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Level.cpp
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Level.cpp
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#include "Level.h"
void Level::resetShift() {
shift.set(0, 0, 0);
}
int Level::getXShift() {
return shift.x;
}
int Level::getYShift() {
return shift.y;
}
int Level::getZShift() {
return shift.z;
}
void Level::shiftX(int s) {
shift.x += s;
}
void Level::shiftY(int s) {
shift.y += s;
}
void Level::shiftZ(int s) {
shift.z += s;
}
int Level::getNumMessages() {
return messages.size();
}
string Level::getMessage(int num) {
return messages[num];
}
int Level::getBlock(Coord3d c) {
return data[c.x][c.y][c.z];
}
void Level::setBlock(Coord3d c, int block) {
data[c.x][c.y][c.z] = block;
}
int Level::getXSize() {
return Level::xsize;
}
int Level::getYSize() {
return Level::ysize;
}
int Level::getZSize() {
return Level::zsize;
}
int Level::load(int number) {
messages.clear();
char a;
ostringstream filename;
#ifndef WIN32
filename << "data/level" << number << ".map";
#else
filename << "data\\level" << number << ".map";
#endif
ifstream mfile (filename.str().c_str());
if(!mfile.is_open()) {
cerr << "Unable to open level file: " << filename.str() << "\n";
return 1;
}
// fixme: make this more error-proof (handle broken/invalid files)
for(int z = Level::zsize-1; z >= 0; z--) {
for(int x = 0; x < Level::xsize; x++) {
a = mfile.get();
if(a >= 'a' && a <= 'z')
data[x][0][z] = (int)(a - 'a' + 10);
else
data[x][0][z] = (int)(a - '0');
}
// handle CR-LF correctly
mfile.get();
if((a = mfile.get()) != 10)
mfile.putback(a);
}
string line;
getline(mfile, line);
seconds = atoi(line.c_str());
while(!mfile.eof()) {
getline(mfile, line);
if(line[0] != '#' && line.length() > 1)
messages.push_back(line);
}
mfile.close();
currentLevel = number;
return 0;
}
int Level::getLevelNumber() {
return currentLevel;
}
int Level::getSeconds() {
return seconds;
}
Level::Level() {
messages.clear();
for(int y = 0; y < Level::ysize; y++) {
for(int x = 0; x < Level::xsize; x++) {
for(int z = 0; z < Level::zsize; z++) {
if(x==0 || z==0 || x==Level::xsize-1 || z==Level::zsize-1)
data[x][y][z] = 1;
else
data[x][y][z] = 0;
timeout[x][y][z] = 0;
}
}
}
int a, b;
srand((unsigned)time(NULL));
for(int i = 0; i <= 20; i++) {
a = (rand()%(Level::xsize-2))+1;
b = (rand()%(Level::zsize-2))+1;
data[a][0][b] = (rand()%4)+2;
}
//data[3][0][5] = 1;
data[1][0][3] = 2;
resetShift();
}
void Level::glDrawprism(float xtr, float ytr, float ztr, int rotation) {
GLfloat sz = 0.49f;
glBegin(GL_QUADS);
if(rotation == 0 || rotation == 1) {
// back face
glNormal3f(0.0f, 0.0f,-1.0f);
glVertex3f(-sz+xtr, -sz+ytr, -sz+ztr);
glVertex3f(-sz+xtr, sz+ytr, -sz+ztr);
glVertex3f( sz+xtr, sz+ytr, -sz+ztr);
glVertex3f( sz+xtr, -sz+ytr, -sz+ztr);
}
if(rotation == 0 || rotation == 2) {
// left face
glNormal3f(-1.0f, 0.0f, 0.0f);
glVertex3f(-sz+xtr, -sz+ytr, -sz+ztr);
glVertex3f(-sz+xtr, -sz+ytr, sz+ztr);
glVertex3f(-sz+xtr, sz+ytr, sz+ztr);
glVertex3f(-sz+xtr, sz+ytr, -sz+ztr);
}
if(rotation == 1 || rotation == 3) {
// right face
glNormal3f(1.0f, 0.0f, 0.0f);
glVertex3f( sz+xtr, -sz+ytr, -sz+ztr);
glVertex3f( sz+xtr, sz+ytr, -sz+ztr);
glVertex3f( sz+xtr, sz+ytr, sz+ztr);
glVertex3f( sz+xtr, -sz+ytr, sz+ztr);
}
if(rotation == 2 || rotation == 3) {
// front face
