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spg_game.c
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spg_game.c
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#include "game/graphics/renderer_isometric.h"
#include "game/es/game.h"
#include "game/graphics/renderer_3d.h"
#include "game/level/fixed_level_info.h"
#include "game/level/c_levelloader.h"
#include <SDL.h>
#include <SDL_timer.h>
#include <stdlib.h>
#include <errno.h>
#include <limits.h>
#include <time.h>
int islevelnumber(char *input);
char *tolowercase(char *str);
int main(int argc, char *argv[])
{
//init random number generator
srand(time(NULL));
// handle command line arguments
if(argc>1){
if(!strcmp(argv[1],"--help")){
printf("spg:help\n\nSyntax: spg_part1_edit [ARG ...] [<level> ...]\n\n Where ARG is one of:\n\t--help :returns help of spg\n\t--: Treat all further arguments as literal <level> filenames"
"\n\nAnd <level>:\n\t-a valid level nr: edit the level with that number (0 = demo level)\n\t - \" demo \": play the demo level (any case allowed, ex: DEMO, deMo, ...)\n\t- a filename: play the level in the file\n\n<level> can be repeated multiple times. The levels are played in the specified order.\n");
return EXIT_SUCCESS;
}
}
// SDL IMG init needed for graphics engine
int imgFlags = IMG_INIT_PNG;
if (!(IMG_Init(imgFlags) & imgFlags))
{
fatal("SDL_image could not initialize! SDL_image Error: %s\n", IMG_GetError());
}
// inits the graphics system
Renderer3D *renderer = (Renderer3D *)malloc(sizeof(Renderer3D));
// renderer_3d_init(renderer, 640, 480);
renderer_3d_init(renderer, 1280, 960);
// initialises context, engine and assemblage, and adds systems
Game *game = game_alloc(renderer);
Engine *engine = &game->engine;
if(argc>1){
//printf("more arguments parsed");
if (!strcmp(argv[1],"--"))
{
if(argc==2){
engine->level_count = TOTAL_LEVEL_COUNT;
engine->levels = (Level *)calloc(engine->level_count, sizeof(Level));
for (unsigned int i = 0; i < TOTAL_LEVEL_COUNT; i++)
{
levelloader_load_fixed_level(&engine->levels[i], i);
}
//printf("Loaded %zu levels\n", game->engine.level_count);
assert(TOTAL_LEVEL_COUNT == engine->level_count);
} else {
engine->level_count=argc-2; //argc - filename and arg "--"
engine->levels = (Level *)calloc(engine->level_count, sizeof(Level));
for(int i = 2;i<argc;i++){
//printf("level with name %s will be loaded",argv[i]);
levelloader_load_binary_level(&engine->levels[i-2],i-2,tolowercase(argv[i]));
}
}
} else {
engine->level_count = argc-1; // argc - filename
engine->levels = (Level *)calloc(engine->level_count, sizeof(Level));
for (int i = 1; i < argc; i++)
{
if ((!strcmp(argv[i],"0")) || (!strcmp(tolowercase(argv[i]), "demo")))
{
//printf("demo level %s will be loaded", argv[i]);
levelloader_load_demo_level(&engine->levels[i-1]);
Level *clevel = &engine->levels[i - 1];
clevel->nr = i - 1;
}
else if (islevelnumber(argv[i]))
{
printf("level with number %s will be loaded:arg %d",argv[i],i);
levelloader_load_fixed_level(&engine->levels[i-1], atoi(argv[i])-1);
Level* clevel= &engine->levels[i-1];
clevel->nr=i-1;
}
else
{
printf("level with name %s will be loaded", argv[i]);
levelloader_load_binary_level(&engine->levels[i-1], i-1, tolowercase(argv[i]));
}
}
}
} else {
//printf("no extra arguments given");
engine->level_count = TOTAL_LEVEL_COUNT;
engine->levels = (Level *)calloc(engine->level_count, sizeof(Level));
for (unsigned int i = 0; i < TOTAL_LEVEL_COUNT; i++)
{
levelloader_load_fixed_level(&engine->levels[i], i);
}
printf("Loaded %zu levels\n", game->engine.level_count);
assert(TOTAL_LEVEL_COUNT == engine->level_count);
}
//TODO: replace by loading only needed levels (depends on command line arguments)
//bootstrap the levelloader, time and world components
create_base_entities(&game->engine);
WorldComponent* world = (WorldComponent*)search_first_component(&game->engine, COMP_WORLD);
world->game_request = GAME_REQUEST_INIT;
world->game_state = GAME_PLAYING;
//Game loop
while (1) {
//Note: world entity and component might be changed by save/load system, so we need to look it up each time
world = (WorldComponent*)search_first_component(&game->engine, COMP_WORLD);
assert(world != NULL);
if (world != NULL && world->game_request == GAME_REQUEST_EXIT) {
break;
}
engine_update(&game->engine);
}
// cleanup
game_free(game);
free(game);
renderer_3d_clear(renderer);
renderer_3d_free(renderer);
free(renderer);
IMG_Quit();
return EXIT_SUCCESS;
}
int islevelnumber(char* input){
int length = strlen(input);
for (int i = 0; i < length; i++){
if (!isdigit(input[i]))
{
return 0;
}
}
return 1;
}
char* tolowercase(char *str){
for (int j = 0; str[j]; j++)
{
str[j] = tolower(str[j]);
}
return str;
}