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map.adept
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map.adept
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// ----------------------------- map.adept -----------------------------
// Module for loading maps from files
// ---------------------------------------------------------------------
import 'sys/cstdio.adept'
import 'sys/cstdlib.adept'
import 'gamedata.adept'
foreign access(*ubyte, int) int
F_OK == 0
func qsortstrcmp(a **ubyte, b **ubyte) int {
return strcmp(*a, *b);
}
OBJ_ASCEND_PLATFORM == 0
OBJ_BOUNCY_PLATFORM == 1
OBJ_BOX == 2
OBJ_DEATH_PLATFORM == 3
OBJ_DESCEND_PLATFORM == 4
OBJ_DESTROY_PLATFORM == 5
OBJ_ELEVATOR_PLATFORM == 6
OBJ_HIDDEN_PLATFORM == 7
OBJ_JUMPER == 8
OBJ_PLATFORM == 9
OBJ_PLAYER == 10
OBJ_PORTAL == 11
func loadMaps(gamedata *GameData) void {
map_index usize = 0
filename *ubyte = malloc(256)
object_names_length usize = 12
object_names **ubyte = malloc(sizeof *ubyte * object_names_length)
object_names[0] = 'ascend_platform'
object_names[1] = 'bouncy_platform'
object_names[2] = 'box'
object_names[3] = 'death_platform'
object_names[4] = 'descend_platform'
object_names[5] = 'destroy_platform'
object_names[6] = 'elevator_platform'
object_names[7] = 'hidden_platform'
object_names[8] = 'jumper'
object_names[9] = 'platform'
object_names[10] = 'player'
object_names[11] = 'portal'
//qsort(object_names, object_names_length, sizeof *ubyte, func &qsortstrcmp)
gamedata.levels_length = 0
levels_capacity usize = 0
while true {
sprintf(filename, 'maps/%d.txt', cast int map_index)
file *FILE = fopen(filename, 'r')
if file == null, free(filename); return
level Level
level.start_x = 0.0f; level.start_y = 0.0f
level.platforms = null; level.platforms_length = 0
level.boxes = null; level.boxes_length = 0
level.portal.x = 0.0f; level.portal.y = 0.0f
level.portal.activated = false
level.jumpers = null; level.jumpers_length = 0
obj *ubyte = malloc(256); x, y int
platforms_capacity usize = 0
boxes_capacity usize = 0
jumpers_capacity usize = 0
if fscanf(file, 'theme %s\n', obj) == 1 {
// 'obj' is reused as a buffer for the theme name
level.theme = getThemeByName(obj)
} else {
fseek(file, 0, SEEK_SET)
level.theme = THEME_PURPLE
}
while fscanf(file, '%s @ %d %d\n', obj, &x, &y) == 3 {
id int = binary_string_search(object_names, object_names_length, obj)
if id == -1, puts('unknown obj id'); return
if id == OBJ_PLAYER, level.start_x = cast float x; level.start_y = cast float y
else if id == OBJ_PORTAL {
level.portal.x = cast float x; level.portal.y = cast float y
level.portal.activated = true
} else if id == OBJ_BOX {
expand(cast ptr &level.boxes, sizeof Box, level.boxes_length, &boxes_capacity)
level.boxes[level.boxes_length].create(cast float x, cast float y, &gamedata.box_texture)
level.boxes_length += 1
} else if id == OBJ_PLATFORM {
expand(cast ptr &level.platforms, sizeof Platform, level.platforms_length, &platforms_capacity)
level.platforms[level.platforms_length].create(cast float x, cast float y, 128.0f, 16.0f,
gamedata.resources_ref.platform, PLATFORM_TYPE_PLAIN)
level.platforms_length += 1
} else if id == OBJ_BOUNCY_PLATFORM {
expand(cast ptr &level.platforms, sizeof Platform, level.platforms_length, &platforms_capacity)
level.platforms[level.platforms_length].create(cast float x, cast float y, 128.0f, 16.0f,
