2 * Copyright (C) 2003 Robert Kooima
4 * NEVERBALL is free software; you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published
6 * by the Free Software Foundation; either version 2 of the License,
7 * or (at your option) any later version.
9 * This program is distributed in the hope that it will be useful, but
10 * WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
12 * General Public License for more details.
31 /*---------------------------------------------------------------------------*/
33 static int game_state = 0;
35 static struct s_file file;
36 static struct s_file back;
38 static float clock = 0.f; /* Clock time */
39 static int clock_down = 1; /* Clock go up or down? */
41 static float game_ix; /* Input rotation about X axis */
42 static float game_iz; /* Input rotation about Z axis */
43 static float game_rx; /* Floor rotation about X axis */
44 static float game_rz; /* Floor rotation about Z axis */
46 static float view_a; /* Ideal view rotation about Y axis */
47 static float view_ry; /* Angular velocity about Y axis */
48 static float view_dc; /* Ideal view distance above ball */
49 static float view_dp; /* Ideal view distance above ball */
50 static float view_dz; /* Ideal view distance behind ball */
51 static float view_fov; /* Field of view */
53 static float view_c[3]; /* Current view center */
54 static float view_v[3]; /* Current view vector */
55 static float view_p[3]; /* Current view position */
56 static float view_e[3][3]; /* Current view orientation */
59 static int coins = 0; /* Collected coins */
60 static int goal_c = 0; /* Goal coins remaining (0 = open) */
61 static float goal_k = 0; /* Goal animation */
62 static int jump_e = 1; /* Jumping enabled flag */
63 static int jump_b = 0; /* Jump-in-progress flag */
64 static float jump_dt; /* Jump duration */
65 static float jump_p[3]; /* Jump destination */
66 static float fade_k = 0.0; /* Fade in/out level */
67 static float fade_d = 0.0; /* Fade in/out direction */
68 static int drawball = 1; /* Should the ball be drawn? */
69 static int ball_b = 0; /* Is the ball a bonus ball? */
71 static int grow = 0; /* Should the ball be changing size? */
72 static float grow_orig = 0; /* the original ball size */
73 static float grow_goal = 0; /* how big or small to get! */
74 const float grow_time = 0.5f; /* sec for the ball to get to size. */
75 static float grow_t = 0.0; /* timer for the ball to grow... */
76 static float grow_strt = 0; /* starting value for growth */
77 const float grow_big = 1.5f; /* large factor */
78 const float grow_small= 0.5f; /* small factor */
79 static int got_orig = 0; /* Do we know original ball size? */
82 /*---------------------------------------------------------------------------*/
84 static void grow_set(const struct s_file *fp, int size)
88 grow_orig = fp->uv->r;
89 grow_goal = grow_orig;
90 grow_strt = grow_orig;
96 if (grow_goal == grow_orig * grow_small) return; /*already small!*/
97 else if (grow_goal == grow_orig * grow_big) /* big, let's set it to normal.*/
100 grow_goal = grow_orig;
102 else /*must be normal sized.*/
104 grow_goal = grow_orig * grow_small;
107 }/* done with 50% size coin */
110 if (grow_goal == grow_orig * grow_big) return; /*already big!*/
