mirror of
https://github.com/kuhyx/testsAndMisc.git
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725 lines
18 KiB
C
725 lines
18 KiB
C
// Simple FPS demo using FreeGLUT + legacy OpenGL (compat profile)
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// - Move: WASD, Shift to sprint, Space to shoot, Esc to quit
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// - Look: mouse
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// - Targets: red cubes move toward you; shoot them before they reach you
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// - Game over when a target reaches you; final score shown; press R to restart
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#include <GL/freeglut_std.h>
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#include <GL/gl.h>
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#include <GL/glu.h>
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_audio.h>
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#include <SDL2/SDL_error.h>
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#include <SDL2/SDL_stdinc.h>
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#include <ctype.h>
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#include <math.h>
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#include <stdbool.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <time.h>
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#ifndef M_PI
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#define M_PI 3.14159265358979323846
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#endif
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// -------- Math helpers --------
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typedef struct
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{
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float x, y, z;
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} vec3;
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static inline vec3 v3(float x, float y, float z)
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{
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vec3 v = {x, y, z};
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return v;
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}
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static inline vec3 v3_add(vec3 a, vec3 b) { return v3(a.x + b.x, a.y + b.y, a.z + b.z); }
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static inline vec3 v3_sub(vec3 a, vec3 b) { return v3(a.x - b.x, a.y - b.y, a.z - b.z); }
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static inline vec3 v3_scale(vec3 a, float s) { return v3(a.x * s, a.y * s, a.z * s); }
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static inline float v3_dot(vec3 a, vec3 b) { return (a.x * b.x) + (a.y * b.y) + (a.z * b.z); }
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static inline vec3 v3_cross(vec3 a, vec3 b)
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{
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return v3((a.y * b.z) - (a.z * b.y), (a.z * b.x) - (a.x * b.z), (a.x * b.y) - (a.y * b.x));
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}
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static inline float v3_len(vec3 a) { return sqrtf(v3_dot(a, a)); }
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static inline vec3 v3_norm(vec3 a)
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{
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float l = v3_len(a);
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return l > 1e-6F ? v3_scale(a, 1.0F / l) : v3(0, 0, 0);
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}
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// -------- Global state --------
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static int g_win_w = 1280, g_win_h = 720;
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static bool g_keys[256] = {0};
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static bool g_captured_mouse = true;
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static int g_last_mouse_x = -1, g_last_mouse_y = -1;
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static bool g_ignore_next_passive = false; // avoid warp feedback loops
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static vec3 g_cam_pos = {0.0F, 1.6F, 5.0F};
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static float g_yaw_deg = -90.0F; // facing -Z initially
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static float g_pitch_deg = 0.0F;
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static float g_move_speed = 4.0F; // m/s
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static float g_sprint_mul = 1.8F;
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static float g_mouse_sens = 0.12F; // deg per pixel
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typedef struct
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{
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vec3 pos;
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float radius;
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float speed;
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} Target;
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static const int MAX_TARGETS = 128;
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static Target g_targets[128];
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static int g_target_count = 0;
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static float g_spawn_timer = 0.0F;
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static float g_spawn_interval = 1.2F; // seconds
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static int g_score = 0;
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typedef enum
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{
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GAME_RUNNING = 0,
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GAME_OVER = 1
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} GameState;
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static GameState g_state = GAME_RUNNING;
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// Bullet visualization removed per request
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// Timing
