#include "GameManager.h" static pascal void Timer(EventLoopTimerRef r, void * d) { #pragma unused(r) VGame * g; UnsignedWide microseconds; float interval; g = (VGame *)d; microseconds = UpTime(); interval = (10000.0 / (microseconds.lo - g->lastTime.lo)); g->lastTime = microseconds; if (!g->Paused) { RunWorld(&g->world, interval); g->Rot += (0.01 / interval); } glClear(GL_DEPTH_BUFFER_BIT); glLoadIdentity(); DrawWorld(&g->world, &g->cRotate, &g->cMovement, interval); /* Temporary stuff */ glPushMatrix(); glColor4f(0.5, 0.2, 0.0, 1.0); glRotatef(g->Rot, 0, 0, 1); glPushMatrix(); glTranslatef(0, 0, -5); gluSphere(g->Sphere, 1, 10, 10); glPopMatrix(); glBegin(GL_QUADS); /* Top left */ glVertex3f(-0.5, 0.5, -2); /* Top right */ glVertex3f(0.5, 0.5, -2); /* Bottom right */ glVertex3f(0.5, -0.5, -2); /* Bottom left */ glVertex3f(-0.5, -0.5, -2); glEnd(); glPopMatrix(); glPushMatrix(); glLoadIdentity(); glDisable(GL_DEPTH_TEST); DrawCrossHair(&g->world); glEnable(GL_DEPTH_TEST); glPopMatrix(); if(g->w.IsFullScreen) aglSwapBuffers(g->w.FullScreen); else aglSwapBuffers(g->w.Windowed); } static pascal OSStatus MenuSelected(EventHandlerCallRef r, EventRef e, void * d) { #pragma unused(r) VGame * g; HICommand TheCommand; g = (VGame *)d; GetEventParameter(e, kEventParamDirectObject, typeHICommand, NULL, sizeof(HICommand), NULL, &TheCommand); switch(TheCommand.commandID) { case 'FScn': gluDeleteQuadric(g->Sphere); if(g->w.IsFullScreen) CreateWindowedContext(&g->w); else CreateFullScreenContext(&g->w); g->Sphere = gluNewQuadric(); return noErr; break; case 'abou': OpenAboutWindow(&g->m); return noErr; break; default: return eventNotHandledErr; } } static pascal OSStatus KeyDown(EventHandlerCallRef nextEvent, EventRef theEvent, void * userData) { #pragma unused (nextEvent) VGame * g; char charCode; UInt32 modifiers; Vector Forwards = {0, 0, 0}; g = (VGame *) userData; GetEventParameter(theEvent, kEventParamKeyMacCharCodes, typeChar, NULL, sizeof(char), NULL, &charCode); GetEventParameter(theEvent, kEventParamKeyModifiers, typeUInt32, NULL, sizeof(UInt32), NULL, &modifiers); switch (charCode) { case 28: /* Left arrow */ if (modifiers & shiftKey) { g->Rotation = LEFT; g->cRotate = g->world.Camera.Up; g->cRotate.x *= ROTATESPEED; g->cRotate.y *= ROTATESPEED; g->cRotate.z *= ROTATESPEED; } else if (modifiers & cmdKey) { g->Rotation = ROLLLEFT; ForwardsVector(&g->world.Camera, -ROTATESPEED, &g->cRotate); } else { g->Direction = LEFT; ForwardsVector(&g->world.Camera, -CAMERASPEED, &Forwards); CrossProduct(&Forwards, &g->world.Camera.Up, &g->cMovement); } break; case 29: /* Right arrow */ if (modifiers & shiftKey) { g->Rotation = RIGHT; g->cRotate = g->world.Camera.Up; g->cRotate.x *= -ROTATESPEED; g->cRotate.y *= -ROTATESPEED; g->cRotate.z *= -ROTATESPEED; } else if (modifiers & cmdKey) { g->Rotation = ROLLRIGHT; ForwardsVector(&g->world.Camera, ROTATESPEED, &g->cRotate); } else { g->Direction = RIGHT; ForwardsVector(&g->world.Camera, CAMERASPEED, &Forwards); CrossProduct(&Forwards, &g->world.Camera.Up, &g->cMovement); } break; case 30: /* Up arrow */ if (modifiers & shiftKey) { g->Rotation = UP; ForwardsVector(&g->world.Camera, 