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neofx-libzoom/level.c
neoraider f5c8fc72ca libzoom: Added gates to level loader;
zoom: Added gate to level; some Makefile.am changes
2007-06-12 17:19:01 +00:00

665 lines
18 KiB
C

#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <GL/gl.h>
#include <neofx/math.h>
#include <zoom/types.h>
#include <zoom/texture.h>
#include <zoom/level.h>
#include <zoom/light.h>
#include <libxml/parser.h>
#include <libxml/tree.h>
#include <libxml/valid.h>
extern GLuint sphere;
extern GLuint meditex_blue;
extern float objrot;
extern LIGHT *lights;
extern int nLights;
static int SortTextures(const void *t1, const void *t2) {
return strcmp(((TEXTURE*)t1)->name, ((TEXTURE*)t2)->name);
}
static int SortRooms(const void *r1, const void *r2) {
return strcmp(((ROOM*)r1)->id, ((ROOM*)r2)->id);
}
static void LoadTriangles(xmlNodePtr node, LEVEL *level, WALL* walls, int nWalls) {
int i = 0, j;
xmlNodePtr node2;
xmlChar *data;
TEXTURE tex, *texp;
VECTOR v;
for(; node = node->next; node != NULL) {
if(node->type != XML_ELEMENT_NODE || xmlStrcmp(node->name, "triangle")) continue;
walls[i].visible = 1;
data = xmlGetProp(node, "visible");
if(data) {
if(!xmlStrcmp(data, "false")) walls[i].visible = 0;
xmlFree(data);
}
data = xmlGetProp(node, "texture");
if(data) {
tex.name = data;
texp = bsearch(&tex, level->textures, level->nTextures, sizeof(TEXTURE), SortTextures);
if(texp) walls[i].texture = texp->id;
xmlFree(data);
}
j = -1;
for(node2 = node->children; node2 = node2->next; node2 != NULL) {
if(node2->type != XML_ELEMENT_NODE) continue;
if(!xmlStrcmp(node2->name, "vertex")) {
if(++j > 2) break;
data = xmlGetProp(node2, "x");
if(data) {
walls[i].vertices[j].x = atof(data);
xmlFree(data);
}
data = xmlGetProp(node2, "y");
if(data) {
walls[i].vertices[j].y = atof(data);
xmlFree(data);
}
data = xmlGetProp(node2, "z");
if(data) {
walls[i].vertices[j].z = atof(data);
xmlFree(data);
}
}
else if(!xmlStrcmp(node2->name, "normal")) {
if(j < 0) continue;
data = xmlGetProp(node2, "x");
if(data) {
walls[i].normals[j].x = atof(data);
xmlFree(data);
}
data = xmlGetProp(node2, "y");
if(data) {
walls[i].normals[j].y = atof(data);
xmlFree(data);
}
data = xmlGetProp(node2, "z");
if(data) {
walls[i].normals[j].z = atof(data);
xmlFree(data);
}
}
else if(!xmlStrcmp(node2->name, "texcoords")) {
if(j < 0) continue;
data = xmlGetProp(node2, "s");
if(data) {
walls[i].texcoords[j].s = atof(data);
xmlFree(data);
}
data = xmlGetProp(node2, "t");
if(data) {
walls[i].texcoords[j].t = atof(data);
xmlFree(data);
}
}
}
v = VectorCross(
VectorSub(walls[i].vertices[1], walls[i].vertices[0]),
VectorSub(walls[i].vertices[2], walls[i].vertices[0])
);
if(VectorLengthSq(v) > 0.0) {
