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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
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6 static void draw_backdrop();
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7
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8 int win_width, win_height;
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9
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10 static Board board;
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11
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12 static float cam_theta, cam_phi = 45, cam_dist = 3;
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13 static bool bnstate[8];
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14 static int prev_x, prev_y;
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15
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16
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17 bool game_init()
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18 {
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19 glEnable(GL_DEPTH_TEST);
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20 glEnable(GL_CULL_FACE);
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21 glEnable(GL_NORMALIZE);
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22 glEnable(GL_LIGHTING);
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23 glEnable(GL_LIGHT0);
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24
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25 if(GLEW_ARB_multisample) {
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26 glEnable(GL_MULTISAMPLE);
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27 }
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28
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29 if(!board.init()) {
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30 return false;
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31 }
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32
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33 return true;
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34 }
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35
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36 void game_cleanup()
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37 {
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38 board.destroy();
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39 }
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40
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41 void game_update(unsigned long time_msec)
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42 {
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43 }
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44
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45 void game_display()
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46 {
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47 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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48
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49 glMatrixMode(GL_MODELVIEW);
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50 glLoadIdentity();
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51 glTranslatef(0, 0, -cam_dist);
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52 glRotatef(cam_phi, 1, 0, 0);
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53 glRotatef(cam_theta, 0, 1, 0);
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54
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55 float ldir[] = {-1, 2, 1, 0};
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56 glLightfv(GL_LIGHT0, GL_POSITION, ldir);
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57
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58 draw_backdrop();
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59 board.draw();
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60 }
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61
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62 static void draw_backdrop()
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63 {
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64 glPushAttrib(GL_ENABLE_BIT);
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65 glDisable(GL_LIGHTING);
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66 glDisable(GL_DEPTH_TEST);
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67
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68 glMatrixMode(GL_PROJECTION);
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69 glPushMatrix();
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70 glLoadIdentity();
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71 glMatrixMode(GL_MODELVIEW);
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72 glPushMatrix();
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73 glLoadIdentity();
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74
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75 glBegin(GL_QUADS);
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76 glColor3f(0.9, 0.8, 0.6);
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77 glVertex2f(-1, -1);
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78 glVertex2f(1, -1);
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79 glColor3f(0.4, 0.5, 0.8);
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80 glVertex2f(1, 1);
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81 glVertex2f(-1, 1);
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82 glEnd();
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83
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84 glMatrixMode(GL_PROJECTION);
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85 glPopMatrix();
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86 glMatrixMode(GL_MODELVIEW);
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87 glPopMatrix();
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88
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89 glPopAttrib();
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90 }
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91
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92 void game_reshape(int x, int y)
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93 {
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94 glMatrixMode(GL_PROJECTION);
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95 glLoadIdentity();
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96 gluPerspective(45, (float)x / (float)y, 0.2, 200.0);
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97
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98 glViewport(0, 0, x, y);
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99 }
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100
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101 void game_keyboard(int bn, bool press)
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102 {
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103 if(press) {
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104 switch(bn) {
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105 case 27:
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106 quit();
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107 }
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108 }
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109 }
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110
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111 void game_mbutton(int bn, bool press, int x, int y)
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112 {
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113 bnstate[bn] = press;
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114 prev_x = x;
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115 prev_y = y;
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116 }
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117
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118 void game_mmotion(int x, int y)
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119 {
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120 int dx = x - prev_x;
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121 int dy = y - prev_y;
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122 prev_x = x;
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123 prev_y = y;
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124
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125 if(bnstate[0]) {
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126 cam_theta += dx * 0.5;
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127 cam_phi += dy * 0.5;
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128
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129 if(cam_phi < -90) cam_phi = -90;
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130 if(cam_phi > 90) cam_phi = 90;
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131
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132 redisplay();
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133 }
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134 if(bnstate[2]) {
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135 cam_dist += dy * 0.1;
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136 if(cam_dist < 0.0) cam_dist = 0.0;
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137
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138 redisplay();
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139 }
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140 }
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