| line# | code(run#) |
|---|---|
| 1 | #include "play.h" |
| 2 | #include "file.h" |
| 3 | #include "input.h" |
| 4 | #include "coordinates.h" |
| 5 | #include "tiles.h" |
| 6 | |
| 7 | #include <SDL.h> |
| 8 | #include <SDL_image.h> |
| 9 | #include <SDL_ttf.h> |
| 10 | #include <stdbool.h> |
| 11 | |
| 12 | #include "debugmalloc.h" |
| 13 | |
| 14 | typedef struct PlayState |
| 15 | { |
| 16 | Level *firstLevel; |
| 17 | Level *level; |
| 18 | Level *backupLevel; |
| 19 | Coordinates player; |
| 20 | int result; |
| 21 | bool ctrl; |
| 22 | bool edited; |
| 23 | bool finished; |
| 24 | bool unsaved; |
| 25 | char *filename; |
| 26 | SDL_Renderer *renderer; |
| 27 | SDL_Texture *tiles; |
| 28 | TTF_Font *font; |
| 29 | } PlayState; |
| 30 | |
| 31 | // Convert ot tileState to tile |
| 32 | // Returns brown floor on error |
| 33 | static Tile tileStateToTile(TileState state)(30) |
| 34 | { |
| 35 | switch (state)(30) |
| 36 | { |
| 37 | case wallS:(24) |
| 38 | return wall;(24) |
| 39 | case playerS:(0) |
| 40 | return player;(0) |
| 41 | case playerOnTargetS:(0) |
| 42 | return player;(0) |
| 43 | case crateS:(1) |
| 44 | return crate;(1) |
| 45 | case crateOnTargetS:(1) |
| 46 | return crateOnTarget;(1) |
| 47 | case targetS:(1) |
| 48 | return target;(1) |
| 49 | case floorTileS:(3) |
| 50 | return brownFloor;(3) |
| 51 | default:(0) |
| 52 | return brownFloor;(0) |
| 53 | } |
| 54 | } |
| 55 | |
| 56 | // Get tile at coordinates |
| 57 | // Returns invalidS for tiles outside of play area |
| 58 | static TileState getTileState(Level *level, int x, int y)(20) |
| 59 | { |
| 60 | if (x < 0 || y < 0 || x >= level->size.x || y >= level->size.y)(20) |
| 61 | { |
| 62 | return invalidS;(0) |
| 63 | } |
| 64 | return level->tiles[x + y * level->size.x];(20) |
| 65 | } |
| 66 | |
| 67 | // Set state of tile at coordinates |
| 68 | // Does nothing for tiles outside of play area |
| 69 | static void setTileState(Level *level, int x, int y, TileState state)(3) |
| 70 | { |
| 71 | if (x < 0 || y < 0 || x >= level->size.x || y >= level->size.y)(3) |
| 72 | { |
| 73 | return;(0) |
| 74 | } |
| 75 | level->tiles[x + y * level->size.x] = state;(3) |
| 76 | } |
| 77 | |
| 78 | // Render current state of play to renderer |
| 79 | // State must include proper renderer, tiles, and font |
| 80 | static void render(PlayState *state)(2) |
| 81 | { |
| 82 | // easier to work with variables this way |
| 83 | SDL_Renderer *renderer = state->renderer;(2) |
| 84 | SDL_Texture *tiles = state->tiles;(2) |
| 85 | TTF_Font *font = state->font;(2) |
| 86 | Level *level = state->level;(2) |
| 87 | |
| 88 | SDL_RenderClear(renderer);(2) |
| 89 | |
| 90 | SDL_Color white = {255, 255, 255};(2) |
| 91 | |
| 92 | // start positions for level to center it on screen |
| 93 | int startX = 1 + (19 - level->size.x) / 2;(2) |
| 94 | int startY = 0 + (11 - level->size.y) / 2;(2) |
| 95 | |
| 96 | renderTiles(renderer, tiles, state->finished ? greenFloor : greyFloor, 0, 0, 19, 11); // background for entire window, based on level finishedness(2) |
| 97 | renderTiles(renderer, tiles, brownFloor, startX, startY, startX + level->size.x - 1, startY + level->size.y - 1); // background for level area(2) |
| 98 | |
| 99 | for (int i = 0; i < level->size.x; i++) // render tiles except floors(12) |
| 100 | { |
| 101 | for (int j = 0; j < level->size.y; j++)(40) |
| 102 | { |
| 103 | Tile tile = tileStateToTile(level->tiles[i + j * level->size.x]);(30) |
