825 lines
28 KiB
C
825 lines
28 KiB
C
#include <stdio.h>
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#include <stdlib.h>
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#include <assert.h>
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#include <math.h>
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#include <stdbool.h>
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#include <unistd.h>
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#include <termios.h>
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#include <limits.h>
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#include <time.h>
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <sys/time.h>
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#ifndef STB_IMAGE_IMPLEMENTATION
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#define STB_IMAGE_IMPLEMENTATION
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#include "stb_image.h"
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#endif
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#include "hash.h"
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#include "base.h"
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#include "move.h"
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#include "menus.h"
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#include "proj.h"
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#include "entities.h"
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#include "display.h"
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#include "generation.h"
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#include "maeth.h"
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#include "music.h"
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double sim_time;
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int triCount;
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unsigned int fffff;
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int gamemode;
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int creativeWarpTarget;
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char* newRoomName;
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int newRoomCount;
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bool switchRoom;
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bool jPress = false;
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bool gPress = false;
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bool rPress = false;
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bool pPress = false;
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bool kPress = false;
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bool yPress = false;
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unsigned int textures[32];
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bool paused = false;
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bool hardReset = true;
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double oldx, oldy, oldz;
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int oldchx, oldchy;
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int kodami[10] = {GLFW_KEY_UP, GLFW_KEY_UP, GLFW_KEY_DOWN, GLFW_KEY_DOWN, GLFW_KEY_LEFT, GLFW_KEY_RIGHT, GLFW_KEY_LEFT, GLFW_KEY_RIGHT, GLFW_KEY_B, GLFW_KEY_A};
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int kodid = 0;
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bool kodhit = false;
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void reset_everything(GLFWwindow *window, int count, char* folder) {
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oldx = camx;
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oldy = camy;
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oldz = camz;
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oldchx = player_chx;
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oldchy = player_chy;
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camx = /*2*room_width*player_chx+*/0.0;
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camy = 5.0;
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camz = /*2*room_depth*player_chy+*/0.0;
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player_chx = 0;
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player_chy = 0;
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camvx = 0.0;
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camvy = 0.0;
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camvz = 0.0;
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printf("-------------------------------- resetting hashtbl... --------------------------------\n");
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fflush(stdout);
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hashtbl_free(visited);
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printf("-------------------------------- done 1 --------------------------------\n");
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fflush(stdout);
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printf("-------------------------------- resetting pool... --------------------------------\n");
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fflush(stdout);
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free_pool();
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printf("-------------------------------- done 2 --------------------------------\n");
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fflush(stdout);
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printf("-------------------------------- initializing hashtbl... --------------------------------\n");
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fflush(stdout);
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init_hashtbl();
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printf("-------------------------------- done 3 --------------------------------\n");
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fflush(stdout);
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printf("-------------------------------- initializing rooms... --------------------------------\n");
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fflush(stdout);
