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 static int grow = 0; /* Should the ball be changing size? */
70 static float grow_orig = 0; /* the original ball size */
71 static float grow_goal = 0; /* how big or small to get! */
72 static float grow_t = 0.0; /* timer for the ball to grow... */
73 static float grow_strt = 0; /* starting value for growth */
74 static int got_orig = 0; /* Do we know original ball size? */
76 #define GROW_TIME 0.5f /* sec for the ball to get to size. */
77 #define GROW_BIG 1.5f /* large factor */
78 #define GROW_SMALL 0.5f /* small factor */
80 /*---------------------------------------------------------------------------*/
82 static void grow_set(const struct s_file *fp, int type)
86 grow_orig = fp->uv->r;
87 grow_goal = grow_orig;
88 grow_strt = grow_orig;
95 audio_play(AUD_SHRINK, 1.f);
97 if (grow_goal == grow_orig * GROW_SMALL)
99 else if (grow_goal == grow_orig * GROW_BIG)
101 grow_goal = grow_orig;
106 grow_goal = grow_orig * GROW_SMALL;
113 audio_play(AUD_GROW, 1.f);
115 if (grow_goal == grow_orig * GROW_BIG)
117 else if (grow_goal == grow_orig * GROW_SMALL)
120 grow_goal = grow_orig;
124 grow_goal = grow_orig * GROW_BIG;
137 grow_strt = fp->uv->r;
141 static void grow_ball(const struct s_file *fp, float dt)
145 /* Calculate new size based on how long since you touched the coin... */
149 if (grow_t >= GROW_TIME)
155 dr = grow_strt + ((grow_goal-grow_strt) * (1.0f / (GROW_TIME / grow_t)));
157 /* No sinking through the floor! Keeps ball's bottom constant. */
158 fp->uv->p[1] += (dr - fp->uv->r);
162 static void view_init(void)
167 view_fov = (float) config_get_d(CONFIG_VIEW_FOV);
168 view_dp = (float) config_get_d(CONFIG_VIEW_DP) / 100.0f;
169 view_dc = (float) config_get_d(CONFIG_VIEW_DC) / 100.0f;
170 view_dz = (float) config_get_d(CONFIG_VIEW_DZ) / 100.0f;
192 int game_init(const struct level *level, int t, int g)
194 clock = (float) t / 100.f;
195 clock_down = (t > 0);
201 if (!sol_load_gl(&file, config_data(level->file),
202 config_get_d(CONFIG_TEXTURES),
203 config_get_d(CONFIG_SHADOW)))
204 return (game_state = 0);
213 /* Initialize jump and goal states. */
219 goal_k = (g == 0) ? 1.0f : 0.0f;
221 /* Initialise the level, background, particles, fade, and view. */
226 part_reset(GOAL_HEIGHT);
228 back_init(level->grad, config_get_d(CONFIG_GEOMETRY));
230 sol_load_gl(&back, config_data(level->back),
231 config_get_d(CONFIG_TEXTURES), 0);
233 /* Initialize ball size tracking... */
252 /*---------------------------------------------------------------------------*/
256 return (int) (clock * 100.f);
269 /*---------------------------------------------------------------------------*/
271 static void game_draw_balls(const struct s_file *fp)
273 float c[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
276 m_basis(M, fp->uv[0].e[0], fp->uv[0].e[1], fp->uv[0].e[2]);
280 glTranslatef(fp->uv[0].p[0],
281 fp->uv[0].p[1] + BALL_FUDGE,
284 glScalef(fp->uv[0].r,
294 static void game_draw_items(const struct s_file *fp)
296 float r = 360.f * SDL_GetTicks() / 1000.f;
299 /* FIXME: Draw items of different types in one pass? */
301 item_push(ITEM_COIN);
303 for (hi = 0; hi < fp->hc; hi++)
305 if (fp->hv[hi].t == ITEM_COIN && fp->hv[hi].n > 0)
309 glTranslatef(fp->hv[hi].p[0],
312 glRotatef(r, 0.0f, 1.0f, 0.0f);
313 item_draw(&fp->hv[hi], r);
