labyrinth

annotate src/game.c @ 3:45b91185b298

android port
author John Tsiombikas <nuclear@member.fsf.org>
date Fri, 01 May 2015 04:36:50 +0300
parents
children d3f1f74067b0
rev   line source
nuclear@3 1 #include <stdio.h>
nuclear@3 2 #include <stdlib.h>
nuclear@3 3 #include <math.h>
nuclear@3 4 #include "opengl.h"
nuclear@3 5 #include "game.h"
nuclear@3 6 #include "player.h"
nuclear@3 7 #include "level.h"
nuclear@3 8 #include "noise.h"
nuclear@3 9 #include "texture.h"
nuclear@3 10 #include "mesh.h"
nuclear@3 11
nuclear@3 12 #define PLAYER_EYE_HEIGHT 1.65
nuclear@3 13
nuclear@3 14 static void draw_scene(unsigned long msec);
nuclear@3 15
nuclear@3 16 static int win_width, win_height;
nuclear@3 17 static struct level level;
nuclear@3 18 static struct player player;
nuclear@3 19 static int mouselook, freelook = 1;
nuclear@3 20 static char keystate[256];
nuclear@3 21
nuclear@3 22 static struct mesh *monkey_mesh;
nuclear@3 23 static unsigned int envmap;
nuclear@3 24 static unsigned int win_tex;
nuclear@3 25
nuclear@3 26 static int game_won;
nuclear@3 27
nuclear@3 28 static float dbg_cam_dist = 0.0;
nuclear@3 29
nuclear@3 30
nuclear@3 31 int game_init(void)
nuclear@3 32 {
nuclear@3 33 glEnable(GL_DEPTH_TEST);
nuclear@3 34 glEnable(GL_CULL_FACE);
nuclear@3 35 glEnable(GL_LIGHTING);
nuclear@3 36 glEnable(GL_NORMALIZE);
nuclear@3 37
nuclear@3 38 glEnable(GL_LIGHT0);
nuclear@3 39 glEnable(GL_LIGHT1);
nuclear@3 40
nuclear@3 41 /* set a slightly bluish cold ambient light */
nuclear@3 42 {
nuclear@3 43 float ambient[] = {0.08, 0.1, 0.3, 1.0};
nuclear@3 44 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
nuclear@3 45 }
nuclear@3 46
nuclear@3 47 level_init(&level);
nuclear@3 48 if(level_load(&level, "data/0.level") == -1) {
nuclear@3 49 fprintf(stderr, "level loading failed\n");
nuclear@3 50 return -1;
nuclear@3 51 }
nuclear@3 52
nuclear@3 53 if(!(level.wall_tex = load_texture("data/wall.ppm"))) {
nuclear@3 54 return -1;
nuclear@3 55 }
nuclear@3 56 if(!(level.floor_tex = load_texture("data/floor.ppm"))) {
nuclear@3 57 return -1;
nuclear@3 58 }
nuclear@3 59 level.floor_tex_scale = 1.0;
nuclear@3 60 if(!(level.ceil_tex = load_texture("data/ceil.ppm"))) {
nuclear@3 61 return -1;
nuclear@3 62 }
nuclear@3 63 level.ceil_tex_scale = 2.0;
nuclear@3 64
nuclear@3 65
nuclear@3 66 if(!(monkey_mesh = load_mesh("data/monkey.obj"))) {
nuclear@3 67 return -1;
nuclear@3 68 }
nuclear@3 69 if(!(envmap = load_texture("data/refmap.ppm"))) {
nuclear@3 70 return -1;
nuclear@3 71 }
nuclear@3 72
nuclear@3 73 if(!(win_tex = load_texture("data/done.ppm"))) {
nuclear@3 74 return -1;
nuclear@3 75 }
nuclear@3 76
nuclear@3 77 player_init(&player, &level);
nuclear@3 78 return 0;
nuclear@3 79 }
nuclear@3 80
nuclear@3 81 void game_shutdown(void)
nuclear@3 82 {
nuclear@3 83 }
nuclear@3 84
nuclear@3 85 static void update(unsigned long msec)
nuclear@3 86 {
nuclear@3 87 static unsigned long prev_upd;
