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.
22 #include "st_shared.h"
26 #include "st_fall_out.h"
27 #include "st_time_out.h"
31 /*---------------------------------------------------------------------------*/
33 static int view_rotate;
35 static int pause_or_exit(void)
37 if (SDL_GetModState() & KMOD_SHIFT)
39 level_stat(GAME_NONE, curr_clock(), curr_coins());
43 return goto_state(&st_over);
48 /*---------------------------------------------------------------------------*/
50 static int play_ready_enter(void)
54 if ((id = gui_label(0, _("Ready?"), GUI_LRG, GUI_ALL, 0, 0)))
60 audio_play(AUD_READY, 1.0f);
66 static void play_ready_timer(int id, float dt)
68 float t = time_state();
70 game_set_fly(1.0f - 0.5f * t);
72 if (dt > 0.0f && t > 1.0f)
73 goto_state(&st_play_set);
79 static int play_ready_click(int b, int d)
81 return (b < 0 && d == 1) ? goto_state(&st_play_loop) : 1;
84 static int play_ready_keybd(int c, int d)
87 if (config_tst_d(CONFIG_KEY_PAUSE, c))
92 static int play_ready_buttn(int b, int d)
96 if (config_tst_d(CONFIG_JOYSTICK_BUTTON_A, b))
97 return goto_state(&st_play_loop);
98 if (config_tst_d(CONFIG_JOYSTICK_BUTTON_EXIT, b))
99 return pause_or_exit();
104 /*---------------------------------------------------------------------------*/
106 static int play_set_enter(void)
110 if ((id = gui_label(0, _("Set?"), GUI_LRG, GUI_ALL, 0, 0)))
112 gui_layout(id, 0, 0);
116 audio_play(AUD_SET, 1.f);
123 static void play_set_timer(int id, float dt)
125 float t = time_state();
127 game_set_fly(0.5f - 0.5f * t);
129 if (dt > 0.0f && t > 1.0f)
130 goto_state(&st_play_loop);
136 static int play_set_click(int b, int d)
141 return goto_state(&st_play_loop);
146 static int play_set_keybd(int c, int d)
149 if (config_tst_d(CONFIG_KEY_PAUSE, c))
154 static int play_set_buttn(int b, int d)
158 if (config_tst_d(CONFIG_JOYSTICK_BUTTON_A, b))
159 return goto_state(&st_play_loop);
160 if (config_tst_d(CONFIG_JOYSTICK_BUTTON_EXIT, b))
161 return pause_or_exit();
166 /*---------------------------------------------------------------------------*/
168 static int nohud = 0;
170 static int play_loop_enter(void)
181 if ((id = gui_label(0, _("GO!"), GUI_LRG, GUI_ALL, gui_blu, gui_grn)))
183 gui_layout(id, 0, 0);
187 audio_play(AUD_GO, 1.f);
192 hud_view_pulse(config_get_d(CONFIG_CAMERA));
201 static void play_loop_paint(int id, float st)
208 if (time_state() < 1.f)
212 static void play_loop_timer(int id, float dt)
214 float k = ((SDL_GetModState() & KMOD_SHIFT) ?
