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libakgl/src/game.c

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#include <SDL3/SDL.h>
#include <SDL3_image/SDL_image.h>
#include <SDL3_mixer/SDL_mixer.h>
#include <SDL3_ttf/SDL_ttf.h>
#include <stdio.h>
#include <akerror.h>
#include <semver.h>
#include <akstdlib.h>
#include <akgl/game.h>
#include <akgl/controller.h>
#include <akgl/tilemap.h>
#include <akgl/sprite.h>
#include <akgl/heap.h>
#include <akgl/registry.h>
#include <akgl/staticstring.h>
#include <akgl/iterator.h>
#include <akgl/SDL_GameControllerDB.h>
SDL_Window *window = NULL;
SDL_Renderer *renderer = NULL;
akgl_Frame ball;
akgl_Frame paddle1;
akgl_Frame paddle2;
akgl_Frame table;
akgl_Tilemap gamemap;
MIX_Audio *bgm = NULL;
MIX_Mixer *akgl_mixer = NULL;
MIX_Track *akgl_tracks[AKGL_GAME_AUDIO_MAX_TRACKS];
SDL_FRect camera;
akgl_Game game;
akerr_ErrorContext AKERR_NOIGNORE *akgl_game_init()
{
int i = 0;
PREPARE_ERROR(errctx);
ATTEMPT {
strncpy((char *)&game.libversion, AKGL_VERSION, 32);
game.gameStartTime = SDL_GetTicksNS();
game.lastIterTime = game.gameStartTime;
game.lastFPSTime = game.gameStartTime;
FAIL_ZERO_BREAK(errctx, strlen((char *)&game.name), AKERR_NULLPOINTER, "Must provide game name");
FAIL_ZERO_BREAK(errctx, strlen((char *)&game.version), AKERR_NULLPOINTER, "Must provide game version");
FAIL_ZERO_BREAK(errctx, strlen((char *)&game.uri), AKERR_NULLPOINTER, "Must provide game uri");
CATCH(errctx, akgl_heap_init());
CATCH(errctx, akgl_registry_init_actor());
CATCH(errctx, akgl_registry_init_sprite());
CATCH(errctx, akgl_registry_init_spritesheet());
CATCH(errctx, akgl_registry_init_character());
CATCH(errctx, akgl_registry_init_font());
CATCH(errctx, akgl_registry_init_music());
CATCH(errctx, akgl_registry_init_properties());
CATCH(errctx, akgl_registry_init_actor_state_strings());
} CLEANUP {
} PROCESS(errctx) {
} FINISH(errctx, true)
SDL_SetAppMetadata(game.name, game.version, game.uri);
for ( i = 0 ; i < AKGL_MAX_CONTROL_MAPS; i++ ) {
memset(&GAME_ControlMaps[i], 0x00, sizeof(akgl_ControlMap));
}
FAIL_ZERO_RETURN(
errctx,
SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD | SDL_INIT_AUDIO),
AKGL_ERR_SDL,
"Couldn't initialize SDL: %s",
SDL_GetError());
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// Load the Game Controller DB
for ( i = 0; i < AKGL_SDL_GAMECONTROLLER_DB_LEN ; i++ ) {
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if ( SDL_AddGamepadMapping(SDL_GAMECONTROLLER_DB[i]) == -1 ) {
FAIL_ZERO_RETURN(errctx, 0, AKGL_ERR_SDL, "%s", SDL_GetError());
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}
}
FAIL_ZERO_RETURN(
errctx,
SDL_CreateWindowAndRenderer(game.uri, game.screenwidth, game.screenheight, 0, &window, &renderer),
AKGL_ERR_SDL,
"Couldn't create window/renderer: %s",
