int init_level(struct level *lvl, int xsz, int ysz)
{
+ memset(lvl, 0, sizeof *lvl);
+
if(!(lvl->cells = calloc(xsz * ysz, sizeof *lvl->cells))) {
free(lvl);
return -1;
}
lvl->width = xsz;
lvl->height = ysz;
+ lvl->cell_size = DEF_CELL_SIZE;
+ lvl->px = lvl->py = -1;
return 0;
}
int load_level(struct level *lvl, const char *fname)
{
struct ts_node *ts, *node, *iter;
- int sz, cx, cy;
+ int i, j, sz, cx, cy;
struct cell *cell;
-
- lvl->fname = strdup(fname);
- if((lvl->dirname = malloc(strlen(fname) + 1))) {
- path_dir(lvl->fname, lvl->dirname);
- }
+ float *vecptr;
if(!(ts = ts_load(fname))) {
fprintf(stderr, "failed to load level: %s\n", fname);
return -1;
}
+ lvl->fname = strdup(fname);
+ if((lvl->dirname = malloc(strlen(fname) + 1))) {
+#ifndef LEVEL_EDITOR
+ path_dir(lvl->fname, lvl->dirname);
+#endif
+ }
+
+ lvl->cell_size = ts_get_attr_num(ts, "cellsize", DEF_CELL_SIZE);
+
+ if((vecptr = ts_get_attr_vec(ts, "player", 0))) {
+ lvl->px = vecptr[0];
+ lvl->py = vecptr[1];
+ }
+
iter = ts->child_list;
while(iter) {
node = iter;
}
cell = lvl->cells + cy * sz + cx;
cell->type = ts_get_attr_int(node, "blocked", 0) ? CELL_BLOCKED : CELL_WALK;
- /* TODO wall tiles and detail objects */
+
+ /* abuse the next pointer to hang the treestore node temporarilly */
+ cell->next = (struct cell*)node;
+ }
+ }
+
+ /* assign wall types to all occupied cells */
+ cell = lvl->cells;
+ for(i=0; i<lvl->height; i++) {
+ for(j=0; j<lvl->width; j++) {
+ if(cell->type == CELL_SOLID) {
+ cell++;
+ continue;
+ }
+
+ /* TODO take wall choice from the level file into account */
+ /* TODO detect corners */
+ node = (struct ts_node*)cell->next;
+ cell->next = 0;
+
+ if(j <= 0 || cell[-1].type == CELL_SOLID) {
+ cell->wall[0] = TILE_STRAIGHT;
+ }
+ if(i <= 0 || cell[-lvl->width].type == CELL_SOLID) {
+ cell->wall[1] = TILE_STRAIGHT;
+ }
+ if(j >= lvl->width - 1 || cell[1].type == CELL_SOLID) {
+ cell->wall[2] = TILE_STRAIGHT;
+ }
+ if(i >= lvl->height - 1 || cell[lvl->width].type == CELL_SOLID) {
+ cell->wall[3] = TILE_STRAIGHT;
+ }
+
+ cell++;
}
}
ts_set_valuei(&attr->val, lvl->width);
ts_add_attr(root, attr);
+ if(lvl->cell_size && (attr = ts_alloc_attr())) {
+ ts_set_attr_name(attr, "cellsize");
+ ts_set_valuef(&attr->val, lvl->cell_size);
+ ts_add_attr(root, attr);
+ }
+
+ if(lvl->px >= 0 && lvl->px < lvl->width && lvl->py >= 0 && lvl->py < lvl->height) {
+ if((attr = ts_alloc_attr())) {
+ ts_set_attr_name(attr, "player");
+ ts_set_valueiv(&attr->val, 2, lvl->px, lvl->py);
+ ts_add_attr(root, attr);
+ }
+ }
+
for(i=0; i<lvl->height; i++) {
for(j=0; j<lvl->width; j++) {
cell = lvl->cells + i * lvl->width + j;
return -1;
}
+#ifndef LEVEL_EDITOR
+
static int load_tileset(struct level *lvl, struct ts_node *tsn)
{
- static const char *tile_types[] = {"straight", "corner", "door", 0};
+ static const char *tile_types[] = {"empty", "straight", "corner", "door", 0};
int i;
char *path;
return 0;
}
+
+struct tile *find_level_tile(struct level *lvl, int type)
+{
+ struct tile *tile = lvl->tiles;
+ while(tile) {
+ if(tile->type == type) {
+ return tile;
+ }
+ tile = tile->next;
+ }
+ return 0;
+}
+
+int gen_cell_geom(struct level *lvl, struct cell *cell)
+{
+ int i;
+ struct meshgroup *wallgeom;
+ struct tile *tstr;
+ struct mesh *mesh, *tmesh;
+ float xform[16];
+
+ if(!(tstr = find_level_tile(lvl, TILE_STRAIGHT))) {
+ return -1;
+ }
+
+ if(!(wallgeom = malloc(sizeof *wallgeom))) {
+ return -1;
+ }
+ init_meshgroup(wallgeom);
+
+ for(i=0; i<4; i++) {
+ if(cell->wall[i] == TILE_STRAIGHT) { /* TODO: support other wall types */
+ cgm_mrotation_y(xform, i * M_PI / 2.0f);
+
+ tmesh = tstr->scn.meshlist;
+ while(tmesh) {
+ if(!(mesh = malloc(sizeof *mesh))) {
+ return -1;
+ }
+
+ /* create a copy of the tile mesh */
+ if(copy_mesh(mesh, tmesh) == -1) {
+ free(mesh);
+ return -1;
+ }
+ if(i) xform_mesh(mesh, xform); /* rotate it to match the wall angle */
+
+ /* add it to the level meshlist */
+ mesh->next = lvl->meshlist;
+ lvl->meshlist = mesh;
+
+ /* add it to the meshgroup */
+ if(add_meshgroup_mesh(wallgeom, mesh) == -1) {
+ destroy_mesh(mesh);
+ free(mesh);
+ return -1;
+ }
+
+ tmesh = tmesh->next;
+ }
+ }
+ }
+
+ /* TODO: append to other existing meshgroups for detail objects */
+ cell->mgrp = wallgeom;
+ cell->num_mgrp = 1;
+
+ return 0;
+}
+
+int gen_level_geom(struct level *lvl)
+{
+ int i, j;
+ struct cell *cell;
+
+ for(i=0; i<lvl->height; i++) {
+ for(j=0; j<lvl->width; j++) {
+ cell = lvl->cells + i * lvl->width + j;
+ if(cell->type != CELL_SOLID) {
+ if(gen_cell_geom(lvl, cell) == -1) {
+ printf("failed to generate cell\n");
+ return -1;
+ }
+ }
+ }
+ }
+ return 0;
+}
+
+#else
+
+static int load_tileset(struct level *lvl, struct ts_node *tsn)
+{
+ return 0; /* in the level editor we don't need tileset loading */
+}
+
+#endif /* !LEVEL_EDITOR */