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char* newFolder = malloc(sizeof(char)*52);
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int i = 0;
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while(folder[i] != '\0') {
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newFolder[i] = folder[i];
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i += 1;
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}
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newFolder[i] = '\0';
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for(int k = 0; k < 16; k++) {
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buttonSwitch[k] = false;
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}
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free_to_free();
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init_to_free();
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parse_rooms(count, newFolder);
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free(newFolder);
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printf("-------------------------------- Done 4 --------------------------------\n");
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fflush(stdout);
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interface_set(-1);
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generate_nearby_chunks(1);
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printf("-------------------------------- Done 5 --------------------------------\n");
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if(!hardReset) {
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camx = oldx;
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camy = oldy;
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camz = oldz;
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player_chx = oldchx;
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player_chy = oldchy;
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generate_nearby_chunks(1);
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current_room = hashtbl_find_opt(visited, player_chx, player_chy);
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if(current_room == NULL) {
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current_room = hashtbl_find_opt(visited, 0, 0);
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}
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}
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}
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void processInput(GLFWwindow *window, float dtime) {
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// quit w
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
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glfwSetWindowShouldClose(window, true);
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}
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// kodami
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if(!kodhit) {
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if(kodid == 10) {
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kodhit = true;
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player_hp += 1500;
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} else if(glfwGetKey(window, kodami[kodid]) == GLFW_PRESS) {
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if(!kPress) {
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kPress = true;
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kodid += 1;
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//printf("%d\n", kodid);
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}
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} else {
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kPress = false;
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//kodid = 0;
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}
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}
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// horizontal movement
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bool pressed = false;
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if(!paused) {
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if(glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) {
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if(gamemode == 1) {
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for(int k = 0; k < 10; k++) {
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camz -= creative_speed*cos(rot_hz)*cos(rot_vt)/10;
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camx -= creative_speed*sin(rot_hz)*cos(rot_vt)/10;
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camy += creative_speed*sin(rot_vt)/10;
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if(is_colliding(dtime)) {
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camz += creative_speed*cos(rot_hz)*cos(rot_vt)/10;
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camx += creative_speed*sin(rot_hz)*cos(rot_vt)/10;
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camy -= creative_speed*sin(rot_vt)/10;
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k=11;
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}
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}
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} else {
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camvz = -speed*cos(rot_hz);
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camvx = -speed*sin(rot_hz);
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}
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pressed = true;
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//camvy = vtmult*speed*sin(rot_vt);
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}
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if(glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) {
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if(gamemode == 1) {
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for(int k = 0; k < 10; k++) {
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camx -= creative_speed*cos(rot_hz)/10;
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camz += creative_speed*sin(rot_hz)/10;
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if(is_colliding(dtime)) {
