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 drawed */
69 static int ball_b = 0; /* Is the ball a bonus ball? */
71 /*---------------------------------------------------------------------------*/
73 static void view_init(void)
78 view_fov = (float) config_get_d(CONFIG_VIEW_FOV);
79 view_dp = (float) config_get_d(CONFIG_VIEW_DP) / 100.0f;
80 view_dc = (float) config_get_d(CONFIG_VIEW_DC) / 100.0f;
81 view_dz = (float) config_get_d(CONFIG_VIEW_DZ) / 100.0f;
103 int game_init(const struct level * level, int t, int g)
105 clock = (float) t / 100.f;
106 clock_down = (t > 0);
119 /* Initialize jump and goal states. */
125 goal_k = (g == 0) ? 1.0f : 0.0f;
127 ball_b = level->is_bonus;
129 /* Initialise the level, background, particles, fade, and view. */
134 part_reset(GOAL_HEIGHT);
136 back_init(level->grad, config_get_d(CONFIG_GEOMETRY));
138 sol_load_gl(&back, config_data(level->back),
139 config_get_d(CONFIG_TEXTURES), 0);
141 if (sol_load_gl(&file, level->file,
142 config_get_d(CONFIG_TEXTURES), config_get_d(CONFIG_SHADOW)))
143 return (game_state = 1);
145 return (game_state = 0);
159 /*---------------------------------------------------------------------------*/
163 return (int) (clock * 100.f);
176 /*---------------------------------------------------------------------------*/
178 static void game_draw_balls(const struct s_file *fp)
180 float c[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
183 m_basis(M, fp->uv[0].e[0], fp->uv[0].e[1], fp->uv[0].e[2]);
187 glTranslatef(fp->uv[0].p[0],
188 fp->uv[0].p[1] + BALL_FUDGE,
191 glScalef(fp->uv[0].r,
202 static void game_draw_coins(const struct s_file *fp)
204 float r = 360.f * SDL_GetTicks() / 1000.f;
209 for (ci = 0; ci < fp->cc; ci++)
210 if (fp->cv[ci].n > 0)
214 glTranslatef(fp->cv[ci].p[0],
217 glRotatef(r, 0.0f, 1.0f, 0.0f);
218 coin_draw(fp->cv[ci].n, r);
226 static void game_draw_goals(const struct s_file *fp, float rx, float ry)
231 for (zi = 0; zi < fp->zc; zi++)
235 glTranslatef(fp->zv[zi].p[0],
239 part_draw_goal(rx, ry, fp->zv[zi].r, goal_k, fp->zv[zi].c);
241 glScalef(fp->zv[zi].r, goal_k, fp->zv[zi].r);
248 static void game_draw_jumps(const struct s_file *fp)
252 for (ji = 0; ji < fp->jc; ji++)
256 glTranslatef(fp->jv[ji].p[0],
260 glScalef(fp->jv[ji].r, 1.f, fp->jv[ji].r);
267 static void game_draw_swchs(const struct s_file *fp)
271 for (xi = 0; xi < fp->xc; xi++)
277 glTranslatef(fp->xv[xi].p[0],
281 glScalef(fp->xv[xi].r, 1.f, fp->xv[xi].r);
282 swch_draw(fp->xv[xi].f, fp->xv[xi].e);
288 /*---------------------------------------------------------------------------*/
290 static void game_refl_all(int s)
292 const float *ball_p = file.uv->p;
296 /* Rotate the environment about the position of the ball. */
298 glTranslatef(+ball_p[0], +ball_p[1], +ball_p[2]);
299 glRotatef(-game_rz, view_e[2][0], view_e[2][1], view_e[2][2]);
300 glRotatef(-game_rx, view_e[0][0], view_e[0][1], view_e[0][2]);
301 glTranslatef(-ball_p[0], -ball_p[1], -ball_p[2]);
303 /* Draw the floor. */
310 /*---------------------------------------------------------------------------*/
312 static void game_draw_light(void)
314 const float light_p[2][4] = {
315 { -8.0f, +32.0f, -8.0f, 1.0f },
316 { +8.0f, +32.0f, +8.0f, 1.0f },
318 const float light_c[2][4] = {
319 { 1.0f, 0.8f, 0.8f, 1.0f },
320 { 0.8f, 1.0f, 0.8f, 1.0f },
323 /* Configure the lighting. */
326 glLightfv(GL_LIGHT0, GL_POSITION, light_p[0]);
327 glLightfv(GL_LIGHT0, GL_DIFFUSE, light_c[0]);
328 glLightfv(GL_LIGHT0, GL_SPECULAR, light_c[0]);
331 glLightfv(GL_LIGHT1, GL_POSITION, light_p[1]);