111 else if (grow_goal == grow_orig * grow_small) /* small, let's set it to normal.*/
114 grow_goal = grow_orig;
116 else /*must be normal sized.*/
118 grow_goal = grow_orig * grow_big;
121 }/* done with 150% size coin */
126 grow_strt = fp->uv->r;
130 static void grow_ball(const struct s_file *fp, float dt)
134 /*calculate new size based on how long since you touched the coin...*/
136 if (grow_t >= grow_time)
142 dr = grow_strt + ((grow_goal-grow_strt) * (1.0f / (grow_time / grow_t)));
144 fp->uv->p[1] += (dr - fp->uv->r); /*No sinking through the floor! keeps ball's bottom constant.*/
148 static void view_init(void)
150 /* Get the initial orientation angle */
152 view_a = file.uv->a - 90.f; /* angle is in the sol */
154 view_a = 0.f; /* default is north :) */
158 view_fov = (float) config_get_d(CONFIG_VIEW_FOV);
159 view_dp = (float) config_get_d(CONFIG_VIEW_DP) / 100.0f;
160 view_dc = (float) config_get_d(CONFIG_VIEW_DC) / 100.0f;
161 view_dz = (float) config_get_d(CONFIG_VIEW_DZ) / 100.0f;
183 int game_init(const struct level *level, int t, int g)
185 clock = (float) t / 100.f;
186 clock_down = (t > 0);
192 if (!sol_load_gl(&file, level->file, config_get_d(CONFIG_TEXTURES),
193 config_get_d(CONFIG_SHADOW)))
194 return (game_state = 0);
205 /* Initialize jump and goal states. */
211 goal_k = (g == 0) ? 1.0f : 0.0f;
213 ball_b = level->is_bonus;
215 /* Initialise the level, background, particles, fade, and view. */
220 part_reset(GOAL_HEIGHT);
222 back_init(level->grad, config_get_d(CONFIG_GEOMETRY));
224 sol_load_gl(&back, config_data(level->back),
225 config_get_d(CONFIG_TEXTURES), 0);
227 /* Initialize ball size tracking... */
245 /*---------------------------------------------------------------------------*/
249 return (int) (clock * 100.f);
262 /*---------------------------------------------------------------------------*/
264 static void game_draw_balls(const struct s_file *fp)
266 float c[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
269 m_basis(M, fp->uv[0].e[0], fp->uv[0].e[1], fp->uv[0].e[2]);
273 glTranslatef(fp->uv[0].p[0],
274 fp->uv[0].p[1] + BALL_FUDGE,
277 glScalef(fp->uv[0].r,
288 static void game_draw_coins(const struct s_file *fp)
290 float r = 360.f * SDL_GetTicks() / 1000.f;
294 coin_push_text(0); /*regular coins*/
296 for (ci = 0; ci < fp->cc; ci++)
298 if (fp->cv[ci].n > 0 && fp->cv[ci].n < 50)
302 glTranslatef(fp->cv[ci].p[0],
305 glRotatef(r, 0.0f, 1.0f, 0.0f);
306 coin_draw(fp->cv[ci].n, r);
313 /*there has got to be a better way than three seperate loops,*/
314 /*once for each texture, but someone else is going to have to do it!*/
316 coin_push_text(50); /*any shrink coins?*/
318 for (ci = 0; ci < fp->cc; ci++)
320 if (fp->cv[ci].n == 50)
324 glTranslatef(fp->cv[ci].p[0],
327 glRotatef(r, 0.0f, 1.0f, 0.0f);
328 coin_draw(fp->cv[ci].n, r);
336 coin_push_text(150); /*any grow coins?*/
338 for (ci = 0; ci < fp->cc; ci++)
340 if (fp->cv[ci].n == 150)
344 glTranslatef(fp->cv[ci].p[0],
347 glRotatef(r, 0.0f, 1.0f, 0.0f);
348 coin_draw(fp->cv[ci].n, r);
356 static void game_draw_goals(const struct s_file *fp, float rx, float ry)
361 for (zi = 0; zi < fp->zc; zi++)
365 glTranslatef(fp->zv[zi].p[0],
