From 3228fe41df5fc737efe3ddfde26d6983619458e8 Mon Sep 17 00:00:00 2001 From: Juan Marín Noguera Date: Thu, 27 Jun 2019 20:25:01 +0200 Subject: Real initial commit --- .gitignore | 5 + 1w | 163 ++++++++++++++ 50365.bmp | Bin 0 -> 1228494 bytes 50365.png | Bin 0 -> 47582 bytes 52569.bmp | Bin 0 -> 774282 bytes 52569.png | Bin 0 -> 46932 bytes 52570.bmp | Bin 0 -> 413834 bytes 52570.png | Bin 0 -> 27512 bytes 52571.bmp | Bin 0 -> 946314 bytes 52571.png | Bin 0 -> 36402 bytes 56929.bmp | Bin 0 -> 1009074 bytes 56929.png | Bin 0 -> 7833 bytes Game.cbp | 86 +++++++ Game.depend | 312 +++++++++++++++++++++++++ Game.layout | 79 +++++++ LICENSE | 674 +++++++++++++++++++++++++++++++++++++++++++++++++++++++ Makefile | 52 +++++ README.md | 42 ++++ block.c | 176 +++++++++++++++ block.h | 153 +++++++++++++ block_list.c | 165 ++++++++++++++ block_list.h | 146 ++++++++++++ collision.c | 161 +++++++++++++ collision.h | 56 +++++ collision_type.h | 44 ++++ error.c | 54 +++++ error.h | 66 ++++++ item.c | 296 ++++++++++++++++++++++++ item.h | 166 ++++++++++++++ item_list.c | 155 +++++++++++++ item_list.h | 127 +++++++++++ main.c | 160 +++++++++++++ player.c | 326 +++++++++++++++++++++++++++ player.h | 286 +++++++++++++++++++++++ screen.c | 289 ++++++++++++++++++++++++ screen.h | 200 +++++++++++++++++ world.c | 345 ++++++++++++++++++++++++++++ world.h | 102 +++++++++ 38 files changed, 4886 insertions(+) create mode 100644 .gitignore create mode 100644 1w create mode 100644 50365.bmp create mode 100644 50365.png create mode 100644 52569.bmp create mode 100644 52569.png create mode 100644 52570.bmp create mode 100644 52570.png create mode 100644 52571.bmp create mode 100644 52571.png create mode 100644 56929.bmp create mode 100644 56929.png create mode 100644 Game.cbp create mode 100644 Game.depend create mode 100644 Game.layout create mode 100644 LICENSE create mode 100644 Makefile create mode 100644 README.md create mode 100644 block.c create mode 100644 block.h create mode 100644 block_list.c create mode 100644 block_list.h create mode 100644 collision.c create mode 100644 collision.h create mode 100644 collision_type.h create mode 100644 error.c create mode 100644 error.h create mode 100644 item.c create mode 100644 item.h create mode 100644 item_list.c create mode 100644 item_list.h create mode 100644 main.c create mode 100644 player.c create mode 100644 player.h create mode 100644 screen.c create mode 100644 screen.h create mode 100644 world.c create mode 100644 world.h 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 @@ -0,0 +1,163 @@ +3 2 3 195 +f0 0 69 2 +h0 2 +x8 9 +y9 9 +z10 9 +m11 2 +n12 2 3 +o15 2 +i16 2 +m23 2 +n24 2 +o25 2 +c16 5 +c20 5 +a21 5 +c22 5 +e23 5 +e22 9 +d24 5 +x19 11 +y20 11 +z21 11 +x27 10 +y28 10 3 +z31 10 +t28 3 +u28 2 +x36 11 +y37 11 2 +z39 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and b/52571.bmp differ diff --git a/52571.png b/52571.png new file mode 100644 index 0000000..31d7a8f Binary files /dev/null and b/52571.png differ diff --git a/56929.bmp b/56929.bmp new file mode 100644 index 0000000..842b330 Binary files /dev/null and b/56929.bmp differ diff --git a/56929.png b/56929.png new file mode 100644 index 0000000..6b52b72 Binary files /dev/null and b/56929.png 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 @@ + + + + + + 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 + + + + + + "error.h" + +1525607895 /home/juan/Desktop/univ2/tp/pr/Game/error.h + +1525606956 source:/home/juan/Desktop/univ2/tp/pr/Game/block.c + + "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 + + +1525606074 /home/juan/Desktop/univ2/tp/pr/Game/constants.h + +1525628815 source:/home/juan/Desktop/univ2/tp/pr/Game/block_list.c + + "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 + + + "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 + + "collision_type.h" + "error.h" + "item.h" + "item_list.h" + "screen.h" + +1525638419 source:/home/juan/Desktop/univ2/tp/pr/Game/main.c + + + "error.h" + "screen.h" + "world.h" + +1525626674 /home/juan/Desktop/univ2/tp/pr/Game/world.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 + + + + + "error.h" + "screen.h" + +1525629405 source:/home/juan/Desktop/univ2/tp/pr/Game/world.c + + + "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 + + "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 + + +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 + + "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 + + "collision_type.h" + "error.h" + "item.h" + "item_list.h" + "screen.h" + +1525794474 source:c:\users\alumno\downloads\game\game\código\main.c + + + "error.h" + "player.h" + "screen.h" + "world.h" + +1525719460 c:\users\alumno\downloads\game\game\código\world.h + + "screen.h" + +1525790808 source:c:\users\alumno\downloads\game\game\código\world.c + + + "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 + + "collision_type.h" + "block.h" + "error.h" + "player.h" + "screen.h" + +1525704694 source:c:\users\alumno\desktop\game\game\código\block_list.c + + "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 + + +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 + + "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 + + "collision_type.h" + "error.h" + "item.h" + "item_list.h" + "screen.h" + +1525794474 source:c:\users\alumno\desktop\game\game\código\main.c + + + "error.h" + "player.h" + "screen.h" + "world.h" + +1525719460 c:\users\alumno\desktop\game\game\código\world.h + + "screen.h" + +1525794528 source:c:\users\alumno\desktop\game\game\código\player.c + + "collision_type.h" + "block.h" + "error.h" + "player.h" + "screen.h" + +1525790808 source:c:\users\alumno\desktop\game\game\código\world.c + + + "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 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + 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 + + Copyright (C) 2007 Free Software Foundation, Inc. + Everyone is permitted to copy and distribute verbatim copies + of this license document, but changing it is not allowed. + + Preamble + + The GNU General Public License is a free, copyleft license for +software and other kinds of works. + + The licenses for most software and other practical works are designed +to take away your freedom to share and change the works. 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If not, see . + +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: + + Copyright (C) + 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 +. + + 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 +. 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 . + +## 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 . + */ +#include +#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 . + */ + +/** + * \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 tamaño de un bloque en píxeles. */ +#define BLOCK_SIZE 16 + +/** Representa un tipo de bloque. */ +typedef enum BlockType { + /** Indica que se trata de decoración de fondo, por tanto + * atravesable sin ningún 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 destruído. + */ + BLOCK_TYPE_DESTROYCOIN, + + /** Indica un bloque que devuelve una moneda y después 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 champiñón, o una + * flor si el personaje que lo golpea ya está 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 posición X del bloque, en bloques desde la izquierda del + * mundo. + * \param y La posición 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 número de pasos de la animación 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 animación, 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 módulo que no pertenecen a ningún bloque en concreto, como son las imágenes 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 píxeles desde la parte izquierda del + * mundo hasta la parte izquierda de la ventana. + * \return Un valor distinto de 0 si el bloque está dentro del + * área visible del mundo (solo comprueba la coordenada horizontal), + * o 0 si queda fuera de dicha área. + */ +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 Parámetro de salida. Si no es NULL, la función + * deposita aquí el objeto devuelto por el bloque al ser golpeado, o + * NULL si no devuelve ningún 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 . + */ +#include +#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 . + */ + +/** + * \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 vacía de bloques. + * \return Una nueva lista vacía 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 dejará de + * ser válido (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 + * está vacía, 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 ningún otro caso). Si bn apunta al último + * elemento, el iterador devuelto apuntará 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), liberándolo. + * \param bn El iterador. + * \remarks Tras llamar a esta función, el iterador apuntará 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 sí. + * \param bn El iterador. + * \remarks Tras llamar a esta función, el iterador apuntará al + * elemento siguiente al que apuntaba. + */ +void block_list_delete_preserving(BlockNode bn); + +/** + * \brief Comprueba si el apuntador pasado como parámetro 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 último. + */ +int block_list_isend(BlockNode bn); + +/** + * \brief Comprueba si la lista de bloques es vacía. + * \param bl La lista a comprobar. + * \return Un valor distinto de 0 si la lista es vacía, o 0 si no lo es. + */ +int block_list_isempty(BlockList bl); + +/** + * \brief Añade un elemento al final de la lista. + * \param bl La lista en la que añadir el elemento. + * \param e El elemento a añadir. + */ +void block_list_append(BlockList bl, Block e); + +/** + * \brief Ordena una lista de bloques según la coordenada horizontal de + * los bloques. + * \param bl La lista de bloques a ordenar. + * \return La lista de bloques ordenada. + * \remarks Esta función libera la memoria ocupada por la lista de + * bloques que se le pasa como parámetro, salvo la correspondiente a los + * bloques en sí, que pasa a ser accesible desde la lista de