-/*
+/*
* Copyright (C) 2003 Robert Kooima
*
* NEVERBALL is free software; you can redistribute it and/or modify
static int drawball = 1; /* Should the ball be drawn? */
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 */
+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 view_init(void)
+static void grow_set(const struct s_file *fp, int size)
+{
+ if (!got_orig)
+ {
+ grow_orig = fp->uv->r;
+ grow_goal = grow_orig;
+ grow_strt = grow_orig;
+ got_orig = 1;
+ }
+
+ if (size == 50)
+ {
+ if (grow_goal == grow_orig * GROW_SMALL)
+ return;
+ else if (grow_goal == grow_orig * GROW_BIG)
+ {
+ grow = 1;
+ grow_goal = grow_orig;
+ }
+ else
+ {
+ grow_goal = grow_orig * GROW_SMALL;
+ grow = 1;
+ }
+ }
+ if (size == 150)
+ {
+ 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;
+ }
+ }
+
+ if (grow)
+ {
+ grow_t = 0.0;
+ grow_strt = fp->uv->r;
+ }
+}
+
+static void grow_ball(const struct s_file *fp, float dt)
{
- /* Get the initial orientation angle */
- if (file.uc > 0)
- view_a = file.uv->a - 90.f; /* angle is in the sol */
- else
- view_a = 0.f; /* default is north :) */
+ 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_ry = 0.f;
view_fov = (float) config_get_d(CONFIG_VIEW_FOV);
sol_load_gl(&back, config_data(level->back),
config_get_d(CONFIG_TEXTURES), 0);
+ /* Initialize ball size tracking... */
+
+ got_orig = 0;
+
return game_state;
}
int ci;
coin_push();
+ coin_push_text(0); /* Regular coins. */
{
for (ci = 0; ci < fp->cc; ci++)
- if (fp->cv[ci].n > 0)
+
+ if (fp->cv[ci].n > 0 && fp->cv[ci].n < 50)
+ {
+ glPushMatrix();
+ {
+ glTranslatef(fp->cv[ci].p[0],
+ fp->cv[ci].p[1],
+ fp->cv[ci].p[2]);
+ glRotatef(r, 0.0f, 1.0f, 0.0f);
+ coin_draw(fp->cv[ci].n, r);
+ }
+ glPopMatrix();
+ }
+ }
+ coin_pull();
+
+ /* FIXME: there has got to be a better way than three seperate loops, once
+ * for each texture, but someone else is going to have to do it! */
+
+ coin_push();
+ coin_push_text(50); /* Any shrink coins? */
+ {
+ for (ci = 0; ci < fp->cc; ci++)
+
+ if (fp->cv[ci].n == 50)
+ {
+ glPushMatrix();
+ {
+ glTranslatef(fp->cv[ci].p[0],
+ fp->cv[ci].p[1],
+ fp->cv[ci].p[2]);
+ glRotatef(r, 0.0f, 1.0f, 0.0f);
+ coin_draw(fp->cv[ci].n, r);
+ }
+ glPopMatrix();
+ }
+ }
+ coin_pull();
+
+ coin_push();
+ coin_push_text(150); /* Any grow coins? */
+ {
+ for (ci = 0; ci < fp->cc; ci++)
+
+ if (fp->cv[ci].n == 150)
{
glPushMatrix();
{
{
const float *ball_p = file.uv->p;
const float ball_r = file.uv->r;
-
+
glPushAttrib(GL_LIGHTING_BIT | GL_COLOR_BUFFER_BIT);
{
glPushMatrix();
struct s_goal *g;
/* Test for a coin grab. */
-
+
if (bt && (n = sol_coin_test(fp, p, COIN_RADIUS)) > 0)
{
coin_color(c, n);
part_burst(p, c);
- coins += n;
+ /* Add coins if regular, change radius if not. */
+
+ if (n <= 10)
+ coins += n;
+ else
+ {
+ grow_set(fp, n);
+ n = 0;
+ }
+
/* Check for goal open. */
if (goal_c > 0)
{
}
else
audio_play(AUD_COIN, 1.f);
- }
+ }
else
audio_play(AUD_COIN, 1.f);
}
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)
game_rz = game_iz;
}
+ if (grow)
+ grow_ball(fp, dt);
+
game_update_grav(h, g);
part_step(h, t);
{
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