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1 #include <stdio.h>
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2 #include <stdlib.h>
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3 #include <string.h>
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4 #include <ctype.h>
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5 #include <math.h>
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6 #include "opengl.h"
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7 #include "level.h"
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8
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9 #define C_WALL '#'
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10 #define C_PILLAR 'o'
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11 #define C_START 's'
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12 #define C_GOLD 'x'
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13
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14 #define IS_SOLID(x) ((x) == C_WALL)
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15
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16
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17 void level_init(struct level *lvl)
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18 {
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19 memset(lvl, 0, sizeof *lvl);
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20 lvl->cell_size = 3.0;
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21 lvl->cell_height = 2.5;
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22 lvl->floor_tex_scale = lvl->wall_tex_scale = lvl->ceil_tex_scale = 1.0;
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23 }
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24
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25 static void clean_line(char *buf)
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26 {
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27 char *end = buf + strlen(buf) - 1;
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28
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29 if(end <= buf) return;
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30
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31 while(end >= buf && !isprint(*end)) {
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32 *end-- = 0;
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33 }
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34 }
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35
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36 int level_load(struct level *lvl, const char *fname)
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37 {
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38 FILE *fp;
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39 char buf[256];
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40 int i, size[2], nlines;
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41
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42 if(!(fp = fopen(fname, "r"))) {
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43 fprintf(stderr, "failed to open file: %s\n", fname);
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44 return -1;
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45 }
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46
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47 if(!fgets(buf, sizeof buf, fp)) {
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48 fprintf(stderr, "level file %s is empty\n", fname);
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49 fclose(fp);
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50 return -1;
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51 }
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52 if(sscanf(buf, "s %dx%d", size, size + 1) != 2) {
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53 fprintf(stderr, "level file %s doesn't start with size definition\n", fname);
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54 fclose(fp);
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55 return -1;
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56 }
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57 if(size[0] > MAX_LEVEL_SIZE || size[1] > MAX_LEVEL_SIZE) {
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58 fprintf(stderr, "level size %dx%d is larger than compile-time maximum (%d)\n", size[0], size[1], MAX_LEVEL_SIZE);
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59 fclose(fp);
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60 return -1;
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61 }
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62
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63 lvl->num_cells[0] = size[0];
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64 lvl->num_cells[1] = size[1];
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65
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66 nlines = 0;
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67 while(fgets(buf, sizeof buf, fp)) {
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68 if(nlines >= size[0]) {
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69 fprintf(stderr, "warning: level contains more lines than specified, ignoring the rest\n");
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70 break;
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71 }
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72 clean_line(buf);
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73
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74 for(i=0; buf[i]; i++) {
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75 if(i >= size[1]) {
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76 fprintf(stderr, "warning: line %d is longer than the level size definition says. Skipping the rest.\n", nlines + 1);
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77 break;
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78 }
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79 lvl->cells[nlines][i] = buf[i];
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80
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81 if(buf[i] == C_START) {
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82 lvl->start_pos[0] = i;
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83 lvl->start_pos[1] = nlines;
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84 printf("start cell found (%d,%d)\n", lvl->start_pos[0], lvl->start_pos[1]);
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85 }
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86 if(buf[i] == C_GOLD) {
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87 level_cell_to_pos(lvl, i, nlines, lvl->goal_pos, lvl->goal_pos + 1);
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88 printf("gold cell found (%d, %d)\n", i, nlines);
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89 }
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90 }
