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authorJuan Marín Noguera <juan.marinn@um.es>2019-06-27 20:25:01 +0200
committerJuan Marín Noguera <juan.marinn@um.es>2019-06-27 20:25:01 +0200
commit3228fe41df5fc737efe3ddfde26d6983619458e8 (patch)
tree7e6f79f9866a59eb4028dc57ca0c8bcebf8ed0d4
Real initial commit
-rw-r--r--.gitignore5
-rw-r--r--1w163
-rw-r--r--50365.bmpbin0 -> 1228494 bytes
-rw-r--r--50365.pngbin0 -> 47582 bytes
-rw-r--r--52569.bmpbin0 -> 774282 bytes
-rw-r--r--52569.pngbin0 -> 46932 bytes
-rw-r--r--52570.bmpbin0 -> 413834 bytes
-rw-r--r--52570.pngbin0 -> 27512 bytes
-rw-r--r--52571.bmpbin0 -> 946314 bytes
-rw-r--r--52571.pngbin0 -> 36402 bytes
-rw-r--r--56929.bmpbin0 -> 1009074 bytes
-rw-r--r--56929.pngbin0 -> 7833 bytes
-rw-r--r--Game.cbp86
-rw-r--r--Game.depend312
-rw-r--r--Game.layout79
-rw-r--r--LICENSE674
-rw-r--r--Makefile52
-rw-r--r--README.md42
-rw-r--r--block.c176
-rw-r--r--block.h153
-rw-r--r--block_list.c165
-rw-r--r--block_list.h146
-rw-r--r--collision.c161
-rw-r--r--collision.h56
-rw-r--r--collision_type.h44
-rw-r--r--error.c54
-rw-r--r--error.h66
-rw-r--r--item.c296
-rw-r--r--item.h166
-rw-r--r--item_list.c155
-rw-r--r--item_list.h127
-rw-r--r--main.c160
-rw-r--r--player.c326
-rw-r--r--player.h286
-rw-r--r--screen.c289
-rw-r--r--screen.h200
-rw-r--r--world.c345
-rw-r--r--world.h102
38 files changed, 4886 insertions, 0 deletions
diff --git a/.gitignore b/.gitignore
new file mode 100644
index 0000000..3343df3
--- /dev/null
+++ b/.gitignore
@@ -0,0 +1,5 @@
+*.o
+main
+main.exe
+*.dll
+
diff --git a/1w b/1w
new file mode 100644
index 0000000..9a10daa
--- /dev/null
+++ b/1w
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diff --git a/50365.bmp b/50365.bmp
new file mode 100644
index 0000000..a69d46e
--- /dev/null
+++ b/50365.bmp
Binary files differ
diff --git a/50365.png b/50365.png
new file mode 100644
index 0000000..6238e76
--- /dev/null
+++ b/50365.png
Binary files differ
diff --git a/52569.bmp b/52569.bmp
new file mode 100644
index 0000000..b99e2ba
--- /dev/null
+++ b/52569.bmp
Binary files differ
diff --git a/52569.png b/52569.png
new file mode 100644
index 0000000..59ad90c
--- /dev/null
+++ b/52569.png
Binary files differ
diff --git a/52570.bmp b/52570.bmp
new file mode 100644
index 0000000..38c9616
--- /dev/null
+++ b/52570.bmp
Binary files differ
diff --git a/52570.png b/52570.png
new file mode 100644
index 0000000..3ce0824
--- /dev/null
+++ b/52570.png
Binary files differ
diff --git a/52571.bmp b/52571.bmp
new file mode 100644
index 0000000..23059be
--- /dev/null
+++ b/52571.bmp
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diff --git a/52571.png b/52571.png
new file mode 100644
index 0000000..31d7a8f
--- /dev/null
+++ b/52571.png
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diff --git a/56929.bmp b/56929.bmp
new file mode 100644
index 0000000..842b330
--- /dev/null
+++ b/56929.bmp
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diff --git a/56929.png b/56929.png
new file mode 100644
index 0000000..6b52b72
--- /dev/null
+++ b/56929.png
Binary files differ
diff --git a/Game.cbp b/Game.cbp
new file mode 100644
index 0000000..6d85b9a
--- /dev/null
+++ b/Game.cbp
@@ -0,0 +1,86 @@
+<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
+<CodeBlocks_project_file>
+ <FileVersion major="1" minor="6" />
+ <Project>
+ <Option title="Game" />
+ <Option pch_mode="2" />
+ <Option compiler="gcc" />
+ <Build>
+ <Target title="Debug">
+ <Option output="bin/Debug/Game" prefix_auto="1" extension_auto="1" />
+ <Option object_output="obj/Debug/" />
+ <Option type="1" />
+ <Option compiler="gcc" />
+ <Compiler>
+ <Add option="-g" />
+ </Compiler>
+ <Linker>
+ <Add option="-l mingw32 -l SDL2main -l SDL2" />
+ </Linker>
+ </Target>
+ <Target title="Release">
+ <Option output="bin/Release/Game" prefix_auto="1" extension_auto="1" />
+ <Option object_output="obj/Release/" />
+ <Option type="1" />
+ <Option compiler="gcc" />
+ <Compiler>
+ <Add option="-O2" />
+ </Compiler>
+ <Linker>
+ <Add option="-s" />
+ </Linker>
+ </Target>
+ </Build>
+ <Compiler>
+ <Add option="-Wall" />
+ </Compiler>
+ <Linker>
+ <Add option="-l mingw32 -l SDL2main -l SDL2" />
+ </Linker>
+ <Unit filename="block.c">
+ <Option compilerVar="CC" />
+ </Unit>
+ <Unit filename="block.h" />
+ <Unit filename="block_list.c">
+ <Option compilerVar="CC" />
+ </Unit>
+ <Unit filename="block_list.h" />
+ <Unit filename="collision.c">
+ <Option compilerVar="CC" />
+ </Unit>
+ <Unit filename="collision.h" />
+ <Unit filename="collision_type.h" />
+ <Unit filename="error.c">
+ <Option compilerVar="CC" />
+ </Unit>
+ <Unit filename="error.h" />
+ <Unit filename="item.c">
+ <Option compilerVar="CC" />
+ </Unit>
+ <Unit filename="item.h" />
+ <Unit filename="item_list.c">
+ <Option compilerVar="CC" />
+ </Unit>
+ <Unit filename="item_list.h" />
+ <Unit filename="main.c">
+ <Option compilerVar="CC" />
+ </Unit>
+ <Unit filename="player.c">
+ <Option compilerVar="CC" />
+ </Unit>
+ <Unit filename="player.h" />
+ <Unit filename="screen.c">
+ <Option compilerVar="CC" />
+ </Unit>
+ <Unit filename="screen.h" />
+ <Unit filename="world.c">
+ <Option compilerVar="CC" />
+ </Unit>
+ <Unit filename="world.h" />
+ <Extensions>
+ <code_completion />
+ <debugger />
+ <envvars />
+ </Extensions>
+ </Project>
+</CodeBlocks_project_file>
diff --git a/Game.depend b/Game.depend
new file mode 100644
index 0000000..42295fe
--- /dev/null
+++ b/Game.depend
@@ -0,0 +1,312 @@
+# depslib dependency file v1.0
+1525599899 source:/home/juan/Desktop/univ2/tp/pr/Game/error.c
+ <errno.h>
+ <SDL2/SDL.h>
+ <SDL2/SDL_image.h>
+ <stdio.h>
+ <stdlib.h>
+ "error.h"
+
+1525607895 /home/juan/Desktop/univ2/tp/pr/Game/error.h
+
+1525606956 source:/home/juan/Desktop/univ2/tp/pr/Game/block.c
+ <malloc.h>
+ "block.h"
+ "constants.h"
+ "error.h"
+ "item.h"
+ "player.h"
+
+1525604991 /home/juan/Desktop/univ2/tp/pr/Game/block.h
+ "collision_type.h"
+ "item.h"
+ "player.h"
+ "screen.h"
+
+1525604938 /home/juan/Desktop/univ2/tp/pr/Game/collision_type.h
+
+1525605071 /home/juan/Desktop/univ2/tp/pr/Game/item.h
+ "collision_type.h"
+ "player.h"
+ "screen.h"
+
+1525605490 /home/juan/Desktop/univ2/tp/pr/Game/player.h
+ "screen.h"
+
+1525599981 /home/juan/Desktop/univ2/tp/pr/Game/screen.h
+ <SDL2/SDL.h>
+
+1525606074 /home/juan/Desktop/univ2/tp/pr/Game/constants.h
+
+1525628815 source:/home/juan/Desktop/univ2/tp/pr/Game/block_list.c
+ <malloc.h>
+ "error.h"
+ "block.h"
+ "block_list.h"
+ "screen.h"
+
+1525614379 /home/juan/Desktop/univ2/tp/pr/Game/block_list.h
+ "block.h"
+ "screen.h"
+
+1525605767 source:/home/juan/Desktop/univ2/tp/pr/Game/collision.c
+ "block.h"
+ "block_list.h"
+ "collision.h"
+ "item.h"
+ "item_list.h"
+ "player.h"
+
+1525604940 /home/juan/Desktop/univ2/tp/pr/Game/collision.h
+ "block_list.h"
+ "collision_type.h"
+ "item_list.h"
+ "player.h"
+
+1525629388 /home/juan/Desktop/univ2/tp/pr/Game/item_list.h
+ "item.h"
+ "screen.h"
+
+1525605860 source:/home/juan/Desktop/univ2/tp/pr/Game/item.c
+ <malloc.h>
+ <stdlib.h>
+ "collision_type.h"
+ "constants.h"
+ "error.h"
+ "item.h"
+ "player.h"
+ "screen.h"
+
+1525629432 source:/home/juan/Desktop/univ2/tp/pr/Game/item_list.c
+ <malloc.h>
+ "collision_type.h"
+ "error.h"
+ "item.h"
+ "item_list.h"
+ "screen.h"
+
+1525638419 source:/home/juan/Desktop/univ2/tp/pr/Game/main.c
+ <stdio.h>
+ <string.h>
+ "error.h"
+ "screen.h"
+ "world.h"
+
+1525626674 /home/juan/Desktop/univ2/tp/pr/Game/world.h
+ <stdio.h>
+ "screen.h"
+
+1525625971 source:/home/juan/Desktop/univ2/tp/pr/Game/player.c
+ "collision_type.h"
+ "constants.h"
+ "error.h"
+ "player.h"
+ "screen.h"
+
+1525631696 source:/home/juan/Desktop/univ2/tp/pr/Game/screen.c
+ <malloc.h>
+ <SDL2/SDL.h>
+ <SDL2/SDL_image.h>
+ <string.h>
+ "error.h"
+ "screen.h"
+
+1525629405 source:/home/juan/Desktop/univ2/tp/pr/Game/world.c
+ <malloc.h>
+ <stdio.h>
+ "block.h"
+ "block_list.h"
+ "collision.h"
+ "collision_type.h"
+ "error.h"
+ "item.h"
+ "item_list.h"
+ "screen.h"
+ "world.h"
+
+1525704695 source:c:\users\alumno\downloads\game\game\código\block_list.c
+ <malloc.h>
+ "error.h"
+ "block.h"
+ "block_list.h"
+ "screen.h"
+
+1525800003 c:\users\alumno\downloads\game\game\código\error.h
+
+1525715885 c:\users\alumno\downloads\game\game\código\block.h
+ "collision_type.h"
+ "item.h"
+ "player.h"
+ "screen.h"
+
+1525716019 c:\users\alumno\downloads\game\game\código\collision_type.h
+
+1525788190 c:\users\alumno\downloads\game\game\código\item.h
+ "collision_type.h"
+ "player.h"
+ "screen.h"
+
+1525719674 c:\users\alumno\downloads\game\game\código\player.h
+ "screen.h"
+
+1525799945 c:\users\alumno\downloads\game\game\código\screen.h
+ <SDL2/SDL.h>
+
+1525715902 c:\users\alumno\downloads\game\game\código\block_list.h
+ "block.h"
+ "screen.h"
+
+1525790039 source:c:\users\alumno\downloads\game\game\código\collision.c
+ <math.h>
+ "block.h"
+ "block_list.h"
+ "collision.h"
+ "collision_type.h"
+ "item.h"
+ "item_list.h"
+ "player.h"
+
+1525790840 c:\users\alumno\downloads\game\game\código\collision.h
+ "block_list.h"
+ "collision_type.h"
+ "item_list.h"
+ "player.h"
+
+1525781263 c:\users\alumno\downloads\game\game\código\item_list.h
+ "item.h"
+ "screen.h"
+
+1525792851 source:c:\users\alumno\downloads\game\game\código\item_list.c
+ <malloc.h>
+ "collision_type.h"
+ "error.h"
+ "item.h"
+ "item_list.h"
+ "screen.h"
+
+1525794474 source:c:\users\alumno\downloads\game\game\código\main.c
+ <stdio.h>
+ <string.h>
+ "error.h"
+ "player.h"
+ "screen.h"
+ "world.h"
+
+1525719460 c:\users\alumno\downloads\game\game\código\world.h
+ <stdio.h>
+ "screen.h"
+
+1525790808 source:c:\users\alumno\downloads\game\game\código\world.c
+ <malloc.h>
+ <stdio.h>
+ "block.h"
+ "block_list.h"
+ "collision.h"
+ "collision_type.h"
+ "error.h"
+ "item.h"
+ "item_list.h"
+ "screen.h"
+ "world.h"
+
+1525794528 source:c:\users\alumno\downloads\game\game\código\player.c
+ <malloc.h>
+ "collision_type.h"
+ "block.h"
+ "error.h"
+ "player.h"
+ "screen.h"
+
+1525704694 source:c:\users\alumno\desktop\game\game\código\block_list.c
+ <malloc.h>
+ "error.h"
+ "block.h"
+ "block_list.h"
+ "screen.h"
+
+1525800002 c:\users\alumno\desktop\game\game\código\error.h
+
+1525715884 c:\users\alumno\desktop\game\game\código\block.h
+ "collision_type.h"
+ "item.h"
+ "player.h"
+ "screen.h"
+
+1525716018 c:\users\alumno\desktop\game\game\código\collision_type.h
+
+1525788190 c:\users\alumno\desktop\game\game\código\item.h
+ "collision_type.h"
+ "player.h"
+ "screen.h"
+
+1525719674 c:\users\alumno\desktop\game\game\código\player.h
+ "screen.h"
+
+1525799944 c:\users\alumno\desktop\game\game\código\screen.h
+ <SDL2/SDL.h>
+
+1525715902 c:\users\alumno\desktop\game\game\código\block_list.h
+ "block.h"
+ "screen.h"
+
+1525790038 source:c:\users\alumno\desktop\game\game\código\collision.c
+ <math.h>
+ "block.h"
+ "block_list.h"
+ "collision.h"
+ "collision_type.h"
+ "item.h"
+ "item_list.h"
+ "player.h"
+
+1525790840 c:\users\alumno\desktop\game\game\código\collision.h
+ "block_list.h"
+ "collision_type.h"
+ "item_list.h"
+ "player.h"
+
+1525781262 c:\users\alumno\desktop\game\game\código\item_list.h
+ "item.h"
+ "screen.h"
+
+1525792850 source:c:\users\alumno\desktop\game\game\código\item_list.c
+ <malloc.h>
+ "collision_type.h"
+ "error.h"
+ "item.h"
+ "item_list.h"
+ "screen.h"
+
+1525794474 source:c:\users\alumno\desktop\game\game\código\main.c
+ <stdio.h>
+ <string.h>
+ "error.h"
+ "player.h"
+ "screen.h"
+ "world.h"
+
+1525719460 c:\users\alumno\desktop\game\game\código\world.h
+ <stdio.h>
+ "screen.h"
+
+1525794528 source:c:\users\alumno\desktop\game\game\código\player.c
+ <malloc.h>
+ "collision_type.h"
+ "block.h"
+ "error.h"
+ "player.h"
+ "screen.h"
+
+1525790808 source:c:\users\alumno\desktop\game\game\código\world.c
+ <malloc.h>
+ <stdio.h>
+ "block.h"
+ "block_list.h"
+ "collision.h"
+ "collision_type.h"
+ "error.h"
+ "item.h"
+ "item_list.h"
+ "screen.h"
+ "world.h"
+
diff --git a/Game.layout b/Game.layout
new file mode 100644
index 0000000..3f41854
--- /dev/null
+++ b/Game.layout
@@ -0,0 +1,79 @@
+<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
+<CodeBlocks_layout_file>
+ <ActiveTarget name="Debug" />
+ <File name="block.c" open="0" top="0" tabpos="1" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
+ <Cursor>
+ <Cursor1 position="782" topLine="1" />
+ </Cursor>
+ </File>
+ <File name="block.h" open="0" top="0" tabpos="0" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
+ <Cursor>
+ <Cursor1 position="960" topLine="21" />
+ </Cursor>
+ </File>
+ <File name="error.h" open="0" top="0" tabpos="0" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
+ <Cursor>
+ <Cursor1 position="831" topLine="4" />
+ </Cursor>
+ </File>
+ <File name="main.c" open="1" top="0" tabpos="1" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
+ <Cursor>
+ <Cursor1 position="2100" topLine="56" />
+ </Cursor>
+ </File>
+ <File name="item_list.h" open="0" top="0" tabpos="0" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
+ <Cursor>
+ <Cursor1 position="811" topLine="3" />
+ </Cursor>
+ </File>
+ <File name="block_list.h" open="0" top="0" tabpos="0" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
+ <Cursor>
+ <Cursor1 position="817" topLine="4" />
+ </Cursor>
+ </File>
+ <File name="player.h" open="0" top="0" tabpos="0" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
+ <Cursor>
+ <Cursor1 position="208" topLine="0" />
+ </Cursor>
+ </File>
+ <File name="block_list.c" open="0" top="0" tabpos="0" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
+ <Cursor>
+ <Cursor1 position="16" topLine="0" />
+ </Cursor>
+ </File>
+ <File name="item.h" open="0" top="0" tabpos="0" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
+ <Cursor>
+ <Cursor1 position="857" topLine="3" />
+ </Cursor>
+ </File>
+ <File name="screen.h" open="0" top="0" tabpos="1" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
+ <Cursor>
+ <Cursor1 position="2777" topLine="78" />
+ </Cursor>
+ </File>
+ <File name="collision_type.h" open="0" top="0" tabpos="0" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
+ <Cursor>
+ <Cursor1 position="757" topLine="4" />
+ </Cursor>
+ </File>
+ <File name="world.h" open="0" top="0" tabpos="0" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
+ <Cursor>
+ <Cursor1 position="850" topLine="4" />
+ </Cursor>
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diff --git a/LICENSE b/LICENSE
new file mode 100644
index 0000000..f288702
--- /dev/null
+++ b/LICENSE
@@ -0,0 +1,674 @@
+ GNU GENERAL PUBLIC LICENSE
+ Version 3, 29 June 2007
+
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+PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
+IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
+ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
+
+ 16. Limitation of Liability.
