Clear "paused" flag on delete/keep at Replay Paused screen.
[neverball] / ball / game.c
index a02a638..9ba923b 100644 (file)
@@ -1,4 +1,4 @@
-/*   
+/*
  * Copyright (C) 2003 Robert Kooima
  *
  * NEVERBALL is  free software; you can redistribute  it and/or modify
@@ -23,7 +23,7 @@
 #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"
@@ -59,7 +59,6 @@ static float view_k;
 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                     */
@@ -67,8 +66,99 @@ static float jump_p[3];                 /* Jump destination                  */
 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;
@@ -99,7 +189,7 @@ static void view_init(void)
     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);
@@ -108,6 +198,13 @@ int game_init(const struct level * level, int t, int g)
     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;
@@ -130,22 +227,23 @@ int game_init(const struct level * level, int t, int g)
     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;
@@ -168,11 +266,6 @@ int curr_goal(void)
     return goal_c;
 }
 
-char *curr_intro(void)
-{
-    return (file.ac > 0) ? file.av : NULL;
-}
-
 /*---------------------------------------------------------------------------*/
 
 static void game_draw_balls(const struct s_file *fp)
@@ -193,34 +286,74 @@ static void game_draw_balls(const struct s_file *fp)
                  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;
+
+    /* FIXME:  Draw items of different types in one pass? */
+
+    item_push(ITEM_COIN);
+    {
+        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();
 
-    coin_push();
+    item_push(ITEM_SHRINK);
     {
-        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_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)
@@ -258,7 +391,7 @@ static void game_draw_jumps(const struct s_file *fp)
                          fp->jv[ji].p[2]);
 
             glScalef(fp->jv[ji].r, 1.f, fp->jv[ji].r);
-            jump_draw();
+            jump_draw(!jump_e);
         }
         glPopMatrix();
     }
@@ -270,6 +403,9 @@ static void game_draw_swchs(const struct s_file *fp)
 
     for (xi = 0; xi < fp->xc; xi++)
     {
+        if (fp->xv[xi].i)
+            continue;
+
         glPushMatrix();
         {
             glTranslatef(fp->xv[xi].p[0],
@@ -277,7 +413,7 @@ static void game_draw_swchs(const struct s_file *fp)
                          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();
     }
@@ -310,8 +446,8 @@ static void game_refl_all(int s)
 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 },
@@ -368,7 +504,7 @@ static void game_draw_fore(int pose, float rx, float ry, int d, const float p[3]
 {
     const float *ball_p = file.uv->p;
     const float  ball_r = file.uv->r;
-    
+
     glPushAttrib(GL_LIGHTING_BIT | GL_COLOR_BUFFER_BIT);
     {
         glPushMatrix();
@@ -412,7 +548,7 @@ static void game_draw_fore(int pose, float rx, float ry, int d, const float p[3]
             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);
@@ -627,37 +763,45 @@ static void game_update_time(float dt, int b)
 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. */
@@ -667,7 +811,7 @@ static int game_update_state(int bt)
         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)
@@ -675,21 +819,27 @@ static int game_update_state(int bt)
 
     /* 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;
 }
@@ -705,7 +855,7 @@ static int game_update_state(int bt)
  * 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.
  */
 
@@ -736,6 +886,9 @@ int game_step(const float g[3], float dt, int bt)
             game_rz = game_iz;
         }
 
+        if (grow)
+            grow_ball(fp, dt);
+
         game_update_grav(h, g);
         part_step(h, t);
 
@@ -771,7 +924,17 @@ int game_step(const float g[3], float dt, int bt)
             /* 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);
@@ -790,9 +953,9 @@ void game_no_aa(void)
     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;
     }
 }
 
@@ -816,7 +979,7 @@ void game_set_pos(int x, int y)
 {
     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
@@ -847,6 +1010,9 @@ void game_set_fly(float k)
     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);