1, &Forwards); CrossProduct(&Forwards, &g->world.Camera.Up, &g->cRotate); NormalizeVector(&g->cRotate); g->cRotate.x *= ROTATESPEED; g->cRotate.y *= ROTATESPEED; g->cRotate.z *= ROTATESPEED; } else { g->Direction = UP; g->cMovement = g->world.Camera.Up; g->cMovement.x *= CAMERASPEED; g->cMovement.y *= CAMERASPEED; g->cMovement.z *= CAMERASPEED; } break; case 31: /* Down arrow */ if (modifiers & shiftKey) { g->Rotation = DOWN; ForwardsVector(&g->world.Camera, 1, &Forwards); CrossProduct(&Forwards, &g->world.Camera.Up, &g->cRotate); NormalizeVector(&g->cRotate); g->cRotate.x *= -ROTATESPEED; g->cRotate.y *= -ROTATESPEED; g->cRotate.z *= -ROTATESPEED; } else { g->Direction = DOWN; g->cMovement = g->world.Camera.Up; g->cMovement.x *= -CAMERASPEED; g->cMovement.y *= -CAMERASPEED; g->cMovement.z *= -CAMERASPEED; } break; case ' ': if(modifiers & shiftKey) { g->Direction = BACKWARDS; ForwardsVector(&g->world.Camera, -CAMERASPEED, &g->cMovement); } else { g->Direction = FORWARDS; ForwardsVector(&g->world.Camera, CAMERASPEED, &g->cMovement); } break; case 'f': case 'F': { VWeapon * theWeapon; Vector front; theWeapon = (VWeapon *) NewPtr(sizeof(VWeapon)); if (theWeapon != NULL) { InitWeapon(theWeapon, WEAPONTYPEBULLET); theWeapon->next = g->world.Weapons; g->world.Weapons = theWeapon; SubtractVector(&g->world.Camera.Position, &g->world.Camera.Look, &front); NormalizeVector(&front); StartWeapon(theWeapon, &g->world.Camera.Position, NULL, &front, &g->world.Camera.Up); } } break; case 'r': case 'R': { VWeapon * theWeapon; Vector front; theWeapon = (VWeapon *) NewPtr(sizeof(VWeapon)); if (theWeapon != NULL) { InitWeapon(theWeapon, WEAPONTYPEROCKET); theWeapon->next = g->world.Weapons; g->world.Weapons = theWeapon; SubtractVector(&g->world.Camera.Position, &g->world.Camera.Look, &front); NormalizeVector(&front); if (g->world.Objects != NULL) { /* Temporary; Target first object in the object list */ StartWeapon(theWeapon, &g->world.Camera.Position, &g->world.Objects->Position, &front, &g->world.Camera.Up); } else { /* No particular target */ StartWeapon(theWeapon, &g->world.Camera.Position, &front, &front, &g->world.Camera.Up); } } } break; case 'p': if (g->Paused) { SetEventLoopTimerNextFireTime(g->timerRef, (kEventDurationSecond / 300.0)); g->lastTime = UpTime(); } else { //SetEventLoopTimerNextFireTime(g->timerRef, kEventDurationForever); } g->Paused = !g->Paused; break; case ']': if (g->Paused) { g->Paused = 0; g->lastTime = UpTime(); g->lastTime.lo -= 100000; Timer(NULL, g); g->Paused = 1; } break; } return eventNotHandledErr; } static pascal OSStatus KeyUp(EventHandlerCallRef nextEvent, EventRef theEvent, void * userData) { #pragma unused(nextEvent) VGame * g; char charCode; g = (VGame *) userData; GetEventParameter(theEvent, kEventParamKeyMacCharCodes, typeChar, NULL, sizeof(char), NULL, &charCode); switch (charCode) { case 28: /* Left arrow */ if(g->Rotation == LEFT || g->Rotation == ROLLLEFT) { g->cRotate.x = 0.0; g->cRotate.y = 0.0; g->cRotate.z = 0.0; } if (g->cRotate.z > 0.0) g->cRotate.z = 0.0; if(g->Direction == LEFT) { g->cMovement.x = 0.0; g->cMovement.y = 0.0; g->cMovement.z = 0.0; } break; case 29: /* Right arrow */ if(g->Rotation == RIGHT || g->Rotation == ROLLRIGHT) { g->cRotate.x = 0.0; g->cRotate.y = 0.0; g->cRotate.z = 0.0; } if(g->Direction == RIGHT) { g->cMovement.x = 0.0; g->cMovement.y = 0.0; g->cMovement.z = 0.0; } break; case 30: /* Up arrow */ if(g->Rotation == UP) { g->cRotate.x = 0.0; g->cRotate.y = 0.0; g->cRotate.z = 0.0; g->Rotation = STATIONARY; } if (g->cMovement.z < 0.0) g->cMovement.z = 0.0; if(g->Direction == UP) { g->cMovement.x = 0.0; g->cMovement.y = 0.0; g->cMovement.z = 0.0; } break; case 31: /* Down arrow */ if(g->Rotation == DOWN) { g->cRotate.x = 0.0; g->cRotate.y = 0.0; g->cRotate.z = 0.0; g->Rotation = STATIONARY; } if (g->cMovement.z > 0.0) g->cMovement.z = 0.0; if(g->Direction == DOWN) { g->cMovement.x = 0.0; g->cMovement.y = 0.0; g->cMovement.z = 0.0; } break; case ' ': if(g->Direction == FORWARDS || g->Direction == BACKWARDS) { g->cMovement.x = 0.0; g->cMovement.y = 0.0; g->cMovement.z = 0.0; } break; } return eventNotHandledErr; } static pascal OSStatus AppActivated(EventHandlerCallRef nextEvent, EventRef theEvent, void * userData) { #pragma unused(nextEvent, theEvent) VGame * g; g = (VGame *) userData; if (!g->Paused) SetEventLoopTimerNextFireTime(g->timerRef, (kEventDurationSecond / 300.0)); g->lastTime = UpTime(); return eventNotHandledErr; } static pascal OSStatus AppDeactivated(EventHandlerCallRef nextEvent, EventRef theEvent, void * userData) { #pragma unused(nextEvent, theEvent) VGame * g; g = (VGame *) userData; SetEventLoopTimerNextFireTime(g->timerRef, kEventDurationForever); return eventNotHandledErr; } void InitGame(VGame * g) { EventTypeSpec eventType; InitCursor(); InstallEventLoopTimer(GetMainEventLoop(), 0, (kEventDurationSecond / 300.0), NewEventLoopTimerUPP(Timer), g, &g->timerRef); eventType.eventClass = kEventClassCommand; eventType.eventKind = kEventProcessCommand; InstallEventHandler(GetApplicationEventTarget(), NewEventHandlerUPP(MenuSelected), 1, &eventType, g, NULL); eventType.eventClass = kEventClassKeyboard; eventType.eventKind = kEventRawKeyDown; InstallApplicationEventHandler(NewEventHandlerUPP(KeyDown), 1, &eventType, g, NULL); eventType.eventClass = kEventClassKeyboard; eventType.eventKind = kEventRawKeyUp; InstallApplicationEventHandler(NewEventHandlerUPP(KeyUp), 1, &eventType, g, NULL); eventType.eventClass = kEventClassApplication; eventType.eventKind = kEventAppActivated; InstallApplicationEventHandler(NewEventHandlerUPP(AppActivated), 1, &eventType, g, NULL); eventType.eventClass = kEventClassApplication; eventType.eventKind = kEventAppDeactivated; InstallApplicationEventHandler(NewEventHandlerUPP(AppDeactivated), 1, &eventType, g, NULL); SetQDGlobalsRandomSeed(TickCount()); InitMenu(&g->m); InitWindow(&g->w); InitWorld(&g->world); g->cMovement.x = 0.0; g->cMovement.y = 0.0; g->cMovement.z = 0.0; g->cRotate.x = 0.0; g->cRotate.y = 0.0; g->cRotate.z = 0.0; g->Direction = STATIONARY; g->Rotation = STATIONARY; g->lastTime = UpTime(); g->Sphere = gluNewQuadric(); g->w.quitOnClose = true; g->Rot = 0; g->Paused = 0; } void RunGame(VGame * g) { InitGame(g); RunApplicationEventLoop(); CleanUpGame(g); } void CleanUpGame(VGame * g) { RemoveEventLoopTimer(g->timerRef); CleanUpWindow(&g->w); CleanUpMenu(&g->m); CleanUpWorld(&g->world); }