)) {
if (mixer_toggle_sound())
gui_log("Sound enabled");
else
gui_log("Sound disabled");
}
if (input_modkey_is_pressed(&input, KEY_CTRL_D)) {
Settings *s = settings_get();
s->tooltips_enabled = !s->tooltips_enabled;
if (s->tooltips_enabled)
gui_log("Tooltips enabled");
else
gui_log("Tooltips disabled");
}
if (input_modkey_is_pressed(&input, KEY_CTRL_F)) {
toggle_fullscreen();
}
}
static void
handle_main_input(void)
{
if (input_key_is_pressed(&input, KEY_ESC)) {
switch (gGameState) {
case CREDITS:
case SCORE_SCREEN:
gGameState = MENU;
break;
case GAME_SELECT:
menu_destroy(gameSelectMenu);
gameSelectMenu = NULL;
gGameState = MENU;
break;
case CHARACTER_MENU:
if (mainMenu == NULL)
break;
screen_destroy(characterSelectScreen);
characterSelectScreen = NULL;
menu_destroy(charSelectMenu);
charSelectMenu = NULL;
gGameState = GAME_SELECT;
break;
case MENU:
gGameState = QUIT;
break;
case PLAYING:
case IN_GAME_MENU:
case GAME_OVER:
case COMPLETED:
if (gGui->activeTooltip)
gGui->activeTooltip = NULL;
else
toggleInGameMenu(NULL);
default:
break;
}
}
handle_settings_input();
}
static bool
handle_events(void)
{
static SDL_Event event;
bool quit = false;
int handleCount = 0;
input_reset(&input);
while (SDL_PollEvent(&event) != 0) {
if (event.type == SDL_QUIT) {
quit = true;
continue;
}
input_handle_event(&input, &event);
handleCount++;
if (handleCount >= 20) {
debug("Flushing event queue");
SDL_PumpEvents();
SDL_FlushEvents(SDL_FIRSTEVENT, SDL_LASTEVENT);
break;
}
}
return quit;
}
static bool
is_player_dead(void)
{
if (gPlayer->stats.hp <= 0) {
return true;
}
return false;
}
static void
end_game_details(void)
{
gui_log("You earned %.2f gold", gPlayer->gold);
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");
}
}
static void
check_next_level(void)
{
if (gameCompleted()) {
return;
}
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) {
++cLevel;
if (!weeklyGame) {
save_save(get_random_seed(),
cLevel,
quickGame,
arcadeGame,
gPlayer);
}
mixer_play_effect(NEXT_LEVEL);
choose_music();
if (!gameCompleted()) {
resetGame();
}
}
}
static void
populateUpdateData(UpdateData *data, float deltatime)
{
data->player = gPlayer;
data->map = gMap;
data->matrix = gRoomMatrix;
data->input = &input;
data->gui = gGui;
data->deltatime = deltatime;
data->cam = gCamera;
}
static bool
check_skillbar_activation(void)
{
static unsigned int playerLevel = 1;
if (playerLevel != gPlayer->stats.lvl) {
playerLevel = gPlayer->stats.lvl;
return skillbar_check_skill_activation(gSkillBar, gPlayer);
}
return false;
}
static void
check_tooltip_activation(bool skillActivated)
{
static bool artifactTooltipShown = false;
Settings *settings = settings_get();
if (skillActivated && settings->tooltips_enabled) {
gGui->activeTooltip = new_skill_tooltip;
}
if (!artifactTooltipShown && gPlayer->equipment.hasArtifacts) {
artifactTooltipShown = true;
if (settings->tooltips_enabled)
gGui->activeTooltip = new_artifact_tooltip;
}
}
static void
run_game_update(void)
{
static UpdateData updateData;
if (gGameState == IN_GAME_MENU)
menu_update(inGameMenu, &input, gCamera);
