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 */
69 /*---------------------------------------------------------------------------*/
71 static void view_init(void)
76 view_fov = (float) config_get_d(CONFIG_VIEW_FOV);
77 view_dp = (float) config_get_d(CONFIG_VIEW_DP) / 100.0f;
78 view_dc = (float) config_get_d(CONFIG_VIEW_DC) / 100.0f;
79 view_dz = (float) config_get_d(CONFIG_VIEW_DZ) / 100.0f;
101 int game_init(const struct level * level, int t, int g)
103 clock = (float) t / 100.f;
104 clock_down = (t > 0);
115 /* Initialize jump and goal states. */
121 goal_k = (g == 0) ? 1.0f : 0.0f;
123 /* Initialise the level, background, particles, fade, and view. */
128 part_reset(GOAL_HEIGHT);
130 back_init(level->grad, config_get_d(CONFIG_GEOMETRY));
132 sol_load(&back, config_data(level->back),
133 config_get_d(CONFIG_TEXTURES), 0);
135 if (sol_load(&file, level->file,
136 config_get_d(CONFIG_TEXTURES), config_get_d(CONFIG_SHADOW)))
137 return (game_state = 1);
139 return (game_state = 0);
153 /*---------------------------------------------------------------------------*/
157 return (int) (clock * 100.f);
170 /*---------------------------------------------------------------------------*/
172 static void game_draw_balls(const struct s_file *fp)
174 float c[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
177 m_basis(M, fp->uv[0].e[0], fp->uv[0].e[1], fp->uv[0].e[2]);
181 glTranslatef(fp->uv[0].p[0],
182 fp->uv[0].p[1] + BALL_FUDGE,
185 glScalef(fp->uv[0].r,
196 static void game_draw_coins(const struct s_file *fp)
198 float r = 360.f * SDL_GetTicks() / 1000.f;
203 for (ci = 0; ci < fp->cc; ci++)
204 if (fp->cv[ci].n > 0)
208 glTranslatef(fp->cv[ci].p[0],
211 glRotatef(r, 0.0f, 1.0f, 0.0f);
212 coin_draw(fp->cv[ci].n, r);
220 static void game_draw_goals(const struct s_file *fp, float rx, float ry)
225 for (zi = 0; zi < fp->zc; zi++)
229 glTranslatef(fp->zv[zi].p[0],
233 part_draw_goal(rx, ry, fp->zv[zi].r, goal_k, fp->zv[zi].c);
235 glScalef(fp->zv[zi].r, goal_k, fp->zv[zi].r);
242 static void game_draw_jumps(const struct s_file *fp)
246 for (ji = 0; ji < fp->jc; ji++)
250 glTranslatef(fp->jv[ji].p[0],
254 glScalef(fp->jv[ji].r, 1.f, fp->jv[ji].r);
261 static void game_draw_swchs(const struct s_file *fp)
265 for (xi = 0; xi < fp->xc; xi++)
271 glTranslatef(fp->xv[xi].p[0],
275 glScalef(fp->xv[xi].r, 1.f, fp->xv[xi].r);
276 swch_draw(fp->xv[xi].f, fp->xv[xi].e);
282 /*---------------------------------------------------------------------------*/
284 static void game_refl_all(int s)
286 const float *ball_p = file.uv->p;
290 /* Rotate the environment about the position of the ball. */
292 glTranslatef(+ball_p[0], +ball_p[1], +ball_p[2]);
293 glRotatef(-game_rz, view_e[2][0], view_e[2][1], view_e[2][2]);
294 glRotatef(-game_rx, view_e[0][0], view_e[0][1], view_e[0][2]);
295 glTranslatef(-ball_p[0], -ball_p[1], -ball_p[2]);
297 /* Draw the floor. */
304 /*---------------------------------------------------------------------------*/
306 static void game_draw_light(void)
308 const float light_p[2][4] = {
309 { -8.0f, +32.0f, -8.0f, 1.0f },
310 { +8.0f, +32.0f, +8.0f, 1.0f },
312 const float light_c[2][4] = {
313 { 1.0f, 0.8f, 0.8f, 1.0f },
314 { 0.8f, 1.0f, 0.8f, 1.0f },
317 /* Configure the lighting. */
320 glLightfv(GL_LIGHT0, GL_POSITION, light_p[0]);
321 glLightfv(GL_LIGHT0, GL_DIFFUSE, light_c[0]);
322 glLightfv(GL_LIGHT0, GL_SPECULAR, light_c[0]);
325 glLightfv(GL_LIGHT1, GL_POSITION, light_p[1]);
