X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=blobdiff_plain;ds=sidebyside;f=src%2Fgame.c;h=92843dc5ba8beedb93e2f30001bfbc02e4842180;hb=32010751a69440b52780a4e570682f20b4ef70b2;hp=3194196faedbcb15b3dd9ddf5ca790403c586794;hpb=8de1d701e4e9a45e7ed69ccf1fc298514fed5d8f;p=vrlugburz diff --git a/src/game.c b/src/game.c index 3194196..92843dc 100644 --- a/src/game.c +++ b/src/game.c @@ -23,6 +23,8 @@ float view_matrix[16], proj_matrix[16]; unsigned int sdr_foo; +static long prev_step, prev_turn; + int game_init(void) { if(init_opengl() == -1) { @@ -44,7 +46,6 @@ int game_init(void) if(load_level(&lvl, "data/test.lvl") == -1) { return -1; } - gen_level_geom(&lvl); init_player(&player); player.lvl = &lvl; @@ -60,48 +61,33 @@ void game_shutdown(void) free_program(sdr_foo); } -#define STEP_INTERVAL 128 +#define STEP_INTERVAL 250 +#define TURN_INTERVAL 500 void update(float dt) { - static long prev_step; - int dir; - int step[][2] = {{1, 0}, {0, -1}, {-1, 0}, {0, 1}}; - - cgm_vec3 vdir = {0, 0, -1}; + int fwd = 0, right = 0, turn = 0; - cgm_vmul_m3v3(&vdir, player.view_xform); + if(time_msec - prev_turn >= TURN_INTERVAL) { + if(input_state[INP_LTURN]) turn--; + if(input_state[INP_RTURN]) turn++; - player.dir = (int)(2.0f * (-atan2(vdir.z, vdir.x) + M_PI) / M_PI + 0.5f) & 3; + if(turn) { + turn_player(&player, turn); + prev_turn = time_msec; + } + } if(time_msec - prev_step >= STEP_INTERVAL) { - if(input_state[INP_FWD]) { - player.cx += step[player.dir][0]; - player.cy += step[player.dir][1]; - prev_step = time_msec; - printf("step[%d] %d,%d\n", player.dir, player.cx, player.cy); - } - if(input_state[INP_BACK]) { - player.cx -= step[player.dir][0]; - player.cy -= step[player.dir][1]; - prev_step = time_msec; - printf("step[%d] %d,%d\n", player.dir, player.cx, player.cy); - } - if(input_state[INP_LEFT]) { - dir = (player.dir + 3) & 3; - player.cx += step[dir][0]; - player.cy += step[dir][1]; - prev_step = time_msec; - printf("step[%d] %d,%d\n", player.dir, player.cx, player.cy); - } - if(input_state[INP_RIGHT]) { - dir = (player.dir + 1) & 3; - player.cx += step[dir][0]; - player.cy += step[dir][1]; + if(input_state[INP_FWD]) fwd++; + if(input_state[INP_BACK]) fwd--; + if(input_state[INP_LEFT]) right--; + if(input_state[INP_RIGHT]) right++; + + if(fwd | right) { + move_player(&player, right, fwd); prev_step = time_msec; - printf("step[%d] %d,%d\n", player.dir, player.cx, player.cy); } - memset(input_state, 0, sizeof input_state); } upd_player_xform(&player); @@ -121,7 +107,7 @@ void game_display(void) glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); cgm_midentity(proj_matrix); - cgm_mperspective(proj_matrix, cgm_deg_to_rad(50), win_aspect, 0.5, 500.0); + cgm_mperspective(proj_matrix, cgm_deg_to_rad(80), win_aspect, 0.5, 500.0); glMatrixMode(GL_PROJECTION); glLoadMatrixf(proj_matrix); @@ -138,27 +124,38 @@ void game_display(void) static void draw_level(void) { - int i, j, k; + int i; struct cell *cell; float xform[16]; glUseProgram(sdr_foo); - cell = lvl.cells; - for(i=0; ix * lvl.cell_size, 0, -cell->y * lvl.cell_size); + + glPushMatrix(); + glMultMatrixf(xform); - for(k=0; knum_mgrp; k++) { - draw_meshgroup(cell->mgrp + k); - } - cell++; + if(cell->tile) { + cgm_mrotation_y(xform, cell->tilerot * M_PI / 2.0f); + glPushMatrix(); + glMultMatrixf(xform); + draw_meshgroup(&cell->tile->mgrp); glPopMatrix(); } + + for(i=0; inum_mgrp; i++) { + draw_meshgroup(cell->mgrp + i); + } + glPopMatrix(); + + cell = cell->next; } glUseProgram(0); @@ -179,21 +176,54 @@ void game_keyboard(int key, int press) return; } + /* TODO key remapping */ switch(key) { case 'w': input_state[INP_FWD] = press; + if(press) { + move_player(&player, 0, 1); + prev_step = time_msec; + } break; case 'a': input_state[INP_LEFT] = press; + if(press) { + move_player(&player, -1, 0); + prev_step = time_msec; + } break; case 's': input_state[INP_BACK] = press; + if(press) { + move_player(&player, 0, -1); + prev_step = time_msec; + } break; case 'd': input_state[INP_RIGHT] = press; + if(press) { + move_player(&player, 1, 0); + prev_step = time_msec; + } + break; + + case 'q': + input_state[INP_LTURN] = press; + if(press) { + turn_player(&player, -1); + prev_turn = time_msec; + } + break; + + case 'e': + input_state[INP_RTURN] = press; + if(press) { + turn_player(&player, 1); + prev_turn = time_msec; + } break; } } @@ -215,7 +245,7 @@ void game_mmotion(int x, int y) if(!(dx | dy)) return; if(bnstate[0]) { - player.theta -= cgm_deg_to_rad(dx * 0.5f); + player.theta += cgm_deg_to_rad(dx * 0.5f); player.phi -= cgm_deg_to_rad(dy * 0.5f); if(player.phi < -M_PI/2) player.phi = -M_PI/2; if(player.phi > M_PI/2) player.phi = M_PI/2;