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static int g_prev_ms = 0;
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// -------- Utility --------
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static float clampf(float v, float lo, float hi) { return v < lo ? lo : (v > hi ? hi : v); }
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static float deg2rad(float d) { return d * (float)M_PI / 180.0F; }
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static vec3 cam_front(void)
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{
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float yaw = deg2rad(g_yaw_deg);
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float pitch = deg2rad(g_pitch_deg);
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vec3 f = {cosf(pitch) * cosf(yaw), sinf(pitch), cosf(pitch) * sinf(yaw)};
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return v3_norm(f);
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}
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static vec3 cam_right(void) { return v3_norm(v3_cross(cam_front(), v3(0, 1, 0))); }
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// -------- Audio (SDL2) --------
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static SDL_AudioDeviceID g_audio_dev = 0;
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static SDL_AudioSpec g_audio_have;
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static bool g_audio_ok = false;
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static void audio_cleanup(void)
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{
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if (g_audio_dev)
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{
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SDL_ClearQueuedAudio(g_audio_dev);
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SDL_CloseAudioDevice(g_audio_dev);
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g_audio_dev = 0;
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}
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if (g_audio_ok)
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{
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SDL_QuitSubSystem(SDL_INIT_AUDIO);
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g_audio_ok = false;
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}
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}
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static void audio_init(void)
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{
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if (SDL_InitSubSystem(SDL_INIT_AUDIO) != 0)
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{
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fprintf(stderr, "SDL audio init failed: %s\n", SDL_GetError());
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return;
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}
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SDL_AudioSpec want;
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SDL_zero(want);
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want.freq = 48000;
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want.format = AUDIO_F32SYS;
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want.channels = 1;
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want.samples = 1024;
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g_audio_dev = SDL_OpenAudioDevice(NULL, 0, &want, &g_audio_have, 0);
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if (!g_audio_dev)
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{
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fprintf(stderr, "SDL_OpenAudioDevice failed: %s\n", SDL_GetError());
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SDL_QuitSubSystem(SDL_INIT_AUDIO);
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return;
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}
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SDL_PauseAudioDevice(g_audio_dev, 0);
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g_audio_ok = true;
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atexit(audio_cleanup);
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}
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static void audio_queue_samples(const float *data, int frames)
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{
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if (!g_audio_ok)
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{
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return;
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}
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int bytes = frames * (int)sizeof(float);
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SDL_QueueAudio(g_audio_dev, data, bytes);
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}
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static void audio_play_tone(float freq, float duration, float vol)
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{
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if (!g_audio_ok)
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{
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return;
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}
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int sr = g_audio_have.freq ? g_audio_have.freq : 48000;
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int frames = (int)(duration * sr);
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if (frames <= 0)
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{
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return;
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}
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float *buf = (float *)malloc((size_t)frames * sizeof(float));
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if (!buf)
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{
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return;
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}
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float phase = 0.0F;
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float dp = 2.0F * (float)M_PI * freq / (float)sr;
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for (int i = 0; i < frames; ++i)
