labyrinth

annotate src/level.c @ 1:d46f0947a96d

added helpful comment
author John Tsiombikas <nuclear@member.fsf.org>
date Fri, 06 Feb 2015 00:34:04 +0200
parents 8ba79034e8a6
children c8826e5ebec1
rev   line source
nuclear@0 1 #include <stdio.h>
nuclear@0 2 #include <stdlib.h>
nuclear@0 3 #include <string.h>
nuclear@0 4 #include <ctype.h>
nuclear@0 5 #include <math.h>
nuclear@0 6 #include "opengl.h"
nuclear@0 7 #include "level.h"
nuclear@0 8
nuclear@0 9 #define C_WALL '#'
nuclear@0 10 #define C_PILLAR 'o'
nuclear@0 11 #define C_START 's'
nuclear@0 12 #define C_GOLD 'x'
nuclear@0 13
nuclear@0 14 #define IS_SOLID(x) ((x) == C_WALL)
nuclear@0 15
nuclear@0 16
nuclear@0 17 void level_init(struct level *lvl)
nuclear@0 18 {
nuclear@0 19 memset(lvl, 0, sizeof *lvl);
nuclear@0 20 lvl->cell_size = 3.0;
nuclear@0 21 lvl->cell_height = 2.5;
nuclear@0 22 lvl->floor_tex_scale = lvl->wall_tex_scale = lvl->ceil_tex_scale = 1.0;
nuclear@0 23 }
nuclear@0 24
nuclear@0 25 static void clean_line(char *buf)
nuclear@0 26 {
nuclear@0 27 char *end = buf + strlen(buf) - 1;
nuclear@0 28
nuclear@0 29 if(end <= buf) return;
nuclear@0 30
nuclear@0 31 while(end >= buf && !isprint(*end)) {
nuclear@0 32 *end-- = 0;
nuclear@0 33 }
nuclear@0 34 }
nuclear@0 35
nuclear@0 36 int level_load(struct level *lvl, const char *fname)
nuclear@0 37 {
nuclear@0 38 FILE *fp;
nuclear@0 39 char buf[256];
nuclear@0 40 int i, size[2], nlines;
nuclear@0 41
nuclear@0 42 if(!(fp = fopen(fname, "r"))) {
nuclear@0 43 fprintf(stderr, "failed to open file: %s\n", fname);
nuclear@0 44 return -1;
nuclear@0 45 }
nuclear@0 46
nuclear@0 47 if(!fgets(buf, sizeof buf, fp)) {
nuclear@0 48 fprintf(stderr, "level file %s is empty\n", fname);
nuclear@0 49 fclose(fp);
nuclear@0 50 return -1;
nuclear@0 51 }
nuclear@0 52 if(sscanf(buf, "s %dx%d", size, size + 1) != 2) {
nuclear@0 53 fprintf(stderr, "level file %s doesn't start with size definition\n", fname);
nuclear@0 54 fclose(fp);
nuclear@0 55 return -1;
nuclear@0 56 }
nuclear@0 57 if(size[0] > MAX_LEVEL_SIZE || size[1] > MAX_LEVEL_SIZE) {
nuclear@0 58 fprintf(stderr, "level size %dx%d is larger than compile-time maximum (%d)\n", size[0], size[1], MAX_LEVEL_SIZE);
nuclear@0 59 fclose(fp);
nuclear@0 60 return -1;
nuclear@0 61 }
nuclear@0 62
nuclear@0 63 lvl->num_cells[0] = size[0];
nuclear@0 64 lvl->num_cells[1] = size[1];
nuclear@0 65
nuclear@0 66 nlines = 0;
nuclear@0 67 while(fgets(buf, sizeof buf, fp)) {
nuclear@0 68 if(nlines >= size[0]) {
nuclear@0 69 fprintf(stderr, "warning: level contains more lines than specified, ignoring the rest\n");
nuclear@0 70 break;
nuclear@0 71 }
nuclear@0 72 clean_line(buf);
nuclear@0 73
nuclear@0 74 for(i=0; buf[i]; i++) {
nuclear@0 75 if(i >= size[1]) {