populateUpdateData(&updateData, deltaTime);
bool skillActivated = check_skillbar_activation();
check_tooltip_activation(skillActivated);
if (gGameState == PLAYING && currentTurn == PLAYER)
player_update(&updateData);
gui_update_player_stats(gGui, gPlayer, gMap, gRenderer);
camera_update(gCamera, updateData.deltatime);
particle_engine_update(deltaTime);
roommatrix_update(&updateData);
actiontextbuilder_update(&updateData);
skillbar_update(gSkillBar, &updateData);
camera_follow_position(gCamera, &gPlayer->sprite->pos);
map_set_current_room(gMap, &gPlayer->sprite->pos);
map_update(&updateData);
if (currentTurn == PLAYER) {
if (player_turn_over(gPlayer)) {
currentTurn = MONSTER;
player_reset_steps(gPlayer);
map_on_new_turn(gMap);
}
} else if (currentTurn == MONSTER) {
if (map_move_monsters(gMap, gRoomMatrix)) {
currentTurn = PLAYER;
}
}
map_clear_expired_entities(gMap, gPlayer);
repopulate_roommatrix();
}
static void
render_gui(void)
{
SDL_RenderSetViewport(gRenderer, &statsGuiViewport);
gui_render_panel(gGui, gCamera);
SDL_RenderSetViewport(gRenderer, &minimapViewport);
gui_render_minimap(gGui, gMap, gCamera);
SDL_RenderSetViewport(gRenderer, &skillBarViewport);
skillbar_render(gSkillBar, gPlayer, gCamera);
SDL_RenderSetViewport(gRenderer, &bottomGuiViewport);
gui_render_log(gGui, gCamera);
SDL_RenderSetViewport(gRenderer, &mainViewport);
}
static void
render_game_completed(void)
{
SDL_RenderSetViewport(gRenderer, &gameViewport);
if (!is_player_dead()) {
player_render(gPlayer, gCamera);
player_render_toplayer(gPlayer, gCamera);
}
actiontextbuilder_render(gCamera);
gui_render_event_message(gGui, 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);
}
#ifdef DEBUG
sprite_render(fpsSprite, gCamera);
pointer_render(gPointer, gCamera);
#endif // DEBUG
}
static void
render_game(void)
{
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, gRoomMatrix, gCamera);
roommatrix_render_lightmap(gRoomMatrix, gCamera);
actiontextbuilder_render(gCamera);
gui_render_event_message(gGui, gCamera);
}
static void
run_game_render(void)
{
SDL_SetRenderDrawColor(gRenderer, 0, 0, 0, 0);
SDL_RenderClear(gRenderer);
render_game();
render_gui();
SDL_RenderSetViewport(gRenderer, &mainViewport);
particle_engine_render_global(gCamera);
gui_render_tooltip(gGui, 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);
}
#ifdef DEBUG
sprite_render(fpsSprite, gCamera);
pointer_render(gPointer, gCamera);
#endif // DEBUG
SDL_RenderPresent(gRenderer);
}
#ifdef STEAM_BUILD
static inline void
register_scores(void)
{
uint8_t details[4] = {
(uint8_t) gPlayer->stats.lvl,
(uint8_t) cLevel, (uint8_t) (gPlayer->class + 1), 0
};
steam_register_score((int) gPlayer->gold, (int32_t*)
&details, 1);
steam_register_kills((int) gPlayer->stat_data.kills,
(int32_t*) &details, 1);
if (quickGame) {
steam_register_qp_score((int) gPlayer->gold,
(int32_t*) &details, 1);
}
if (weeklyGame) {
steam_register_weekly_score((int) gPlayer->gold,
(int32_t*) &details, 1);
}
if (arcadeGame) {
steam_register_arcade_score((int)gPlayer->gold,