bloques + * devuelta. La función asume que la coordenada horizontal de todos los + * bloques es mayor o igual a cero; de lo contrario la lista devuelta + * podrí no estar bien ordenada. + */ +BlockList block_list_sort(BlockList bl); + +/** + * \brief Dibuja todos los elementos de la lista de bloques, suponiendo que + * están ordenados por posición en el mundo de izquierda y derecha + * y eliminando los elementos que quedan a la izquierda del área visible + * del mundo. + * \param bl La lista de bloques. + * \param scr La ventana sobre la que dibujar los bloques. + * \param scroll La distnacia en píxeles 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 . + */ +#include +#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 . + */ + +/** + * \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 añadirle + * 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 . + */ + +/** + * \file collision_type.h Define los tipos de colisión. + */ + +#ifndef __COLLISION_TYPE_H +#define __COLLISION_TYPE_H + +/** Representa un tipo de colisión. Este tipo funciona por máscara + * de bits, por lo que el tipo de colisión puede ser la + * combinación de varios tipos. + */ +typedef enum CollisionType { + /** Indica que una colisión es por arriba. */ + COLLISION_TOP = 1, + + /** Indica que una colisión es por abajo. */ + COLLISION_BOTTOM = 2, + + /** Indica que una colisión es por la izquierda. */ + COLLISION_LEFT = 4, + + /** Indica que una colisión 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 . + */ +#include +#include +#include +#include +#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 . + */ + +/** + * \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 estándar de C. + */ +typedef enum ErrorType { + /** El código de escaneo de tecla especificado no es + * válido. + */ + ERR_INVALID_SCANCODE = 0, + + /** Se ha pasado un puntero nulo a una función incorrectamente. + */ + ERR_NULL_PARAM = 1, + + /** Un parámetro de función está fuera de rango. */ + ERR_OUT_OF_RANGE = 2, + + /** El fichero de entrada no es válido 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 último error que ha tenido lugar en la biblioteca + * est´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 . + */ +#include +#include +#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 . + */ + +/** + * \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 champiñón. */ + 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 posición inicial del objeto, en + * píxeles respecto del borde izquierdo del mundo. + * \param y Coordenada Y de la posición inicial del objeto, en + * píxeles 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 + * imágenes. + */ +void item_end(); + +/** + * \brief Obtiene la coordenada X del objeto. + * \param i El objeto. + * \return La coordenada X del objeto, en píxeles 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 píxeles 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 + * píxeles 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 píxeles + * por frame. + */ +double item_vy(Item i); + +/** + * \brief Devuelve el ancho del objeto. + * \param i El objeto. + * \return El ancho del objeto en píxeles. + */ +int item_width(Item i); + +/** + * \brief Devuelve el alto del objeto. + * \param i El objeto. + * \return El alto del objeto en píxeles. + */ +int item_height(Item i); + +/** + * \brief Actualiza la posición y propiedades de un objeto después + * de un frame. + * \param i El objeto en cuestión. + * \return Un valor distinto de 0 si el objeto debe ser eliminado, o 0 si no + * debe serlo. + * \remarks Esta función actúa 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 posición de un objeto tras colisionar con un bloque. + * \param i El objeto en cuestión. + * \param dir La dirección relativa del bloque con el que choca el objeto + * respecto de la posición 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 cuestión. + * \param p El personaje. + * \param dir La posición relativa del objeto respecto del personaje. + * \return Valor distinto de 0 si debería liberarse y eliminarse el + * objeto, o 0 si no debería. + */ +int item_player_collide(Item i, Player p, CollisionType dir); + +/** + * \brief Dibuja el objeto en la pantalla, siempre que esté en el + * área visible. + * \param scr La ventana donde dibujar el objeto. + * \param i El objeto. + * \param scroll La distancia en píxeles 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 . + */ +#include +#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 . + */ + +/** + * \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 vacía de objetos. + * \return Una nueva lista vacía 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 dejará de + * ser válido (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 + * está vacía, 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), liberándolo. + * \param in El iterador. + * \remarks Tras llamar a esta función, el iterador apuntará a + * un elemento posterior. No se garantiza que se mantenga el orden de los + * elementos de la lista tras llamar a esta