From 05f9b1d15c237e89176cc2b207454f0f30073d57 Mon Sep 17 00:00:00 2001 From: neoraider Date: Sat, 23 Apr 2005 11:41:04 +0000 Subject: libneofx: neofx/types.h: TRIANGLE-Struktur aufger?umt; libzoom: zoom/types.h: WALL-Struktur als Ersatz f?r TRIANGLE eingef?gt; zoom/level.h, level.c und player.c an die neuen Strukturen angepasst --- level.c | 92 ++++++++++++++++++++++++++++++++--------------------------------- 1 file changed, 46 insertions(+), 46 deletions(-) (limited to 'level.c') diff --git a/level.c b/level.c index d884341..ccee0bc 100644 --- a/level.c +++ b/level.c @@ -35,9 +35,9 @@ int LoadLevel(char *filename, LEVEL *level) { for(i = 0; i < levelheader.nRooms; i++) { fread(&roomheader, sizeof(ROOMHEADER), 1, file); - level->rooms[i].nTriangles = roomheader.nTriangles; - level->rooms[i].triangles = malloc(roomheader.nTriangles * sizeof(TRIANGLE)); - fread(level->rooms[i].triangles, sizeof(TRIANGLE), roomheader.nTriangles, file); + level->rooms[i].nWalls = roomheader.nWalls; + level->rooms[i].walls = malloc(roomheader.nWalls * sizeof(WALL)); + fread(level->rooms[i].walls, sizeof(WALL), roomheader.nWalls, file); level->rooms[i].nObjects = roomheader.nObjects; level->rooms[i].objects = malloc(roomheader.nObjects * sizeof(OBJECT)); @@ -70,23 +70,23 @@ void DrawRoom(LEVEL *level, int room) { 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}; - TRIANGLE t1, t2; + WALL t1, t2; VERTEX p1, p2; VECTOR v1, v2; MATRIX transform; - for(i = 0; i < level->rooms[room].nTriangles; i++) { - glBindTexture(GL_TEXTURE_2D, level->textures[level->rooms[room].triangles[i].texture]); + for(i = 0; i < level->rooms[room].nWalls; i++) { + glBindTexture(GL_TEXTURE_2D, level->textures[level->rooms[room].walls[i].texture]); glBegin(GL_TRIANGLES); - glNormal3fv((GLfloat*)&level->rooms[room].triangles[i].normal); - glTexCoord2fv((GLfloat*)&level->rooms[room].triangles[i].texcoords[0]); - glVertex3fv((GLfloat*)&level->rooms[room].triangles[i].vertices[0]); - glTexCoord2fv((GLfloat*)&level->rooms[room].triangles[i].texcoords[1]); - glVertex3fv((GLfloat*)&level->rooms[room].triangles[i].vertices[1]); - glTexCoord2fv((GLfloat*)&level->rooms[room].triangles[i].texcoords[2]); - glVertex3fv((GLfloat*)&level->rooms[room].triangles[i].vertices[2]); + glNormal3fv((GLfloat*)&level->rooms[room].walls[i].normal); + glTexCoord2fv((GLfloat*)&level->rooms[room].walls[i].texcoords[0]); + glVertex3fv((GLfloat*)&level->rooms[room].walls[i].vertices[0]); + glTexCoord2fv((GLfloat*)&level->rooms[room].walls[i].texcoords[1]); + glVertex3fv((GLfloat*)&level->rooms[room].walls[i].vertices[1]); + glTexCoord2fv((GLfloat*)&level->rooms[room].walls[i].texcoords[2]); + glVertex3fv((GLfloat*)&level->rooms[room].walls[i].vertices[2]); glEnd(); } @@ -109,37 +109,37 @@ void DrawRoom(LEVEL *level, int room) { for(i = 0; i < level->rooms[room].nGates; i++) { if(level->rooms[room].gateinfo[i].state == STATE_CLOSED) { - glBindTexture(GL_TEXTURE_2D, level->textures[level->rooms[room].gates[i].triangles[0].texture]); + glBindTexture(GL_TEXTURE_2D, level->textures[level->rooms[room].gates[i].walls[0].texture]); glBegin(GL_TRIANGLES); - glNormal3fv((GLfloat*)&level->rooms[room].gates[i].triangles[0].normal); - glTexCoord2fv((GLfloat*)&level->rooms[room].gates[i].triangles[0].texcoords[0]); - glVertex3fv((GLfloat*)&level->rooms[room].gates[i].triangles[0].vertices[0]); - glTexCoord2fv((GLfloat*)&level->rooms[room].gates[i].triangles[0].texcoords[1]); - glVertex3fv((GLfloat*)&level->rooms[room].gates[i].triangles[0].vertices[1]); - glTexCoord2fv((GLfloat*)&level->rooms[room].gates[i].triangles[0].texcoords[2]); - glVertex3fv((GLfloat*)&level->rooms[room].gates[i].triangles[0].vertices[2]); + glNormal3fv((GLfloat*)&level->rooms[room].gates[i].walls[0].normal); + glTexCoord2fv((GLfloat*)&level->rooms[room].gates[i].walls[0].texcoords[0]); + glVertex3fv((GLfloat*)&level->rooms[room].gates[i].walls[0].vertices[0]); + glTexCoord2fv((GLfloat*)&level->rooms[room].gates[i].walls[0].texcoords[1]); + glVertex3fv((GLfloat*)&level->rooms[room].gates[i].walls[0].vertices[1]); + glTexCoord2fv((GLfloat*)&level->rooms[room].gates[i].walls[0].texcoords[2]); + glVertex3fv((GLfloat*)&level->rooms[room].gates[i].walls[0].vertices[2]); glEnd