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 ball_b = 0; /* Is the ball a bonus ball? */
+
+/*---------------------------------------------------------------------------*/
static int grow = 0; /* Should the ball be changing size? */
static float grow_orig = 0; /* the original ball size */
#define GROW_BIG 1.5f /* large factor */
#define GROW_SMALL 0.5f /* small factor */
-/*---------------------------------------------------------------------------*/
+static int grow_state = 0; /* Current state (values -1, 0, +1) */
-static void grow_set(const struct s_file *fp, int type)
+static void grow_init(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;
+ grow_orig = fp->uv->r;
+ grow_goal = grow_orig;
+ grow_strt = grow_orig;
+
+ grow_state = 0;
+
+ got_orig = 1;
}
- switch (type)
+ if (type == ITEM_SHRINK)
{
- 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
+ switch (grow_state)
{
+ case -1:
+ break;
+
+ case 0:
grow_goal = grow_orig * GROW_SMALL;
+ grow_state = -1;
grow = 1;
- }
-
- break;
+ break;
- case ITEM_GROW:
+ case +1:
+ grow_goal = grow_orig;
+ grow_state = 0;
+ grow = 1;
+ break;
+ }
+ }
+ else if (type == ITEM_GROW)
+ {
audio_play(AUD_GROW, 1.f);
- if (grow_goal == grow_orig * GROW_BIG)
- return;
- else if (grow_goal == grow_orig * GROW_SMALL)
+ switch (grow_state)
{
- grow = 1;
+ case -1:
grow_goal = grow_orig;
- }
- else
- {
- grow_goal = grow_orig * GROW_BIG;
+ grow_state = 0;
grow = 1;
- }
+ break;
- break;
+ case 0:
+ grow_goal = grow_orig * GROW_BIG;
+ grow_state = +1;
+ grow = 1;
+ break;
- default:
- break;
+ case +1:
+ break;
+ }
}
if (grow)
}
}
-static void grow_ball(const struct s_file *fp, float dt)
+static void grow_step(const struct s_file *fp, float dt)
{
float dr;
+ if (!grow)
+ return;
+
/* Calculate new size based on how long since you touched the coin... */
grow_t += dt;
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;
+
+ fp->uv->p[1] += (dr - fp->uv->r);
+ fp->uv->r = dr;
}
+/*---------------------------------------------------------------------------*/
+
static void view_init(void)
{
view_a = 0.f;
fp->uv[0].r);
glColor4fv(c);
-
- ball_draw(ball_b);
+ ball_draw();
}
glPopMatrix();
}
float r = 360.f * SDL_GetTicks() / 1000.f;
int hi;
- /* FIXME: Draw items of different types in one pass? */
-
item_push(ITEM_COIN);
{
for (hi = 0; hi < fp->hc; hi++)
static void game_draw_goals(const struct s_file *fp, float rx, float ry)
{
- int zi;
-
if (goal_c == 0)
+ {
+ int zi;
+
+ /* Draw the goal particles. */
+
+ glEnable(GL_TEXTURE_2D);
+ {
+ for (zi = 0; zi < fp->zc; zi++)
+ {
+ glPushMatrix();
+ {
+ glTranslatef(fp->zv[zi].p[0],
+ fp->zv[zi].p[1],
+ fp->zv[zi].p[2]);
+
+ part_draw_goal(rx, ry, fp->zv[zi].r, goal_k);
+ }
+ glPopMatrix();
+ }
+ }
+ glDisable(GL_TEXTURE_2D);
+
+ /* Draw the goal column. */
+
for (zi = 0; zi < fp->zc; zi++)
{
glPushMatrix();
fp->zv[zi].p[1],
fp->zv[zi].p[2]);
- part_draw_goal(rx, ry, fp->zv[zi].r, goal_k, fp->zv[zi].c);
+ glScalef(fp->zv[zi].r,
+ goal_k,
+ fp->zv[zi].r);
- glScalef(fp->zv[zi].r, goal_k, fp->zv[zi].r);
goal_draw();
}
glPopMatrix();
}
+ }
}
static void game_draw_jumps(const struct s_file *fp)
glTranslatef(fp->jv[ji].p[0],
fp->jv[ji].p[1],
fp->jv[ji].p[2]);
+ glScalef(fp->jv[ji].r,
+ 1.0f,
+ fp->jv[ji].r);
- glScalef(fp->jv[ji].r, 1.f, fp->jv[ji].r);
jump_draw(!jump_e);
}
glPopMatrix();
glTranslatef(fp->xv[xi].p[0],
fp->xv[xi].p[1],
fp->xv[xi].p[2]);
+ glScalef(fp->xv[xi].r,
+ 1.0f,
+ fp->xv[xi].r);
- glScalef(fp->xv[xi].r, 1.f, fp->xv[xi].r);
swch_draw(fp->xv[xi].f, fp->xv[xi].e);
}
glPopMatrix();
/*---------------------------------------------------------------------------*/
-static void game_refl_all(int s)
+static void game_refl_all()
{
const float *ball_p = file.uv->p;
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 },
{
/* Draw all background layers back to front. */
- sol_back(&back, BACK_DIST, FAR_DIST, t);
+ sol_back(&back, BACK_DIST, FAR_DIST, t);
back_draw(0);
- sol_back(&back, 0, BACK_DIST, t);
+ sol_back(&back, 0, BACK_DIST, t);
/* Draw all foreground geometry in the background file. */
+ /* HACK: This is never used.