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91 nlines++;
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92 }
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93
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94 fclose(fp);
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95 return 0;
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96 }
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97
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98
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99 static int clamp(int x, int low, int high)
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100 {
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101 return x < low ? low : (x > high ? high : x);
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102 }
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103
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104 void level_pos_to_cell(struct level *lvl, float x, float y, int *res_cx, int *res_cy)
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105 {
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106 int cx = (int)(x / lvl->cell_size + 0.5);
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107 int cy = (int)(y / lvl->cell_size + 0.5);
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108
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109 *res_cx = clamp(cx, 0, lvl->num_cells[1] - 1);
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110 *res_cy = clamp(cy, 0, lvl->num_cells[0] - 1);
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111 }
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112
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113 void level_cell_to_pos(struct level *lvl, int cx, int cy, float *resx, float *resy)
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114 {
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115 cx = clamp(cx, 0, lvl->num_cells[1] - 1);
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116 cy = clamp(cy, 0, lvl->num_cells[0] - 1);
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117
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118 *resx = (float)cx * lvl->cell_size;
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119 *resy = (float)cy * lvl->cell_size;
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120 }
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121
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122 int level_cell(struct level *lvl, int cx, int cy)
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123 {
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124 cx = clamp(cx, 0, lvl->num_cells[1] - 1);
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125 cy = clamp(cy, 0, lvl->num_cells[0] - 1);
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126
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127 return lvl->cells[cy][cx];
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128 }
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129
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130 int level_cell_at(struct level *lvl, float x, float y)
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131 {
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132 int cx, cy;
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133 level_pos_to_cell(lvl, x, y, &cx, &cy);
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134 return level_cell(lvl, cx, cy);
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135 }
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136
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137 int level_obj_pos(struct level *lvl, int objname, float *resx, float *resy)
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138 {
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139 int i, j;
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140
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141 for(i=0; i<lvl->num_cells[0]; i++) {
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142 for(j=0; j<lvl->num_cells[1]; j++) {
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143 if(lvl->cells[i][j] == objname) {
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144 level_cell_to_pos(lvl, j, i, resx, resy);
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145 return 1;
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146 }
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147 }
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148 }
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149 return 0;
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150 }
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151
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152 int level_collide(struct level *lvl, float rad, float x, float y, float *dxp, float *dyp)
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153 {
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154 int i, val, cxy[2], collided = 0;
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155 float pos[2], dir[2], center[2], len;
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156 int adj_cxy[2];
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157
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158 pos[0] = x;
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159 pos[1] = y;
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160 dir[0] = *dxp;
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161 dir[1] = *dyp;
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162
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163 /* clamp the direction magnitude (manhattan) to the cell size */
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164 for(i=0; i<2; i++) {
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165 if(dir[i] > lvl->cell_size) dir[i] = lvl->cell_size;
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166 if(dir[i] < -lvl->cell_size) dir[i] = -lvl->cell_size;
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167 }
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168
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169 level_pos_to_cell(lvl, pos[0], pos[1], cxy, cxy + 1);
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170 level_cell_to_pos(lvl, cxy[0], cxy[1], center, center + 1);
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171
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172 /* check collision and clamp dx/dy with each of the 4 directions */
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173 for(i=0; i<4; i++) {
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174 float wall_pos, dist;
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175 int axis = (i & 2) >> 1;
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176 int sign = (i & 1) ? -1 : 1;
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177
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178 adj_cxy[0] = cxy[0];
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179 adj_cxy[1] = cxy[1];
