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 */
82 /*---------------------------------------------------------------------------*/
84 static void grow_set(const struct s_file *fp, int size)
86 static int got_orig = 0;
89 grow_orig = fp->uv->r;
90 grow_goal = grow_orig;
91 grow_strt = grow_orig;
97 if (grow_goal == grow_orig * grow_small) return; /*already small!*/
98 else if (grow_goal == grow_orig * grow_big) /* big, let's set it to normal.*/
101 grow_goal = grow_orig;
103 else /*must be normal sized.*/
105 grow_goal = grow_orig * grow_small;
108 }/* done with 50% size coin */
111 if (grow_goal == grow_orig * grow_big) return; /*already big!*/
112 else if (grow_goal == grow_orig * grow_small) /* small, let's set it to normal.*/
115 grow_goal = grow_orig;
117 else /*must be normal sized.*/
119 grow_goal = grow_orig * grow_big;
122 }/* done with 150% size coin */
127 grow_strt = fp->uv->r;
131 static void grow_ball(const struct s_file *fp, float dt)
135 /*calculate new size based on how long since you touched the coin...*/
137 if (grow_t >= grow_time)
143 dr = grow_strt + ((grow_goal-grow_strt) * (1.0f / (grow_time / grow_t)));
145 fp->uv->p[1] += (dr - fp->uv->r); /*No sinking through the floor! keeps ball's bottom constant.*/
149 static void view_init(void)
151 /* Get the initial orientation angle */
153 view_a = file.uv->a - 90.f; /* angle is in the sol */
155 view_a = 0.f; /* default is north :) */
159 view_fov = (float) config_get_d(CONFIG_VIEW_FOV);
160 view_dp = (float) config_get_d(CONFIG_VIEW_DP) / 100.0f;
161 view_dc = (float) config_get_d(CONFIG_VIEW_DC) / 100.0f;
162 view_dz = (float) config_get_d(CONFIG_VIEW_DZ) / 100.0f;
184 int game_init(const struct level *level, int t, int g)
186 clock = (float) t / 100.f;
187 clock_down = (t > 0);
193 if (!sol_load_gl(&file, level->file, config_get_d(CONFIG_TEXTURES),
194 config_get_d(CONFIG_SHADOW)))
195 return (game_state = 0);
206 /* Initialize jump and goal states. */
212 goal_k = (g == 0) ? 1.0f : 0.0f;
214 ball_b = level->is_bonus;
216 /* Initialise the level, background, particles, fade, and view. */
221 part_reset(GOAL_HEIGHT);
223 back_init(level->grad, config_get_d(CONFIG_GEOMETRY));
225 sol_load_gl(&back, config_data(level->back),
226 config_get_d(CONFIG_TEXTURES), 0);
242 /*---------------------------------------------------------------------------*/
246 return (int) (clock * 100.f);
259 /*---------------------------------------------------------------------------*/
261 static void game_draw_balls(const struct s_file *fp)
263 float c[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
266 m_basis(M, fp->uv[0].e[0], fp->uv[0].e[1], fp->uv[0].e[2]);
270 glTranslatef(fp->uv[0].p[0],
271 fp->uv[0].p[1] + BALL_FUDGE,
274 glScalef(fp->uv[0].r,
285 static void game_draw_coins(const struct s_file *fp)
287 float r = 360.f * SDL_GetTicks() / 1000.f;
291 coin_push_text(0); /*regular coins*/
293 for (ci = 0; ci < fp->cc; ci++)
295 if (fp->cv[ci].n > 0 && fp->cv[ci].n < 50)