nuclear@3 88 float dfwd = 0.0f;
nuclear@3 89 float dright = 0.0f;
nuclear@3 90 float walk_speed = 8.0;
nuclear@3 91
nuclear@3 92 float dt = (float)(msec - prev_upd) / 1000.0f;
nuclear@3 93 prev_upd = msec;
nuclear@3 94
nuclear@3 95 if(game_won) return;
nuclear@3 96
nuclear@3 97 if(freelook) {
nuclear@3 98 if(keystate['w'] || keystate['W']) {
nuclear@3 99 dfwd += walk_speed * dt;
nuclear@3 100 }
nuclear@3 101 if(keystate['s'] || keystate['S']) {
nuclear@3 102 dfwd -= walk_speed * dt;
nuclear@3 103 }
nuclear@3 104 if(keystate['d'] || keystate['D']) {
nuclear@3 105 dright += walk_speed * dt * 0.6;
nuclear@3 106 }
nuclear@3 107 if(keystate['a'] || keystate['A']) {
nuclear@3 108 dright -= walk_speed * dt * 0.6;
nuclear@3 109 }
nuclear@3 110
nuclear@3 111 player_move(&player, dfwd, dright);
nuclear@3 112 }
nuclear@3 113
nuclear@3 114 if(level_cell_at(&level, player.x, player.y) == 'x') {
nuclear@3 115 game_won = 1;
nuclear@3 116 }
nuclear@3 117 }
nuclear@3 118
nuclear@3 119 void game_display(unsigned long msec)
nuclear@3 120 {
nuclear@3 121 float flicker = 1.0f;
nuclear@3 122
nuclear@3 123 update(msec);
nuclear@3 124
nuclear@3 125 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
nuclear@3 126
nuclear@3 127 glMatrixMode(GL_MODELVIEW);
nuclear@3 128 glLoadIdentity();
nuclear@3 129 glTranslatef(0, 0, -dbg_cam_dist);
nuclear@3 130 /* set view matrix according to player pos/rot */
nuclear@3 131 player_setup_view_matrix(&player);
nuclear@3 132 glTranslatef(0, -PLAYER_EYE_HEIGHT, 0);
nuclear@3 133
nuclear@3 134 /* setup lights */
nuclear@3 135 flicker = fbm1((float)msec / 500.0f, 2) * 0.4 + 0.6;
nuclear@3 136 set_light_position(0, player.x, PLAYER_EYE_HEIGHT + 0.2, player.y);
nuclear@3 137 set_light_color(0, 1.0 * flicker, 0.6 * flicker, 0.3 * flicker);
nuclear@3 138 set_light_attenuation(0, 0.5, 0, 0.04);
nuclear@3 139
nuclear@3 140 set_light_position(1, level.goal_pos[0], 0.8, level.goal_pos[1]);
nuclear@3 141 set_light_color(1, 0.955, 0.75, 0.06);
nuclear@3 142 set_light_attenuation(1, 0.9, 0, 0.05);
nuclear@3 143
nuclear@3 144 /* draw the scene */
nuclear@3 145 draw_scene(msec);
nuclear@3 146 }
nuclear@3 147
nuclear@3 148 void game_reshape(int x, int y)
nuclear@3 149 {
nuclear@3 150 win_width = x;
nuclear@3 151 win_height = y;
nuclear@3 152 glViewport(0, 0, x, y);
nuclear@3 153 glMatrixMode(GL_PROJECTION);
nuclear@3 154 glLoadIdentity();
nuclear@3 155 gluPerspective(55.0, (float)x / (float)y, 0.5, 500.0);
nuclear@3 156 }
nuclear@3 157
nuclear@3 158
nuclear@3 159 static void draw_scene(unsigned long msec)
nuclear@3 160 {
nuclear@3 161 float x, y;
nuclear@3 162 float tsec = (float)msec / 1000.0f;
nuclear@3 163
nuclear@3 164 level_draw(&level);
nuclear@3 165
nuclear@3 166 /* draw the golden monkey */
nuclear@3 167 if(level_obj_pos(&level, 'x', &x, &y)) {
nuclear@3 168 /* TODO: GLES doesn't have tex-gen... recalc manually */
nuclear@3 169 #ifndef GL_MOBILE
