binding-of-isaac/src/main.c

826 lines
28 KiB
C

#include <stdio.h>
#include <stdlib.h>
#include <assert.h>
#include <math.h>
#include <stdbool.h>
#include <unistd.h>
#include <termios.h>
#include <limits.h>
#include <time.h>
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <sys/time.h>
#ifndef STB_IMAGE_IMPLEMENTATION
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
#endif
#include "hash.h"
#include "base.h"
#include "move.h"
#include "menus.h"
#include "proj.h"
#include "entities.h"
#include "display.h"
#include "generation.h"
#include "maeth.h"
#include "music.h"
double sim_time;
int triCount;
unsigned int fffff;
int gamemode;
int creativeWarpTarget;
static double time_dilation = 1.0;
char* newRoomName;
int newRoomCount;
bool switchRoom;
bool jPress = false;
bool gPress = false;
bool rPress = false;
bool pPress = false;
bool kPress = false;
bool yPress = false;
unsigned int textures[32];
bool paused = false;
bool hardReset = true;
double oldx, oldy, oldz;
int oldchx, oldchy;
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};
int kodid = 0;
bool kodhit = false;
void reset_everything(GLFWwindow *window, int count, char* folder) {
oldx = camx;
oldy = camy;
oldz = camz;
oldchx = player_chx;
oldchy = player_chy;
camx = /*2*room_width*player_chx+*/0.0;
camy = 5.0;
camz = /*2*room_depth*player_chy+*/0.0;
player_chx = 0;
player_chy = 0;
camvx = 0.0;
camvy = 0.0;
camvz = 0.0;
printf("-------------------------------- resetting hashtbl... --------------------------------\n");
fflush(stdout);
hashtbl_free(visited);
printf("-------------------------------- done 1 --------------------------------\n");
fflush(stdout);
printf("-------------------------------- resetting pool... --------------------------------\n");
fflush(stdout);
free_pool();
printf("-------------------------------- done 2 --------------------------------\n");
fflush(stdout);
printf("-------------------------------- initializing hashtbl... --------------------------------\n");
fflush(stdout);
init_hashtbl();
printf("-------------------------------- done 3 --------------------------------\n");
fflush(stdout);
printf("-------------------------------- initializing rooms... --------------------------------\n");
fflush(stdout);
char* newFolder = malloc(sizeof(char)*52);
int i = 0;
while(folder[i] != '\0') {
newFolder[i] = folder[i];
i += 1;
}
newFolder[i] = '\0';
for(int k = 0; k < 16; k++) {
buttonSwitch[k] = false;
}
free_to_free();
init_to_free();
parse_rooms(count, newFolder);
free(newFolder);
printf("-------------------------------- Done 4 --------------------------------\n");
fflush(stdout);
interface_set(-1);
generate_nearby_chunks(1);
printf("-------------------------------- Done 5 --------------------------------\n");
if(!hardReset) {
camx = oldx;
camy = oldy;
camz = oldz;
player_chx = oldchx;
player_chy = oldchy;
generate_nearby_chunks(1);
current_room = hashtbl_find_opt(visited, player_chx, player_chy);
if(current_room == NULL) {
current_room = hashtbl_find_opt(visited, 0, 0);
}
}
}
void processInput(GLFWwindow *window, float dtime) {
// quit w
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
glfwSetWindowShouldClose(window, true);
}
// kodami
if(!kodhit) {
if(kodid == 10) {
kodhit = true;
player_hp += 1500;
} else if(glfwGetKey(window, kodami[kodid]) == GLFW_PRESS) {
if(!kPress) {
kPress = true;
kodid += 1;
//printf("%d\n", kodid);
}
} else {
kPress = false;
//kodid = 0;
}
}
// horizontal movement
bool pressed = false;
if(!paused) {
if(glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) {
if(gamemode == 1) {
for(int k = 0; k < 10; k++) {
camz -= creative_speed*cos(rot_hz)*cos(rot_vt)/10;
camx -= creative_speed*sin(rot_hz)*cos(rot_vt)/10;
camy += creative_speed*sin(rot_vt)/10;
if(is_colliding(dtime)) {
camz += creative_speed*cos(rot_hz)*cos(rot_vt)/10;
camx += creative_speed*sin(rot_hz)*cos(rot_vt)/10;
camy -= creative_speed*sin(rot_vt)/10;
k=11;
}
}
} else {
camvz = -speed*cos(rot_hz);
camvx = -speed*sin(rot_hz);
}
pressed = true;
//camvy = vtmult*speed*sin(rot_vt);
}
if(glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) {
if(gamemode == 1) {
for(int k = 0; k < 10; k++) {
