labyrinth

diff src/level.c @ 0:8ba79034e8a6

labyrinth example initial commit
author John Tsiombikas <nuclear@member.fsf.org>
date Thu, 15 Jan 2015 14:59:38 +0200
parents
children d46f0947a96d
line diff
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/src/level.c	Thu Jan 15 14:59:38 2015 +0200
     1.3 @@ -0,0 +1,358 @@
     1.4 +#include <stdio.h>
     1.5 +#include <stdlib.h>
     1.6 +#include <string.h>
     1.7 +#include <ctype.h>
     1.8 +#include <math.h>
     1.9 +#include "opengl.h"
    1.10 +#include "level.h"
    1.11 +
    1.12 +#define C_WALL		'#'
    1.13 +#define C_PILLAR	'o'
    1.14 +#define C_START		's'
    1.15 +#define C_GOLD		'x'
    1.16 +
    1.17 +#define IS_SOLID(x)	((x) == C_WALL)
    1.18 +
    1.19 +
    1.20 +void level_init(struct level *lvl)
    1.21 +{
    1.22 +	memset(lvl, 0, sizeof *lvl);
    1.23 +	lvl->cell_size = 3.0;
    1.24 +	lvl->cell_height = 2.5;
    1.25 +	lvl->floor_tex_scale = lvl->wall_tex_scale = lvl->ceil_tex_scale = 1.0;
    1.26 +}
    1.27 +
    1.28 +static void clean_line(char *buf)
    1.29 +{
    1.30 +	char *end = buf + strlen(buf) - 1;
    1.31 +
    1.32 +	if(end <= buf) return;
    1.33 +
    1.34 +	while(end >= buf && !isprint(*end)) {
    1.35 +		*end-- = 0;
    1.36 +	}
    1.37 +}
    1.38 +
    1.39 +int level_load(struct level *lvl, const char *fname)
    1.40 +{
    1.41 +	FILE *fp;
    1.42 +	char buf[256];
    1.43 +	int i, size[2], nlines;
    1.44 +
    1.45 +	if(!(fp = fopen(fname, "r"))) {
    1.46 +		fprintf(stderr, "failed to open file: %s\n", fname);
    1.47 +		return -1;
    1.48 +	}
    1.49 +
    1.50 +	if(!fgets(buf, sizeof buf, fp)) {
    1.51 +		fprintf(stderr, "level file %s is empty\n", fname);
    1.52 +		fclose(fp);
    1.53 +		return -1;
    1.54 +	}
    1.55 +	if(sscanf(buf, "s %dx%d", size, size + 1) != 2) {
    1.56 +		fprintf(stderr, "level file %s doesn't start with size definition\n", fname);
    1.57 +		fclose(fp);
    1.58 +		return -1;
    1.59 +	}
    1.60 +	if(size[0] > MAX_LEVEL_SIZE || size[1] > MAX_LEVEL_SIZE) {
    1.61 +		fprintf(stderr, "level size %dx%d is larger than compile-time maximum (%d)\n", size[0], size[1], MAX_LEVEL_SIZE);
    1.62 +		fclose(fp);
    1.63 +		return -1;
    1.64 +	}
    1.65 +
    1.66 +	lvl->num_cells[0] = size[0];
    1.67 +	lvl->num_cells[1] = size[1];
    1.68 +
    1.69 +	nlines = 0;
    1.70 +	while(fgets(buf, sizeof buf, fp)) {
    1.71 +		if(nlines >= size[0]) {
    1.72 +			fprintf(stderr, "warning: level contains more lines than specified, ignoring the rest\n");
    1.73 +			break;
    1.74 +		}
    1.75 +		clean_line(buf);
    1.76 +
    1.77 +		for(i=0; buf[i]; i++) {
    1.78 +			if(i >= size[1]) {
    1.79 +				fprintf(stderr, "warning: line %d is longer than the level size definition says. Skipping the rest.\n", nlines + 1);
    1.80 +				break;
    1.81 +			}
    1.82 +			lvl->cells[nlines][i] = buf[i];
    1.83 +
    1.84 +			if(buf[i] == C_START) {
    1.85 +				lvl->start_pos[0] = i;
    1.86 +				lvl->start_pos[1] = nlines;
    1.87 +				printf("start cell found (%d,%d)\n", lvl->start_pos[0], lvl->start_pos[1]);
    1.88 +			}
    1.89 +			if(buf[i] == C_GOLD) {
    1.90 +				level_cell_to_pos(lvl, i, nlines, lvl->goal_pos, lvl->goal_pos + 1);