walls[i].normal = VectorNormalize(v);
for(j = 0; j < 3; j++) {
if(VectorLengthSq(walls[i].normals[j]) == 0.0)
walls[i].normals[j] = walls[i].normal;
}
}
i++;
}
}
LEVEL *LoadLevel(char *filename) {
LEVEL *level;
xmlDocPtr doc;
xmlDtdPtr dtd;
xmlValidCtxtPtr validCtxt;
xmlNodePtr root, node, node2, node3, rooms = NULL, gates = NULL;
xmlChar *data;
char *name;
int i, j;
ROOM room, *roomp;
name = malloc(strlen(filename)+8);
strcpy(name, "levels/");
strcat(name, filename);
doc = xmlParseFile(name);
free(name);
if(!doc)
return NULL;
dtd = xmlParseDTD("-//libzoom//DTD level 0.1//EN", "levels/level.dtd");
if(!dtd) {
xmlFreeDoc(doc);
xmlCleanupParser();
return NULL;
}
validCtxt = xmlNewValidCtxt();
if(!validCtxt) {
xmlFreeDtd(dtd);
xmlFreeDoc(doc);
xmlCleanupParser();
return NULL;
}
if(!xmlValidateDtd(validCtxt, doc, dtd)) {
xmlFreeValidCtxt(validCtxt);
xmlFreeDtd(dtd);
xmlFreeDoc(doc);
xmlCleanupParser();
return NULL;
}
xmlFreeValidCtxt(validCtxt);
xmlFreeDtd(dtd);
root = xmlDocGetRootElement(doc);
if(!root || xmlStrcmp(root->name, "level")) {
xmlFreeDoc(doc);
xmlCleanupParser();
return NULL;puts("Loaded.");
}
level = calloc(1, sizeof(LEVEL));
for(node = root->children; node = node->next; node != NULL) {
if(node->type != XML_ELEMENT_NODE) continue;
if(!xmlStrcmp(node->name, "info")) {
level->info = calloc(1, sizeof(LEVELINFO));
for(node2 = node->children; node2 = node2->next; node2 != NULL) {
if(node2->type != XML_ELEMENT_NODE) continue;
if(!xmlStrcmp(node2->name, "name")) {
if(level->info->name != NULL) continue;
data = xmlNodeGetContent(node2);
level->info->name = strdup(data);
xmlFree(data);
}
else if(!xmlStrcmp(node2->name, "desc")) {
if(level->info->desc != NULL) continue;
data = xmlNodeGetContent(node2);
level->info->desc = strdup(data);
xmlFree(data);
}
else if(!xmlStrcmp(node2->name, "start")) {
data = xmlGetProp(node2, "x");
if(data) level->info->start.x = atof(data);
xmlFree(data);
data = xmlGetProp(node2, "y");
if(data) level->info->start.y = atof(data);
xmlFree(data);
data = xmlGetProp(node2, "z");
if(data) level->info->start.z = atof(data);
xmlFree(data);
}
}
}
else if(!xmlStrcmp(node->name, "rooms")) {
if(rooms != NULL) continue;
rooms = node;
for(node2 = node->children; node2 = node2->next; node2 != NULL) {
if(node2->type == XML_ELEMENT_NODE && !xmlStrcmp(node2->name, "room")) level->nRooms++;
}
}
else if(!xmlStrcmp(node->name, "gates")) {
if(gates != NULL) continue;
gates = node;
for(node2 = node->children; node2 = node2->next; node2 != NULL) {
if(node2->type == XML_ELEMENT_NODE && !xmlStrcmp(node2->name, "gate")) level->nGates++;
}
}
else if(!xmlStrcmp(node->name, "textures")) {
if(level->textures != NULL) continue;
for(node2 = node->children; node2 = node2->next; node2 != NULL) {