+
+ IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
+WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
+THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
+GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
+USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
+DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
+PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
+EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
+SUCH DAMAGES.
+
+ 17. Interpretation of Sections 15 and 16.
+
+ If the disclaimer of warranty and limitation of liability provided
+above cannot be given local legal effect according to their terms,
+reviewing courts shall apply local law that most closely approximates
+an absolute waiver of all civil liability in connection with the
+Program, unless a warranty or assumption of liability accompanies a
+copy of the Program in return for a fee.
+
+ END OF TERMS AND CONDITIONS
+
+ How to Apply These Terms to Your New Programs
+
+ If you develop a new program, and you want it to be of the greatest
+possible use to the public, the best way to achieve this is to make it
+free software which everyone can redistribute and change under these terms.
+
+ To do so, attach the following notices to the program. It is safest
+to attach them to the start of each source file to most effectively
+state the exclusion of warranty; and each file should have at least
+the "copyright" line and a pointer to where the full notice is found.
+
+ <one line to give the program's name and a brief idea of what it does.>
+ Copyright (C) <year> <name of author>
+
+ This program 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.
+
+ This program 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 this program. If not, see <https://www.gnu.org/licenses/>.
+
+Also add information on how to contact you by electronic and paper mail.
+
+ If the program does terminal interaction, make it output a short
+notice like this when it starts in an interactive mode:
+
+ <program> Copyright (C) <year> <name of author>
+ This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
+ This is free software, and you are welcome to redistribute it
+ under certain conditions; type `show c' for details.
+
+The hypothetical commands `show w' and `show c' should show the appropriate
+parts of the General Public License. Of course, your program's commands
+might be different; for a GUI interface, you would use an "about box".
+
+ You should also get your employer (if you work as a programmer) or school,
+if any, to sign a "copyright disclaimer" for the program, if necessary.
+For more information on this, and how to apply and follow the GNU GPL, see
+<https://www.gnu.org/licenses/>.
+
+ The GNU General Public License does not permit incorporating your program
+into proprietary programs. If your program is a subroutine library, you
+may consider it more useful to permit linking proprietary applications with
+the library. If this is what you want to do, use the GNU Lesser General
+Public License instead of this License. But first, please read
+<https://www.gnu.org/licenses/why-not-lgpl.html>.
diff --git a/Makefile b/Makefile
new file mode 100644
index 0000000..be58572
--- /dev/null
+++ b/Makefile
@@ -0,0 +1,52 @@
+# Makefile for the project. The commented parts show how the images have been
+# obtained via wget and ImageMagick.
+CFLAGS=-Os -Wall -pedantic
+OFILES=main.o screen.o error.o player.o item.o collision.o item_list.o block.o block_list.o world.o
+LINUX_EXEC=main
+WINDOWS_EXEC=main.exe
+SDLLIB ?= /usr/lib/x86_64-linux-gnu/libSDL2.so
+WINLIB=libSDL2.dll
+#BMPFILES=50365.bmp 52570.bmp 52569.bmp 52571.bmp 56929.bmp
+#PNGFILES=50365.png 52570.png 52569.png 52571.png 56929.png
+
+.PHONY=all windows base clean
+
+all: base $(LINUX_EXEC)
+
+windows: base $(WINDOWS_EXEC) libSDL2.dll
+
+base: #$(BMPFILES)
+
+$(LINUX_EXEC): $(OFILES)
+ gcc -o $(LINUX_EXEC) $(CFLAGS) $(SDLLIB) $(OFILES)
+
+$(WINDOWS_EXEC): $(OFILES)
+ gcc -o $(WINDOWS_EXEC) $(CFLAGS) $(WINLIB) $(OFILES)
+
+%.o : %.c
+ gcc -c $(CFLAGS) $<
+
+clean:
+ rm -f $(OFILES) $(LINUX_EXEC) $(WINDOWS_EXEC) #$(BMPFILES) $(PNGFILES)
+
+#50365.png:
+# wget https://www.spriters-resource.com/resources/sheets/47/50365.png
+#
+#52570.png:
+# wget https://www.spriters-resource.com/resources/sheets/49/52570.png
+#
+#52569.png:
+# wget https://www.spriters-resource.com/resources/sheets/49/52569.png
+#
+#52571.png:
+# wget https://www.spriters-resource.com/resources/sheets/49/52571.png
+#
+#56929.png:
+# wget https://www.spriters-resource.com/resources/sheets/54/56929.png
+#
+#56929.bmp: 56929.png
+# convert 56929.png -transparent "#5c94fc" 56929.bmp
+#
+#%.bmp: %.png
+# convert $< $@
+
diff --git a/README.md b/README.md
new file mode 100644
index 0000000..e6bae53
--- /dev/null
+++ b/README.md
@@ -0,0 +1,42 @@
+# A Super Mario-like game
+
+This is a GPL3-licensed game I've created as a Computer Engineering class
+project. Image assets are Copyright (c) 1985 Nintendo Entertainment Inc., and
+have been obtained from <https://www.spriters-resource.com>.
+
+## Installing on Linux
+
+This games requires LibSDL2 to be installed. Version 2.0.0 does not work,
+but 2.0.8 does. You'll also need `gcc` and `make`. You will most likely need to
+indicate the path of the SDL library to `make` with the `SDLLIB` environment
+variable.
+
+Once these requierements are met, you simply type `make` and the game is
+built to `./main`.
+
+Note: In Debian-based distributions, you run `apt install libsdl2-dev` and then
+use `apt-file libsdl2-2.0-0` (or whatever), having installed `apt-file`, to
+get the location of the shared library.
+
+## Installing on Windows
+
+You need MinGW. You'll also need to install SDL2 on MinGW (once you compile the
+game, you'll only need the DLL file).
+
+In order to install, you have to options:
+
+* Type `make windows`.
+
+* Open the file `Game.cbp` with CodeBlocks and compile from there. You still
+ need to generate the BMP files, which are not handled by CodeBlocks.
+
+## Notes
+
+The documentation for Doxygen (in the header files) is in Spanish as this
+was required. The instructions screen is in Spanish as well.
+
+The default level is `1w`, and the format is the one being parsed at `world.c`.
+Bugs likely remain. Pull requests are very welcome and will (likely) be accepted
+if they are actual improvements of the game (i.e. more levels, features, level
+selection, fine-tuning, bug fixes, etc.) while not breaking other stuff or
+changing other things just because.
diff --git a/block.c b/block.c
new file mode 100644
index 0000000..af66f38
--- /dev/null
+++ b/block.c
@@ -0,0 +1,176 @@
+/*
+ * block.c -- Implementa los bloques que aparecen en el juego.
+ * Copyright (C) 2018 Juan Marín Noguera
+ *
+ * This program 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.
+ *
+ * This program 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 this program. If not, see <https://www.gnu.org/licenses/>.
+ */
+#include <malloc.h>
+#include "block.h"
+#include "error.h"
+#include "item.h"
+#include "player.h"
+
+#define BLOCK_FILE "52571.bmp"
+#define BLOCK_TICKS_PER_MOVE 10
+#define BLOCK_MOVE_FRAMES 3
+#define BLOCK_TICKS_MULTICOIN_THRESHOLD 300
+#define BLOCK_END_X 3
+#define BLOCK_END_Y 0
+#define BLOCK_ANIM_TICKS 3
+
+struct Block {
+ BlockType type;
+ int x;
+ int y;
+ int ix;
+ int iy;
+ int cnt;
+ int nanim;
+};
+
+Picture block_pict = NULL;
+
+Block block_create(BlockType type, int x, int y, int ix, int iy, int nanim)
+{
+ Block b = malloc(sizeof(struct Block));
+ if (b == NULL)
+ error_libc_exit();
+
+ if (nanim <= 0)
+ error_exit(ERR_OUT_OF_RANGE);
+
+ b->x = x;
+ b->y = y;
+ b->type = type;
+ b->ix = ix;
+ b->iy = iy;
+ b->cnt = 0;
+ b->nanim = nanim;
+
+ return b;
+}
+
+void block_free(Block b)
+{
+ free(b);
+}
+
+void block_end()
+{
+ screen_free_picture(block_pict);
+}
+
+int block_x(Block b)
+{
+ return b->x;
+}
+
+int block_y(Block b)
+{
+ return b->y;
+}
+
+int block_render(Screen scr, Block b, int scroll)
+{
+ int x = b->ix + ((b->cnt++ / BLOCK_ANIM_TICKS) % b->nanim);
+
+ if (BLOCK_SIZE*(b->x+1) <= scroll ||
+ BLOCK_SIZE*b->x >= scroll + screen_width(scr))
+ return 0; // Don't need to render
+
+ if (block_pict == NULL)
+ block_pict = screen_get_picture(BLOCK_FILE);
+
+ screen_place(
+ scr,
+ block_pict,
+ b->x * BLOCK_SIZE - scroll,
+ screen_height(scr) - (b->y + 1) * BLOCK_SIZE,
+ BLOCK_SIZE * x,
+ BLOCK_SIZE * b->iy,
+ BLOCK_SIZE,
+ BLOCK_SIZE,
+ 0);
+
+ return 1;
+}
+
+int block_can_pass_through(Block b)
+{
+ return b->type == BLOCK_TYPE_PASSTHROUGH;
+}
+
+void block_make_opaque(Block b)
+{
+ b->type = BLOCK_TYPE_OPAQUE;
+ b->ix = BLOCK_END_X;
+ b->iy = BLOCK_END_Y;
+ b->nanim = 1;
+}
+
+
+void block_return_coin(Player p, Block b, Item *item)
+{
+ if (item != NULL)
+ *item = item_create(
+ ITEM_TYPE_TEMPCOIN,
+ b->x * BLOCK_SIZE,
+ (b->y + 1) * BLOCK_SIZE);
+ player_add_coin(p);
+}
+
+int block_hit(Player p, Block b, Item *item)
+{
+ switch (b->type) {
+ case BLOCK_TYPE_PASSTHROUGH:
+ if (item != NULL)
+ *item = NULL;
+ return 0;
+ case BLOCK_TYPE_OPAQUE:
+ if (item != NULL)
+ *item = NULL;
+ return 0;
+ case BLOCK_TYPE_COIN:
+ block_return_coin(p, b, item);
+ block_make_opaque(b);
+ return 0;
+ case BLOCK_TYPE_DESTROYCOIN:
+ block_return_coin(p, b, item);
+ return 1;
+ case BLOCK_TYPE_MULTICOIN:
+ // Put counter in some small number without altering the
+ // animation.
+ b->cnt %= BLOCK_TICKS_PER_MOVE * BLOCK_MOVE_FRAMES;
+ b->type = BLOCK_TYPE_HIT_MULTICOIN;
+ case BLOCK_TYPE_HIT_MULTICOIN:
+ block_return_coin(p, b, item);
+ if (b->cnt >= BLOCK_TICKS_MULTICOIN_THRESHOLD)
+ block_make_opaque(b);
+ return 0;
+ case BLOCK_TYPE_UPGRADE:
+ if (item != NULL)
+ *item = item_create(
+ player_state(p) == PLAYER_ST_BIG ||
+ player_state(p) == PLAYER_ST_FLOWER ?
+ ITEM_TYPE_FLOWER : ITEM_TYPE_MUSHROOM,
+ b->x * BLOCK_SIZE,
+ (b->y + 1) * BLOCK_SIZE);
+ block_make_opaque(b);
+ return 0;
+ default:
+ error_exit(ERR_OUT_OF_RANGE);
+ return 0; // Execution will never reach this point.
+ }
+}
+
diff --git a/block.h b/block.h
new file mode 100644
index 0000000..9ad8007
--- /dev/null
+++ b/block.h
@@ -0,0 +1,153 @@
+/*
+ * block.h -- Implementa los bloques que aparecen en el juego.
+ * Copyright (C) 2018 Juan Marín Noguera
+ *
+ * This program 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.
+ *
+ * This program 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 this program. If not, see <https://www.gnu.org/licenses/>.
+ */
+
+/**
+ * \file block.h Implementa los bloques que aparecen en el juego.
+ */
+
+#ifndef __BLOCK_H
+#define __BLOCK_H
+#include "collision_type.h"
+#include "item.h"
+#include "player.h"
+#include "screen.h"
+
+/** El tama&ntilde;o de un bloque en p&iacute;xeles. */
+#define BLOCK_SIZE 16
+
+/** Representa un tipo de bloque. */
+typedef enum BlockType {
+ /** Indica que se trata de decoraci&oacute;n de fondo, por tanto
+ * atravesable sin ning&uacute;n efecto.
+ */
+ BLOCK_TYPE_PASSTHROUGH,
+
+ /** Indica un bloque opaco, no atravesable pero que no hace nada. */
+ BLOCK_TYPE_OPAQUE,
+
+ /** Indica un bloque que al golpearlo devuelve una moneda y se
+ * convierte en opaco.
+ */
+ BLOCK_TYPE_COIN,
+
+ /** Indica un bloque que al golpearlo devuelve una moneda y al hacerlo
+ * es destru&iacute;do.
+ */
+ BLOCK_TYPE_DESTROYCOIN,
+
+ /** Indica un bloque que devuelve una moneda y despu&eacute;s sigue
+ * devolviendo monedas durante un intervalo aproximado de tiempo, tras
+ * el cual se convierte en bloque opaco normal.
+ */
+ BLOCK_TYPE_MULTICOIN,
+
+ /** Indica un bloque del tipo BLOCK_TYPE_MULTICOIN que ya ha sido
+ * golpeado.
+ */
+ BLOCK_TYPE_HIT_MULTICOIN,
+
+ /** Indica un bloque que devuelve un champi&ntilde;&oacute;n, o una
+ * flor si el personaje que lo golpea ya est&aacute; en estado
+ * "grande" o "flor".
+ */
+ BLOCK_TYPE_UPGRADE
+} BlockType;
+
+/** Representa un bloque (fijo) del mundo. */
+typedef struct Block *Block;
+
+/**
+ * \brief Crea un bloque del mapa.
+ * \param type El tipo de bloque.
+ * \param x La posici&oacute;n X del bloque, en bloques desde la izquierda del
+ * mundo.
+ * \param y La posici&oacute;n Y del bloque, en bloques desde la parte inferior
+ * del mundo.
+ * \param ix La coordenada X en la imagen de bloques en la que se encuentra el
+ * bloque, en bloques.
+ * \param iy La coordenada Y en la imagen de bloques en la que se encuentra el
+ * bloque, en bloques.
+ * \param nanim El n&uacute;mero de pasos de la animaci&oacute;n del bloque, que
+ * en la imagen de bloques se almacenan de forma consecutiva en horizontal a
+ * partir de las coordenadas dadas. Si el bloque no tiene animaci&oacute;n, este
+ * valor debe ser 1.
+ * \return El bloque creado.
+ */
+Block block_create(BlockType type, int x, int y, int ix, int iy, int nanim);
+
+/**
+ * \brief Libera un bloque.
+ * \param b El bloque a liberar.
+ */
+void block_free(Block b);
+
+/**
+ * \brief Libera los recursos ocupados por el m&oacute;dulo que no pertenecen a ning&uacute;n bloque en concreto, como son las im&aacute;genes de
+ * estos.
+ * \remarks Debe ser llamada antes que a screen_end.
+ */
+void block_end();
+
+/**
+ * \brief Obtiene la coordenada X del bloque.
+ * \param b El bloque.
+ * \return La coordenada X del bloque, en bloques desde la parte izquierda del
+ * mundo.
+ */
+int block_x(Block b);
+
+/**
+ * \brief Obtiene la coordenada Y del bloque.
+ * \param b El bloque.
+ * \return La coordenada Y del bloque, en bloques desde la parte inferior del
+ * mundo.
+ */
+int block_y(Block b);
+
+/**
+ * \brief Dibuja un bloque en la pantalla.
+ * \param scr La ventana donde dibujar el bloque.
+ * \param b El bloque a dibujar.
+ * \param scroll La distancia en p&iacute;xeles desde la parte izquierda del
+ * mundo hasta la parte izquierda de la ventana.
+ * \return Un valor distinto de 0 si el bloque est&aacute; dentro del
+ * &aacute;rea visible del mundo (solo comprueba la coordenada horizontal),
+ * o 0 si queda fuera de dicha &aacute;rea.
