2011-01-14 14:59:18 +01:00
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/*
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* Client.cpp
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*
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* Created on: 14.01.2011
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* Author: gmueller
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*/
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#include "Client.h"
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2011-01-16 23:02:40 +01:00
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#include "Network.h"
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2011-01-14 14:59:18 +01:00
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#include "Explosion.h"
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#include "Time.h"
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#include <GL/glfw.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <math.h>
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#include <string.h>
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#include <sstream>
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GLUquadricObj *quadratic;
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Explosion explosion;
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void setup_light() {
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GLfloat LightAmbient[] = { 0.5f, 0.5f, 0.5f, 1.0f };
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GLfloat LightDiffuse[] = { 0.5f, 0.5f, 0.5f, 1.0f };
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GLfloat LightPosition[] = { 1.0f, 1.0f, 1.0f, 0.0f };
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// setup directional light
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glLightfv(GL_LIGHT0, GL_AMBIENT, LightAmbient);
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glLightfv(GL_LIGHT0, GL_DIFFUSE, LightDiffuse);
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glLightfv(GL_LIGHT0, GL_POSITION, LightPosition);
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2011-01-16 23:02:40 +01:00
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glEnable( GL_LIGHT0);
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2011-01-14 14:59:18 +01:00
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2011-01-16 23:02:40 +01:00
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glEnable( GL_LIGHTING);
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2011-01-14 14:59:18 +01:00
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}
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void setup_opengl() {
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// Open OpenGL window
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if (!glfwOpenWindow(640, 480, 0, 0, 0, 0, 0, 0, GLFW_WINDOW)) {
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fprintf(stderr, "Failed to open GLFW window\n");
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glfwTerminate();
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exit(EXIT_FAILURE);
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}
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//glfwDisable(GLFW_MOUSE_CURSOR);
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glfwSetWindowTitle("Gremlin Lan Party Game");
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// Enable sticky keys
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glfwEnable(GLFW_STICKY_KEYS);
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// general settings
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2011-01-16 23:02:40 +01:00
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glShadeModel( GL_SMOOTH);
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2011-01-14 14:59:18 +01:00
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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2011-01-16 23:02:40 +01:00
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glEnable( GL_CULL_FACE);
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2011-01-14 14:59:18 +01:00
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// setup depth buffer
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glClearDepth(1.0f);
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2011-01-16 23:02:40 +01:00
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glEnable( GL_DEPTH_TEST);
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glDepthFunc( GL_LEQUAL);
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2011-01-14 14:59:18 +01:00
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// Enable vertical sync (on cards that support it)
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glfwSwapInterval(0);
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}
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void draw_team(team_t *team) {
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size_t i = 0;
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glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, team->color);
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2011-01-16 23:02:40 +01:00
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glMatrixMode( GL_MODELVIEW);
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2011-01-14 14:59:18 +01:00
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glPushMatrix();
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glTranslated(team->x, team->y, team->z);
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gluSphere(quadratic, 50.f, 32, 32);
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glPopMatrix();
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}
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void draw_player(player_t *player) {
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if (player->status == 0)
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return;
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glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, player->team->color);
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2011-01-16 23:02:40 +01:00
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glMatrixMode( GL_MODELVIEW);
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2011-01-14 14:59:18 +01:00
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glPushMatrix();
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glTranslated(player->x, player->y, player->z);
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gluSphere(quadratic, 10.f, 32, 32);
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glPopMatrix();
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}
