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map.c
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map.c
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#include <stdio.h>
#include <string.h>
#include <SDL2/SDL.h>
#define NUM_TILES 26
/* MAYBE THESE SHOULD BE LESS GLOBAL */
int d_sel = 1;
SDL_Window *win = NULL;
SDL_Renderer *rend = NULL;
SDL_Texture *atlas = NULL;
enum bool {false, true} game_quit = false;
enum sprindex {/*{{{*/
oh,
one,
pallete,
panel,
graves,
five,
six,
seven,
eight,
nine,
ten,
eleven,
twelve,
thirteen,
fourteen,
fifteen,
sixteen,
seventeen,
eighteen,
nineteen,
twenty,
twentyone,
up,
right,
left,
down
};/*}}}*/
enum sprindex brush = panel;
/* FIX: LOAD MAP FROM FILE */
int layer_base[22][40]=/*{{{*/
{
{3,4,5,3,3,3,3,3,3,3,3,3,3,3,22,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3},
{3,3,3,4,3,1,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3},
{3,3,3,3,3,3,3,4,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3},
{3,3,3,3,3,4,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3},
{3,3,4,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3},
{3,3,0,0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3},
{3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3},
{3,3,3,1,1,1,1,1,1,1,1,1,1,1,1,1,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3},
{3,3,3,0,0,0,0,0,0,0,0,0,0,0,0,2,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3},
{3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3},
{24,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,23},
{3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3},
{3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3},
{3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3},
{3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3},
{3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3},
{3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3},
{3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3},
{3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3},
{3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,7,7,7},
{3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,7,7,7},
{3,3,3,3,3,3,3,3,3,3,3,3,3,3,25,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,7,7,7}
};/*}}}*/
int layer_atop[22][40]=/*{{{*/
{
{6,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5},
{5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5},
{5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5},
{5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5},
{5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5},
{5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5},
{5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5},
{5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5},
{5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5},
{5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5},
{5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5},
{5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,18,18,18,5,5,5,5,5,5,5,5,5,5,5},
{5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5},
{5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5},
{5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5},
{5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5},
{5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5},
{5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5},
{5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5},
{5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,18,18,18},
{5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,18,18,18},
{5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,18,18,18}
};/*}}}*/
