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[carveJwlIkooP6JGAAIwe30JlM.git] / main.c
diff --git a/main.c b/main.c
index 3cee76a8ce99fb5ecd6e0275a3fecff3cbf5e578..bbb4c321f310f8e297409801e3c3605c1874b2ae 100644 (file)
--- a/main.c
+++ b/main.c
 #include "audio.h"
 #include "world.h"
 #include "player.h"
+#include "network.h"
+#include "menu.h"
 
-static int cl_ui = 1;
+static int cl_ui     = 1,
+           cl_menu   = 0;
 
 int main( int argc, char *argv[] )
-{ 
+{
    vg_enter( argc, argv, "Voyager Game Engine" ); 
 }
 
@@ -59,19 +62,22 @@ vg_info("            '        ' '--' [] '----- '----- '     ' '---'  "
         "SOFTWARE\n" );
 
    highscores_init( 2000, 50 );
+   if( !highscores_read() )
+      highscores_create_db();
+
    vg_loader_highwater( NULL, highscores_save_at_exit, NULL );
 
    vg_sleep_ms(200);
 
    steam_init();
    vg_loader_highwater( NULL, steam_end, NULL );
-
    vg_loader_highwater( network_init, network_end, NULL );
 }
 
 void vg_load(void)
 {
    vg_loader_highwater( render_init, render_free, NULL );
+   vg_loader_highwater( menu_init, menu_free, NULL );
    vg_loader_highwater( world_init, world_free, NULL );
    vg_loader_highwater( player_init, NULL, NULL );
 
@@ -87,7 +93,7 @@ void vg_load(void)
 
 static void vg_start(void)
 {
-   player_load_model( "ch_new" );
+   player_load_model( "ch_jordan" );
    reset_player( 1, (const char *[]){ "start" } );
 }
 
@@ -104,16 +110,27 @@ void vg_update( int loaded )
 
    if( loaded )
    {
+      if( vg_get_button_down( "menu" ) )
+      {
+         cl_menu = !cl_menu;
+      }
+
       draw_origin_axis();
       network_update();
-      player_update_pre();
-      world_update( player.phys.rb.co );
+
+      if( !cl_menu )
+      {
+         player_update_pre();
+         world_update( player.phys.rb.co );
+      }
+
+      menu_update( cl_menu );
    }
 }
 
 static void vg_update_fixed( int loaded )
 {
-   if( loaded )
+   if( loaded && !cl_menu )
    {
       player_update_fixed();
    }
@@ -121,7 +138,7 @@ static void vg_update_fixed( int loaded )
 
 static void vg_update_post( int loaded )
 {
-   if( loaded )
+   if( loaded && !cl_menu )
    {
       player_update_post();
    }
@@ -136,17 +153,32 @@ static void vg_framebuffer_resize( int w, int h )
 
 static void render_main_game(void)
 {
+   v3f *active_cam_inv = NULL,
+       *active_cam     = NULL;
+
    m4x4f world_4x4;
-   m4x3_expand( player.camera_inverse, world_4x4 );
+
+   if( cl_menu )
+   {
+      active_cam = menu_cam;
+      active_cam_inv = menu_cam_inv;
+   }
+   else
+   {
+      active_cam_inv = player.camera_inverse;
+      active_cam = player.camera;
+   }
+
+   m4x3_expand( active_cam_inv, world_4x4 );
 
    static float fov = 97.0f;
-   float fov_target = player.phys.on_board? 125.0f: 108.0f;
+   float fov_target = (player.phys.on_board&&!cl_menu)? 125.0f: 108.0f;
    fov = vg_lerpf( fov, fov_target, vg.time_delta * 2.0f );
 
    gpipeline.fov = freecam? 60.0f: fov; /* 120 */
    m4x4_projection( vg.pv, gpipeline.fov, 
          (float)vg.window_x / (float)vg.window_y, 
-         0.02f, 2100.0f );
+         0.1f, 2100.0f );
 
    m4x4_mul( vg.pv, world_4x4, vg.pv );
    glEnable( GL_DEPTH_TEST );
@@ -157,15 +189,18 @@ static void render_main_game(void)
 
    int draw_solid = player.is_dead | freecam;
    
-   render_world( vg.pv, player.camera );
+   render_world( vg.pv, active_cam );
    if( draw_solid )
-      draw_player();
-   render_water_texture( player.camera );
+      draw_player( active_cam );
+
+   render_water_texture( active_cam );
 
    glBindFramebuffer( GL_FRAMEBUFFER, 0 );
-   render_water_surface( vg.pv, player.camera );
+   render_water_surface( vg.pv, active_cam );
+   render_world_gates( vg.pv, player.phys.rb.co, active_cam );
 
-   render_world_gates( vg.pv, player.phys.rb.co, player.camera );
+   if( cl_menu )
+      menu_render( vg.pv );
    
    /* Copy the RGB of what we have into the background buffer */
    glBindFramebuffer( GL_READ_FRAMEBUFFER, 0 );
@@ -190,7 +225,7 @@ static void render_main_game(void)
             (float)vg.window_x / (float)vg.window_y, 
             0.01f, 600.0f );
       m4x4_mul( vg.pv, world_4x4, vg.pv );
-      draw_player();
+      draw_player( active_cam );
    }
 
    /* Draw back in the background
@@ -233,6 +268,39 @@ void vg_render(void)
 void vg_ui(void)
 {
 #if 0
+   if( cl_menu )
+   {
+      ui_rect menu =
+      {
+         vg.window_x / 2 - 150,
+         vg.window_y / 2 - 50,
+         300,
+         130
+      };
+
+      ui_fill_rect( &ui_global_ctx, menu, 0xa0000000 );
+
+      ui_text( &ui_global_ctx, (ui_rect){ menu[0]+menu[2]/2,menu[1]+6, 0, 0 },
+                               steam_username_at_startup, 
+                               1, k_text_align_center );
+      menu[1] += 24;
+      menu[3] -= 30;
+
+      ui_rect_pad( menu, 8 );
+      ui_fill_rect( &ui_global_ctx, menu, 0x90ffffff );
+      ui_rect_pad( menu, 2 );
+      ui_fill_rect( &ui_global_ctx, menu, 0xa0000000 );
+
+      menu[1] += 32;
+      ui_text( &ui_global_ctx, (ui_rect){ menu[0]+menu[2]/2,menu[1], 0, 0 },
+                               "Exit", 2, k_text_align_center );
+
+      if( vg_get_button_down( "jump" ) )
+      {
+         glfwSetWindowShouldClose( vg.window, 1 );
+      }
+   }
+   
    if( lightedit )
    {
       ui_global_ctx.cursor[0] = 10;