+ */
+int block_render(Screen scr, Block b, int scroll);
+
+/**
+ * \brief Compruba si el bloque es atravesable (por objetos o personajes).
+ * \param b El bloque.
+ * \return Un valor distinto de 0 si el bloque es atravesable, o 0 si no lo es.
+ */
+int block_can_pass_through(Block b);
+
+/**
+ * \brief Realiza las acciones necesiarias cuando un personaje golpea un bloque.
+ * \param p El personaje.
+ * \param b El bloque golpeado por el personaje.
+ * \param item Par&aacute;metro de salida. Si no es NULL, la funci&oacute;n
+ * deposita aqu&iacute; el objeto devuelto por el bloque al ser golpeado, o
+ * NULL si no devuelve ning&uacute;n objeto.
+ * \return Un valor distinto de 0 si el bloque debe ser eliminado, o 0 si no
+ * debe serlo.
+ */
+int block_hit(Player p, Block b, Item *item);
+
+#endif // __BLOCK_H
diff --git a/block_list.c b/block_list.c
new file mode 100644
index 0000000..59308be
--- /dev/null
+++ b/block_list.c
@@ -0,0 +1,165 @@
+/*
+ * block_list.c -- Implementa las listas de bloques.
+ * Copyright (C) 2018 Juan Marín Noguera
+ *
+ * This program 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.
+ *
+ * This program 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 this program. If not, see <https://www.gnu.org/licenses/>.
+ */
+#include <malloc.h>
+#include "error.h"
+#include "block.h"
+#include "block_list.h"
+#include "screen.h"
+
+struct BlockNode {
+ Block e;
+ BlockNode nx;
+};
+
+struct BlockList {
+ BlockNode first;
+ BlockNode last;
+};
+
+BlockList block_list_create()
+{
+ BlockList bl;
+ BlockNode bn;
+
+ if ((bl = malloc(sizeof(struct BlockList))) == NULL)
+ error_libc_exit();
+
+ if ((bn = malloc(sizeof(struct BlockNode))) == NULL)
+ error_libc_exit();
+
+ bn->e = NULL;
+ bn->nx = NULL;
+
+ bl->first = bn;
+ bl->last = bn;
+
+ return bl;
+}
+
+void block_list_free(BlockList bl)
+{
+ BlockNode bn = bl->first->nx, nx;
+
+ while (bn != NULL) {
+ nx = bn->nx;
+ block_free(bn->e);
+ free(bn);
+ bn = nx;
+ }
+
+ free(bl);
+}
+
+BlockNode block_list_begin(BlockList bl)
+{
+ return bl->first;
+}
+
+Block block_list_current(BlockNode bn)
+{
+ return bn->nx->e;
+}
+
+BlockNode block_list_next(BlockNode bn)
+{
+ return bn->nx;
+}
+
+void block_list_delete(BlockNode bn)
+{
+ BlockNode nx = bn->nx->nx;
+ block_free(bn->nx->e);
+ free(bn->nx);
+ bn->nx = nx;
+}
+
+void block_list_delete_preserving(BlockNode bn)
+{
+ BlockNode nx = bn->nx->nx;
+ free(bn->nx);
+ bn->nx = nx;
+}
+
+int block_list_isend(BlockNode bn)
+{
+ return bn->nx == NULL;
+}
+
+int block_list_isempty(BlockList bl)
+{
+ return block_list_isend(block_list_begin(bl));
+}
+
+void block_list_append(BlockList bl, Block e)
+{
+ BlockNode bn;
+
+ if (bl == NULL || e == NULL)
+ error_exit(ERR_NULL_PARAM);
+
+ bn = malloc(sizeof(struct BlockNode));
+ bn->e = e;
+ bn->nx = NULL;
+ bl->last->nx = bn;
+ bl->last = bn;
+}
+
+BlockList block_list_sort(BlockList bl)
+{
+ BlockList dst = block_list_create();
+ BlockNode src;
+ Block b;
+ int i = 0, nx = -1;
+
+ while (!block_list_isempty(bl)) {
+ src = block_list_begin(bl);
+ while (!block_list_isend(src)) {
+ b = block_list_current(src);
+ if (block_x(b) == i) {
+ block_list_append(dst, b);
+ block_list_delete_preserving(src);
+ } else {
+ nx = nx == -1 || block_x(b) < nx ?
+ block_x(b) : nx;
+ src = block_list_next(src);
+ }
+ }
+ i = nx;
+ nx = -1;
+ }
+
+ block_list_free(bl);
+ return dst;
+}
+
+void block_list_render(Screen scr, BlockList bl, int scroll)
+{
+ BlockNode bn = block_list_begin(bl);
+ Block b;
+ int w = screen_width(scr);
+
+ while (!block_list_isend(bn) &&
+ (block_x(block_list_current(bn)) + 1) * BLOCK_SIZE <= scroll)
+ block_list_delete(bn);
+
+ while (!block_list_isend(bn) &&
+ block_x(b = block_list_current(bn)) * BLOCK_SIZE < scroll + w) {
+ block_render(scr, b, scroll);
+ bn = block_list_next(bn);
+ }
+}
diff --git a/block_list.h b/block_list.h
new file mode 100644
index 0000000..cd87f1d
--- /dev/null
+++ b/block_list.h
@@ -0,0 +1,146 @@
+/*
+ * block_list.h -- Implementa las listas de bloques.
+ * Copyright (C) 2018 Juan Marín Noguera
+ *
+ * This program 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.
+ *
+ * This program 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 this program. If not, see <https://www.gnu.org/licenses/>.
+ */
+
+/**
+ * \file block_list.h Implementa las listas de bloques.
+ */
+
+#ifndef __BLOCK_LIST_H
+#define __BLOCK_LIST_H
+#include "block.h"
+#include "screen.h"
+
+/** Representa un nodo de la lista de bloques. Usado para iterar sobre esta. */
+typedef struct BlockNode *BlockNode;
+
+/** Representa una lista de bloques. */
+typedef struct BlockList *BlockList;
+
+/**
+ * \brief Crea una lista vac&iacute;a de bloques.
+ * \return Una nueva lista vac&iacute;a de bloques.
+ */
+BlockList block_list_create();
+
+/**
+ * \brief Libera una lista de bloques, junto con todos sus elementos.
+ * \param bl La lista de bloques a liberar.
+ * \remarks Si la lista es liberada, todo iterador sobre ella dejar&aacute; de
+ * ser v&aacute;lido (ver block_list_begin).
+ */
+void block_list_free(BlockList bl);
+
+/**
+ * \brief Devuelve un iterador para la lista, que apunta al primer elemento de
+ * esta (si existe).
+ * \param bl La lista sobre la que iterar.
+ * \return Iterador de la lista apuntando al primer elemento. Si la lista
+ * est&aacute; vac&iacute;a, el iterador apunta al final (ver block_list_isend).
+ */
+BlockNode block_list_begin(BlockList bl);
+
+/**
+ * \brief Devuelve el bloque apuntado por un iterador de lista de bloques.
+ * \param bn El iterador.
+ * \return El elemento actual al que apunta el iterador.
+ */
+Block block_list_current(BlockNode bn);
+
+/**
+ * \brief Devuelve un iterador que apunta al elemento siguiente al que apunta
+ * este.
+ * \param bn El iterador.
+ * \return Un iterador al siguiente elemento.
+ * \remarks No se debe liberar el apuntador anterior al reemplazarlo por el
+ * nuevo (ni en ning&uacute;n otro caso). Si bn apunta al &uacute;ltimo
+ * elemento, el iterador devuelto apuntar&aacute; al final (ver
+ * block_list_isend).
+ */
+BlockNode block_list_next(BlockNode bn);
+
+/**
+ * \brief Elimina de la lista el elemento actual al que apunta el iterador (el
+ * devuelto por block_list_current), liber&aacute;ndolo.
+ * \param bn El iterador.
+ * \remarks Tras llamar a esta funci&oacute;n, el iterador apuntar&aacute; al
+ * elemento siguiente al que apuntaba.
+ */
+void block_list_delete(BlockNode bn);
+
+/**
+ * \brief Elimina de la lista el elemento actual al que apunta el iterador (el
+ * devuelto por block_list_current), pero sin liberar la memoria ocupada por
+ * el bloque en s&iacute;.
+ * \param bn El iterador.
+ * \remarks Tras llamar a esta funci&oacute;n, el iterador apuntar&aacute; al
+ * elemento siguiente al que apuntaba.
+ */
+void block_list_delete_preserving(BlockNode bn);
+
+/**
+ * \brief Comprueba si el apuntador pasado como par&aacute;metro apunta al
+ * final.
+ * \param bn El iterador.
+ * \return Un valor distinto de 0 si el elemento es el final, o 0 si no lo es.
+ * \remarks Es un error llamar a block_list_current, block_list_next o
+ * block_list_delete con un iterador que apunta al final, pues es como si
+ * apuntase al elemento posterior al &uacute;ltimo.
+ */
+int block_list_isend(BlockNode bn);
+
+/**
+ * \brief Comprueba si la lista de bloques es vac&iacute;a.
+ * \param bl La lista a comprobar.
+ * \return Un valor distinto de 0 si la lista es vac&iacute;a, o 0 si no lo es.
+ */
+int block_list_isempty(BlockList bl);
+
+/**
+ * \brief A&ntilde;ade un elemento al final de la lista.
+ * \param bl La lista en la que a&ntilde;adir el elemento.
+ * \param e El elemento a a&ntilde;adir.
+ */
+void block_list_append(BlockList bl, Block e);
+
+/**
+ * \brief Ordena una lista de bloques seg&uacute;n la coordenada horizontal de
+ * los bloques.
+ * \param bl La lista de bloques a ordenar.
+ * \return La lista de bloques ordenada.
+ * \remarks Esta funci&oacute;n libera la memoria ocupada por la lista de
+ * bloques que se le pasa como par&aacute;metro, salvo la correspondiente a los
+ * bloques en s&iacute;, que pasa a ser accesible desde la lista de bloques
+ * devuelta. La funci&oacute;n asume que la coordenada horizontal de todos los
+ * bloques es mayor o igual a cero; de lo contrario la lista devuelta
+ * podr&iacute; no estar bien ordenada.
+ */
+BlockList block_list_sort(BlockList bl);
+
+/**
+ * \brief Dibuja todos los elementos de la lista de bloques, suponiendo que
+ * est&aacute;n ordenados por posici&oacute;n en el mundo de izquierda y derecha
+ * y eliminando los elementos que quedan a la izquierda del &aacute;rea visible
+ * del mundo.
+ * \param bl La lista de bloques.
+ * \param scr La ventana sobre la que dibujar los bloques.
+ * \param scroll La distnacia en p&iacute;xeles desde la parte izquierda del
+ * mundo hasta la parte izquierda de la ventana.
+ */
+void block_list_render(Screen scr, BlockList bl, int scroll);
+
+#endif // __BLOCK_LIST_H
diff --git a/collision.c b/collision.c
new file mode 100644
index 0000000..828dea7
--- /dev/null
+++ b/collision.c
@@ -0,0 +1,161 @@
+/*
+ * collision.c -- Comntiene funciones de detección de colisiones.
+ * Copyright (C) 2018 Juan Marín Noguera
+ *
+ * This program 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.
+ *
+ * This program 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 this program. If not, see <https://www.gnu.org/licenses/>.
+ */
+#include <math.h>
+#include "block.h"
+#include "block_list.h"
+#include "collision.h"
+#include "collision_type.h"
+#include "item.h"
+#include "item_list.h"
+#include "player.h"
+
+CollisionType collision_data(double x1, double y1, double w1, double h1,
+ double x2, double y2, double w2, double h2)
+{
+ double dw = (w1+w2)/2, dh = (h1+h2)/2;
+ double dx = x1 - x2 + dw - w2, dy = y1 - y2 + dh - h2;
+ double dxp, dyp;
+ CollisionType c = 0;
+ if (dx < dw && -dx < dw && dy < dh && -dy < dh) {
+ dxp = dx * 0.75 - dy;
+ dyp = dx * 0.75 + dy;
+ if (dxp > 0) {
+ if (dyp > 0)
+ c |= COLLISION_RIGHT;
+ else
+ c |= COLLISION_BOTTOM;
+ } else {
+ if (dyp > 0)
+ c |= COLLISION_TOP;
+ else
+ c |= COLLISION_LEFT;
+ }
+ }
+ return c;
+}
+
+void collision_hit_if_top_and_advance(Player p, BlockNode *bn,
+ CollisionType c, ItemList il)
+{
+ Item i = NULL;
+ if (c & COLLISION_TOP) {
+ if (block_hit(p, block_list_current(*bn), &i))
+ block_list_delete(*bn);
+ else
+ *bn = block_list_next(*bn);
+
+ if (i != NULL)
+ item_list_append(il, i);
+ } else {
+ *bn = block_list_next(*bn);
+ }
+}
+
+void collision_player_with_blocks(Player p, BlockList bl, ItemList il)
+{
+ BlockNode bn = block_list_begin(bl);
+ Block b;
+ double px = player_x(p), py = player_y(p), ph = player_height(p);
+ int pxb = (int)player_x(p) / BLOCK_SIZE;
+ CollisionType total_collisions = 0, c;
+
+ while (!block_list_isend(bn) &&
+ block_x(block_list_current(bn)) < pxb)
+ bn = block_list_next(bn);
+
+ while (!block_list_isend(bn) &&
+ block_x(b = block_list_current(bn)) < pxb + 2)
+ if (!block_can_pass_through(b) &&
+ (c = collision_data(
+ block_x(b) * BLOCK_SIZE,
+ block_y(b) * BLOCK_SIZE,
+ BLOCK_SIZE,
+ BLOCK_SIZE,
+ px,
+ py,
+ PLAYER_WIDTH,
+ ph))
+ != 0) {
+ collision_hit_if_top_and_advance(p, &bn, c, il);
+ total_collisions |= c;
+ } else {
+ bn = block_list_next(bn);
+ }
+
+ player_correct_on_collision(p, total_collisions);
+}
+
+void collision_player_with_items(Player p, ItemList il)
+{
+ ItemNode in = item_list_begin(il);
+ Item i;
+ double px = player_x(p), py = player_y(p), ph = player_height(p);
+ CollisionType c;
+
+ while (!item_list_isend(in)) {
+ i = item_list_current(in);
+ c = collision_data(
+ item_x(i), item_y(i), item_width(i), item_height(i),
+ px, py, PLAYER_WIDTH, ph);
+
+ if (c != 0 && item_player_collide(i, p, c))
+ item_list_delete(in);
+ else
+ item_list_advance(in);
+ }
+
+ item_list_free_node(in);
+}
+
+void collision_blocks_with_items(BlockList bl, ItemList il)
+{
+ ItemNode in;
+ Item i;
+ BlockNode bn;
+ Block b;
+ CollisionType c;
+ double ix, iy, iw, ih;
+
+ for (in = item_list_begin(il); !item_list_isend(in);
+ item_list_advance(in)) {
+ i = item_list_current(in);
+ ix = item_x(i);
+ iy = item_y(i);
+ iw = item_width(i);
+ ih = item_height(i);
+ c = 0;
+ for (bn = block_list_begin(bl); !block_list_isend(bn);
+ bn = block_list_next(bn)) {
+ b = block_list_current(bn);
+ if (!block_can_pass_through(b))
+ c |= collision_data(
+ block_x(b) * BLOCK_SIZE,
+ block_y(b) * BLOCK_SIZE,
+ BLOCK_SIZE,
+ BLOCK_SIZE,
+ ix,
+ iy,
+ iw,
+ ih);
+ }
+ if (c != 0)
+ item_correct_on_block_collision(i, c);
+ }
+
+ item_list_free_node(in);
+}
diff --git a/collision.h b/collision.h
new file mode 100644
index 0000000..2c17828
--- /dev/null
+++ b/collision.h
@@ -0,0 +1,56 @@
+/*
+ * collision.h -- Contiene funciones de detección de colisiones.
+ * Copyright (C) 2018 Juan Marín Noguera
+ *
+ * This program 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.
+ *
+ * This program 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 this program. If not, see <https://www.gnu.org/licenses/>.
+ */
+
+/**
+ * \file collision.h -- Contiene funciones de detección de colisiones.
+ */
+
+#ifndef __COLLISION_H
+#define __COLLISION_H
+#include "block_list.h"
+#include "collision_type.h"
+#include "item_list.h"
+#include "player.h"
+
+/**
+ * \brief Comprueba las colisiones del personaje con los bloques y realiza las
+ * acciones oportunas.
+ * \param p El personaje.
+ * \param bl La lista de bloques a comprobar.
+ * \param il La lista de objetos, por si fuera necesario a&ntilde;adirle
+ * elementos.
+ */
+void collision_player_with_blocks(Player p, BlockList bl, ItemList il);
+
+/**
+ * \brief Comprueba las colisiones del personaje con los objetos y realiza las
+ * acciones oportunas.
+ * \param p El personaje.
+ * \param il La lista de objetos.
+ */
+void collision_player_with_items(Player p, ItemList il);
+
+/**
+ * \brief Comprueba las colisiones de los bloques con los objetos y realiza las
+ * acciones oportunas.
+ * \param bl La lista de bloques.
+ * \param il La lista de objetos.
+ */
+void collision_blocks_with_items(BlockList bl, ItemList il);
+
+#endif // __COLLISION_H
diff --git a/collision_type.h b/collision_type.h
new file mode 100644
index 0000000..b391570
--- /dev/null
+++ b/collision_type.h
@@ -0,0 +1,44 @@
+/*
+ * collision_type.h -- Define los tipos de colisión.
