foo
[vrlugburz] / src / game.c
index 8ee1989..64c00df 100644 (file)
@@ -1,25 +1,30 @@
+#include <stdio.h>
 #include <assert.h>
 #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 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) {
@@ -42,6 +47,11 @@ int game_init(void)
                return -1;
        }
 
+       init_player(&player);
+       player.lvl = &lvl;
+       player.cx = lvl.px;
+       player.cy = lvl.py;
+
        return 0;
 }
 
@@ -51,22 +61,60 @@ 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)
 {
+       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, -1.7, -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();
 
@@ -78,16 +126,33 @@ static void draw_level(void)
 {
        int i, j, k;
        struct cell *cell;
+       float xform[16];
 
        glUseProgram(sdr_foo);
 
        cell = lvl.cells;
        for(i=0; i<lvl.height; i++) {
                for(j=0; j<lvl.width; j++) {
+                       cgm_mtranslation(xform, j * lvl.cell_size, 0, -i * lvl.cell_size);
+
+                       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(k=0; k<cell->num_mgrp; k++) {
                                draw_meshgroup(cell->mgrp + k);
                        }
                        cell++;
+
+                       glPopMatrix();
                }
        }
 
@@ -108,6 +173,57 @@ 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)
@@ -127,10 +243,10 @@ 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;