320 item_push(ITEM_SHRINK);
322 for (hi = 0; hi < fp->hc; hi++)
324 if (fp->hv[hi].t == ITEM_SHRINK)
328 glTranslatef(fp->hv[hi].p[0],
331 glRotatef(r, 0.0f, 1.0f, 0.0f);
332 item_draw(&fp->hv[hi], r);
339 item_push(ITEM_GROW);
341 for (hi = 0; hi < fp->hc; hi++)
343 if (fp->hv[hi].t == ITEM_GROW)
347 glTranslatef(fp->hv[hi].p[0],
350 glRotatef(r, 0.0f, 1.0f, 0.0f);
351 item_draw(&fp->hv[hi], r);
359 static void game_draw_goals(const struct s_file *fp, float rx, float ry)
364 for (zi = 0; zi < fp->zc; zi++)
368 glTranslatef(fp->zv[zi].p[0],
372 part_draw_goal(rx, ry, fp->zv[zi].r, goal_k);
374 glScalef(fp->zv[zi].r, goal_k, fp->zv[zi].r);
381 static void game_draw_jumps(const struct s_file *fp)
385 for (ji = 0; ji < fp->jc; ji++)
389 glTranslatef(fp->jv[ji].p[0],
393 glScalef(fp->jv[ji].r, 1.f, fp->jv[ji].r);
400 static void game_draw_swchs(const struct s_file *fp)
404 for (xi = 0; xi < fp->xc; xi++)
411 glTranslatef(fp->xv[xi].p[0],
415 glScalef(fp->xv[xi].r, 1.f, fp->xv[xi].r);
416 swch_draw(fp->xv[xi].f, fp->xv[xi].e);
422 /*---------------------------------------------------------------------------*/
424 static void game_refl_all(int s)
426 const float *ball_p = file.uv->p;
430 /* Rotate the environment about the position of the ball. */
432 glTranslatef(+ball_p[0], +ball_p[1], +ball_p[2]);
433 glRotatef(-game_rz, view_e[2][0], view_e[2][1], view_e[2][2]);
434 glRotatef(-game_rx, view_e[0][0], view_e[0][1], view_e[0][2]);
435 glTranslatef(-ball_p[0], -ball_p[1], -ball_p[2]);
437 /* Draw the floor. */
444 /*---------------------------------------------------------------------------*/
446 static void game_draw_light(void)
448 const float light_p[2][4] = {
449 { -8.0f, +32.0f, -8.0f, 0.0f },
450 { +8.0f, +32.0f, +8.0f, 0.0f },
452 const float light_c[2][4] = {
453 { 1.0f, 0.8f, 0.8f, 1.0f },
454 { 0.8f, 1.0f, 0.8f, 1.0f },
457 /* Configure the lighting. */
460 glLightfv(GL_LIGHT0, GL_POSITION, light_p[0]);
461 glLightfv(GL_LIGHT0, GL_DIFFUSE, light_c[0]);
462 glLightfv(GL_LIGHT0, GL_SPECULAR, light_c[0]);
465 glLightfv(GL_LIGHT1, GL_POSITION, light_p[1]);
466 glLightfv(GL_LIGHT1, GL_DIFFUSE, light_c[1]);
467 glLightfv(GL_LIGHT1, GL_SPECULAR, light_c[1]);
470 static void game_draw_back(int pose, int d, const float p[3])
472 float c[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
473 float t = SDL_GetTicks() / 1000.f + 120.0f;
479 glRotatef(game_rz * 2, view_e[2][0], view_e[2][1], view_e[2][2]);
480 glRotatef(game_rx * 2, view_e[0][0], view_e[0][1], view_e[0][2]);
483 glTranslatef(p[0], p[1], p[2]);
486 if (config_get_d(CONFIG_BACKGROUND))
488 /* Draw all background layers back to front. */
490 sol_back(&back, BACK_DIST, FAR_DIST, t);
492 sol_back(&back, 0, BACK_DIST, t);
494 /* Draw all foreground geometry in the background file. */
503 static void game_draw_fore(int pose, float rx, float ry, int d, const float p[3])
505 const float *ball_p = file.uv->p;
506 const float ball_r = file.uv->r;
508 glPushAttrib(GL_LIGHTING_BIT | GL_COLOR_BUFFER_BIT);
512 /* Rotate the environment about the position of the ball. */
514 glTranslatef(+ball_p[0], +ball_p[1] * d, +ball_p[2]);
515 glRotatef(-game_rz * d, view_e[2][0], view_e[2][1], view_e[2][2]);
516 glRotatef(-game_rx * d, view_e[0][0], view_e[0][1], view_e[0][2]);
517 glTranslatef(-ball_p[0], -ball_p[1] * d, -ball_p[2]);