if(node2->type == XML_ELEMENT_NODE && !xmlStrcmp(node2->name, "texture")) level->nTextures++;
}
level->textures = calloc(level->nTextures, sizeof(TEXTURE));
i = 0;
for(node2 = node->children; node2 = node2->next; node2 != NULL) {
if(node2->type != XML_ELEMENT_NODE || xmlStrcmp(node2->name, "texture")) continue;
data = xmlGetProp(node2, "name");
if(data) {
level->textures[i].id = LoadTexture(data);
xmlFree(data);
}
data = xmlGetProp(node2, "id");
if(data) {
level->textures[i].name = strdup(data);
xmlFree(data);
}
i++;
}
qsort(level->textures, level->nTextures, sizeof(TEXTURE), SortTextures);
}
}
level->rooms = calloc(level->nRooms, sizeof(ROOM));
i = 0;
for(node = rooms->children; node = node->next; node != NULL) {
if(node->type != XML_ELEMENT_NODE || xmlStrcmp(node->name, "room")) continue;
data = xmlGetProp(node, "id");
if(data) {
level->rooms[i].id = strdup(data);
xmlFree(data);
}
for(node2 = node->children; node2 = node2->next; node2 != NULL) {
if(node2->type == XML_ELEMENT_NODE && !xmlStrcmp(node2->name, "triangle")) level->rooms[i].nWalls++;
}
level->rooms[i].walls = calloc(level->rooms[i].nWalls, sizeof(WALL));
LoadTriangles(node->children, level, level->rooms[i].walls, level->rooms[i].nWalls);
i++;
}
qsort(level->rooms, level->nRooms, sizeof(ROOM), SortRooms);
level->gates = calloc(level->nGates, sizeof(GATE));
i = 0;
for(node = gates->children; node = node->next; node != NULL) {
if(node->type != XML_ELEMENT_NODE || xmlStrcmp(node->name, "gate")) continue;
data = xmlGetProp(node2, "room1");
if(data) {
room.id = data;
roomp = bsearch(&room, level->rooms, level->nRooms, sizeof(ROOM), SortRooms);
if(roomp) level->gates[i].room1 = roomp;
xmlFree(data);
}
data = xmlGetProp(node2, "room2");
if(data) {
room.id = data;
roomp = bsearch(&room, level->rooms, level->nRooms, sizeof(ROOM), SortRooms);
if(roomp) level->gates[i].room2 = roomp;
xmlFree(data);
}
for(node2 = node->children; node2 = node2->next; node2 != NULL) {
if(node2->type == XML_ELEMENT_NODE && !xmlStrcmp(node2->name, "triangle")) level->gates[i].nWalls++;
}
level->gates[i].walls = calloc(level->gates[i].nWalls, sizeof(WALL));
LoadTriangles(node->children, level, level->gates[i].walls, level->gates[i].nWalls);
i++;
}
xmlFreeDoc(doc);
xmlCleanupParser();
return level;
}
POLYGON_LIST *DrawRoom(LEVEL *level, int nr) {
ROOM room = level->rooms[nr];
POLYGON_LIST *p;
int i;
p = malloc(sizeof(POLYGON_LIST)+sizeof(POLYGON)*room.nWalls);
p->nPolygons = room.nWalls;
for(i = 0; i < room.nWalls; i++) {
p->polygons[i].vertices[0] = room.walls[i].vertices[0];
p->polygons[i].vertices[1] = room.walls[i].vertices[1];
p->polygons[i].vertices[2] = room.walls[i].vertices[2];
p->polygons[i].normal = room.walls[i].normal;