glNormal3f(0.0f, 0.0f, 1.0f);
glVertex3f(-sz+xtr, -sz+ytr, sz+ztr);
glVertex3f( sz+xtr, -sz+ytr, sz+ztr);
glVertex3f( sz+xtr, sz+ytr, sz+ztr);
glVertex3f(-sz+xtr, sz+ytr, sz+ztr);
}
if(rotation == 0 || rotation == 3) {
// / face
glNormal3f(0.0f, 0.0f, 1.0f);
glVertex3f(-sz+xtr, -sz+ytr, sz+ztr);
glVertex3f( sz+xtr, -sz+ytr, -sz+ztr);
glVertex3f( sz+xtr, sz+ytr, -sz+ztr);
glVertex3f(-sz+xtr, sz+ytr, sz+ztr);
}
if(rotation == 1 || rotation == 2) {
// \ face
glNormal3f(0.0f, 0.0f, 1.0f);
glVertex3f(-sz+xtr, -sz+ytr, -sz+ztr);
glVertex3f( sz+xtr, -sz+ytr, sz+ztr);
glVertex3f( sz+xtr, sz+ytr, sz+ztr);
glVertex3f(-sz+xtr, sz+ytr, -sz+ztr);
}
glEnd();
}
void Level::glDrawpyramid(float xtr, float ytr, float ztr) {
GLfloat sz = 0.49f;
glBegin(GL_TRIANGLES);
// front face
glVertex3f(-sz+xtr, -sz+ytr, sz+ztr);
glVertex3f( sz+xtr, -sz+ytr, sz+ztr);
glVertex3f( xtr, sz+ytr, ztr);
// left face
glVertex3f(-sz+xtr, -sz+ytr, sz+ztr);
glVertex3f(-sz+xtr, -sz+ytr,-sz+ztr);
glVertex3f( xtr, sz+ytr, ztr);
// back face
glVertex3f(-sz+xtr, -sz+ytr,-sz+ztr);
glVertex3f( sz+xtr, -sz+ytr,-sz+ztr);
glVertex3f( xtr, sz+ytr, ztr);
// right face
glVertex3f( sz+xtr, -sz+ytr,-sz+ztr);
glVertex3f( sz+xtr, -sz+ytr, sz+ztr);
glVertex3f( xtr, sz+ytr, ztr);
glEnd();
}
void Level::glDrawfloor(float xtr, float ytr, float ztr) {
glBegin(GL_QUADS);
// bottom face
glNormal3f( 0.0f, -0.5f, 0.0f);
glVertex3f(-0.5f+xtr, -0.5f+ytr-0.2, -0.5f+ztr);
glVertex3f( 0.5f+xtr, -0.5f+ytr-0.2, -0.5f+ztr);
glVertex3f( 0.5f+xtr, -0.5f+ytr-0.2, 0.5f+ztr);
glVertex3f(-0.5f+xtr, -0.5f+ytr-0.2, 0.5f+ztr);
glEnd();
}
void Level::glDrawcube(float xtr, float ytr, float ztr) {
GLfloat sz = 0.49f;
glBegin(GL_QUADS);
// front face
glNormal3f(0.0f, 0.0f, 1.0f);
glVertex3f(-sz+xtr, -sz+ytr, sz+ztr);
glVertex3f( sz+xtr, -sz+ytr, sz+ztr);
glVertex3f( sz+xtr, sz+ytr, sz+ztr);
glVertex3f(-sz+xtr, sz+ytr, sz+ztr);
// back face
glNormal3f(0.0f, 0.0f,-1.0f);
glVertex3f(-sz+xtr, -sz+ytr, -sz+ztr);
glVertex3f(-sz+xtr, sz+ytr, -sz+ztr);
glVertex3f( sz+xtr, sz+ytr, -sz+ztr);
glVertex3f( sz+xtr, -sz+ytr, -sz+ztr);
// top face
glNormal3f(0.0f, 1.0f, 0.0f);
glVertex3f(-sz+xtr, sz+ytr, -sz+ztr);
glVertex3f(-sz+xtr, sz+ytr, sz+ztr);
glVertex3f( sz+xtr, sz+ytr, sz+ztr);
glVertex3f( sz+xtr, sz+ytr, -sz+ztr);
// right face
glNormal3f(1.0f, 0.0f, 0.0f);
glVertex3f( sz+xtr, -sz+ytr, -sz+ztr);
glVertex3f( sz+xtr, sz+ytr, -sz+ztr);
glVertex3f( sz+xtr, sz+ytr, sz+ztr);
glVertex3f( sz+xtr, -sz+ytr, sz+ztr);
// left face
glNormal3f(-1.0f, 0.0f, 0.0f);
glVertex3f(-sz+xtr, -sz+ytr, -sz+ztr);
glVertex3f(-sz+xtr, -sz+ytr, sz+ztr);
glVertex3f(-sz+xtr, sz+ytr, sz+ztr);
glVertex3f(-sz+xtr, sz+ytr, -sz+ztr);
// bottom face
glNormal3f(0.0f, -1.0f, 0.0f);
glVertex3f(-sz+xtr, -sz+ytr, -sz+ztr);
glVertex3f( sz+xtr, -sz+ytr, -sz+ztr);
glVertex3f( sz+xtr, -sz+ytr, sz+ztr);
glVertex3f(-sz+xtr, -sz+ytr, sz+ztr);
glEnd();
}
bool Level::getTimeout(Coord3d c) {
return timeout[c.x][c.y][c.z] > 0;
}
void Level::setTimeout(Coord3d c) {
timeout[c.x][c.y][c.z] = 30;
}
void Level::renderBlock(Coord3d c) {
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glLineWidth(0.1f);
#ifndef __vita__
glEnable(GL_LINE_SMOOTH);
#endif
float xtr = (float)c.x;
float ytr = Level::ysize-(float)c.y;
float ztr = Level::zsize-(float)c.z;
if(--timeout[c.x+1][c.y][c.z] < 0)
timeout[c.x+1][c.y][c.z] = 0;