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camx += creative_speed*cos(rot_hz)/10;
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camz -= creative_speed*sin(rot_hz)/10;
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k=11;
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}
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}
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} else {
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camvx = -speed*cos(rot_hz);
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camvz = speed*sin(rot_hz);
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}
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pressed = true;
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}
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if(glfwGetKey(window, GLFW_KEY_Z) == GLFW_PRESS) {
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if(gamemode == 1) {
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for(int k = 0; k < 10; k++) {
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camz += creative_speed*cos(rot_hz)*cos(rot_vt)/10;
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camx += creative_speed*sin(rot_hz)*cos(rot_vt)/10;
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camy -= creative_speed*sin(rot_vt)/10;
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if(is_colliding(dtime)) {
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camz -= creative_speed*cos(rot_hz)*cos(rot_vt)/10;
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camx -= creative_speed*sin(rot_hz)*cos(rot_vt)/10;
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camy += creative_speed*sin(rot_vt)/10;
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k=11;
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}
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}
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} else {
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camvz = speed*cos(rot_hz);
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camvx = speed*sin(rot_hz);
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}
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pressed = true;
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//camvy = -vtmult*speed*sin(rot_vt);
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}
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if(glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS) {
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if(gamemode == 1) {
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for(int k = 0; k < 10; k++) {
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camx += creative_speed*cos(rot_hz)/10;
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camz -= creative_speed*sin(rot_hz)/10;
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if(is_colliding(dtime)) {
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camx -= creative_speed*cos(rot_hz)/10;
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camz += creative_speed*sin(rot_hz)/10;
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k=11;
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}
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}
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} else {
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camvx = speed*cos(rot_hz);
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camvz = -speed*sin(rot_hz);
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}
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pressed = true;
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}
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// jumps
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if(gamemode == 0 && njumps > 0 && glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS) {
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if(jPress) {
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camvy = vtmult*speed;
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njumps -= 1;
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jPress = false;
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}
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} else {
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jPress = true;
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}
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if(!pressed) {
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camvx *= (1.0-1.0*5.0*((double)dtime));
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camvz *= (1.0-1.0*5.0*((double)dtime));
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}
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// gamemode
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if(glfwGetKey(window, GLFW_KEY_G) == GLFW_PRESS) {
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if(!gPress) {
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gPress = true;
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gamemode = 1-gamemode;
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njumps = 1;
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camvx = 0.0;
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camvy = 0.0;
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camvz = 0.0;
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}
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} else {
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gPress = false;
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}
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// camera rotation
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if(glfwGetKey(window, GLFW_KEY_E) == GLFW_PRESS) {
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rot_hz -= sensitivity;
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}
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if(glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) {
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rot_hz += sensitivity;
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}
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if(glfwGetKey(window, GLFW_KEY_P) == GLFW_PRESS) {
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rot_vt = maxd(-3.14159/2.0, rot_vt-sensitivity);
