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"
15 /* TODO(#118): Level doesn't play the Nothing and Something sounds when the goal get into view */
21 platforms_t *platforms;
24 color_t background_color;
25 platforms_t *back_platforms;
26 background_t *background;
30 level_t *create_level_from_file(const char *file_name)
34 lt_t *const lt = create_lt();
39 level_t *const level = PUSH_LT(lt, malloc(sizeof(level_t)), free);
41 throw_error(ERROR_TYPE_LIBC);
45 FILE *level_file = PUSH_LT(lt, fopen(file_name, "r"), fclose);
46 if (level_file == NULL) {
47 throw_error(ERROR_TYPE_LIBC);
52 if (fscanf(level_file, "%6s", color) == EOF) {
53 throw_error(ERROR_TYPE_LIBC);
56 level->background_color = color_from_hexstr(color);
58 level->player = PUSH_LT(lt, create_player_from_stream(level_file), destroy_player);
59 if (level->player == NULL) {
63 level->platforms = PUSH_LT(lt, create_platforms_from_stream(level_file), destroy_platforms);
64 if (level->platforms == NULL) {
68 level->goals = PUSH_LT(lt, create_goals_from_stream(level_file), destroy_goals);
69 if (level->goals == NULL) {
73 level->lava = PUSH_LT(lt, create_lava_from_stream(level_file), destroy_lava);
74 if (level->lava == NULL) {
78 level->back_platforms = PUSH_LT(lt, create_platforms_from_stream(level_file), destroy_platforms);
79 if (level->back_platforms == NULL) {
83 level->boxes = PUSH_LT(lt, create_boxes_from_stream(level_file), destroy_boxes);
84 if (level->boxes == NULL) {
88 level->background = PUSH_LT(lt, create_background(level->background_color), destroy_background);
89 if (level->background == NULL) {
95 fclose(RELEASE_LT(lt, level_file));
100 void destroy_level(level_t *level)
103 RETURN_LT0(level->lt);
106 int level_render(const level_t *level, camera_t *camera)
110 player_focus_camera(level->player, camera);
112 if (camera_clear_background(camera, level->background_color) < 0) {
116 if (background_render(level->background, camera) < 0) {
120 if (platforms_render(level->back_platforms, camera) < 0) {
124 if (player_render(level->player, camera) < 0) {
128 if (boxes_render(level->boxes, camera) < 0) {
132 if (lava_render(level->lava, camera) < 0) {
136 if (platforms_render(level->platforms, camera) < 0) {
140 if (goals_render(level->goals, camera) < 0) {
144 /* TODO(#157): goals_cue is not supposed to be invoked in level_render
146 * But I simply couldn't find a better place for it.
148 goals_cue(level->goals, camera);
153 int level_update(level_t *level, float delta_time)
156 assert(delta_time > 0);
158 player_update(level->player, delta_time);
159 player_collide_with_platforms(level->player, level->platforms);
161 boxes_update(level->boxes, delta_time);
162 boxes_collide_with_player(level->boxes, level->player);
163 boxes_collide_with_platforms(level->boxes, level->platforms);
165 player_hide_goals(level->player, level->goals);
166 player_die_from_lava(level->player, level->lava);
168 goals_update(level->goals, delta_time);
169 goals_checkpoint(level->goals, level->player);
170 lava_update(level->lava, delta_time);
175 int level_event(level_t *level, const SDL_Event *event)
180 switch (event->type) {
182 switch (event->key.keysym.sym) {
184 player_jump(level->player);
189 case SDL_JOYBUTTONDOWN:
190 if (event->jbutton.button == 1) {
191 player_jump(level->player);
199 int level_input(level_t *level,
200 const Uint8 *const keyboard_state,
201 SDL_Joystick *the_stick_of_joy)
204 assert(keyboard_state);
205 (void) the_stick_of_joy;
207 if (keyboard_state[SDL_SCANCODE_A]) {
208 player_move_left(level->player);
209 } else if (keyboard_state[SDL_SCANCODE_D]) {
210 player_move_right(level->player);
211 } else if (the_stick_of_joy && SDL_JoystickGetAxis(the_stick_of_joy, 0) < 0) {
212 player_move_left(level->player);
213 } else if (the_stick_of_joy && SDL_JoystickGetAxis(the_stick_of_joy, 0) > 0) {
214 player_move_right(level->player);
216 player_stop(level->player);
222 int level_reload_preserve_player(level_t *level, const char *file_name)
224 lt_t * const lt = create_lt();
229 /* TODO(#104): duplicate code in create_level_from_file and level_reload_preserve_player */
231 FILE * const level_file = PUSH_LT(lt, fopen(file_name, "r"), fclose);
232 if (level_file == NULL) {
233 throw_error(ERROR_TYPE_LIBC);
238 if (fscanf(level_file, "%6s", color) == EOF) {
239 throw_error(ERROR_TYPE_LIBC);
242 level->background_color = color_from_hexstr(color);
244 player_t * const skipped_player = create_player_from_stream(level_file);
245 if (skipped_player == NULL) {
248 destroy_player(skipped_player);
250 platforms_t * const platforms = create_platforms_from_stream(level_file);
251 if (platforms == NULL) {
254 level->platforms = RESET_LT(level->lt, level->platforms, platforms);
256 goals_t * const goals = create_goals_from_stream(level_file);
260 level->goals = RESET_LT(level->lt, level->goals, goals);
262 lava_t * const lava = create_lava_from_stream(level_file);
266 level->lava = RESET_LT(level->lt, level->lava, lava);
268 platforms_t * const back_platforms = create_platforms_from_stream(level_file);
269 if (back_platforms == NULL) {
272 level->back_platforms = RESET_LT(level->lt, level->back_platforms, back_platforms);
274 boxes_t * const boxes = create_boxes_from_stream(level_file);
275 if (level->boxes == NULL) {
278 level->boxes = RESET_LT(level->lt, level->boxes, boxes);
283 int level_sound(level_t *level, sound_samples_t *sound_samples)
285 if (goals_sound(level->goals, sound_samples) < 0) {
289 if (player_sound(level->player, sound_samples) < 0) {