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void draw_bomb(bomb_t *bomb) {
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if (bomb->status != 1)
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return;
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GLfloat red[] = { 1.0f, 0.0f, 0.0f, 1.0f };
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glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
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2011-01-16 23:02:40 +01:00
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glMatrixMode( GL_MODELVIEW);
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2011-01-14 14:59:18 +01:00
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glPushMatrix();
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glTranslated(bomb->x, bomb->y, bomb->z);
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gluSphere(quadratic, 3.f, 4, 4);
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glPopMatrix();
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}
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void draw_point(point_t *point) {
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if (point->status == 0)
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return;
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GLfloat red[] = { 0.0f, 0.0f, 1.0f, 1.0f };
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glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
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2011-01-16 23:02:40 +01:00
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glMatrixMode( GL_MODELVIEW);
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2011-01-14 14:59:18 +01:00
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glPushMatrix();
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glTranslated(point->x, point->y, point->z);
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gluSphere(quadratic, 3.f, 12, 12);
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glPopMatrix();
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}
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void setup_explosion() {
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// Loads particle texture
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GLuint textures[5];
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glGenTextures(5, textures);
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glBindTexture(GL_TEXTURE_2D, textures[0]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glfwLoadTexture2D("data/explosion/explosion.tga", GLFW_ALPHA_MAP_BIT);
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glBindTexture(GL_TEXTURE_2D, textures[1]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glfwLoadTexture2D("data/explosion/flash.tga", 0);
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glBindTexture(GL_TEXTURE_2D, textures[2]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glfwLoadTexture2D("data/explosion/spark.tga", 0);
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glBindTexture(GL_TEXTURE_2D, textures[3]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glfwLoadTexture2D("data/explosion/point.tga", GLFW_ALPHA_MAP_BIT);
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glBindTexture(GL_TEXTURE_2D, textures[4]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glfwLoadTexture2D("data/explosion/wave.tga", 0);
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explosion.initialize(textures[0], textures[1], textures[2], textures[3],
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textures[4]);
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}
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void explosion_callback(double x, double y, double z, void *data) {
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explosion.add(x, y, z);
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}
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GLuint wallTex = 0;
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void draw_box() {
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if (wallTex == 0) {
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glGenTextures(1, &wallTex);
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glBindTexture(GL_TEXTURE_2D, wallTex);
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2011-01-16 23:02:40 +01:00
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glEnable( GL_TEXTURE_2D);
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2011-01-14 14:59:18 +01:00
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
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GL_LINEAR_MIPMAP_LINEAR);
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glfwLoadTexture2D("data/wall.tga", GLFW_BUILD_MIPMAPS_BIT);
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} else {
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glBindTexture(GL_TEXTURE_2D, wallTex);
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glEnable( GL_TEXTURE_2D);
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2011-01-14 14:59:18 +01:00
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}
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GLfloat red[] = { 1.0f, 1.0f, 1.0f, 1.0f };
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glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
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// Enable/Disable features
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2011-01-16 23:02:40 +01:00
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glPushAttrib( GL_ENABLE_BIT);
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glEnable( GL_TEXTURE_2D);
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2011-01-14 14:59:18 +01:00
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//glDisable( GL_DEPTH_TEST);
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// glEnable( GL_LIGHTING);
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// glDisable( GL_BLEND);
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2011-01-16 23:02:40 +01:00
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glMatrixMode( GL_MODELVIEW);
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2011-01-14 14:59:18 +01:00
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glPushMatrix();
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glTranslated(2000.0, 0.0, 0.0);
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//glScaled(5000.0f, 5000.0f, 5000.0f);
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float s = 3000.0f, t = 10.0f;
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// Just in case we set all vertices to white.