nuclear@0 76 fprintf(stderr, "warning: line %d is longer than the level size definition says. Skipping the rest.\n", nlines + 1);
nuclear@0 77 break;
nuclear@0 78 }
nuclear@0 79 lvl->cells[nlines][i] = buf[i];
nuclear@0 80
nuclear@0 81 if(buf[i] == C_START) {
nuclear@0 82 lvl->start_pos[0] = i;
nuclear@0 83 lvl->start_pos[1] = nlines;
nuclear@0 84 printf("start cell found (%d,%d)\n", lvl->start_pos[0], lvl->start_pos[1]);
nuclear@0 85 }
nuclear@0 86 if(buf[i] == C_GOLD) {
nuclear@0 87 level_cell_to_pos(lvl, i, nlines, lvl->goal_pos, lvl->goal_pos + 1);
nuclear@0 88 printf("gold cell found (%d, %d)\n", i, nlines);
nuclear@0 89 }
nuclear@0 90 }
nuclear@0 91 nlines++;
nuclear@0 92 }
nuclear@0 93
nuclear@0 94 fclose(fp);
nuclear@0 95 return 0;
nuclear@0 96 }
nuclear@0 97
nuclear@0 98
nuclear@0 99 static int clamp(int x, int low, int high)
nuclear@0 100 {
nuclear@0 101 return x < low ? low : (x > high ? high : x);
nuclear@0 102 }
nuclear@0 103
nuclear@0 104 void level_pos_to_cell(struct level *lvl, float x, float y, int *res_cx, int *res_cy)
nuclear@0 105 {
nuclear@0 106 int cx = (int)(x / lvl->cell_size + 0.5);
nuclear@0 107 int cy = (int)(y / lvl->cell_size + 0.5);
nuclear@0 108
nuclear@0 109 *res_cx = clamp(cx, 0, lvl->num_cells[1] - 1);
nuclear@0 110 *res_cy = clamp(cy, 0, lvl->num_cells[0] - 1);
nuclear@0 111 }
nuclear@0 112
nuclear@0 113 void level_cell_to_pos(struct level *lvl, int cx, int cy, float *resx, float *resy)
nuclear@0 114 {
nuclear@0 115 cx = clamp(cx, 0, lvl->num_cells[1] - 1);
nuclear@0 116 cy = clamp(cy, 0, lvl->num_cells[0] - 1);
nuclear@0 117
nuclear@0 118 *resx = (float)cx * lvl->cell_size;
nuclear@0 119 *resy = (float)cy * lvl->cell_size;
nuclear@0 120 }
nuclear@0 121
nuclear@0 122 int level_cell(struct level *lvl, int cx, int cy)
nuclear@0 123 {
nuclear@0 124 cx = clamp(cx, 0, lvl->num_cells[1] - 1);
nuclear@0 125 cy = clamp(cy, 0, lvl->num_cells[0] - 1);
nuclear@0 126
nuclear@0 127 return lvl->cells[cy][cx];
nuclear@0 128 }
nuclear@0 129
nuclear@0 130 int level_cell_at(struct level *lvl, float x, float y)
nuclear@0 131 {
nuclear@0 132 int cx, cy;
nuclear@0 133 level_pos_to_cell(lvl, x, y, &cx, &cy);
nuclear@0 134 return level_cell(lvl, cx, cy);
nuclear@0 135 }
nuclear@0 136
nuclear@0 137 int level_obj_pos(struct level *lvl, int objname, float *resx, float *resy)
nuclear@0 138 {
nuclear@0 139 int i, j;
nuclear@0 140
nuclear@0 141 for(i=0; i<lvl->num_cells[0]; i++) {
nuclear@0 142 for(j=0; j<lvl->num_cells[1]; j++) {
nuclear@0 143 if(lvl->cells[i][j] == objname) {
nuclear@0 144 level_cell_to_pos(lvl, j, i, resx, resy);
nuclear@0 145 return 1;
nuclear@0 146 }
nuclear@0 147 }
nuclear@0 148 }
nuclear@0 149 return 0;
nuclear@0 150 }
nuclear@0 151
nuclear@1 152 /* NOTE: this function could be simpler */