SDL_GetError());
FAIL_ZERO_RETURN(
errctx,
MIX_Init(),
AKGL_ERR_SDL,
"Couldn't initialize audio: %s",
SDL_GetError());
akgl_mixer = MIX_CreateMixerDevice(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, 0);
FAIL_ZERO_RETURN(
errctx,
akgl_mixer,
AKGL_ERR_SDL,
"Unable to create mixer device: %s",
SDL_GetError());
FAIL_ZERO_RETURN(
errctx,
TTF_Init(),
AKGL_ERR_SDL,
"Couldn't initialize front engine: %s",
SDL_GetError());
camera.x = 0;
camera.y = 0;
camera.w = game.screenwidth;
camera.h = game.screenheight;
SUCCEED(errctx);
}
void akgl_game_updateFPS()
{
SDL_Time curTime;
curTime = SDL_GetTicksNS();
if ( (curTime - game.lastFPSTime) > AKGL_TIME_ONESEC_NS ) {
game.fps = game.framesSinceUpdate;
game.framesSinceUpdate = 0;
game.lastFPSTime = curTime;
}
game.framesSinceUpdate += 1;
game.lastIterTime = curTime;
}
/*
* entity name -> pointer map tables
*/
void akgl_game_save_actorname_iterator(void *userdata, SDL_PropertiesID props, const char *name)
{
FILE *fp = (FILE *)userdata;
akgl_Actor *actor = NULL;
PREPARE_ERROR(errctx);
ATTEMPT {
FAIL_ZERO_BREAK(errctx, fp, AKERR_NULLPOINTER, "NULL file pointer");
fwrite((char *)name, 1, AKGL_ACTOR_MAX_NAME_LENGTH, fp);
actor = SDL_GetPointerProperty(props, name, NULL);
fwrite(&actor, 1, sizeof(akgl_Actor *), fp);
} CLEANUP {
} PROCESS(errctx) {
} FINISH_NORETURN(errctx);
}
void akgl_game_save_spritename_iterator(void *userdata, SDL_PropertiesID props, const char *name)
{
FILE *fp = (FILE *)userdata;
akgl_Sprite *sprite = NULL;
PREPARE_ERROR(errctx);
ATTEMPT {
FAIL_ZERO_BREAK(errctx, fp, AKERR_NULLPOINTER, "NULL file pointer");
sprite = SDL_GetPointerProperty(props, name, NULL);
fwrite((char *)name, 1, AKGL_SPRITE_MAX_NAME_LENGTH, fp);
fwrite(&sprite, 1, sizeof(akgl_Sprite *), fp);
} CLEANUP {
} PROCESS(errctx) {
} FINISH_NORETURN(errctx);
}
void akgl_game_save_spritesheetname_iterator(void *userdata, SDL_PropertiesID props, const char *name)
{
FILE *fp = (FILE *)userdata;
akgl_SpriteSheet *spritesheet = NULL;
PREPARE_ERROR(errctx);
ATTEMPT {
FAIL_ZERO_BREAK(errctx, fp, AKERR_NULLPOINTER, "NULL file pointer");
spritesheet = SDL_GetPointerProperty(props, name, NULL);
fwrite((char *)name, 1, AKGL_SPRITE_SHEET_MAX_FILENAME_LENGTH, fp);
fwrite(&spritesheet, 1, sizeof(akgl_SpriteSheet *), fp);
} CLEANUP {
} PROCESS(errctx) {
} FINISH_NORETURN(errctx);
}
void akgl_game_save_charactername_iterator(void *userdata, SDL_PropertiesID props, const char *name)
{
FILE *fp = (FILE *)userdata;
PREPARE_ERROR(errctx);
akgl_Character *character = NULL;
ATTEMPT {
FAIL_ZERO_BREAK(errctx, fp, AKERR_NULLPOINTER, "NULL file pointer");
character = SDL_GetPointerProperty(props, name, NULL);
fwrite((char *)name, 1, AKGL_SPRITE_MAX_CHARACTER_NAME_LENGTH, fp);
fwrite(&character, 1, sizeof(akgl_Character *), fp);