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180 adj_cxy[axis] += sign;
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181
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182 val = level_cell(lvl, adj_cxy[0], adj_cxy[1]);
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183
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184 if(!IS_SOLID(val)) continue;
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185
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186 wall_pos = center[axis] + (lvl->cell_size * 0.5 - rad) * (float)sign;
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187 dist = fabs(wall_pos - pos[axis]);
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188
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189 if(dir[axis] * (float)sign > dist) {
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190 dir[axis] = (float)sign * dist;
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191 collided = 1;
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192 }
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193 }
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194
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195 /* finally to make sure we don't slip through cracks in corners, also check
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196 * the destination cell
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197 */
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198 len = sqrt(dir[0] * dir[0] + dir[1] * dir[1]);
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199 pos[0] += dir[0] + dir[0] / len * rad;
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200 pos[1] += dir[1] + dir[1] / len * rad;
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201
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202 val = level_cell_at(lvl, pos[0], pos[1]);
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203 if(IS_SOLID(val)) {
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204 dir[0] = dir[1] = 0;
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205 }
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206
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207
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208 *dxp = dir[0];
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209 *dyp = dir[1];
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210 return collided;
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211 }
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212
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213 static void wall_faces(float x, float y, float width, float height, float uscale, float vscale)
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214 {
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215 float u0 = 0.5 - 0.5 * uscale;
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216 float u1 = 0.5 + 0.5 * uscale;
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217 float v0 = 0.5 - 0.5 * vscale;
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218 float v1 = 0.5 + 0.5 * vscale;
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219
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220 width /= 2.0;
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221
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222 glNormal3f(0, 0, 1);
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223 glTexCoord2f(u0, v1); glVertex3f(x - width, 0, y + width);
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224 glTexCoord2f(u1, v1); glVertex3f(x + width, 0, y + width);
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225 glTexCoord2f(u1, v0); glVertex3f(x + width, height, y + width);
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226 glTexCoord2f(u0, v0); glVertex3f(x - width, height, y + width);
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227 glNormal3f(0, 0, -1);
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228 glTexCoord2f(u0, v0); glVertex3f(x - width, height, y - width);
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229 glTexCoord2f(u1, v0); glVertex3f(x + width, height, y - width);
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230 glTexCoord2f(u1, v1); glVertex3f(x + width, 0, y - width);
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231 glTexCoord2f(u0, v1); glVertex3f(x - width, 0, y - width);
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232 glNormal3f(1, 0, 0);
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233 glTexCoord2f(u0, v1); glVertex3f(x + width, 0, y + width);
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234 glTexCoord2f(u1, v1); glVertex3f(x + width, 0, y - width);
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235 glTexCoord2f(u1, v0); glVertex3f(x + width, height, y - width);
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236 glTexCoord2f(u0, v0); glVertex3f(x + width, height, y + width);
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237 glNormal3f(-1, 0, 0);
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238 glTexCoord2f(u0, v0); glVertex3f(x - width, height, y + width);
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239 glTexCoord2f(u1, v0); glVertex3f(x - width, height, y - width);
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240 glTexCoord2f(u1, v1); glVertex3f(x - width, 0, y - width);
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241 glTexCoord2f(u0, v1); glVertex3f(x - width, 0, y + width);
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242 }
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243
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244 void level_draw(struct level *lvl)
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245 {
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246 static int first = 1;
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247 int i, j, k;
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248
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249 set_mtl_diffuse(1, 1, 1, 1);
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250 set_mtl_specular(0, 0, 0);
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251
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252 glMatrixMode(GL_TEXTURE);
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253 glLoadIdentity();
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254 glScalef(lvl->wall_tex_scale, lvl->wall_tex_scale, lvl->wall_tex_scale);
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255
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256 glEnable(GL_TEXTURE_2D);
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257
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258 /* draw walls */
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259 glBindTexture(GL_TEXTURE_2D, lvl->wall_tex);
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260 glBegin(GL_QUADS);
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261 for(i=0; i<lvl->num_cells[0]; i++) {
