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#include "graphic.h"
#include "parser.h"
#include "loader.h"
#include "utils.h"

#define DATA_BASEPATH "./data"
#define MAX_RENDERLIST_LEN 256

int buildTestRL(gameRess_t *gRess, int rlMaxLen, render_item_t render_list[]);

int main(int argc, char **argv) {
	int res, xPos;
	char filepath[MAX_PATH_LEN];
	gameIni_t gIni;
	gameRess_t gRess;
	render_item_t render_list[MAX_RENDERLIST_LEN];

	if (argc != 3) {
		fprintf(stderr, "Usage %s <levelpack_name> <level_ini_name>\n", argv[0]);
		return 1;
	}

	// Setting default values
	SDL_memset(&gIni,0,sizeof(gameIni_t));

	// Loading levelpack.ini
	SDL_snprintf(filepath, MAX_PATH_LEN, "%s/level/%s/levelpack.ini", DATA_BASEPATH, argv[1]);
	res=loadIni(ini_levelpack, filepath, &gIni);
	if (res!=0) exit(res);

	// Loading lvl ini file
	SDL_snprintf(filepath, MAX_PATH_LEN, "%s/level/%s/%s.ini", DATA_BASEPATH, argv[1], argv[2]);
	res=loadIni(ini_level, filepath, &gIni);
	if (res!=0) exit(res);

	// Check if we found a "style =" line in level ini file
	MPL_CHECK(
			gIni.level.style,
			{ exit(1); },
			SDL_LOG_PRIORITY_CRITICAL,
			"No valid style detected in level ini file"
	);

	// Loading style ini file
	SDL_snprintf(filepath, MAX_PATH_LEN, "%s/style/%s/%s.ini", DATA_BASEPATH, gIni.level.style, gIni.level.style);
	res=loadIni(ini_style, filepath, &gIni);
	if (res!=0) exit(res);

	/* Loading misc/lemming.ini
	SDL_snprintf(filepath, MAX_PATH_LEN, "%s/lemming.ini", PATH_MISC);
	res=loadIni(&gIni, filepath);
	if (res!=0) exit(res);
	*/

	SDL_Window *sdl_win;
	SDL_Renderer *sdl_rend;
	SDL_RendererInfo sdl_rend_info;
	SDL_Rect sdl_viewport;

	SDL_Event sdl_ev;
	int rlLen, mainloop_end, tick;

	SDL_Rect win_pos = { .x=SDL_WINDOWPOS_UNDEFINED, .y=SDL_WINDOWPOS_UNDEFINED, .w=MPL_WIN_W, .h=MPL_WIN_H };
	Uint32 init_flags = SDL_INIT_TIMER|SDL_INIT_VIDEO;
	Uint32 win_flags = SDL_WINDOW_SHOWN;
	Uint32 rend_flags = SDL_RENDERER_ACCELERATED; // | SDL_RENDERER_PRESENTVSYNC;

	my_SDL_init_or_die(__FILE__, win_pos, init_flags, win_flags, rend_flags, &sdl_win, &sdl_rend, &sdl_rend_info, &sdl_viewport);

	// Setting default values
	SDL_memset(&gRess,0,sizeof(gameRess_t));

	res=loadMiscRes(sdl_rend, DATA_BASEPATH, &gRess);
	if (res!=0) exit(res);
	res=loadStyleRes(sdl_rend, &gIni, DATA_BASEPATH, &gRess);
	if (res!=0) exit(res);

	res=paint_terrain(&gIni, &gRess);
	if (res!=0) exit(res);

	rlLen=buildTestRL(&gRess, MAX_RENDERLIST_LEN, render_list);


	/* Main render loop */
	mainloop_end = tick = 0;
	xPos = gIni.level.xPos;
	while (!mainloop_end) {
		int i;

		/* Check for events */
		while (SDL_PollEvent(&sdl_ev)) {
			if (sdl_ev.type == SDL_QUIT) {
				mainloop_end = 1;
			}
		}

