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nuclear@1
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1 #include <stdio.h>
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2 #include <string.h>
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nuclear@5
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3 #include <errno.h>
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4 #include "opengl.h"
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5 #include "level.h"
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6 #include "tile.h"
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7 #include "tileset.h"
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8
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9 Level::Level()
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10 {
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11 cell_size = 1.0;
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12
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13 cells = 0;
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14 xsz = ysz = 0;
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15 }
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16
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17 Level::~Level()
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18 {
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19 delete [] cells;
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20
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21 for(auto cell : cell_list) {
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22 delete cell;
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23 }
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24 }
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25
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26 bool Level::load(const char *fname)
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27 {
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28 if(!fname) {
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29 return false;
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30 }
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31
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32 TileSet *tileset = get_active_tileset();
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33 if(!tileset) {
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34 fprintf(stderr, "level loading failed: no active tileset\n");
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35 return false;
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36 }
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37 Tile *deftile = tileset->get_tile("default");
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38 if(!deftile) {
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39 fprintf(stderr, "level loading failed: active tileset has no default tile\n");
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40 return false;
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41 }
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42
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43 FILE *fp = fopen(fname, "r");
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44 if(!fp) {
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45 fprintf(stderr, "failed to open level: %s: %s\n", fname, strerror(errno));
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46 return false;
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47 }
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48
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49 char buf[512];
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50 fgets(buf, sizeof buf, fp);
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51 if(sscanf(buf, "SIZE %dx%d", &xsz, &ysz) != 2) {
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52 fprintf(stderr, "invalid or corrupt level file: %s\n", fname);
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53 fclose(fp);
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54 return false;
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55 }
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56 printf("level size: %dx%d\n", xsz, ysz);
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57
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58 cells = new GridCell*[xsz * ysz];
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59 memset(cells, 0, xsz * ysz * sizeof *cells);
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60
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61 int y = 0;
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62 GridCell **grid_row = cells;
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63
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64 while(fgets(buf, sizeof buf, fp)) {
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65 for(int i=0; i<xsz; i++) {
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66 if(!buf[i] || buf[i] == '\r' || buf[i] == '\n') {
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67 grid_row += xsz - i;
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68 break;
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69 }
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70
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71 if(isalpha(buf[i]) || buf[i] == ' ') {
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72 GridCell *cell = new GridCell(deftile);
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73 *grid_row = cell;
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74 cell_list.push_back(*grid_row);
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75 }
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76 grid_row++;
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77 }
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78
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79 if(++y >= ysz) {
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80 break;
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81 }
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82 }
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83 fclose(fp);
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84
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85 return true;
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86 }
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87
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88 bool Level::save(const char *fname) const
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89 {
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90 return false;
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91 }
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92
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93 const GridCell *Level::get_cell(int x, int y) const
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94 {
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95 if(x < 0 || x >= xsz || y < 0 || y >= ysz) {
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96 return 0;
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97 }
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98 return cells[y * xsz + x];
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99 }
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100
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101 Vector3 Level::get_cell_pos(int x, int y) const
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102 {
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103 float posx = (float)x * cell_size;
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104 float posy = (float)y * cell_size;
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105 posx -= cell_size * (float)xsz / 2.0f;
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106 posy -= cell_size * (float)ysz / 2.0f;
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107 return Vector3(posx, 0, posy);
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108 }
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109
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110 unsigned int Level::get_cell_dirmask(int x, int y) const
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111 {
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112 unsigned int dmask = TILE_ALL;
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113 if(y > 0 && get_cell(x, y - 1)) {
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114 dmask &= ~TILE_NORTH;
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115 }
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116 if(y < ysz - 1 && get_cell(x, y + 1)) {
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117 dmask &= ~TILE_SOUTH;
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118 }
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119 if(x > 0 && get_cell(x - 1, y)) {
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120 dmask &= ~TILE_WEST;
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121 }
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122 if(x < xsz - 1 && get_cell(x + 1, y)) {
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123 dmask &= ~TILE_EAST;
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124 }
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125 return dmask;
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126 }
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127
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128 void Level::update(unsigned long msec, float dt)
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129 {
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130 for(auto cell : cell_list) {
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131 cell->update(msec, dt);
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132 }
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133 }
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134
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135 void Level::draw() const
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136 {
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137 glMatrixMode(GL_MODELVIEW);
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138
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139 for(int i=0; i<ysz; i++) {
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140 for(int j=0; j<xsz; j++) {
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141 const GridCell *cell = get_cell(j, i);
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142 if(cell) {
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143 Vector3 pos = get_cell_pos(j, i);