+ * Copyright (C) 2018 Juan Marín Noguera
+ *
+ * This program 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.
+ *
+ * This program 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 this program. If not, see <https://www.gnu.org/licenses/>.
+ */
+
+/**
+ * \file collision_type.h Define los tipos de colisión.
+ */
+
+#ifndef __COLLISION_TYPE_H
+#define __COLLISION_TYPE_H
+
+/** Representa un tipo de colisi&oacute;n. Este tipo funciona por m&aacute;scara
+ * de bits, por lo que el tipo de colisi&oacute;n puede ser la
+ * combinaci&oacute;n de varios tipos.
+ */
+typedef enum CollisionType {
+ /** Indica que una colisi&oacute;n es por arriba. */
+ COLLISION_TOP = 1,
+
+ /** Indica que una colisi&oacute;n es por abajo. */
+ COLLISION_BOTTOM = 2,
+
+ /** Indica que una colisi&oacute;n es por la izquierda. */
+ COLLISION_LEFT = 4,
+
+ /** Indica que una colisi&oacute;n es por la derecha. */
+ COLLISION_RIGHT = 8
+} CollisionType;
+
+#endif // __COLLISION_TYPE_H
diff --git a/error.c b/error.c
new file mode 100644
index 0000000..fc3fc50
--- /dev/null
+++ b/error.c
@@ -0,0 +1,54 @@
+/*
+ * error.c -- Implementa la gestión de errores del programa.
+ * Copyright (C) 2018 Juan Marín Noguera
+ *
+ * This program 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.
+ *
+ * This program 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 this program. If not, see <https://www.gnu.org/licenses/>.
+ */
+#include <errno.h>
+#include <SDL2/SDL.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include "error.h"
+
+#define ERR_ON_SDL -1023
+#define ERR_BASE -1024
+
+const char *error_table[] = {
+ "Invalid scancode.",
+ "Null pointer incorrectly passed as a parameter.",
+ "Parameter out of range.",
+ "Invalid input."
+};
+
+void error_exit(ErrorType type)
+{
+ if (type < 0 || sizeof(error_table) / sizeof(char*) <= type)
+ fputs("Unknown error.\n", stderr);
+ else
+ fprintf(stderr, "Error: %s\n", error_table[type]);
+ exit(ERR_BASE-type);
+}
+
+void error_libc_exit()
+{
+ int err = errno; // perror may change the value of errno
+ perror("Error");
+ exit(err);
+}
+
+void error_sdl_exit()
+{
+ fputs(SDL_GetError(), stderr);
+ exit(ERR_ON_SDL);
+}
diff --git a/error.h b/error.h
new file mode 100644
index 0000000..780e850
--- /dev/null
+++ b/error.h
@@ -0,0 +1,66 @@
+/*
+ * error.h -- Implementa la gestión de errores del programa.
+ * Copyright (C) 2018 Juan Marín Noguera
+ *
+ * This program 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.
+ *
+ * This program 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 this program. If not, see <https://www.gnu.org/licenses/>.
+ */
+
+/**
+ * \file error.h Implementa la gestión de errores del programa.
+ */
+
+#ifndef __ERROR_H
+#define __ERROR_H
+
+/** Representa un tipo de error propio del programa (no de SDL ni de la
+ * biblioteca est&aacute;ndar de C.
+ */
+typedef enum ErrorType {
+ /** El c&oacute;digo de escaneo de tecla especificado no es
+ * v&aacute;lido.
+ */
+ ERR_INVALID_SCANCODE = 0,
+
+ /** Se ha pasado un puntero nulo a una funci&oacute;n incorrectamente.
+ */
+ ERR_NULL_PARAM = 1,
+
+ /** Un par&aacute;metro de funci&oacute;n est&aacute; fuera de rango. */
+ ERR_OUT_OF_RANGE = 2,
+
+ /** El fichero de entrada no es v&aacute;lido o se ha producido un error
+ * de lectura.
+ */
+ ERR_INVALID_INPUT = 3
+} ErrorType;
+
+/**
+ * \brief Informa de un error del propio programa y lo finaliza.
+ * \param type El tipo de error.
+ */
+void error_exit(ErrorType type);
+
+/**
+ * \brief Informa del &uacute;ltimo error que ha tenido lugar en la biblioteca
+ * est&acute;ndar de C y finaliza el programa.
+ */
+void error_libc_exit();
+
+/**
+ * \brief Informa del &uactute;ltimo error que ha tenido lugar en la
+ * biblioteca SDL y finaliza el programa.
+ */
+void error_sdl_exit();
+
+#endif // __ERROR_H
diff --git a/item.c b/item.c
new file mode 100644
index 0000000..1bcd3ec
--- /dev/null
+++ b/item.c
@@ -0,0 +1,296 @@
+/*
+ * item.c -- Implementa los objetos (y enemigos) que aparecen en el juego.
+ * Copyright (C) 2018 Juan Marín Noguera
+ *
+ * This program 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.
+ *
+ * This program 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 this program. If not, see <https://www.gnu.org/licenses/>.
+ */
+#include <malloc.h>
+#include <stdlib.h>
+#include "block.h"
+#include "collision_type.h"
+#include "error.h"
+#include "item.h"
+#include "player.h"
+#include "screen.h"
+
+#define ITEM_GRAVITY 0.15
+#define ITEM_VELOCITY_X 1.2
+#define ITEM_KOOPA_MAX_STILL 300
+#define ITEM_TEMPCOIN_LIFETIME 5
+#define ITEM_ANIM_TICKS 3
+#define ITEM_ANIM_X_SHIFT 16
+#define ITEM_GOOMBA_ANIM_NO 2
+#define ITEM_KOOPA_ANIM_NO 4
+#define ITEM_FLOWER_ANIM_NO 4
+
+#define ITEM_GOOMBA_X 0
+#define ITEM_GOOMBA_Y 16
+#define ITEM_GOOMBA_W 16
+#define ITEM_GOOMBA_H 16
+#define ITEM_KOOPA_GROUND_X 160
+#define ITEM_KOOPA_GROUND_Y 24
+#define ITEM_KOOPA_GROUND_W 16
+#define ITEM_KOOPA_GROUND_H 8
+#define ITEM_KOOPA_X 96
+#define ITEM_KOOPA_Y 10
+#define ITEM_KOOPA_W 15
+#define ITEM_KOOPA_H 22
+#define ITEM_MUSHROOM_X 0
+#define ITEM_MUSHROOM_Y 0
+#define ITEM_FLOWER_X 0
+#define ITEM_FLOWER_Y 32
+#define ITEM_COIN_X 0
+#define ITEM_COIN_Y 96
+#define ITEM_UPGRADE_W 16
+#define ITEM_UPGRADE_H 16
+
+#define ITEM_ENEMIES_FILE "52570.bmp"
+#define ITEM_UPGRADES_FILE "52569.bmp"
+
+struct Item {
+ ItemType type;
+ int dir;
+ int cnt;
+ double x;
+ double y;
+ double vy;
+};
+
+Picture item_enemies_pict = NULL, item_upgrades_pict = NULL;
+
+Item item_create(ItemType type, double x, double y)
+{
+ Item i = malloc(sizeof(struct Item));
+
+ if (i == NULL)
+ error_libc_exit();
+
+ i->type = type;
+ i->x = x;
+ i->y = y;
+ i->vy = 0;
+ if (type == ITEM_TYPE_GOOMBA || type == ITEM_TYPE_KOOPA)
+ i->dir = -1;
+ else if (type == ITEM_TYPE_MUSHROOM)
+ i->dir = 2 * (rand() % 1) - 1;
+ else
+ i->dir = 0;
+ i->cnt = 0;
+ return i;
+}
+
+void item_free(Item i)
+{
+ if (i == NULL)
+ error_exit(ERR_NULL_PARAM);
+ free(i);
+}
+
+void item_end()
+{
+ if (item_enemies_pict != NULL)
+ screen_free_picture(item_enemies_pict);
+ if (item_upgrades_pict != NULL)
+ screen_free_picture(item_upgrades_pict);
+}
+
+double item_x(Item i)
+{
+ return i->x;
+}
+
+double item_y(Item i)
+{
+ return i->y;
+}
+
+double item_vx(Item i)
+{
+ return i->dir * ITEM_VELOCITY_X;
+}
+
+double item_vy(Item i)
+{
+ return i->vy;
+}
+
+int item_height(Item i)
+{
+ switch (i->type) {
+ case ITEM_TYPE_GOOMBA:
+ return ITEM_GOOMBA_H;
+ case ITEM_TYPE_KOOPA:
+ return i->dir == 0 ? ITEM_KOOPA_GROUND_H : ITEM_KOOPA_H;
+ default:
+ return ITEM_UPGRADE_H;
+ }
+}
+
+int item_width(Item i)
+{
+ switch (i->type) {
+ case ITEM_TYPE_GOOMBA:
+ return ITEM_GOOMBA_W;
+ case ITEM_TYPE_KOOPA:
+ return i->dir == 0 ? ITEM_KOOPA_GROUND_W : ITEM_KOOPA_W;
+ default:
+ return ITEM_UPGRADE_W;
+ }
+}
+
+int item_update(Item i)
+{
+ i->vy -= ITEM_GRAVITY;
+ i->y += i->vy;
+
+ i->x += i->dir * ITEM_VELOCITY_X;
+ i->cnt++;
+
+ if (i->type == ITEM_TYPE_KOOPA && i->dir == 0 &&
+ i->cnt >= ITEM_KOOPA_MAX_STILL) {
+ i->cnt = 0;
+ i->dir = 1;
+ }
+
+ return i->type == ITEM_TYPE_TEMPCOIN && i->cnt > ITEM_TEMPCOIN_LIFETIME;
+}
+
+void item_correct_on_block_collision(Item i, CollisionType dir)
+{
+ if (dir & COLLISION_TOP) {
+ i->vy = 0;
+ i->y = i->y - 2 * (((int)i->y) % BLOCK_SIZE);
+ }
+ if (dir & COLLISION_BOTTOM) {
+ i->vy = 0;
+ i->y = ((int)(i->y + BLOCK_SIZE) / BLOCK_SIZE) * BLOCK_SIZE;
+ }
+ if (dir & COLLISION_LEFT) {
+ i->x = (((int)(i->x + BLOCK_SIZE)) / BLOCK_SIZE) * BLOCK_SIZE;
+ if (i->dir != 0)
+ i->dir = 1;
+ }
+ if (dir & COLLISION_RIGHT) {
+ i->x = (((int)i->x) / BLOCK_SIZE) * BLOCK_SIZE;
+ if (i->dir != 0)
+ i->dir = -1;
+ }
+}
+
+int item_player_collide(Item i, Player p, CollisionType dir)
+{
+ switch (i->type) {
+ case ITEM_TYPE_GOOMBA:
+ if (dir & COLLISION_BOTTOM) {
+ return 1;
+ } else {
+ if (player_vulnerable(p))
+ player_downgrade(p);
+ return 0;
+ }
+ case ITEM_TYPE_KOOPA:
+ if (dir & COLLISION_BOTTOM && i->dir == 0) {
+ return 1;
+ } else if (dir & COLLISION_BOTTOM) {
+ i->dir = 0;
+ i->cnt = 0;
+ return 0;
+ } else {
+ if (player_vulnerable(p))
+ player_downgrade(p);
+ return 0;
+ }
+ case ITEM_TYPE_MUSHROOM:
+ player_upgrade_to(p, PLAYER_ST_BIG);
+ return 1;
+ case ITEM_TYPE_FLOWER:
+ player_upgrade_to(p, PLAYER_ST_FLOWER);
+ return 1;
+ case ITEM_TYPE_COIN:
+ player_add_coin(p);
+ return 1;
+ case ITEM_TYPE_TEMPCOIN:
+ return 0;
+ default:
+ error_exit(ERR_OUT_OF_RANGE);
+ return 0; // Execution will never reach this point.
+ }
+}
+
+
+void item_render(Screen scr, Item i, int scroll)
+{
+ Picture pict;
+ int x, y, w = item_width(i), h = item_height(i);
+
+ if (item_enemies_pict == NULL)
+ item_enemies_pict = screen_get_picture(ITEM_ENEMIES_FILE);
+ if (item_upgrades_pict == NULL)
+ item_upgrades_pict = screen_get_picture(ITEM_UPGRADES_FILE);
+
+ switch (i->type) {
+ case ITEM_TYPE_GOOMBA:
+ pict = item_enemies_pict;
+ x = ITEM_GOOMBA_X +
+ ((i->cnt / ITEM_ANIM_TICKS) % ITEM_GOOMBA_ANIM_NO)
+ * ITEM_ANIM_X_SHIFT;
+ y = ITEM_GOOMBA_Y;
+ break;
+ case ITEM_TYPE_KOOPA:
+ pict = item_enemies_pict;
+ if (i->dir == 0) {
+ x = ITEM_KOOPA_GROUND_X;
+ y = ITEM_KOOPA_GROUND_Y;
+ } else {
+ x = ITEM_KOOPA_X +
+ ((i->cnt / ITEM_ANIM_TICKS) %
+ ITEM_KOOPA_ANIM_NO)
+ * ITEM_ANIM_X_SHIFT;
+ y = ITEM_KOOPA_Y;
+ }
+ break;
+ case ITEM_TYPE_MUSHROOM:
+ pict = item_upgrades_pict;
+ x = ITEM_MUSHROOM_X;
+ y = ITEM_MUSHROOM_Y;
+ break;
+ case ITEM_TYPE_FLOWER:
+ pict = item_upgrades_pict;
+ x = ITEM_FLOWER_X +
+ ((i->cnt / ITEM_ANIM_TICKS) % ITEM_FLOWER_ANIM_NO)
+ * ITEM_ANIM_X_SHIFT;
+ y = ITEM_FLOWER_Y;
+ break;
+ case ITEM_TYPE_COIN:
+ case ITEM_TYPE_TEMPCOIN:
+ pict = item_upgrades_pict;
+ x = ITEM_COIN_X;
+ y = ITEM_COIN_Y;
+ break;
+ default:
+ error_exit(ERR_OUT_OF_RANGE);
+ return; // Execution will never reach this point
+ }
+
+ screen_place(
+ scr,
+ pict,
+ i->x - scroll,
+ screen_height(scr) - i->y - h,
+ x,
+ y,
+ w,
+ h,
+ i->dir == 1);
+}
diff --git a/item.h b/item.h
new file mode 100644
index 0000000..64cbad8
--- /dev/null
+++ b/item.h
@@ -0,0 +1,166 @@
+/*
+ * item.h -- Implementa los objetos (y enemigos) que aparecen en el juego.
+ * Copyright (C) 2018 Juan Marín Noguera
+ *
+ * This program 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.
+ *
+ * This program 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 this program. If not, see <https://www.gnu.org/licenses/>.
+ */
+
+/**
+ * \file item.h Implementa los objetos (y enemigos) que aparecen en el juego.
+ */
+
+#ifndef __ITEM_H
+#define __ITEM_H
+#include "collision_type.h"
+#include "player.h"
+#include "screen.h"
+
+/** Representa un tipo de objeto. */
+typedef enum ItemType {
+ /** Indica que el objeto es un goomba. */
+ ITEM_TYPE_GOOMBA,
+
+ /** Indica que el objeto es un koopa. */
+ ITEM_TYPE_KOOPA,
+
+ /** Indica que el objeto es un champi&ntilde;&oacute;n. */
+ ITEM_TYPE_MUSHROOM,
+
+ /** Indica que el objeto es una flor. */
+ ITEM_TYPE_FLOWER,
+
+ /** Indica que el objeto es una moneda. */
+ ITEM_TYPE_COIN,
+
+ /** Indica que el objeto es una "moneda temporal", es decir, una que
+ * se muestra al golpear un bloque que devuelve una moneda pero que se
+ * contabiliza en el momento de golpear el bloque, y no al coger la
+ * moneda.
+ */
+ ITEM_TYPE_TEMPCOIN
+} ItemType;
+
+/** Tipo de dato objeto. */
+typedef struct Item *Item;
+
+/**
+ * \brief Crea un objeto.
+ * \param type Tipo de objeto, uno de los definidos como ITEM_TYPE_*.
+ * \param x Coordenada X de la posici&oacute;n inicial del objeto, en
+ * p&iacute;xeles respecto del borde izquierdo del mundo.
+ * \param y Coordenada Y de la posici&oacute;n inicial del objeto, en
+ * p&iacute;xeles respecto de la parte inferior del mundo.
+ */
+Item item_create(ItemType type, double x, double y);
+
+/**
+ * \brief Libera un objeto.
+ * \param i El objeto a liberar.
+ */
+void item_free(Item i);
+
+/**
+ * \brief Libera los recursos utilizados por el TDA de forma global (las
+ * im&aacute;genes.
+ */
+void item_end();
+
+/**
+ * \brief Obtiene la coordenada X del objeto.
+ * \param i El objeto.
+ * \return La coordenada X del objeto, en p&iacute;xeles desde la parte
+ * izquierda del mundo.
+ */
+double item_x(Item i);
+
+/**
+ * \brief Obtiene la coordenada Y del objeto.
+ * \param i El objeto.
+ * \return La coordenada Y del objeto, en p&iacute;xeles desde la parte inferior
+ * del mundo.
+ */
+double item_y(Item i);
+
+/**
+ * \brief Devuelve la velocidad horizontal del objeto.
+ * \param i El objeto.
+ * \return La velocidad horizontal del objeto (hacia la derecha) en
+ * p&iacute;xeles por frame.