326 glLightfv(GL_LIGHT1, GL_DIFFUSE, light_c[1]);
327 glLightfv(GL_LIGHT1, GL_SPECULAR, light_c[1]);
330 static void game_draw_back(int pose, int d, const float p[3])
332 float c[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
333 float t = SDL_GetTicks() / 1000.f + 120.0f;
339 glRotatef(game_rz * 2, view_e[2][0], view_e[2][1], view_e[2][2]);
340 glRotatef(game_rx * 2, view_e[0][0], view_e[0][1], view_e[0][2]);
343 glTranslatef(p[0], p[1], p[2]);
346 if (config_get_d(CONFIG_BACKGROUND))
348 /* Draw all background layers back to front. */
350 sol_back(&back, BACK_DIST, FAR_DIST, t);
352 sol_back(&back, 0, BACK_DIST, t);
354 /* Draw all foreground geometry in the background file. */
363 static void game_draw_fore(int pose, float rx, float ry, int d, const float p[3])
365 const float *ball_p = file.uv->p;
366 const float ball_r = file.uv->r;
368 glPushAttrib(GL_LIGHTING_BIT | GL_COLOR_BUFFER_BIT);
372 /* Rotate the environment about the position of the ball. */
374 glTranslatef(+ball_p[0], +ball_p[1] * d, +ball_p[2]);
375 glRotatef(-game_rz * d, view_e[2][0], view_e[2][1], view_e[2][2]);
376 glRotatef(-game_rx * d, view_e[0][0], view_e[0][1], view_e[0][2]);
377 glTranslatef(-ball_p[0], -ball_p[1] * d, -ball_p[2]);
388 glEnable(GL_CLIP_PLANE0);
389 glClipPlane(GL_CLIP_PLANE0, e);
392 /* Draw the floor. */
396 if (config_get_d(CONFIG_SHADOW))
398 shad_draw_set(ball_p, ball_r);
403 /* Draw the game elements. */
406 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
410 part_draw_coin(-rx * d, -ry);
411 game_draw_coins(&file);
412 game_draw_balls(&file);
414 game_draw_goals(&file, -rx * d, -ry);
415 game_draw_jumps(&file);
416 game_draw_swchs(&file);
418 glDisable(GL_CLIP_PLANE0);
425 void game_draw(int pose, float st)
427 float fov = view_fov;
429 if (jump_b) fov *= 2.f * fabsf(jump_dt - 0.5);
433 config_push_persp(fov, 0.1f, FAR_DIST);
444 /* Compute and apply the view. */
446 v_sub(v, view_c, view_p);
448 rx = V_DEG(fatan2f(-v[1], fsqrtf(v[0] * v[0] + v[2] * v[2])));
449 ry = V_DEG(fatan2f(+v[0], -v[2])) + st;
451 glTranslatef(0.f, 0.f, -v_len(v));
452 glRotatef(rx, 1.f, 0.f, 0.f);
453 glRotatef(ry, 0.f, 1.f, 0.f);
454 glTranslatef(-view_c[0], -view_c[1], -view_c[2]);
456 if (config_get_d(CONFIG_REFLECTION))
458 /* Draw the mirror only into the stencil buffer. */
460 glDisable(GL_DEPTH_TEST);
461 glEnable(GL_STENCIL_TEST);
462 glStencilFunc(GL_ALWAYS, 1, 0xFFFFFFFF);
463 glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
464 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
468 /* Draw the scene reflected into color and depth buffers. */
470 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
471 glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
472 glStencilFunc(GL_EQUAL, 1, 0xFFFFFFFF);
473 glEnable(GL_DEPTH_TEST);
478 glScalef(+1.f, -1.f, +1.f);
481 game_draw_back(pose, -1, pdn);
482 game_draw_fore(pose, rx, ry, -1, pdn);
487 glDisable(GL_STENCIL_TEST);
490 /* Draw the scene normally. */
493 game_refl_all(pose ? 0 : config_get_d(CONFIG_SHADOW));
494 game_draw_back(pose, +1, pup);
495 game_draw_fore(pose, rx, ry, +1, pup);
500 /* Draw the fade overlay. */
506 /*---------------------------------------------------------------------------*/
508 static void game_update_grav(float h[3], const float g[3])
510 struct s_file *fp = &file;
513 float y[3] = { 0.f, 1.f, 0.f };
519 /* Compute the gravity vector from the given world rotations. */
521 v_sub(z, view_p, fp->uv->p);