332 glLightfv(GL_LIGHT1, GL_DIFFUSE, light_c[1]);
333 glLightfv(GL_LIGHT1, GL_SPECULAR, light_c[1]);
336 static void game_draw_back(int pose, int d, const float p[3])
338 float c[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
339 float t = SDL_GetTicks() / 1000.f + 120.0f;
345 glRotatef(game_rz * 2, view_e[2][0], view_e[2][1], view_e[2][2]);
346 glRotatef(game_rx * 2, view_e[0][0], view_e[0][1], view_e[0][2]);
349 glTranslatef(p[0], p[1], p[2]);
352 if (config_get_d(CONFIG_BACKGROUND))
354 /* Draw all background layers back to front. */
356 sol_back(&back, BACK_DIST, FAR_DIST, t);
358 sol_back(&back, 0, BACK_DIST, t);
360 /* Draw all foreground geometry in the background file. */
369 static void game_draw_fore(int pose, float rx, float ry, int d, const float p[3])
371 const float *ball_p = file.uv->p;
372 const float ball_r = file.uv->r;
374 glPushAttrib(GL_LIGHTING_BIT | GL_COLOR_BUFFER_BIT);
378 /* Rotate the environment about the position of the ball. */
380 glTranslatef(+ball_p[0], +ball_p[1] * d, +ball_p[2]);
381 glRotatef(-game_rz * d, view_e[2][0], view_e[2][1], view_e[2][2]);
382 glRotatef(-game_rx * d, view_e[0][0], view_e[0][1], view_e[0][2]);
383 glTranslatef(-ball_p[0], -ball_p[1] * d, -ball_p[2]);
394 glEnable(GL_CLIP_PLANE0);
395 glClipPlane(GL_CLIP_PLANE0, e);
398 /* Draw the floor. */
402 if (config_get_d(CONFIG_SHADOW) && drawball)
404 shad_draw_set(ball_p, ball_r);
409 /* Draw the game elements. */
412 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
416 part_draw_coin(-rx * d, -ry);
417 game_draw_coins(&file);
419 game_draw_balls(&file);
421 game_draw_goals(&file, -rx * d, -ry);
422 game_draw_jumps(&file);
423 game_draw_swchs(&file);
425 glDisable(GL_CLIP_PLANE0);
432 void game_draw(int pose, float st)
434 float fov = view_fov;
436 if (jump_b) fov *= 2.f * fabsf(jump_dt - 0.5);
440 config_push_persp(fov, 0.1f, FAR_DIST);
451 /* Compute and apply the view. */
453 v_sub(v, view_c, view_p);
455 rx = V_DEG(fatan2f(-v[1], fsqrtf(v[0] * v[0] + v[2] * v[2])));
456 ry = V_DEG(fatan2f(+v[0], -v[2])) + st;
458 glTranslatef(0.f, 0.f, -v_len(v));
459 glRotatef(rx, 1.f, 0.f, 0.f);
460 glRotatef(ry, 0.f, 1.f, 0.f);
461 glTranslatef(-view_c[0], -view_c[1], -view_c[2]);
463 if (config_get_d(CONFIG_REFLECTION))
465 /* Draw the mirror only into the stencil buffer. */
467 glDisable(GL_DEPTH_TEST);
468 glEnable(GL_STENCIL_TEST);
469 glStencilFunc(GL_ALWAYS, 1, 0xFFFFFFFF);
470 glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
471 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
475 /* Draw the scene reflected into color and depth buffers. */
477 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
478 glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
479 glStencilFunc(GL_EQUAL, 1, 0xFFFFFFFF);
480 glEnable(GL_DEPTH_TEST);
485 glScalef(+1.f, -1.f, +1.f);
488 game_draw_back(pose, -1, pdn);
489 game_draw_fore(pose, rx, ry, -1, pdn);
494 glDisable(GL_STENCIL_TEST);
497 /* Draw the scene normally. */
500 game_refl_all(pose ? 0 : config_get_d(CONFIG_SHADOW));
501 game_draw_back(pose, +1, pup);
502 game_draw_fore(pose, rx, ry, +1, pup);
507 /* Draw the fade overlay. */
513 /*---------------------------------------------------------------------------*/
515 static void game_update_grav(float h[3], const float g[3])
517 struct s_file *fp = &file;
520 float y[3] = { 0.f, 1.f, 0.f };
526 /* Compute the gravity vector from the given world rotations. */
528 v_sub(z, view_p, fp->uv->p);
534 m_rot (Z, z, V_RAD(game_rz));
535 m_rot (X, x, V_RAD(game_rx));
