-/*
+/*
* Copyright (C) 2003 Robert Kooima
*
* NEVERBALL is free software; you can redistribute it and/or modify
#include "part.h"
#include "image.h"
#include "audio.h"
-#include "solid.h"
+#include "solid_gl.h"
#include "config.h"
#include "binary.h"
#include "level.h"
static int coins = 0; /* Collected coins */
static int goal_c = 0; /* Goal coins remaining (0 = open) */
static float goal_k = 0; /* Goal animation */
-static int swch_e = 1; /* Switching enabled flag */
static int jump_e = 1; /* Jumping enabled flag */
static int jump_b = 0; /* Jump-in-progress flag */
static float jump_dt; /* Jump duration */
static float fade_k = 0.0; /* Fade in/out level */
static float fade_d = 0.0; /* Fade in/out direction */
+static int grow = 0; /* Should the ball be changing size? */
+static float grow_orig = 0; /* the original ball size */
+static float grow_goal = 0; /* how big or small to get! */
+static float grow_t = 0.0; /* timer for the ball to grow... */
+static float grow_strt = 0; /* starting value for growth */
+static int got_orig = 0; /* Do we know original ball size? */
+
+#define GROW_TIME 0.5f /* sec for the ball to get to size. */
+#define GROW_BIG 1.5f /* large factor */
+#define GROW_SMALL 0.5f /* small factor */
+
/*---------------------------------------------------------------------------*/
+static void grow_set(const struct s_file *fp, int type)
+{
+ if (!got_orig)
+ {
+ grow_orig = fp->uv->r;
+ grow_goal = grow_orig;
+ grow_strt = grow_orig;
+ got_orig = 1;
+ }
+
+ switch (type)
+ {
+ case ITEM_SHRINK:
+ audio_play(AUD_SHRINK, 1.f);
+
+ if (grow_goal == grow_orig * GROW_SMALL)
+ return;
+ else if (grow_goal == grow_orig * GROW_BIG)
+ {
+ grow_goal = grow_orig;
+ grow = 1;
+ }
+ else
+ {
+ grow_goal = grow_orig * GROW_SMALL;
+ grow = 1;
+ }
+
+ break;
+
+ case ITEM_GROW:
+ audio_play(AUD_GROW, 1.f);
+
+ if (grow_goal == grow_orig * GROW_BIG)
+ return;
+ else if (grow_goal == grow_orig * GROW_SMALL)
+ {
+ grow = 1;
+ grow_goal = grow_orig;
+ }
+ else
+ {
+ grow_goal = grow_orig * GROW_BIG;
+ grow = 1;
+ }
+
+ break;
+
+ default:
+ break;
+ }
+
+ if (grow)
+ {
+ grow_t = 0.0;
+ grow_strt = fp->uv->r;
+ }
+}
+
+static void grow_ball(const struct s_file *fp, float dt)
+{
+ float dr;
+
+ /* Calculate new size based on how long since you touched the coin... */
+
+ grow_t += dt;
+
+ if (grow_t >= GROW_TIME)
+ {
+ grow = 0;
+ grow_t = GROW_TIME;
+ }
+
+ dr = grow_strt + ((grow_goal-grow_strt) * (1.0f / (GROW_TIME / grow_t)));
+
+ /* No sinking through the floor! Keeps ball's bottom constant. */
+ fp->uv->p[1] += (dr - fp->uv->r);
+ fp->uv->r = dr;
+}
+
static void view_init(void)
{
view_a = 0.f;
view_e[2][2] = 1.f;
}
-int game_init(const struct level * level, int t, int g)
+int game_init(const struct level *level, int t, int g)
{
clock = (float) t / 100.f;
clock_down = (t > 0);
if (game_state)
game_free();
+ if (!sol_load_gl(&file, config_data(level->file),
+ config_get_d(CONFIG_TEXTURES),
+ config_get_d(CONFIG_SHADOW)))
+ return (game_state = 0);
+
+ game_state = 1;
+
game_ix = 0.f;
game_iz = 0.f;
game_rx = 0.f;
view_init();