nuclear@3 170 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
nuclear@3 171 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
nuclear@3 172 glEnable(GL_TEXTURE_GEN_S);
nuclear@3 173 glEnable(GL_TEXTURE_GEN_T);
nuclear@3 174
nuclear@3 175 glBindTexture(GL_TEXTURE_2D, envmap);
nuclear@3 176 glEnable(GL_TEXTURE_2D);
nuclear@3 177 #endif
nuclear@3 178
nuclear@3 179 set_mtl_diffuse(0.1, 0.1, 0.1, 1);
nuclear@3 180 set_mtl_specular(0.955, 0.75, 0.06);
nuclear@3 181 set_mtl_shininess(80.0);
nuclear@3 182 set_mtl_emission(0.955, 0.75 * 0.7, 0.06 * 0.1);
nuclear@3 183
nuclear@3 184 glMatrixMode(GL_MODELVIEW);
nuclear@3 185 glPushMatrix();
nuclear@3 186 glTranslatef(x, 0.8 + sin(tsec * 2.0) * 0.1, y);
nuclear@3 187 glRotatef(tsec * 100.0, 0, 1, 0);
nuclear@3 188 glRotatef(sin(tsec * 3.0) * 10.0, 1, 0, 0);
nuclear@3 189 glScalef(0.3, 0.3, 0.3);
nuclear@3 190
nuclear@3 191 render_mesh(monkey_mesh);
nuclear@3 192
nuclear@3 193 glPopMatrix();
nuclear@3 194
nuclear@3 195 set_mtl_emission(0, 0, 0);
nuclear@3 196
nuclear@3 197 #ifndef GL_MOBILE
nuclear@3 198 glDisable(GL_TEXTURE_2D);
nuclear@3 199
nuclear@3 200 glDisable(GL_TEXTURE_GEN_S);
nuclear@3 201 glDisable(GL_TEXTURE_GEN_T);
nuclear@3 202 #endif
nuclear@3 203 }
nuclear@3 204
nuclear@3 205 /* draw the win text */
nuclear@3 206 if(game_won) {
nuclear@3 207 glMatrixMode(GL_MODELVIEW);
nuclear@3 208 glPushMatrix();
nuclear@3 209 glLoadIdentity();
nuclear@3 210 glMatrixMode(GL_PROJECTION);
nuclear@3 211 glPushMatrix();
nuclear@3 212 glLoadIdentity();
nuclear@3 213 glScalef((float)win_height / (float)win_width, 1, 1);
nuclear@3 214
nuclear@3 215 glBindTexture(GL_TEXTURE_2D, win_tex);
nuclear@3 216 glEnable(GL_TEXTURE_2D);
nuclear@3 217
nuclear@3 218 glEnable(GL_BLEND);
nuclear@3 219 glBlendFunc(GL_ONE, GL_ONE);
nuclear@3 220 glDisable(GL_LIGHTING);
nuclear@3 221
nuclear@3 222 glBegin(GL_QUADS);
nuclear@3 223 glTexCoord2f(0, 1); glVertex2f(-1, -1);
nuclear@3 224 glTexCoord2f(1, 1); glVertex2f(1, -1);
nuclear@3 225 glTexCoord2f(1, 0); glVertex2f(1, 1);
nuclear@3 226 glTexCoord2f(0, 0); glVertex2f(-1, 1);
nuclear@3 227 glEnd();
nuclear@3 228
nuclear@3 229 glDisable(GL_BLEND);
nuclear@3 230 glDisable(GL_TEXTURE_2D);
nuclear@3 231 glEnable(GL_LIGHTING);
nuclear@3 232
nuclear@3 233 glPopMatrix();
nuclear@3 234 glMatrixMode(GL_MODELVIEW);
nuclear@3 235 glPopMatrix();
nuclear@3 236 }
nuclear@3 237 }
nuclear@3 238
nuclear@3 239 static int warping_mouse;
nuclear@3 240
nuclear@3 241 void game_keyboard(int key, int pressed)
nuclear@3 242 {
nuclear@3 243 keystate[key] = pressed;
nuclear@3 244
nuclear@3 245 if(!pressed) return;
nuclear@3 246
nuclear@3 247 switch(key) {
nuclear@3 248 case 27:
nuclear@3 249 exit(0);
nuclear@3 250
nuclear@3 251 case 'a':
nuclear@3 252 if(!freelook && !game_won) {
nuclear@3 253 player_turn(&player, -90, 0);
nuclear@3 254 }
nuclear@3 255 break;
nuclear@3 256
nuclear@3 257 case 'd':
nuclear@3 258 if(!freelook && !game_won) {