540 static void game_update_view(float dt)
542 float dc = view_dc * (jump_b ? 2.0f * fabsf(jump_dt - 0.5f) : 1.0f);
543 float dx = view_ry * dt * 5.0f;
546 view_a += view_ry * dt * 90.f;
548 /* Center the view about the ball. */
550 v_cpy(view_c, file.uv->p);
551 v_inv(view_v, file.uv->v);
553 switch (config_get_d(CONFIG_CAMERA))
555 case 1: /* Camera 1: Viewpoint chases the ball position. */
557 v_sub(view_e[2], view_p, view_c);
560 case 2: /* Camera 2: View vector is given by view angle. */
562 view_e[2][0] = fsinf(V_RAD(view_a));
564 view_e[2][2] = fcosf(V_RAD(view_a));
570 default: /* Default: View vector approaches the ball velocity vector. */
572 k = v_dot(view_v, view_v);
574 v_sub(view_e[2], view_p, view_c);
575 v_mad(view_e[2], view_e[2], view_v, k * dt / 4);
580 /* Orthonormalize the basis of the view in its new position. */
582 v_crs(view_e[0], view_e[1], view_e[2]);
583 v_crs(view_e[2], view_e[0], view_e[1]);
584 v_nrm(view_e[0], view_e[0]);
585 v_nrm(view_e[2], view_e[2]);
587 /* Compute the new view position. */
589 k = 1.0f + v_dot(view_e[2], view_v) / 10.0f;
591 view_k = view_k + (k - view_k) * dt;
593 if (view_k < 0.5) view_k = 0.5;
595 v_cpy(view_p, file.uv->p);
596 v_mad(view_p, view_p, view_e[0], dx * view_k);
597 v_mad(view_p, view_p, view_e[1], view_dp * view_k);
598 v_mad(view_p, view_p, view_e[2], view_dz * view_k);
600 /* Compute the new view center. */
602 v_cpy(view_c, file.uv->p);
603 v_mad(view_c, view_c, view_e[1], dc);
605 /* Note the current view angle. */
607 view_a = V_DEG(fatan2f(view_e[2][0], view_e[2][2]));
610 static void game_update_time(float dt, int b)
612 if (goal_c == 0 && goal_k < 1.0f)
615 /* The ticking clock. */
630 static int game_update_state(int *state_value)
632 struct s_file *fp = &file;
635 int bt = state_value != NULL;
639 /* Test for a coin grab. */
641 if (bt && (n = sol_coin_test(fp, p, COIN_RADIUS)) > 0)
647 /* Check for goal open. */
653 audio_play(AUD_SWITCH, 1.f);
657 audio_play(AUD_COIN, 1.f);
660 audio_play(AUD_COIN, 1.f);
663 /* Test for a switch. */
664 if (sol_swch_test(fp, 0))
665 audio_play(AUD_SWITCH, 1.f);
667 /* Test for a jump. */
669 if (jump_e == 1 && jump_b == 0 && sol_jump_test(fp, jump_p, 0) == 1)
675 audio_play(AUD_JUMP, 1.f);
677 if (jump_e == 0 && jump_b == 0 && sol_jump_test(fp, jump_p, 0) == 0)
680 /* Test for a goal. */
682 if (bt && goal_c == 0 && (g = sol_goal_test(fp, p, 0)))
685 audio_play(AUD_GOAL, 1.0f);
686 return g->c ? GAME_SPEC : GAME_GOAL;
689 /* Test for time-out. */
691 if (bt && clock_down && clock <= 0.f)
693 const GLfloat *p = fp->uv->p;
694 const GLfloat c[5] = {1.0f, 1.0f, 0.0f, 0.0f, 1.0f};
702 audio_play(AUD_TIME, 1.0f);
706 /* Test for fall-out. */
708 if (bt && fp->uv[0].p[1] < fp->vv[0].p[1])
710 audio_play(AUD_FALL, 1.0f);
718 * On most hardware, rendering requires much more computing power than
719 * physics. Since physics takes less time than graphics, it make sense to
720 * detach the physics update time step from the graphics frame rate. By
721 * performing multiple physics updates for each graphics update, we get away
722 * with higher quality physics with little impact on overall performance.
724 * Toward this end, we establish a baseline maximum physics time step. If
725 * the measured frame time exceeds this maximum, we cut the time step in
726 * half, and do two updates. If THIS time step exceeds the maximum, we do
727 * four updates. And so on. In this way, the physics system is allowed to
728 * seek an optimal update rate independant of, yet in integral sync with, the
729 * graphics frame rate.