527 m_rot (Z, z, V_RAD(game_rz));
528 m_rot (X, x, V_RAD(game_rx));
533 static void game_update_view(float dt)
535 float dc = view_dc * (jump_b ? 2.0f * fabsf(jump_dt - 0.5f) : 1.0f);
536 float dx = view_ry * dt * 5.0f;
539 view_a += view_ry * dt * 90.f;
541 /* Center the view about the ball. */
543 v_cpy(view_c, file.uv->p);
544 v_inv(view_v, file.uv->v);
546 switch (config_get_d(CONFIG_CAMERA))
548 case 1: /* Camera 1: Viewpoint chases the ball position. */
550 v_sub(view_e[2], view_p, view_c);
553 case 2: /* Camera 2: View vector is given by view angle. */
555 view_e[2][0] = fsinf(V_RAD(view_a));
557 view_e[2][2] = fcosf(V_RAD(view_a));
563 default: /* Default: View vector approaches the ball velocity vector. */
565 k = v_dot(view_v, view_v);
567 v_sub(view_e[2], view_p, view_c);
568 v_mad(view_e[2], view_e[2], view_v, k * dt / 4);
573 /* Orthonormalize the basis of the view in its new position. */
575 v_crs(view_e[0], view_e[1], view_e[2]);
576 v_crs(view_e[2], view_e[0], view_e[1]);
577 v_nrm(view_e[0], view_e[0]);
578 v_nrm(view_e[2], view_e[2]);
580 /* Compute the new view position. */
582 k = 1.0f + v_dot(view_e[2], view_v) / 10.0f;
584 view_k = view_k + (k - view_k) * dt;
586 if (view_k < 0.5) view_k = 0.5;
588 v_cpy(view_p, file.uv->p);
589 v_mad(view_p, view_p, view_e[0], dx * view_k);
590 v_mad(view_p, view_p, view_e[1], view_dp * view_k);
591 v_mad(view_p, view_p, view_e[2], view_dz * view_k);
593 /* Compute the new view center. */
595 v_cpy(view_c, file.uv->p);
596 v_mad(view_c, view_c, view_e[1], dc);
598 /* Note the current view angle. */
600 view_a = V_DEG(fatan2f(view_e[2][0], view_e[2][2]));
603 static void game_update_time(float dt, int b)
605 if (goal_c == 0 && goal_k < 1.0f)
608 /* The ticking clock. */
623 static int game_update_state(int *state_value)
625 struct s_file *fp = &file;
628 int bt = state_value != NULL;
631 /* Test for a coin grab. */
633 if (bt && (n = sol_coin_test(fp, p, COIN_RADIUS)) > 0)
639 /* Check for goal open. */
645 audio_play(AUD_SWITCH, 1.f);
649 audio_play(AUD_COIN, 1.f);
652 audio_play(AUD_COIN, 1.f);
655 /* Test for a switch. */
656 if (sol_swch_test(fp, 0))
657 audio_play(AUD_SWITCH, 1.f);
659 /* Test for a jump. */
661 if (jump_e == 1 && jump_b == 0 && sol_jump_test(fp, jump_p, 0) == 1)
667 audio_play(AUD_JUMP, 1.f);
669 if (jump_e == 0 && jump_b == 0 && sol_jump_test(fp, jump_p, 0) == 0)
672 /* Test for a goal. */
674 if (bt && goal_c == 0 && (n = sol_goal_test(fp, p, 0)))
676 *state_value = n - 1;
677 audio_play(AUD_GOAL, 1.0f);
681 /* Test for time-out. */
683 if (bt && clock_down && clock <= 0.f)
686 /* Test for fall-out. */
688 if (bt && fp->uv[0].p[1] < fp->vv[0].p[1])
695 * On most hardware, rendering requires much more computing power than
696 * physics. Since physics takes less time than graphics, it make sense to
697 * detach the physics update time step from the graphics frame rate. By
698 * performing multiple physics updates for each graphics update, we get away
699 * with higher quality physics with little impact on overall performance.
701 * Toward this end, we establish a baseline maximum physics time step. If
702 * the measured frame time exceeds this maximum, we cut the time step in
703 * half, and do two updates. If THIS time step exceeds the maximum, we do
704 * four updates. And so on. In this way, the physics system is allowed to
705 * seek an optimal update rate independant of, yet in integral sync with, the
706 * graphics frame rate.