299 glTranslatef(fp->cv[ci].p[0],
302 glRotatef(r, 0.0f, 1.0f, 0.0f);
303 coin_draw(fp->cv[ci].n, r);
310 /*there has got to be a better way than three seperate loops,*/
311 /*once for each texture, but someone else is going to have to do it!*/
313 coin_push_text(50); /*any shrink coins?*/
315 for (ci = 0; ci < fp->cc; ci++)
317 if (fp->cv[ci].n == 50)
321 glTranslatef(fp->cv[ci].p[0],
324 glRotatef(r, 0.0f, 1.0f, 0.0f);
325 coin_draw(fp->cv[ci].n, r);
333 coin_push_text(150); /*any grow coins?*/
335 for (ci = 0; ci < fp->cc; ci++)
337 if (fp->cv[ci].n == 150)
341 glTranslatef(fp->cv[ci].p[0],
344 glRotatef(r, 0.0f, 1.0f, 0.0f);
345 coin_draw(fp->cv[ci].n, r);
353 static void game_draw_goals(const struct s_file *fp, float rx, float ry)
358 for (zi = 0; zi < fp->zc; zi++)
362 glTranslatef(fp->zv[zi].p[0],
366 part_draw_goal(rx, ry, fp->zv[zi].r, goal_k, fp->zv[zi].c);
368 glScalef(fp->zv[zi].r, goal_k, fp->zv[zi].r);
375 static void game_draw_jumps(const struct s_file *fp)
379 for (ji = 0; ji < fp->jc; ji++)
383 glTranslatef(fp->jv[ji].p[0],
387 glScalef(fp->jv[ji].r, 1.f, fp->jv[ji].r);
394 static void game_draw_swchs(const struct s_file *fp)
398 for (xi = 0; xi < fp->xc; xi++)
404 glTranslatef(fp->xv[xi].p[0],
408 glScalef(fp->xv[xi].r, 1.f, fp->xv[xi].r);
409 swch_draw(fp->xv[xi].f, fp->xv[xi].e);
415 /*---------------------------------------------------------------------------*/
417 static void game_refl_all(int s)
419 const float *ball_p = file.uv->p;
423 /* Rotate the environment about the position of the ball. */
425 glTranslatef(+ball_p[0], +ball_p[1], +ball_p[2]);
426 glRotatef(-game_rz, view_e[2][0], view_e[2][1], view_e[2][2]);
427 glRotatef(-game_rx, view_e[0][0], view_e[0][1], view_e[0][2]);
428 glTranslatef(-ball_p[0], -ball_p[1], -ball_p[2]);
430 /* Draw the floor. */
437 /*---------------------------------------------------------------------------*/
439 static void game_draw_light(void)
441 const float light_p[2][4] = {
442 { -8.0f, +32.0f, -8.0f, 1.0f },
443 { +8.0f, +32.0f, +8.0f, 1.0f },
445 const float light_c[2][4] = {
446 { 1.0f, 0.8f, 0.8f, 1.0f },
447 { 0.8f, 1.0f, 0.8f, 1.0f },
450 /* Configure the lighting. */
453 glLightfv(GL_LIGHT0, GL_POSITION, light_p[0]);
454 glLightfv(GL_LIGHT0, GL_DIFFUSE, light_c[0]);
455 glLightfv(GL_LIGHT0, GL_SPECULAR, light_c[0]);
458 glLightfv(GL_LIGHT1, GL_POSITION, light_p[1]);
459 glLightfv(GL_LIGHT1, GL_DIFFUSE, light_c[1]);
460 glLightfv(GL_LIGHT1, GL_SPECULAR, light_c[1]);
463 static void game_draw_back(int pose, int d, const float p[3])
465 float c[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
466 float t = SDL_GetTicks() / 1000.f + 120.0f;
472 glRotatef(game_rz * 2, view_e[2][0], view_e[2][1], view_e[2][2]);
473 glRotatef(game_rx * 2, view_e[0][0], view_e[0][1], view_e[0][2]);
476 glTranslatef(p[0], p[1], p[2]);
479 if (config_get_d(CONFIG_BACKGROUND))
481 /* Draw all background layers back to front. */
483 sol_back(&back, BACK_DIST, FAR_DIST, t);
485 sol_back(&back, 0, BACK_DIST, t);