nuclear@3 259 player_turn(&player, 90, 0);
nuclear@3 260 }
nuclear@3 261 break;
nuclear@3 262
nuclear@3 263 case 'w':
nuclear@3 264 case 's':
nuclear@3 265 if(!freelook && !game_won) {
nuclear@3 266 float prev_x = player.x;
nuclear@3 267 float prev_y = player.y;
nuclear@3 268 float sign = key == 'w' ? 1.0 : -1.0;
nuclear@3 269
nuclear@3 270 if(!player_move(&player, level.cell_size * sign, 0)) {
nuclear@3 271 player.x = prev_x;
nuclear@3 272 player.y = prev_y;
nuclear@3 273 }
nuclear@3 274 }
nuclear@3 275 break;
nuclear@3 276
nuclear@3 277 case '`':
nuclear@3 278 case '~':
nuclear@3 279 mouselook = !mouselook;
nuclear@3 280 if(mouselook) {
nuclear@3 281 warping_mouse = 1;
nuclear@3 282 set_mouse_pos(win_width / 2, win_height / 2);
nuclear@3 283 set_mouse_cursor(0);
nuclear@3 284 } else {
nuclear@3 285 set_mouse_cursor(1);
nuclear@3 286 }
nuclear@3 287 break;
nuclear@3 288
nuclear@3 289 case 'b':
nuclear@3 290 case 'B':
nuclear@3 291 freelook = !freelook;
nuclear@3 292 break;
nuclear@3 293
nuclear@3 294 case 'r':
nuclear@3 295 case 'R':
nuclear@3 296 game_won = 0;
nuclear@3 297 player_init(&player, &level);
nuclear@3 298 break;
nuclear@3 299
nuclear@3 300 default:
nuclear@3 301 break;
nuclear@3 302 }
nuclear@3 303 }
nuclear@3 304
nuclear@3 305 #define MAX_TOUCH_IDS 16
nuclear@3 306 static struct {
nuclear@3 307 int bnstate[8];
nuclear@3 308 int prev_x, prev_y;
nuclear@3 309 } mstate[MAX_TOUCH_IDS];
nuclear@3 310
nuclear@3 311 void game_mouse_button(int id, int bn, int pressed, int x, int y)
nuclear@3 312 {
nuclear@3 313 if(id >= MAX_TOUCH_IDS) return;
nuclear@3 314
nuclear@3 315 mstate[id].prev_x = x;
nuclear@3 316 mstate[id].prev_y = y;
nuclear@3 317 mstate[id].bnstate[bn] = pressed;
nuclear@3 318 }
nuclear@3 319
nuclear@3 320 void game_mouse_motion(int id, int x, int y)
nuclear@3 321 {
nuclear@3 322 int dx, dy, cx, cy;
nuclear@3 323
nuclear@3 324 if(id >= MAX_TOUCH_IDS) return;
nuclear@3 325
nuclear@3 326 cx = win_width / 2;
nuclear@3 327 cy = win_height / 2;
nuclear@3 328
nuclear@3 329 if(warping_mouse) {
nuclear@3 330 warping_mouse = 0;
nuclear@3 331 return;
nuclear@3 332 }
nuclear@3 333
nuclear@3 334 dx = x - (mouselook ? cx : mstate[id].prev_x);
nuclear@3 335 dy = y - (mouselook ? cy : mstate[id].prev_y);
nuclear@3 336 mstate[id].prev_x = x;
nuclear@3 337 mstate[id].prev_y = y;
nuclear@3 338
nuclear@3 339 if(!dx && !dy) return;
nuclear@3 340
nuclear@3 341 if(mouselook || mstate[id].bnstate[0]) {
nuclear@3 342 player_turn(&player, dx * 0.5, dy * 0.5);
nuclear@3 343 }
nuclear@3 344 if(mstate[id].bnstate[2]) {
nuclear@3 345 dbg_cam_dist += 0.1 * dy;
nuclear@3 346 if(dbg_cam_dist < 0.0) dbg_cam_dist = 0.0;
nuclear@3 347 }
nuclear@3 348
nuclear@3 349 if(mouselook) {
nuclear@3 350 warping_mouse = 1;
nuclear@3 351 set_mouse_pos(cx, cy);
nuclear@3 352 mstate[id].prev_x = cx;
nuclear@3 353 mstate[id].prev_y = cy;
nuclear@3 354 }
nuclear@3 355 }
nuclear@3 356