| 104 | if (tile != brownFloor)(30) |
| 105 | renderTile(renderer, tiles, tile, startX + i, startY + j);(27) |
| 106 | } |
| 107 | } |
| 108 | |
| 109 | // render player |
| 110 | renderTile(renderer, tiles, player, state->player.x + startX, state->player.y + startY);(2) |
| 111 | |
| 112 | // control buttons |
| 113 | renderTile(renderer, tiles, home, 0, 0);(2) |
| 114 | renderTile(renderer, tiles, retry, 0, 1);(2) |
| 115 | renderTile(renderer, tiles, save, 0, 2);(2) |
| 116 | |
| 117 | // player control buttons |
| 118 | renderTile(renderer, tiles, up, 0, 6);(2) |
| 119 | renderTile(renderer, tiles, left, 0, 7);(2) |
| 120 | renderTile(renderer, tiles, right, 0, 8);(2) |
| 121 | renderTile(renderer, tiles, down, 0, 9);(2) |
| 122 | |
| 123 | if (state->level->prev != NULL) // prevoius button is previous level exists(2) |
| 124 | renderTile(renderer, tiles, left, 0, 11);(0) |
| 125 | renderFont(renderer, font, white, level->name, 10, 11, true, true); // level name(2) |
| 126 | if (state->level->next != NULL) // next button in next level exists(2) |
| 127 | renderTile(renderer, tiles, right, 19, 11);(2) |
| 128 | |
| 129 | SDL_RenderPresent(renderer); // render creation(2) |
| 130 | }(2) |
| 131 | |
| 132 | // Check if all targets are covered by crates |
| 133 | // Returns true if ^ true |
| 134 | static bool checkFinished(PlayState *state)(2) |
| 135 | { |
| 136 | for (int i = 0; i < state->level->size.x * state->level->size.y; i++)(25) |
| 137 | { |
| 138 | TileState tile = state->level->tiles[i];(24) |
| 139 | if (tile == targetS)(24) |
| 140 | { |
| 141 | return false;(1) |
| 142 | } |
| 143 | } |
| 144 | return true;(1) |
| 145 | } |
| 146 | |
| 147 | // Fill current game state with level data |
| 148 | // This is for resetting a level |
| 149 | static bool fillState(PlayState *state, Level *level)(1) |
| 150 | { |
| 151 | if (state->level != NULL) // free level if one is loaded(1) |
| 152 | { |
| 153 | free(state->level->tiles);(0) |
| 154 | free(state->level);(0) |
| 155 | } |
| 156 | |
| 157 | state->level = (Level *)malloc(sizeof(Level)); // allocate memory for each component that could change(1) |
| 158 | if (state->level == NULL)(1) |
| 159 | return false;(0) |
| 160 | memcpy(state->level, level, sizeof(Level)); // copy data(1) |
| 161 | |
| 162 | state->level->tiles = (TileState *)malloc(sizeof(TileState) * (level->size.x * level->size.y));(1) |
| 163 | if (state->level->tiles == NULL)(1) |
| 164 | return false;(0) |
| 165 | memcpy(state->level->tiles, level->tiles, sizeof(TileState) * (level->size.x * level->size.y));(1) |
| 166 | |
| 167 | state->backupLevel = level; // store original level pointer(1) |
| 168 | |
| 169 | for (int i = 0; i < level->size.x; i++) // extract player position and change tile under player(6) |
| 170 | { |
| 171 | for (int j = 0; j < level->size.y; j++)(20) |
| 172 | { |
| 173 | TileState tile = getTileState(level, i, j);(15) |
| 174 | if (tile == playerS || tile == playerOnTargetS)(15) |
| 175 | { |
| 176 | state->player.x = i;(1) |
| 177 | state->player.y = j;(1) |
| 178 | setTileState(state->level, i, j, tile == playerS ? floorTileS : targetS);(1) |
| 179 | } |
| 180 | } |
| 181 | } |
| 182 | |
| 183 | state->edited = false;(1) |
| 184 | state->finished = checkFinished(state); // chack is level has alerady been finished(1) |
| 185 | |
| 186 | return true;(1) |
| 187 | } |
| 188 | |
| 189 | // Copy level data from state to level pointer |