+ */
+double item_vx(Item i);
+
+/**
+ * \brief Devuelve la velocidad vertical del objeto.
+ * \param i El objeto.
+ * \return La velocidad vertical del objeto (hacia arriba) en p&iacute;xeles
+ * por frame.
+ */
+double item_vy(Item i);
+
+/**
+ * \brief Devuelve el ancho del objeto.
+ * \param i El objeto.
+ * \return El ancho del objeto en p&iacute;xeles.
+ */
+int item_width(Item i);
+
+/**
+ * \brief Devuelve el alto del objeto.
+ * \param i El objeto.
+ * \return El alto del objeto en p&iacute;xeles.
+ */
+int item_height(Item i);
+
+/**
+ * \brief Actualiza la posici&oacute;n y propiedades de un objeto despu&eacute;s
+ * de un frame.
+ * \param i El objeto en cuesti&oacute;n.
+ * \return Un valor distinto de 0 si el objeto debe ser eliminado, o 0 si no
+ * debe serlo.
+ * \remarks Esta funci&oacute;n act&uacute;a como si el objeto no chocara con
+ * nada. Puede ser necesario llamar posteriormente a
+ * item_correct_on_block_collision o a item_player_collide.
+ */
+int item_update(Item i);
+
+/**
+ * \brief Corrige la posici&oacute;n de un objeto tras colisionar con un bloque.
+ * \param i El objeto en cuesti&oacute;n.
+ * \param dir La direcci&oacute;n relativa del bloque con el que choca el objeto
+ * respecto de la posici&oacute;n del objeto.
+ */
+void item_correct_on_block_collision(Item i, CollisionType dir);
+
+/**
+ * \brief Realiza las acciones necesarias cuando el objeto colisiona con el
+ * personaje.
+ * \param i El objeto en cuesti&oacute;n.
+ * \param p El personaje.
+ * \param dir La posici&oacute;n relativa del objeto respecto del personaje.
+ * \return Valor distinto de 0 si deber&iacute;a liberarse y eliminarse el
+ * objeto, o 0 si no deber&iacute;a.
+ */
+int item_player_collide(Item i, Player p, CollisionType dir);
+
+/**
+ * \brief Dibuja el objeto en la pantalla, siempre que est&eacute; en el
+ * &aacute;rea visible.
+ * \param scr La ventana donde dibujar el objeto.
+ * \param i El objeto.
+ * \param scroll La distancia en p&iacute;xeles desde la parte izquierda del
+ * mundo hasta la parte izquierda de la ventana.
+ */
+void item_render(Screen scr, Item i, int scroll);
+
+#endif // __ITEM_H
diff --git a/item_list.c b/item_list.c
new file mode 100644
index 0000000..93da3e9
--- /dev/null
+++ b/item_list.c
@@ -0,0 +1,155 @@
+/*
+ * item_list.c -- Implementa las listas de objetos.
+ * Copyright (C) 2018 Juan Marín Noguera
+ *
+ * This program 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.
+ *
+ * This program 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 this program. If not, see <https://www.gnu.org/licenses/>.
+ */
+#include <stdlib.h>
+#include "collision_type.h"
+#include "error.h"
+#include "item.h"
+#include "item_list.h"
+#include "screen.h"
+
+struct ItemNode {
+ ItemList l;
+ int n;
+};
+
+struct ItemList {
+ int len;
+ int capacity;
+ Item *elems;
+};
+
+ItemList item_list_create()
+{
+ ItemList il;
+
+ il = malloc(sizeof(struct ItemList));
+
+ if (il == NULL)
+ error_libc_exit();
+
+ il->len = 0;
+ il->capacity = 1;
+
+ il->elems = malloc(sizeof(Item));
+
+ if (il->elems == NULL)
+ error_libc_exit();
+
+ return il;
+}
+
+void item_list_free(ItemList il)
+{
+ int i;
+
+ for (i = il->len - 1; i >= 0; i--)
+ item_free(il->elems[i]);
+
+ free(il->elems);
+ free(il);
+}
+
+ItemNode item_list_begin(ItemList il)
+{
+ ItemNode in = malloc(sizeof(struct ItemNode));
+
+ if (in == NULL)
+ error_libc_exit();
+
+ in->l = il;
+ in->n = 0;
+
+ return in;
+}
+
+Item item_list_current(ItemNode in)
+{
+ return in->l->elems[in->n];
+}
+
+void item_list_advance(ItemNode in)
+{
+ in->n++;
+}
+
+void item_list_delete(ItemNode in)
+{
+ item_free(in->l->elems[in->n]);
+ in->l->elems[in->n] = in->l->elems[--in->l->len];
+
+ if (in->l->len > 0 && in->l->len * 2 <= in->l->capacity) {
+ in->l->capacity /= 2;
+ in->l->elems = realloc (in->l->elems,
+ in->l->capacity * sizeof(Item));
+
+ if (in->l->elems == NULL)
+ error_libc_exit();
+ }
+}
+
+int item_list_isend(ItemNode in)
+{
+ return in->n >= in->l->len;
+}
+
+void item_list_free_node(ItemNode in)
+{
+ free(in);
+}
+
+void item_list_append(ItemList il, Item e)
+{
+ if (il->len == il->capacity) {
+ il->capacity *= 2;
+ il->elems = realloc(il->elems, il->capacity * sizeof(Item));
+
+ if (il->elems == NULL)
+ error_libc_exit();
+ }
+
+ il->elems[il->len++] = e;
+}
+
+void item_list_update(ItemList il, int scroll, int w)
+{
+ ItemNode in = item_list_begin(il);
+ Item i;
+
+ while (!item_list_isend(in)) {
+ if (item_x(i = item_list_current(in)) < scroll + w &&
+ (item_update(i) ||
+ item_y(i) + item_height(i) <= 0 ||
+ item_x(i) + item_width(i) <= scroll))
+ item_list_delete(in);
+ else
+ item_list_advance(in);
+ }
+
+ item_list_free_node(in);
+}
+
+void item_list_render(Screen scr, ItemList il, int scroll)
+{
+ ItemNode in;
+
+ for (in = item_list_begin(il); !item_list_isend(in);
+ item_list_advance(in))
+ item_render(scr, item_list_current(in), scroll);
+
+ item_list_free_node(in);
+}
diff --git a/item_list.h b/item_list.h
new file mode 100644
index 0000000..027e2fe
--- /dev/null
+++ b/item_list.h
@@ -0,0 +1,127 @@
+/*
+ * item_list.h -- Implementa las listas de objetos.
+ * Copyright (C) 2018 Juan Marín Noguera
+ *
+ * This program 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.
+ *
+ * This program 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 this program. If not, see <https://www.gnu.org/licenses/>.
+ */
+
+/**
+ * \file item_list.h Implementa las listas de objetos.
+ */
+
+#ifndef __ITEM_LIST_H
+#define __ITEM_LIST_H
+#include "item.h"
+#include "screen.h"
+
+/** Representa un nodo de la lista de objetos. Usado para iterar sobre esta. */
+typedef struct ItemNode *ItemNode;
+
+/** Representa una lista de objetos. */
+typedef struct ItemList *ItemList;
+
+/**
+ * \brief Crea una lista vac&iacute;a de objetos.
+ * \return Una nueva lista vac&iacute;a de objetos.
+ */
+ItemList item_list_create();
+
+/**
+ * \brief Libera una lista de objetos, junto con todos sus elementos.
+ * \param il La lista de objetos a liberar.
+ * \remarks Si la lista es liberada, todo iterador sobre ella dejar&aacute; de
+ * ser v&aacute;lido (ver item_list_begin).
+ */
+void item_list_free(ItemList il);
+
+/**
+ * \brief Devuelve un iterador para la lista, que apunta al primer elemento de
+ * esta (si existe).
+ * \param il La lista sobre la que iterar.
+ * \return Iterador de la lista apuntando al primer elemento. Si la lista
+ * est&aacute; vac&iacute;a, el iterador apunta al final (ver item_list_isend).
+ */
+ItemNode item_list_begin(ItemList il);
+
+/**
+ * \brief Devuelve el objeto apuntado por un iterador de lista de objetos.
+ * \param in El iterador.
+ * \return El elemento actual al que apunta el iterador.
+ */
+Item item_list_current(ItemNode in);
+
+/**
+ * \brief Avanza el iterador para que apunte al elemento siguiente al actual.
+ * \param in El iterador.
+ */
+void item_list_advance(ItemNode in);
+
+/**
+ * \brief Elimina de la lista el elemento actual al que apunta el iterador (el
+ * devuelto por item_list_current), liber&aacute;ndolo.
+ * \param in El iterador.
+ * \remarks Tras llamar a esta funci&oacute;n, el iterador apuntar&aacute; a
+ * un elemento posterior. No se garantiza que se mantenga el orden de los
+ * elementos de la lista tras llamar a esta funci&oacute;n.
+ */
+void item_list_delete(ItemNode in);
+
+/**
+ * \brief Comprueba si el apuntador pasado como par&aacute;metro apunta al
+ * final.
+ * \param in El iterador.
+ * \return Un valor distinto de 0 si el elemento es el final, o 0 si no lo es.
+ * \remarks Es un error llamar a item_list_current, item_list_next o
+ * item_list_delete con un iterador que apunta al final, pues es como si
+ * apuntase al elemento posterior al &uacute;ltimo.
+ */
+int item_list_isend(ItemNode in);
+
+/**
+ * \brief Libera de memoria un iterador.
+ * \param in El iterador a liberar.
+ */
+void item_list_free_node(ItemNode in);
+
+/**
+ * \brief A&ntilde;ade un elemento al final de la lista.
+ * \param il La lista en la que a&ntilde;adir el elemento.
+ * \param e El elemento a a&ntilde;adir.
+ */
+void item_list_append(ItemList il, Item e);
+
+/**
+ * \brief Actualiza los elementos de la lista de objetos, eliminando los que han
+ * quedado a la izquierda del &aacute;rea visible del mundo y los que han
+ * dejado de ser visibles por haber ca&iacute;do por debajo de este &aacute;rea,
+ * y teniendo en cuenta las posibles colisiones.
+ * \param il La lista de objetos.
+ * \param scroll La distancia en p&iacute;xeles desde el borde izquierdo del
+ * mundo hasta el borde izquierdo del &aacute;rea visible de este.
+ * \param w El ancho del &aacute;rea visible del mundo, en p&iacute;xeles.
+ * \remarks Esta funci&oacute;n no tiene en cuenta posibles colisiones, por
+ * lo que es necesario manejar las colisiones aparte.
+ */
+void item_list_update(ItemList il, int scroll, int w);
+
+/**
+ * \brief Dibuja todos los elementos de la lista de objetos.
+ * \param il La lista de objetos.
+ * \param scr La ventana sobre la que dibujar los objetos.
+ * \param scroll La distnacia en p&iacute;xeles desde la parte izquierda del
+ * mundo hasta la parte izquierda de la ventana.
+ */
+void item_list_render(Screen scr, ItemList il, int scroll);
+
+#endif // __ITEM_LIST_H
diff --git a/main.c b/main.c
new file mode 100644
index 0000000..6113939
--- /dev/null
+++ b/main.c
@@ -0,0 +1,160 @@
+/*
+ * main.c -- Rutina principal del programa.
+ * Copyright (C) 2018 Juan Marín Noguera
+ *
+ * This program 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.
+ *
+ * This program 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 this program. If not, see <https://www.gnu.org/licenses/>.
+ */
+
+/**
+ * \mainpage Juego de plataformas
+ * En este juego controlas un personaje que va avanzando por un nivel con
+ * el objetivo de llegar hasta el final, mientras esquiva enemigos y golpea
+ * bloques para conseguir monedas u objetos.
+ * \file main.c Fichero principal del juego.
+ */
+
+#include <stdio.h>
+#include <string.h>
+#include "error.h"
+#include "player.h"
+#include "screen.h"
+#include "world.h"
+
+#define FRAME_MILLISECONDS 20
+#define MSG_BG_R 0
+#define MSG_BG_G 0
+#define MSG_BG_B 0
+#define MSG_BG_A 255
+#define WIDTH 256
+#define HEIGHT 240
+#define MSG_MILLISECONDS 3000
+
+WorldState play(Screen scr, World w)
+{
+ WorldState ws;
+
+ while ((ws = world_play_frame(scr, w)) == WORLD_ST_KEEP_ON)
+ screen_wait(FRAME_MILLISECONDS);
+
+ return ws;
+}
+
+void show_msg(Screen scr, char *s)
+{
+ screen_fill(scr, MSG_BG_R, MSG_BG_G, MSG_BG_B, MSG_BG_A);
+ screen_text_centered(scr, WIDTH / 2, HEIGHT / 2 - 4, s);
+ screen_update(scr);
+ screen_wait(MSG_MILLISECONDS);
+}
+
+void show_copyright()
+{
+ printf(
+ "Copyright (C) 2018 Juan Marín Noguera\n"
+ "This is free software; see the source for copying "
+ "conditions. There is NO warranty; not even for "
+ "MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.\n"
+ "\n"
+ "The graphics and designs are Copyright (C) 1985 "
+ "Nintendo, Inc.\n"
+ "All rights reserved.\n"
+ "\n");
+}
+
+void show_instructions(Screen scr)
+{
+ SDL_Scancode sc;
+ int k;
+
+ do {
+ screen_text_print(scr, 8, 72, 30,
+ " Use las flechas IZQUIERDA y "
+ " "
+ " DERECHA para moverse "
+ " "
+ " "
+ " Salte pulsando la flecha "
+ " "
+ " ARRIBA "
+ " "
+ " "
+ " "
+ " Pulse ESPACIO para continuar ");
+ screen_update(scr);
+
+ k = screen_get_keyboard_event(&sc);
+ if (k == 0)
+ screen_wait(20);
+
+ } while (k != SCREEN_KEYDOWN || sc != SDL_SCANCODE_SPACE);
+}
+
+int main(int argc, char **argv)
+{
+ Screen scr;
+ World w;
+ WorldState ws;
+ Player p = NULL;
+ FILE *f;
+ char c[13];
+
+ scr = screen_create("Super Mario Bros.", 255, 240);
+
+ show_copyright();
+ show_instructions(scr);
+
+ do {
+ f = fopen("1w", "r");
+ if (f == NULL)
+ error_libc_exit();
+
+ w = world_create(f);
+ fclose(f);
+
+ if (p != NULL)
+ world_substitute_player(w, p);
+
+ ws = play(scr, w);
+
+ p = world_player(w);
+ player_restart(p);
+
+ if (ws != WORLD_ST_DEAD || player_lives(p) <= 0)
+ break;
+
+ sprintf(c, "%i lives left", player_lives(p));
+ show_msg(scr, c);
+ } while (1);
+
+ switch (ws) {
+ case WORLD_ST_DEAD:
+ show_msg(scr, "GAME OVER");
+ break;
+ case WORLD_ST_WON:
+ show_msg(scr, "YOU WON");
+ break;
+ case WORLD_ST_MANY_COINS:
+ show_msg(scr, "YOU GOT TO THE MILLION COINS");
+ break;
+ case WORLD_ST_KEEP_ON:
+ show_msg(scr, "Sorry - something wrong happened");
+ }
+
+ world_free(w);
+ screen_free(scr);
+ world_end();
+ screen_end();
+ return 0;
+}
+
diff --git a/player.c b/player.c
new file mode 100644
index 0000000..9a05971
--- /dev/null
+++ b/player.c
@@ -0,0 +1,326 @@
+/*
+ * player.c -- Implementa el personaje controlado por el jugador.
+ * Copyright (C) 2018 Juan Marín Noguera
+ *
+ * This program 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.
+ *
+ * This program 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 this program. If not, see <https://www.gnu.org/licenses/>.
