4 #include "game/level.h"
5 #include "game/level/background.h"
6 #include "game/level/camera.h"
7 #include "game/level/goals.h"
8 #include "game/level/lava.h"
9 #include "game/level/platforms.h"
10 #include "game/level/player.h"
11 #include "system/error.h"
12 #include "system/lt.h"
14 /* TODO(#118): Level doesn't play the Nothing and Something sounds when the goal get into view */
20 platforms_t *platforms;
23 color_t background_color;
24 platforms_t *back_platforms;
25 background_t *background;
28 level_t *create_level_from_file(const char *file_name)
32 lt_t *const lt = create_lt();
37 level_t *const level = PUSH_LT(lt, malloc(sizeof(level_t)), free);
39 throw_error(ERROR_TYPE_LIBC);
43 FILE *level_file = PUSH_LT(lt, fopen(file_name, "r"), fclose);
44 if (level_file == NULL) {
45 throw_error(ERROR_TYPE_LIBC);
50 if (fscanf(level_file, "%6s", color) == EOF) {
51 throw_error(ERROR_TYPE_LIBC);
54 level->background_color = color_from_hexstr(color);
56 level->player = PUSH_LT(lt, create_player_from_stream(level_file), destroy_player);
57 if (level->player == NULL) {
61 level->platforms = PUSH_LT(lt, create_platforms_from_stream(level_file), destroy_platforms);
62 if (level->platforms == NULL) {
66 level->goals = PUSH_LT(lt, create_goals_from_stream(level_file), destroy_goals);
67 if (level->goals == NULL) {
71 level->lava = PUSH_LT(lt, create_lava_from_stream(level_file), destroy_lava);
72 if (level->lava == NULL) {
76 level->back_platforms = PUSH_LT(lt, create_platforms_from_stream(level_file), destroy_platforms);
77 if (level->back_platforms == NULL) {
81 level->background = PUSH_LT(lt, create_background(level->background_color), destroy_background);
82 if (level->background == NULL) {
88 fclose(RELEASE_LT(lt, level_file));
93 void destroy_level(level_t *level)
96 RETURN_LT0(level->lt);
99 int level_render(const level_t *level, camera_t *camera)
103 /* TODO: player_focus_camera is not supposed to be invoked in level_render */
104 player_focus_camera(level->player, camera);
106 if (camera_clear_background(camera, level->background_color) < 0) {
110 const rect_t view_port = camera_view_port(camera);
112 background_move_to(level->background, vec(view_port.x + view_port.w * 0.5f,
113 view_port.y + view_port.h * 0.5f));
115 if (background_render(level->background, camera) < 0) {
119 if (platforms_render(level->back_platforms, camera) < 0) {
123 if (player_render(level->player, camera) < 0) {
127 if (lava_render(level->lava, camera) < 0) {
131 if (platforms_render(level->platforms, camera) < 0) {
135 if (goals_render(level->goals, camera) < 0) {
139 /* TODO(#157): goals_cue is not supposed to be invoked in level_render
141 * But I simply couldn't find a better place for it.
143 goals_cue(level->goals, camera);
148 int level_update(level_t *level, float delta_time)
151 assert(delta_time > 0);
153 player_update(level->player, level->platforms, delta_time);
155 player_hide_goals(level->player, level->goals);
156 player_die_from_lava(level->player, level->lava);
158 goals_update(level->goals, delta_time);
159 goals_checkpoint(level->goals, level->player);
160 lava_update(level->lava, delta_time);
165 int level_event(level_t *level, const SDL_Event *event)
170 switch (event->type) {
172 switch (event->key.keysym.sym) {
174 player_jump(level->player);
179 case SDL_JOYBUTTONDOWN:
180 if (event->jbutton.button == 1) {
181 player_jump(level->player);
189 int level_input(level_t *level,
190 const Uint8 *const keyboard_state,
191 SDL_Joystick *the_stick_of_joy)
194 assert(keyboard_state);
195 (void) the_stick_of_joy;
197 if (keyboard_state[SDL_SCANCODE_A]) {
198 player_move_left(level->player);
199 } else if (keyboard_state[SDL_SCANCODE_D]) {
200 player_move_right(level->player);
201 } else if (the_stick_of_joy && SDL_JoystickGetAxis(the_stick_of_joy, 0) < 0) {
202 player_move_left(level->player);
203 } else if (the_stick_of_joy && SDL_JoystickGetAxis(the_stick_of_joy, 0) > 0) {
204 player_move_right(level->player);
206 player_stop(level->player);
212 int level_reload_preserve_player(level_t *level, const char *file_name)
214 lt_t * const lt = create_lt();
219 /* TODO(#104): duplicate code in create_level_from_file and level_reload_preserve_player */
221 FILE * const level_file = PUSH_LT(lt, fopen(file_name, "r"), fclose);
222 if (level_file == NULL) {
223 throw_error(ERROR_TYPE_LIBC);
228 if (fscanf(level_file, "%6s", color) == EOF) {
229 throw_error(ERROR_TYPE_LIBC);
232 level->background_color = color_from_hexstr(color);
234 player_t * const skipped_player = create_player_from_stream(level_file);
235 if (skipped_player == NULL) {
238 destroy_player(skipped_player);
240 platforms_t * const platforms = create_platforms_from_stream(level_file);
241 if (platforms == NULL) {
244 level->platforms = RESET_LT(level->lt, level->platforms, platforms);
246 goals_t * const goals = create_goals_from_stream(level_file);
250 level->goals = RESET_LT(level->lt, level->goals, goals);
252 lava_t * const lava = create_lava_from_stream(level_file);
256 level->lava = RESET_LT(level->lt, level->lava, lava);
258 platforms_t * const back_platforms = create_platforms_from_stream(level_file);
259 if (back_platforms == NULL) {
262 level->back_platforms = RESET_LT(level->lt, level->back_platforms, back_platforms);
267 int level_sound(level_t *level, sound_medium_t *sound_medium)
269 if (goals_sound(level->goals, sound_medium) < 0) {
273 if (player_sound(level->player, sound_medium) < 0) {