nuclear@0 153 int level_collide(struct level *lvl, float rad, float x, float y, float *dxp, float *dyp)
nuclear@0 154 {
nuclear@0 155 int i, val, cxy[2], collided = 0;
nuclear@0 156 float pos[2], dir[2], center[2], len;
nuclear@0 157 int adj_cxy[2];
nuclear@0 158
nuclear@0 159 pos[0] = x;
nuclear@0 160 pos[1] = y;
nuclear@0 161 dir[0] = *dxp;
nuclear@0 162 dir[1] = *dyp;
nuclear@0 163
nuclear@0 164 /* clamp the direction magnitude (manhattan) to the cell size */
nuclear@0 165 for(i=0; i<2; i++) {
nuclear@0 166 if(dir[i] > lvl->cell_size) dir[i] = lvl->cell_size;
nuclear@0 167 if(dir[i] < -lvl->cell_size) dir[i] = -lvl->cell_size;
nuclear@0 168 }
nuclear@0 169
nuclear@0 170 level_pos_to_cell(lvl, pos[0], pos[1], cxy, cxy + 1);
nuclear@0 171 level_cell_to_pos(lvl, cxy[0], cxy[1], center, center + 1);
nuclear@0 172
nuclear@0 173 /* check collision and clamp dx/dy with each of the 4 directions */
nuclear@0 174 for(i=0; i<4; i++) {
nuclear@0 175 float wall_pos, dist;
nuclear@0 176 int axis = (i & 2) >> 1;
nuclear@0 177 int sign = (i & 1) ? -1 : 1;
nuclear@0 178
nuclear@0 179 adj_cxy[0] = cxy[0];
nuclear@0 180 adj_cxy[1] = cxy[1];
nuclear@0 181 adj_cxy[axis] += sign;
nuclear@0 182
nuclear@0 183 val = level_cell(lvl, adj_cxy[0], adj_cxy[1]);
nuclear@0 184
nuclear@0 185 if(!IS_SOLID(val)) continue;
nuclear@0 186
nuclear@0 187 wall_pos = center[axis] + (lvl->cell_size * 0.5 - rad) * (float)sign;
nuclear@0 188 dist = fabs(wall_pos - pos[axis]);
nuclear@0 189
nuclear@0 190 if(dir[axis] * (float)sign > dist) {
nuclear@0 191 dir[axis] = (float)sign * dist;
nuclear@0 192 collided = 1;
nuclear@0 193 }
nuclear@0 194 }
nuclear@0 195
nuclear@0 196 /* finally to make sure we don't slip through cracks in corners, also check
nuclear@0 197 * the destination cell
nuclear@0 198 */
nuclear@0 199 len = sqrt(dir[0] * dir[0] + dir[1] * dir[1]);
nuclear@0 200 pos[0] += dir[0] + dir[0] / len * rad;
nuclear@0 201 pos[1] += dir[1] + dir[1] / len * rad;
nuclear@0 202
nuclear@0 203 val = level_cell_at(lvl, pos[0], pos[1]);
nuclear@0 204 if(IS_SOLID(val)) {
nuclear@0 205 dir[0] = dir[1] = 0;
nuclear@0 206 }
nuclear@0 207
nuclear@0 208
nuclear@0 209 *dxp = dir[0];
nuclear@0 210 *dyp = dir[1];
nuclear@0 211 return collided;
nuclear@0 212 }
nuclear@0 213
nuclear@0 214 static void wall_faces(float x, float y, float width, float height, float uscale, float vscale)
nuclear@0 215 {
nuclear@0 216 float u0 = 0.5 - 0.5 * uscale;
nuclear@0 217 float u1 = 0.5 + 0.5 * uscale;
nuclear@0 218 float v0 = 0.5 - 0.5 * vscale;
nuclear@0 219 float v1 = 0.5 + 0.5 * vscale;
nuclear@0 220
nuclear@0 221 width /= 2.0;
nuclear@0 222
nuclear@0 223 glNormal3f(0, 0, 1);
nuclear@0 224 glTexCoord2f(u0, v1); glVertex3f(x - width, 0, y + width);
