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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 static bool ignore_next_motion;
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15
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16 static OrbitCamera dbgcam;
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17
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18 static unsigned long msec, start_time = -1;
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19
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20 bool game_init()
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21 {
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22 glEnable(GL_DEPTH_TEST);
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23 glEnable(GL_CULL_FACE);
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24
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25 float lpos[] = {-1, 1, 1, 0};
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26 glLightfv(GL_LIGHT0, GL_POSITION, lpos);
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27
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28 // initialize the cockpit
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29 if(!cockpit_init()) {
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30 return false;
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31 }
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32
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33 // initialize the only level
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34 vein = new Vein;
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35 if(!vein->init()) {
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36 return false;
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37 }
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38
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39 return true;
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40 }
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41
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42 void game_shutdown()
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43 {
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44 delete vein;
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45 cockpit_destroy();
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46 exit(0);
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47 }
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48
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49 void game_update(unsigned long ms)
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50 {
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51 static unsigned long last_upd;
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52
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53 if(start_time == 0) {
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54 start_time = ms;
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55 }
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56 msec = ms - start_time;
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57
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58 time_sec_t dt = (msec - last_upd) / 1000.0;
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59
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60 // handle key input
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61 if(keystate['w'] || keystate['W']) {
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62 ship.accelerate(1.0 * dt);
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63 }
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64 if(keystate['s'] || keystate['S']) {
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65 ship.accelerate(-1.0 * dt);
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66 }
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67 if(keystate['d'] || keystate['D']) {
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68 ship.accelerate_side(1.0 * dt);
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69 }
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70 if(keystate['a'] || keystate['A']) {
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71 ship.accelerate_side(-1.0 * dt);
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72 }
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73 /*if(keystate['e'] || keystate['E']) {
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74 ship.turn(0.0, 1.0 * dt);
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75 }
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76 if(keystate['c'] || keystate['C']) {
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77 ship.turn(0.0, -1.0 * dt);
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78 }*/
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79
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80 ship.update(dt);
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81
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82 last_upd = msec;
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83 }
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84
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85 void game_draw()
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86 {
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87 glMatrixMode(GL_MODELVIEW);
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88
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89 if(dbg_inside) {
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90 load_gl_matrix(ship.get_matrix().inverse());
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91 } else {
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92 dbgcam.use();
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93 }
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94
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95 vein->draw(ship.get_position());
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96
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97 if(!dbg_inside) {
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98 ship.dbg_draw();
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99 } else {
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100 cockpit_draw();
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101 }
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102 }
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103
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104 void game_input_keyb(int key, int state)
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105 {
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106 if(state) {
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107 switch(key) {
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108 case 27:
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109 game_shutdown();
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110 break;
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111
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112 case '\b':
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113 dbg_inside = !dbg_inside;
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114 if(dbg_inside) {
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115 glutPassiveMotionFunc(game_input_mmotion);
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116 glutSetCursor(GLUT_CURSOR_NONE);
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117
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118 ignore_next_motion = true;
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119 glutWarpPointer(win_xsz / 2, win_ysz / 2);
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120 } else {
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121 glutPassiveMotionFunc(0);
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122 glutSetCursor(GLUT_CURSOR_INHERIT);
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123 }
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124 break;
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125
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126 default:
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127 break;
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128 }
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129 }
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130
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131 if(key < 256) {
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132 keystate[key] = state;
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133 }
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134 }
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135
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136 static int bnstate[16];
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137 static int prev_x, prev_y;
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138
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139 void game_input_mbutton(int bn, int state, int x, int y)
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140 {
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141 if(bn < 16) {
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142 bnstate[bn] = state;
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143 }
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144 prev_x = x;
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145 prev_y = y;
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146 }
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147
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148 void game_input_mmotion(int x, int y)
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149 {
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150 int dx = x - prev_x;
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151 int dy = y - prev_y;
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152 prev_x = x;
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153 prev_y = y;
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154
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155 if(ignore_next_motion) {
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156 ignore_next_motion = false;
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157 return;
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158 }
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159
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160 if(dbg_inside) {
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161 ship.turn((float)-dx / win_xsz, (float)-dy / win_ysz);
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162
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163 ignore_next_motion = true;
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164 glutWarpPointer(win_xsz / 2, win_ysz / 2);
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165 } else {
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166 if(bnstate[0]) {
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167 dbgcam.input_rotate(10.0 * dx / win_xsz, 10.0 * dy / win_ysz, 0);
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168 }
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169 if(bnstate[2]) {
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170 dbgcam.input_zoom(10.0 * dy / win_ysz);
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171 }
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172 }
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173 }
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