mirror of
https://github.com/CTurt/dsgmLib.git
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230 lines
4.0 KiB
C
230 lines
4.0 KiB
C
#include "DSGM.h"
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#include "DSGM_projectHelper.h"
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// User variables / declarations
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int rx = 50;
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int ry = 15;
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// Resources
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DSGM_Sound DSGM_Sounds[DSGM_SOUND_COUNT] = {
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};
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DSGM_Background DSGM_Backgrounds[DSGM_BACKGROUND_COUNT] = {
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};
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DSGM_Palette DSGM_Palettes[DSGM_PALETTE_COUNT] = {
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};
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DSGM_Sprite DSGM_Sprites[DSGM_SPRITE_COUNT] = {
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};
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DSGM_Object DSGM_Objects[DSGM_OBJECT_COUNT] = {
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// hello
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{
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DSGM_NO_SPRITE,
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(DSGM_Event)hello_create,
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(DSGM_Event)hello_loop,
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DSGM_NO_EVENT,
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DSGM_NO_EVENT,
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NULL, 0,
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sizeof(*((helloObjectInstance *)0)->variables)
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},
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};
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DSGM_Room DSGM_Rooms[DSGM_ROOM_COUNT] = {
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// Room_1
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{
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// Backgrounds
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{
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// Bottom screen
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{
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// Layer 0
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{
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DSGM_DEFAULT_FONT, // Background
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DSGM_BOTTOM, // Screen
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0, // Layer
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false, // Attached to view system
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7, // Map base
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0, // Tile base
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0, 0, 0
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},
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// Layer 1
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{
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DSGM_NO_BACKGROUND, // Background
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DSGM_BOTTOM, // Screen
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1, // Layer
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true, // Attached to view system
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0, // Map base
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0, // Tile base
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0, 0, 0
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},
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// Layer 2
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{
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DSGM_NO_BACKGROUND, // Background
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DSGM_BOTTOM, // Screen
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2, // Layer
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true, // Attached to view system
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0, // Map base
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0, // Tile base
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0, 0, 0
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},
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// Layer 3
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{
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DSGM_NO_BACKGROUND, // Background
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DSGM_BOTTOM, // Screen
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3, // Layer
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true, // Attached to view system
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0, // Map base
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0, // Tile base
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0, 0, 0
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},
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},
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// Top screen
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{
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// Only top screen layer 0 can be a 3D renderer
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// Layer 0
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{
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DSGM_3D_RENDERER, // Background
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DSGM_TOP, // Screen
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0, // Layer
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false, // Attached to view system
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0, // Map base
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0, // Tile base
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0, 0, 0
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},
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// Layer 1
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{
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DSGM_NO_BACKGROUND, // Background
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DSGM_TOP, // Screen
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1, // Layer
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true, // Attached to view system
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0, // Map base
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0, // Tile base
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0, 0, 0
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},
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// Layer 2
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{
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DSGM_NO_BACKGROUND, // Background
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DSGM_TOP, // Screen
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2, // Layer
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true, // Attached to view system
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0, // Map base
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0, // Tile base
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0, 0, 0
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},
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// Layer 3
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{
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DSGM_NO_BACKGROUND, // Background
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DSGM_TOP, // Screen
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3, // Layer
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true, // Attached to view system
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0, // Map base
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0, // Tile base
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0, 0, 0
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},
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}
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},
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// Initial views
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{
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// Bottom screen
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{
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0, 0
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},
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// Top screen
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{
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0, 0
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}
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},
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// Views
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{
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// Bottom screen
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{
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0, 0
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},
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// Top screen
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{
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0, 0
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}
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},
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NULL,
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// Object groups are dynamic, so must be set up at run time, see DSGM_SetupRooms.
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{
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NULL,
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NULL
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},
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{
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0,
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0
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}
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},
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};
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int DSGM_currentRoom = Room_1;
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void DSGM_SetupRooms(int room) {
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if(room != DSGM_ALL_ROOMS) {
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switch(room) {
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case Room_1: goto Room_1; break;
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}
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}
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Room_1:
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DSGM_Debug("Room_1 reset\n");
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DSGM_LeaveRoom(&DSGM_Rooms[Room_1]);
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DSGM_SetupViews(&DSGM_Rooms[Room_1]);
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DSGM_SetupObjectGroups(&DSGM_Rooms[Room_1], DSGM_TOP, 0);
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DSGM_SetupObjectGroups(&DSGM_Rooms[Room_1], DSGM_BOTTOM, 1);
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DSGM_SetupObjectInstances(&DSGM_Rooms[Room_1].objectGroups[DSGM_BOTTOM][0], &DSGM_Objects[hello], DSGM_BOTTOM, 1,
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0, 0
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);
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if(room != DSGM_ALL_ROOMS) return;
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}
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void hello_create(helloObjectInstance *me) {
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glInit();
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glEnable(GL_ANTIALIAS);
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glClearColor(0, 0, 0, 31);
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glClearPolyID(63);
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glClearDepth(0x7FFF);
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glViewport(0, 0, 255, 191);
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}
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void hello_loop(helloObjectInstance *me) {
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(70, 256.0 / 192.0, 0.1, 10);
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glPolyFmt(POLY_ALPHA(31) | POLY_CULL_FRONT);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glTranslatef(0, 0, -5);
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glRotateX(ry++);
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glRotateY(rx++);
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DSGM_DrawCube(-1, -1, -1, 2, 2, 2);
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}
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