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}
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if(glfwGetKey(window, GLFW_KEY_M) == GLFW_PRESS) {
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rot_vt = mind(3.14159/2.0, rot_vt+sensitivity);
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}
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// reset/warping
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if(glfwGetKey(window, GLFW_KEY_Y) == GLFW_PRESS) {
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if(!yPress) {
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yPress = true;
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interface_set(creativeIntID);
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}
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} else {
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yPress = false;
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}
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if(glfwGetKey(window, GLFW_KEY_R) == GLFW_PRESS) {
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if(!isMenuOpen() && !rPress) {
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rPress = true;
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hardReset = true;
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switch(creativeWarpTarget) {
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case 0: reset_everything(window, 4, "levels/level_00/"); break;
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case 1: reset_everything(window, 7, "levels/level_01/"); break;
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case 2: reset_everything(window, 1, "levels/level_02/"); break;
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case 3: reset_everything(window, 1, "levels/level_03/"); break;
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case 4: reset_everything(window, 1, "levels/level_04/"); break;
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case 5: /*reset_everything(window, 4, "levels/level_05/");*/break;
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case 6: /*reset_everything(window, 4, "levels/level_06/");*/break;
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default: break;
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}
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}
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} else {
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if(glfwGetKey(window, GLFW_KEY_T) == GLFW_PRESS) {
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if(!isMenuOpen() && !rPress) {
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rPress = true;
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hardReset = false;
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switch(creativeWarpTarget) {
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case 0: reset_everything(window, 4, "levels/level_00/"); break;
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case 1: reset_everything(window, 7, "levels/level_01/"); break;
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case 2: reset_everything(window, 1, "levels/level_02/"); break;
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case 3: reset_everything(window, 1, "levels/level_03/"); break;
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case 4: reset_everything(window, 1, "levels/level_04/"); break;
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case 5: /*reset_everything(window, 4, "levels/level_05/");*/break;
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case 6: /*reset_everything(window, 4, "levels/level_06/");*/break;
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default: break;
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}
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}
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} else {
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rPress = false;
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}
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}
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if(!isMenuOpen() && switchRoom) {
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//printf("-----\n");
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switchRoom = false;
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hardReset = true;
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reset_everything(window, newRoomCount, newRoomName);
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//free(newRoomName);
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}
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}
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// pause
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if(glfwGetKey(window, GLFW_KEY_U) == GLFW_PRESS) {
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if(!isMenuOpen() && !pPress) {
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pPress = true;
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paused = !paused;
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}
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} else {
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pPress = false;
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}
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}
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const char *vertexShaderSource = "#version 330 core\n"
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"layout (location = 0) in vec3 aPos;\n"
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"layout (location = 1) in vec2 aTex;\n"
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"uniform mat4 scale;\n"
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"uniform mat4 model;\n"
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"uniform mat4 view;\n"
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"uniform mat4 projection;\n"
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"out vec2 texCoord;\n"
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"void main() {\n"
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" gl_Position = projection * view * model * scale * vec4(aPos, 1.0);\n"
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" texCoord = aTex;\n"