    1.91 +				printf("gold cell found (%d, %d)\n", i, nlines);
    1.92 +			}
    1.93 +		}
    1.94 +		nlines++;
    1.95 +	}
    1.96 +
    1.97 +	fclose(fp);
    1.98 +	return 0;
    1.99 +}
   1.100 +
   1.101 +
   1.102 +static int clamp(int x, int low, int high)
   1.103 +{
   1.104 +	return x < low ? low : (x > high ? high : x);
   1.105 +}
   1.106 +
   1.107 +void level_pos_to_cell(struct level *lvl, float x, float y, int *res_cx, int *res_cy)
   1.108 +{
   1.109 +	int cx = (int)(x / lvl->cell_size + 0.5);
   1.110 +	int cy = (int)(y / lvl->cell_size + 0.5);
   1.111 +
   1.112 +	*res_cx = clamp(cx, 0, lvl->num_cells[1] - 1);
   1.113 +	*res_cy = clamp(cy, 0, lvl->num_cells[0] - 1);
   1.114 +}
   1.115 +
   1.116 +void level_cell_to_pos(struct level *lvl, int cx, int cy, float *resx, float *resy)
   1.117 +{
   1.118 +	cx = clamp(cx, 0, lvl->num_cells[1] - 1);
   1.119 +	cy = clamp(cy, 0, lvl->num_cells[0] - 1);
   1.120 +
   1.121 +	*resx = (float)cx * lvl->cell_size;
   1.122 +	*resy = (float)cy * lvl->cell_size;
   1.123 +}
   1.124 +
   1.125 +int level_cell(struct level *lvl, int cx, int cy)
   1.126 +{
   1.127 +	cx = clamp(cx, 0, lvl->num_cells[1] - 1);
   1.128 +	cy = clamp(cy, 0, lvl->num_cells[0] - 1);
   1.129 +
   1.130 +	return lvl->cells[cy][cx];
   1.131 +}
   1.132 +
   1.133 +int level_cell_at(struct level *lvl, float x, float y)
   1.134 +{
   1.135 +	int cx, cy;
   1.136 +	level_pos_to_cell(lvl, x, y, &cx, &cy);
   1.137 +	return level_cell(lvl, cx, cy);
   1.138 +}
   1.139 +
   1.140 +int level_obj_pos(struct level *lvl, int objname, float *resx, float *resy)
   1.141 +{
   1.142 +	int i, j;
   1.143 +
   1.144 +	for(i=0; i<lvl->num_cells[0]; i++) {
   1.145 +		for(j=0; j<lvl->num_cells[1]; j++) {
   1.146 +			if(lvl->cells[i][j] == objname) {
   1.147 +				level_cell_to_pos(lvl, j, i, resx, resy);
   1.148 +				return 1;
   1.149 +			}
   1.150 +		}
   1.151 +	}
   1.152 +	return 0;
   1.153 +}
   1.154 +
   1.155 +int level_collide(struct level *lvl, float rad, float x, float y, float *dxp, float *dyp)
   1.156 +{
   1.157 +	int i, val, cxy[2], collided = 0;
   1.158 +	float pos[2], dir[2], center[2], len;
   1.159 +	int adj_cxy[2];
   1.160 +
   1.161 +	pos[0] = x;
   1.162 +	pos[1] = y;
   1.163 +	dir[0] = *dxp;
   1.164 +	dir[1] = *dyp;
   1.165 +
   1.166 +	/* clamp the direction magnitude (manhattan) to the cell size */
   1.167 +	for(i=0; i<2; i++) {
   1.168 +		if(dir[i] > lvl->cell_size) dir[i] = lvl->cell_size;
   1.169 +		if(dir[i] < -lvl->cell_size) dir[i] = -lvl->cell_size;
   1.170 +	}
   1.171 +
   1.172 +	level_pos_to_cell(lvl, pos[0], pos[1], cxy, cxy + 1);
   1.173 +	level_cell_to_pos(lvl, cxy[0], cxy[1], center, center + 1);
   1.174 +
   1.175 +	/* check collision and clamp dx/dy with each of the 4 directions */
   1.176 +	for(i=0; i<4; i++) {
   1.177 +		float wall_pos, dist;
   1.178 +		int axis = (i & 2) >> 1;
   1.179 +		int sign = (i & 1) ? -1 : 1;
   1.180 +
   1.181 +		adj_cxy[0] = cxy[0];
   1.182 +		adj_cxy[1] = cxy[1];
   1.183 +		adj_cxy[axis] += sign;
   1.184 +
   1.185 +		val = level_cell(lvl, adj_cxy[0], adj_cxy[1]);
   1.186 +
   1.187 +		if(!IS_SOLID(val)) continue;
   1.188 +
   1.189 +		wall_pos = center[axis] + (lvl->cell_size * 0.5 - rad) * (float)sign;