| 190 | // Does not modify data in current state, only overwrites level pointer data |
| 191 | static void writeState(PlayState *state)(1) |
| 192 | { |
| 193 | if (state->backupLevel == NULL) // cant save to no level(1) |
| 194 | return;(0) |
| 195 | |
| 196 | memcpy(state->backupLevel->tiles, state->level->tiles, sizeof(TileState) * (state->level->size.x * state->level->size.y)); // copy data(1) |
| 197 | TileState *currentPlayerPos = state->backupLevel->tiles + state->player.x + state->player.y * state->backupLevel->size.x; // transfer player position too(1) |
| 198 | if (*currentPlayerPos == targetS)(1) |
| 199 | *currentPlayerPos = playerOnTargetS;(0) |
| 200 | else |
| 201 | *currentPlayerPos = playerS;(1) |
| 202 | state->edited = false;(1) |
| 203 | } |
| 204 | |
| 205 | // Save current levels to file |
| 206 | // Warns user in case of saving error |
| 207 | // Sets sate->result according to user popup state |
| 208 | static void saveState(PlayState *state)(0) |
| 209 | { |
| 210 | writeState(state);(0) |
| 211 | state->edited = false;(0) |
| 212 | int result = textInput(state->renderer, state->tiles, state->font, "File neve", state->filename, 63);(0) |
| 213 | if (result == 0)(0) |
| 214 | { |
| 215 | state->result = 0;(0) |
| 216 | return;(0) |
| 217 | } |
| 218 | if (result == 2)(0) |
| 219 | return;(0) |
| 220 | |
| 221 | bool saveSuccess = saveLevel(state->firstLevel, state->filename);(0) |
| 222 | if (saveSuccess)(0) |
| 223 | { |
| 224 | state->unsaved = false;(0) |
| 225 | if (alertBox(state->renderer, state->tiles, state->font, "Sikeres mentés!") == 0)(0) |
| 226 | state->result = 0;(0) |
| 227 | } |
| 228 | else if (alertBox(state->renderer, state->tiles, state->font, "Sikertelen mentés") == 0)(0) |
| 229 | state->result = 0;(0) |
| 230 | } |
| 231 | |
| 232 | // Free memory used by level state storage |
| 233 | // Does not set level pointer to null (even though it should) |
| 234 | static void freeState(PlayState *state)(1) |
| 235 | { |
| 236 | if (state->level != NULL)(1) |
| 237 | { |
| 238 | free(state->level->tiles);(1) |
| 239 | free(state->level);(1) |
| 240 | } |
| 241 | }(1) |
| 242 | |
| 243 | // Prompt player to save data or discard |
| 244 | // Returns false on SDL_Quit event |
| 245 | static bool promptEdit(PlayState *state)(0) |
| 246 | { |
| 247 | int result = dialogBox(state->renderer, state->tiles, state->font, "Szeretnéd eltárolni a módosításaidat?");(0) |
| 248 | if (result == 0)(0) |
| 249 | { |
| 250 | state->result = 0;(0) |
| 251 | return false;(0) |
| 252 | } |
| 253 | if (result == 1)(0) |
| 254 | writeState(state);(0) |
| 255 | return true;(0) |
| 256 | } |
| 257 | |
| 258 | // Loads next level to state |
| 259 | // Prompts player if works should be stored |
| 260 | static void nextLevel(PlayState *state)(0) |
| 261 | { |
| 262 | if (state->edited && !state->finished)(0) |
| 263 | { |
| 264 | if (!promptEdit(state))(0) |
| 265 | return;(0) |
| 266 | } |
| 267 | if (state->level->next != NULL)(0) |
| 268 | { |
| 269 | Level *nextLevel = state->level->next;(0) |
| 270 | fillState(state, nextLevel);(0) |
| 271 | } |
| 272 | } |
| 273 | |
| 274 | // Loads prevoius level to state |
| 275 | // Prompts player if works should be stored |
| 276 | static void prevLevel(PlayState *state)(0) |
| 277 | { |
| 278 | if (state->edited && !state->finished)(0) |
| 279 | { |
| 280 | if (!promptEdit(state))(0) |
| 281 | return;(0) |
| 282 | } |
| 283 | if (state->level->prev != NULL)(0) |