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"}\0";
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// Fragment Shader Source
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const char *fragmentShaderSource = "#version 330 core\n"
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"uniform vec4 u_color;\n"
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"uniform mat2 translation;\n"
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"out vec4 FragColor;\n"
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"in vec2 texCoord;\n"
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"uniform sampler2D tex0;\n"
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"void main() {\n"
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// " FragColor = u_color;\n"
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" FragColor = texture(tex0, translation * texCoord) * u_color;\n"
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"}\0";
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const char *vertexShaderSourceR = "#version 330 core\n"
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"layout (location = 0) in vec3 aPos;\n"
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"uniform mat4 scale;\n"
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"uniform mat4 slide;\n"
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"void main() {\n"
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" gl_Position = slide * scale * vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
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"}\0";
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const char *fragmentShaderSourceR = "#version 330 core\n"
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"uniform vec4 u_color2;\n"
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"out vec4 FragColor;\n"
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"void main() {\n"
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" FragColor = u_color2;\n"
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"}\0";
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typedef enum file_extension {PNG, JPG, JPEG} file_extension;
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void generate_texture_2D(int id, char* filename, file_extension ext) {
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int widthImg, heightImg, numColCh;
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//unsigned char* bytes = stbi_load("res/container.jpg", &widthImg, &heightImg, &numColCh, 0);
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unsigned char* bytes = stbi_load(filename, &widthImg, &heightImg, &numColCh, 0);
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if(bytes == 0) {fprintf(stderr, "ERROR : cannot load texture\n"); exit(1);}
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glGenTextures(1, &textures[id]);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, textures[id]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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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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if(ext == JPG || ext == JPEG) {
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, widthImg, heightImg, 0, GL_RGB, GL_UNSIGNED_BYTE, bytes);
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glGenerateMipmap(GL_TEXTURE_2D);
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} else if(ext == PNG) {
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, widthImg, heightImg, 0, GL_RGBA, GL_UNSIGNED_BYTE, bytes);
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glGenerateMipmap(GL_TEXTURE_2D);
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}
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stbi_image_free(bytes);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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/*void generate_texture_3D(int id, char* filename, file_extension ext) {
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int widthImg, heightImg, depthImg, numColCh;
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//unsigned char* bytes = stbi_load("res/container.jpg", &widthImg, &heightImg, &numColCh, 0);
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unsigned char* bytes = stbi_load(filename, &widthImg, &heightImg, &numColCh, 0);
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if(bytes == 0) {fprintf(stderr, "ERROR : cannot load texture\n"); exit(1);}
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glGenTextures(1, &textures[id]);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_3D, textures[id]);
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glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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if(ext == JPG || ext == JPEG) {
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glTexImage3D(GL_TEXTURE_3D, 0, GL_RGB, widthImg, heightImg, depthImg, 0, GL_RGB, GL_UNSIGNED_BYTE, bytes);
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glGenerateMipmap(GL_TEXTURE_3D);
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} else if(ext == PNG) {
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glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, widthImg, heightImg, depthImg, 0, GL_RGBA, GL_UNSIGNED_BYTE, bytes);
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glGenerateMipmap(GL_TEXTURE_3D);
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}
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stbi_image_free(bytes);
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glBindTexture(GL_TEXTURE_2D, 0);
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}*/
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int main_alt() {
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// glfw: initialize and configure
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// ------------------------------
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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// glfw window creation
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// --------------------
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GLFWwindow* window = glfwCreateWindow(1500, 1000, "yahoo", NULL, NULL);