732 int game_step(const float g[3], float dt, int *state_value)
734 struct s_file *fp = &file;
746 /* Smooth jittery or discontinuous input. */
750 game_rx += (game_ix - game_rx) * t / RESPONSE;
751 game_rz += (game_iz - game_rz) * t / RESPONSE;
759 game_update_grav(h, g);
772 fp->uv[0].p[0] = jump_p[0];
773 fp->uv[0].p[1] = jump_p[1];
774 fp->uv[0].p[2] = jump_p[2];
783 while (t > MAX_DT && n < MAX_DN)
789 for (i = 0; i < n; i++)
790 if (b < (d = sol_step(fp, h, t, 0, NULL)))
793 /* Mix the sound of a ball bounce. */
796 audio_play(AUD_BUMP, (b - 0.5f) * 2.0f);
800 game_update_view(dt);
801 game_update_time(dt, state_value != NULL);
803 return game_update_state(state_value);
808 /*---------------------------------------------------------------------------*/
810 void game_no_aa(void)
812 float max = game_ix * game_ix + game_iz * game_iz;
813 if (max > ANGLE_BOUND * ANGLE_BOUND)
815 max = ANGLE_BOUND / sqrt(max);
821 void game_set_x(int k)
823 game_ix = -(ANGLE_BOUND) * k / JOY_MAX;
829 void game_set_z(int k)
831 game_iz = +ANGLE_BOUND * k / JOY_MAX;
837 void game_set_pos(int x, int y)
839 game_ix += 40.f * y / config_get_d(CONFIG_MOUSE_SENSE);
840 game_iz += 40.f * x / config_get_d(CONFIG_MOUSE_SENSE);
845 if (game_ix > +ANGLE_BOUND) game_ix = +ANGLE_BOUND;
846 if (game_ix < -ANGLE_BOUND) game_ix = -ANGLE_BOUND;
847 if (game_iz > +ANGLE_BOUND) game_iz = +ANGLE_BOUND;
848 if (game_iz < -ANGLE_BOUND) game_iz = -ANGLE_BOUND;
852 void game_set_rot(float r)
857 /*---------------------------------------------------------------------------*/
859 void game_set_fly(float k)
861 struct s_file *fp = &file;
863 float x[3] = { 1.f, 0.f, 0.f };
864 float y[3] = { 0.f, 1.f, 0.f };
865 float z[3] = { 0.f, 0.f, 1.f };
866 float c0[3] = { 0.f, 0.f, 0.f };
867 float p0[3] = { 0.f, 0.f, 0.f };
868 float c1[3] = { 0.f, 0.f, 0.f };
869 float p1[3] = { 0.f, 0.f, 0.f };
876 /* k = 0.0 view is at the ball. */
880 v_cpy(c0, fp->uv[0].p);
881 v_cpy(p0, fp->uv[0].p);
884 v_mad(p0, p0, y, view_dp);
885 v_mad(p0, p0, z, view_dz);
886 v_mad(c0, c0, y, view_dc);
888 /* k = +1.0 view is s_view 0 */
890 if (k >= 0 && fp->wc > 0)
892 v_cpy(p1, fp->wv[0].p);
893 v_cpy(c1, fp->wv[0].q);
896 /* k = -1.0 view is s_view 1 */
898 if (k <= 0 && fp->wc > 1)
900 v_cpy(p1, fp->wv[1].p);
901 v_cpy(c1, fp->wv[1].q);
904 /* Interpolate the views. */
907 v_mad(view_p, p0, v, k * k);
910 v_mad(view_c, c0, v, k * k);
912 /* Orthonormalize the view basis. */
914 v_sub(view_e[2], view_p, view_c);
915 v_crs(view_e[0], view_e[1], view_e[2]);
916 v_crs(view_e[2], view_e[0], view_e[1]);
917 v_nrm(view_e[0], view_e[0]);
918 v_nrm(view_e[2], view_e[2]);
921 void game_look(float phi, float theta)
923 view_c[0] = view_p[0] + fsinf(V_RAD(theta)) * fcosf(V_RAD(phi));
924 view_c[1] = view_p[1] + fsinf(V_RAD(phi));
925 view_c[2] = view_p[2] - fcosf(V_RAD(theta)) * fcosf(V_RAD(phi));
928 /*---------------------------------------------------------------------------*/
930 void game_kill_fade(void)
936 void game_step_fade(float dt)
938 if ((fade_k < 1.0f && fade_d > 0.0f) ||
939 (fade_k > 0.0f && fade_d < 0.0f))
940 fade_k += fade_d * dt;
954 void game_fade(float d)
959 /*---------------------------------------------------------------------------*/
961 int put_game_state(FILE *fout)
965 /* Write the view and tilt state. */
967 put_float(fout, &game_rx);
968 put_float(fout, &game_rz);
969 put_array(fout, view_c, 3);
970 put_array(fout, view_p, 3);
972 /* Write the game simulation state. */
974 put_file_state(fout, &file);
981 int get_game_state(FILE *fin)
985 /* Read the view and tilt state. */
987 get_float(fin, &game_rx);
988 get_float(fin, &game_rz);
989 get_array(fin, view_c, 3);
990 get_array(fin, view_p, 3);
992 /* Read the game simulation state. */
994 get_file_state(fin, &file);
996 return (feof(fin) ? 0 : 1);
1001 /*---------------------------------------------------------------------------*/