/* * Copyright (C) 2021 P. J. McDermott * * This file is part of Dodge Balls * * Dodge Balls is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * Dodge Balls is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with Dodge Balls. If not, see . */ #include #include #include "ball.h" #include "defs.h" #include "level.h" #include "map.h" #include "output.h" struct db_level { char *game_id; char *level_id; struct db_level *next; int player_x; int player_y; int player_r; int player_a; int player_s; int target_x; int target_y; int target_r; struct db_ball *ball_head; struct db_ball *ball_tail; }; struct db_level * db_level_new(const char *game_id, const char *level_id, struct db_level *prev) { struct db_level *level; level = calloc(1, sizeof(*level)); if (level == NULL) { db_err("Failed to allocate memory"); return NULL; } level->game_id = strdup(game_id); if (level->game_id == NULL) { db_err("Failed to allocate memory"); free(level); return NULL; } level->level_id = strdup(level_id); if (level->level_id == NULL) { db_err("Failed to allocate memory"); free(level->game_id); free(level); return NULL; } if (prev != NULL) { prev->next = level; } return level; } int db_level_play(SDL_Renderer *renderer, struct db_level *level) { struct db_map *map; SDL_Texture *map_texture; db_dbg("Playing %s/%s", level->game_id, level->level_id); map = db_map_new(level->game_id, level->level_id); if (map == NULL) { return -1; } map_texture = db_map_render(map, renderer); if (SDL_SetRenderDrawColor(renderer, DB_COLOR_BACK_R, DB_COLOR_BACK_G, DB_COLOR_BACK_B, DB_COLOR_BACK_A) != 0) { db_err("Failed to set drawing color (%s)", SDL_GetError()); return -1; } if (SDL_RenderClear(renderer) != 0) { db_err("Failed to clear screen (%s)", SDL_GetError()); return -1; } if (SDL_RenderCopy(renderer, map_texture, NULL, NULL) != 0) { db_err("Failed to copy texture (%s)", SDL_GetError()); return -1; } SDL_RenderPresent(renderer); SDL_Delay(1000); return 0; } struct db_level * db_level_next(struct db_level *level) { return level->next; }