nuclear@0 225 glTexCoord2f(u1, v1); glVertex3f(x + width, 0, y + width);
nuclear@0 226 glTexCoord2f(u1, v0); glVertex3f(x + width, height, y + width);
nuclear@0 227 glTexCoord2f(u0, v0); glVertex3f(x - width, height, y + width);
nuclear@0 228 glNormal3f(0, 0, -1);
nuclear@0 229 glTexCoord2f(u0, v0); glVertex3f(x - width, height, y - width);
nuclear@0 230 glTexCoord2f(u1, v0); glVertex3f(x + width, height, y - width);
nuclear@0 231 glTexCoord2f(u1, v1); glVertex3f(x + width, 0, y - width);
nuclear@0 232 glTexCoord2f(u0, v1); glVertex3f(x - width, 0, y - width);
nuclear@0 233 glNormal3f(1, 0, 0);
nuclear@0 234 glTexCoord2f(u0, v1); glVertex3f(x + width, 0, y + width);
nuclear@0 235 glTexCoord2f(u1, v1); glVertex3f(x + width, 0, y - width);
nuclear@0 236 glTexCoord2f(u1, v0); glVertex3f(x + width, height, y - width);
nuclear@0 237 glTexCoord2f(u0, v0); glVertex3f(x + width, height, y + width);
nuclear@0 238 glNormal3f(-1, 0, 0);
nuclear@0 239 glTexCoord2f(u0, v0); glVertex3f(x - width, height, y + width);
nuclear@0 240 glTexCoord2f(u1, v0); glVertex3f(x - width, height, y - width);
nuclear@0 241 glTexCoord2f(u1, v1); glVertex3f(x - width, 0, y - width);
nuclear@0 242 glTexCoord2f(u0, v1); glVertex3f(x - width, 0, y + width);
nuclear@0 243 }
nuclear@0 244
nuclear@0 245 void level_draw(struct level *lvl)
nuclear@0 246 {
nuclear@0 247 static int first = 1;
nuclear@0 248 int i, j, k;
nuclear@0 249
nuclear@0 250 set_mtl_diffuse(1, 1, 1, 1);
nuclear@0 251 set_mtl_specular(0, 0, 0);
nuclear@0 252
nuclear@0 253 glMatrixMode(GL_TEXTURE);
nuclear@0 254 glLoadIdentity();
nuclear@0 255 glScalef(lvl->wall_tex_scale, lvl->wall_tex_scale, lvl->wall_tex_scale);
nuclear@0 256
nuclear@0 257 glEnable(GL_TEXTURE_2D);
nuclear@0 258
nuclear@0 259 /* draw walls */
nuclear@0 260 glBindTexture(GL_TEXTURE_2D, lvl->wall_tex);
nuclear@0 261 glBegin(GL_QUADS);
nuclear@0 262 for(i=0; i<lvl->num_cells[0]; i++) {
nuclear@0 263 int cy = i;
nuclear@0 264 for(j=0; j<lvl->num_cells[1]; j++) {
nuclear@0 265 float x, y;
nuclear@0 266 int cx = j;
nuclear@0 267 int c = level_cell(lvl, cx, cy);
nuclear@0 268
nuclear@0 269 level_cell_to_pos(lvl, cx, cy, &x, &y);
nuclear@0 270
nuclear@0 271 if(c == C_WALL) {
nuclear@0 272 wall_faces(x, y, lvl->cell_size, lvl->cell_height, 1, 1);
nuclear@0 273 } else if(c == C_PILLAR) {
nuclear@0 274 wall_faces(x, y, 0.2, lvl->cell_height, 0.04, 1);
nuclear@0 275 }
nuclear@0 276
nuclear@0 277 if(first) putchar(c);
nuclear@0 278 }
nuclear@0 279 if(first) putchar('\n');
nuclear@0 280 }
nuclear@0 281 glEnd();
nuclear@0 282
nuclear@0 283 /* draw floor & ceiling */
nuclear@0 284 for(k=0; k<2; k++) {
nuclear@0 285 int do_floor = k == 0;
nuclear@0 286 float height, normy;
nuclear@0 287
nuclear@0 288 if(do_floor) {