camx -= creative_speed*cos(rot_hz)/10;
camz += creative_speed*sin(rot_hz)/10;
if(is_colliding(dtime)) {
camx += creative_speed*cos(rot_hz)/10;
camz -= creative_speed*sin(rot_hz)/10;
k=11;
}
}
} else {
camvx = -speed*cos(rot_hz);
camvz = speed*sin(rot_hz);
}
pressed = true;
}
if(glfwGetKey(window, GLFW_KEY_Z) == GLFW_PRESS) {
if(gamemode == 1) {
for(int k = 0; k < 10; k++) {
camz += creative_speed*cos(rot_hz)*cos(rot_vt)/10;
camx += creative_speed*sin(rot_hz)*cos(rot_vt)/10;
camy -= creative_speed*sin(rot_vt)/10;
if(is_colliding(dtime)) {
camz -= creative_speed*cos(rot_hz)*cos(rot_vt)/10;
camx -= creative_speed*sin(rot_hz)*cos(rot_vt)/10;
camy += creative_speed*sin(rot_vt)/10;
k=11;
}
}
} else {
camvz = speed*cos(rot_hz);
camvx = speed*sin(rot_hz);
}
pressed = true;
//camvy = -vtmult*speed*sin(rot_vt);
}
if(glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS) {
if(gamemode == 1) {
for(int k = 0; k < 10; k++) {
camx += creative_speed*cos(rot_hz)/10;
camz -= creative_speed*sin(rot_hz)/10;
if(is_colliding(dtime)) {
camx -= creative_speed*cos(rot_hz)/10;
camz += creative_speed*sin(rot_hz)/10;
k=11;
}
}
} else {
camvx = speed*cos(rot_hz);
camvz = -speed*sin(rot_hz);
}
pressed = true;
}
// jumps
if(gamemode == 0 && njumps > 0 && glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS) {
if(jPress) {
camvy = vtmult*speed;
njumps -= 1;
jPress = false;
}
} else {
jPress = true;
}
if(!pressed) {
camvx *= (1.0-1.0*5.0*((double)dtime));
camvz *= (1.0-1.0*5.0*((double)dtime));
}
// gamemode
if(glfwGetKey(window, GLFW_KEY_G) == GLFW_PRESS) {
if(!gPress) {
gPress = true;
gamemode = 1-gamemode;
njumps = 1;
camvx = 0.0;
camvy = 0.0;
camvz = 0.0;
}
} else {
gPress = false;
}
// camera rotation
if(glfwGetKey(window, GLFW_KEY_E) == GLFW_PRESS) {
rot_hz -= sensitivity;
}
if(glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) {
rot_hz += sensitivity;
}
if(glfwGetKey(window, GLFW_KEY_P) == GLFW_PRESS) {
rot_vt = maxd(-3.14159/2.0, rot_vt-sensitivity);
}
if(glfwGetKey(window, GLFW_KEY_M) == GLFW_PRESS) {
rot_vt = mind(3.14159/2.0, rot_vt+sensitivity);
}
// reset/warping
if(glfwGetKey(window, GLFW_KEY_Y) == GLFW_PRESS) {
if(!yPress) {
yPress = true;
interface_set(creativeIntID);
}
} else {
yPress = false;
}
if(glfwGetKey(window, GLFW_KEY_R) == GLFW_PRESS) {
if(!isMenuOpen() && !rPress) {
rPress = true;
hardReset = true;
switch(creativeWarpTarget) {
case 0: reset_everything(window, 4, "levels/level_00/"); break;
case 1: reset_everything(window, 7, "levels/level_01/"); break;
case 2: reset_everything(window, 1, "levels/level_02/"); break;
case 3: reset_everything(window, 1, "levels/level_03/"); break;
case 4: reset_everything(window, 1, "levels/level_04/"); break;
case 5: /*reset_everything(window, 4, "levels/level_05/");*/break;
case 6: /*reset_everything(window, 4, "levels/level_06/");*/break;
default: break;
}
}
} else {
if(glfwGetKey(window, GLFW_KEY_T) == GLFW_PRESS) {
if(!isMenuOpen() && !rPress) {
rPress = true;
hardReset = false;
switch(creativeWarpTarget) {
case 0: reset_everything(window, 4, "levels/level_00/"); break;
case 1: reset_everything(window, 7, "levels/level_01/"); break;
case 2: reset_everything(window, 1, "levels/level_02/"); break;
case 3: reset_everything(window, 1, "levels/level_03/"); break;
case 4: reset_everything(window, 1, "levels/level_04/"); break;
case 5: /*reset_everything(window, 4, "levels/level_05/");*/break;
case 6: /*reset_everything(window, 4, "levels/level_06/");*/break;
default: break;
}
}
} else {
rPress = false;
}
}
if(!isMenuOpen() && switchRoom) {
//printf("-----\n");
switchRoom = false;
hardReset = true;
reset_everything(window, newRoomCount, newRoomName);
//free(newRoomName);
}
}
// pause
if(glfwGetKey(window, GLFW_KEY_U) == GLFW_PRESS) {
if(!isMenuOpen() && !pPress) {
pPress = true;
paused = !paused;
}
} else {
pPress = false;
}
}
const char *vertexShaderSource = "#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"layout (location = 1) in vec2 aTex;\n"
"uniform mat4 scale;\n"
"uniform mat4 model;\n"
"uniform mat4 view;\n"
"uniform mat4 projection;\n"
"out vec2 texCoord;\n"
"void main() {\n"