369 part_draw_goal(rx, ry, fp->zv[zi].r, goal_k, fp->zv[zi].c);
371 glScalef(fp->zv[zi].r, goal_k, fp->zv[zi].r);
378 static void game_draw_jumps(const struct s_file *fp)
382 for (ji = 0; ji < fp->jc; ji++)
386 glTranslatef(fp->jv[ji].p[0],
390 glScalef(fp->jv[ji].r, 1.f, fp->jv[ji].r);
397 static void game_draw_swchs(const struct s_file *fp)
401 for (xi = 0; xi < fp->xc; xi++)
407 glTranslatef(fp->xv[xi].p[0],
411 glScalef(fp->xv[xi].r, 1.f, fp->xv[xi].r);
412 swch_draw(fp->xv[xi].f, fp->xv[xi].e);
418 /*---------------------------------------------------------------------------*/
420 static void game_refl_all(int s)
422 const float *ball_p = file.uv->p;
426 /* Rotate the environment about the position of the ball. */
428 glTranslatef(+ball_p[0], +ball_p[1], +ball_p[2]);
429 glRotatef(-game_rz, view_e[2][0], view_e[2][1], view_e[2][2]);
430 glRotatef(-game_rx, view_e[0][0], view_e[0][1], view_e[0][2]);
431 glTranslatef(-ball_p[0], -ball_p[1], -ball_p[2]);
433 /* Draw the floor. */
440 /*---------------------------------------------------------------------------*/
442 static void game_draw_light(void)
444 const float light_p[2][4] = {
445 { -8.0f, +32.0f, -8.0f, 1.0f },
446 { +8.0f, +32.0f, +8.0f, 1.0f },
448 const float light_c[2][4] = {
449 { 1.0f, 0.8f, 0.8f, 1.0f },
450 { 0.8f, 1.0f, 0.8f, 1.0f },
453 /* Configure the lighting. */
456 glLightfv(GL_LIGHT0, GL_POSITION, light_p[0]);
457 glLightfv(GL_LIGHT0, GL_DIFFUSE, light_c[0]);
458 glLightfv(GL_LIGHT0, GL_SPECULAR, light_c[0]);
461 glLightfv(GL_LIGHT1, GL_POSITION, light_p[1]);
462 glLightfv(GL_LIGHT1, GL_DIFFUSE, light_c[1]);
463 glLightfv(GL_LIGHT1, GL_SPECULAR, light_c[1]);
466 static void game_draw_back(int pose, int d, const float p[3])
468 float c[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
469 float t = SDL_GetTicks() / 1000.f + 120.0f;
475 glRotatef(game_rz * 2, view_e[2][0], view_e[2][1], view_e[2][2]);
476 glRotatef(game_rx * 2, view_e[0][0], view_e[0][1], view_e[0][2]);
479 glTranslatef(p[0], p[1], p[2]);
482 if (config_get_d(CONFIG_BACKGROUND))
484 /* Draw all background layers back to front. */
486 sol_back(&back, BACK_DIST, FAR_DIST, t);
488 sol_back(&back, 0, BACK_DIST, t);
490 /* Draw all foreground geometry in the background file. */
499 static void game_draw_fore(int pose, float rx, float ry, int d, const float p[3])
501 const float *ball_p = file.uv->p;
502 const float ball_r = file.uv->r;
504 glPushAttrib(GL_LIGHTING_BIT | GL_COLOR_BUFFER_BIT);
508 /* Rotate the environment about the position of the ball. */
510 glTranslatef(+ball_p[0], +ball_p[1] * d, +ball_p[2]);
511 glRotatef(-game_rz * d, view_e[2][0], view_e[2][1], view_e[2][2]);
512 glRotatef(-game_rx * d, view_e[0][0], view_e[0][1], view_e[0][2]);
513 glTranslatef(-ball_p[0], -ball_p[1] * d, -ball_p[2]);
524 glEnable(GL_CLIP_PLANE0);
525 glClipPlane(GL_CLIP_PLANE0, e);
528 /* Draw the floor. */
532 if (config_get_d(CONFIG_SHADOW) && drawball)
534 shad_draw_set(ball_p, ball_r);
539 /* Draw the game elements. */
542 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
546 part_draw_coin(-rx * d, -ry);
547 game_draw_coins(&file);
549 game_draw_balls(&file);
551 game_draw_goals(&file, -rx * d, -ry);
552 game_draw_jumps(&file);
553 game_draw_swchs(&file);