p->polygons[i].normals[0] = room.walls[i].normals[0];
p->polygons[i].normals[1] = room.walls[i].normals[1];
p->polygons[i].normals[2] = room.walls[i].normals[2];
p->polygons[i].texture = room.walls[i].texture;
p->polygons[i].texcoords[0] = room.walls[i].texcoords[0];
p->polygons[i].texcoords[1] = room.walls[i].texcoords[1];
p->polygons[i].texcoords[2] = room.walls[i].texcoords[2];
}
return p;
}
/*void DrawRoom(LEVEL *level, int nr) {
int i, j;
int r, g;
GLfloat std_emission[] = {0.0, 0.0, 0.0, 1.0};
GLfloat medipak100_emission[] = {1.0, 0.0, 0.0, 1.0};
ROOM room = level->rooms[nr];
WALL t1, t2;
VERTEX p1, p2;
VECTOR v1, v2, n, v;
float s, t, d;
MATRIX transform;
for(i = 0; i < room.nWalls; i++)
RenderWallDepth(room.walls[i]);
for(i = 0; i < nLights; i++) {
glClear(GL_COLOR_BUFFER_BIT);
for(j = 0; j < room.nWalls; j++)
RenderWallLight(room.walls[j], lights[i]);
glAccum(GL_ACCUM, 1.0/(nLights+1));
}
glAccum(GL_RETURN, 1.0);
//for(i = 0; i < room.nWalls; i++)
// RenderWall(room.walls[i], level->textures);
glColor3f(1.0/(nLights+1), 1.0/(nLights+1), 1.0/(nLights+1));
for(i = 0; i < room.nThings; i++) {
if(!room.things[i].visible) continue;
switch(room.things[i].type) {
case THING_MEDIPAK100:
glPushMatrix();
glBindTexture(GL_TEXTURE_2D, meditex_blue);
glMaterialfv(GL_FRONT, GL_EMISSION, medipak100_emission);
glTranslatef(room.things[i].pos.x, room.things[i].pos.y, room.things[i].pos.z);
glRotatef(objrot*10, 0.0, 1.0, 0.0);
glScalef(0.3, 0.3, 0.3);
glCallList(sphere);
glMaterialfv(GL_FRONT, GL_EMISSION, std_emission);
glPopMatrix();
}
}
for(i = 0; i < room.nGates; i++) {
if(room.gateinfo[i].state == STATE_CLOSED) {
glBindTexture(GL_TEXTURE_2D, level->textures[room.gates[i].walls[0].texture]);
glBegin(GL_TRIANGLES);
glNormal3fv((GLfloat*)&room.gates[i].walls[0].normal);
glTexCoord2fv((GLfloat*)&room.gates[i].walls[0].texcoords[0]);
glVertex3fv((GLfloat*)&room.gates[i].walls[0].vertices[0]);
glTexCoord2fv((GLfloat*)&room.gates[i].walls[0].texcoords[1]);
glVertex3fv((GLfloat*)&room.gates[i].walls[0].vertices[1]);
glTexCoord2fv((GLfloat*)&room.gates[i].walls[0].texcoords[2]);
glVertex3fv((GLfloat*)&room.gates[i].walls[0].vertices[2]);
glEnd();
glBindTexture(GL_TEXTURE_2D, level->textures[room.gates[i].walls[0].texture]);
glBegin(GL_TRIANGLES);
glNormal3fv((GLfloat*)&room.gates[i].walls[1].normal);
glTexCoord2fv((GLfloat*)&room.gates[i].walls[1].texcoords[0]);
glVertex3fv((GLfloat*)&room.gates[i].walls[1].vertices[0]);
glTexCoord2fv((GLfloat*)&room.gates[i].walls[1].texcoords[1]);
glVertex3fv((GLfloat*)&room.gates[i].walls[1].vertices[1]);
glTexCoord2fv((GLfloat*)&room.gates[i].walls[1].texcoords[2]);
glVertex3fv((GLfloat*)&room.gates[i].walls[1].vertices[2]);
glEnd();
}
else if(room.gateinfo[i].state == STATE_OPENING) {