487 /* Draw all foreground geometry in the background file. */
496 static void game_draw_fore(int pose, float rx, float ry, int d, const float p[3])
498 const float *ball_p = file.uv->p;
499 const float ball_r = file.uv->r;
501 glPushAttrib(GL_LIGHTING_BIT | GL_COLOR_BUFFER_BIT);
505 /* Rotate the environment about the position of the ball. */
507 glTranslatef(+ball_p[0], +ball_p[1] * d, +ball_p[2]);
508 glRotatef(-game_rz * d, view_e[2][0], view_e[2][1], view_e[2][2]);
509 glRotatef(-game_rx * d, view_e[0][0], view_e[0][1], view_e[0][2]);
510 glTranslatef(-ball_p[0], -ball_p[1] * d, -ball_p[2]);
521 glEnable(GL_CLIP_PLANE0);
522 glClipPlane(GL_CLIP_PLANE0, e);
525 /* Draw the floor. */
529 if (config_get_d(CONFIG_SHADOW) && drawball)
531 shad_draw_set(ball_p, ball_r);
536 /* Draw the game elements. */
539 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
543 part_draw_coin(-rx * d, -ry);
544 game_draw_coins(&file);
546 game_draw_balls(&file);
548 game_draw_goals(&file, -rx * d, -ry);
549 game_draw_jumps(&file);
550 game_draw_swchs(&file);
552 glDisable(GL_CLIP_PLANE0);
559 void game_draw(int pose, float st)
561 float fov = view_fov;
563 if (jump_b) fov *= 2.f * fabsf(jump_dt - 0.5);
567 config_push_persp(fov, 0.1f, FAR_DIST);
578 /* Compute and apply the view. */
580 v_sub(v, view_c, view_p);
582 rx = V_DEG(fatan2f(-v[1], fsqrtf(v[0] * v[0] + v[2] * v[2])));
583 ry = V_DEG(fatan2f(+v[0], -v[2])) + st;
585 glTranslatef(0.f, 0.f, -v_len(v));
586 glRotatef(rx, 1.f, 0.f, 0.f);
587 glRotatef(ry, 0.f, 1.f, 0.f);
588 glTranslatef(-view_c[0], -view_c[1], -view_c[2]);
590 if (config_get_d(CONFIG_REFLECTION))
592 /* Draw the mirror only into the stencil buffer. */
594 glDisable(GL_DEPTH_TEST);
595 glEnable(GL_STENCIL_TEST);
596 glStencilFunc(GL_ALWAYS, 1, 0xFFFFFFFF);
597 glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
598 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
602 /* Draw the scene reflected into color and depth buffers. */
604 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
605 glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
606 glStencilFunc(GL_EQUAL, 1, 0xFFFFFFFF);
607 glEnable(GL_DEPTH_TEST);
612 glScalef(+1.f, -1.f, +1.f);
615 game_draw_back(pose, -1, pdn);
616 game_draw_fore(pose, rx, ry, -1, pdn);
621 glDisable(GL_STENCIL_TEST);
624 /* Draw the scene normally. */
627 game_refl_all(pose ? 0 : config_get_d(CONFIG_SHADOW));
628 game_draw_back(pose, +1, pup);
629 game_draw_fore(pose, rx, ry, +1, pup);
634 /* Draw the fade overlay. */
640 /*---------------------------------------------------------------------------*/
642 static void game_update_grav(float h[3], const float g[3])
644 struct s_file *fp = &file;
647 float y[3] = { 0.f, 1.f, 0.f };
653 /* Compute the gravity vector from the given world rotations. */
655 v_sub(z, view_p, fp->uv->p);
661 m_rot (Z, z, V_RAD(game_rz));
662 m_rot (X, x, V_RAD(game_rx));
667 static void game_update_view(float dt)
669 float dc = view_dc * (jump_b ? 2.0f * fabsf(jump_dt - 0.5f) : 1.0f);