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if (window == NULL)
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{
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fprintf(stderr, "ERROR : cannot initialize GL window");
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glfwTerminate();
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return -1;
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}
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glfwMakeContextCurrent(window);
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// glad: load all OpenGL function pointers
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// ---------------------------------------
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
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{
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fprintf(stderr, "ERROR : cannot initialize GLAD loader");
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return -1;
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}
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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glCullFace(GL_FRONT);
|
|
glDepthFunc(GL_LESS);
|
|
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
glEnable(GL_BLEND);
|
|
|
|
//glfwSetMouseButtonCallback(window, mouse_button_callback);
|
|
|
|
init_csts();
|
|
init_hashtbl();
|
|
init_interf(window);
|
|
build_all_menus();
|
|
init_ent_generator(30);
|
|
init_proj();
|
|
init_to_free();
|
|
parse_rooms(7, "templates/");
|
|
|
|
// ---------------------------------------------------------------------------------------------------------------------------------------------- //
|
|
// ---------------------------------------------------------------------------------------------------------------------------------------------- //
|
|
|
|
// build and compile our shader program
|
|
// ------------------------------------
|
|
// vertex shader
|
|
unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
|
|
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
|
|
glCompileShader(vertexShader);
|
|
// check for shader compile errors
|
|
int success;
|
|
char infoLog[512];
|
|
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
|
|
if (!success)
|
|
{
|
|
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
|
|
fprintf(stderr, "ERROR : cannot initialize shader (1)");
|
|
}
|
|
|
|
// fragment shader
|
|
unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
|
|
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
|
|
glCompileShader(fragmentShader);
|
|
// check for shader compile errors
|
|
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
|
|
if (!success)
|
|
{
|
|
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
|
|
fprintf(stderr, "ERROR : cannot initialize shader (3)");
|
|
}
|
|
|
|
// link shaders
|
|
unsigned int shaderProgram = glCreateProgram();
|
|
glAttachShader(shaderProgram, vertexShader);
|
|
glAttachShader(shaderProgram, fragmentShader);
|
|
glLinkProgram(shaderProgram);
|
|
|
|
glDeleteShader(vertexShader);
|
|
glDeleteShader(fragmentShader);
|
|
|
|
// main VAO/VBO
|
|
unsigned int VBO, VAO;
|
|
glGenVertexArrays(1, &VAO);
|
|
glGenBuffers(1, &VBO);
|
|
// bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
|
|
glBindVertexArray(VAO);
|
|
|
|
init_vertices();
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
|
|
|
// position attribute
|
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
|
|
glEnableVertexAttribArray(0);
|
|
|
|
// texture coord attribute
|
|
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3*sizeof(float)));
|
|
glEnableVertexAttribArray(1);
|
|
|
|
printf("-----------------------------------------------------------------------------------------------\n"); fflush(stdout);
|
|
// 32 max //
|
|
|
|
//generate_texture_2D(0, "res/container.jpg", "jpg");
|
|
generate_texture_2D(0, "res/white.png", PNG);
|
|
generate_texture_2D(1, "res/question_block.png", PNG);
|
|
generate_texture_2D(2, "res/exclamation_block.png", PNG);
|
|
//generate_texture_2D(3, "res/money.png", PNG);
|
|
generate_texture_2D(3, "res/coin2.png", JPG);
|
|
generate_texture_2D(4, "res/container.jpg", JPG);
|
|
//generate_texture_2D(4, "res/arrows.png", PNG);
|
|
generate_texture_2D(5, "res/steel.jpeg", JPEG);
|
|
generate_texture_2D(6, "res/gateway.jpeg", JPEG);
|
|
generate_texture_2D(7, "res/lock.png", PNG);
|
|
//generate_texture_2D(8, "res/beat_on.png", JPG);
|
|
//generate_texture_2D(9, "res/beat_off.png", JPG);
|
|
generate_texture_2D(8, "res/sq_full.png", PNG);
|
|
generate_texture_2D(9, "res/sq_dotted.png", PNG);
|
|
generate_texture_2D(10, "res/button_on.png", PNG);
|
|
generate_texture_2D(11, "res/button_off.jpg", JPG);
|
|
generate_texture_2D(12, "res/pi.png", PNG);
|
|
generate_texture_2D(13, "res/tnt.png", PNG);
|
|
generate_texture_2D(14, "res/minecraft_lava.jpg", JPG);
|
|
|
|
printf("-----------------------------------------------------------------------------------------------\n"); fflush(stdout);
|
|
|
|
// ---------------------------------------------------------------------------------------------------------------------------------------------- //
|
|
// ---------------------------------------------------------------------------------------------------------------------------------------------- //
|
|
|
|
// build and compile our shader program
|
|
// ------------------------------------
|
|
// vertex shader
|
|
unsigned int vertexShaderR = glCreateShader(GL_VERTEX_SHADER);
|
|
glShaderSource(vertexShaderR, 1, &vertexShaderSourceR, NULL);
|
|
glCompileShader(vertexShaderR);
|
|
// check for shader compile errors
|
|
glGetShaderiv(vertexShaderR, GL_COMPILE_STATUS, &success);
|
|
if (!success)
|
|
{
|
|
glGetShaderInfoLog(vertexShaderR, 512, NULL, infoLog);
|
|
//std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
|
|
}
|
|
// fragment shader
|
|
unsigned int fragmentShaderR = glCreateShader(GL_FRAGMENT_SHADER);
|
|
glShaderSource(fragmentShaderR, 1, &fragmentShaderSourceR, NULL);
|
|
glCompileShader(fragmentShaderR);
|
|
// check for shader compile errors
|
|
glGetShaderiv(fragmentShaderR, GL_COMPILE_STATUS, &success);
|
|
if (!success)
|
|
{
|
|
glGetShaderInfoLog(fragmentShaderR, 512, NULL, infoLog);
|
|
//std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