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{
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float t = (float)i / (float)frames;
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// simple attack/decay envelope
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float env = t < 0.1F ? (t / 0.1F) : (1.0F - t);
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if (env < 0.0F)
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{
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env = 0.0F;
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}
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buf[i] = sinf(phase) * vol * env;
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phase += dp;
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}
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audio_queue_samples(buf, frames);
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free(buf);
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}
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static void audio_play_sweep(float f0, float f1, float duration, float vol)
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{
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if (!g_audio_ok)
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{
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return;
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}
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int sr = g_audio_have.freq ? g_audio_have.freq : 48000;
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int frames = (int)(duration * sr);
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if (frames <= 0)
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{
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return;
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}
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float *buf = (float *)malloc((size_t)frames * sizeof(float));
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if (!buf)
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{
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return;
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}
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float phase = 0.0F;
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for (int i = 0; i < frames; ++i)
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{
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float t = (float)i / (float)frames; // 0..1
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float f = f0 + ((f1 - f0) * t);
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float dp = 2.0F * (float)M_PI * f / (float)sr;
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float env = 1.0F - t; // fade out
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buf[i] = sinf(phase) * vol * env;
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phase += dp;
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}
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audio_queue_samples(buf, frames);
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free(buf);
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}
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static float frand(float a, float b) { return a + ((b - a) * (rand() / (float)RAND_MAX)); }
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static void clear_targets(void) { g_target_count = 0; }
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static void spawn_target(void)
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{
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if (g_target_count >= MAX_TARGETS)
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{
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return;
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}
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float radius_spawn = frand(22.0F, 34.0F);
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float ang = frand(0.0F, 2.0F * (float)M_PI);
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vec3 p = v3(cosf(ang) * radius_spawn, 0.5F, sinf(ang) * radius_spawn);
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Target t;
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t.pos = p;
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t.radius = 0.6F;
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t.speed = frand(1.4F, 3.2F);
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g_targets[g_target_count++] = t;
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}
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static void reset_game(void)
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{
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g_score = 0;
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g_spawn_timer = 0.0F;
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g_spawn_interval = 1.2F;
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clear_targets();
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// spawn a few to start
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for (int i = 0; i < 4; ++i)
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{
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spawn_target();
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}
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g_state = GAME_RUNNING;
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if (g_captured_mouse)
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{
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g_ignore_next_passive = true;
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glutWarpPointer(g_win_w / 2, g_win_h / 2);
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}
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}
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// Ray-sphere intersection: returns t >= 0 for first hit, or -1 if miss
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static float ray_sphere(vec3 ro, vec3 rd, vec3 c, float r)
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{
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vec3 oc = v3_sub(ro, c);
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float b = v3_dot(oc, rd);