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glColor4f(1, 1, 1, 1);
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// Render the front quad
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2011-01-16 23:02:40 +01:00
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glBegin( GL_QUADS);
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2011-01-14 14:59:18 +01:00
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glTexCoord2f(0, t);
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glNormal3f(0.0, 0.0, 1.0);
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glVertex3f(-s, s, -s);
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glTexCoord2f(0, 0);
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glNormal3f(0.0, 0.0, 1.0);
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glVertex3f(-s, -s, -s);
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glTexCoord2f(t, 0);
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glNormal3f(0.0, 0.0, 1.0);
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glVertex3f(s, -s, -s);
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glTexCoord2f(t, t);
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glNormal3f(0.0, 0.0, 1.0);
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glVertex3f(s, s, -s);
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glEnd();
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// Render the left quad
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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glVertex3f(s, -s, s);
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glTexCoord2f(0, t);
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glVertex3f(s, s, s);
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glTexCoord2f(t, t);
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glVertex3f(s, s, -s);
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glTexCoord2f(t, 0);
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glVertex3f(s, -s, -s);
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glEnd();
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// Render the back quad
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// glBindTexture(GL_TEXTURE_2D, _skybox[2]);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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glVertex3f(-s, -s, s);
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glTexCoord2f(0, t);
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glVertex3f(-s, s, s);
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glTexCoord2f(t, t);
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glVertex3f(s, s, s);
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glTexCoord2f(t, 0);
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glVertex3f(s, -s, s);
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glEnd();
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// Render the right quad
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// glBindTexture(GL_TEXTURE_2D, _skybox[3]);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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glVertex3f(-s, -s, -s);
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glTexCoord2f(0, t);
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glVertex3f(-s, s, -s);
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glTexCoord2f(t, t);
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glVertex3f(-s, s, s);
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glTexCoord2f(t, 0);
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glVertex3f(-s, -s, s);
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glEnd();
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// Render the top quad
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//glBindTexture(GL_TEXTURE_2D, _skybox[4]);
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glBegin(GL_QUADS);
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glTexCoord2f(0, t);
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glVertex3f(-s, s, -s);
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glTexCoord2f(t, t);
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glVertex3f(s, s, -s);
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glTexCoord2f(t, 0);
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glVertex3f(s, s, s);
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glTexCoord2f(0, 0);
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glVertex3f(-s, s, s);
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glEnd();
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// Render the bottom quad