(); - glBindTexture(GL_TEXTURE_2D, level->textures[level->rooms[room].gates[i].triangles[0].texture]); + glBindTexture(GL_TEXTURE_2D, level->textures[level->rooms[room].gates[i].walls[0].texture]); glBegin(GL_TRIANGLES); - glNormal3fv((GLfloat*)&level->rooms[room].gates[i].triangles[1].normal); - glTexCoord2fv((GLfloat*)&level->rooms[room].gates[i].triangles[1].texcoords[0]); - glVertex3fv((GLfloat*)&level->rooms[room].gates[i].triangles[1].vertices[0]); - glTexCoord2fv((GLfloat*)&level->rooms[room].gates[i].triangles[1].texcoords[1]); - glVertex3fv((GLfloat*)&level->rooms[room].gates[i].triangles[1].vertices[1]); - glTexCoord2fv((GLfloat*)&level->rooms[room].gates[i].triangles[1].texcoords[2]); - glVertex3fv((GLfloat*)&level->rooms[room].gates[i].triangles[1].vertices[2]); + glNormal3fv((GLfloat*)&level->rooms[room].gates[i].walls[1].normal); + glTexCoord2fv((GLfloat*)&level->rooms[room].gates[i].walls[1].texcoords[0]); + glVertex3fv((GLfloat*)&level->rooms[room].gates[i].walls[1].vertices[0]); + glTexCoord2fv((GLfloat*)&level->rooms[room].gates[i].walls[1].texcoords[1]); + glVertex3fv((GLfloat*)&level->rooms[room].gates[i].walls[1].vertices[1]); + glTexCoord2fv((GLfloat*)&level->rooms[room].gates[i].walls[1].texcoords[2]); + glVertex3fv((GLfloat*)&level->rooms[room].gates[i].walls[1].vertices[2]); glEnd(); } else if(level->rooms[room].gateinfo[i].state == STATE_OPENING) { - t1 = level->rooms[room].gates[i].triangles[0]; - t2 = level->rooms[room].gates[i].triangles[1]; + t1 = level->rooms[room].gates[i].walls[0]; + t2 = level->rooms[room].gates[i].walls[1]; t1.vertices[2] = VectorAdd(VectorMul(t1.vertices[2], level->rooms[room].gateinfo[i].timer/1000.0), VectorMul(t1.vertices[1], 1 - (level->rooms[room].gateinfo[i].timer/1000.0))); @@ -189,13 +189,13 @@ void DrawRoom(LEVEL *level, int room) { r = level->rooms[room].gates[i].room; g = level->rooms[room].gates[i].gate; - t1 = level->rooms[room].gates[i].triangles[0]; - t2 = level->rooms[room].gates[i].triangles[1]; + t1 = level->rooms[room].gates[i].walls[0]; + t2 = level->rooms[room].gates[i].walls[1]; p1 = level->rooms[room].gates[i].point; v1 = t1.normal; - t1 = level->rooms[r].gates[g].triangles[0]; - t2 = level->rooms[r].gates[g].triangles[1]; + 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); @@ -206,8 +206,8 @@ void DrawRoom(LEVEL *level, int room) { glPopMatrix(); } else if(level->rooms[room].gateinfo[i].state == STATE_CLOSING) { - t1 = level->rooms[room].gates[i].triangles[0]; - t2 = level->rooms[room].gates[i].triangles[1]; + t1 = level->rooms[room].gates[i].walls[0]; + t2 = level->rooms[room].gates[i].walls[1]; t1.vertices[2] = VectorAdd(VectorMul(t1.vertices[2], 1 - (level->rooms[room].gateinfo[i].timer/1000.0)), VectorMul(t1.vertices[1], level->rooms[room].gateinfo[i].timer/1000.0)); @@ -257,13 +257,13 @@ void DrawRoom(LEVEL *level, int room) { r = level->rooms[room].gates[i].room; g = level->rooms[room].gates[i].gate; - t1 = level->rooms[room].gates[i].triangles[0]; - t2 = level->rooms[room].gates[i].triangles[1]; + t1 = level->rooms[room].gates[i].walls[0]; + t2 = level->rooms[room].gates[i].walls[1]; p1 = level->rooms[room].gates[i].point; v1 = t1.normal; - t1 = level->rooms[r].gates[g].triangles[0]; - t2 = level->rooms[r].gates[g].triangles[1]; + 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); @@ -277,13 +277,13 @@ void DrawRoom(LEVEL *level, int room) { r = level->rooms[room].gates[i].room; g = level->rooms[room].gates[i].gate; - t1 = level->rooms[room].gates[i].triangles[0]; - t2 = level->rooms[room].gates[i].triangles[1]; + t1 = level->rooms[room].gates[i].walls[0]; + t2 = level->rooms[room].gates[i].walls[1]; p1 = level->rooms[room].gates[i].point; v1 = t1.normal; - t1 = level->rooms[r].gates[g].triangles[0]; - t2 = level->rooms[r].gates[g].triangles[1]; + 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); @@ -301,7 +301,7 @@ void FreeLevel(LEVEL *level) { if(level->nRooms) { for(i = 0; i < level->nRooms; i++) { - if(level->rooms[i].nTriangles) free(level->rooms[i].triangles); + if(level->rooms[i].nWalls) free(level->rooms[i].walls); if(level->rooms[i].nObjects) free(level->rooms[i].objects); if(level->rooms[i].nGates) free(level->rooms[i].gates); } -- cgit v1.2.3