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float cterm = v3_dot(oc, oc) - (r * r);
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float disc = (b * b) - cterm;
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if (disc < 0.0F)
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{
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return -1.0F;
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}
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float t = -b - sqrtf(disc);
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return t >= 0.0F ? t : -1.0F;
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}
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static void shoot(void)
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{
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if (g_state != GAME_RUNNING)
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{
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return;
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}
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vec3 dir = cam_front();
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float best_t = 1e9F;
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int best_i = -1;
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for (int i = 0; i < g_target_count; ++i)
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{
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float t = ray_sphere(g_cam_pos, dir, g_targets[i].pos, g_targets[i].radius);
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if (t >= 0.0F && t < best_t)
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{
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best_t = t;
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best_i = i;
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}
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}
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audio_play_tone(1600.0F, 0.05F, 0.25F); // shoot
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if (best_i >= 0)
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{
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// remove hit target (swap remove)
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g_targets[best_i] = g_targets[g_target_count - 1];
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g_target_count--;
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g_score++;
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audio_play_tone(600.0F, 0.08F, 0.35F); // hit
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}
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}
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// -------- Rendering --------
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static void draw_grid(float half, float step)
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{
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glColor3f(0.2F, 0.25F, 0.3F);
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glBegin(GL_LINES);
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for (float x = -half; x <= half + 1e-4F; x += step)
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{
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glVertex3f(x, 0.0F, -half);
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glVertex3f(x, 0.0F, half);
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}
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for (float z = -half; z <= half + 1e-4F; z += step)
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{
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glVertex3f(-half, 0.0F, z);
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glVertex3f(half, 0.0F, z);
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}
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glEnd();
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}
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static void draw_cube(void)
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{
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// Simple colored cube (size 1)
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const float s = 0.5F;
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glBegin(GL_QUADS);
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// +X
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glColor3f(1, 0, 0);
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glVertex3f(s, -s, -s);
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glVertex3f(s, -s, s);
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glVertex3f(s, s, s);
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glVertex3f(s, s, -s);
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// -X
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glColor3f(0.8F, 0, 0);
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glVertex3f(-s, -s, -s);
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glVertex3f(-s, s, -s);
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glVertex3f(-s, s, s);
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glVertex3f(-s, -s, s);
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// +Y
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glColor3f(0.9F, 0.1F, 0.1F);
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glVertex3f(-s, s, -s);
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glVertex3f(s, s, -s);
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glVertex3f(s, s, s);
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glVertex3f(-s, s, s);
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// -Y
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glColor3f(0.6F, 0.05F, 0.05F);
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glVertex3f(-s, -s, -s);
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glVertex3f(-s, -s, s);
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glVertex3f(s, -s, s);
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glVertex3f(s, -s, -s);
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// +Z
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glColor3f(1, 0.2F, 0.2F);
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glVertex3f(-s, -s, s);
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glVertex3f(-s, s, s);
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glVertex3f(s, s, s);