   1.190 +		dist = fabs(wall_pos - pos[axis]);
   1.191 +
   1.192 +		if(dir[axis] * (float)sign > dist) {
   1.193 +			dir[axis] = (float)sign * dist;
   1.194 +			collided = 1;
   1.195 +		}
   1.196 +	}
   1.197 +
   1.198 +	/* finally to make sure we don't slip through cracks in corners, also check
   1.199 +	 * the destination cell
   1.200 +	 */
   1.201 +	len = sqrt(dir[0] * dir[0] + dir[1] * dir[1]);
   1.202 +	pos[0] += dir[0] + dir[0] / len * rad;
   1.203 +	pos[1] += dir[1] + dir[1] / len * rad;
   1.204 +
   1.205 +	val = level_cell_at(lvl, pos[0], pos[1]);
   1.206 +	if(IS_SOLID(val)) {
   1.207 +		dir[0] = dir[1] = 0;
   1.208 +	}
   1.209 +
   1.210 +
   1.211 +	*dxp = dir[0];
   1.212 +	*dyp = dir[1];
   1.213 +	return collided;
   1.214 +}
   1.215 +
   1.216 +static void wall_faces(float x, float y, float width, float height, float uscale, float vscale)
   1.217 +{
   1.218 +	float u0 = 0.5 - 0.5 * uscale;
   1.219 +	float u1 = 0.5 + 0.5 * uscale;
   1.220 +	float v0 = 0.5 - 0.5 * vscale;
   1.221 +	float v1 = 0.5 + 0.5 * vscale;
   1.222 +
   1.223 +	width /= 2.0;
   1.224 +
   1.225 +	glNormal3f(0, 0, 1);
   1.226 +	glTexCoord2f(u0, v1); glVertex3f(x - width, 0, y + width);
   1.227 +	glTexCoord2f(u1, v1); glVertex3f(x + width, 0, y + width);
   1.228 +	glTexCoord2f(u1, v0); glVertex3f(x + width, height, y + width);
   1.229 +	glTexCoord2f(u0, v0); glVertex3f(x - width, height, y + width);
   1.230 +	glNormal3f(0, 0, -1);
   1.231 +	glTexCoord2f(u0, v0); glVertex3f(x - width, height, y - width);
   1.232 +	glTexCoord2f(u1, v0); glVertex3f(x + width, height, y - width);
   1.233 +	glTexCoord2f(u1, v1); glVertex3f(x + width, 0, y - width);
   1.234 +	glTexCoord2f(u0, v1); glVertex3f(x - width, 0, y - width);
   1.235 +	glNormal3f(1, 0, 0);
   1.236 +	glTexCoord2f(u0, v1); glVertex3f(x + width, 0, y + width);
   1.237 +	glTexCoord2f(u1, v1); glVertex3f(x + width, 0, y - width);
   1.238 +	glTexCoord2f(u1, v0); glVertex3f(x + width, height, y - width);
   1.239 +	glTexCoord2f(u0, v0); glVertex3f(x + width, height, y + width);
   1.240 +	glNormal3f(-1, 0, 0);
   1.241 +	glTexCoord2f(u0, v0); glVertex3f(x - width, height, y + width);
   1.242 +	glTexCoord2f(u1, v0); glVertex3f(x - width, height, y - width);
   1.243 +	glTexCoord2f(u1, v1); glVertex3f(x - width, 0, y - width);
   1.244 +	glTexCoord2f(u0, v1); glVertex3f(x - width, 0, y + width);
   1.245 +}
   1.246 +
   1.247 +void level_draw(struct level *lvl)
   1.248 +{
   1.249 +	static int first = 1;
   1.250 +	int i, j, k;
   1.251 +
   1.252 +	set_mtl_diffuse(1, 1, 1, 1);
   1.253 +	set_mtl_specular(0, 0, 0);
   1.254 +
   1.255 +	glMatrixMode(GL_TEXTURE);
   1.256 +	glLoadIdentity();
   1.257 +	glScalef(lvl->wall_tex_scale, lvl->wall_tex_scale, lvl->wall_tex_scale);
   1.258 +
   1.259 +	glEnable(GL_TEXTURE_2D);
   1.260 +
   1.261 +	/* draw walls */
   1.262 +	glBindTexture(GL_TEXTURE_2D, lvl->wall_tex);
   1.263 +	glBegin(GL_QUADS);
   1.264 +	for(i=0; i<lvl->num_cells[0]; i++) {
   1.265 +		int cy = i;
   1.266 +		for(j=0; j<lvl->num_cells[1]; j++) {
   1.267 +			float x, y;
   1.268 +			int cx = j;
   1.269 +			int c = level_cell(lvl, cx, cy);
   1.270 +
   1.271 +			level_cell_to_pos(lvl, cx, cy, &x, &y);
