nuclear@0: #include nuclear@0: #include nuclear@0: #include nuclear@0: #include nuclear@0: #include nuclear@0: #include "opengl.h" nuclear@0: #include "level.h" nuclear@0: nuclear@0: #define C_WALL '#' nuclear@0: #define C_PILLAR 'o' nuclear@0: #define C_START 's' nuclear@0: #define C_GOLD 'x' nuclear@0: nuclear@0: #define IS_SOLID(x) ((x) == C_WALL) nuclear@0: nuclear@0: nuclear@0: void level_init(struct level *lvl) nuclear@0: { nuclear@0: memset(lvl, 0, sizeof *lvl); nuclear@0: lvl->cell_size = 3.0; nuclear@0: lvl->cell_height = 2.5; nuclear@0: lvl->floor_tex_scale = lvl->wall_tex_scale = lvl->ceil_tex_scale = 1.0; nuclear@0: } nuclear@0: nuclear@0: static void clean_line(char *buf) nuclear@0: { nuclear@0: char *end = buf + strlen(buf) - 1; nuclear@0: nuclear@0: if(end <= buf) return; nuclear@0: nuclear@0: while(end >= buf && !isprint(*end)) { nuclear@0: *end-- = 0; nuclear@0: } nuclear@0: } nuclear@0: nuclear@0: int level_load(struct level *lvl, const char *fname) nuclear@0: { nuclear@0: FILE *fp; nuclear@0: char buf[256]; nuclear@0: int i, size[2], nlines; nuclear@0: nuclear@0: if(!(fp = fopen(fname, "r"))) { nuclear@0: fprintf(stderr, "failed to open file: %s\n", fname); nuclear@0: return -1; nuclear@0: } nuclear@0: nuclear@0: if(!fgets(buf, sizeof buf, fp)) { nuclear@0: fprintf(stderr, "level file %s is empty\n", fname); nuclear@0: fclose(fp); nuclear@0: return -1; nuclear@0: } nuclear@0: if(sscanf(buf, "s %dx%d", size, size + 1) != 2) { nuclear@0: fprintf(stderr, "level file %s doesn't start with size definition\n", fname); nuclear@0: fclose(fp); nuclear@0: return -1; nuclear@0: } nuclear@0: if(size[0] > MAX_LEVEL_SIZE || size[1] > MAX_LEVEL_SIZE) { nuclear@0: fprintf(stderr, "level size %dx%d is larger than compile-time maximum (%d)\n", size[0], size[1], MAX_LEVEL_SIZE); nuclear@0: fclose(fp); nuclear@0: return -1; nuclear@0: } nuclear@0: nuclear@0: lvl->num_cells[0] = size[0]; nuclear@0: lvl->num_cells[1] = size[1]; nuclear@0: nuclear@0: nlines = 0; nuclear@0: while(fgets(buf, sizeof buf, fp)) { nuclear@0: if(nlines >= size[0]) { nuclear@0: fprintf(stderr, "warning: level contains more lines than specified, ignoring the rest\n"); nuclear@0: break; nuclear@0: } nuclear@0: clean_line(buf); nuclear@0: nuclear@0: for(i=0; buf[i]; i++) { nuclear@0: if(i >= size[1]) { nuclear@0: fprintf(stderr, "warning: line %d is longer than the level size definition says. Skipping the rest.\n", nlines + 1); nuclear@0: break; nuclear@0: } nuclear@0: lvl->cells[nlines][i] = buf[i]; nuclear@0: nuclear@0: if(buf[i] == C_START) { nuclear@0: lvl->start_pos[0] = i; nuclear@0: lvl->start_pos[1] = nlines; nuclear@0: printf("start cell found (%d,%d)\n", lvl->start_pos[0], lvl->start_pos[1]); nuclear@0: } nuclear@0: if(buf[i] == C_GOLD) { nuclear@0: level_cell_to_pos(lvl, i, nlines, lvl->goal_pos, lvl->goal_pos + 1); nuclear@0: printf("gold cell found (%d, %d)\n", i, nlines); nuclear@0: } nuclear@0: } nuclear@0: nlines++; nuclear@0: } nuclear@0: nuclear@0: fclose(fp); nuclear@0: return 0; nuclear@0: } nuclear@0: nuclear@0: nuclear@0: static int clamp(int x, int low, int