		SDL_RenderClear(sdl_rend);
		(void) render_terrain(sdl_rend, gRess.terrain, xPos);
		(void) render_sprites(sdl_rend, render_list, rlLen);
		SDL_RenderPresent(sdl_rend);

		if (tick % 4 == 0) {
			for (i=0;i<rlLen;i++) {
				render_item_t *it = &render_list[i];
				if (it->animate==1) {
					it->currframe = (it->currframe + 1) % it->sprite->frames;
				}
			}
		}
		SDL_Delay(25);
		xPos = (xPos+1) % (LEVEL_WIDTH - MPL_WIN_W);
		tick++;
	}
	unloadStyleRes(&gRess);
	unloadMiscRes(&gRess);

	SDL_DestroyRenderer(sdl_rend);
	SDL_DestroyWindow(sdl_win);
	SDL_Quit(); 

	return 0;
}

int addRLitem(render_item_t list[], sprite_t *it, int rlMaxLen) {
	static int cur=0, curr_x=0, curr_y=0, tmp_h=0;

	if (it == NULL) {
		curr_y += tmp_h;
		curr_x = tmp_h = 0;
		return cur;
	}
	if (cur > rlMaxLen || it->t == NULL) return cur;
	
	list[cur].sprite = it;
	list[cur].x = curr_x;
	list[cur].y = curr_y;
	list[cur].currframe = 0;

	if (it->frames > 1) {
		list[cur].animate = 1; /* By defaut, animate */
	}
	curr_x += it->size.w + 1;
	if (tmp_h < it->size.h) tmp_h = it->size.h;

	cur++;
	if (curr_x >= 640) {
		curr_x = 0;
		curr_y += tmp_h;
		tmp_h=0;
	}

	return cur;
}

int buildTestRL(gameRess_t *gRess, int rlMaxLen, render_item_t render_list[]) {
	int i, rlLen;

	for (i=0; i<MAX_LEMMANIM_COUNT; i++) {
		rlLen=addRLitem(render_list, &gRess->lemmingAnims[i], rlMaxLen);
	}
	rlLen=addRLitem(render_list, NULL, rlMaxLen);

	for (i=0; i<MAX_LEMMANIM_COUNT; i++) {
		rlLen=addRLitem(render_list, &gRess->lemmingMasks[i], rlMaxLen);
	}
	rlLen=addRLitem(render_list, NULL, rlMaxLen);

	for (i=0; i<MAX_LEMMANIM_COUNT; i++) {
		rlLen=addRLitem(render_list, &gRess->lemmingIMasks[i], rlMaxLen);
	}
	rlLen=addRLitem(render_list, NULL, rlMaxLen);

	for (i=0; i<MAX_OBJECTS_COUNT; i++) {
		rlLen=addRLitem(render_list, &gRess->objects[i], rlMaxLen);
	}
	rlLen=addRLitem(render_list, NULL, rlMaxLen);

	for (i=0; i<MAX_OBJECTS_COUNT; i++) {
		rlLen=addRLitem(render_list, &gRess->objectMasks[i], rlMaxLen);
	}
	rlLen=addRLitem(render_list, NULL, rlMaxLen);

	rlLen=addRLitem(render_list, &gRess->font1, rlMaxLen);
	rlLen=addRLitem(render_list, &gRess->font2, rlMaxLen);
	rlLen=addRLitem(render_list, &gRess->countdown, rlMaxLen);
	rlLen=addRLitem(render_list, &gRess->cursor, rlMaxLen);

	/* No more textues but surface (for custom one time blitting)
	for (i=0; i<MAX_TILES_COUNT; i++) {
		rlLen=addRLitem(render_list, &gRess->tiles[i], rlMaxLen);
	}
	rlLen=addRLitem(render_list, NULL, rlMaxLen);
	*/
	return rlLen;
}