sol_draw(&back);
+ */
}
else back_draw(0);
}
glPopMatrix();
}
-static void game_draw_fore(int pose, float rx, float ry, int d, const float p[3])
+static void game_draw_fore(int pose, float rx,
+ float ry, int d, const float p[3])
{
+ static const float a[4] = { 0.2f, 0.2f, 0.2f, 1.0f };
+ static const float s[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
+ static const float e[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
+ static const float h[1] = { 0.0f };
+
const float *ball_p = file.uv->p;
const float ball_r = file.uv->r;
- glPushAttrib(GL_LIGHTING_BIT | GL_COLOR_BUFFER_BIT);
+ glPushMatrix();
{
- glPushMatrix();
- {
- /* Rotate the environment about the position of the ball. */
+ /* Rotate the environment about the position of the ball. */
- glTranslatef(+ball_p[0], +ball_p[1] * d, +ball_p[2]);
- glRotatef(-game_rz * d, view_e[2][0], view_e[2][1], view_e[2][2]);
- glRotatef(-game_rx * d, view_e[0][0], view_e[0][1], view_e[0][2]);
- glTranslatef(-ball_p[0], -ball_p[1] * d, -ball_p[2]);
+ glTranslatef(+ball_p[0], +ball_p[1] * d, +ball_p[2]);
+ glRotatef(-game_rz * d, view_e[2][0], view_e[2][1], view_e[2][2]);
+ glRotatef(-game_rx * d, view_e[0][0], view_e[0][1], view_e[0][2]);
+ glTranslatef(-ball_p[0], -ball_p[1] * d, -ball_p[2]);
- if (d < 0)
- {
- GLdouble e[4];
+ if (d < 0)
+ {
+ GLdouble e[4];
- e[0] = +0;
- e[1] = +1;
- e[2] = +0;
- e[3] = -0.00001;
+ e[0] = +0;
+ e[1] = +1;
+ e[2] = +0;
+ e[3] = -0.00001;
- glEnable(GL_CLIP_PLANE0);
- glClipPlane(GL_CLIP_PLANE0, e);
- }
+ glEnable(GL_CLIP_PLANE0);
+ glClipPlane(GL_CLIP_PLANE0, e);
+ }
- /* Draw the floor. */
+ /* Draw the floor. */
- sol_draw(&file);
+ sol_draw(&file);
- if (config_get_d(CONFIG_SHADOW))
+ if (pose == 0)
+ {
+ /* Draw the ball shadow. */
+
+ if (d > 0 && config_get_d(CONFIG_SHADOW))
{
shad_draw_set(ball_p, ball_r);
sol_shad(&file);
shad_draw_clr();
}
- /* Draw the game elements. */
+ /* Draw the ball and coins. */
+
+ game_draw_items(&file);
+ game_draw_balls(&file);
+ }
+
+ /* Draw the particles and light columns. */
+
+ glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, a);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, s);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, e);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, h);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_COLOR_MATERIAL);
+ glDisable(GL_LIGHTING);
+ glDepthMask(GL_FALSE);
+ {
+ part_draw_coin(-rx * d, -ry);
- if (pose == 0)
+ glDisable(GL_TEXTURE_2D);
{
- part_draw_coin(-rx * d, -ry);
- game_draw_items(&file);
- game_draw_balls(&file);
+ game_draw_goals(&file, -rx * d, -ry);
+ game_draw_jumps(&file);
+ game_draw_swchs(&file);
}
- game_draw_goals(&file, -rx * d, -ry);
- game_draw_jumps(&file);
- game_draw_swchs(&file);
+ glEnable(GL_TEXTURE_2D);
+ }
+ glDepthMask(GL_TRUE);
+ glEnable(GL_LIGHTING);
+ glDisable(GL_COLOR_MATERIAL);
+ if (d < 0)
glDisable(GL_CLIP_PLANE0);
- }
- glPopMatrix();
}
- glPopAttrib();
+ glPopMatrix();
}
void game_draw(int pose, float st)
