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/*
 * 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 <http://www.gnu.org/licenses/>.
 */

#include <SDL.h>
#include <stdlib.h>
#include "ball.h"
#include "level.h"
#include "map.h"
#include "output.h"

struct db_level {
	char              *game_id;
	char              *level_id;
	struct db_level   *next;
	struct db_map     *map;
	SDL_Texture       *map_texture;
	struct db_tileset *tilesets;
	int                player_x;
	int                player_y;
	int                player_r;
	int                player_a;
	int                player_s;
	int                player_gid;
	int                target_x;
	int                target_y;
	int                target_r;
	int                target_gid;
	struct db_ball    *balls;
};

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;
}

static void
_db_level_render(SDL_Renderer *renderer, struct db_level *level)
{
	SDL_Rect dstrect;

	SDL_RenderClear(renderer);

	SDL_RenderCopy(renderer, level->map_texture, NULL, NULL);

	dstrect.x = level->player_x - level->player_r;
	dstrect.y = level->player_y - level->player_r;
	dstrect.w = level->player_r * 2;
	dstrect.h = level->player_r * 2;
	db_tile_render(level->tilesets, renderer, level->player_gid, &dstrect);

	dstrect.x = level->target_x - level->target_r;
	dstrect.y = level->target_y - level->target_r;
	dstrect.w = level->target_r * 2;
	dstrect.h = level->target_r * 2;
	db_tile_render(level->tilesets, renderer, level->target_gid, &dstrect);

	db_balls_render(level->balls, renderer);

	SDL_RenderPresent(renderer);
}

int
db_level_play(SDL_Renderer *renderer, struct db_level *level)
{
	int       fr;
	Uint32    prv_ticks;
	Uint32    cur_ticks;
	Uint32    delay;
	SDL_Event event;

	db_dbg("Playing %s/%s", level->game_id, level->level_id);

	level->map = db_map_new(level->game_id, level->level_id);
	if (level->map == NULL) {
		return -1;
	}
	level->map_texture = db_map_render(level->map, renderer);
	level->tilesets = db_map_get_tilesets(level->map);
	db_map_get_player(level->map, &level->player_x, &level->player_y,
			&level->player_r, &level->player_gid);
	db_map_get_target(level->map, &level->target_x, &level->target_y,
			&level->target_r, &level->target_gid);
	level->balls = db_map_get_balls(level->map);

	fr = db_map_get_framerate(level->map);
	prv_ticks = SDL_GetTicks();
	while (1) {
		while (SDL_PollEvent(&event)) {
			switch (event.type) {
				case SDL_QUIT:
					return -1;
				default:
					break;
			}
		}
		db_balls_move(level->balls);
		db_balls_collisions(level->balls);
		_db_level_render(renderer, level);
		cur_ticks = SDL_GetTicks();
		if ((Uint32) (1000 / fr) > (cur_ticks - prv_ticks)) {
			delay = 1000 / fr - (cur_ticks - prv_ticks);
		} else {
			db_warn("Frame took longer than frame period");
			delay = 0;
		}
		db_dbg("Frame took %u ms, delaying %u ms",
				cur_ticks - prv_ticks, delay);
		SDL_Delay(delay);
		prv_ticks = cur_ticks;
	}

	return 0;
}

struct db_level *
db_level_next(struct db_level *level)
{
	return level->next;
}