| 284 | { |
| 285 | Level *prevLevel = state->level->prev;(0) |
| 286 | fillState(state, prevLevel);(0) |
| 287 | } |
| 288 | } |
| 289 | |
| 290 | // Check validity of levels |
| 291 | // Checks number of players and crate count and target count relation |
| 292 | // Returns true if all levels are valid |
| 293 | static bool checkLevels(Level *level)(1) |
| 294 | { |
| 295 | |
| 296 | while (level != NULL)(6) |
| 297 | { |
| 298 | int playerCount = 0;(5) |
| 299 | int crateCount = 0;(5) |
| 300 | int targetCount = 0;(5) |
| 301 | for (int i = 0; i < level->size.x * level->size.y; i++)(144) |
| 302 | { |
| 303 | if (level->tiles[i] == playerS || level->tiles[i] == playerOnTargetS)(139) |
| 304 | { |
| 305 | playerCount++;(5) |
| 306 | } |
| 307 | if (level->tiles[i] == crateS || level->tiles[i] == crateOnTargetS)(139) |
| 308 | { |
| 309 | crateCount++;(9) |
| 310 | } |
| 311 | if (level->tiles[i] == targetS || level->tiles[i] == crateOnTargetS || level->tiles[i] == playerOnTargetS)(139) |
| 312 | { |
| 313 | targetCount++;(9) |
| 314 | } |
| 315 | } |
| 316 | if (playerCount != 1 || crateCount < targetCount)(5) |
| 317 | { |
| 318 | return false;(0) |
| 319 | } |
| 320 | level = level->next;(5) |
| 321 | } |
| 322 | return true;(1) |
| 323 | } |
| 324 | |
| 325 | // Check if current level is in a win state |
| 326 | // Win state is when all targets are covered by crates |
| 327 | // Prompts player on this event |
| 328 | // Returns nothing |
| 329 | // Use checkFinished for most cases |
| 330 | static void checkWinState(PlayState *state)(1) |
| 331 | { |
| 332 | if (checkFinished(state))(1) |
| 333 | { |
| 334 | state->finished = true;(1) |
| 335 | writeState(state);(1) |
| 336 | if (alertBox(state->renderer, state->tiles, state->font, "Sikeresen tejesítetted a pályát!") == 0)(1) |
| 337 | state->result = 0;(0) |
| 338 | } |
| 339 | }(1) |
| 340 | |
| 341 | // Move player left |
| 342 | // Returns true if rerender is needed |
| 343 | static bool moveLeft(PlayState *state)(0) |
| 344 | { |
| 345 | Coordinates *player = &state->player;(0) |
| 346 | if (getTileState(state->level, player->x - 1, player->y) == crateS ||(0) |
| 347 | getTileState(state->level, player->x - 1, player->y) == crateOnTargetS) // crate in front of player(0) |
| 348 | { |
| 349 | if (getTileState(state->level, player->x - 2, player->y) == floorTileS ||(0) |
| 350 | getTileState(state->level, player->x - 2, player->y) == targetS) // crate can move(0) |
| 351 | { |
| 352 | if (getTileState(state->level, player->x - 1, player->y) == crateS) // crate not on target(0) |
| 353 | setTileState(state->level, player->x - 1, player->y, floorTileS); // replace crate with floor(0) |
| 354 | else |
| 355 | setTileState(state->level, player->x - 1, player->y, targetS); // replace player with target(0) |
| 356 | if (getTileState(state->level, player->x - 2, player->y) == floorTileS) // crate going to be on floor(0) |
| 357 | setTileState(state->level, player->x - 2, player->y, crateS); // replace with crate(0) |
| 358 | else |
| 359 | setTileState(state->level, player->x - 2, player->y, crateOnTargetS); // replace with crate on target(0) |
| 360 | player->x--; // move player(0) |
| 361 | checkWinState(state);(0) |
| 362 | return true;(0) |
| 363 | } |
| 364 | return false;(0) |
| 365 | } |
| 366 | if (getTileState(state->level, player->x - 1, player->y) == floorTileS ||(0) |
| 367 | getTileState(state->level, player->x - 1, player->y) == targetS) // player can move(0) |