función. + */ +void item_list_delete(ItemNode in); + +/** + * \brief Comprueba si el apuntador pasado como parámetro 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 último. + */ +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 Añade un elemento al final de la lista. + * \param il La lista en la que añadir el elemento. + * \param e El elemento a añadir. + */ +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 área visible del mundo y los que han + * dejado de ser visibles por haber caído por debajo de este área, + * y teniendo en cuenta las posibles colisiones. + * \param il La lista de objetos. + * \param scroll La distancia en píxeles desde el borde izquierdo del + * mundo hasta el borde izquierdo del área visible de este. + * \param w El ancho del área visible del mundo, en píxeles. + * \remarks Esta función 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 píxeles 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 . + */ + +/** + * \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 +#include +#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 . + */ +#include +#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 . + */ + +/** + * \file player.h Implementa el personaje controlado por el jugador. + */ + +#ifndef __PLAYER_H +#define __PLAYER_H +#include "screen.h" + +/** Ancho del personaje en píxeles. */ +#define PLAYER_WIDTH 16 + +/** Representa el estado del personaje. */ +typedef enum PlayerState { + /** Indica que el personaje está en estado "pequeño". */ + PLAYER_ST_SMALL = 1, + + /** Indica que el personaje está en estado "grande". */ + PLAYER_ST_BIG = 2, + + /** Indica que el personaje está en estado "flor". */ + PLAYER_ST_FLOWER = 3, + + /** Indica que el personaje está muerto. */ + PLAYER_ST_DEAD = 0 +} PlayerState; + +/** Representa la posición relativa del personaje (de pie, saltando o + * agachado). + */ +typedef enum PlayerPos { + /** Indica que el personaje está de pie. */ + PLAYER_POS_UPRIGHT, + + /** Indica que el personaje está saltando. */ + PLAYER_POS_JUMP, + + /** Indica que el personaje está 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 posición de inicio. + * \param y La coordenada Y de la posición de inicio. + * \param lives El número de vidas con el que empieza. + * \return El personaje creado. + * \remarks Al crearse, el personaje está 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´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 posición 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 posición 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 posición 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 posición 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 número de monedas recogidas por el personaje. + * \param p El personaje. + * \return El número de monedas que tiene. + */ +int player_coins(Player p); + +/** + * \brief Obtiene el número de vidas que le quedan al personaje, + * incluyendo la que esté siendo usada en el momento actual. + */ +int player_lives(Player p); + +/** + * \brief Obtiene la posición (postura) actual del personaje. + * \param p El personaje. + * \return La posición 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 píxeles. + */ +int player_height(Player p); + +/** + * \brief Establece la posición actual del personaje. + * \param p El personaje. + * \param pos La nueva posición 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 posición del personaje por un frame. + * \param p El personaje. + * \remarks La función actúa 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 daño 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 debería llamar a player_downgrade si esta función + * 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 posición del personaje después de llamar + * a player_update en caso de haber una colisión. + * \param p El personaje. + * \param dir El tipo de colisión por el que corregir la posición. + * Esta par´metro puede valer COLLISION_TOP, COLLISION_BOTTOM, + * COLLISION_LEFT o COLLISION_RIGHT (definidos en collision.h), o el resultado + * de hacer la disyunción lógica bit a bit (operador '|') para + * corregir varios tipos de colisión en la misma llamada a la + * función. + */ +void player_correct_on_collision(Player p, int dir); + +/** + * \brief Acelera al personaje a la izquierda o a la derecha según + * valores fijos para la aceleración y la velocidad máxima. + * \param p El personaje. + * \param left Si es distinto de 0, la aceleración será hacia la + * izquierda. De lo contrario será hacia la derecha. + * \remarks Si el personaje está avanzando en dirección contraria, + * frena en seco antes de acelerar en esta dirección. + */ +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 está saltando. + * \param p El personaje. + */ +void player_stop(Player p); + +/** + * \brief Dibuja al personaje en la posición 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 "pequeño" y + * de "pequeño" a "muerto". + */ +void player_downgrade(Player p); + +/** + * \brief Pasa al personaje a un estado dado si está 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 