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glVertex3f(s, -s, s);
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// -Z
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glColor3f(0.7F, 0.1F, 0.1F);
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glVertex3f(-s, -s, -s);
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glVertex3f(s, -s, -s);
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glVertex3f(s, s, -s);
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glVertex3f(-s, s, -s);
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glEnd();
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}
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static void draw_crosshair(void)
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{
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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gluOrtho2D(0, g_win_w, g_win_h, 0);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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glDisable(GL_DEPTH_TEST);
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glColor3f(0.95F, 0.95F, 0.95F);
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int cx = g_win_w / 2;
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int cy = g_win_h / 2;
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int s = 8;
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glBegin(GL_LINES);
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glVertex2i(cx - s, cy);
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glVertex2i(cx + s, cy);
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glVertex2i(cx, cy - s);
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glVertex2i(cx, cy + s);
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glEnd();
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glEnable(GL_DEPTH_TEST);
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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}
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static void display(void)
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{
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glClearColor(0.05F, 0.06F, 0.08F, 1.0F);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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vec3 front = cam_front();
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vec3 at = v3_add(g_cam_pos, front);
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gluLookAt(g_cam_pos.x, g_cam_pos.y, g_cam_pos.z, at.x, at.y, at.z, 0, 1, 0);
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// Ground grid
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draw_grid(40.0F, 1.0F);
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// Target cubes
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for (int i = 0; i < g_target_count; ++i)
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{
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glPushMatrix();
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glTranslatef(g_targets[i].pos.x, g_targets[i].pos.y, g_targets[i].pos.z);
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draw_cube();
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glPopMatrix();
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}
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// Bullet line removed
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// Crosshair overlay (only during gameplay)
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if (g_state == GAME_RUNNING)
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{
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draw_crosshair();
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}
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// Game over overlay text
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if (g_state == GAME_OVER)
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{
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// Switch to 2D for text
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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gluOrtho2D(0, g_win_w, g_win_h, 0);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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glDisable(GL_DEPTH_TEST);
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const char *line1 = "GAME OVER";
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char line2[64];
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snprintf(line2, sizeof(line2), "Score: %d", g_score);
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const char *line3 = "Press R to restart or Esc to quit";
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void *font = GLUT_BITMAP_HELVETICA_18;
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int cx = g_win_w / 2;
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int cy = g_win_h / 2;
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glColor3f(1, 1, 1);
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// naive center: estimate width by char count * 9 px
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int w1 = (int)(9 * strlen(line1));
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int w2 = (int)(9 * strlen(line2));
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int w3 = (int)(9 * strlen(line3));
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glRasterPos2i(cx - (w1 / 2), cy - 30);
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for (const char *p = line1; *p; ++p)
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{
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glutBitmapCharacter(font, *p);
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}
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glRasterPos2i(cx - (w2 / 2), cy - 8);
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for (const char *p = line2; *p; ++p)
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{
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glutBitmapCharacter(font, *p);
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}
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glRasterPos2i(cx - (w3 / 2), cy + 18);
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for (const char *p = line3; *p; ++p)
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{