528 glEnable(GL_CLIP_PLANE0);
529 glClipPlane(GL_CLIP_PLANE0, e);
532 /* Draw the floor. */
536 if (config_get_d(CONFIG_SHADOW))
538 shad_draw_set(ball_p, ball_r);
543 /* Draw the game elements. */
546 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
550 part_draw_coin(-rx * d, -ry);
551 game_draw_items(&file);
552 game_draw_balls(&file);
554 game_draw_goals(&file, -rx * d, -ry);
555 game_draw_jumps(&file);
556 game_draw_swchs(&file);
558 glDisable(GL_CLIP_PLANE0);
565 void game_draw(int pose, float st)
567 float fov = view_fov;
569 if (jump_b) fov *= 2.f * fabsf(jump_dt - 0.5);
573 config_push_persp(fov, 0.1f, FAR_DIST);
584 /* Compute and apply the view. */
586 v_sub(v, view_c, view_p);
588 rx = V_DEG(fatan2f(-v[1], fsqrtf(v[0] * v[0] + v[2] * v[2])));
589 ry = V_DEG(fatan2f(+v[0], -v[2])) + st;
591 glTranslatef(0.f, 0.f, -v_len(v));
592 glRotatef(rx, 1.f, 0.f, 0.f);
593 glRotatef(ry, 0.f, 1.f, 0.f);
594 glTranslatef(-view_c[0], -view_c[1], -view_c[2]);
596 if (config_get_d(CONFIG_REFLECTION))
598 /* Draw the mirror only into the stencil buffer. */
600 glDisable(GL_DEPTH_TEST);
601 glEnable(GL_STENCIL_TEST);
602 glStencilFunc(GL_ALWAYS, 1, 0xFFFFFFFF);
603 glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
604 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
608 /* Draw the scene reflected into color and depth buffers. */
610 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
611 glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
612 glStencilFunc(GL_EQUAL, 1, 0xFFFFFFFF);
613 glEnable(GL_DEPTH_TEST);
618 glScalef(+1.f, -1.f, +1.f);
621 game_draw_back(pose, -1, pdn);
622 game_draw_fore(pose, rx, ry, -1, pdn);
627 glDisable(GL_STENCIL_TEST);
630 /* Draw the scene normally. */
633 game_refl_all(pose ? 0 : config_get_d(CONFIG_SHADOW));
634 game_draw_back(pose, +1, pup);
635 game_draw_fore(pose, rx, ry, +1, pup);
640 /* Draw the fade overlay. */
646 /*---------------------------------------------------------------------------*/
648 static void game_update_grav(float h[3], const float g[3])
650 struct s_file *fp = &file;
653 float y[3] = { 0.f, 1.f, 0.f };
659 /* Compute the gravity vector from the given world rotations. */
661 v_sub(z, view_p, fp->uv->p);
667 m_rot (Z, z, V_RAD(game_rz));
668 m_rot (X, x, V_RAD(game_rx));
673 static void game_update_view(float dt)
675 float dc = view_dc * (jump_b ? 2.0f * fabsf(jump_dt - 0.5f) : 1.0f);
676 float dx = view_ry * dt * 5.0f;
679 view_a += view_ry * dt * 90.f;
681 /* Center the view about the ball. */
683 v_cpy(view_c, file.uv->p);
684 v_inv(view_v, file.uv->v);
686 switch (config_get_d(CONFIG_CAMERA))
688 case 1: /* Camera 1: Viewpoint chases the ball position. */
690 v_sub(view_e[2], view_p, view_c);
693 case 2: /* Camera 2: View vector is given by view angle. */
695 view_e[2][0] = fsinf(V_RAD(view_a));
697 view_e[2][2] = fcosf(V_RAD(view_a));
703 default: /* Default: View vector approaches the ball velocity vector. */
705 k = v_dot(view_v, view_v);
707 v_sub(view_e[2], view_p, view_c);
708 v_mad(view_e[2], view_e[2], view_v, k * dt / 4);
713 /* Orthonormalize the basis of the view in its new position. */
715 v_crs(view_e[0], view_e[1], view_e[2]);
716 v_crs(view_e[2], view_e[0], view_e[1]);
717 v_nrm(view_e[0], view_e[0]);
718 v_nrm(view_e[2], view_e[2]);