gamedata.resources_ref.platform_bouncy, PLATFORM_TYPE_BOUNCY)
level.platforms_length += 1
} else if id == OBJ_HIDDEN_PLATFORM {
expand(cast ptr &level.platforms, sizeof Platform, level.platforms_length, &platforms_capacity)
level.platforms[level.platforms_length].create(cast float x, cast float y, 128.0f, 16.0f,
gamedata.resources_ref.platform_hidden, PLATFORM_TYPE_HIDDEN)
level.platforms_length += 1
} else if id == OBJ_DEATH_PLATFORM {
expand(cast ptr &level.platforms, sizeof Platform, level.platforms_length, &platforms_capacity)
level.platforms[level.platforms_length].create(cast float x, cast float y, 128.0f, 16.0f,
gamedata.resources_ref.platform_death, PLATFORM_TYPE_DEATH)
level.platforms_length += 1
} else if id == OBJ_DESTROY_PLATFORM {
expand(cast ptr &level.platforms, sizeof Platform, level.platforms_length, &platforms_capacity)
level.platforms[level.platforms_length].create(cast float x, cast float y, 128.0f, 16.0f,
gamedata.resources_ref.platform_destroy, PLATFORM_TYPE_DESTROY)
level.platforms_length += 1
} else if id == OBJ_JUMPER {
expand(cast ptr &level.jumpers, sizeof Jumper, level.jumpers_length, &jumpers_capacity)
level.jumpers[level.jumpers_length].create(cast float x, cast float y, &gamedata.jumper_texture)
level.jumpers_length += 1
} else if id == OBJ_ASCEND_PLATFORM {
expand(cast ptr &level.platforms, sizeof Platform, level.platforms_length, &platforms_capacity)
level.platforms[level.platforms_length].create(cast float x, cast float y, 128.0f, 16.0f,
gamedata.resources_ref.platform_ascend, PLATFORM_TYPE_ASCEND)
level.platforms_length += 1
} else if id == OBJ_DESCEND_PLATFORM {
expand(cast ptr &level.platforms, sizeof Platform, level.platforms_length, &platforms_capacity)
level.platforms[level.platforms_length].create(cast float x, cast float y, 128.0f, 16.0f,
gamedata.resources_ref.platform_descend, PLATFORM_TYPE_DESCEND)
level.platforms_length += 1
} else if id == OBJ_ELEVATOR_PLATFORM {
expand(cast ptr &level.platforms, sizeof Platform, level.platforms_length, &platforms_capacity)
level.platforms[level.platforms_length].create(cast float x, cast float y, 128.0f, 16.0f,
gamedata.resources_ref.platform_elevator, PLATFORM_TYPE_ELEVATOR)
level.platforms_length += 1
}
}
free(obj)
fclose(file)
map_index += 1
expand(cast ptr &gamedata.levels, sizeof Level, gamedata.levels_length, &levels_capacity)
gamedata.levels[gamedata.levels_length] = level
gamedata.levels_length += 1
}
}
func expand(array *ptr, item_size usize, length usize, capacity *usize) void {
if *array == null {
*capacity = 4; *array = malloc(item_size * *capacity)
return
}
while length + 1 > *capacity {
*capacity *= 2; new_array ptr = malloc(item_size * *capacity)
memcpy(new_array, *array, item_size * length)
free(*array)
*array = new_array
}
}
func binary_string_search(in strings **ubyte, in string_count usize, in target *ubyte) int {
first, middle, last, comparison int
first = 0; last = string_count - 1
while first <= last {
middle = (first + last) / 2
comparison = strcmp(strings[middle], target)
if comparison == 0, return middle
else if comparison > 0, last = middle - 1
else first = middle + 1
}
return -1
}
func getThemeByName(in name *ubyte) uint {
if strcmp(name, 'purple') == 0, return THEME_PURPLE
if strcmp(name, 'green') == 0, return THEME_GREEN
return THEME_PURPLE
}