back_init(level->grad, config_get_d(CONFIG_GEOMETRY));
- sol_load(&back, config_data(level->back),
- config_get_d(CONFIG_TEXTURES), 0);
+ sol_load_gl(&back, config_data(level->back),
+ config_get_d(CONFIG_TEXTURES), 0);
- if (sol_load(&file, level->file,
- config_get_d(CONFIG_TEXTURES), config_get_d(CONFIG_SHADOW)))
- return (game_state = 1);
- else
- return (game_state = 0);
+ /* Initialize ball size tracking... */
+
+ got_orig = 0;
+ grow = 0;
+
+ return game_state;
}
void game_free(void)
{
if (game_state)
{
- sol_free(&file);
- sol_free(&back);
+ sol_free_gl(&file);
+ sol_free_gl(&back);
back_free();
}
game_state = 0;
fp->uv[0].r);
glColor4fv(c);
-
ball_draw();
}
glPopMatrix();
}
-static void game_draw_coins(const struct s_file *fp)
+static void game_draw_items(const struct s_file *fp)
{
float r = 360.f * SDL_GetTicks() / 1000.f;
- int ci;
+ int hi;
- coin_push();
+ /* FIXME: Draw items of different types in one pass? */
+
+ item_push(ITEM_COIN);
{
- for (ci = 0; ci < fp->cc; ci++)
- if (fp->cv[ci].n > 0)
+ for (hi = 0; hi < fp->hc; hi++)
+
+ if (fp->hv[hi].t == ITEM_COIN && fp->hv[hi].n > 0)
+ {
+ glPushMatrix();
+ {
+ glTranslatef(fp->hv[hi].p[0],
+ fp->hv[hi].p[1],
+ fp->hv[hi].p[2]);
+ glRotatef(r, 0.0f, 1.0f, 0.0f);
+ item_draw(&fp->hv[hi], r);
+ }
+ glPopMatrix();
+ }
+ }
+ item_pull();
+
+ item_push(ITEM_SHRINK);
+ {
+ for (hi = 0; hi < fp->hc; hi++)
+
+ if (fp->hv[hi].t == ITEM_SHRINK)
{
glPushMatrix();
{
- glTranslatef(fp->cv[ci].p[0],
- fp->cv[ci].p[1],
- fp->cv[ci].p[2]);
+ glTranslatef(fp->hv[hi].p[0],
+ fp->hv[hi].p[1],
+ fp->hv[hi].p[2]);
glRotatef(r, 0.0f, 1.0f, 0.0f);
- coin_draw(fp->cv[ci].n, r);
+ item_draw(&fp->hv[hi], r);
}
glPopMatrix();
}
}
- coin_pull();
+ item_pull();
+
+ item_push(ITEM_GROW);
+ {
+ for (hi = 0; hi < fp->hc; hi++)
+
+ if (fp->hv[hi].t == ITEM_GROW)
+ {
+ glPushMatrix();
+ {
+ glTranslatef(fp->hv[hi].p[0],
+ fp->hv[hi].p[1],
+ fp->hv[hi].p[2]);
+ glRotatef(r, 0.0f, 1.0f, 0.0f);
+ item_draw(&fp->hv[hi], r);
+ }
+ glPopMatrix();
+ }
+ }
+ item_pull();
}
static void game_draw_goals(const struct s_file *fp, float rx, float ry)
fp->jv[ji].p[2]);
glScalef(fp->jv[ji].r, 1.f, fp->jv[ji].r);
- jump_draw();
+ jump_draw(!jump_e);
}
glPopMatrix();
}
for (xi = 0; xi < fp->xc; xi++)
{
- if (fp->xv[xi].i)
- continue;
+ if (fp->xv[xi].i)
+ continue;
+
glPushMatrix();
{
glTranslatef(fp->xv[xi].p[0],
fp->xv[xi].p[2]);
glScalef(fp->xv[xi].r, 1.f, fp->xv[xi].r);
- swch_draw(fp->xv[xi].f);
+ swch_draw(fp->xv[xi].f, fp->xv[xi].e);
}
glPopMatrix();
}
static void game_draw_light(void)
{
const float light_p[2][4] = {
- { -8.0f, +32.0f, -8.0f, 1.0f },
- { +8.0f, +32.0f, +8.0f, 1.0f },
+ { -8.0f, +32.0f, -8.0f, 0.0f },
+ { +8.0f, +32.0f, +8.0f, 0.0f },
};
const float light_c[2][4] = {
{ 1.0f, 0.8f, 0.8f, 1.0f },
{
const float *ball_p = file.uv->p;
const float ball_r = file.uv->r;
-
+
glPushAttrib(GL_LIGHTING_BIT | GL_COLOR_BUFFER_BIT);
{
glPushMatrix();
if (pose == 0)
{
part_draw_coin(-rx * d, -ry);
- game_draw_coins(&file);
+ game_draw_items(&file);
game_draw_balls(&file);
}
game_draw_goals(&file, -rx * d, -ry);
static int game_update_state(int bt)