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//glBindTexture(GL_TEXTURE_2D, _skybox[5]);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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glVertex3f(-s, -s, -s);
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glTexCoord2f(0, t);
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glVertex3f(-s, -s, s);
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glTexCoord2f(t, t);
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glVertex3f(s, -s, s);
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glTexCoord2f(t, 0);
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glVertex3f(s, -s, -s);
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glEnd();
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// Restore enable bits and matrix
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glPopAttrib();
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glPopMatrix();
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}
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void Client::accelerate(double x, double y, double z) {
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if (game.local_player == 0)
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return;
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player_accelerate_message_t msg;
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msg.msg_id = MESSAGE_PLAYER_ACCELERATE;
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msg.player_id = game.local_player->id;
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msg.x = x;
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msg.y = y;
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msg.z = z;
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network.sendMessage((uint8_t*) &msg, sizeof(msg));
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}
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void Client::drop_bomb(double rx, double ry, double rz, double ttl) {
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bomb_drop_meesage_t msg;
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msg.msg_id = MESSAGE_BOMB_DROP;
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msg.x = game.local_player->x + rx * 20;
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msg.y = game.local_player->y + ry * 20;
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msg.z = game.local_player->z + rz * 20;
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msg.vx = game.local_player->vx + rx * 100;
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msg.vy = game.local_player->vy + ry * 100;
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msg.vz = game.local_player->vz + rz * 100;
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msg.ttl = ttl;
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network.sendMessage((uint8_t*) &msg, sizeof(msg));
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}
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void Client::loadConsoleFont() {
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GLuint font_id = 0;
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glGenTextures(1, &font_id);
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glBindTexture(GL_TEXTURE_2D, font_id);
|
|
|
|
|
|
|
|
// Set texture parameters
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
|
|
|
|
|
|
// Upload texture from file to texture memory
|
|
|
|
glfwLoadTexture2D("data/fonts/console.tga", 0);
|
|
|
|
oglf_load(&font, "data/fonts/console.fnt", font_id);
|
|
|
|
}
|
|
|
|
|
|
|
|
void Client::prepareFrame(double rx, double ry, double rz) {
|
|
|
|
// Get window size (may be different than the requested size)
|
|
|
|
glfwGetWindowSize(&width, &height);
|
|
|
|
height = height > 0 ? height : 1;
|
|
|
|
|
|
|
|
// Set viewport
|
|
|
|
glViewport(0, 0, width, height);
|
|
|
|
|
|
|
|
// Clear color buffer
|
|
|
|
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
|
|
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
|
|
|
|
// Select and setup the projection matrix
|
2011-01-16 23:02:40 +01:00
|
|
|
glMatrixMode( GL_PROJECTION);
|
2011-01-14 14:59:18 +01:00
|
|
|
glLoadIdentity();
|
|
|
|
gluPerspective(60.0f, (GLfloat) width / (GLfloat) height, 1.0f, 10000.0f);
|
|
|
|
|
|
|
|
// Select and setup the modelview matrix
|
2011-01-16 23:02:40 +01:00
|
|
|
glMatrixMode( GL_MODELVIEW);
|
2011-01-14 14:59:18 +01:00
|
|
|
glLoadIdentity();
|
|
|
|
gluLookAt(camX, camY, camZ, camX + rx * 10.0f, camY + ry * 10.0f, camZ + rz
|
|
|
|
* 10.0f, 0.0f, 1.0f, 0.0f);
|
|
|
|
|
|
|
|
}
|
|
|
|
|
2011-01-16 23:02:40 +01:00
|
|
|
void Client::initialize(Arguments &arg) {
|
|
|
|
Application::initialize(arg);
|
2011-01-14 14:59:18 +01:00
|
|
|
|
|
|
|
// Initialise GLFW
|
|
|
|
if (!glfwInit()) {
|
|
|
|