int init()/*{{{*/
{
SDL_Rect d_bounds;
SDL_DisplayMode d_mode;
if(SDL_Init(SDL_INIT_VIDEO) != 0) // SDL_INIT_AUDIO if needed
{
printf("SDL_Init Error: %s\n", SDL_GetError());
return 1;
}
int should_be_zero = SDL_GetCurrentDisplayMode(d_sel, &d_mode);
if(should_be_zero != 0)
SDL_Log("Could not get display mode for video display #%d: %s", d_sel, SDL_GetError());
else if(SDL_GetDisplayBounds(d_sel, &d_bounds) != 0)
{
SDL_Log("SDL_GetDisplayBounds failed: %s", SDL_GetError());
return 1;
}
win = SDL_CreateWindow
(
"An SDL2 win",
d_bounds.x,
d_bounds.y,
d_bounds.w,
d_bounds.h,
SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE
);
if(win == NULL)
{
SDL_Log("Could not create window: %s\n", SDL_GetError());
return 1;
}
rend = SDL_CreateRenderer(win, -1, SDL_RENDERER_ACCELERATED);
if(rend == NULL)
{
SDL_Log("Could not create renerer: %s\n", SDL_GetError());
return 1;
}
return 0;
}/*}}}*/
int tini()/*{{{*/
{
SDL_DestroyTexture(atlas);
SDL_DestroyRenderer(rend);
SDL_DestroyWindow(win);
SDL_Quit();
return 0;
}/*}}}*/
int main (int argc, char *argv[])
{
int i = 0;
int j = 0;
SDL_Surface *sur = NULL;
SDL_Rect tile[NUM_TILES];
SDL_Rect target;
int scale = 32;
/* HANDLE ARGUMENTS *//*{{{*/
for(i = 1; i < argc; i++)
{
if(strncmp(argv[i], "-d", 3) == 0)
{
i++;
d_sel = atoi(argv[i]);
}else if(strncmp(argv[i], "-s", 3) == 0)
{
i++;
scale = atoi(argv[i]);
}
}/*}}}*/
init();
/* DEFINE TILE-ATLAS SRC_RECTS *//*{{{*/
for(i = 0; i < NUM_TILES; i++)
{
tile[i].x = i * 16;
tile[i].y = 0;
tile[i].h = 16;
tile[i].w = 16;
}/*}}}*/
/* LOAD THE ATLAS */ /*{{{*/
sur = SDL_LoadBMP("tiles.bmp");
SDL_SetColorKey(sur, SDL_TRUE, SDL_MapRGB(sur->format, 255, 0, 255));
atlas = SDL_CreateTextureFromSurface(rend, sur);
SDL_FreeSurface(sur);/*}}}*/
SDL_Event e;
Uint32 ms_update = 1000/120;
Uint32 ms_render = 1000/60;
//Uint32 ms_loop = ms_render * 2;
Uint32 last_update = 0;
Uint32 last_render = 0;
//Uint32 last_loop = 0;
int bg_pulse = 0;
while(!game_quit)
{
if(SDL_PollEvent(&e))/*{{{*/
{
switch(e.type)
{
case SDL_QUIT:
SDL_Log("Program quit after %i ticks", e.quit.timestamp);
game_quit = true;
break;
case SDL_KEYDOWN:
switch(e.key.keysym.sym)
{
case SDLK_q:
SDL_Log("Program quit after %i ticks", e.quit.timestamp);
game_quit = true;
break;
case SDLK_UP:
brush = up;
break;
case SDLK_LEFT:
brush = left;
break;
case SDLK_RIGHT:
brush = right;
break;
case SDLK_DOWN:
brush = down;
break;
}
break;
}
}/*}}}*/
/* LOGIC *//*{{{*/
if(SDL_TICKS_PASSED(SDL_GetTicks(), last_update + ms_update))
{
last_update = SDL_GetTicks();
if(bg_pulse < 255)
bg_pulse++;
else
bg_pulse = 0;
}/*}}}*/
/* RENDER ( FIX: RENDER ONLY THE SCREEN AND ONLY WHAT NEEDS TO CHANGE! ) *//*{{{*/
if(SDL_TICKS_PASSED(SDL_GetTicks(), last_render + ms_render))
{
/* CLEAR RENDERER */
last_render = SDL_GetTicks();
SDL_SetRenderDrawColor(rend,bg_pulse,bg_pulse,bg_pulse,255);
SDL_RenderClear(rend);
/* PAINT TILES TO THE RENDERER */
for(i = 0; i < 22; i++)
{
for(j = 0; j < 40; j++)
{
target.x = j * scale;
target.y = i * scale;
target.h = scale;
target.w = scale;
SDL_RenderCopy(rend, atlas, &tile[layer_base[i][j]], &target);
}
}
for(i = 0; i < 22; i++)
{
for(j = 0; j < 40; j++)
{
target.x = j * scale;
target.y = i * scale;
target.h = scale;
target.w = scale;
SDL_RenderCopy(rend, atlas, &tile[layer_atop[i][j]], &target);
}
}
}/*}}}*/
SDL_RenderPresent(rend);
/* THROTTLE FIX: TIE TO LOGIC UPDATE *//*{{{*/
//if(!SDL_TICKS_PASSED(SDL_GetTicks(), last_loop + ms_loop))
//{
// SDL_Delay((SDL_GetTicks() - last_loop) + ms_loop);
//}
//last_loop = SDL_GetTicks();
/* UNSATISFACTORY TROTTLE METHODOLOGY */
SDL_Delay(1);/*}}}*/
}
tini();
printf("I ran till the end\n");
return 0;
}