+ */
+#include <malloc.h>
+#include "collision_type.h"
+#include "block.h"
+#include "error.h"
+#include "player.h"
+#include "screen.h"
+
+#define PLAYER_GRAVITY 0.15
+#define PLAYER_ACCEL 0.2
+#define PLAYER_ACCEL_FLYING 0.02
+#define PLAYER_VELOCITY_JUMP 4.5
+#define PLAYER_MAX_VELOCITY 1.8
+#define PLAYER_ANIM_TICKS 5
+#define PLAYER_ANIM_NO 3
+#define PLAYER_PICT_FILE "50365.bmp"
+#define PLAYER_SMALL_Y 34
+#define PLAYER_SMALL_H 16
+#define PLAYER_BIG_Y 1
+#define PLAYER_BIG_H 32
+#define PLAYER_FLOWER_Y 129
+#define PLAYER_SHIFT_X 17
+#define PLAYER_DEAD_X 182
+#define PLAYER_LOOK_X 80
+#define PLAYER_JUMP_X 165
+#define PLAYER_GROUND_X 182
+#define PLAYER_WALK_X 97
+#define PLAYER_VULNERABLE_TICKS 60
+
+struct Player {
+ double x;
+ double y;
+ double vx;
+ double vy;
+ PlayerState state;
+ PlayerPos pos;
+ int left;
+ int counter;
+ int coins;
+ int lives;
+ int vuln;
+};
+
+Picture player_pict = NULL;
+
+Player player_create(int x, int y, int lives)
+{
+ Player p = malloc(sizeof(struct Player));
+ if (p == NULL)
+ error_libc_exit();
+
+ p->x = x;
+ p->y = y;
+ p->vx = 0;
+ p->vy = 0;
+ p->state = PLAYER_ST_SMALL;
+ p->pos = PLAYER_POS_UPRIGHT;
+ p->counter = 0;
+ p->left = 0;
+ p->coins = 0;
+ p->lives = lives;
+ p->vuln = PLAYER_VULNERABLE_TICKS;
+
+ return p;
+}
+
+void player_free(Player p)
+{
+ if(p == NULL)
+ error_exit(ERR_NULL_PARAM);
+ free(p);
+}
+
+void player_end()
+{
+ if (player_pict != NULL) {
+ screen_free_picture(player_pict);
+ player_pict = NULL;
+ }
+}
+
+double player_x(Player p)
+{
+ return p->x;
+}
+
+void player_set_x(Player p, double x)
+{
+ p->x = x;
+}
+
+double player_y(Player p)
+{
+ return p->y;
+}
+
+void player_set_y(Player p, double y)
+{
+ p->y = y;
+}
+
+double player_vx(Player p)
+{
+ return p->vx;
+}
+
+double player_vy(Player p)
+{
+ return p->vy;
+}
+
+PlayerState player_state(Player p)
+{
+ return p->state;
+}
+
+PlayerPos player_pos(Player p)
+{
+ return p->pos;
+}
+
+void player_set_pos(Player p, PlayerPos pos)
+{
+ if (pos == PLAYER_POS_JUMP && p->pos != PLAYER_POS_JUMP)
+ p->vy = PLAYER_VELOCITY_JUMP;
+ p->pos = pos;
+}
+
+int player_coins(Player p)
+{
+ return p->coins;
+}
+
+int player_lives(Player p)
+{
+ return p->lives;
+}
+
+void player_update(Player p)
+{
+ p->counter++;
+ p->vuln++;
+ p->vy -= PLAYER_GRAVITY;
+ p->x += p->vx;
+ p->y += p->vy;
+}
+
+int player_vulnerable(Player p)
+{
+ return p->vuln >= PLAYER_VULNERABLE_TICKS;
+}
+
+void player_correct_on_collision(Player p, int dir)
+{
+ if (dir & COLLISION_BOTTOM) {
+ p->vy = 0;
+ p->y = ((int)(p->y + BLOCK_SIZE) / BLOCK_SIZE) * BLOCK_SIZE;
+ if (dir & COLLISION_TOP)
+ p->pos = PLAYER_POS_GROUND;
+ else
+ p->pos = PLAYER_POS_UPRIGHT;
+ } else if (dir & COLLISION_TOP) {
+ p->vy = 0;
+ p->y = p->y - 2 * (((int)p->y) % BLOCK_SIZE);
+ }
+ if (dir & COLLISION_LEFT) {
+ p->vx = 0;
+ p->x = (((int)(p->x + BLOCK_SIZE)) / BLOCK_SIZE) * BLOCK_SIZE;
+ }
+ if (dir & COLLISION_RIGHT) {
+ p->vx = 0;
+ p->x = (((int)(p->x)) / BLOCK_SIZE) * BLOCK_SIZE;
+ }
+}
+
+void player_accel(Player p, int left)
+{
+ double amount = p->pos == PLAYER_POS_JUMP && p->vy < 0 ?
+ PLAYER_ACCEL_FLYING : PLAYER_ACCEL;
+ if (left)
+ p->vx = (p->vx > 0 ? -amount : p->vx - amount);
+ else
+ p->vx = (p->vx < 0 ? amount : p->vx + amount);
+
+ if (p->vx > PLAYER_MAX_VELOCITY)
+ p->vx = PLAYER_MAX_VELOCITY;
+ else if (p->vx < -PLAYER_MAX_VELOCITY)
+ p->vx = -PLAYER_MAX_VELOCITY;
+}
+
+void player_jump(Player p)
+{
+ if (p->pos != PLAYER_POS_JUMP) {
+ p->vy = PLAYER_VELOCITY_JUMP;
+ p->pos = PLAYER_POS_JUMP;
+ }
+}
+
+
+void player_stop(Player p)
+{
+ if (p->pos != PLAYER_POS_JUMP)
+ p->vx = 0;
+}
+
+int player_pict_y(Player p)
+{
+ switch (p->state) {
+ case PLAYER_ST_SMALL:
+ case PLAYER_ST_DEAD:
+ return PLAYER_SMALL_Y;
+ case PLAYER_ST_BIG:
+ return PLAYER_BIG_Y;
+ case PLAYER_ST_FLOWER:
+ return PLAYER_FLOWER_Y;
+ default:
+ error_exit(ERR_OUT_OF_RANGE);
+ return 0; // Execution will never reach this point.
+ }
+}
+
+int player_height(Player p) {
+ return p->state == PLAYER_ST_SMALL || p->state == PLAYER_ST_DEAD ?
+ PLAYER_SMALL_H : PLAYER_BIG_H;
+}
+
+int player_pict_x(Player p)
+{
+ if (p->state == PLAYER_ST_DEAD)
+ return PLAYER_DEAD_X;
+ else if (p->pos == PLAYER_POS_JUMP)
+ return PLAYER_JUMP_X;
+ else if (p->pos == PLAYER_POS_GROUND &&
+ p->state != PLAYER_ST_SMALL)
+ return PLAYER_GROUND_X;
+ else if (p->vx == 0)
+ return PLAYER_LOOK_X;
+ else // Walking
+ return PLAYER_WALK_X +
+ ((p->counter / PLAYER_ANIM_TICKS) % PLAYER_ANIM_NO)
+ * PLAYER_SHIFT_X;
+}
+
+void player_render(Screen scr, Player p, int scroll)
+{
+ int h = player_height(p);
+
+ if (p->vx < 0)
+ p->left = 1;
+ else if (p->vx > 0)
+ p->left = 0;
+
+ if (player_pict == NULL)
+ player_pict = screen_get_picture(PLAYER_PICT_FILE);
+
+ screen_place(
+ scr,
+ player_pict,
+ p->x - scroll,
+ screen_height(scr) - p->y - h,
+ player_pict_x(p),
+ player_pict_y(p),
+ PLAYER_WIDTH,
+ h,
+ p->left);
+}
+
+void player_downgrade(Player p)
+{
+ if (p->state != PLAYER_ST_DEAD)
+ p->state--;
+ p->vuln = 0;
+}
+
+void player_upgrade_to(Player p, int state)
+{
+ if (p->state > PLAYER_ST_FLOWER)
+ error_exit(ERR_OUT_OF_RANGE);
+ if (p->state < state)
+ p->state = state;
+}
+
+void player_die(Player p)
+{
+ p->state = PLAYER_ST_DEAD;
+}
+
+void player_add_coin(Player p)
+{
+ if (++p->coins % 100 == 0)
+ ++p->lives;
+}
+
+
+int player_restart(Player p)
+{
+ p->vx = 0;
+ p->vy = 0;
+ p->pos = PLAYER_POS_UPRIGHT;
+ p->left = 0;
+ p->counter = 0;
+ p->vuln = PLAYER_VULNERABLE_TICKS;
+
+ if (p->state == PLAYER_ST_DEAD) {
+ player_upgrade_to(p, PLAYER_ST_SMALL);
+ p->coins = 0;
+ }
+
+ return --p->lives > 0;
+}
diff --git a/player.h b/player.h
new file mode 100644
index 0000000..b10e086
--- /dev/null
+++ b/player.h
@@ -0,0 +1,286 @@
+/*
+ * player.h -- Implementa el personaje controlado por el jugador.
+ * Copyright (C) 2018 Juan Marín Noguera
+ *
+ * This program 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.
+ *
+ * This program 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 this program. If not, see <https://www.gnu.org/licenses/>.
+ */
+
+/**
+ * \file player.h Implementa el personaje controlado por el jugador.
+ */
+
+#ifndef __PLAYER_H
+#define __PLAYER_H
+#include "screen.h"
+
+/** Ancho del personaje en p&iacute;xeles. */
+#define PLAYER_WIDTH 16
+
+/** Representa el estado del personaje. */
+typedef enum PlayerState {
+ /** Indica que el personaje est&aacute; en estado "peque&ntilde;o". */
+ PLAYER_ST_SMALL = 1,
+
+ /** Indica que el personaje est&aacute; en estado "grande". */
+ PLAYER_ST_BIG = 2,
+
+ /** Indica que el personaje est&aacute; en estado "flor". */
+ PLAYER_ST_FLOWER = 3,
+
+ /** Indica que el personaje est&aacute; muerto. */
+ PLAYER_ST_DEAD = 0
+} PlayerState;
+
+/** Representa la posici&oacute;n relativa del personaje (de pie, saltando o
+ * agachado).
+ */
+typedef enum PlayerPos {
+ /** Indica que el personaje est&aacute; de pie. */
+ PLAYER_POS_UPRIGHT,
+
+ /** Indica que el personaje est&aacute; saltando. */
+ PLAYER_POS_JUMP,
+
+ /** Indica que el personaje est&aacute; agachado. */
+ PLAYER_POS_GROUND
+} PlayerPos;
+
+/** Representa al personaje. */
+typedef struct Player *Player;
+
+/**
+ * \brief Crea una instancia de personaje.
+ * \param x La coordenada X de la posici&oacute;n de inicio.
+ * \param y La coordenada Y de la posici&oacute;n de inicio.
+ * \param lives El n&uacute;mero de vidas con el que empieza.
+ * \return El personaje creado.
+ * \remarks Al crearse, el personaje est&aacute; de pie, parado y mirando hacia
+ * la derecha.
+ */
+Player player_create(int x, int y, int lives);
+
+/**
+ * \brief Libera una instancia de personaje.
+ * \param p El personaje a liberar.
+ */
+void player_free(Player p);
+
+/**
+ * \brief Libera los recursos (im&acute;genes) alojados por este TDA de forma
+ * global. Debe ser llamado antes de screen_end.
+ */
+void player_end();
+
+/**
+ * \brief Obtiene la coordenada X de la posici&oacute;n actual del personaje.
+ * \param p El personaje.
+ * \return La coordenada X del personaje.
+ */
+double player_x(Player p);
+
+/**
+ * \brief Establece la coordenada X de la posici&oacute;n del personaje.
+ * \param p El personaje.
+ * \param x El nuevo valor de la coordenada X.
+ */
+void player_set_x(Player p, double x);
+
+/**
+ * \brief Obtiene la coordenada Y de la posici&oacute;n actual del personaje.
+ * \param p El personaje.
+ * \return La coordenada Y del personaje.
+ */
+double player_y(Player p);
+
+/**
+ * \brief Establece la coordenada Y de la posici&oacute;n del personaje.
+ * \param p El personaje.
+ * \param y El nuevo valor de la coordenada Y.
+ */
+void player_set_y(Player p, double y);
+
+/**
+ * \brief Obtiene la velocidad horizontal del personaje.
+ * \param p El personaje.
+ * \return La componente horizontal de la velocidad actual del personaje.
+ */
+double player_vx(Player p);
+
+/**
+ * \brief Obtiene la velocidad vertical del personaje.
+ * \param p El personaje.
+ * \return La componente vertical de la velocidad actual del personaje.
+ */
+double player_vy(Player p);
+
+/**
+ * \brief Obtiene el estado actual del personaje.
+ * \param p El personaje.
+ * \return El estado del personaje. Puede ser PLAYER_ST_SMALL, PLAYER_ST_BIG o
+ * PLAYER_ST_FLOWER.
+ */
+PlayerState player_state(Player p);
+
+/**
+ * \brief Obtiene el n&uacute;mero de monedas recogidas por el personaje.
+ * \param p El personaje.
+ * \return El n&uacute;mero de monedas que tiene.
+ */
+int player_coins(Player p);
+
+/**
+ * \brief Obtiene el n&uacute;mero de vidas que le quedan al personaje,
+ * incluyendo la que est&eacute; siendo usada en el momento actual.
+ */
+int player_lives(Player p);
+
+/**
+ * \brief Obtiene la posici&oacute;n (postura) actual del personaje.
+ * \param p El personaje.
+ * \return La posici&oacute;n del personale. Puede ser PLAYER_POS_UPRIGHT,
+ * PLAYER_POS_JUMP o PLAYER_POS_GROUND.
+ */
+PlayerPos player_pos(Player p);
+
+/**
+ * \brief Obtiene la altura del personaje.
+ * \param p El personaje.
+ * \return La altura actual del personaje en p&iacute;xeles.
+ */
+int player_height(Player p);
+
+/**
+ * \brief Establece la posici&oacute;n actual del personaje.
+ * \param p El personaje.
+ * \param pos La nueva posici&oacute;n del personaje. Puede ser
+ * PLAYER_POS_UPRIGHT, PLAYER_POS_JUMP o PLAYER_POS_GROUND.
+ */
+void player_set_pos(Player p, PlayerPos pos);
+
+/**
+ * \brief Actualiza la posici&oacute;n del personaje por un frame.
+ * \param p El personaje.
+ * \remarks La funci&oacute;n act&uacute;a como si no hubiera nada alrededor del
+ * personaje (cae). Para evitarlo, se debe llamar posteriormente a
+ * player_correct_on_collision.
+ */
+void player_update(Player p);
+
+/**
+ * \brief Comprueba si el personaje es vulnerable a da&ntilde;o por parte de
+ * enemigos (como Goombas y Koopas). El personaje se vuelve invulnerable tras
+ * chocar con uno y bajar de estado, durante un corto periodo de tiempo, y
+ * no se deber&iacute;a llamar a player_downgrade si esta funci&oacute;n
+ * devuelve 0.
+ * \param p El personaje.
+ * \return Devuelve 0 si el personaje es invulnerable, u otro valor en caso
+ * contrario.
+ */
+int player_vulnerable(Player p);
+
+/**
+ * \brief Corrige la posici&oacute;n del personaje despu&eacute;s de llamar
+ * a player_update en caso de haber una colisi&oacute;n.
+ * \param p El personaje.
+ * \param dir El tipo de colisi&oacute;n por el que corregir la posici&oacute;n.
+ * Esta par&acute;metro puede valer COLLISION_TOP, COLLISION_BOTTOM,
+ * COLLISION_LEFT o COLLISION_RIGHT (definidos en collision.h), o el resultado
+ * de hacer la disyunci&oacute;n l&oacute;gica bit a bit (operador '|') para
+ * corregir varios tipos de colisi&oacute;n en la misma llamada a la
+ * funci&oacute;n.
+ */
+void player_correct_on_collision(Player p, int dir);
+
+/**
+ * \brief Acelera al personaje a la izquierda o a la derecha seg&uacute;n
+ * valores fijos para la aceleraci&oacute;n y la velocidad m&aacute;xima.
+ * \param p El personaje.
+ * \param left Si es distinto de 0, la aceleraci&oacute;n ser&aacute; hacia la
+ * izquierda. De lo contrario ser&aacute; hacia la derecha.
+ * \remarks Si el personaje est&aacute; avanzando en direcci&oacute;n contraria,
+ * frena en seco antes de acelerar en esta direcci&oacute;n.
+ */
+void player_accel(Player p, int left);
+
+/**
+ * \brief Hace saltar al personaje.
+ * \param p El personaje.
+ */
+void player_jump(Player p);
+
+/**
+ * \brief Establece a cero la componente horizontal de la velocidad del
+ * personaje, salvo si este est&aacute; saltando.
+ * \param p El personaje.
+ */
+void player_stop(Player p);
+
+/**
+ * \brief Dibuja al personaje en la posici&oacute;n de la pantalla que le
+ * corresponde.
+ * \param scr La ventana donde dibujar al personaje.
+ * \param p El personaje.
+ * \param scroll El scroll, la coordenada X de la parte izquierda de la ventana
+ * respecto de la parte izquierda del mundo.
+ */
+void player_render(Screen scr, Player p, int scroll);
+
+/**
+ * \brief Pasa al personaje al estado inferior al actual.
+ * \param p El personaje.
+ * \remarks Pasa de estado "flor" a "grande", de "grande" a "peque&ntilde;o" y
+ * de "peque&ntilde;o" a "muerto".
+ */
+void player_downgrade(Player p);
+
+/**
+ * \brief Pasa al personaje a un estado dado si est&aacute; en un estado
+ * inferior.
+ * \param p El personaje.
+ * \param state El nuevo estado, entre PLAYER_ST_DEAD, PLAYER_ST_SMALL,
+ * PLAYER_ST_BIG o PLAYER_ST_FLOWER.
+ */
+void player_upgrade_to(Player p, int state);
+
+/**
+ * \brief "Mata" a un personaje (cambia su estado a "muerto").
+ * \param p El personaje.
+ */
+void player_die(Player p);
+
+/**
+ * \brief A&ntilde;ade una moneda al contador de monedas recogidas por el
+ * personaje.
+ * \param p El personaje.
+ * \remarks Si se llega a un n&uacute;mero de monedas m&uacute;ltiplo de 100,
+ * el personaje gana una vida extra.
+ */
+void player_add_coin(Player p);
+
+/**
+ * \brief Resetea el personaje para empezar un mundo de nuevo.
+ * \param p El personaje.
+ * \return Un n&uacute;mero distinto de 0 si quedan vidas como para empezar una
+ * nueva partida. De lo contrario devuelve 0.
+ * \remarks Al resetear, el personaje queda parado, mirando hacia la derecha.
+ * Si el personaje estaba en estado "muerto", se resetean las monedas y el
+ * personaje pasa a estado "peque&ntilde;o", y de lo contrario el personaje
+ * conserva su estado. Esta funci&oacute;n tambi&eacute;n disminuye el
+ * n&uacute;mero de vidas en 1. Sin embargo, el personaje queda en las mismas
+ * coordenadas del mundo que ten&iacute;a antes.