555 glDisable(GL_CLIP_PLANE0);
562 void game_draw(int pose, float st)
564 float fov = view_fov;
566 if (jump_b) fov *= 2.f * fabsf(jump_dt - 0.5);
570 config_push_persp(fov, 0.1f, FAR_DIST);
581 /* Compute and apply the view. */
583 v_sub(v, view_c, view_p);
585 rx = V_DEG(fatan2f(-v[1], fsqrtf(v[0] * v[0] + v[2] * v[2])));
586 ry = V_DEG(fatan2f(+v[0], -v[2])) + st;
588 glTranslatef(0.f, 0.f, -v_len(v));
589 glRotatef(rx, 1.f, 0.f, 0.f);
590 glRotatef(ry, 0.f, 1.f, 0.f);
591 glTranslatef(-view_c[0], -view_c[1], -view_c[2]);
593 if (config_get_d(CONFIG_REFLECTION))
595 /* Draw the mirror only into the stencil buffer. */
597 glDisable(GL_DEPTH_TEST);
598 glEnable(GL_STENCIL_TEST);
599 glStencilFunc(GL_ALWAYS, 1, 0xFFFFFFFF);
600 glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
601 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
605 /* Draw the scene reflected into color and depth buffers. */
607 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
608 glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
609 glStencilFunc(GL_EQUAL, 1, 0xFFFFFFFF);
610 glEnable(GL_DEPTH_TEST);
615 glScalef(+1.f, -1.f, +1.f);
618 game_draw_back(pose, -1, pdn);
619 game_draw_fore(pose, rx, ry, -1, pdn);
624 glDisable(GL_STENCIL_TEST);
627 /* Draw the scene normally. */
630 game_refl_all(pose ? 0 : config_get_d(CONFIG_SHADOW));
631 game_draw_back(pose, +1, pup);
632 game_draw_fore(pose, rx, ry, +1, pup);
637 /* Draw the fade overlay. */
643 /*---------------------------------------------------------------------------*/
645 static void game_update_grav(float h[3], const float g[3])
647 struct s_file *fp = &file;
650 float y[3] = { 0.f, 1.f, 0.f };
656 /* Compute the gravity vector from the given world rotations. */
658 v_sub(z, view_p, fp->uv->p);
664 m_rot (Z, z, V_RAD(game_rz));
665 m_rot (X, x, V_RAD(game_rx));
670 static void game_update_view(float dt)
672 float dc = view_dc * (jump_b ? 2.0f * fabsf(jump_dt - 0.5f) : 1.0f);
673 float dx = view_ry * dt * 5.0f;
676 view_a += view_ry * dt * 90.f;
678 /* Center the view about the ball. */
680 v_cpy(view_c, file.uv->p);
681 v_inv(view_v, file.uv->v);
683 switch (config_get_d(CONFIG_CAMERA))
685 case 1: /* Camera 1: Viewpoint chases the ball position. */
687 v_sub(view_e[2], view_p, view_c);
690 case 2: /* Camera 2: View vector is given by view angle. */
692 view_e[2][0] = fsinf(V_RAD(view_a));
694 view_e[2][2] = fcosf(V_RAD(view_a));
700 default: /* Default: View vector approaches the ball velocity vector. */
702 k = v_dot(view_v, view_v);
704 v_sub(view_e[2], view_p, view_c);
705 v_mad(view_e[2], view_e[2], view_v, k * dt / 4);
710 /* Orthonormalize the basis of the view in its new position. */
712 v_crs(view_e[0], view_e[1], view_e[2]);
713 v_crs(view_e[2], view_e[0], view_e[1]);
714 v_nrm(view_e[0], view_e[0]);
715 v_nrm(view_e[2], view_e[2]);
717 /* Compute the new view position. */
719 k = 1.0f + v_dot(view_e[2], view_v) / 10.0f;
721 view_k = view_k + (k - view_k) * dt;
723 if (view_k < 0.5) view_k = 0.5;
725 v_cpy(view_p, file.uv->p);
726 v_mad(view_p, view_p, view_e[0], dx * view_k);
727 v_mad(view_p, view_p, view_e[1], view_dp * view_k);
728 v_mad(view_p, view_p, view_e[2], view_dz * view_k);
730 /* Compute the new view center. */