(int32_t*) &details, 1);
}
if (gPlayer->class == ROGUE) {
steam_set_achievement(ROGUE_LIKE);
steam_register_rogue_score((int) gPlayer->gold,
(int32_t*) &details, 1);
} else if (gPlayer->class == WARRIOR) {
steam_register_warrior_score((int) gPlayer->gold,
(int32_t*) &details, 1);
} else if (gPlayer->class == MAGE) {
steam_set_achievement(MAGICAL);
steam_register_mage_score((int) gPlayer->gold,
(int32_t*) &details, 1);
}
}
#endif
static void
run_game(void)
{
run_game_update();
if (gameCompleted()) {
SDL_SetRenderDrawColor(gRenderer, 0, 0, 0, 255);
SDL_RenderClear(gRenderer);
render_game_completed();
render_gui();
SDL_RenderPresent(gRenderer);
} else {
run_game_render();
}
if (gGameState == PLAYING && is_player_dead()) {
camera_shake(VECTOR2D_RIGHT, 800);
gui_log("The dungeon consumed you");
gui_event_message("You died!");
save_clear();
end_game_details();
mixer_play_effect(SPLAT);
gGameState = GAME_OVER;
createInGameGameOverMenu();
hiscore_register(gPlayer, cLevel);
#ifdef STEAM_BUILD
register_scores();
#endif // STEAM_BUILD
} else {
check_next_level();
}
if (gGameState == PLAYING && (gameCompleted())) {
gGameState = COMPLETED;
createInGameGameOverMenu();
gui_event_message("Your break is over!");
gui_log("Your break is over!");
gui_event_message("Well done!");
end_game_details();
#ifdef STEAM_BUILD
if (cLevel >= 20 && !arcadeGame)
steam_set_achievement(BACK_TO_WORK);
register_scores();
#endif // STEAM_BUILD
}
}
static Menu *
get_active_menu(void)
{
switch (gGameState) {
case MENU:
return mainMenu;
case CHARACTER_MENU:
return charSelectMenu;
case GAME_SELECT:
return gameSelectMenu;
default:
return NULL;
}
}
static inline void
render_current_screen(void)
{
switch (gGameState) {
case CHARACTER_MENU:
screen_render(characterSelectScreen, gCamera);
break;
case CREDITS:
screen_render(creditsScreen, gCamera);
break;
case SCORE_SCREEN:
screen_render(scoreScreen, gCamera);
break;
default:
break;
}
}
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);
}
if (gGameState != MENU
&& gGameState != CREDITS
&& gGameState != SCORE_SCREEN
&& gGameState != GAME_SELECT
&& gGameState != CHARACTER_MENU)
return;
menu_update(get_active_menu(), &input, gCamera);
SDL_SetRenderDrawColor(gRenderer, 0, 0, 0, 0);
SDL_RenderClear(gRenderer);
if (gGameState != CHARACTER_MENU) {
SDL_RenderSetViewport(gRenderer, &menuViewport);
map_render(gMap, gCamera);
map_render_mid_layer(gMap, gCamera);
map_render_top_layer(gMap, gRoomMatrix, gCamera);
roommatrix_render_lightmap(gRoomMatrix, gCamera);
}
SDL_RenderSetViewport(gRenderer, &mainViewport);
render_current_screen();
menu_render(get_active_menu(), gCamera);
#ifdef DEBUG
sprite_render(fpsSprite, gCamera);
pointer_render(gPointer, gCamera);
#endif // DEBUG
SDL_RenderPresent(gRenderer);
}
static void
run(void)
{
static int oldTime = 0;
static int currentTime = 0;
bool quit = false;
#ifdef DEBUG
Uint32 frame = 0;
Timer *fpsTime = _timer_create();
Timer *updateTimer = _timer_create();
timer_start(fpsTime);
timer_start(updateTimer);
#endif // DEBUG
Timer *fpsTimer = _timer_create();
