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/*
* Each of the different types of tile in the levels are numbered
* These are also the values used in the level text files
*
* All of the level tiles are stored in one image, hence the 'Rows'
* below are literally the rows there are positioned in the image.
* Have a look at tiles.png in the game's folder to see them all.
*/
// Row 1 - main squares
#define T_WALL 0
#define T_FLOOR 1
#define T_SPIKE 2
#define T_EXIT 3
// Row two - blue button related
#define T_BLUE_BUTT_UP 4 // unpressed button
#define T_BLUE_BUTT_DOWN 5 // depressed button
#define T_BLUE_DOOR_UP 6 // door unlocked by a button
#define T_BLUE_DOOR_DOWN 7 // door locked and impassible
// Row three - yellow button related
#define T_YELL_BUTT_UP 8
#define T_YELL_BUTT_DOWN 9
#define T_YELL_DOOR_UP 10
#define T_YELL_DOOR_DOWN 11
// Row four - red lever/switch related
#define T_RED_SWITCH_ON 12
#define T_RED_SWITCH_OFF 13
#define T_RED_DOOR_UP 14
#define T_RED_DOOR_DOWN 15
// An echidna is one of the monsters
// The structure is define here in level.c so it can be loaded from the level files
struct echidna
{
int xpos, ypos; // Position on map
int face; // Which of the echidna pictures to use
int mode; // As described at the top of the document
int this_echidna_exists; // When this is equal to 1, the echidna is alive and on the level
// These movement directions are used in the AI code
signed int move_x;
signed int move_y;
// ditto here
signed int check_x;
signed int check_y;
};
/* The level structure is passed to the rendering module, so everything that needs to be seen
* on-screen is also stored here as well
*
* Eg:
* - player position
* - resource locations ( graphics )
*/
struct level_struct
{
char squares[SCREEN_WIDTH_SQUARES][SCREEN_HEIGHT_SQUARES]; // Squares of the level
// Player details
int player_face; // Picture number ( player has 4 different looks )
int px, py; // Player X and Y position, on the tiles
int sx, sy; // Player X and Y starting positions
// Resources
SDL_Texture * entities;
SDL_Texture * tiles;
// A various selection of losing screens
SDL_Texture * losingscreens[5];
// The screen to display when the game ends
SDL_Texture * winning_screen;
// Up to ten echidnas
struct echidna echidnas[10];
};
/* eat_until_newline will 'eat' one character at a time from a file until it detects it has
* finished a line, then stops. This is used to make sure a line of text in the level files
* has been finished before we move on to the next */
void eat_until_newline( FILE *currentfile )
{
char letter='a';
while ( letter != '\n' ) // The '\n' represents the invisible line ending characters (either CRLF or LF)
{
// Every time a character is read, the current position inside of the file is also moved forward
// one character
letter = fgetc( currentfile );
}
}
// Load the graphics used in levels
void level_load_resources(SDL_Renderer* renderer, struct level_struct *level )
{
// Load the images for things into their own 'surfaces'
SDL_Surface* surf_entities = IMG_Load("entities.png");
level->entities = SDL_CreateTextureFromSurface(renderer,
surf_entities);
SDL_FreeSurface(surf_entities);
SDL_Surface* surf_tiles = IMG_Load("tiles.png");
level->tiles = SDL_CreateTextureFromSurface(renderer,
surf_tiles);
SDL_FreeSurface(surf_tiles);
SDL_Surface* surf_losing = IMG_Load("failscreen_01.png");
level->losingscreens[0] = SDL_CreateTextureFromSurface(renderer,
surf_losing);
SDL_FreeSurface(surf_losing);
SDL_Surface* surf_win = IMG_Load("winningscreen.png");
level->winning_screen = SDL_CreateTextureFromSurface(renderer,
surf_win);
SDL_FreeSurface(surf_win);
}
// level_load will load a level from a text file into a level_struct
void level_load( int level_number, struct level_struct *level )
{
// Create the level's actual filename from its number
char levelname[20];
sprintf( levelname, "level_%02d.level", level_number );
// Attempt to open the file
FILE *levelfile = fopen( levelname, "r"); // r = reading mode
// Check if the file loaded, quit program if this has failed
if ( levelfile == NULL )
{
// For some reason the file cannot be accessed
// This could be because it does not exist or we don't have permission to open it
fprintf(stderr, "Error: Could not open level file %d, perhaps it is somewhere else or does not exist?\n", level_number );
fprintf(stderr, "Exiting... \n\n" );
exit(1);
}
// First we need to skip the first line of the file, which is dedicated to title, author etc information
eat_until_newline( levelfile );
// The second line contains the starting position of the player
fscanf( levelfile, "%d %d", &level->sx, &level->sy );
eat_until_newline(levelfile);
printf("Loading level %s, player at position: %d %d\n", levelname, level->sx, level->sy );
/* Ieterate through the file and load the squares into the level's structure
* Each row/line in the file represents a row of squares in the level
* Each square is represented in the rows by a number from 0 to 255
* Open up one of the level files with a text editor to study its structure further
*/
/* WARNING: This code assumes the file is structured correctly in the first place!
* The game will behave in an unexpected manner if the level files are not perfect!
*/
int row, column; // Current position
for ( row=0; row < SCREEN_HEIGHT_SQUARES; row++ )
{
for ( column=0; column < SCREEN_WIDTH_SQUARES; column++ )
{
/* we read each two letter number into a three letter character array ( string )
* the third character is used to represent the end or 'termination' of the string
*/
char tempstring[3];
fgets( tempstring, 3, levelfile );
// atoi() is a standard C function used to covert a string of numbers in character
// form into an actual number ( integer )
level->squares[column][row] = atoi( tempstring );
}
// We need to make sure that we finish the current line of numbers/characters in the
// level file, and are up to the next, else bad things may happen
eat_until_newline( levelfile );
}
/* Now start loading the echidna positions
* Every line after the main level tile body is an echidna
* The format for each line is:
* xpos ypos face
* Where each of them is a number, face being a number from 0 to 3 choosing the particular face of the echidna
*/
int ech_no; // Echidna number
for ( ech_no = 0; ech_no < 10; ech_no++ )
{
level->echidnas[ech_no].this_echidna_exists = 0;
level->echidnas[ech_no].mode = 1; // Start in hunt mode
// Now load the echidna values in
if ( fscanf( levelfile, "%d %d %d", &level->echidnas[ech_no].xpos, &level->echidnas[ech_no].ypos, &level->echidnas[ech_no].face ) == 3 )
{
// When fscanf returns a number other than '3' ( which is how many numbers we are reading per line )
// we know there are no more lines in the file and we should stop, hence the == 3
level->echidnas[ech_no].this_echidna_exists = 1;
printf("Echidna loaded at x:%d y:%d\n", level->echidnas[ech_no].xpos, level->echidnas[ech_no].ypos );
}
}
}
// Replace every tile in the level of firsttype with secondtype
// Useful for eg opening doors
void level_replace_tiles( struct level_struct *currentlevel, char firsttype, char secondtype )
{
int tilex, tiley; // Where we are up to
for ( tiley=0; tiley < SCREEN_WIDTH_SQUARES; tiley++ )
{
for ( tilex=0; tilex < SCREEN_WIDTH_SQUARES; tilex++ )
{
if ( currentlevel->squares[tilex][tiley] == firsttype ) currentlevel->squares[tilex][tiley] = secondtype;
}
}
}
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