| 368 | { |
| 369 | player->x--; // move player(0) |
| 370 | return true;(0) |
| 371 | } |
| 372 | return false;(0) |
| 373 | } |
| 374 | |
| 375 | // Move player up |
| 376 | // Returns true if rerender is needed |
| 377 | static bool moveUp(PlayState *state)(0) |
| 378 | { |
| 379 | Coordinates *player = &state->player;(0) |
| 380 | if (getTileState(state->level, player->x, player->y - 1) == crateS ||(0) |
| 381 | getTileState(state->level, player->x, player->y - 1) == crateOnTargetS) // crate in front of player(0) |
| 382 | { |
| 383 | if (getTileState(state->level, player->x, player->y - 2) == floorTileS ||(0) |
| 384 | getTileState(state->level, player->x, player->y - 2) == targetS) // crate can move(0) |
| 385 | { |
| 386 | if (getTileState(state->level, player->x, player->y - 1) == crateS) // crate not on target(0) |
| 387 | setTileState(state->level, player->x, player->y - 1, floorTileS); // replace crate with floor(0) |
| 388 | else |
| 389 | setTileState(state->level, player->x, player->y - 1, targetS); // replace player with target(0) |
| 390 | if (getTileState(state->level, player->x, player->y - 2) == floorTileS) // crate going to be on floor(0) |
| 391 | setTileState(state->level, player->x, player->y - 2, crateS); // replace with crate(0) |
| 392 | else |
| 393 | setTileState(state->level, player->x, player->y - 2, crateOnTargetS); // replace with crate on target(0) |
| 394 | player->y--; // move player(0) |
| 395 | checkWinState(state);(0) |
| 396 | return true;(0) |
| 397 | } |
| 398 | return false;(0) |
| 399 | } |
| 400 | if (getTileState(state->level, player->x, player->y - 1) == floorTileS ||(0) |
| 401 | getTileState(state->level, player->x, player->y - 1) == targetS) // player can move(0) |
| 402 | { |
| 403 | player->y--; // move player(0) |
| 404 | return true;(0) |
| 405 | } |
| 406 | return false;(0) |
| 407 | } |
| 408 | |
| 409 | // Move player right |
| 410 | // Returns true if rerender is needed |
| 411 | static bool moveRight(PlayState *state)(1) |
| 412 | { |
| 413 | Coordinates *player = &state->player;(1) |
| 414 | if (getTileState(state->level, player->x + 1, player->y) == crateS ||(1) |
| 415 | getTileState(state->level, player->x + 1, player->y) == crateOnTargetS) // crate in front of player(0) |
| 416 | { |
| 417 | if (getTileState(state->level, player->x + 2, player->y) == floorTileS ||(2) |
| 418 | getTileState(state->level, player->x + 2, player->y) == targetS) // crate can move(1) |
| 419 | { |
| 420 | if (getTileState(state->level, player->x + 1, player->y) == crateS) // crate not on target(1) |
| 421 | setTileState(state->level, player->x + 1, player->y, floorTileS); // replace crate with floor(1) |
| 422 | else |
| 423 | setTileState(state->level, player->x + 1, player->y, targetS); // replace player with target(0) |
| 424 | if (getTileState(state->level, player->x + 2, player->y) == floorTileS) // crate going to be on floor(1) |
| 425 | setTileState(state->level, player->x + 2, player->y, crateS); // replace with crate(0) |
| 426 | else |
| 427 | setTileState(state->level, player->x + 2, player->y, crateOnTargetS); // replace with crate on target(1) |
| 428 | player->x++; // move player(1) |
| 429 | checkWinState(state);(1) |
| 430 | return true;(1) |
| 431 | } |
| 432 | return false;(0) |
| 433 | } |
| 434 | if (getTileState(state->level, player->x + 1, player->y) == floorTileS ||(0) |