{
struct s_file *fp = &file;
+ struct s_goal *zp;
+ struct s_item *hp;
+
float p[3];
float c[3];
- int n, e = swch_e;
- /* Test for a coin grab. */
-
- if (bt && (n = sol_coin_test(fp, p, COIN_RADIUS)) > 0)
+ /* Test for an item. */
+ if (bt && (hp = sol_item_test(fp, p, COIN_RADIUS)))
{
- coin_color(c, n);
+ int sound = AUD_COIN;
+
+ item_color(hp, c);
part_burst(p, c);
- coins += n;
- /* Check for goal open. */
- if (goal_c > 0)
- {
- goal_c = goal_c - n;
- if (goal_c <= 0)
- {
- audio_play(AUD_SWITCH, 1.f);
- goal_c = 0;
- }
- else
- audio_play(AUD_COIN, 1.f);
- }
- else
- audio_play(AUD_COIN, 1.f);
+ grow_set(fp, hp->t);
+
+ if (hp->t == ITEM_COIN)
+ {
+ coins += hp->n;
+
+ /* Check for goal open. */
+ if (goal_c > 0)
+ {
+ goal_c -= hp->n;
+ if (goal_c <= 0)
+ {
+ sound = AUD_SWITCH;
+ goal_c = 0;
+ }
+ }
+ }
+ audio_play(sound, 1.f);
+
+ /* Reset item type. */
+ hp->t = ITEM_NONE;
}
/* Test for a switch. */
-
- if ((swch_e = sol_swch_test(fp, swch_e, 0)) != e && e)
+ if (sol_swch_test(fp, 0))
audio_play(AUD_SWITCH, 1.f);
/* Test for a jump. */
jump_b = 1;
jump_e = 0;
jump_dt = 0.f;
-
+
audio_play(AUD_JUMP, 1.f);
}
if (jump_e == 0 && jump_b == 0 && sol_jump_test(fp, jump_p, 0) == 0)
/* Test for a goal. */
- if (bt && goal_c == 0 && sol_goal_test(fp, p, 0))
+ if (bt && goal_c == 0 && (zp = sol_goal_test(fp, p, 0)))
{
- audio_play(AUD_GOAL, 1.0f);
+ audio_play(AUD_GOAL, 1.0f);
return GAME_GOAL;
}
/* Test for time-out. */
if (bt && clock_down && clock <= 0.f)
+ {
+ audio_play(AUD_TIME, 1.0f);
return GAME_TIME;
+ }
/* Test for fall-out. */
if (bt && fp->uv[0].p[1] < fp->vv[0].p[1])
+ {
+ audio_play(AUD_FALL, 1.0f);
return GAME_FALL;
+ }
return GAME_NONE;
}
* the measured frame time exceeds this maximum, we cut the time step in
* half, and do two updates. If THIS time step exceeds the maximum, we do
* four updates. And so on. In this way, the physics system is allowed to
- * seek an optimal update rate independant of, yet in integral sync with, the
+ * seek an optimal update rate independent of, yet in integral sync with, the
* graphics frame rate.
*/
game_rz = game_iz;
}
+ if (grow)
+ grow_ball(fp, dt);
+
game_update_grav(h, g);
part_step(h, t);
/* Mix the sound of a ball bounce. */
if (b > 0.5)
- audio_play(AUD_BUMP, (b - 0.5f) * 2.0f);
+ {
+ float k = (b - 0.5f) * 2.0f;
+
+ if (got_orig)
+ {
+ if (fp->uv->r > grow_orig) audio_play(AUD_BUMPL, k);
+ else if (fp->uv->r < grow_orig) audio_play(AUD_BUMPS, k);
+ else audio_play(AUD_BUMPM, k);
+ }
+ else audio_play(AUD_BUMPM, k);
+ }
}
game_step_fade(dt);
float max = game_ix * game_ix + game_iz * game_iz;
if (max > ANGLE_BOUND * ANGLE_BOUND)
{
- max = ANGLE_BOUND / sqrt(max);
- game_ix *= max;
- game_iz *= max;
+ max = ANGLE_BOUND / sqrt(max);
+ game_ix *= max;
+ game_iz *= max;
}
}
{
game_ix += 40.f * y / config_get_d(CONFIG_MOUSE_SENSE);
game_iz += 40.f * x / config_get_d(CONFIG_MOUSE_SENSE);
-
+
#if NO_AA
game_no_aa();
#else
float p1[3] = { 0.f, 0.f, 0.f };
float v[3];
+ z[0] = fsinf(V_RAD(view_a));
+ z[2] = fcosf(V_RAD(view_a));
+
v_cpy(view_e[0], x);
v_cpy(view_e[1], y);
v_cpy(view_e[2], z);