   1.272 +
   1.273 +			if(c == C_WALL) {
   1.274 +				wall_faces(x, y, lvl->cell_size, lvl->cell_height, 1, 1);
   1.275 +			} else if(c == C_PILLAR) {
   1.276 +				wall_faces(x, y, 0.2, lvl->cell_height, 0.04, 1);
   1.277 +			}
   1.278 +
   1.279 +			if(first) putchar(c);
   1.280 +		}
   1.281 +		if(first) putchar('\n');
   1.282 +	}
   1.283 +	glEnd();
   1.284 +
   1.285 +	/* draw floor & ceiling */
   1.286 +	for(k=0; k<2; k++) {
   1.287 +		int do_floor = k == 0;
   1.288 +		float height, normy;
   1.289 +
   1.290 +		if(do_floor) {
   1.291 +			glBindTexture(GL_TEXTURE_2D, lvl->floor_tex);
   1.292 +			glScalef(lvl->floor_tex_scale, lvl->floor_tex_scale, lvl->floor_tex_scale);
   1.293 +			height = 0;
   1.294 +			normy = 1;
   1.295 +			glFrontFace(GL_CCW);
   1.296 +		} else {
   1.297 +			glBindTexture(GL_TEXTURE_2D, lvl->ceil_tex);
   1.298 +			glScalef(lvl->ceil_tex_scale, lvl->ceil_tex_scale, lvl->ceil_tex_scale);
   1.299 +			height = lvl->cell_height;
   1.300 +			normy = -1;
   1.301 +			glFrontFace(GL_CW);
   1.302 +		}
   1.303 +
   1.304 +		glBegin(GL_TRIANGLES);
   1.305 +		for(i=0; i<lvl->num_cells[0]; i++) {
   1.306 +			int cy = i;
   1.307 +			for(j=0; j<lvl->num_cells[1]; j++) {
   1.308 +				float x, y;
   1.309 +				int cx = j;
   1.310 +				int c = level_cell(lvl, cx, cy);
   1.311 +
   1.312 +				level_cell_to_pos(lvl, cx, cy, &x, &y);
   1.313 +
   1.314 +				if(c != C_WALL) {
   1.315 +					float hsz = lvl->cell_size / 2.0f;
   1.316 +
   1.317 +					glNormal3f(0, normy, 0);
   1.318 +					glTexCoord2f(0.5, 0.5); glVertex3f(x, height, y);
   1.319 +					glTexCoord2f(0.0, 0.0); glVertex3f(x - hsz, height, y + hsz);
   1.320 +					glTexCoord2f(1.0, 0.0); glVertex3f(x + hsz, height, y + hsz);
   1.321 +					glTexCoord2f(0.5, 0.5); glVertex3f(x, height, y);
   1.322 +					glTexCoord2f(1.0, 0.0); glVertex3f(x + hsz, height, y + hsz);
   1.323 +					glTexCoord2f(1.0, 1.0); glVertex3f(x + hsz, height, y - hsz);
   1.324 +					glTexCoord2f(0.5, 0.5); glVertex3f(x, height, y);
   1.325 +					glTexCoord2f(1.0, 1.0); glVertex3f(x + hsz, height, y - hsz);
   1.326 +					glTexCoord2f(0.0, 1.0); glVertex3f(x - hsz, height, y - hsz);
   1.327 +					glTexCoord2f(0.5, 0.5); glVertex3f(x, height, y);
   1.328 +					glTexCoord2f(0.0, 1.0); glVertex3f(x - hsz, height, y - hsz);
   1.329 +					glTexCoord2f(0.0, 0.0); glVertex3f(x - hsz, height, y + hsz);
   1.330 +				}
   1.331 +			}
   1.332 +		}
   1.333 +		glEnd();
   1.334 +	}
   1.335 +
   1.336 +	glFrontFace(GL_CCW);	/* restore front-face mode */
   1.337 +	glDisable(GL_TEXTURE_2D);
   1.338 +
   1.339 +	glLoadIdentity();	/* restore the texture matrix to identity */
   1.340 +	glMatrixMode(GL_MODELVIEW);
   1.341 +
   1.342 +	/* draw other objects
   1.343 +	for(i=0; i<lvl->num_cells[0]; i++) {
   1.344 +		int cy = i;
   1.345 +		for(j=0; j<lvl->num_cells[1]; j++) {
   1.346 +			float x, y;
   1.347 +			int cx = j;
   1.348 +			int c = level_cell(lvl, cx, cy);
   1.349 +
   1.350 +			level_cell_to_pos(lvl, cx, cy, &x, &y);
   1.351 +
   1.352 +			switch(c) {
   1.353 +			case C_PILLAR:
   1.354 +				break;
   1.355 +			}
   1.356 +		}
   1.357 +	}
   1.358 +	*/
   1.359 +
   1.360 +	first = 0;
   1.361 +}