if (config_get_d(CONFIG_REFLECTION))
{
- /* Draw the mirror only into the stencil buffer. */
-
- glDisable(GL_DEPTH_TEST);
glEnable(GL_STENCIL_TEST);
- glStencilFunc(GL_ALWAYS, 1, 0xFFFFFFFF);
- glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
- glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
+ {
+ /* Draw the mirrors only into the stencil buffer. */
- game_refl_all(0);
+ glStencilFunc(GL_ALWAYS, 1, 0xFFFFFFFF);
+ glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
+ glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
+ glDepthMask(GL_FALSE);
- /* Draw the scene reflected into color and depth buffers. */
+ game_refl_all();
- glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
- glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
- glStencilFunc(GL_EQUAL, 1, 0xFFFFFFFF);
- glEnable(GL_DEPTH_TEST);
+ glDepthMask(GL_TRUE);
+ glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+ glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
+ glStencilFunc(GL_EQUAL, 1, 0xFFFFFFFF);
- glFrontFace(GL_CW);
- glPushMatrix();
- {
- glScalef(+1.f, -1.f, +1.f);
+ /* Draw the scene reflected into color and depth buffers. */
- game_draw_light();
- game_draw_back(pose, -1, pdn);
- game_draw_fore(pose, rx, ry, -1, pdn);
- }
- glPopMatrix();
- glFrontFace(GL_CCW);
+ glFrontFace(GL_CW);
+ glPushMatrix();
+ {
+ glScalef(+1.f, -1.f, +1.f);
+ game_draw_light();
+ game_draw_back(pose, -1, pdn);
+ game_draw_fore(pose, rx, ry, -1, pdn);
+ }
+ glPopMatrix();
+ glFrontFace(GL_CCW);
+ }
glDisable(GL_STENCIL_TEST);
}
/* Draw the scene normally. */
game_draw_light();
- game_refl_all(pose ? 0 : config_get_d(CONFIG_SHADOW));
+ game_refl_all();
game_draw_back(pose, +1, pup);
game_draw_fore(pose, rx, ry, +1, pup);
}
}
}
-static int game_update_state(int *state_value)
+static int game_update_state(int bt)
{
struct s_file *fp = &file;
struct s_goal *zp;
float p[3];
float c[3];
- int bt = state_value != NULL;
-
/* Test for an item. */
if (bt && (hp = sol_item_test(fp, p, COIN_RADIUS)))
{
- int sound = AUD_COIN;
+ const char *sound = AUD_COIN;
item_color(hp, c);
part_burst(p, c);
- grow_set(fp, hp->t);
+ grow_init(fp, hp->t);
if (hp->t == ITEM_COIN)
{
if (bt && goal_c == 0 && (zp = sol_goal_test(fp, p, 0)))
{
- *state_value = zp->s;
audio_play(AUD_GOAL, 1.0f);
- return zp->c ? GAME_SPEC : GAME_GOAL;
+ return GAME_GOAL;
}
/* Test for time-out. */
* graphics frame rate.
*/
-int game_step(const float g[3], float dt, int *state_value)
+int game_step(const float g[3], float dt, int bt)
{
struct s_file *fp = &file;
game_rz = game_iz;
}
- if (grow)
- grow_ball(fp, dt);
+ grow_step(fp, dt);
game_update_grav(h, g);
part_step(h, t);
if (b > 0.5)
{
float k = (b - 0.5f) * 2.0f;
-
+
if (got_orig)
{
if (fp->uv->r > grow_orig) audio_play(AUD_BUMPL, k);
game_step_fade(dt);
game_update_view(dt);
- game_update_time(dt, state_value != NULL);
+ game_update_time(dt, bt);
- return game_update_state(state_value);
+ return game_update_state(bt);
}
return GAME_NONE;
}