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144 glPushMatrix();
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145 glTranslatef(pos.x, pos.y, pos.z);
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146 glScalef(cell_size, cell_size, cell_size);
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147
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148 unsigned int dmask = get_cell_dirmask(j, i);
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149
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150 cell->draw(dmask);
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151 glPopMatrix();
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152 }
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153 }
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154 }
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155 }
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156
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157 void Level::draw_lights() const
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158 {
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159 glMatrixMode(GL_MODELVIEW);
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160
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161 for(int i=0; i<ysz; i++) {
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162 for(int j=0; j<xsz; j++) {
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163 const GridCell *cell = get_cell(j, i);
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164 if(cell) {
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165 Vector3 pos = get_cell_pos(j, i);
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166
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167 glPushMatrix();
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168 glTranslatef(pos.x, pos.y, pos.z);
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169 glScalef(cell_size, cell_size, cell_size);
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170
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171 unsigned int dmask = get_cell_dirmask(j, i);
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172 cell->draw_lights(dmask);
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173
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174 glPopMatrix();
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175 }
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176 }
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177 }
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178 }
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179
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180 void Level::draw_post() const
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181 {
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182 glMatrixMode(GL_MODELVIEW);
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183
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184 for(int i=0; i<ysz; i++) {
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185 for(int j=0; j<xsz; j++) {
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186 const GridCell *cell = get_cell(j, i);
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187 if(cell) {
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188 Vector3 pos = get_cell_pos(j, i);
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189 glPushMatrix();
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190 glTranslatef(pos.x, pos.y, pos.z);
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191 glScalef(cell_size, cell_size, cell_size);
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192
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193 unsigned int dmask = get_cell_dirmask(j, i);
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194
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195 cell->draw_post(dmask);
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196 glPopMatrix();
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197 }
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198 }
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199 }
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200 }
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201
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202 void Level::draw_grid() const
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203 {
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204 float xlen = xsz * cell_size;
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205 float ylen = ysz * cell_size;
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206
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207 glPushAttrib(GL_ENABLE_BIT);
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208 glDisable(GL_LIGHTING);
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209
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210 glBegin(GL_LINES);
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211 glColor3f(0.4, 0.4, 0.4);
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212
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213 float y = -ylen / 2.0 - cell_size / 2.0;
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214 for(int i=0; i<ysz; i++) {
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215 glVertex3f(-xlen / 2.0, 0, y);
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216 glVertex3f(xlen / 2.0, 0, y);
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217 y += cell_size;
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218 }
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219
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220 float x = -xlen / 2.0 - cell_size / 2.0;
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221 for(int i=0; i<xsz; i++) {
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222 glVertex3f(x, 0, -ylen / 2.0);
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223 glVertex3f(x, 0, ylen / 2.0);
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224 x += cell_size;
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225 }
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226 glEnd();
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227
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228 glPopAttrib();
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229 }
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230
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231
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232 GridCell::GridCell(Tile *tile)
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233 {
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234 if(tile) {
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235 add_tile(tile);
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236 }
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237 }
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238
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239 void GridCell::add_tile(Tile *tile)
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240 {
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241 if(!tile) {
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242 return;
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243 }
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244
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245 tiles.push_back(tile);
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246
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247 /* instanciate any particle systems */
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248 const struct psys_attributes * const *psattr = tile->get_unique_psys();
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249 int num_psattr = tile->get_unique_psys_count();
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250
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251 for(int i=0; i<num_psattr; i++) {
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252 struct psys_emitter *emitter = psys_create();
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253 emitter->attr = *psattr[i];
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254 psys.push_back(emitter);
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255 }
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256 }
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257
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258 void GridCell::update(unsigned long msec, float dt)
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259 {
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260 for(auto ps : psys) {
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261 psys_update(ps, (float)msec / 1000.0f);
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262 }
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263 }
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264
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265 void GridCell::draw(unsigned int draw_mask) const
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266 {
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267 for(auto tile : tiles) {
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268 tile->draw(draw_mask);
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269 }
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270 }
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271
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272 void GridCell::draw_lights(unsigned int draw_mask) const
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273 {
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274 for(auto tile : tiles) {
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275 tile->draw_lights(draw_mask);
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276 }
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277 }
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278
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279 void GridCell::draw_post(unsigned int draw_mask) const
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280 {
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281 for(auto tile : tiles) {
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282 tile->draw_post(draw_mask);
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283 }
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284 for(auto ps : psys) {
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285 psys_draw(ps);
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286 }
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287 }
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