t1 = room.gates[i].walls[0];
t2 = room.gates[i].walls[1];
t1.vertices[2] = VectorAdd(VectorMul(t1.vertices[2], room.gateinfo[i].timer/1000.0),
VectorMul(t1.vertices[1], 1 - (room.gateinfo[i].timer/1000.0)));
t2.vertices[1] = t1.vertices[2];
t2.vertices[2] = VectorAdd(VectorMul(t2.vertices[2], room.gateinfo[i].timer/1000.0),
VectorMul(t2.vertices[0], 1 - (room.gateinfo[i].timer/1000.0)));
t1.texcoords[0].s = t1.texcoords[0].s * room.gateinfo[i].timer/1000.0
+ t2.texcoords[2].s * (1 - room.gateinfo[i].timer/1000.0);
t1.texcoords[0].t = t1.texcoords[0].t * room.gateinfo[i].timer/1000.0
+ t2.texcoords[2].t * (1 - room.gateinfo[i].timer/1000.0);
t1.texcoords[1].s = t1.texcoords[1].s * room.gateinfo[i].timer/1000.0
+ t1.texcoords[2].s * (1 - room.gateinfo[i].timer/1000.0);
t1.texcoords[1].t = t1.texcoords[1].t * room.gateinfo[i].timer/1000.0
+ t1.texcoords[2].t * (1 - room.gateinfo[i].timer/1000.0);
t2.texcoords[0] = t1.texcoords[0];
glBindTexture(GL_TEXTURE_2D, level->textures[t1.texture]);
glBegin(GL_TRIANGLES);
glNormal3fv((GLfloat*)&t1.normal);
glTexCoord2fv((GLfloat*)&t1.texcoords[0]);
glVertex3fv((GLfloat*)&t1.vertices[0]);
glTexCoord2fv((GLfloat*)&t1.texcoords[1]);
glVertex3fv((GLfloat*)&t1.vertices[1]);
glTexCoord2fv((GLfloat*)&t1.texcoords[2]);
glVertex3fv((GLfloat*)&t1.vertices[2]);
glEnd();
glBindTexture(GL_TEXTURE_2D, level->textures[t2.texture]);
glBegin(GL_TRIANGLES);
glNormal3fv((GLfloat*)&t2.normal);
glTexCoord2fv((GLfloat*)&t2.texcoords[0]);
glVertex3fv((GLfloat*)&t2.vertices[0]);
glTexCoord2fv((GLfloat*)&t2.texcoords[1]);
glVertex3fv((GLfloat*)&t2.vertices[1]);
glTexCoord2fv((GLfloat*)&t2.texcoords[2]);
glVertex3fv((GLfloat*)&t2.vertices[2]);
glEnd();
r = room.gates[i].room;
g = room.gates[i].gate;
t1 = room.gates[i].walls[0];
t2 = room.gates[i].walls[1];
p1 = room.gates[i].point;
v1 = t1.normal;
t1 = level->rooms[r].gates[g].walls[0];
t2 = level->rooms[r].gates[g].walls[1];
p2 = level->rooms[r].gates[g].point;
v2 = VectorNeg(t1.normal);
glPushMatrix();
transform = VectorMatrix(p1, v1, p2, v2);
glMultMatrixf(transform.f);
//DrawRoom(level, r);
glPopMatrix();
}
else if(room.gateinfo[i].state == STATE_CLOSING) {
t1 = room.gates[i].walls[0];
t2 = room.gates[i].walls[1];
t1.vertices[2] = VectorAdd(VectorMul(t1.vertices[2], 1 - (room.gateinfo[i].timer/1000.0)),
VectorMul(t1.vertices[1], room.gateinfo[i].timer/1000.0));
t2.vertices[1] = t1.vertices[2];
t2.vertices[2] = VectorAdd(VectorMul(t2.vertices[2], 1 - (room.gateinfo[i].timer/1000.0)),
VectorMul(t2.vertices[0], room.gateinfo[i].timer/1000.0));
t1.texcoords[0].s = t1.texcoords[0].s * (1 - room.gateinfo[i].timer/1000.0)
+ t2.texcoords[2].s * room.gateinfo[i].timer/1000.0;
