4 #include "game/camera.h"
5 #include "game/level.h"
6 #include "game/level/background.h"
7 #include "game/level/boxes.h"
8 #include "game/level/goals.h"
9 #include "game/level/lava.h"
10 #include "game/level/physical_world.h"
11 #include "game/level/platforms.h"
12 #include "game/level/player.h"
13 #include "system/error.h"
14 #include "system/lt.h"
15 #include "system/lt/lt_adapters.h"
21 physical_world_t *physical_world;
23 platforms_t *platforms;
26 color_t background_color;
27 platforms_t *back_platforms;
28 background_t *background;
32 level_t *create_level_from_file(const char *file_name)
36 lt_t *const lt = create_lt();
41 level_t *const level = PUSH_LT(lt, malloc(sizeof(level_t)), free);
43 throw_error(ERROR_TYPE_LIBC);
47 FILE *level_file = PUSH_LT(lt, fopen(file_name, "r"), fclose_lt);
48 if (level_file == NULL) {
49 throw_error(ERROR_TYPE_LIBC);
54 if (fscanf(level_file, "%6s", color) == EOF) {
55 throw_error(ERROR_TYPE_LIBC);
58 level->background_color = color_from_hexstr(color);
60 level->player = PUSH_LT(lt, create_player_from_stream(level_file), destroy_player);
61 if (level->player == NULL) {
65 level->platforms = PUSH_LT(lt, create_platforms_from_stream(level_file), destroy_platforms);
66 if (level->platforms == NULL) {
70 level->goals = PUSH_LT(lt, create_goals_from_stream(level_file), destroy_goals);
71 if (level->goals == NULL) {
75 level->lava = PUSH_LT(lt, create_lava_from_stream(level_file), destroy_lava);
76 if (level->lava == NULL) {
80 level->back_platforms = PUSH_LT(lt, create_platforms_from_stream(level_file), destroy_platforms);
81 if (level->back_platforms == NULL) {
85 level->boxes = PUSH_LT(lt, create_boxes_from_stream(level_file), destroy_boxes);
86 if (level->boxes == NULL) {
90 level->background = PUSH_LT(lt, create_background(level->background_color), destroy_background);
91 if (level->background == NULL) {
95 level->physical_world = PUSH_LT(lt, create_physical_world(), destroy_physical_world);
96 if (level->physical_world == NULL) {
99 if (physical_world_add_solid(
100 level->physical_world,
101 player_as_solid(level->player)) < 0) { RETURN_LT(lt, NULL); }
102 if (boxes_add_to_physical_world(
104 level->physical_world) < 0) { RETURN_LT(lt, NULL); }
108 fclose(RELEASE_LT(lt, level_file));
113 void destroy_level(level_t *level)
116 RETURN_LT0(level->lt);
119 int level_render(const level_t *level, camera_t *camera)
123 player_focus_camera(level->player, camera);
125 if (camera_clear_background(camera, level->background_color) < 0) {
129 if (background_render(level->background, camera) < 0) {
133 if (platforms_render(level->back_platforms, camera) < 0) {
137 if (player_render(level->player, camera) < 0) {
141 if (boxes_render(level->boxes, camera) < 0) {
145 if (lava_render(level->lava, camera) < 0) {
149 if (platforms_render(level->platforms, camera) < 0) {
153 if (goals_render(level->goals, camera) < 0) {
157 /* TODO(#157): goals_cue is not supposed to be invoked in level_render
159 * But I simply couldn't find a better place for it.
161 goals_cue(level->goals, camera);
166 int level_update(level_t *level, float delta_time)
169 assert(delta_time > 0);
171 physical_world_apply_gravity(level->physical_world);
173 boxes_update(level->boxes, delta_time);
174 player_update(level->player, delta_time);
176 physical_world_collide_solids(level->physical_world, level->platforms);
178 player_hide_goals(level->player, level->goals);
179 player_die_from_lava(level->player, level->lava);
181 goals_update(level->goals, delta_time);
182 goals_checkpoint(level->goals, level->player);
183 lava_update(level->lava, delta_time);
188 int level_event(level_t *level, const SDL_Event *event)
193 switch (event->type) {
195 switch (event->key.keysym.sym) {
197 player_jump(level->player);
202 case SDL_JOYBUTTONDOWN:
203 if (event->jbutton.button == 1) {
204 player_jump(level->player);
212 int level_input(level_t *level,
213 const Uint8 *const keyboard_state,
214 SDL_Joystick *the_stick_of_joy)
217 assert(keyboard_state);
218 (void) the_stick_of_joy;
220 if (keyboard_state[SDL_SCANCODE_A]) {
221 player_move_left(level->player);
222 } else if (keyboard_state[SDL_SCANCODE_D]) {
223 player_move_right(level->player);
224 } else if (the_stick_of_joy && SDL_JoystickGetAxis(the_stick_of_joy, 0) < 0) {
225 player_move_left(level->player);
226 } else if (the_stick_of_joy && SDL_JoystickGetAxis(the_stick_of_joy, 0) > 0) {
227 player_move_right(level->player);
229 player_stop(level->player);
235 int level_reload_preserve_player(level_t *level, const char *file_name)
237 lt_t * const lt = create_lt();
242 /* TODO(#104): duplicate code in create_level_from_file and level_reload_preserve_player */
246 FILE * const level_file = PUSH_LT(lt, fopen(file_name, "r"), fclose_lt);
247 if (level_file == NULL) {
248 throw_error(ERROR_TYPE_LIBC);
253 if (fscanf(level_file, "%6s", color) == EOF) {
254 throw_error(ERROR_TYPE_LIBC);
257 level->background_color = color_from_hexstr(color);
259 player_t * const skipped_player = create_player_from_stream(level_file);
260 if (skipped_player == NULL) {
263 destroy_player(skipped_player);
265 platforms_t * const platforms = create_platforms_from_stream(level_file);
266 if (platforms == NULL) {
269 level->platforms = RESET_LT(level->lt, level->platforms, platforms);
271 goals_t * const goals = create_goals_from_stream(level_file);
275 level->goals = RESET_LT(level->lt, level->goals, goals);
277 lava_t * const lava = create_lava_from_stream(level_file);
281 level->lava = RESET_LT(level->lt, level->lava, lava);
283 platforms_t * const back_platforms = create_platforms_from_stream(level_file);
284 if (back_platforms == NULL) {
287 level->back_platforms = RESET_LT(level->lt, level->back_platforms, back_platforms);
289 boxes_t * const boxes = create_boxes_from_stream(level_file);
290 if (level->boxes == NULL) {
293 level->boxes = RESET_LT(level->lt, level->boxes, boxes);
295 physical_world_clean(level->physical_world);
296 if (physical_world_add_solid(
297 level->physical_world,
298 player_as_solid(level->player)) < 0) { RETURN_LT(lt, -1); }
299 if (boxes_add_to_physical_world(
301 level->physical_world) < 0) { RETURN_LT(lt, -1); }
306 int level_sound(level_t *level, sound_samples_t *sound_samples)
308 if (goals_sound(level->goals, sound_samples) < 0) {
312 if (player_sound(level->player, sound_samples) < 0) {
319 void level_toggle_debug_mode(level_t *level)
321 background_toggle_debug_mode(level->background);