+ */
+int player_restart(Player p);
+
+#endif // __PLAYER_H
+
diff --git a/screen.c b/screen.c
new file mode 100644
index 0000000..2176cb4
--- /dev/null
+++ b/screen.c
@@ -0,0 +1,289 @@
+/*
+ * screen.c -- Abstracción sobre SDL para la entrada y salida gráfica.
+ * Copyright (C) 2018 Juan Marín Noguera
+ *
+ * This program 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.
+ *
+ * This program 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 this program. If not, see <https://www.gnu.org/licenses/>.
+ */
+#include <malloc.h>
+#include <SDL2/SDL.h>
+#include <string.h>
+#include "error.h"
+#include "screen.h"
+
+#define TEXT_X 3
+#define TEXT_Y 460
+#define TEXT_FILE "56929.bmp"
+#define TEXT_H 8
+#define TEXT_W 8
+#define TEXT_PER_ROW 16
+
+struct Picture {
+ SDL_Surface *s;
+ SDL_Surface *f;
+};
+
+struct Screen {
+ SDL_Window *window;
+ SDL_Renderer *renderer;
+ SDL_Surface *surface;
+};
+
+Picture screen_text_bmp = NULL;
+
+static void screen_init()
+{
+ if (!SDL_WasInit(SDL_INIT_VIDEO) && SDL_Init(SDL_INIT_VIDEO) < 0)
+ error_sdl_exit();
+}
+
+Screen screen_create(const char *caption, int w, int h)
+{
+ Screen scr;
+
+ if (w <= 0 || h <= 0)
+ error_exit(ERR_OUT_OF_RANGE);
+
+ scr = malloc(sizeof(struct Screen));
+ if (scr == NULL)
+ error_libc_exit();
+
+ screen_init();
+
+ scr->window = SDL_CreateWindow(
+ caption,
+ SDL_WINDOWPOS_CENTERED,
+ SDL_WINDOWPOS_CENTERED,
+ w,
+ h,
+ 0);
+ if (scr->window == NULL)
+ error_sdl_exit();
+
+ scr->surface = SDL_GetWindowSurface(scr->window);
+ if (scr->surface == NULL)
+ error_sdl_exit();
+
+ scr->renderer = SDL_CreateSoftwareRenderer(scr->surface);
+ if (scr->renderer == NULL)
+ error_sdl_exit();
+
+ if (SDL_SetRenderDrawBlendMode(scr->renderer, SDL_BLENDMODE_BLEND) ==
+ -1)
+ error_sdl_exit();
+
+ return scr;
+}
+
+void screen_free(Screen scr)
+{
+ SDL_DestroyWindow(scr->window);
+ SDL_DestroyRenderer(scr->renderer);
+}
+
+void screen_end()
+{
+ if (screen_text_bmp != NULL)
+ screen_free_picture(screen_text_bmp);
+ SDL_Quit();
+}
+
+
+int screen_width(Screen scr)
+{
+ return scr->surface->w;
+}
+
+int screen_height(Screen scr)
+{
+ return scr->surface->h;
+}
+
+void screen_wait(int ms)
+{
+ SDL_Delay(ms);
+}
+
+void screen_update(Screen scr)
+{
+ if (SDL_UpdateWindowSurface(scr->window) == -1)
+ error_sdl_exit();
+}
+
+int screen_get_keyboard_event(SDL_Scancode *sc)
+{
+ SDL_Event event;
+ while (SDL_PollEvent(&event))
+ switch (event.type) {
+ case SDL_KEYDOWN:
+ if (event.key.repeat)
+ break;
+ if (sc != NULL)
+ *sc = event.key.keysym.scancode;
+ return SCREEN_KEYDOWN;
+ case SDL_KEYUP:
+ if (event.key.repeat)
+ break;
+ if (sc != NULL)
+ *sc = event.key.keysym.scancode;
+ return SCREEN_KEYUP;
+ case SDL_QUIT:
+ exit(0);
+ }
+
+ return 0;
+}
+
+int screen_key_pressed(SDL_Scancode scancode)
+{
+ int len;
+ const uint8_t *state;
+
+ SDL_PumpEvents();
+ state = SDL_GetKeyboardState(&len);
+ if (len <= scancode || scancode < 0)
+ error_exit(ERR_INVALID_SCANCODE);
+ return state[scancode];
+}
+
+void screen_fill(Screen scr, int r, int g, int b, int a)
+{
+ if (SDL_SetRenderDrawColor(scr->renderer, r, g, b, a) == -1)
+ error_sdl_exit();
+ if (SDL_RenderClear(scr->renderer) == -1)
+ error_sdl_exit();
+}
+
+void screen_place(Screen scr, Picture pict, int x, int y, int sx, int sy,
+ int w, int h, int flipped)
+{
+ SDL_Rect src, dst;
+ int total_width = screen_width(scr), total_height = screen_height(scr);
+ SDL_Surface *surface;
+
+ if (flipped) {
+ sx = pict->f->w - sx - w;
+ surface = pict->f;
+ } else {
+ surface = pict->s;
+ }
+
+ if (x > total_width || y > total_height || x + w <= 0 || y + h <= 0)
+ return; // Nothing to do here
+
+ src.x = x < 0 ? sx - x : sx;
+ src.y = y < 0 ? sy - y : sy;
+ src.w = x < 0 ? w + x :
+ x + w > total_width ? total_width - x :
+ w;
+ src.h = y < 0 ? h + y :
+ y + h > total_height ? total_height - y:
+ h;
+ dst.x = x < 0 ? 0 : x;
+ dst.y = y < 0 ? 0 : y;
+ dst.w = src.w;
+ dst.h = src.h;
+
+ if (SDL_BlitSurface(surface, &src, scr->surface, &dst) == -1)
+ error_sdl_exit();
+}
+
+Picture screen_get_picture(const char *file)
+{
+ SDL_Surface *raw, *converted, *flipped;
+ SDL_PixelFormat *pxf;
+ Picture pict = malloc(sizeof(struct Picture));
+
+ if (pict == NULL)
+ error_libc_exit();
+
+ raw = SDL_LoadBMP(file);
+ if (raw == NULL)
+ error_sdl_exit();
+
+ pxf = SDL_AllocFormat(SDL_PIXELFORMAT_ARGB8888);
+ if (pxf == NULL)
+ error_sdl_exit();
+
+ converted = SDL_ConvertSurface(raw, pxf, 0);
+ if (converted == NULL)
+ error_sdl_exit();
+
+ SDL_FreeFormat(pxf);
+ SDL_FreeSurface(raw);
+
+ flipped = SDL_CreateRGBSurface(0, raw->w, raw->h, 32,
+ pxf->Rmask, pxf->Gmask, pxf->Bmask, pxf->Amask);
+ if (flipped == NULL)
+ error_sdl_exit();
+ for (int y = 0; y < raw->h; y++)
+ for (int x = 0; x < raw->w; x++)
+ ((int*)flipped->pixels)[(y + 1) * raw->w - x - 1] =
+ ((int*)converted->pixels)[y * raw->w + x];
+ pict->s = converted;
+ pict->f = flipped;
+ return pict;
+}
+
+void screen_free_picture(Picture pict)
+{
+ SDL_FreeSurface(pict->f);
+ SDL_FreeSurface(pict->s);
+ free(pict);
+}
+
+void screen_print_char(Screen scr, int x, int y, char c)
+{
+ int i;
+ if (c >= '0' && c <= '9')
+ i = c - '0';
+ else if (c >= 'a' && c <= 'z')
+ i = c - 'a' + 10;
+ else if (c >= 'A' && c <= 'Z')
+ i = c - 'A' + 10;
+ else if (c == '.')
+ i = 36; // This is the copyright mark.
+ else if (c == '-')
+ i = 40;
+ else if (c == '*')
+ i = 41;
+ else if (c == '!')
+ i = 43;
+ else
+ return;
+ screen_place(scr, screen_text_bmp, x, y,
+ TEXT_X + (i % TEXT_PER_ROW) * TEXT_W,
+ TEXT_Y + (i / TEXT_PER_ROW) * TEXT_H,
+ TEXT_W,
+ TEXT_H,
+ 0);
+}
+
+void screen_text_print(Screen scr, int x, int y, int w, const char *str)
+{
+ if (screen_text_bmp == NULL)
+ screen_text_bmp = screen_get_picture(TEXT_FILE);
+
+ for (int i = 0; str[i] != '\0'; i++)
+ screen_print_char(
+ scr,
+ x + (w != 0 ? i % w : i) * TEXT_W,
+ y + (w != 0 ? i / w : 0) * TEXT_H,
+ str[i]);
+}
+
+void screen_text_centered(Screen scr, int x, int y, const char *str)
+{
+ int len = strlen(str);
+ screen_text_print(scr, x - len * TEXT_W / 2, y, 0, str);
+}
diff --git a/screen.h b/screen.h
new file mode 100644
index 0000000..509e95e
--- /dev/null
+++ b/screen.h
@@ -0,0 +1,200 @@
+/*
+ * screen.h -- Abstracción sobre SDL para la entrada y salida gráfica.
+ * Copyright (C) 2018 Juan Marín Noguera
+ *
+ * This program 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.
+ *
+ * This program 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 this program. If not, see <https://www.gnu.org/licenses/>.
+ */
+
+/**
+ * \file screen.h Abstracción sobre SDL para la entrada y salida gráfica.
+ */
+
+#ifndef __SCREEN_H
+#define __SCREEN_H
+
+#include <SDL2/SDL.h>
+
+/** Representa una imagen. */
+typedef struct Picture *Picture;
+
+/**
+ * Representa una ventana de tama&ntilde;o fijo sobre la que podemos dibujar.
+ */
+typedef struct Screen *Screen;
+
+/** Representa el inicio de una pulsaci&oacute;n de tecla. Usado en
+ * screen_get_keyboard_event.
+ */
+#define SCREEN_KEYDOWN 1
+
+/** Representa el final de una pulsaci&oacute;n de tecla. Usado en
+ * screen_get_keyboard_event.
+ */
+#define SCREEN_KEYUP 2
+
+/** Representa una imagen. */
+typedef struct Picture *Picture;
+
+/** Representa una ventana de tama&ntilde;o fijo sobre la que podemos dibujar.
+ */
+typedef struct Screen *Screen;
+
+/**
+ * \brief Crea una ventana con la que el usuario puede interactuar.
+ * \param caption El t&iacute;tulo de la ventana.
+ * \param w Ancho de la ventana.
+ * \param h Alto de la ventana.
+ * \return La instancia del TDA Screen para manejar la ventana.
+ */
+Screen screen_create(const char *caption, int w, int h);
+
+/**
+ * \brief Libera un objeto Screen y cierra la ventana asociada.
+ * \param scr El objeto Screen a liberar.
+ */
+void screen_free(Screen scr);
+
+/**
+ * \brief Libera todos los recursos de SDL, que fueron alojados al llamar por
+ * primera vez a screen_create.
+ */
+void screen_end();
+
+/**
+ * \brief Devuelve el ancho de la ventana.
+ * \param scr La ventana en cuesti&oacute;n.
+ * \return El ancho de la ventana.
+ */
+int screen_width(Screen scr);
+
+/**
+ * \brief Devuelve el alto de la ventana.
+ * \param src La ventana en cuesti&oactue;n.
+ * \return El alto de la ventana.
+ */
+int screen_height(Screen scr);
+
+/**
+ * \brief Pausa el programa durante una cantidad de tiempo determinada.
+ * \param ms La cantidad de tiempo a esperar.
+ */
+void screen_wait(int ms);
+
+/**
+ * \brief Actualiza el contenido de la ventana. Esta funci&oactue;n debe ser
+ * llamada una vez se ha terminado de dibujar en el objeto Screen para que los
+ * resultados sean visibles.
+ * \param scr La ventana en cuesti&oacute;n.
+ */
+void screen_update(Screen scr);
+
+/**
+ * \brief Comprueba si se ha pulsado (o dejado de pulsar) una tecla del
+ * teclado.
+ * \param sc Si es no nulo, se guarda qu&eacute; tecla se ha pulsado.
+ * \return SCREEN_KEYDOWN si se ha pulsado una tecla, SCREEN_KEYUP si se
+ * ha dejado de pulsar o 0 si no ha ocurrido ninguna de las dos cosas.
+ * \remarks Esta funci&oacute;n consume (e ignora) el resto de eventos que
+ * puedan ocurrir hasta dicha pulsaci&oacute;n de tecla, salvo la
+ * notificaci&oacute;n de cierre de ventana, que termina la aplicaci&oacute;n.
+ */
+int screen_get_keyboard_event(SDL_Scancode *sc);
+
+/**
+ * \brief Comprueba si una tecla del teclado est&aacute; siendo pulsada.
+ * \param scancode El c&oacute;digo de la tecla en cuesti&oacute;n, v&eacute;ase
+ * <a href="https://wiki.libsdl.org/SDL_Scancode">SDL_Scancode</a> en la
+ * documentaci&oacute;n de SDL para m&aacute;s informaci&oacute;n.
+ */
+int screen_key_pressed(SDL_Scancode scancode);
+
+/**
+ * \brief Llena una ventana con un color dado.
+ * \param scr La ventana en cuesti&oacute;n.
+ * \param r El componente rojo del color, de 0 a 255.
+ * \param g El componente verde del color, de 0 a 255.
+ * \param b El componente azul del color, de 0 a 255.
+ * \param a El nivel de opacidad, de 0 a 255.
+ */
+void screen_fill(Screen scr, int r, int g, int b, int a);
+
+/**
+ * \brief Copia una imagen (o un trozo de una) en una ventana.
+ * \param scr La ventana en cuesti&oacute;n.
+ * \param pict La imagenn en cuesti&oacute;n.
+ * \param x La coordenada X en la pantalla donde situar la esquina superior
+ * izquierda del trozo a copiar.
+ * \param y La coordenada Y en la pantalla donde situar la esquina superior
+ * izquierda del trozo a copiar.
+ * \param sx La coordenada X en la imagen de la esquina superior izquierda de
+ * lo que se ha de copiar.
+ * \param sy La coordenada Y en la imagen de la esquina superior izquierda de
+ * lo que se ha de copiar.
+ * \param w El ancho del trozo de la imagen a copiar.
+ * \param h El alto del trozo de la imagen a copiar.
+ * \param flipped Si es distinto de 0, la imagen se copia "en espejo" sobre el
+ * eje horizontal. De lo contrario se copia "normal".
+ * \remarks Si el cuadrado donde se ha de copiar la imagen queda fuera del
+ * &aacute;rea visible, la imagen no se muestra. Parte de la imagen puede salir
+ * del &aacute;rea visible, y entonces se copia solo la parte visible.
+ */
+void screen_place(Screen scr, Picture pict, int x, int y, int sx, int sy,
+ int w, int h, int flipped);
+
+/**
+ * \brief Carga una imagen desde un fichero.
+ * \param file La ruta del fichero.
+ * \return La imagen le&iacute;da.
+ * \remarks El fichero debe ser una imagen BMP no comprimida.
+ */
+Picture screen_get_picture(const char *file);
+
+/**
+ * \brief Libera la memoria ocupada por una imagen.
+ * \param La imagen en cuesti&oacute;n.
+ */
+void screen_free_picture(Picture pict);
+
+/**
+ * \brief Imprime un texto en pantalla.
+ * \param scr La ventana en la que imprimir el texto.
+ * \param x La coordenada X en la pantalla donde ir&aacute; la esquina superior
+ * izquierda del texto.
+ * \param y La coordenada Y en la pantalla donde ir&aacute; la esquina superior
+ * izquierda del texto.
+ * \param w El ancho en n&uacute;mero de caracteres del recuadro donde
+ * ir&aacute; el texto. Si el texto es m&aacute;s largo que esto, se
+ * ocupar&aacute;n m&aacute;s l&iacute;neas en la pantalla seg&uacute;n sea
+ * necesario. Si este par&aacute;metro es 0, se escribir&aacute; todo en la
+ * misma l&iacute;nea.
+ * \param str El texto a imprimir.
+ * \remarks El texto puede salir del &aacute;rea visible de la pantalla. El
+ * caracter . ser&aacute; sustituido por el signo de copyright. Algunos
+ * caracteres no est&aacute;n soportados.
+ */
+void screen_text_print(Screen scr, int x, int y, int w, const char *str);
+
+/**
+ * \brief Imprime un texto en pantalla, centrado en una cierta &aacute;rea.
+ * \param scr La ventana en la que imprimir el texto.
+ * \param x La coordenada horizontal en la que centrar el texto.
+ * \param y La coordenada vertical de lo que ser&aacute; el borde superior del
+ * texto en la ventana.
+ * \param str El texto a imprimir.
+ * \remarks El texto puede salir del &aacute;rea visible de la pantalla. El
+ * caracter . ser&aacute; sustituido por el signo de copyright. Algunos
+ * caracteres no est&aacute;n soportados.
+ */
+void screen_text_centered(Screen scr, int x, int y, const char *str);
+#endif // __SCREEN_H
diff --git a/world.c b/world.c
new file mode 100644
index 0000000..a0761b3
--- /dev/null
+++ b/world.c
@@ -0,0 +1,345 @@
+/*
+ * world.c -- Representación del estado del juego y carga del nivel.
+ * Copyright (C) 2018 Juan Marín Noguera
+ *
+ * This program 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.
+ *
+ * This program 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 this program. If not, see <https://www.gnu.org/licenses/>.
