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1 #include <stdio.h>
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2 #include <GL/glew.h>
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3 #include "game.h"
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4 #include "board.h"
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5 #include "scenery.h"
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6
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7 static void draw_backdrop();
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8
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9 int win_width, win_height;
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10 bool wireframe;
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11
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12 static Board board;
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13
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14 static float cam_theta, cam_phi = 45, cam_dist = 3;
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15 static bool bnstate[8];
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16 static int prev_x, prev_y;
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17
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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 glEnable(GL_NORMALIZE);
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24 glEnable(GL_LIGHTING);
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25 glEnable(GL_LIGHT0);
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26
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27 if(GLEW_ARB_multisample) {
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28 glEnable(GL_MULTISAMPLE);
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29 }
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30
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31 if(!board.init()) {
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32 return false;
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33 }
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34
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35 if(!init_scenery()) {
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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_cleanup()
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43 {
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44 board.destroy();
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45 destroy_scenery();
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46 }
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47
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48 void game_update(unsigned long time_msec)
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49 {
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50 }
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51
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52 void game_display()
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53 {
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54 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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55
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56 glMatrixMode(GL_MODELVIEW);
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57 glLoadIdentity();
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58 glTranslatef(0, 0, -cam_dist);
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59 glRotatef(cam_phi, 1, 0, 0);
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60 glRotatef(cam_theta, 0, 1, 0);
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61
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62 float ldir[] = {-1, 2, 1, 0};
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63 glLightfv(GL_LIGHT0, GL_POSITION, ldir);
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64
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65 draw_backdrop();
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66 draw_scenery();
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67 board.draw();
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68 }
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69
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70 static void draw_backdrop()
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71 {
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72 glPushAttrib(GL_ENABLE_BIT);
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73 glDisable(GL_LIGHTING);
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74 glDisable(GL_DEPTH_TEST);
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75
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76 glMatrixMode(GL_PROJECTION);
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77 glPushMatrix();
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78 glLoadIdentity();
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79 glMatrixMode(GL_MODELVIEW);
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80 glPushMatrix();
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81 glLoadIdentity();
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82
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83 glBegin(GL_QUADS);
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84 glColor3f(0.9, 0.8, 0.6);
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85 glVertex2f(-1, -1);
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86 glVertex2f(1, -1);
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87 glColor3f(0.4, 0.5, 0.8);
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88 glVertex2f(1, 1);
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89 glVertex2f(-1, 1);
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90 glEnd();
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91
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92 glMatrixMode(GL_PROJECTION);
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93 glPopMatrix();
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94 glMatrixMode(GL_MODELVIEW);
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95 glPopMatrix();
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96
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97 glPopAttrib();
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98 }
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99
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100 void game_reshape(int x, int y)
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101 {
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102 glMatrixMode(GL_PROJECTION);
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103 glLoadIdentity();
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104 gluPerspective(45, (float)x / (float)y, 0.2, 200.0);
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105
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106 glViewport(0, 0, x, y);
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107 }
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108
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109 void game_keyboard(int bn, bool press)
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110 {
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111 if(press) {
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112 switch(bn) {
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113 case 27:
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114 quit();
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115
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116 case 'w':
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117 wireframe = !wireframe;
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118 redisplay();
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119 break;
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120 }
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121 }
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122 }
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123
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124 void game_mbutton(int bn, bool press, int x, int y)
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125 {
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126 bnstate[bn] = press;
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127 prev_x = x;
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128 prev_y = y;
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129 }
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130
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131 void game_mmotion(int x, int y)
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132 {
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133 int dx = x - prev_x;
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134 int dy = y - prev_y;
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135 prev_x = x;
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136 prev_y = y;
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137
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138 if(bnstate[0]) {
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139 cam_theta += dx * 0.5;
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140 cam_phi += dy * 0.5;
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141
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142 if(cam_phi < -90) cam_phi = -90;
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143 if(cam_phi > 90) cam_phi = 90;
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144
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145 redisplay();
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146 }
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147 if(bnstate[2]) {
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148 cam_dist += dy * 0.1;
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149 if(cam_dist < 0.0) cam_dist = 0.0;
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150
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151 redisplay();
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152 }
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153 }
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