| 435 | getTileState(state->level, player->x + 1, player->y) == targetS) // player can move(0) |
| 436 | { |
| 437 | player->x++; // move player(0) |
| 438 | return true;(0) |
| 439 | } |
| 440 | return false;(0) |
| 441 | } |
| 442 | |
| 443 | // Move player down |
| 444 | // Returns true if rerender is needed |
| 445 | static bool moveDown(PlayState *state)(0) |
| 446 | { |
| 447 | Coordinates *player = &state->player;(0) |
| 448 | if (getTileState(state->level, player->x, player->y + 1) == crateS ||(0) |
| 449 | getTileState(state->level, player->x, player->y + 1) == crateOnTargetS) // crate in front of player(0) |
| 450 | { |
| 451 | if (getTileState(state->level, player->x, player->y + 2) == floorTileS ||(0) |
| 452 | getTileState(state->level, player->x, player->y + 2) == targetS) // crate can move(0) |
| 453 | { |
| 454 | if (getTileState(state->level, player->x, player->y + 1) == crateS) // crate not on target(0) |
| 455 | setTileState(state->level, player->x, player->y + 1, floorTileS); // replace crate with floor(0) |
| 456 | else |
| 457 | setTileState(state->level, player->x, player->y + 1, targetS); // replace player with target(0) |
| 458 | if (getTileState(state->level, player->x, player->y + 2) == floorTileS) // crate going to be on floor(0) |
| 459 | setTileState(state->level, player->x, player->y + 2, crateS); // replace with crate(0) |
| 460 | else |
| 461 | setTileState(state->level, player->x, player->y + 2, crateOnTargetS); // replace with crate on target(0) |
| 462 | player->y++; // move player(0) |
| 463 | checkWinState(state);(0) |
| 464 | return true;(0) |
| 465 | } |
| 466 | return false;(0) |
| 467 | } |
| 468 | if (getTileState(state->level, player->x, player->y + 1) == floorTileS ||(0) |
| 469 | getTileState(state->level, player->x, player->y + 1) == targetS) // player can move(0) |
| 470 | { |
| 471 | player->y++; // move player(0) |
| 472 | return true;(0) |
| 473 | } |
| 474 | return false;(0) |
| 475 | } |
| 476 | |
| 477 | // Process player movement |
| 478 | // Direction: 0 - left, 1 - up, 2 - right, 3 - down |
| 479 | // Returns true if rerender is needed |
| 480 | static bool processMovement(int dir, PlayState *state)(1) |
| 481 | { |
| 482 | state->edited = true;(1) |
| 483 | state->unsaved = true;(1) |
| 484 | |
| 485 | switch (dir)(1) |
| 486 | { |
| 487 | case 0: // left(0) |
| 488 | return moveLeft(state);(0) |
| 489 | case 1: // up(0) |
| 490 | return moveUp(state);(0) |
| 491 | case 2: // right(1) |
| 492 | return moveRight(state);(1) |
| 493 | case 3: // down(0) |
| 494 | return moveDown(state);(0) |
| 495 | default:(0) |
| 496 | return false;(0) |
| 497 | } |
| 498 | } |
| 499 | |
| 500 | // Handle exit to menu |
| 501 | // Prompts player is work is nusaved, does not save work for player |
| 502 | // Sets state->reuslt according to user input |
| 503 | static void handleExitToMenu(PlayState *state)(1) |
| 504 | { |
| 505 | if (state->unsaved)(1) |
| 506 | { |
| 507 | int dialogResult = dialogBox(state->renderer, state->tiles, state->font, "Biztosan szeretnél mentés nélkül kilépni?");(1) |
| 508 | if (dialogResult == 0)(1) |
| 509 | { |
| 510 | state->result = 0;(0) |
| 511 | } |
| 512 | if (dialogResult == 1)(1) |
| 513 | { |
| 514 | state->result = 1;(1) |
| 515 | } |
| 516 | } |
| 517 | else |
| 518 | { |
| 519 | state->result = 1;(0) |
| 520 | } |
| 521 | }(1) |
| 522 | |
| 523 | // Handle SDL key down event |
| 524 | // Returns true if erernder is needed |