+ */
+#include <malloc.h>
+#include <stdio.h>
+#include "block.h"
+#include "block_list.h"
+#include "collision.h"
+#include "collision_type.h"
+#include "error.h"
+#include "item.h"
+#include "item_list.h"
+#include "screen.h"
+#include "world.h"
+
+#define WORLD_BGCOLOR_R 128
+#define WORLD_BGCOLOR_G 128
+#define WORLD_BGCOLOR_B 255
+#define WORLD_BGCOLOR_A 255
+
+struct World {
+ BlockList bl;
+ ItemList il;
+ Player p;
+ int scroll;
+ int dir;
+ int max_scroll;
+};
+
+struct WorldBlockDec {
+ BlockType type; // Block type
+ int ix; // X coordinate of the block in the picture (tiles)
+ int iy; // Y coordinate of the block in the picture (tiles)
+ int nanim; // Number of animation steps
+ int dx; // In world_block_dec, (dx,dy) is the size of the
+ int dy; // structure. In world_block_conts, this is the
+ // position of the block relative to the position of
+ // the first block defined in the structure.
+ int next; // Index of the next block in world_block_conts,
+ // or -1.
+};
+
+const struct WorldBlockDec world_block_dec[] = {
+ {BLOCK_TYPE_UPGRADE, 24, 0, 3, 1, 1, -1}, //a: Upgrade ? block
+ {BLOCK_TYPE_PASSTHROUGH, 2, 0, 1, 5, 5, 16}, //b: Castle
+ {BLOCK_TYPE_COIN, 2, 0, 1, 1, 1, -1}, //c: Simple coin block
+ {BLOCK_TYPE_DESTROYCOIN, 2, 0, 1, 1, 1, -1}, //d: Destroy coin block
+ {BLOCK_TYPE_COIN, 24, 0, 3, 1, 1, -1}, //e: Coin ? block
+ {BLOCK_TYPE_OPAQUE, 0, 0, 1, 1, 1, -1}, //f: Floor block
+ {BLOCK_TYPE_MULTICOIN, 2, 0, 1, 1, 1, -1}, //g: Multiple coin block
+ {BLOCK_TYPE_PASSTHROUGH, 8, 8, 1, 5, 3, 0}, //h: Hill
+ {BLOCK_TYPE_PASSTHROUGH, 8, 8, 1, 3, 2, 11}, //i: Small hill
+ {0, 16, 8, 1, 1, 1, -1}, //j: Nothing
+ {0, 16, 8, 1, 1, 1, -1}, //k: Nothing
+ {0, 16, 8, 1, 1, 1, -1}, //l: Nothing
+ {BLOCK_TYPE_PASSTHROUGH, 11, 9, 1, 1, 1, -1}, //m: Bush (left)
+ {BLOCK_TYPE_PASSTHROUGH, 12, 9, 1, 1, 1, -1}, //n: Bush (middle)
+ {BLOCK_TYPE_PASSTHROUGH, 13, 9, 1, 1, 1, -1}, //o: Bush (right)
+ {0, 16, 8, 1, 1, 1, -1}, //p: Nothing
+ {0, 16, 8, 1, 1, 1, -1}, //q: Nothing
+ {0, 16, 8, 1, 1, 1, -1}, //r: Nothing
+ {BLOCK_TYPE_OPAQUE, 0, 1, 1, 1, 1, -1}, //s: Stairs
+ {BLOCK_TYPE_OPAQUE, 0, 8, 1, 2, 1, 14}, //t: Tube (upper part)
+ {BLOCK_TYPE_OPAQUE, 0, 9, 1, 2, 1, 15}, //u: Tube (lower part)
+ {0, 16, 8, 1, 1, 1, -1}, //v: Nothing
+ {0, 16, 8, 1, 1, 1, -1}, //w: Nothing
+ {BLOCK_TYPE_PASSTHROUGH, 0, 21, 1, 1, 2, 8}, //x: Cloud (left)
+ {BLOCK_TYPE_PASSTHROUGH, 1, 21, 1, 1, 2, 9}, //y: Cloud (middle)
+ {BLOCK_TYPE_PASSTHROUGH, 2, 21, 1, 1, 1, 10}, //z: Cloud (right)
+}, world_block_conts[] = {
+ {BLOCK_TYPE_PASSTHROUGH, 8, 8, 1, 1, 1, 1}, // Hill
+ {BLOCK_TYPE_PASSTHROUGH, 8, 9, 1, 1, 0, 2},
+ {BLOCK_TYPE_PASSTHROUGH, 10, 9, 1, 3, 0, 3},
+ {BLOCK_TYPE_PASSTHROUGH, 8, 9, 1, 2, 1, 4},
+ {BLOCK_TYPE_PASSTHROUGH, 9, 9, 1, 2, 0, 5},
+ {BLOCK_TYPE_PASSTHROUGH, 9, 8, 1, 2, 2, 6},
+ {BLOCK_TYPE_PASSTHROUGH, 10, 8, 1, 3, 1, 7},
+ {BLOCK_TYPE_PASSTHROUGH, 10, 8, 1, 4, 0, -1},
+ {BLOCK_TYPE_PASSTHROUGH, 0, 20, 1, 0, 1, -1}, // Cloud (left)
+ {BLOCK_TYPE_PASSTHROUGH, 1, 20, 1, 0, 1, -1}, // Cloud (middle)
+ {BLOCK_TYPE_PASSTHROUGH, 2, 20, 1, 0, 1, -1}, // Cloud (right)
+ {BLOCK_TYPE_PASSTHROUGH, 8, 9, 1, 1, 0, 12}, // Small hill
+ {BLOCK_TYPE_PASSTHROUGH, 10, 8, 1, 2, 0, 13},
+ {BLOCK_TYPE_PASSTHROUGH, 9, 8, 1, 1, 1, -1},
+ {BLOCK_TYPE_OPAQUE, 1, 8, 1, 1, 0, -1}, // Tube (upper part)
+ {BLOCK_TYPE_OPAQUE, 1, 9, 1, 1, 0, -1}, // Tube (lower part)
+ {BLOCK_TYPE_PASSTHROUGH, 2, 0, 1, 1, 0, 17}, // Castle
+ {BLOCK_TYPE_PASSTHROUGH, 2, 0, 1, 0, 1, 18},
+ {BLOCK_TYPE_PASSTHROUGH, 2, 0, 1, 1, 1, 19},
+ {BLOCK_TYPE_PASSTHROUGH, 2, 0, 1, 3, 0, 20},
+ {BLOCK_TYPE_PASSTHROUGH, 2, 0, 1, 3, 1, 21},
+ {BLOCK_TYPE_PASSTHROUGH, 2, 0, 1, 4, 0, 22},
+ {BLOCK_TYPE_PASSTHROUGH, 2, 0, 1, 4, 1, 23},
+ {BLOCK_TYPE_PASSTHROUGH, 13, 1, 1, 2, 0, 24},
+ {BLOCK_TYPE_PASSTHROUGH, 12, 1, 1, 2, 1, 25},
+ {BLOCK_TYPE_PASSTHROUGH, 11, 0, 1, 0, 2, 26},
+ {BLOCK_TYPE_PASSTHROUGH, 11, 1, 1, 1, 2, 27},
+ {BLOCK_TYPE_PASSTHROUGH, 11, 1, 1, 2, 2, 28},
+ {BLOCK_TYPE_PASSTHROUGH, 11, 1, 1, 3, 2, 29},
+ {BLOCK_TYPE_PASSTHROUGH, 11, 0, 1, 4, 2, 30},
+ {BLOCK_TYPE_PASSTHROUGH, 14, 0, 1, 1, 3, 31},
+ {BLOCK_TYPE_PASSTHROUGH, 2, 0, 1, 2, 3, 32},
+ {BLOCK_TYPE_PASSTHROUGH, 14, 0, 1, 3, 3, 33},
+ {BLOCK_TYPE_PASSTHROUGH, 11, 0, 1, 1, 4, 34},
+ {BLOCK_TYPE_PASSTHROUGH, 11, 0, 1, 2, 4, 35},
+ {BLOCK_TYPE_PASSTHROUGH, 11, 0, 1, 3, 4, -1}
+};
+
+Player world_read_player(FILE *f)
+{
+ int x, y, lives;
+
+ if (fscanf(f, " %i %i %i", &x, &y, &lives) != 3)
+ error_exit(ERR_INVALID_INPUT);
+
+ return player_create(x * BLOCK_SIZE, y * BLOCK_SIZE, lives);
+}
+
+Block world_block_from_dec(const struct WorldBlockDec *wbd, int x, int y)
+{
+ return block_create(wbd->type, x, y, wbd->ix, wbd->iy, wbd->nanim);
+}
+
+void world_parse_one_block(char type, int x, int y, BlockList bl)
+{
+ const struct WorldBlockDec *wbd;
+
+ wbd = &(world_block_dec[type - 'a']);
+ block_list_append(bl, world_block_from_dec(wbd, x, y));
+
+ while (wbd->next != -1) {
+ wbd = &world_block_conts[wbd->next];
+ block_list_append(bl,
+ world_block_from_dec(wbd, x + wbd->dx, y + wbd->dy));
+ }
+}
+
+void world_parse_block(char type, int x, int y, int nx, int ny,
+ BlockList bl)
+{
+ int i, j, dx, dy;
+ const struct WorldBlockDec *wbd;
+
+ if (type < 'a' || type > 'z')
+ error_exit(ERR_INVALID_INPUT);
+
+ wbd = &(world_block_dec[type - 'a']);
+ dx = wbd->dx;
+ dy = wbd->dy;
+
+ for (i = 0; i < nx; i++)
+ for (j = 0; j < ny; j++)
+ world_parse_one_block(
+ type,
+ x + dx*i,
+ y + dy*j,
+ bl);
+}
+
+BlockList world_read_blocks(FILE *f)
+{
+ BlockList bl = block_list_create();
+ char type;
+ int x, y, nx, ny, read;
+ while ((read = fscanf(f, " %c %i %i %i %i", &type, &x, &y, &nx, &ny))
+ >= 3) {
+ if (read < 5) {
+ ny = 1;
+ if (read == 3)
+ nx = 1;
+ }
+ world_parse_block(type, x, y, nx, ny, bl);
+ }
+ return block_list_sort(bl);
+}
+
+ItemType world_item_type(char c)
+{
+ switch (c) {
+ case 'g':
+ return ITEM_TYPE_GOOMBA;
+ case 'k':
+ return ITEM_TYPE_KOOPA;
+ case 'c':
+ return ITEM_TYPE_COIN;
+ default:
+ error_exit(ERR_INVALID_INPUT);
+ return 0; // Execution will never reach this point
+ }
+}
+
+ItemList world_read_items(FILE *f)
+{
+ ItemList il = item_list_create();
+ char type;
+ int x, y, read;
+
+ while ((read = fscanf(f, " %c %i %i", &type, &x, &y)) == 3)
+ item_list_append(il,
+ item_create(world_item_type(type),
+ x * BLOCK_SIZE,
+ y * BLOCK_SIZE));
+
+ return il;
+}
+
+World world_create(FILE *f)
+{
+ World w = malloc(sizeof(struct World));
+
+ if (w == NULL)
+ error_libc_exit();
+
+ w->p = world_read_player(f);
+
+ if (fscanf(f, " %i", &w->max_scroll) != 1)
+ error_libc_exit();
+
+ w->max_scroll *= BLOCK_SIZE;
+
+ w->bl = world_read_blocks(f);
+ w->il = world_read_items(f);
+ w->scroll = 0;
+
+ return w;
+}
+
+void world_free(World w)
+{
+ player_free(w->p);
+ block_list_free(w->bl);
+ item_list_free(w->il);
+ free(w);
+}
+
+void world_end()
+{
+ block_end();
+ item_end();
+ player_end();
+}
+
+Player world_player(World w)
+{
+ return w->p;
+}
+
+void world_substitute_player(World w, Player p)
+{
+ int x = player_x(w->p), y = player_y(w->p);
+ player_free(w->p);
+ w->p = p;
+ player_set_x(w->p, x);
+ player_set_y(w->p, y);
+}
+
+WorldState world_play_frame(Screen scr, World w)
+{
+ SDL_Scancode sc;
+ int k;
+ char coins[7];
+
+ while ((k = screen_get_keyboard_event(&sc)) != 0)
+ if (k == SCREEN_KEYDOWN)
+ switch (sc) {
+ case SDL_SCANCODE_UP:
+ player_jump(w->p);
+ break;
+ case SDL_SCANCODE_LEFT:
+ w->dir = -1;
+ break;
+ case SDL_SCANCODE_RIGHT:
+ w->dir = 1;
+ break;
+ default:
+ ;
+ }
+ else if (k == SCREEN_KEYUP)
+ switch (sc) {
+ case SDL_SCANCODE_LEFT:
+ w->dir = screen_key_pressed(SDL_SCANCODE_RIGHT)
+ ? 1 : 0;
+ break;
+ case SDL_SCANCODE_RIGHT:
+ w->dir = screen_key_pressed(SDL_SCANCODE_LEFT)
+ ? -1 : 0;
+ break;
+ default:
+ ;
+ }
+
+ switch(w->dir) {
+ case -1:
+ player_accel(w->p, 1);
+ break;
+ case 0:
+ player_stop(w->p);
+ break;
+ case 1:
+ player_accel(w->p, 0);
+ }
+
+ player_update(w->p);
+ if (player_x(w->p) < w->scroll)
+ player_set_x(w->p, w->scroll);
+ if ((player_x(w->p) - w->scroll) * 2 > screen_width(scr))
+ w->scroll = player_x(w->p) - screen_width(scr) / 2;
+ if ((player_y(w->p) + player_height(w->p)) < 0)
+ player_die(w->p);
+
+ item_list_update(w->il, w->scroll, screen_width(scr));
+ collision_player_with_blocks(w->p, w->bl, w->il);
+ collision_player_with_items(w->p, w->il);
+ collision_blocks_with_items(w->bl, w->il);
+
+ screen_fill(scr, WORLD_BGCOLOR_R, WORLD_BGCOLOR_G, WORLD_BGCOLOR_B,
+ WORLD_BGCOLOR_A);
+ block_list_render(scr, w->bl, w->scroll);
+ item_list_render(scr, w->il, w->scroll);
+ player_render(scr, w->p, w->scroll);
+
+ if (player_coins(w->p) >= 1000000)
+ return WORLD_ST_MANY_COINS;
+ sprintf(coins, "%06d", player_coins(w->p));
+ screen_text_print(scr, 0, 0, 0, coins);
+
+ screen_update(scr);
+
+ return player_state(w->p) == PLAYER_ST_DEAD ? WORLD_ST_DEAD :
+ w->scroll >= w->max_scroll ? WORLD_ST_WON : WORLD_ST_KEEP_ON;
+}
diff --git a/world.h b/world.h
new file mode 100644
index 0000000..0c489ee
--- /dev/null
+++ b/world.h
@@ -0,0 +1,102 @@
+/*
+ * world.h -- Representación del estado del juego y carga del nivel.
+ * Copyright (C) 2018 Juan Marín Noguera
+ *
+ * This program 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.
+ *
+ * This program 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 this program. If not, see <https://www.gnu.org/licenses/>.
+ */
+
+/**
+ * \file world.h Representación del estado del juego y carga del nivel.
+ */
+
+#ifndef __WORLD_H
+#define __WORLD_H
+
+#include <stdio.h>
+#include "screen.h"
+
+/** Resultados de la llamada a world_play_frame, que indican el estado del
+ * mundo.
+ */
+typedef enum WorldState {
+
+ /** Indica que la partida contin&uacute;a normalmente. */
+ WORLD_ST_KEEP_ON,
+
+ /** Indica que el personaje ha muerto. */
+ WORLD_ST_DEAD,
+
+ /** Indica que el nivel ha sido superado. */
+ WORLD_ST_WON,
+
+ /** Indica que el juego ha sido superado por llegar al mill&oacute;n de
+ * monedas.
+ */
+ WORLD_ST_MANY_COINS
+} WorldState;
+
+/** Representa un mundo en el juego, con bloques, items, etc. */
+typedef struct World *World;
+
+/**
+ * \brief Crea un mundo del juego.
+ * \param f Flujo del fichero con la informaci&oacute;n del mundo.
+ * \return El mundo creado.
+ * \remarks El flujo debe haber sido abierto en un modo que permita la lectura.
+ * Una vez ejecutada esta funci&oacute;n no es necesario mantener el flujo de
+ * fichero abierto.
+ */
+World world_create(FILE *f);
+
+/**
+ * \brief Libera un mundo del juego.
+ * \param w El mundo en cuesti&oacute;n.
+ */
+void world_free(World w);
+
+/**
+ * \brief Libera los recursos globales ocupados por el m&oacute;dulo, como las
+ * im&aacute;genes.
+ * \remarks Requiere ser llamada antes que a screen_end.
+void world_end();
+ */
+void world_end();
+
+/**
+ * \brief Obtiene el personaje que juega en el nivel.
+ * \param w El nivel.
+ * \return El personaje.
+ */
+Player world_player(World w);
+
+/**
+ * \brief Sustituye el personaje actual en el mundo por el personaje dado, que
+ * establece en la posici&oacute;n ocupada por el anterior.
+ * \param w El mundo.
+ * \param p El nuevo personaje.
+ * \remarks Esta funci&oacute;n libera la memoria ocupada por el personaje
+ * anterior del mundo.
+ */
+void world_substitute_player(World w, Player p);
+
+/**
+ * \brief Ejecuta un frame del mundo, en el que lee los eventos de teclado,
+ * actualiza el estado del mundo y lo dibuja en pantalla.
+ * \param scr La ventana donde dibujar el mundo.
+ * \param w El mundo en cuesti&oacute;n.
+ * \return Devuelve el estado actual de la partida.
+ */
+WorldState world_play_frame(Screen scr, World w);
+
+#endif // __WORLD_H