|
|
}
|
|
// link shaders
|
|
unsigned int shaderProgramR = glCreateProgram();
|
|
glAttachShader(shaderProgramR, vertexShaderR);
|
|
glAttachShader(shaderProgramR, fragmentShaderR);
|
|
glLinkProgram(shaderProgramR);
|
|
// check for linking errors
|
|
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
|
|
if (!success) {
|
|
glGetProgramInfoLog(shaderProgramR, 512, NULL, infoLog);
|
|
//std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
|
|
}
|
|
glDeleteShader(vertexShaderR);
|
|
glDeleteShader(fragmentShaderR);
|
|
|
|
// rectangle VAO/VBO
|
|
initMenus();
|
|
|
|
unsigned int RVBO, RVAO;
|
|
glGenVertexArrays(1, &RVAO);
|
|
glGenBuffers(1, &RVBO);
|
|
// bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
|
|
glBindVertexArray(RVAO);
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, RVBO);
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(rectDefault), rectDefault, GL_STATIC_DRAW);
|
|
|
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
|
|
glEnableVertexAttribArray(0);
|
|
|
|
// note that this is allowed, the call to glVertexAttribPointer registered VBO as the vertex attribute's bound vertex buffer object so afterwards we can safely unbind
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
|
// You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this rarely happens. Modifying other
|
|
// VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary.
|
|
glBindVertexArray(0);
|
|
|
|
// ---------------------------------------------------------------------------------------------------------------------------------------------- //
|
|
// ---------------------------------------------------------------------------------------------------------------------------------------------- //
|
|
fffff = shaderProgram;
|
|
|
|
int fps = 90;
|
|
int interval = 1000000/fps;
|
|
float interval_s = 1.0f/fps;
|
|
double slp_time = 1.0/fps;
|
|
|
|
float delta = 0.0f;
|
|
double deltad = 0.0;
|
|
|
|
float real_T = 0.01f;
|
|
|
|
int count = 0;
|
|
|
|
struct timeval ogn, fnn;
|
|
gettimeofday(&ogn, NULL);
|
|
gettimeofday(&fnn, NULL);
|
|
|
|
loc_tex = glGetUniformLocation(shaderProgram, "tex0");
|
|
glUseProgram(shaderProgram);
|
|
glUniform1i(loc_tex, 0);
|
|
|
|
mathSignal = true;
|
|
float calc_T = 0.0f;
|
|
|
|
while(!glfwWindowShouldClose(window) && player_hp > 0) {
|
|
gettimeofday(&ogn, NULL);
|
|
// input
|
|
// -----
|
|
glClearColor(0.05f, 0.05f, 0.05f, 1.0f);
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
triCount = 0;
|
|
|
|
fflush(stdout);
|
|
generate_nearby_chunks(1);
|
|
fflush(stdout);
|
|
|
|
glUseProgram(shaderProgram);
|
|
|
|
// draw the map
|
|
glBindVertexArray(VAO);
|
|
|
|
//printf("1\n"); fflush(stdout);
|
|
gl_initRender(shaderProgram, shaderProgram, VAO, VBO);
|
|
//printf("2\n"); fflush(stdout);
|
|
gl_renderNearbyChunks(1);
|
|
//printf("3\n"); fflush(stdout);
|
|
gl_renderProj();
|
|
//printf("4\n"); fflush(stdout);
|
|
|
|
// draw data
|
|
glUseProgram(shaderProgramR);
|
|
glBindVertexArray(RVAO);
|
|
|
|
gl_drawInteger(shaderProgramR, (int)(1.0f/(real_T)), 0.0f, -0.92f, 0.05, 32, 255, 32, 0.005, -1);
|
|
gl_drawInteger(shaderProgramR, triCount, 0.0f, 0.92f, 0.04f, 128, 128, 128, 0.005f, 1);
|
|
gl_drawData(shaderProgramR);
|
|
|
|
//dpstst(shaderProgramR);
|
|
|
|
gl_drawDamageFadeout(shaderProgramR);
|
|
gl_drawButtonTimers(shaderProgramR);
|
|
|
|
bool isinmenu = isInMenu(window, shaderProgramR);
|
|
if(!isinmenu && !mathSignal) {
|
|
processInput(window, delta);
|
|
if(!paused) {
|
|
if(gamemode == 0) {
|
|
movePlayerG(delta);
|
|
}
|
|
teleport_on_edge();
|
|
update_nearby_entities(delta, 1);
|
|
updateProj(delta);
|
|
update_buttons(delta);
|
|
} else {
|
|
gl_drawRectAlpha(shaderProgramR, -1.0f, -1.0f, 2.0f, 2.0f, 0, 0, 0, 128);
|
|
gl_drawString(shaderProgramR, "game Paused", 0.0f, 0.1f, 0.08f, 128, 128, 255, 0.005f, 0);
|
|
gl_drawString(shaderProgramR, "press u to resume", 0.0f, -0.1f, 0.08f, 128, 128, 255, 0.005f, 0);
|
|
}
|
|
}
|
|
|
|
if(!isinmenu && mathSignal) {
|
|
mathSigCD -= 1;
|
|
if(mathSigCD == 0) {
|
|
mathSigCD = 4;
|
|
mathSignal = false;
|
|
glfwSwapBuffers(window);
|
|
glfwPollEvents();
|
|
the_actual_main_math_function(window);
|
|
}
|
|
}
|
|
|
|
gettimeofday(&fnn, NULL);
|
|
calc_T = (float)((fnn.tv_sec-ogn.tv_sec + (fnn.tv_usec-ogn.tv_usec)/1000000.0f));
|
|
usleep(max(0, interval-(int)(1000000*calc_T)));
|
|
sim_time += interval_s + maxd(0.0, (double)(interval_s-(calc_T)));
|
|
|
|
dmgCD = maxf(dmgCD - delta, 0.0f);
|
|
if(lastDmg != player_hp) {
|
|
if(lastDmg > player_hp) {
|
|
dmgCD = 0.5f;
|
|
}
|
|
lastDmg = player_hp;
|
|
}
|
|
delta = (float)(interval_s + maxf(0.0f, interval_s-(calc_T)));
|
|
deltad = (double)delta;
|
|
if(count%(fps/10)==0) {
|
|
real_T = (float)((fnn.tv_sec-ogn.tv_sec + (fnn.tv_usec-ogn.tv_usec)/1000000.0f));
|
|
}
|
|
incr = 0.0f;
|
|
|
|
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
|
|
glfwSwapBuffers(window);
|
|
glfwPollEvents();
|
|
|
|
count++;
|
|
}
|
|
|
|
printf("| 1/5 |\n"); fflush(stdout);
|
|
hashtbl_free(visited);
|
|
printf("| 2/5 |\n"); fflush(stdout);
|
|
free_proj();
|
|
printf("| 3/5 |\n"); fflush(stdout);
|
|
free_interf();
|
|
printf("| 4/5 |\n"); fflush(stdout);
|
|
free_pool();
|
|
printf("| 5/5 |\n"); fflush(stdout);
|
|
free_to_free();
|
|
free_ent_generator();
|
|
printf("Done\n"); fflush(stdout);
|
|
free_maeth();
|
|
|
|
// optional: de-allocate all resources once they've outlived their purpose:
|
|
// ------------------------------------------------------------------------
|
|
glDeleteVertexArrays(1, &VAO);
|
|
glDeleteBuffers(1, &VBO);
|
|
glDeleteTextures(1, &textures[0]);
|
|
glDeleteTextures(1, &textures[1]);
|
|
glDeleteProgram(shaderProgram);
|
|
|
|
// glfw: terminate, clearing all previously allocated GLFW resources.
|
|
// ------------------------------------------------------------------
|
|
glfwTerminate();
|
|
printf("\n<0>\n\n");
|
|
end_music();
|
|
return 0;
|
|
}
|
|
|
|
int main(int argc, char** argv) {
|
|
srand(time(NULL));
|
|
init_music();
|
|
init_maeth();
|
|
triCount = 0;
|
|
sim_time = 0.0;
|
|
gamemode = 0;
|
|
newRoomCount = 7;
|
|
switchRoom = false;
|
|
newRoomName = "templates/";
|
|
creativeWarpTarget = 0;
|
|
//play_sound("sound/audio/tetris_2.wav");
|
|
//tstst();
|
|
return main_alt();
|
|
} |