if(timeout[c.x+1][c.y][c.z] > 0)
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
switch(data[c.x+1][c.y][c.z]) {
case 0: // floor
case 16: // invisible wall
glColor3f(0.05f, 0.1f, 0.4f);
glDrawfloor(xtr, ytr, ztr);
break;
case 1: // wall
glColor3f(0.3f, 0.5f, 1.0f);
glDrawcube(xtr, ytr, ztr);
break;
case 2: // prism upper left
glColor3f(0.5f, 0.5f, 0.5f);
glDrawprism(xtr, ytr, ztr, 0);
break;
case 3: // prism upper right
glColor3f(0.5f, 0.5f, 0.5f);
glDrawprism(xtr, ytr, ztr, 1);
break;
case 4: // prism lower left
glColor3f(0.5f, 0.5f, 0.5f);
glDrawprism(xtr, ytr, ztr, 2);
break;
case 5: // prism lower right
glColor3f(0.5f, 0.5f, 0.5f);
glDrawprism(xtr, ytr, ztr, 3);
break;
case 6: // yellow prism upper left
glColor3f(1.0f, 1.0f, 0.0f);
glDrawprism(xtr, ytr, ztr, 0);
break;
case 7: // yellow prism upper right
glColor3f(1.0f, 1.0f, 0.0f);
glDrawprism(xtr, ytr, ztr, 1);
break;
case 8: // yellow prism lower left
glColor3f(1.0f, 1.0f, 0.0f);
glDrawprism(xtr, ytr, ztr, 2);
break;
case 9: // yellow prism lower right
glColor3f(1.0f, 1.0f, 0.0f);
glDrawprism(xtr, ytr, ztr, 3);
break;
case 10: // finish
glColor3f(1.0f, 1.0f, 1.0f);
glDrawcube(xtr, ytr, ztr);
break;
case 11: // red switch floor
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glColor3f(1.0f, 0.1f, 0.1f);
glDrawfloor(xtr, ytr, ztr);
break;
case 12: // red prism upper left
glColor3f(1.0f, 0.1f, 0.1f);
glDrawprism(xtr, ytr, ztr, 0);
break;
case 13: // red prism upper right
glColor3f(1.0f, 0.1f, 0.1f);
glDrawprism(xtr, ytr, ztr, 1);
break;
case 14: // red prism lower left
glColor3f(1.0f, 0.1f, 0.1f);
glDrawprism(xtr, ytr, ztr, 2);
break;
case 15: // red prism lower right
glColor3f(1.0f, 0.1f, 0.1f);
glDrawprism(xtr, ytr, ztr, 3);
break;
case 17: // teleporter orange
glColor3f(1.0f, 0.58f, 0.0f);
glDrawpyramid(xtr, ytr, ztr);
break;
case 18: // teleporter cyan
glColor3f(0.37f, 0.97f, 0.84f);
glDrawpyramid(xtr, ytr, ztr);
break;
case 19: // teleporter magenta
glColor3f(0.78f, 0.15f, 0.51f);
glDrawpyramid(xtr, ytr, ztr);
break;
case 20: // teleporter dark green
glColor3f(0.37f, 0.55f, 0.33f);
glDrawpyramid(xtr, ytr, ztr);
break;
case 21: // teleporter light blue
glColor3f(0.0f, 0.56f, 1.0f);
glDrawpyramid(xtr, ytr, ztr);
break;
case 22: // violet switch floor
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glColor3f(0.6f, 0.46f, 0.89f);
glDrawfloor(xtr, ytr, ztr);
break;
case 23: // violet floor
glColor3f(0.6f, 0.46f, 0.89f);
glDrawfloor(xtr, ytr, ztr);
break;
case 24: // violet wall
glColor3f(0.6f, 0.46f, 0.89f);
glDrawcube(xtr, ytr, ztr);
break;
}
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
}
void Level::switchDoors() {
int here;
for(int y = 0; y < Level::ysize; y++) {
for(int x = 0; x < Level::xsize; x++) {
for(int z = 0; z < Level::zsize; z++) {
here = data[x][y][z];
if(here == 23)
here = 24;
else if(here == 24)
here = 23;
data[x][y][z] = here;
}
}
}
}
void Level::switchBlocks() {
int here;
for(int y = 0; y < Level::ysize; y++) {
for(int x = 0; x < Level::xsize; x++) {
for(int z = 0; z < Level::zsize; z++) {
here = data[x][y][z];
// rotate the prisms clockwise
if(here >= 12 && here <= 15) {
if(here == 12)
here = 13;
else if(here == 13)
here = 15;
else if(here == 14)
here = 12;
else if(here == 15)
here = 14;
data[x][y][z] = here;
}
}
}
}
}
Level::~Level() { }