" gl_Position = projection * view * model * scale * vec4(aPos, 1.0);\n"
" texCoord = aTex;\n"
"}\0";
// Fragment Shader Source
const char *fragmentShaderSource = "#version 330 core\n"
"uniform vec4 u_color;\n"
"uniform mat2 translation;\n"
"out vec4 FragColor;\n"
"in vec2 texCoord;\n"
"uniform sampler2D tex0;\n"
"void main() {\n"
// " FragColor = u_color;\n"
" FragColor = texture(tex0, translation * texCoord) * u_color;\n"
"}\0";
const char *vertexShaderSourceR = "#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"uniform mat4 scale;\n"
"uniform mat4 slide;\n"
"void main() {\n"
" gl_Position = slide * scale * vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
"}\0";
const char *fragmentShaderSourceR = "#version 330 core\n"
"uniform vec4 u_color2;\n"
"out vec4 FragColor;\n"
"void main() {\n"
" FragColor = u_color2;\n"
"}\0";
typedef enum file_extension {PNG, JPG, JPEG} file_extension;
void generate_texture_2D(int id, char* filename, file_extension ext) {
int widthImg, heightImg, numColCh;
//unsigned char* bytes = stbi_load("res/container.jpg", &widthImg, &heightImg, &numColCh, 0);
unsigned char* bytes = stbi_load(filename, &widthImg, &heightImg, &numColCh, 0);
if(bytes == 0) {fprintf(stderr, "ERROR : cannot load texture\n"); exit(1);}
glGenTextures(1, &textures[id]);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, textures[id]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
if(ext == JPG || ext == JPEG) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, widthImg, heightImg, 0, GL_RGB, GL_UNSIGNED_BYTE, bytes);
glGenerateMipmap(GL_TEXTURE_2D);
} else if(ext == PNG) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, widthImg, heightImg, 0, GL_RGBA, GL_UNSIGNED_BYTE, bytes);
glGenerateMipmap(GL_TEXTURE_2D);
}
stbi_image_free(bytes);
glBindTexture(GL_TEXTURE_2D, 0);
}
/*void generate_texture_3D(int id, char* filename, file_extension ext) {
int widthImg, heightImg, depthImg, numColCh;
//unsigned char* bytes = stbi_load("res/container.jpg", &widthImg, &heightImg, &numColCh, 0);
unsigned char* bytes = stbi_load(filename, &widthImg, &heightImg, &numColCh, 0);
if(bytes == 0) {fprintf(stderr, "ERROR : cannot load texture\n"); exit(1);}
glGenTextures(1, &textures[id]);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_3D, textures[id]);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_REPEAT);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_REPEAT);
if(ext == JPG || ext == JPEG) {
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGB, widthImg, heightImg, depthImg, 0, GL_RGB, GL_UNSIGNED_BYTE, bytes);
glGenerateMipmap(GL_TEXTURE_3D);
} else if(ext == PNG) {
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, widthImg, heightImg, depthImg, 0, GL_RGBA, GL_UNSIGNED_BYTE, bytes);
glGenerateMipmap(GL_TEXTURE_3D);
}
stbi_image_free(bytes);
glBindTexture(GL_TEXTURE_2D, 0);
}*/
int main_alt() {
// glfw: initialize and configure
// ------------------------------
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
// glfw window creation
// --------------------
GLFWwindow* window = glfwCreateWindow(1500, 1000, "yahoo", NULL, NULL);
if (window == NULL)
{
fprintf(stderr, "ERROR : cannot initialize GL window");
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
// glad: load all OpenGL function pointers
// ---------------------------------------
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
fprintf(stderr, "ERROR : cannot initialize GLAD loader");
return -1;
}
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
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 = 60;
int interval = 1000000/fps;
float interval_s = 1.0f/fps;
double slp_time = 1.0/fps;
float delta = 0.0f;
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*time_dilation);
}
teleport_on_edge();
update_nearby_entities(delta*time_dilation, 1);
updateProj(delta*time_dilation);
update_buttons(delta*time_dilation);
} 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(&ogn, NULL);
}
}
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*time_dilation, 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)));
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();
}