215 (float) config_get_d(CONFIG_ROTATE_FAST) / 100.f:
216 (float) config_get_d(CONFIG_ROTATE_SLOW) / 100.f);
220 float g[3] = { 0.0f, -9.8f, 0.0f };
222 at = (7 * at + dt) / 8;
226 game_set_rot(view_rotate * k);
228 switch (game_step(g, at, 1))
231 level_stat(GAME_GOAL, curr_clock(), curr_coins());
233 goto_state(&st_goal);
237 level_stat(GAME_FALL, curr_clock(), curr_coins());
239 goto_state(&st_fall_out);
243 level_stat(GAME_TIME, curr_clock(), curr_coins());
245 goto_state(&st_time_out);
256 static void play_loop_point(int id, int x, int y, int dx, int dy)
258 game_set_pos(dx, dy);
261 static void play_loop_stick(int id, int a, int k)
263 if (config_tst_d(CONFIG_JOYSTICK_AXIS_X, a))
265 if (config_tst_d(CONFIG_JOYSTICK_AXIS_Y, a))
269 static int play_loop_click(int b, int d)
271 view_rotate = d ? b : 0;
275 static int play_loop_keybd(int c, int d)
279 if (config_tst_d(CONFIG_KEY_CAMERA_R, c))
281 if (config_tst_d(CONFIG_KEY_CAMERA_L, c))
284 if (config_tst_d(CONFIG_KEY_CAMERA_1, c))
286 config_set_d(CONFIG_CAMERA, 0);
289 if (config_tst_d(CONFIG_KEY_CAMERA_2, c))
291 config_set_d(CONFIG_CAMERA, 1);
294 if (config_tst_d(CONFIG_KEY_CAMERA_3, c))
296 config_set_d(CONFIG_CAMERA, 2);
299 if (config_tst_d(CONFIG_KEY_RESTART, c) &&
300 curr_lg()->mode != MODE_CHALLENGE)
303 goto_state(&st_play_ready);
305 if (config_tst_d(CONFIG_KEY_PAUSE, c))
310 if (config_tst_d(CONFIG_KEY_CAMERA_R, c))
312 if (config_tst_d(CONFIG_KEY_CAMERA_L, c))
316 if (d && c == SDLK_F12 && config_cheat())
317 return goto_state(&st_look);
319 if (d && c == SDLK_F6)
322 if (d && c == SDLK_c && config_cheat())
324 level_stat(GAME_GOAL, curr_clock(), curr_coins());
325 return goto_state(&st_goal);
330 static int play_loop_buttn(int b, int d)
334 if (config_tst_d(CONFIG_JOYSTICK_BUTTON_EXIT, b))
337 if (config_tst_d(CONFIG_JOYSTICK_BUTTON_R, b))
339 if (config_tst_d(CONFIG_JOYSTICK_BUTTON_L, b))
342 if (config_tst_d(CONFIG_JOYSTICK_CAMERA_1, b))
344 config_set_d(CONFIG_CAMERA, 0);
347 if (config_tst_d(CONFIG_JOYSTICK_CAMERA_2, b))
349 config_set_d(CONFIG_CAMERA, 1);
352 if (config_tst_d(CONFIG_JOYSTICK_CAMERA_3, b))
354 config_set_d(CONFIG_CAMERA, 2);
360 if (config_tst_d(CONFIG_JOYSTICK_BUTTON_R, b))
362 if (config_tst_d(CONFIG_JOYSTICK_BUTTON_L, b))
368 /*---------------------------------------------------------------------------*/
373 static int look_enter(void)
380 static void look_leave(int id)
384 static void look_paint(int id, float st)
389 static void look_point(int id, int x, int y, int dx, int dy)
391 phi += 90.0f * dy / config_get_d(CONFIG_HEIGHT);
392 theta += 180.0f * dx / config_get_d(CONFIG_WIDTH);
394 if (phi > +90.0f) phi = +90.0f;
395 if (phi < -90.0f) phi = -90.0f;
397 if (theta > +180.0f) theta -= 360.0f;
398 if (theta < -180.0f) theta += 360.0f;
400 game_look(phi, theta);
403 static int look_keybd(int c, int d)
405 if (d && c == SDLK_F12)
406 return goto_state(&st_play_loop);
411 static int look_buttn(int b, int d)
413 if (d && config_tst_d(CONFIG_JOYSTICK_BUTTON_EXIT, b))
414 return goto_state(&st_play_loop);
419 /*---------------------------------------------------------------------------*/
421 struct state st_play_ready = {
434 struct state st_play_set = {
447 struct state st_play_loop = {
460 struct state st_look = {