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/platforms.h"
11 #include "game/level/player.h"
12 #include "system/error.h"
13 #include "system/lt.h"
19 platforms_t *platforms;
22 color_t background_color;
23 platforms_t *back_platforms;
24 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->boxes = PUSH_LT(lt, create_boxes_from_stream(level_file), destroy_boxes);
82 if (level->boxes == NULL) {
86 level->background = PUSH_LT(lt, create_background(level->background_color), destroy_background);
87 if (level->background == NULL) {
93 fclose(RELEASE_LT(lt, level_file));
98 void destroy_level(level_t *level)
101 RETURN_LT0(level->lt);
104 int level_render(const level_t *level, camera_t *camera)
108 player_focus_camera(level->player, camera);
110 if (camera_clear_background(camera, level->background_color) < 0) {
114 if (background_render(level->background, camera) < 0) {
118 if (platforms_render(level->back_platforms, camera) < 0) {
122 if (player_render(level->player, camera) < 0) {
126 if (boxes_render(level->boxes, camera) < 0) {
130 if (lava_render(level->lava, camera) < 0) {
134 if (platforms_render(level->platforms, camera) < 0) {
138 if (goals_render(level->goals, camera) < 0) {
142 /* TODO(#157): goals_cue is not supposed to be invoked in level_render
144 * But I simply couldn't find a better place for it.
146 goals_cue(level->goals, camera);
151 int level_update(level_t *level, float delta_time)
154 assert(delta_time > 0);
156 boxes_update(level->boxes, delta_time);
157 player_update(level->player, delta_time);
159 /* TODO: it is diffcult to introduce more kinds of object into the physics engine */
160 boxes_collide_with_solid(level->boxes, platforms_as_solid(level->platforms));
161 player_collide_with_solid(level->player, platforms_as_solid(level->platforms));
163 boxes_collide_with_solid(level->boxes, boxes_as_solid(level->boxes));
164 boxes_collide_with_solid(level->boxes, player_as_solid(level->player));
166 player_collide_with_solid(level->player, boxes_as_solid(level->boxes));
168 boxes_collide_with_solid(level->boxes, platforms_as_solid(level->platforms));
169 player_collide_with_solid(level->player, platforms_as_solid(level->platforms));
171 boxes_collide_with_solid(level->boxes, boxes_as_solid(level->boxes));
172 player_collide_with_solid(level->player, boxes_as_solid(level->boxes));
174 player_hide_goals(level->player, level->goals);
175 player_die_from_lava(level->player, level->lava);
177 goals_update(level->goals, delta_time);
178 goals_checkpoint(level->goals, level->player);
179 lava_update(level->lava, delta_time);
184 int level_event(level_t *level, const SDL_Event *event)
189 switch (event->type) {
191 switch (event->key.keysym.sym) {
193 player_jump(level->player);
198 case SDL_JOYBUTTONDOWN:
199 if (event->jbutton.button == 1) {
200 player_jump(level->player);
208 int level_input(level_t *level,
209 const Uint8 *const keyboard_state,
210 SDL_Joystick *the_stick_of_joy)
213 assert(keyboard_state);
214 (void) the_stick_of_joy;
216 if (keyboard_state[SDL_SCANCODE_A]) {
217 player_move_left(level->player);
218 } else if (keyboard_state[SDL_SCANCODE_D]) {
219 player_move_right(level->player);
220 } else if (the_stick_of_joy && SDL_JoystickGetAxis(the_stick_of_joy, 0) < 0) {
221 player_move_left(level->player);
222 } else if (the_stick_of_joy && SDL_JoystickGetAxis(the_stick_of_joy, 0) > 0) {
223 player_move_right(level->player);
225 player_stop(level->player);
231 int level_reload_preserve_player(level_t *level, const char *file_name)
233 lt_t * const lt = create_lt();
238 /* TODO(#104): duplicate code in create_level_from_file and level_reload_preserve_player */
240 FILE * const level_file = PUSH_LT(lt, fopen(file_name, "r"), fclose);
241 if (level_file == NULL) {
242 throw_error(ERROR_TYPE_LIBC);
247 if (fscanf(level_file, "%6s", color) == EOF) {
248 throw_error(ERROR_TYPE_LIBC);
251 level->background_color = color_from_hexstr(color);
253 player_t * const skipped_player = create_player_from_stream(level_file);
254 if (skipped_player == NULL) {
257 destroy_player(skipped_player);
259 platforms_t * const platforms = create_platforms_from_stream(level_file);
260 if (platforms == NULL) {
263 level->platforms = RESET_LT(level->lt, level->platforms, platforms);
265 goals_t * const goals = create_goals_from_stream(level_file);
269 level->goals = RESET_LT(level->lt, level->goals, goals);
271 lava_t * const lava = create_lava_from_stream(level_file);
275 level->lava = RESET_LT(level->lt, level->lava, lava);
277 platforms_t * const back_platforms = create_platforms_from_stream(level_file);
278 if (back_platforms == NULL) {
281 level->back_platforms = RESET_LT(level->lt, level->back_platforms, back_platforms);
283 boxes_t * const boxes = create_boxes_from_stream(level_file);
284 if (level->boxes == NULL) {
287 level->boxes = RESET_LT(level->lt, level->boxes, boxes);
292 int level_sound(level_t *level, sound_samples_t *sound_samples)
294 if (goals_sound(level->goals, sound_samples) < 0) {
298 if (player_sound(level->player, sound_samples) < 0) {
305 void level_toggle_debug_mode(level_t *level)
307 background_toggle_debug_mode(level->background);