high) nuclear@0: { nuclear@0: return x < low ? low : (x > high ? high : x); nuclear@0: } nuclear@0: nuclear@0: void level_pos_to_cell(struct level *lvl, float x, float y, int *res_cx, int *res_cy) nuclear@0: { nuclear@0: int cx = (int)(x / lvl->cell_size + 0.5); nuclear@0: int cy = (int)(y / lvl->cell_size + 0.5); nuclear@0: nuclear@0: *res_cx = clamp(cx, 0, lvl->num_cells[1] - 1); nuclear@0: *res_cy = clamp(cy, 0, lvl->num_cells[0] - 1); nuclear@0: } nuclear@0: nuclear@0: void level_cell_to_pos(struct level *lvl, int cx, int cy, float *resx, float *resy) nuclear@0: { nuclear@0: cx = clamp(cx, 0, lvl->num_cells[1] - 1); nuclear@0: cy = clamp(cy, 0, lvl->num_cells[0] - 1); nuclear@0: nuclear@0: *resx = (float)cx * lvl->cell_size; nuclear@0: *resy = (float)cy * lvl->cell_size; nuclear@0: } nuclear@0: nuclear@0: int level_cell(struct level *lvl, int cx, int cy) nuclear@0: { nuclear@0: cx = clamp(cx, 0, lvl->num_cells[1] - 1); nuclear@0: cy = clamp(cy, 0, lvl->num_cells[0] - 1); nuclear@0: nuclear@0: return lvl->cells[cy][cx]; nuclear@0: } nuclear@0: nuclear@0: int level_cell_at(struct level *lvl, float x, float y) nuclear@0: { nuclear@0: int cx, cy; nuclear@0: level_pos_to_cell(lvl, x, y, &cx, &cy); nuclear@0: return level_cell(lvl, cx, cy); nuclear@0: } nuclear@0: nuclear@0: int level_obj_pos(struct level *lvl, int objname, float *resx, float *resy) nuclear@0: { nuclear@0: int i, j; nuclear@0: nuclear@0: for(i=0; inum_cells[0]; i++) { nuclear@0: for(j=0; jnum_cells[1]; j++) { nuclear@0: if(lvl->cells[i][j] == objname) { nuclear@0: level_cell_to_pos(lvl, j, i, resx, resy); nuclear@0: return 1; nuclear@0: } nuclear@0: } nuclear@0: } nuclear@0: return 0; nuclear@0: } nuclear@0: nuclear@1: /* NOTE: this function could be simpler */ nuclear@0: int level_collide(struct level *lvl, float rad, float x, float y, float *dxp, float *dyp) nuclear@0: { nuclear@0: int i, val, cxy[2], collided = 0; nuclear@0: float pos[2], dir[2], center[2], len; nuclear@0: int adj_cxy[2]; nuclear@0: nuclear@0: pos[0] = x; nuclear@0: pos[1] = y; nuclear@0: dir[0] = *dxp; nuclear@0: dir[1] = *dyp; nuclear@0: nuclear@0: /* clamp the direction magnitude (manhattan) to the cell size */ nuclear@0: for(i=0; i<2; i++) { nuclear@0: if(dir[i] > lvl->cell_size) dir[i] = lvl->cell_size; nuclear@0: if(dir[i] < -lvl->cell_size) dir[i] = -lvl->cell_size; nuclear@0: } nuclear@0: nuclear@0: level_pos_to_cell(lvl, pos[0], pos[1], cxy, cxy + 1); nuclear@0: level_cell_to_pos(lvl, cxy[0], cxy[1], center, center + 1); nuclear@0: nuclear@0: /* check collision and clamp dx/dy with each of the 4 directions */ nuclear@0: for(i=0; i<4; i++) { nuclear@0: float wall_pos, dist; nuclear@0: int axis = (i & 2) >> 1; nuclear@0: int sign = (i & 1) ? -1 : 1; nuclear@0: nuclear@0: adj_cxy[0] = cxy[0]; nuclear@0: adj_cxy[1] = cxy[1]; nuclear@0: adj_cxy[axis] += sign; nuclear@0: nuclear@0: val = level_cell(lvl, adj_cxy[0], adj_cxy[1]); nuclear@0: nuclear@0: if(!IS_SOLID(val)) continue; nuclear@0: nuclear@0: wall_pos = center[axis] + (lvl->cell_size * 0.5 - rad) * (float)sign; nuclear@0: dist = fabs(wall_pos - pos[axis]); nuclear@0: nuclear@0: if(dir[axis] * (float)sign > dist) { nuclear@0: dir[axis] = (float)sign * dist; nuclear@0: collided = 1; nuclear@0: } nuclear@0: } nuclear@0: nuclear@0: /* finally to make sure we don't slip through cracks in corners, also check nuclear@0: * the destination cell nuclear@0: */ nuclear@0: len = sqrt(dir[0] * dir[0] + dir[1] * dir[1]); nuclear@0: pos[0] += dir[0] + dir[0] / len * rad; nuclear@0: pos[1] += dir[1] + dir[1] / len * rad; nuclear@0: nuclear@0: val = level_cell_at(lvl, pos[0], pos[1]); nuclear@0: if(IS_SOLID(val)) { nuclear@0: dir[0] = dir[1] = 0; nuclear@0: } nuclear@0: nuclear@0: nuclear@0: *dxp = dir[0]; nuclear@0: *dyp = dir[1]; nuclear@0: return collided; nuclear@0: } nuclear@0: nuclear@0: static void wall_faces(float x, float y, float width, float height, float uscale, float vscale) nuclear@0: { nuclear@0: float u0 = 0.5 - 0.5 * uscale; nuclear@0: float u1 = 0.5 + 0.5 * uscale; nuclear@0: float v0 = 0.5 - 0.5 * vscale; nuclear@0: float v1 = 0.5 + 0.5 * vscale; nuclear@0: nuclear@0: width /= 2.0; nuclear@0: nuclear@0: glNormal3f(0, 0, 1); nuclear@0: glTexCoord2f(u0, v1); glVertex3f(x - width, 0, y + width); nuclear@0: glTexCoord2f(u1, v1); glVertex3f(x + width, 0, y + width); nuclear@0: glTexCoord2f(u1, v0); glVertex3f(x + width, height, y + width); nuclear@0: glTexCoord2f(u0, v0); glVertex3f(x - width, height, y + width); nuclear@0: glNormal3f(0, 0, -1); nuclear@0: glTexCoord2f(u0, v0); glVertex3f(x - width, height, y - width); nuclear@0: glTexCoord2f(u1, v0); glVertex3f(x + width, height, y - width); nuclear@0: glTexCoord2f(u1, v1); glVertex3f(x + width, 0, y - width); nuclear@0: glTexCoord2f(u0, v1); glVertex3f(x - width, 0, y - width); nuclear@0: glNormal3f(1, 0, 0); nuclear@0: glTexCoord2f(u0, v1); glVertex3f(x + width, 0, y + width); nuclear@0: glTexCoord2f(u1, v1); glVertex3f(x + width, 0, y - width); nuclear@0: glTexCoord2f(u1, v0); glVertex3f(x + width, height, y - width); nuclear@0: glTexCoord2f(u0, v0); glVertex3f(x + width, height, y + width); nuclear@0: glNormal3f(-1, 0, 0); nuclear@0: glTexCoord2f(u0, v0); glVertex3f(x - width, height, y + width); nuclear@0: glTexCoord2f(u1, v0); glVertex3f(x - width, height, y - width); nuclear@0: glTexCoord2f(u1, v1); glVertex3f(x - width, 0, y - width); nuclear@0: glTexCoord2f(u0, v1); glVertex3f(x - width, 0, y + width); nuclear@0: } nuclear@0: nuclear@0: void level_draw(struct level *lvl) nuclear@0: { nuclear@0: static int first = 1; nuclear@0: int i, j, k; nuclear@0: nuclear@0: set_mtl_diffuse(1, 1, 1, 1); nuclear@0: set_mtl_specular(0, 0, 0); nuclear@0: nuclear@0: glMatrixMode(GL_TEXTURE); nuclear@0: glLoadIdentity(); nuclear@0: glScalef(lvl->wall_tex_scale, lvl->wall_tex_scale, lvl->wall_tex_scale); nuclear@0: nuclear@0: glEnable(GL_TEXTURE_2D); nuclear@0: nuclear@0: /* draw walls */ nuclear@0: glBindTexture(GL_TEXTURE_2D, lvl->wall_tex); nuclear@0: glBegin(GL_QUADS); nuclear@0: for(i=0; inum_cells[0]; i++) { nuclear@0: int cy = i; nuclear@0: for(j=0; jnum_cells[1]; j++) { nuclear@0: float x, y; nuclear@0: int cx = j; nuclear@0: int c = level_cell(lvl, cx, cy); nuclear@0: nuclear@0: level_cell_to_pos(lvl, cx, cy, &x, &y); nuclear@0: nuclear@0: if(c == C_WALL) { nuclear@0: wall_faces(x, y, lvl->cell_size, lvl->cell_height, 1, 1); nuclear@0: } else if(c == C_PILLAR) { nuclear@0: wall_faces(x, y, 0.2, lvl->cell_height, 0.04, 1); nuclear@0: } nuclear@0: nuclear@0: if(first) putchar(c); nuclear@0: } nuclear@0: if(first) putchar('\n'); nuclear@0: } nuclear@0: glEnd(); nuclear@0: nuclear@0: /* draw floor & ceiling */ nuclear@0: for(k=0; k<2; k++) { nuclear@0: int do_floor = k == 0; nuclear@0: float height, normy; nuclear@0: nuclear@0: if(do_floor) { nuclear@0: glBindTexture(GL_TEXTURE_2D, lvl->floor_tex); nuclear@0: glScalef(lvl->floor_tex_scale, lvl->floor_tex_scale, lvl->floor_tex_scale); nuclear@0: height = 0; nuclear@0: normy = 1; nuclear@0: glFrontFace(GL_CCW); nuclear@0: } else { nuclear@0: glBindTexture(GL_TEXTURE_2D, lvl->ceil_tex); nuclear@0: glScalef(lvl->ceil_tex_scale, lvl->ceil_tex_scale, lvl->ceil_tex_scale); nuclear@0: height = lvl->cell_height; nuclear@0: normy = -1; nuclear@0: glFrontFace(GL_CW); nuclear@0: } nuclear@0: nuclear@0: glBegin(GL_TRIANGLES); nuclear@0: for(i=0; inum_cells[0]; i++) { nuclear@0: int cy = i; nuclear@0: for(j=0; jnum_cells[1]; j++) { nuclear@0: float x, y; nuclear@0: int cx = j; nuclear@0: int c = level_cell(lvl, cx, cy); nuclear@0: nuclear@0: level_cell_to_pos(lvl, cx, cy, &x, &y); nuclear@0: nuclear@0: if(c != C_WALL) { nuclear@0: float hsz = lvl->cell_size / 2.0f; nuclear@0: nuclear@0: glNormal3f(0, normy, 0); nuclear@0: glTexCoord2f(0.5, 0.5); glVertex3f(x, height, y); nuclear@0: glTexCoord2f(0.0, 0.0); glVertex3f(x - hsz, height, y + hsz); nuclear@0: glTexCoord2f(1.0, 0.0); glVertex3f(x + hsz, height, y + hsz); nuclear@0: glTexCoord2f(0.5, 0.5); glVertex3f(x, height, y); nuclear@0: glTexCoord2f(1.0, 0.0); glVertex3f(x + hsz, height, y + hsz); nuclear@0: glTexCoord2f(1.0, 1.0); glVertex3f(x + hsz, height, y - hsz); nuclear@0: glTexCoord2f(0.5, 0.5); glVertex3f(x, height, y); nuclear@0: glTexCoord2f(1.0, 1.0); glVertex3f(x + hsz, height, y - hsz); nuclear@0: glTexCoord2f(0.0, 1.0); glVertex3f(x - hsz, height, y - hsz); nuclear@0: glTexCoord2f(0.5, 0.5); glVertex3f(x, height, y); nuclear@0: glTexCoord2f(0.0, 1.0); glVertex3f(x - hsz, height, y - hsz); nuclear@0: glTexCoord2f(0.0, 0.0); glVertex3f(x - hsz, height, y + hsz); nuclear@0: } nuclear@0: } nuclear@0: } nuclear@0: glEnd(); nuclear@0: } nuclear@0: nuclear@0: glFrontFace(GL_CCW); /* restore front-face mode */ nuclear@0: glDisable(GL_TEXTURE_2D); nuclear@0: nuclear@0: glLoadIdentity(); /* restore the texture matrix to identity */ nuclear@0: glMatrixMode(GL_MODELVIEW); nuclear@0: nuclear@0: /* draw other objects nuclear@0: for(i=0; inum_cells[0]; i++) { nuclear@0: int cy = i; nuclear@0: for(j=0; jnum_cells[1]; j++) { nuclear@0: float x, y; nuclear@0: int cx = j; nuclear@0: int c = level_cell(lvl, cx, cy); nuclear@0: nuclear@0: level_cell_to_pos(lvl, cx, cy, &x, &y); nuclear@0: nuclear@0: switch(c) { nuclear@0: case C_PILLAR: nuclear@0: break; nuclear@0: } nuclear@0: } nuclear@0: } nuclear@0: */ nuclear@0: nuclear@0: first = 0; nuclear@0: }