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;
24 color_t background_color;
25 platforms_t *back_platforms;
26 background_t *background;
29 level_t *create_level_from_file(const char *file_name)
33 lt_t *const lt = create_lt();
38 level_t *const level = PUSH_LT(lt, malloc(sizeof(level_t)), free);
40 throw_error(ERROR_TYPE_LIBC);
44 FILE *level_file = PUSH_LT(lt, fopen(file_name, "r"), fclose);
45 if (level_file == NULL) {
46 throw_error(ERROR_TYPE_LIBC);
51 if (fscanf(level_file, "%6s", color) == EOF) {
52 throw_error(ERROR_TYPE_LIBC);
55 level->background_color = color_from_hexstr(color);
57 level->player = PUSH_LT(lt, create_player_from_stream(level_file), destroy_player);
58 if (level->player == NULL) {
62 level->platforms = PUSH_LT(lt, create_platforms_from_stream(level_file), destroy_platforms);
63 if (level->platforms == NULL) {
67 level->goals = PUSH_LT(lt, create_goals_from_stream(level_file), destroy_goals);
68 if (level->goals == NULL) {
72 level->lava = PUSH_LT(lt, create_lava_from_stream(level_file), destroy_lava);
73 if (level->lava == NULL) {
77 level->back_platforms = PUSH_LT(lt, create_platforms_from_stream(level_file), destroy_platforms);
78 if (level->back_platforms == NULL) {
82 level->camera = PUSH_LT(lt, create_camera(), destroy_camera);
83 if (level->camera == NULL) {
87 level->background = PUSH_LT(lt, create_background(level->background_color), destroy_background);
88 if (level->background == NULL) {
94 fclose(RELEASE_LT(lt, level_file));
99 void destroy_level(level_t *level)
102 RETURN_LT0(level->lt);
105 int level_render(const level_t *level, SDL_Renderer *renderer)
110 if (camera_clear_background(level->camera, level->background_color) < 0) {
114 const rect_t view_port = camera_view_port(level->camera, renderer);
116 background_move_to(level->background, vec(view_port.x + view_port.w * 0.5f,
117 view_port.y + view_port.h * 0.5f));
119 if (background_render(level->background, renderer, level->camera) < 0) {
123 if (platforms_render(level->back_platforms, level->camera) < 0) {
127 if (player_render(level->player, renderer, level->camera) < 0) {
131 if (lava_render(level->lava, renderer, level->camera) < 0) {
135 if (platforms_render(level->platforms, level->camera) < 0) {
139 if (goals_render(level->goals, renderer, level->camera) < 0) {
143 /* TODO(#157): goals_cue is not supposed to be invoked in level_render
145 * But I simply couldn't find a better place for it.
147 goals_cue(level->goals, renderer, level->camera);
152 int level_update(level_t *level, float delta_time)
155 assert(delta_time > 0);
157 player_update(level->player, level->platforms, delta_time);
158 player_focus_camera(level->player, level->camera);
159 player_hide_goals(level->player, level->goals);
160 player_die_from_lava(level->player, level->lava);
162 goals_update(level->goals, delta_time);
163 goals_checkpoint(level->goals, level->player);
164 lava_update(level->lava, delta_time);
169 int level_event(level_t *level, const SDL_Event *event)
174 switch (event->type) {
176 switch (event->key.keysym.sym) {
178 player_jump(level->player);
183 case SDL_JOYBUTTONDOWN:
184 if (event->jbutton.button == 1) {
185 player_jump(level->player);
193 int level_input(level_t *level,
194 const Uint8 *const keyboard_state,
195 SDL_Joystick *the_stick_of_joy)
198 assert(keyboard_state);
199 (void) the_stick_of_joy;
201 if (keyboard_state[SDL_SCANCODE_A]) {
202 player_move_left(level->player);
203 } else if (keyboard_state[SDL_SCANCODE_D]) {
204 player_move_right(level->player);
205 } else if (the_stick_of_joy && SDL_JoystickGetAxis(the_stick_of_joy, 0) < 0) {
206 player_move_left(level->player);
207 } else if (the_stick_of_joy && SDL_JoystickGetAxis(the_stick_of_joy, 0) > 0) {
208 player_move_right(level->player);
210 player_stop(level->player);
216 void level_toggle_debug_mode(level_t *level)
218 camera_toggle_debug_mode(level->camera);
221 void level_toggle_pause_mode(level_t *level)
223 camera_toggle_blackwhite_mode(level->camera);
226 int level_reload_preserve_player(level_t *level, const char *file_name)
228 lt_t * const lt = create_lt();
233 /* TODO(#104): duplicate code in create_level_from_file and level_reload_preserve_player */
235 FILE * const level_file = PUSH_LT(lt, fopen(file_name, "r"), fclose);
236 if (level_file == NULL) {
237 throw_error(ERROR_TYPE_LIBC);
242 if (fscanf(level_file, "%6s", color) == EOF) {
243 throw_error(ERROR_TYPE_LIBC);
246 level->background_color = color_from_hexstr(color);
248 player_t * const skipped_player = create_player_from_stream(level_file);
249 if (skipped_player == NULL) {
252 destroy_player(skipped_player);
254 platforms_t * const platforms = create_platforms_from_stream(level_file);
255 if (platforms == NULL) {
258 level->platforms = RESET_LT(level->lt, level->platforms, platforms);
260 goals_t * const goals = create_goals_from_stream(level_file);
264 level->goals = RESET_LT(level->lt, level->goals, goals);
266 lava_t * const lava = create_lava_from_stream(level_file);
270 level->lava = RESET_LT(level->lt, level->lava, lava);
272 platforms_t * const back_platforms = create_platforms_from_stream(level_file);
273 if (back_platforms == NULL) {
276 level->back_platforms = RESET_LT(level->lt, level->back_platforms, back_platforms);
281 int level_sound(level_t *level, sound_medium_t *sound_medium)
283 if (goals_sound(level->goals, sound_medium) < 0) {
287 if (player_sound(level->player, sound_medium) < 0) {