| 525 | static bool handleKeydown(PlayState *state, SDL_Scancode key)(2) |
| 526 | { |
| 527 | switch (key)(2) |
| 528 | { |
| 529 | case 0x50: // left arrow(0) |
| 530 | case 0x04: // letter A |
| 531 | if (state->ctrl)(0) |
| 532 | return false;(0) |
| 533 | return processMovement(0, state);(0) |
| 534 | case 0x52: // up arrow(0) |
| 535 | case 0x1A: // letter W |
| 536 | if (state->ctrl)(0) |
| 537 | return false;(0) |
| 538 | return processMovement(1, state);(0) |
| 539 | case 0x4F: // right arrow(1) |
| 540 | case 0x07: // letter D |
| 541 | if (state->ctrl)(1) |
| 542 | return false;(0) |
| 543 | return processMovement(2, state);(1) |
| 544 | case 0x51: // down arrow(0) |
| 545 | case 0x16: // letter S |
| 546 | if (state->ctrl)(0) |
| 547 | { |
| 548 | saveState(state);(0) |
| 549 | state->ctrl = false;(0) |
| 550 | return true;(0) |
| 551 | } |
| 552 | return processMovement(3, state);(0) |
| 553 | case 0x15: // letter r(0) |
| 554 | if (!state->ctrl)(0) |
| 555 | return false;(0) |
| 556 | fillState(state, state->backupLevel);(0) |
| 557 | return true;(0) |
| 558 | case 0x29: // esc(1) |
| 559 | if (state->ctrl)(1) |
| 560 | return false;(0) |
| 561 | handleExitToMenu(state);(1) |
| 562 | return true;(1) |
| 563 | case 0x4b: // page up(0) |
| 564 | if (state->ctrl)(0) |
| 565 | return false;(0) |
| 566 | nextLevel(state);(0) |
| 567 | return true;(0) |
| 568 | case 0x4e: // page down(0) |
| 569 | if (state->ctrl)(0) |
| 570 | return false;(0) |
| 571 | prevLevel(state);(0) |
| 572 | return true;(0) |
| 573 | case 0xe0: // left ctrl(0) |
| 574 | case 0xe4: // right ctrl |
| 575 | state->ctrl = true;(0) |
| 576 | return false;(0) |
| 577 | default:(0) |
| 578 | //printf("0x%02x\n", event.key.keysym.scancode); |
| 579 | return false;(0) |
| 580 | } |
| 581 | } |
| 582 | |
| 583 | // Handle SDL key down up |
| 584 | // Returns true if erernder is needed |
| 585 | static bool handleKeyup(PlayState *state, SDL_Scancode key)(2) |
| 586 | { |
| 587 | switch (key)(2) |
| 588 | { |
| 589 | case 0xe0: // left ctrl(0) |
| 590 | case 0xe4: // right ctrl |
| 591 | state->ctrl = false;(0) |
| 592 | return false;(0) |
| 593 | default:(2) |
| 594 | return false;(2) |
| 595 | } |
| 596 | } |
| 597 | |
| 598 | // Handle SDL mouse click |
| 599 | // Returns true if erernder is needed |
| 600 | static bool handleClick(PlayState *state, int x, int y)(0) |
| 601 | { |
| 602 | if (clickTile(0, 6, x, y)) // up(0) |
| 603 | return processMovement(1, state);(0) |
| 604 | if (clickTile(0, 9, x, y)) // down(0) |
| 605 | return processMovement(3, state);(0) |
| 606 | if (clickTile(0, 7, x, y)) // left(0) |
| 607 | return processMovement(0, state);(0) |
| 608 | if (clickTile(0, 8, x, y)) // right(0) |
| 609 | return processMovement(2, state);(0) |
| 610 | if (clickTile(0, 0, x, y))(0) |
| 611 | { // back to main menu |
| 612 | handleExitToMenu(state);(0) |
| 613 | return true;(0) |
| 614 | } |
| 615 | if (clickTile(0, 1, x, y)) // restart level(0) |
| 616 | { |
| 617 | fillState(state, state->backupLevel);(0) |
| 618 | return true;(0) |
| 619 | } |
| 620 | if (clickTile(0, 2, x, y)) // save level(0) |
| 621 | { |
| 622 | saveState(state);(0) |
| 623 | return true;(0) |
| 624 | } |
| 625 | if (clickTile(0, 11, x, y)) // previouse level(0) |
| 626 | { |
| 627 | prevLevel(state);(0) |
| 628 | return true;(0) |
| 629 | } |
| 630 | if (clickTile(19, 11, x, y)) // next level(0) |
| 631 | { |
| 632 | nextLevel(state);(0) |
| 633 | return true;(0) |
| 634 | } |