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262 int cy = i;
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263 for(j=0; j<lvl->num_cells[1]; j++) {
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264 float x, y;
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265 int cx = j;
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266 int c = level_cell(lvl, cx, cy);
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267
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268 level_cell_to_pos(lvl, cx, cy, &x, &y);
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269
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270 if(c == C_WALL) {
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271 wall_faces(x, y, lvl->cell_size, lvl->cell_height, 1, 1);
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272 } else if(c == C_PILLAR) {
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273 wall_faces(x, y, 0.2, lvl->cell_height, 0.04, 1);
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274 }
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275
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276 if(first) putchar(c);
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277 }
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278 if(first) putchar('\n');
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279 }
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280 glEnd();
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281
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282 /* draw floor & ceiling */
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283 for(k=0; k<2; k++) {
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284 int do_floor = k == 0;
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285 float height, normy;
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286
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287 if(do_floor) {
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288 glBindTexture(GL_TEXTURE_2D, lvl->floor_tex);
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289 glScalef(lvl->floor_tex_scale, lvl->floor_tex_scale, lvl->floor_tex_scale);
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290 height = 0;
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291 normy = 1;
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292 glFrontFace(GL_CCW);
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293 } else {
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294 glBindTexture(GL_TEXTURE_2D, lvl->ceil_tex);
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295 glScalef(lvl->ceil_tex_scale, lvl->ceil_tex_scale, lvl->ceil_tex_scale);
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296 height = lvl->cell_height;
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297 normy = -1;
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298 glFrontFace(GL_CW);
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299 }
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300
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301 glBegin(GL_TRIANGLES);
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302 for(i=0; i<lvl->num_cells[0]; i++) {
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303 int cy = i;
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304 for(j=0; j<lvl->num_cells[1]; j++) {
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305 float x, y;
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306 int cx = j;
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307 int c = level_cell(lvl, cx, cy);
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308
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309 level_cell_to_pos(lvl, cx, cy, &x, &y);
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310
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311 if(c != C_WALL) {
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312 float hsz = lvl->cell_size / 2.0f;
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313
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314 glNormal3f(0, normy, 0);
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315 glTexCoord2f(0.5, 0.5); glVertex3f(x, height, y);
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316 glTexCoord2f(0.0, 0.0); glVertex3f(x - hsz, height, y + hsz);
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317 glTexCoord2f(1.0, 0.0); glVertex3f(x + hsz, height, y + hsz);
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318 glTexCoord2f(0.5, 0.5); glVertex3f(x, height, y);
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319 glTexCoord2f(1.0, 0.0); glVertex3f(x + hsz, height, y + hsz);
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320 glTexCoord2f(1.0, 1.0); glVertex3f(x + hsz, height, y - hsz);
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321 glTexCoord2f(0.5, 0.5); glVertex3f(x, height, y);
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322 glTexCoord2f(1.0, 1.0); glVertex3f(x + hsz, height, y - hsz);
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323 glTexCoord2f(0.0, 1.0); glVertex3f(x - hsz, height, y - hsz);
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324 glTexCoord2f(0.5, 0.5); glVertex3f(x, height, y);
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325 glTexCoord2f(0.0, 1.0); glVertex3f(x - hsz, height, y - hsz);
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326 glTexCoord2f(0.0, 0.0); glVertex3f(x - hsz, height, y + hsz);
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327 }
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328 }
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329 }
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330 glEnd();
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331 }
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332
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333 glFrontFace(GL_CCW); /* restore front-face mode */
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334 glDisable(GL_TEXTURE_2D);
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335
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nuclear@0
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336 glLoadIdentity(); /* restore the texture matrix to identity */
|
nuclear@0
|
337 glMatrixMode(GL_MODELVIEW);
|
nuclear@0
|
338
|
nuclear@0
|
339 /* draw other objects
|
nuclear@0
|
340 for(i=0; i<lvl->num_cells[0]; i++) {
|
nuclear@0
|
341 int cy = i;
|
nuclear@0
|
342 for(j=0; j<lvl->num_cells[1]; j++) {
|
nuclear@0
|
343 float x, y;
|
nuclear@0
|
344 int cx = j;
|
nuclear@0
|
345 int c = level_cell(lvl, cx, cy);
|
nuclear@0
|
346
|
nuclear@0
|
347 level_cell_to_pos(lvl, cx, cy, &x, &y);
|
nuclear@0
|
348
|
nuclear@0
|
349 switch(c) {
|
nuclear@0
|
350 case C_PILLAR:
|
nuclear@0
|
351 break;
|
nuclear@0
|
352 }
|
nuclear@0
|
353 }
|
nuclear@0
|
354 }
|
nuclear@0
|
355 */
|
nuclear@0
|
356
|
nuclear@0
|
357 first = 0;
|
nuclear@0
|
358 }
|