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1 #include <stdlib.h>
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2 #include "opengl.h"
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3 #include "game.h"
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4 #include "vein.h"
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5 #include "ship.h"
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6 #include "camera.h"
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7 #include "cockpit.h"
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8
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9 static Vein *vein;
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10 static Ship ship;
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11
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12 static int keystate[256];
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13 static int dbg_inside = false;
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14
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15 static OrbitCamera dbgcam;
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16
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17 static unsigned long msec, start_time = -1;
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18
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19 bool game_init()
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20 {
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21 glEnable(GL_DEPTH_TEST);
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22 glEnable(GL_CULL_FACE);
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23
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24 float lpos[] = {-1, 1, 1, 0};
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25 glLightfv(GL_LIGHT0, GL_POSITION, lpos);
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26
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27 // initialize the cockpit
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28 if(!cockpit_init()) {
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29 return false;
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30 }
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31
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32 // initialize the only level
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33 vein = new Vein;
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34 if(!vein->init()) {
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35 return false;
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36 }
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37
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38 return true;
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39 }
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40
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41 void game_shutdown()
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42 {
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43 delete vein;
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44 cockpit_destroy();
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45 exit(0);
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46 }
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47
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48 void game_update(unsigned long ms)
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49 {
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50 static unsigned long last_upd;
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51
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52 if(start_time == 0) {
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53 start_time = ms;
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54 }
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55 msec = ms - start_time;
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56
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57 time_sec_t dt = (msec - last_upd) / 1000.0;
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58
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59 // handle key input
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60 if(keystate['w'] || keystate['W']) {
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61 ship.accelerate(1.0 * dt);
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62 }
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63 if(keystate['s'] || keystate['S']) {
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64 ship.accelerate(-1.0 * dt);
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65 }
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66 if(keystate['d'] || keystate['D']) {
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67 ship.accelerate_side(1.0 * dt);
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68 }
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69 if(keystate['a'] || keystate['A']) {
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70 ship.accelerate_side(-1.0 * dt);
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71 }
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72 /*if(keystate['e'] || keystate['E']) {
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73 ship.turn(0.0, 1.0 * dt);
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74 }
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75 if(keystate['c'] || keystate['C']) {
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76 ship.turn(0.0, -1.0 * dt);
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77 }*/
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78
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79 ship.update(dt);
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80
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81 last_upd = msec;
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82 }
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83
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84 void game_draw()
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85 {
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86 glMatrixMode(GL_MODELVIEW);
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87
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88 if(dbg_inside) {
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89 load_gl_matrix(ship.get_matrix().inverse());
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90 } else {
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91 dbgcam.use();
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92 }
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93
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94 vein->draw(ship.get_position());
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95
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96 if(!dbg_inside) {
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97 ship.dbg_draw();
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98 } else {
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99 cockpit_draw();
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100 }
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101 }
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102
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103 void game_input_keyb(int key, int state)
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104 {
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105 if(state) {
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106 switch(key) {
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107 case 27:
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108 game_shutdown();
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109 break;
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110
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111 case '\b':
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112 dbg_inside = !dbg_inside;
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113 if(dbg_inside) {
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114 glutPassiveMotionFunc(game_input_mmotion);
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115 glutSetCursor(GLUT_CURSOR_NONE);
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116 } else {
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117 glutPassiveMotionFunc(0);
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118 glutSetCursor(GLUT_CURSOR_INHERIT);
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119 }
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120 break;
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121
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122 default:
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123 break;
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124 }
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125 }
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126
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127 if(key < 256) {
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128 keystate[key] = state;
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129 }
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130 }
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131
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132 static int bnstate[16];
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133 static int prev_x, prev_y;
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134
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135 void game_input_mbutton(int bn, int state, int x, int y)
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136 {
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137 if(bn < 16) {
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138 bnstate[bn] = state;
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139 }
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140 prev_x = x;
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141 prev_y = y;
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142 }
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143
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144 void game_input_mmotion(int x, int y)
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145 {
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146 static bool ignore_next;
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147 int dx = x - prev_x;
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148 int dy = y - prev_y;
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149 prev_x = x;
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150 prev_y = y;
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151
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152 if(ignore_next) {
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153 ignore_next = false;
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154 return;
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155 }
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156
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157 if(dbg_inside) {
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158 ship.turn((float)-dx / win_xsz, (float)-dy / win_ysz);
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159
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160 ignore_next = true;
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161 glutWarpPointer(win_xsz / 2, win_ysz / 2);
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162 } else {
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163 if(bnstate[0]) {
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164 dbgcam.input_rotate(10.0 * dx / win_xsz, 10.0 * dy / win_ysz, 0);
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165 }
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166 if(bnstate[2]) {
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167 dbgcam.input_zoom(10.0 * dy / win_ysz);
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168 }
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169 }
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170 }
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