t1.texcoords[0].t = t1.texcoords[0].t * (1 - room.gateinfo[i].timer/1000.0)
+ t2.texcoords[2].t * room.gateinfo[i].timer/1000.0;
t1.texcoords[1].s = t1.texcoords[1].s * (1 - room.gateinfo[i].timer/1000.0)
+ t1.texcoords[2].s * room.gateinfo[i].timer/1000.0;
t1.texcoords[1].t = t1.texcoords[1].t * (1 - room.gateinfo[i].timer/1000.0)
+ t1.texcoords[2].t * room.gateinfo[i].timer/1000.0;
t2.texcoords[0] = t1.texcoords[0];
glBindTexture(GL_TEXTURE_2D, level->textures[t1.texture]);
glBegin(GL_TRIANGLES);
glNormal3fv((GLfloat*)&t1.normal);
glTexCoord2fv((GLfloat*)&t1.texcoords[0]);
glVertex3fv((GLfloat*)&t1.vertices[0]);
glTexCoord2fv((GLfloat*)&t1.texcoords[1]);
glVertex3fv((GLfloat*)&t1.vertices[1]);
glTexCoord2fv((GLfloat*)&t1.texcoords[2]);
glVertex3fv((GLfloat*)&t1.vertices[2]);
glEnd();
glBindTexture(GL_TEXTURE_2D, level->textures[t2.texture]);
glBegin(GL_TRIANGLES);
glNormal3fv((GLfloat*)&t2.normal);
glTexCoord2fv((GLfloat*)&t2.texcoords[0]);
glVertex3fv((GLfloat*)&t2.vertices[0]);
glTexCoord2fv((GLfloat*)&t2.texcoords[1]);
glVertex3fv((GLfloat*)&t2.vertices[1]);
glTexCoord2fv((GLfloat*)&t2.texcoords[2]);
glVertex3fv((GLfloat*)&t2.vertices[2]);
glEnd();
r = room.gates[i].room;
g = room.gates[i].gate;
t1 = room.gates[i].walls[0];
t2 = room.gates[i].walls[1];
p1 = room.gates[i].point;
v1 = t1.normal;
t1 = level->rooms[r].gates[g].walls[0];
t2 = level->rooms[r].gates[g].walls[1];
p2 = level->rooms[r].gates[g].point;
v2 = VectorNeg(t1.normal);
glPushMatrix();
transform = VectorMatrix(p1, v1, p2, v2);
glMultMatrixf(transform.f);
//DrawRoom(level, r);
glPopMatrix();
}
else {
r = room.gates[i].room;
g = room.gates[i].gate;
t1 = room.gates[i].walls[0];
t2 = room.gates[i].walls[1];
p1 = room.gates[i].point;
v1 = t1.normal;
t1 = level->rooms[r].gates[g].walls[0];
t2 = level->rooms[r].gates[g].walls[1];
p2 = level->rooms[r].gates[g].point;
v2 = VectorNeg(t1.normal);
glPushMatrix();
transform = VectorMatrix(p1, v1, p2, v2);
glMultMatrixf(transform.f);
//DrawRoom(level, r);
glPopMatrix();
}
}
}*/
void FreeLevel(LEVEL *level) {
int i;
if(level) {
if(level->info) {
free(level->info->name);
free(level->info->desc);
free(level->info);
}
if(level->nRooms) {
for(i = 0; i < level->nRooms; i++) {
if(level->rooms[i].nWalls) free(level->rooms[i].walls);
/*if(level->rooms[i].nThings) free(level->rooms[i].things);
if(level->rooms[i].nGates) {
free(level->rooms[i].gates);
free(level->rooms[i].gateinfo);
}*/
free(level->rooms[i].id);
}
free(level->rooms);
}
if(level->nGates) {
for(i = 0; i < level->nGates; i++) {
if(level->gates[i].nWalls) free(level->gates[i].walls);
}
free(level->gates);
}
if(level->nTextures) {
for(i = 0; i < level->nTextures; i++)
free(level->textures[i].name);
free(level->textures);
}
free(level);
}
}