while (!quit)
{
timer_start(fpsTimer);
quit = handle_events();
handle_main_input();
#ifdef DEBUG
pointer_handle_input(gPointer, &input);
#endif // DEBUG
#ifdef STEAM_BUILD
steam_run_callbacks();
#endif // STEAM_BUILD
switch (gGameState) {
case PLAYING:
case IN_GAME_MENU:
case GAME_OVER:
case COMPLETED:
run_game();
break;
case MENU:
case CREDITS:
case SCORE_SCREEN:
case GAME_SELECT:
case CHARACTER_MENU:
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);
}
#ifdef DEBUG
frame++;
if (timer_get_ticks(updateTimer) > 1000) {
char buffer[20];
m_sprintf(buffer, 20, "FPS: %u", frame / (timer_get_ticks(fpsTime) / 1000));
texture_load_from_text(fpsSprite->textures[0], buffer, C_RED, C_WHITE, gRenderer);
fpsSprite->dim = fpsSprite->textures[0]->dim;
timer_start(updateTimer);
}
#endif // DEBUG
}
timer_destroy(fpsTimer);
#ifdef DEBUG
timer_destroy(fpsTime);
timer_destroy(updateTimer);
#endif // DEBUG
}
static
void close(void)
{
if (gPlayer)
player_destroy(gPlayer);
if (gMap)
map_destroy(gMap);
if (mainMenu)
menu_destroy(mainMenu);
if (charSelectMenu)
menu_destroy(charSelectMenu);
if (gameSelectMenu)
menu_destroy(gameSelectMenu);
if (inGameMenu)
menu_destroy(inGameMenu);
if (creditsScreen)
screen_destroy(creditsScreen);
if (scoreScreen)
screen_destroy(scoreScreen);
if (characterSelectScreen)
screen_destroy(characterSelectScreen);
sprite_destroy(howto_tooltip);
sprite_destroy(new_skill_tooltip);
camera_destroy(gCamera);
roommatrix_destroy(gRoomMatrix);
gui_destroy(gGui);
skillbar_destroy(gSkillBar);
#ifdef DEBUG
pointer_destroy(gPointer);
sprite_destroy(fpsSprite);
#endif // DEBUG
actiontextbuilder_close();
item_builder_close();
particle_engine_close();
timer_destroy(menuTimer);
mixer_close();
texturecache_close();
settings_close();
hiscore_close();
save_close();
#ifdef STEAM_BUILD
steam_shutdown();
#endif // STEAM_BUILD
gamecontroller_close();
event_clear_listeners();
SDL_DestroyRenderer(gRenderer);
SDL_DestroyWindow(gWindow);
gWindow = NULL;
TTF_Quit();
IMG_Quit();
SDL_Quit();
}
#ifdef STEAM_BUILD
static void
validate_lib_checksum(void)
{
FILE *fp;
#ifdef WIN32
const char *file = "./steam_api.dll";
unsigned int expected = DLL_LIBSTEAM_CHECKSUM;
fopen_s(&fp, file, "rb");
#else // WIN32
const char *file = "./libsteam_api.so";
unsigned int expected = SO_LIBSTEAM_CHECKSUM;
fp = fopen(file, "rb");
#endif // WIN32
if (!fp) {
fatal("Unable to open %s for reading\n", file);
}
unsigned calculated = checksum_fp(fp);
fclose(fp);
if (calculated != expected) {
fatal("Checksum validation failiure: %#x != %#x", calculated, expected);
} else {
info("Checksum validated: %#x", calculated);
}
}
#endif // STEAM_BUILD
int main(int argc, char *argv[])
{
UNUSED(argc);
#ifdef STEAM_BUILD
validate_lib_checksum();
#endif // STEAM_BUILD
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 (argc > 1) {
set_random_seed(atoi(argv[1]));
}
if (!init())
return 1;
if (settings_get()->fullscreen_enabled) {
// Game starts in windowed mode so this will
// change to fullscreen
toggle_fullscreen();
}
run();
close();
PHYSFS_deinit();
return 0;
}