732 v_cpy(view_c, file.uv->p);
733 v_mad(view_c, view_c, view_e[1], dc);
735 /* Note the current view angle. */
737 view_a = V_DEG(fatan2f(view_e[2][0], view_e[2][2]));
740 static void game_update_time(float dt, int b)
742 if (goal_c == 0 && goal_k < 1.0f)
745 /* The ticking clock. */
760 static int game_update_state(int *state_value)
762 struct s_file *fp = &file;
765 int bt = state_value != NULL;
769 /* Test for a coin grab. */
771 if (bt && (n = sol_coin_test(fp, p, COIN_RADIUS)) > 0)
776 /*add coins if regular, change radius if not.*/
781 grow_set(fp, n); /*only 50 and 150 will produce results.*/
785 /* Check for goal open. */
791 audio_play(AUD_SWITCH, 1.f);
795 audio_play(AUD_COIN, 1.f);
798 audio_play(AUD_COIN, 1.f);
801 /* Test for a switch. */
802 if (sol_swch_test(fp, 0))
803 audio_play(AUD_SWITCH, 1.f);
805 /* Test for a jump. */
807 if (jump_e == 1 && jump_b == 0 && sol_jump_test(fp, jump_p, 0) == 1)
813 audio_play(AUD_JUMP, 1.f);
815 if (jump_e == 0 && jump_b == 0 && sol_jump_test(fp, jump_p, 0) == 0)
818 /* Test for a goal. */
820 if (bt && goal_c == 0 && (g = sol_goal_test(fp, p, 0)))
823 audio_play(AUD_GOAL, 1.0f);
824 return g->c ? GAME_SPEC : GAME_GOAL;
827 /* Test for time-out. */
829 if (bt && clock_down && clock <= 0.f)
831 const GLfloat *p = fp->uv->p;
832 const GLfloat c[5] = {1.0f, 1.0f, 0.0f, 0.0f, 1.0f};
840 audio_play(AUD_TIME, 1.0f);
844 /* Test for fall-out. */
846 if (bt && fp->uv[0].p[1] < fp->vv[0].p[1])
848 audio_play(AUD_FALL, 1.0f);
856 * On most hardware, rendering requires much more computing power than
857 * physics. Since physics takes less time than graphics, it make sense to
858 * detach the physics update time step from the graphics frame rate. By
859 * performing multiple physics updates for each graphics update, we get away
860 * with higher quality physics with little impact on overall performance.
862 * Toward this end, we establish a baseline maximum physics time step. If
863 * the measured frame time exceeds this maximum, we cut the time step in
864 * half, and do two updates. If THIS time step exceeds the maximum, we do
865 * four updates. And so on. In this way, the physics system is allowed to
866 * seek an optimal update rate independant of, yet in integral sync with, the
867 * graphics frame rate.
870 int game_step(const float g[3], float dt, int *state_value)
872 struct s_file *fp = &file;
884 /* Smooth jittery or discontinuous input. */
888 game_rx += (game_ix - game_rx) * t / RESPONSE;
889 game_rz += (game_iz - game_rz) * t / RESPONSE;
897 if (grow) grow_ball(fp,dt);
899 game_update_grav(h, g);
912 fp->uv[0].p[0] = jump_p[0];
913 fp->uv[0].p[1] = jump_p[1];
914 fp->uv[0].p[2] = jump_p[2];
923 while (t > MAX_DT && n < MAX_DN)
929 for (i = 0; i < n; i++)
930 if (b < (d = sol_step(fp, h, t, 0, NULL)))
933 /* Mix the sound of a ball bounce. */
936 audio_play(AUD_BUMP, (b - 0.5f) * 2.0f);
940 game_update_view(dt);
941 game_update_time(dt, state_value != NULL);
943 return game_update_state(state_value);
948 /*---------------------------------------------------------------------------*/
950 void game_no_aa(void)
952 float max = game_ix * game_ix + game_iz * game_iz;
953 if (max > ANGLE_BOUND * ANGLE_BOUND)