} CLEANUP {
} PROCESS(errctx) {
} FINISH_NORETURN(errctx);
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_game_save_actors(FILE *fp)
{
PREPARE_ERROR(errctx);
char nullval = 0x00;
ATTEMPT {
FAIL_ZERO_BREAK(errctx, fp, AKERR_NULLPOINTER, "NULL file pointer");
// write the actor name pointer table
SDL_EnumerateProperties(
AKGL_REGISTRY_ACTOR,
&akgl_game_save_actorname_iterator,
(void *)fp);
fwrite((void *)&nullval, 1, AKGL_ACTOR_MAX_NAME_LENGTH, fp);
fwrite((void *)&nullval, 1, sizeof(akgl_Actor *), fp);
// write the sprite name pointer table
SDL_EnumerateProperties(
AKGL_REGISTRY_SPRITE,
&akgl_game_save_spritename_iterator,
(void *)fp);
fwrite((void *)&nullval, 1, AKGL_SPRITE_MAX_NAME_LENGTH, fp);
fwrite((void *)&nullval, 1, sizeof(akgl_Sprite *), fp);
// write the spritesheet name pointer table
SDL_EnumerateProperties(
AKGL_REGISTRY_SPRITESHEET,
&akgl_game_save_spritesheetname_iterator,
(void *)fp);
fwrite((void *)&nullval, 1, AKGL_SPRITE_SHEET_MAX_FILENAME_LENGTH, fp);
fwrite((void *)&nullval, 1, sizeof(akgl_SpriteSheet *), fp);
// write the character name pointer table
SDL_EnumerateProperties(
AKGL_REGISTRY_CHARACTER,
&akgl_game_save_charactername_iterator,
(void *)fp);
fwrite((void *)&nullval, 1, AKGL_SPRITE_MAX_CHARACTER_NAME_LENGTH, fp);
fwrite((void *)&nullval, 1, sizeof(akgl_Character *), fp);
} CLEANUP {
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_game_save(char *fpath)
{
FILE *fp = NULL;
PREPARE_ERROR(errctx);
ATTEMPT {
FAIL_ZERO_BREAK(errctx, fpath, AKERR_NULLPOINTER, "NULL file path");
CATCH(errctx, aksl_fopen(fpath, "wb", &fp));
CATCH(errctx, aksl_fwrite(&game, 1, sizeof(akgl_Game), fp));
CATCH(errctx, akgl_game_save_actors(fp));
} PROCESS(errctx) {
} CLEANUP {
if ( fp != NULL )
fclose(fp);
} FINISH(errctx, true);
SUCCEED_RETURN(errctx); // SUCCEED_NORETURN if in main().
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_game_load_objectnamemap(FILE *fp, SDL_PropertiesID map, int namelength, int ptrlength, SDL_PropertiesID registry)
{
void *ptr = NULL;
char ptrstring[32];
char objname[namelength];
int retval = 0;
PREPARE_ERROR(errctx);
while ( 1 ) {
CATCH(errctx, aksl_fread((void *)&objname, 1, namelength, fp));
CATCH(errctx, aksl_fread((void *)&ptr, 1, ptrlength, fp));
// End of the map
if ( ptr == 0x00 && objname[0] == 0x00 ) {
break;
}
// The map allows us to say "Object X has a reference to object Y at
// address Z. The object they had at address Z was named A. Our current
// instance of object named A is at address B. So we map address Z to
// address B, so that we can reconnect function pointers on objects loaded
// from the save game state."
// SDL_Properties objects can only use string keys, so we can't use the
// old pointer as a key without first converting it to a string.