nuclear@0 289 glBindTexture(GL_TEXTURE_2D, lvl->floor_tex);
nuclear@0 290 glScalef(lvl->floor_tex_scale, lvl->floor_tex_scale, lvl->floor_tex_scale);
nuclear@0 291 height = 0;
nuclear@0 292 normy = 1;
nuclear@0 293 glFrontFace(GL_CCW);
nuclear@0 294 } else {
nuclear@0 295 glBindTexture(GL_TEXTURE_2D, lvl->ceil_tex);
nuclear@0 296 glScalef(lvl->ceil_tex_scale, lvl->ceil_tex_scale, lvl->ceil_tex_scale);
nuclear@0 297 height = lvl->cell_height;
nuclear@0 298 normy = -1;
nuclear@0 299 glFrontFace(GL_CW);
nuclear@0 300 }
nuclear@0 301
nuclear@0 302 glBegin(GL_TRIANGLES);
nuclear@0 303 for(i=0; i<lvl->num_cells[0]; i++) {
nuclear@0 304 int cy = i;
nuclear@0 305 for(j=0; j<lvl->num_cells[1]; j++) {
nuclear@0 306 float x, y;
nuclear@0 307 int cx = j;
nuclear@0 308 int c = level_cell(lvl, cx, cy);
nuclear@0 309
nuclear@0 310 level_cell_to_pos(lvl, cx, cy, &x, &y);
nuclear@0 311
nuclear@0 312 if(c != C_WALL) {
nuclear@0 313 float hsz = lvl->cell_size / 2.0f;
nuclear@0 314
nuclear@0 315 glNormal3f(0, normy, 0);
nuclear@0 316 glTexCoord2f(0.5, 0.5); glVertex3f(x, height, y);
nuclear@0 317 glTexCoord2f(0.0, 0.0); glVertex3f(x - hsz, height, y + hsz);
nuclear@0 318 glTexCoord2f(1.0, 0.0); glVertex3f(x + hsz, height, y + hsz);
nuclear@0 319 glTexCoord2f(0.5, 0.5); glVertex3f(x, height, y);
nuclear@0 320 glTexCoord2f(1.0, 0.0); glVertex3f(x + hsz, height, y + hsz);
nuclear@0 321 glTexCoord2f(1.0, 1.0); glVertex3f(x + hsz, height, y - hsz);
nuclear@0 322 glTexCoord2f(0.5, 0.5); glVertex3f(x, height, y);
nuclear@0 323 glTexCoord2f(1.0, 1.0); glVertex3f(x + hsz, height, y - hsz);
nuclear@0 324 glTexCoord2f(0.0, 1.0); glVertex3f(x - hsz, height, y - hsz);
nuclear@0 325 glTexCoord2f(0.5, 0.5); glVertex3f(x, height, y);
nuclear@0 326 glTexCoord2f(0.0, 1.0); glVertex3f(x - hsz, height, y - hsz);
nuclear@0 327 glTexCoord2f(0.0, 0.0); glVertex3f(x - hsz, height, y + hsz);
nuclear@0 328 }
nuclear@0 329 }
nuclear@0 330 }
nuclear@0 331 glEnd();
nuclear@0 332 }
nuclear@0 333
nuclear@0 334 glFrontFace(GL_CCW); /* restore front-face mode */
nuclear@0 335 glDisable(GL_TEXTURE_2D);
nuclear@0 336
nuclear@0 337 glLoadIdentity(); /* restore the texture matrix to identity */
nuclear@0 338 glMatrixMode(GL_MODELVIEW);
nuclear@0 339
nuclear@0 340 /* draw other objects
nuclear@0 341 for(i=0; i<lvl->num_cells[0]; i++) {
nuclear@0 342 int cy = i;
nuclear@0 343 for(j=0; j<lvl->num_cells[1]; j++) {
nuclear@0 344 float x, y;
nuclear@0 345 int cx = j;
nuclear@0 346 int c = level_cell(lvl, cx, cy);
nuclear@0 347
nuclear@0 348 level_cell_to_pos(lvl, cx, cy, &x, &y);
nuclear@0 349
nuclear@0 350 switch(c) {
nuclear@0 351 case C_PILLAR:
nuclear@0 352 break;
nuclear@0 353 }
nuclear@0 354 }
nuclear@0 355 }
nuclear@0 356 */
nuclear@0 357
nuclear@0 358 first = 0;
nuclear@0 359 }