Añade una moneda al contador de monedas recogidas por el + * personaje. + * \param p El personaje. + * \remarks Si se llega a un número de monedas múltiplo 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 número 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 "pequeño", y de lo contrario el personaje + * conserva su estado. Esta función también disminuye el + * número de vidas en 1. Sin embargo, el personaje queda en las mismas + * coordenadas del mundo que tenía 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 . + */ +#include +#include +#include +#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 . + */ + +/** + * \file screen.h Abstracción sobre SDL para la entrada y salida gráfica. + */ + +#ifndef __SCREEN_H +#define __SCREEN_H + +#include + +/** Representa una imagen. */ +typedef struct Picture *Picture; + +/** + * Representa una ventana de tamaño fijo sobre la que podemos dibujar. + */ +typedef struct Screen *Screen; + +/** Representa el inicio de una pulsación de tecla. Usado en + * screen_get_keyboard_event. + */ +#define SCREEN_KEYDOWN 1 + +/** Representa el final de una pulsación de tecla. Usado en + * screen_get_keyboard_event. + */ +#define SCREEN_KEYUP 2 + +/** Representa una imagen. */ +typedef struct Picture *Picture; + +/** Representa una ventana de tamaño fijo sobre la que podemos dibujar. + */ +typedef struct Screen *Screen; + +/** + * \brief Crea una ventana con la que el usuario puede interactuar. + * \param caption El título 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 cuestión. + * \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 cuestión. + */ +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 qué 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 función consume (e ignora) el resto de eventos que + * puedan ocurrir hasta dicha pulsación de tecla, salvo la + * notificación de cierre de ventana, que termina la aplicación. + */ +int screen_get_keyboard_event(SDL_Scancode *sc); + +/** + * \brief Comprueba si una tecla del teclado está siendo pulsada. + * \param scancode El código de la tecla en cuestión, véase + * SDL_Scancode en la + * documentación de SDL para más información. + */ +int screen_key_pressed(SDL_Scancode scancode); + +/** + * \brief Llena una ventana con un color dado. + * \param scr La ventana en cuestión. + * \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 cuestión. + * \param pict La imagenn en cuestión. + * \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 + * área visible, la imagen no se muestra. Parte de la imagen puede salir + * del área 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 leída. + * \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 cuestión. + */ +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 irá la esquina superior + * izquierda del texto. + * \param y La coordenada Y en la pantalla donde irá la esquina superior + * izquierda del texto. + * \param w El ancho en número de caracteres del recuadro donde + * irá el texto. Si el texto es más largo que esto, se + * ocuparán más líneas en la pantalla según sea + * necesario. Si este parámetro es 0, se escribirá todo en la + * misma línea. + * \param str El texto a imprimir. + * \remarks El texto puede salir del área visible de la pantalla. El + * caracter . será sustituido por el signo de copyright. Algunos + * caracteres no están 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 área. + * \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 será el borde superior del + * texto en la ventana. + * \param str El texto a imprimir. + * \remarks El texto puede salir del área visible de la pantalla. El + * caracter . será sustituido por el signo de copyright. Algunos + * caracteres no están 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 . + */ +#include +#include +#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 . + */ + +/** + * \file world.h Representación del estado del juego y carga del nivel. + */ + +#ifndef __WORLD_H +#define __WORLD_H + +#include +#include "screen.h" + +/** Resultados de la llamada a world_play_frame, que indican el estado del + * mundo. + */ +typedef enum WorldState { + + /** Indica que la partida continúa 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 millón 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 información del mundo. + * \return El mundo creado. + * \remarks El flujo debe haber sido abierto en un modo que permita la lectura. + * Una vez ejecutada esta función 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 cuestión. + */ +void world_free(World w); + +/** + * \brief Libera los recursos globales ocupados por el módulo, como las + * imágenes. + * \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 posición ocupada por el anterior. + * \param w El mundo. + * \param p El nuevo personaje. + * \remarks Esta función 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 cuestión. + * \return Devuelve el estado actual de la partida. + */ +WorldState world_play_frame(Screen scr, World w); + +#endif // __WORLD_H -- cgit v1.2.3