X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=blobdiff_plain;f=src%2Fgame.c;h=92843dc5ba8beedb93e2f30001bfbc02e4842180;hb=32010751a69440b52780a4e570682f20b4ef70b2;hp=42a95f9a3e4cbe4b417fef1fee5e4fe5ee5db8d6;hpb=6066118fc6a58b379f52b9aaaf45200b136812b9;p=vrlugburz diff --git a/src/game.c b/src/game.c index 42a95f9..92843dc 100644 --- a/src/game.c +++ b/src/game.c @@ -1,24 +1,30 @@ +#include #include #include "cgmath/cgmath.h" #include "game.h" #include "opengl.h" #include "level.h" +#include "player.h" #include "scenefile.h" #include "sdr.h" +static void draw_level(void); + struct level lvl; -struct scenefile scn; +struct player player; int win_width, win_height; float win_aspect; int mouse_x, mouse_y; int bnstate[8]; -float cam_theta, cam_phi, cam_dist = 10; +float cam_dist; 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) { @@ -41,10 +47,10 @@ int game_init(void) return -1; } - /* DBG */ - if(load_scenefile(&scn, "data/dwall1.obj") == -1) { - return -1; - } + init_player(&player); + player.lvl = &lvl; + player.cx = lvl.px; + player.cy = lvl.py; return 0; } @@ -55,37 +61,104 @@ void game_shutdown(void) free_program(sdr_foo); } +#define STEP_INTERVAL 250 +#define TURN_INTERVAL 500 + +void update(float dt) +{ + int fwd = 0, right = 0, turn = 0; + + if(time_msec - prev_turn >= TURN_INTERVAL) { + if(input_state[INP_LTURN]) turn--; + if(input_state[INP_RTURN]) turn++; + + if(turn) { + turn_player(&player, turn); + prev_turn = time_msec; + } + } + + if(time_msec - prev_step >= STEP_INTERVAL) { + 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; + } + } + + upd_player_xform(&player); +} + void game_display(void) { - struct mesh *mesh; + float dt; + static long prev_msec; + + dt = (prev_msec - time_msec) / 1000.0f; + prev_msec = time_msec; + + update(dt); glClearColor(0.1, 0.1, 0.1, 1); 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); - cgm_midentity(view_matrix); - cgm_mpretranslate(view_matrix, 0, 1.5, -cam_dist); - cgm_mprerotate(view_matrix, cam_phi, 1, 0, 0); - cgm_mprerotate(view_matrix, cam_theta, 0, 1, 0); glMatrixMode(GL_MODELVIEW); - glLoadMatrixf(view_matrix); + glLoadIdentity(); + glTranslatef(0, 0, -cam_dist); + glMultMatrixf(player.view_xform); + + draw_level(); + + game_swap_buffers(); + assert(glGetError() == GL_NO_ERROR); +} + +static void draw_level(void) +{ + int i; + struct cell *cell; + float xform[16]; glUseProgram(sdr_foo); - mesh = scn.meshlist; - while(mesh) { - draw_mesh(mesh); - mesh = mesh->next; + if(!player.vis) { + upd_player_vis(&player); } - glUseProgram(0); + cell = player.vis; + while(cell) { + cgm_mtranslation(xform, cell->x * lvl.cell_size, 0, -cell->y * lvl.cell_size); - game_swap_buffers(); - assert(glGetError() == GL_NO_ERROR); + glPushMatrix(); + glMultMatrixf(xform); + + 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); } void game_reshape(int x, int y) @@ -102,6 +175,57 @@ void game_keyboard(int key, int press) game_quit(); 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; + } } void game_mbutton(int bn, int press, int x, int y) @@ -121,10 +245,10 @@ void game_mmotion(int x, int y) if(!(dx | dy)) return; if(bnstate[0]) { - cam_theta += cgm_deg_to_rad(dx * 0.5f); - cam_phi += cgm_deg_to_rad(dy * 0.5f); - if(cam_phi < -M_PI/2) cam_phi = -M_PI/2; - if(cam_phi > M_PI/2) cam_phi = M_PI/2; + 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; } if(bnstate[2]) { cam_dist += dy * 0.1;