709 int game_step(const float g[3], float dt, int *state_value)
711 struct s_file *fp = &file;
723 /* Smooth jittery or discontinuous input. */
727 game_rx += (game_ix - game_rx) * t / RESPONSE;
728 game_rz += (game_iz - game_rz) * t / RESPONSE;
736 game_update_grav(h, g);
747 fp->uv[0].p[0] = jump_p[0];
748 fp->uv[0].p[1] = jump_p[1];
749 fp->uv[0].p[2] = jump_p[2];
758 while (t > MAX_DT && n < MAX_DN)
764 for (i = 0; i < n; i++)
765 if (b < (d = sol_step(fp, h, t, 0, NULL)))
768 /* Mix the sound of a ball bounce. */
771 audio_play(AUD_BUMP, (b - 0.5f) * 2.0f);
775 game_update_view(dt);
776 game_update_time(dt, state_value != NULL);
778 return game_update_state(state_value);
783 /*---------------------------------------------------------------------------*/
785 void game_no_aa(void)
787 float max = game_ix * game_ix + game_iz * game_iz;
788 if (max > ANGLE_BOUND * ANGLE_BOUND)
790 max = ANGLE_BOUND / sqrt(max);
796 void game_set_x(int k)
798 game_ix = -(ANGLE_BOUND) * k / JOY_MAX;
804 void game_set_z(int k)
806 game_iz = +ANGLE_BOUND * k / JOY_MAX;
812 void game_set_pos(int x, int y)
814 game_ix += 40.f * y / config_get_d(CONFIG_MOUSE_SENSE);
815 game_iz += 40.f * x / config_get_d(CONFIG_MOUSE_SENSE);
820 if (game_ix > +ANGLE_BOUND) game_ix = +ANGLE_BOUND;
821 if (game_ix < -ANGLE_BOUND) game_ix = -ANGLE_BOUND;
822 if (game_iz > +ANGLE_BOUND) game_iz = +ANGLE_BOUND;
823 if (game_iz < -ANGLE_BOUND) game_iz = -ANGLE_BOUND;
827 void game_set_rot(float r)
832 /*---------------------------------------------------------------------------*/
834 void game_set_fly(float k)
836 struct s_file *fp = &file;
838 float x[3] = { 1.f, 0.f, 0.f };
839 float y[3] = { 0.f, 1.f, 0.f };
840 float z[3] = { 0.f, 0.f, 1.f };
841 float c0[3] = { 0.f, 0.f, 0.f };
842 float p0[3] = { 0.f, 0.f, 0.f };
843 float c1[3] = { 0.f, 0.f, 0.f };
844 float p1[3] = { 0.f, 0.f, 0.f };
851 /* k = 0.0 view is at the ball. */
855 v_cpy(c0, fp->uv[0].p);
856 v_cpy(p0, fp->uv[0].p);
859 v_mad(p0, p0, y, view_dp);
860 v_mad(p0, p0, z, view_dz);
861 v_mad(c0, c0, y, view_dc);
863 /* k = +1.0 view is s_view 0 */
865 if (k >= 0 && fp->wc > 0)
867 v_cpy(p1, fp->wv[0].p);
868 v_cpy(c1, fp->wv[0].q);
871 /* k = -1.0 view is s_view 1 */
873 if (k <= 0 && fp->wc > 1)
875 v_cpy(p1, fp->wv[1].p);
876 v_cpy(c1, fp->wv[1].q);
879 /* Interpolate the views. */
882 v_mad(view_p, p0, v, k * k);
885 v_mad(view_c, c0, v, k * k);
887 /* Orthonormalize the view basis. */
889 v_sub(view_e[2], view_p, view_c);
890 v_crs(view_e[0], view_e[1], view_e[2]);
891 v_crs(view_e[2], view_e[0], view_e[1]);
892 v_nrm(view_e[0], view_e[0]);
893 v_nrm(view_e[2], view_e[2]);
896 void game_look(float phi, float theta)
898 view_c[0] = view_p[0] + fsinf(V_RAD(theta)) * fcosf(V_RAD(phi));
899 view_c[1] = view_p[1] + fsinf(V_RAD(phi));
900 view_c[2] = view_p[2] - fcosf(V_RAD(theta)) * fcosf(V_RAD(phi));
903 /*---------------------------------------------------------------------------*/
905 void game_kill_fade(void)
911 void game_step_fade(float dt)
913 if ((fade_k < 1.0f && fade_d > 0.0f) ||
914 (fade_k > 0.0f && fade_d < 0.0f))
915 fade_k += fade_d * dt;
929 void game_fade(float d)
934 /*---------------------------------------------------------------------------*/
936 int put_game_state(FILE *fout)
940 /* Write the view and tilt state. */
942 put_float(fout, &game_rx);
943 put_float(fout, &game_rz);
944 put_array(fout, view_c, 3);
945 put_array(fout, view_p, 3);
947 /* Write the game simulation state. */
949 put_file_state(fout, &file);
956 int get_game_state(FILE *fin)
960 /* Read the view and tilt state. */
962 get_float(fin, &game_rx);
963 get_float(fin, &game_rz);
964 get_array(fin, view_c, 3);
965 get_array(fin, view_p, 3);
967 /* Read the game simulation state. */
969 get_file_state(fin, &file);
971 return (feof(fin) ? 0 : 1);
976 /*---------------------------------------------------------------------------*/