955 max = ANGLE_BOUND / sqrt(max);
961 void game_set_x(int k)
963 game_ix = -(ANGLE_BOUND) * k / JOY_MAX;
969 void game_set_z(int k)
971 game_iz = +ANGLE_BOUND * k / JOY_MAX;
977 void game_set_pos(int x, int y)
979 game_ix += 40.f * y / config_get_d(CONFIG_MOUSE_SENSE);
980 game_iz += 40.f * x / config_get_d(CONFIG_MOUSE_SENSE);
985 if (game_ix > +ANGLE_BOUND) game_ix = +ANGLE_BOUND;
986 if (game_ix < -ANGLE_BOUND) game_ix = -ANGLE_BOUND;
987 if (game_iz > +ANGLE_BOUND) game_iz = +ANGLE_BOUND;
988 if (game_iz < -ANGLE_BOUND) game_iz = -ANGLE_BOUND;
992 void game_set_rot(float r)
997 /*---------------------------------------------------------------------------*/
999 void game_set_fly(float k)
1001 struct s_file *fp = &file;
1003 float x[3] = { 1.f, 0.f, 0.f };
1004 float y[3] = { 0.f, 1.f, 0.f };
1005 float z[3] = { 0.f, 0.f, 1.f };
1006 float c0[3] = { 0.f, 0.f, 0.f };
1007 float p0[3] = { 0.f, 0.f, 0.f };
1008 float c1[3] = { 0.f, 0.f, 0.f };
1009 float p1[3] = { 0.f, 0.f, 0.f };
1012 z[0] = fsinf(V_RAD(view_a));
1013 z[2] = fcosf(V_RAD(view_a));
1015 v_cpy(view_e[0], x);
1016 v_cpy(view_e[1], y);
1017 v_cpy(view_e[2], z);
1019 /* k = 0.0 view is at the ball. */
1023 v_cpy(c0, fp->uv[0].p);
1024 v_cpy(p0, fp->uv[0].p);
1027 v_mad(p0, p0, y, view_dp);
1028 v_mad(p0, p0, z, view_dz);
1029 v_mad(c0, c0, y, view_dc);
1031 /* k = +1.0 view is s_view 0 */
1033 if (k >= 0 && fp->wc > 0)
1035 v_cpy(p1, fp->wv[0].p);
1036 v_cpy(c1, fp->wv[0].q);
1039 /* k = -1.0 view is s_view 1 */
1041 if (k <= 0 && fp->wc > 1)
1043 v_cpy(p1, fp->wv[1].p);
1044 v_cpy(c1, fp->wv[1].q);
1047 /* Interpolate the views. */
1050 v_mad(view_p, p0, v, k * k);
1053 v_mad(view_c, c0, v, k * k);
1055 /* Orthonormalize the view basis. */
1057 v_sub(view_e[2], view_p, view_c);
1058 v_crs(view_e[0], view_e[1], view_e[2]);
1059 v_crs(view_e[2], view_e[0], view_e[1]);
1060 v_nrm(view_e[0], view_e[0]);
1061 v_nrm(view_e[2], view_e[2]);
1064 void game_look(float phi, float theta)
1066 view_c[0] = view_p[0] + fsinf(V_RAD(theta)) * fcosf(V_RAD(phi));
1067 view_c[1] = view_p[1] + fsinf(V_RAD(phi));
1068 view_c[2] = view_p[2] - fcosf(V_RAD(theta)) * fcosf(V_RAD(phi));
1071 /*---------------------------------------------------------------------------*/
1073 void game_kill_fade(void)
1079 void game_step_fade(float dt)
1081 if ((fade_k < 1.0f && fade_d > 0.0f) ||
1082 (fade_k > 0.0f && fade_d < 0.0f))
1083 fade_k += fade_d * dt;
1097 void game_fade(float d)
1102 /*---------------------------------------------------------------------------*/
1104 int put_game_state(FILE *fout)
1108 /* Write the view and tilt state. */
1110 put_float(fout, &game_rx);
1111 put_float(fout, &game_rz);
1112 put_array(fout, view_c, 3);
1113 put_array(fout, view_p, 3);
1115 /* Write the game simulation state. */
1117 put_file_state(fout, &file);
1124 int get_game_state(FILE *fin)
1128 /* Read the view and tilt state. */
1130 get_float(fin, &game_rx);
1131 get_float(fin, &game_rz);
1132 get_array(fin, view_c, 3);
1133 get_array(fin, view_p, 3);
1135 /* Read the game simulation state. */
1137 get_file_state(fin, &file);
1139 return (feof(fin) ? 0 : 1);
1144 /*---------------------------------------------------------------------------*/