720 /* Compute the new view position. */
722 k = 1.0f + v_dot(view_e[2], view_v) / 10.0f;
724 view_k = view_k + (k - view_k) * dt;
726 if (view_k < 0.5) view_k = 0.5;
728 v_cpy(view_p, file.uv->p);
729 v_mad(view_p, view_p, view_e[0], dx * view_k);
730 v_mad(view_p, view_p, view_e[1], view_dp * view_k);
731 v_mad(view_p, view_p, view_e[2], view_dz * view_k);
733 /* Compute the new view center. */
735 v_cpy(view_c, file.uv->p);
736 v_mad(view_c, view_c, view_e[1], dc);
738 /* Note the current view angle. */
740 view_a = V_DEG(fatan2f(view_e[2][0], view_e[2][2]));
743 static void game_update_time(float dt, int b)
745 if (goal_c == 0 && goal_k < 1.0f)
748 /* The ticking clock. */
763 static int game_update_state(int bt)
765 struct s_file *fp = &file;
772 /* Test for an item. */
773 if (bt && (hp = sol_item_test(fp, p, COIN_RADIUS)))
775 int sound = AUD_COIN;
782 if (hp->t == ITEM_COIN)
786 /* Check for goal open. */
797 audio_play(sound, 1.f);
799 /* Reset item type. */
803 /* Test for a switch. */
804 if (sol_swch_test(fp, 0))
805 audio_play(AUD_SWITCH, 1.f);
807 /* Test for a jump. */
809 if (jump_e == 1 && jump_b == 0 && sol_jump_test(fp, jump_p, 0) == 1)
815 audio_play(AUD_JUMP, 1.f);
817 if (jump_e == 0 && jump_b == 0 && sol_jump_test(fp, jump_p, 0) == 0)
820 /* Test for a goal. */
822 if (bt && goal_c == 0 && (zp = sol_goal_test(fp, p, 0)))
824 audio_play(AUD_GOAL, 1.0f);
828 /* Test for time-out. */
830 if (bt && clock_down && clock <= 0.f)
832 audio_play(AUD_TIME, 1.0f);
836 /* Test for fall-out. */
838 if (bt && fp->uv[0].p[1] < fp->vv[0].p[1])
840 audio_play(AUD_FALL, 1.0f);
848 * On most hardware, rendering requires much more computing power than
849 * physics. Since physics takes less time than graphics, it make sense to
850 * detach the physics update time step from the graphics frame rate. By
851 * performing multiple physics updates for each graphics update, we get away
852 * with higher quality physics with little impact on overall performance.
854 * Toward this end, we establish a baseline maximum physics time step. If
855 * the measured frame time exceeds this maximum, we cut the time step in
856 * half, and do two updates. If THIS time step exceeds the maximum, we do
857 * four updates. And so on. In this way, the physics system is allowed to
858 * seek an optimal update rate independent of, yet in integral sync with, the
859 * graphics frame rate.
862 int game_step(const float g[3], float dt, int bt)
864 struct s_file *fp = &file;
876 /* Smooth jittery or discontinuous input. */
880 game_rx += (game_ix - game_rx) * t / RESPONSE;
881 game_rz += (game_iz - game_rz) * t / RESPONSE;
892 game_update_grav(h, g);
903 fp->uv[0].p[0] = jump_p[0];
904 fp->uv[0].p[1] = jump_p[1];
905 fp->uv[0].p[2] = jump_p[2];
914 while (t > MAX_DT && n < MAX_DN)
920 for (i = 0; i < n; i++)
921 if (b < (d = sol_step(fp, h, t, 0, NULL)))
924 /* Mix the sound of a ball bounce. */
928 float k = (b - 0.5f) * 2.0f;
932 if (fp->uv->r > grow_orig) audio_play(AUD_BUMPL, k);
933 else if (fp->uv->r < grow_orig) audio_play(AUD_BUMPS, k);
934 else audio_play(AUD_BUMPM, k);
936 else audio_play(AUD_BUMPM, k);
941 game_update_view(dt);
942 game_update_time(dt, bt);
944 return game_update_state(bt);
949 /*---------------------------------------------------------------------------*/
951 void game_no_aa(void)