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glutBitmapCharacter(font, *p);
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}
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glEnable(GL_DEPTH_TEST);
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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}
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glutSwapBuffers();
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}
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// -------- Update/Input --------
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static void update(float dt)
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{
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if (g_state == GAME_RUNNING)
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{
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float speed =
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g_move_speed * ((g_keys['\t'] || g_keys['q']) ? g_sprint_mul : 1.0F); // Tab/q to sprint
|
|
vec3 f = cam_front();
|
|
f.y = 0.0F;
|
|
f = v3_norm(f);
|
|
vec3 r = cam_right();
|
|
r.y = 0.0F;
|
|
r = v3_norm(r);
|
|
// Accumulate movement and apply once to avoid drift artifacts
|
|
vec3 mv = v3(0, 0, 0);
|
|
if (g_keys['w'])
|
|
{
|
|
mv = v3_add(mv, f);
|
|
}
|
|
if (g_keys['s'])
|
|
{
|
|
mv = v3_sub(mv, f);
|
|
}
|
|
if (g_keys['a'])
|
|
{
|
|
mv = v3_sub(mv, r);
|
|
}
|
|
if (g_keys['d'])
|
|
{
|
|
mv = v3_add(mv, r);
|
|
}
|
|
if (v3_len(mv) > 0.0F)
|
|
{
|
|
mv = v3_norm(mv);
|
|
g_cam_pos = v3_add(g_cam_pos, v3_scale(mv, speed * dt));
|
|
}
|
|
|
|
// Keep feet on ground
|
|
g_cam_pos.y = 1.6F;
|
|
|
|
// Move targets toward player and check collision
|
|
for (int i = 0; i < g_target_count; ++i)
|
|
{
|
|
vec3 to_player = v3_sub(g_cam_pos, g_targets[i].pos);
|
|
to_player.y = 0.0F;
|
|
vec3 dir = v3_norm(to_player);
|
|
g_targets[i].pos = v3_add(g_targets[i].pos, v3_scale(dir, g_targets[i].speed * dt));
|
|
g_targets[i].pos.y = 0.5F;
|
|
|
|
float dist2 = (to_player.x * to_player.x) + (to_player.z * to_player.z);
|
|
float reach = (0.6F + g_targets[i].radius);
|
|
if (dist2 <= reach * reach)
|
|
{
|
|
g_state = GAME_OVER;
|
|
glutSetCursor(GLUT_CURSOR_LEFT_ARROW);
|
|
audio_play_sweep(400.0F, 120.0F, 0.5F, 0.5F); // game over
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Spawn new targets over time (slightly accelerate spawn rate)
|
|
g_spawn_timer += dt;
|
|
if (g_spawn_timer >= g_spawn_interval)
|
|
{
|
|
g_spawn_timer = 0.0F;
|
|
spawn_target();
|
|
g_spawn_interval = fmaxf(0.4F, g_spawn_interval * 0.98F);
|
|
}
|
|
}
|
|
|
|
// No bullet tracer timer
|
|
}
|
|
|
|
static void idle(void)
|
|
{
|
|
int now = glutGet(GLUT_ELAPSED_TIME);
|
|
if (g_prev_ms == 0)
|
|
{
|
|
g_prev_ms = now;
|
|
}
|
|
float dt = (now - g_prev_ms) / 1000.0F;
|
|
g_prev_ms = now;
|
|
|
|
update(dt);
|
|
glutPostRedisplay();
|
|
}
|
|
|
|
static void reshape(int w, int h)
|
|
{
|
|
g_win_w = w > 1 ? w : 1;
|
|
g_win_h = h > 1 ? h : 1;
|
|
glViewport(0, 0, g_win_w, g_win_h);
|
|
glMatrixMode(GL_PROJECTION);
|
|
glLoadIdentity();
|
|
gluPerspective(75.0, (double)g_win_w / (double)g_win_h, 0.05, 500.0);
|
|
glMatrixMode(GL_MODELVIEW);
|
|
|
|
if (g_captured_mouse && g_state == GAME_RUNNING)
|
|
{
|
|
g_ignore_next_passive = true;
|
|
glutWarpPointer(g_win_w / 2, g_win_h / 2);
|
|
}
|
|
}
|
|
|
|
static void keyboard_down(unsigned char key, int x, int y)
|
|
{
|
|
(void)x;
|
|
(void)y;
|
|
unsigned char k = (unsigned char)tolower(key);
|
|
g_keys[k] = true;
|
|
if (key == 27)
|
|
{ // Esc
|
|
exit(0);
|
|
}
|
|
else if (key == ' ')
|
|
{
|
|
shoot();
|
|
}
|
|
else if (key == 'm' || key == 'M')
|
|
{
|
|
g_captured_mouse = !g_captured_mouse;
|
|
glutSetCursor(g_captured_mouse ? GLUT_CURSOR_NONE : GLUT_CURSOR_LEFT_ARROW);
|
|
if (g_captured_mouse && g_state == GAME_RUNNING)
|
|
{
|
|
g_ignore_next_passive = true;
|
|
glutWarpPointer(g_win_w / 2, g_win_h / 2);
|
|
}
|
|
}
|
|
else if (key == 'r' || key == 'R')
|
|
{
|
|
if (g_state == GAME_OVER)
|
|
{
|
|
glutSetCursor(g_captured_mouse ? GLUT_CURSOR_NONE : GLUT_CURSOR_LEFT_ARROW);
|
|
reset_game();
|
|
}
|
|
}
|
|
}
|
|
|
|
static void keyboard_up(unsigned char key, int x, int y)
|
|
{
|
|
(void)x;
|
|
(void)y;
|
|
unsigned char k = (unsigned char)tolower(key);
|
|
g_keys[k] = false;
|
|
}
|
|
|
|
static void mouse_button(int button, int state, int x, int y)
|
|
{
|
|
(void)x;
|
|
(void)y;
|
|
if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN)
|
|
{
|
|
shoot();
|
|
}
|
|
}
|
|
|
|
static void passive_motion(int x, int y)
|
|
{
|
|
if (!g_captured_mouse || g_state != GAME_RUNNING)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (g_ignore_next_passive)
|
|
{ // ignore event caused by warp
|
|
g_ignore_next_passive = false;
|
|
return;
|
|
}
|
|
|
|
if (g_last_mouse_x < 0)
|
|
{
|
|
g_last_mouse_x = x;
|
|
g_last_mouse_y = y;
|
|
}
|
|
int dx = x - (g_win_w / 2);
|
|
int dy = y - (g_win_h / 2);
|
|
|
|
g_yaw_deg += dx * g_mouse_sens;
|
|
g_pitch_deg -= dy * g_mouse_sens;
|
|
g_pitch_deg = clampf(g_pitch_deg, -89.0F, 89.0F);
|
|
|
|
g_ignore_next_passive = true;
|
|
glutWarpPointer(g_win_w / 2, g_win_h / 2);
|
|
}
|
|
|
|
// -------- Init --------
|
|
static void init_gl(void)
|
|
{
|
|
glEnable(GL_DEPTH_TEST);
|
|
glEnable(GL_CULL_FACE);
|
|
glCullFace(GL_BACK);
|
|
glLineWidth(1.0F);
|
|
}
|
|
|
|
static void on_entry(int state)
|
|
{
|
|
if (state != GLUT_ENTERED)
|
|
{
|
|
for (int i = 0; i < 256; ++i)
|
|
{
|
|
g_keys[i] = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
int main(int argc, char **argv)
|
|
{
|
|
(void)argv;
|
|
srand((unsigned)time(NULL));
|
|
|
|
glutInit(&argc, argv);
|
|
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
|
|
glutInitWindowSize(g_win_w, g_win_h);
|
|
glutCreateWindow("FPS Demo");
|
|
|
|
init_gl();
|
|
audio_init();
|
|
|
|
glutDisplayFunc(display);
|
|
glutIdleFunc(idle);
|
|
glutReshapeFunc(reshape);
|
|
glutKeyboardFunc(keyboard_down);
|
|
glutKeyboardUpFunc(keyboard_up);
|
|
// Clear keys on focus leave to avoid stuck inputs
|
|
glutEntryFunc(on_entry);
|
|
glutPassiveMotionFunc(passive_motion);
|
|
glutMouseFunc(mouse_button);
|
|
|
|
// Start with mouse captured
|
|
glutSetCursor(GLUT_CURSOR_NONE);
|
|
g_ignore_next_passive = true;
|
|
glutWarpPointer(g_win_w / 2, g_win_h / 2);
|
|
|
|
reset_game();
|
|
|
|
glutMainLoop();
|
|
return 0;
|
|
}
|