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levelfile.c
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levelfile.c
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/* :ts=8 bk=0
*
* levelfile.c: Routines to load a level.
*
* Leo L. Schwab 9305.17
*/
#include <types.h>
#include <mem.h>
#include <operamath.h>
#include <graphics.h>
#include <ctype.h>
#include "castle.h"
#include "objects.h"
#include "app_proto.h"
/***************************************************************************
* Globals.
*/
extern MapEntry chardef[];
extern Object **obtab;
extern int32 obtabsiz;
extern Vertex playerpos;
extern frac16 playerdir;
extern char wallimagefile[];
extern char spoolmusicfile[];
extern int32 floorcolor, ceilingcolor;
MapEntry levelmap[WORLDSIZ][WORLDSIZ];
static char commanewline[] = ",\n\r";
static char commaspace[] = ", ";
/***************************************************************************
* Code.
*/
int
loadlevelmap (filename)
char *filename;
{
int32 numobs;
{
register int x, z, len;
register uint8 c, *cp;
ObDef *od;
int32 err_len;
int eol;
int r, g, b;
char rs[8], gs[8], bs[8];
void *lvlbuf;
if (!(lvlbuf = allocloadfile (filename, 0, &err_len))) {
filerr (filename, err_len);
return (FALSE);
}
/*
* Gather filename for background music, wall images, and colors for
* floor and ceiling.
*/
len = err_len;
cp = lvlbuf;
numobs = 0;
cp = snarfstr (cp, spoolmusicfile, commanewline);
cp = snarfstr (cp, wallimagefile, commanewline);
cp = snarfstr (cp, rs, commaspace);
cp = snarfstr (cp, gs, commaspace);
cp = snarfstr (cp, bs, commanewline);
r = strtol (rs, NULL, 0) >> 3; // Value is 8 bits, converted to 5.
g = strtol (gs, NULL, 0) >> 3;
b = strtol (bs, NULL, 0) >> 3;
ceilingcolor = MakeRGB15Pair (r, g, b);
cp = snarfstr (cp, rs, commaspace);
cp = snarfstr (cp, gs, commaspace);
cp = snarfstr (cp, bs, commanewline);
r = strtol (rs, NULL, 0) >> 3;
g = strtol (gs, NULL, 0) >> 3;
b = strtol (bs, NULL, 0) >> 3;
floorcolor = MakeRGB15Pair (r, g, b);
len -= cp - (char *) lvlbuf;
/*
* Perform initial scan and count number of objects present.
*/
for (z = WORLDSIZ; --z >= 0; ) {
eol = FALSE;
for (x = 0; x < WORLDSIZ; x++) {
if (len <= 0)
eol = TRUE;
if (eol)
levelmap[z][x] = chardef['#' - ' '];
else {
c = *cp++ & 0x7F;
len--;
if (c == '\n' || c == '\r') {
eol = TRUE;
continue;
}
if (c < ' ') {
kprintf ("Invalid character (0x%02x) at %d,%d", c, x, z);
die (" in levelmap file.\n");
}
levelmap[z][x] = chardef[c - ' '];
if (od = (ObDef *) chardef[c - ' '].me_Obs) {
od->od_ObCount--;
numobs++;
}
}
/*
* Set initial player location.
*/
if (c == '<' || c == '>' ||
c == '^' || c == 'v')
{
playerpos.X = Convert32_F16 (x) + HALF_F16;
playerpos.Z = Convert32_F16 (z) + HALF_F16;
switch (c) {
case '^':
playerdir = 0;
break;
case '<':
playerdir = Convert32_F16 (64);
break;
case 'v':
playerdir = Convert32_F16 (128);
break;
case '>':
playerdir = Convert32_F16 (192);
break;
}
}
}
/*
* Flush remainder of line or file.
*/
if (!eol)
while (len && (len--, c = *cp++) &&
c != '\n' && c != '\r')
;
}
FreeMem (lvlbuf, err_len);
}
{
register MapEntry *me;
register ObDef *od;
register Object *ob, **obt;
register int x, z;
InitData id;
/*
* Allocate object table.
*/
numobs++; // ### HACK: head test (leave room for one extra object)
if (!(obtab = malloctype (sizeof (Object *) * numobs, MEMTYPE_FILL)))
die ("Can't allocate object table.\n");
obtabsiz = numobs;
obtab[numobs-1]=0; // ### HACK: head (set last object to 0)
initobdefs ();
/*
* Initialize MapEntries and create objects.
*/
obt = obtab;
for (z = WORLDSIZ; --z >= 0; ) {
for (x = WORLDSIZ; --x >= 0; ) {
me = &levelmap[z][x];
// cd = &chardef[me->me_Flags];
// *me = *cd;
/*
* MapEntries initially contain a pointer to the
* ObDef. This is used to generate an instance.
*/
if (!(od = (ObDef *) me->me_Obs))
continue;
id.id_MapEntry = me;
// id.id_DefEntry = cd; May return someday...
id.id_XIdx = x;
id.id_ZIdx = z;
if (!(ob = (Object *) ((od->od_Func) (od,
OP_CREATEOB,
NULL))))
die ("Can't create object.\n");
if ((od->od_Func) (ob, OP_INITOB, &id) < 0)
die ("Error initializing object.\n");
me->me_Obs = ob; // Stomp over ObDef
me->me_Flags |= MEF_ARTWORK; // Do I need this?
*obt++ = ob;
}
}
dropfaces ();
return (TRUE);
}
}
void
dropfaces ()
{
register MapEntry *me;
register int i, n, flags;
for (i = WORLDSIZ; --i >= 0; ) {
for (n = WORLDSIZ; --n >= 0; ) {
me = &levelmap[i][n];
if (!((flags = me->me_VisFlags) & VISF_ALLDIRS))
continue;
if (i < WORLDSIZ - 1 &&
(levelmap[i+1][n].me_Flags & MEF_OPAQUE))
flags &= ~VISF_NORTH;
if (i && (levelmap[i-1][n].me_Flags & MEF_OPAQUE))
flags &= ~VISF_SOUTH;
if (n < WORLDSIZ - 1 &&
(levelmap[i][n+1].me_Flags & MEF_OPAQUE))
flags &= ~VISF_EAST;
if (n && (levelmap[i][n-1].me_Flags & MEF_OPAQUE))
flags &= ~VISF_WEST;
me->me_VisFlags = flags;
}
}
}
void
freelevelmap ()
{
freeobjects ();
destructobdefs ();
}
char *
snarfstr (s, dest, terminators)
register char *s, *dest;
char *terminators;
{
register char c;
while (isspace (*s))
s++;
while (c = *dest++ = *s++)
if (strchr (terminators, c))
break;
*--dest = '\0';
return (s);
}