953 float max = game_ix * game_ix + game_iz * game_iz;
954 if (max > ANGLE_BOUND * ANGLE_BOUND)
956 max = ANGLE_BOUND / sqrt(max);
962 void game_set_x(int k)
964 game_ix = -(ANGLE_BOUND) * k / JOY_MAX;
970 void game_set_z(int k)
972 game_iz = +ANGLE_BOUND * k / JOY_MAX;
978 void game_set_pos(int x, int y)
980 game_ix += 40.f * y / config_get_d(CONFIG_MOUSE_SENSE);
981 game_iz += 40.f * x / config_get_d(CONFIG_MOUSE_SENSE);
986 if (game_ix > +ANGLE_BOUND) game_ix = +ANGLE_BOUND;
987 if (game_ix < -ANGLE_BOUND) game_ix = -ANGLE_BOUND;
988 if (game_iz > +ANGLE_BOUND) game_iz = +ANGLE_BOUND;
989 if (game_iz < -ANGLE_BOUND) game_iz = -ANGLE_BOUND;
993 void game_set_rot(float r)
998 /*---------------------------------------------------------------------------*/
1000 void game_set_fly(float k)
1002 struct s_file *fp = &file;
1004 float x[3] = { 1.f, 0.f, 0.f };
1005 float y[3] = { 0.f, 1.f, 0.f };
1006 float z[3] = { 0.f, 0.f, 1.f };
1007 float c0[3] = { 0.f, 0.f, 0.f };
1008 float p0[3] = { 0.f, 0.f, 0.f };
1009 float c1[3] = { 0.f, 0.f, 0.f };
1010 float p1[3] = { 0.f, 0.f, 0.f };
1013 z[0] = fsinf(V_RAD(view_a));
1014 z[2] = fcosf(V_RAD(view_a));
1016 v_cpy(view_e[0], x);
1017 v_cpy(view_e[1], y);
1018 v_cpy(view_e[2], z);
1020 /* k = 0.0 view is at the ball. */
1024 v_cpy(c0, fp->uv[0].p);
1025 v_cpy(p0, fp->uv[0].p);
1028 v_mad(p0, p0, y, view_dp);
1029 v_mad(p0, p0, z, view_dz);
1030 v_mad(c0, c0, y, view_dc);
1032 /* k = +1.0 view is s_view 0 */
1034 if (k >= 0 && fp->wc > 0)
1036 v_cpy(p1, fp->wv[0].p);
1037 v_cpy(c1, fp->wv[0].q);
1040 /* k = -1.0 view is s_view 1 */
1042 if (k <= 0 && fp->wc > 1)
1044 v_cpy(p1, fp->wv[1].p);
1045 v_cpy(c1, fp->wv[1].q);
1048 /* Interpolate the views. */
1051 v_mad(view_p, p0, v, k * k);
1054 v_mad(view_c, c0, v, k * k);
1056 /* Orthonormalize the view basis. */
1058 v_sub(view_e[2], view_p, view_c);
1059 v_crs(view_e[0], view_e[1], view_e[2]);
1060 v_crs(view_e[2], view_e[0], view_e[1]);
1061 v_nrm(view_e[0], view_e[0]);
1062 v_nrm(view_e[2], view_e[2]);
1065 void game_look(float phi, float theta)
1067 view_c[0] = view_p[0] + fsinf(V_RAD(theta)) * fcosf(V_RAD(phi));
1068 view_c[1] = view_p[1] + fsinf(V_RAD(phi));
1069 view_c[2] = view_p[2] - fcosf(V_RAD(theta)) * fcosf(V_RAD(phi));
1072 /*---------------------------------------------------------------------------*/
1074 void game_kill_fade(void)
1080 void game_step_fade(float dt)
1082 if ((fade_k < 1.0f && fade_d > 0.0f) ||
1083 (fade_k > 0.0f && fade_d < 0.0f))
1084 fade_k += fade_d * dt;
1098 void game_fade(float d)
1103 /*---------------------------------------------------------------------------*/
1105 int put_game_state(FILE *fout)
1109 /* Write the view and tilt state. */
1111 put_float(fout, &game_rx);
1112 put_float(fout, &game_rz);
1113 put_array(fout, view_c, 3);
1114 put_array(fout, view_p, 3);
1116 /* Write the game simulation state. */
1118 put_file_state(fout, &file);
1125 int get_game_state(FILE *fin)
1129 /* Read the view and tilt state. */
1131 get_float(fin, &game_rx);
1132 get_float(fin, &game_rz);
1133 get_array(fin, view_c, 3);
1134 get_array(fin, view_p, 3);
1136 /* Read the game simulation state. */
1138 get_file_state(fin, &file);
1140 return (feof(fin) ? 0 : 1);
1145 /*---------------------------------------------------------------------------*/