| 635 | return false;(0) |
| 636 | } |
| 637 | |
| 638 | // Handles SDL event |
| 639 | // Returns true if rerender is needed |
| 640 | static bool handleEvent(SDL_Event event, PlayState *state)(4) |
| 641 | { |
| 642 | switch (event.type)(4) |
| 643 | { |
| 644 | case SDL_KEYDOWN:(2) |
| 645 | return handleKeydown(state, event.key.keysym.scancode);(2) |
| 646 | case SDL_KEYUP:(2) |
| 647 | return handleKeyup(state, event.key.keysym.scancode);(2) |
| 648 | case SDL_MOUSEBUTTONDOWN:(0) |
| 649 | return handleClick(state, event.button.x, event.button.y);(0) |
| 650 | case SDL_QUIT: // exit program(0) |
| 651 | state->result = 0;(0) |
| 652 | return false;(0) |
| 653 | default:(0) |
| 654 | return false;(0) |
| 655 | break; |
| 656 | } |
| 657 | } |
| 658 | |
| 659 | // Load and play levels given in file |
| 660 | // Returns 0 on SDL_Quit, 1 on exit to menu |
| 661 | int playLevel(SDL_Renderer *renderer, SDL_Texture *tiles, TTF_Font *font, char *filename)(1) |
| 662 | { |
| 663 | LoadLevelResult result = loadLevel(filename);(1) |
| 664 | switch (result.result)(1) |
| 665 | { |
| 666 | case 1:(0) |
| 667 | unloadLevel(result.level);(0) |
| 668 | return alertBox(renderer, tiles, font, "Nem lehet megnyitni a fájlt");(1) |
| 669 | break; |
| 670 | case 2:(0) |
| 671 | unloadLevel(result.level);(0) |
| 672 | return alertBox(renderer, tiles, font, "Memóriafoglalási hiba");(0) |
| 673 | break; |
| 674 | case 3:(0) |
| 675 | unloadLevel(result.level);(0) |
| 676 | return alertBox(renderer, tiles, font, "A fájl hibás karaktereket tartalmaz");(0) |
| 677 | break; |
| 678 | case 4:(0) |
| 679 | switch (dialogBox(renderer, tiles, font, "Néhány szint túl nagy. Biztosan megnyitod?"))(0) |
| 680 | { |
| 681 | case 0:(0) |
| 682 | unloadLevel(result.level);(0) |
| 683 | return 0;(0) |
| 684 | break; |
| 685 | case 1:(0) |
| 686 | break;(0) |
| 687 | case 2:(0) |
| 688 | unloadLevel(result.level);(0) |
| 689 | return 1;(0) |
| 690 | break; |
| 691 | default:(0) |
| 692 | break;(0) |
| 693 | } |
| 694 | default:(1) |
| 695 | break;(1) |
| 696 | } |
| 697 | |
| 698 | if (result.level == NULL)(1) |
| 699 | { |
| 700 | return alertBox(renderer, tiles, font, "A fájl nem tartalmaz szinteket");(0) |
| 701 | } |
| 702 | if (!checkLevels(result.level))(1) |
| 703 | { |
| 704 | unloadLevel(result.level);(0) |
| 705 | return alertBox(renderer, tiles, font, "Néhány szint hibás");(0) |
| 706 | } |
| 707 | |
| 708 | PlayState state; |
| 709 | state.level = NULL;(1) |
| 710 | state.firstLevel = result.level;(1) |
| 711 | if (!fillState(&state, result.level))(1) |
| 712 | { |
| 713 | unloadLevel(result.level);(0) |
| 714 | return alertBox(renderer, tiles, font, "Memóriafoglalási hiba");(0) |
| 715 | } |
| 716 | state.result = -1;(1) |
| 717 | state.renderer = renderer;(1) |
| 718 | state.tiles = tiles;(1) |
| 719 | state.font = font;(1) |
| 720 | state.ctrl = false;(1) |
| 721 | state.unsaved = false;(1) |
| 722 | state.filename = filename;(1) |
| 723 | |
| 724 | render(&state);(1) |
| 725 | |
| 726 | SDL_Event ev; |
| 727 | while (SDL_WaitEvent(&ev))(4) |
| 728 | { |
| 729 | bool rerender = handleEvent(ev, &state);(4) |
| 730 | if (state.result != -1) // if result was set(4) |
| 731 | { |
| 732 | unloadLevel(result.level);(1) |
| 733 | freeState(&state);(1) |
| 734 | return state.result; // return to main(1) |
| 735 | } |
| 736 | if (rerender) // if rerender is needed(3) |
| 737 | render(&state);(1) |
| 738 | } |
| 739 | }(0) |