670 float dx = view_ry * dt * 5.0f;
673 view_a += view_ry * dt * 90.f;
675 /* Center the view about the ball. */
677 v_cpy(view_c, file.uv->p);
678 v_inv(view_v, file.uv->v);
680 switch (config_get_d(CONFIG_CAMERA))
682 case 1: /* Camera 1: Viewpoint chases the ball position. */
684 v_sub(view_e[2], view_p, view_c);
687 case 2: /* Camera 2: View vector is given by view angle. */
689 view_e[2][0] = fsinf(V_RAD(view_a));
691 view_e[2][2] = fcosf(V_RAD(view_a));
697 default: /* Default: View vector approaches the ball velocity vector. */
699 k = v_dot(view_v, view_v);
701 v_sub(view_e[2], view_p, view_c);
702 v_mad(view_e[2], view_e[2], view_v, k * dt / 4);
707 /* Orthonormalize the basis of the view in its new position. */
709 v_crs(view_e[0], view_e[1], view_e[2]);
710 v_crs(view_e[2], view_e[0], view_e[1]);
711 v_nrm(view_e[0], view_e[0]);
712 v_nrm(view_e[2], view_e[2]);
714 /* Compute the new view position. */
716 k = 1.0f + v_dot(view_e[2], view_v) / 10.0f;
718 view_k = view_k + (k - view_k) * dt;
720 if (view_k < 0.5) view_k = 0.5;
722 v_cpy(view_p, file.uv->p);
723 v_mad(view_p, view_p, view_e[0], dx * view_k);
724 v_mad(view_p, view_p, view_e[1], view_dp * view_k);
725 v_mad(view_p, view_p, view_e[2], view_dz * view_k);
727 /* Compute the new view center. */
729 v_cpy(view_c, file.uv->p);
730 v_mad(view_c, view_c, view_e[1], dc);
732 /* Note the current view angle. */
734 view_a = V_DEG(fatan2f(view_e[2][0], view_e[2][2]));
737 static void game_update_time(float dt, int b)
739 if (goal_c == 0 && goal_k < 1.0f)
742 /* The ticking clock. */
757 static int game_update_state(int *state_value)
759 struct s_file *fp = &file;
762 int bt = state_value != NULL;
766 /* Test for a coin grab. */
768 if (bt && (n = sol_coin_test(fp, p, COIN_RADIUS)) > 0)
773 /*add coins if regular, change radius if not.*/
778 grow_set(fp, n); /*only 50 and 150 will produce results.*/
782 /* Check for goal open. */
788 audio_play(AUD_SWITCH, 1.f);
792 audio_play(AUD_COIN, 1.f);
795 audio_play(AUD_COIN, 1.f);
798 /* Test for a switch. */
799 if (sol_swch_test(fp, 0))
800 audio_play(AUD_SWITCH, 1.f);
802 /* Test for a jump. */
804 if (jump_e == 1 && jump_b == 0 && sol_jump_test(fp, jump_p, 0) == 1)
810 audio_play(AUD_JUMP, 1.f);
812 if (jump_e == 0 && jump_b == 0 && sol_jump_test(fp, jump_p, 0) == 0)
815 /* Test for a goal. */
817 if (bt && goal_c == 0 && (g = sol_goal_test(fp, p, 0)))
820 audio_play(AUD_GOAL, 1.0f);
821 grow_goal = grow_orig;
822 return g->c ? GAME_SPEC : GAME_GOAL;
825 /* Test for time-out. */
827 if (bt && clock_down && clock <= 0.f)
829 const GLfloat *p = fp->uv->p;
830 const GLfloat c[5] = {1.0f, 1.0f, 0.0f, 0.0f, 1.0f};
838 grow_goal = grow_orig;
839 audio_play(AUD_TIME, 1.0f);
843 /* Test for fall-out. */
845 if (bt && fp->uv[0].p[1] < fp->vv[0].p[1])
847 audio_play(AUD_FALL, 1.0f);
848 grow_goal = grow_orig;
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 /*---------------------------------------------------------------------------*/