fprintf(stderr, "Failed to initialize GLFW\n");
|
|
|
|
exit(EXIT_FAILURE);
|
|
|
|
}
|
|
|
|
|
|
|
|
game_setup_explosion_callback(&game, explosion_callback, 0);
|
|
|
|
setup_opengl();
|
|
|
|
setup_explosion();
|
|
|
|
quadratic = gluNewQuadric();
|
|
|
|
gluQuadricNormals(quadratic, GLU_SMOOTH);
|
|
|
|
gluQuadricTexture(quadratic, GL_TRUE);
|
|
|
|
|
|
|
|
if (isMaster()) {
|
|
|
|
team_t *team = game_team(&game, 0);
|
|
|
|
game.local_player = game_spawn_player(&game, team);
|
|
|
|
}
|
|
|
|
|
|
|
|
size_t i;
|
|
|
|
last_bomb = time - 5.;
|
|
|
|
|
|
|
|
glfwGetMousePos(&last_x, &last_y);
|
|
|
|
accelerate_schudule.setExact(true);
|
|
|
|
accelerate_schudule.setInterval(0.05);
|
|
|
|
|
|
|
|
loadConsoleFont();
|
|
|
|
}
|
|
|
|
|
|
|
|
void Client::update() {
|
|
|
|
|
|
|
|
Application::update();
|
|
|
|
|
|
|
|
int x, y;
|
|
|
|
glfwGetMousePos(&x, &y);
|
|
|
|
if (glfwGetMouseButton(GLFW_MOUSE_BUTTON_2) == GLFW_PRESS) {
|
|
|
|
phi += (x - last_x) * 0.01;
|
|
|
|
theta += (y - last_y) * -0.01;
|
|
|
|
if (theta > 1.5)
|
|
|
|
theta = 1.5;
|
|
|
|
if (theta < -1.5)
|
|
|
|
theta = -1.5;
|
|
|
|
}
|
|
|
|
last_x = x;
|
|
|
|
last_y = y;
|
|
|
|
double rx = cos(phi) * cos(theta);
|
|
|
|
double ry = sin(theta);
|
|
|
|
double rz = sin(phi) * cos(theta);
|
|
|
|
|
|
|
|
if (accelerate_schudule.next(time)) {
|
|
|
|
double t = accelerate_schudule.getInterval();
|
|
|
|
double v = 50.0 * t;
|
|
|
|
if (glfwGetKey('W')) {
|
|
|
|
accelerate(rx * v, ry * v, rz * v);
|
|
|
|
} else if (glfwGetKey('S')) {
|
|
|
|
accelerate(rx * -v, ry * -v, rz * -v);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (glfwGetKey('A')) {
|
|
|
|
accelerate(rz * v, 0, -rx * v);
|
|
|
|
} else if (glfwGetKey('D')) {
|
|
|
|
accelerate(-rz * v, 0, rx * v);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (glfwGetKey(GLFW_KEY_SPACE)) {
|
|
|
|
accelerate(game.local_player->vx * -0.1, game.local_player->vy
|
|
|
|
* -0.1, game.local_player->vz * -0.1);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (glfwGetKey(GLFW_KEY_LCTRL)) {
|
|
|
|
if (time - last_bomb > 1.0) {
|
|
|
|
last_bomb = time;
|
|
|
|
drop_bomb(rx, ry, rz, 5.0);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (game.local_player) {
|
|
|
|
camX = game.local_player->x;
|
|
|
|
camY = game.local_player->y;
|
|
|
|
camZ = game.local_player->z;
|
|
|
|
} else {
|
|
|
|
camX = 1000.0;
|
|
|
|
camY = 1000.0;
|
|
|
|
camZ = 1000.0;
|
|
|
|
}
|
|
|
|
prepareFrame(rx, ry, rz);
|
|
|
|
setup_light();
|
2011-01-16 23:02:40 +01:00
|
|
|
glEnable( GL_LIGHT0);
|
|
|
|
glEnable( GL_LIGHTING);
|
|
|
|
glEnable( GL_CULL_FACE);
|
|
|
|
glDisable( GL_TEXTURE_2D);
|
2011-01-14 14:59:18 +01:00
|
|
|
for (size_t i = 0; i < GAME_TEAM_COUNT; i++)
|
|
|
|
draw_team(&game.team[i]);
|
|
|
|
|
|
|
|
for (size_t i = 0; i < GAME_PLAYER_COUNT; i++)
|
|
|
|
draw_player(&game.player[i]);
|
|
|
|
|
|
|
|
for (size_t i = 0; i < GAME_BOMB_COUNT; i++)
|
|
|
|
draw_bomb(&game.bomb[i]);
|
|
|
|
|
|
|
|
for (size_t i = 0; i < GAME_POINT_COUNT; i++)
|
|
|
|
draw_point(&game.point[i]);
|
|
|
|
|
|
|
|
draw_box();
|
|
|
|
|
|
|
|
glDisable(GL_LIGHT0);
|
|
|
|
glDisable(GL_LIGHTING);
|
|
|
|
glDisable(GL_CULL_FACE);
|
|
|
|
explosion.update(dt * 1000.0, camX, camY, camZ);
|
|
|
|
explosion.render();
|
|
|
|
oglf_begin(&font, width, height);
|
|
|
|
size_t fy = 1;
|
|
|
|
if (game.local_player) {
|
|
|
|
std::stringstream sstr;
|
|
|
|
sstr << "Points: " << game.local_player->points;
|
|
|
|
oglf_print(&font, 10, 25 * fy++, sstr.str().c_str());
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
for (size_t i = 0; i < GAME_TEAM_COUNT; i++) {
|
|
|
|
std::stringstream sstr;
|
|
|
|
if (game.local_player && &game.team[i] == game.local_player->team) {
|
|
|
|
sstr << "Team " << i << " (yours) : " << game.team[i].points;
|
|
|
|
} else {
|
|
|
|
sstr << "Team " << i << " (other) : " << game.team[i].points;
|
|
|
|
}
|
|
|
|
oglf_print(&font, 10, 25 * fy++, sstr.str().c_str());
|
|
|
|
}
|
|
|
|
|
|
|
|
{
|
|
|
|
std::stringstream sstr;
|
2011-01-16 23:02:40 +01:00
|
|
|
sstr << "FPS: " << (int) (1 / dt) << " Time: " << floor(dt * 10000.0
|
|
|
|
+ 0.5) / 10.0;
|
2011-01-14 14:59:18 +01:00
|
|
|
oglf_print(&font, 10, 25 * fy++, sstr.str().c_str());
|
|
|
|
}
|
|
|
|
|
|
|
|
oglf_end();
|
|
|
|
|
|
|
|
// Swap buffers
|
|
|
|
glfwSwapBuffers();
|
|
|
|
|
|
|
|
// Check if the ESC key was pressed or the window was closed
|
|
|
|
if (glfwGetKey(GLFW_KEY_ESC))
|
|
|
|
stop();
|
|
|
|
|
|
|
|
if (glfwGetWindowParam(GLFW_OPENED) != GL_TRUE)
|
|
|
|
stop();
|
|
|
|
}
|
|
|
|
|
|
|
|
void Client::shutdown() {
|
|
|
|
|
|
|
|
Application::shutdown();
|
|
|
|
|
|
|
|
gluDeleteQuadric(quadratic);
|
|
|
|
oglf_destroy(&font);
|
|
|
|
glfwTerminate();
|
|
|
|
}
|