CATCH(errctx, aksl_memset((void *)&ptrstring, 0x00, 32));
snprintf((char *)&ptrstring, 32, "%p", ptr);
SDL_SetPointerProperty(
map,
ptrstring,
SDL_GetPointerProperty(registry, objname, NULL));
};
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_game_load_versioncmp(char *versiontype, char *newversion, char *curversion)
{
semver_t current_version = {};
semver_t compare_version = {};
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, versiontype, AKERR_NULLPOINTER, "NULL argument");
FAIL_ZERO_RETURN(errctx, curversion, AKERR_NULLPOINTER, "NULL argument");
FAIL_ZERO_RETURN(errctx, newversion, AKERR_NULLPOINTER, "NULL argument");
ATTEMPT {
// Check save game library version
FAIL_NONZERO_BREAK(
errctx,
semver_parse((const char *)curversion, &current_version),
AKERR_VALUE,
"Invalid semantic %s version in current game: %s",
versiontype,
(char *)curversion);
FAIL_NONZERO_BREAK(
errctx,
semver_parse((const char *)newversion, &compare_version),
AKERR_VALUE,
"Invalid semantic %s version in save game: %s",
versiontype,
(char *)&newversion);
FAIL_ZERO_BREAK(
errctx,
semver_satisfies(compare_version, current_version, "="),
AKERR_API,
"Incompatible save game %s version (%s != %s)",
versiontype,
curversion,
(char *)&newversion);
} CLEANUP {
semver_free(&current_version);
semver_free(&compare_version);
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_game_load(char *fpath)
{
akgl_Game savegame;
SDL_PropertiesID actormap;
SDL_PropertiesID spritemap;
SDL_PropertiesID spritesheetmap;
SDL_PropertiesID charactermap;
FILE *fp = NULL;
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, fpath, AKERR_NULLPOINTER, "NULL file path");
ATTEMPT {
CATCH(errctx, aksl_fopen(fpath, "rb", &fp));
CATCH(errctx, aksl_fread((void *)&savegame, 1, sizeof(akgl_Game), fp));
CATCH(errctx, akgl_game_load_versioncmp("library", (char *)&savegame.libversion, (char *)AKGL_VERSION));
CATCH(errctx, akgl_game_load_versioncmp("game", (char *)&savegame.version, (char *)&game.version));
FAIL_NONZERO_RETURN(
errctx,
strncmp((char *)&savegame.name, (char *)&game.name, 256),
AKERR_API,
"Savegame is not compatible with this game");
FAIL_NONZERO_RETURN(
errctx,
strncmp((char *)&savegame.uri, (char *)&game.uri, 256),
AKERR_API,
"Savegame is not compatible with this game");
memcpy((void *)&game, (void *)&savegame, sizeof(akgl_Game));
// Load actor name map
actormap = SDL_CreateProperties();
CATCH(errctx, akgl_game_load_objectnamemap(fp, actormap, AKGL_ACTOR_MAX_NAME_LENGTH, sizeof(akgl_Actor *), AKGL_REGISTRY_ACTOR));
// Load sprite name map
spritemap = SDL_CreateProperties();
CATCH(errctx, akgl_game_load_objectnamemap(fp, spritemap, AKGL_ACTOR_MAX_NAME_LENGTH, sizeof(akgl_Sprite *), AKGL_REGISTRY_SPRITE));
// Load spritesheet name map
spritesheetmap = SDL_CreateProperties();
CATCH(errctx, akgl_game_load_objectnamemap(fp, spritesheetmap, AKGL_ACTOR_MAX_NAME_LENGTH, sizeof(akgl_SpriteSheet *), AKGL_REGISTRY_SPRITESHEET));
// Load character name map
charactermap = SDL_CreateProperties();
CATCH(errctx, akgl_game_load_objectnamemap(fp, charactermap, AKGL_ACTOR_MAX_NAME_LENGTH, sizeof(akgl_Character *), AKGL_REGISTRY_CHARACTER));
// Now that we have all of our pointer maps built, we can load the actual binary objects and reset their pointers
} CLEANUP {
if ( fp != NULL ) {
fclose(fp);
}
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}