-/*
+/*
* Copyright (C) 2003 Robert Kooima
*
* NEVERBALL is free software; you can redistribute it and/or modify
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 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 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)
+{
+ 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, 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;
game_rz = 0.f;
+ drawball = 1;
+
/* Initialize jump and goal states. */
jump_e = 1;
goal_c = g;
goal_k = (g == 0) ? 1.0f : 0.0f;
+ ball_b = level->is_bonus;
+
/* Initialise the level, background, particles, fade, and view. */
fade_k = 1.0f;
back_init(level->grad, config_get_d(CONFIG_GEOMETRY));
sol_load_gl(&back, config_data(level->back),
- config_get_d(CONFIG_TEXTURES), 0);
+ config_get_d(CONFIG_TEXTURES), 0);
- if (sol_load_gl(&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;
+
+ return game_state;
}
void game_free(void)
glColor4fv(c);
- ball_draw();
+ ball_draw(ball_b);
}
glPopMatrix();
}
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();
{
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],
{
const float *ball_p = file.uv->p;
const float ball_r = file.uv->r;
- int drawball = (!clock_down || clock > 0.0f); /* Draw ball unless timeout*/
-
+
glPushAttrib(GL_LIGHTING_BIT | GL_COLOR_BUFFER_BIT);
{
glPushMatrix();
{
part_draw_coin(-rx * d, -ry);
game_draw_coins(&file);
- if (drawball)
+ if (drawball)
game_draw_balls(&file);
}
game_draw_goals(&file, -rx * d, -ry);
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;
- /* 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);
+ /* 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)
+ {
+ 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);
}
/* Test for a switch. */
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)
if (bt && goal_c == 0 && (g = sol_goal_test(fp, p, 0)))
{
- *state_value = g->s;
- audio_play(AUD_GOAL, 1.0f);
+ *state_value = g->s;
+ audio_play(AUD_GOAL, 1.0f);
return g->c ? GAME_SPEC : GAME_GOAL;
}
if (bt && clock_down && clock <= 0.f)
{
- const GLfloat *p = fp->uv[0].p;
- const GLfloat c[5] = {1.0f, 1.0f, 0.0f, 0.0f, 1.0f};
+ const GLfloat *p = fp->uv->p;
+ const GLfloat c[5] = {1.0f, 1.0f, 0.0f, 0.0f, 1.0f};
part_burst(p, c);
part_burst(p, c+1);
part_burst(p, c+2);
part_burst(p, c);
part_burst(p, c+1);
part_burst(p, c+2);
- audio_play(AUD_TIME, 1.0f);
+ drawball = 0;
+ audio_play(AUD_TIME, 1.0f);
return GAME_TIME;
}
if (bt && fp->uv[0].p[1] < fp->vv[0].p[1])
{
- audio_play(AUD_FALL, 1.0f);
+ audio_play(AUD_FALL, 1.0f);
return GAME_FALL;
}
game_rz = game_iz;
}
+ if (grow)
+ grow_ball(fp, dt);
+
game_update_grav(h, g);
part_step(h, t);
- if (jump_b)
+ if (!drawball)
+ /* nothing */;
+ else if (jump_b)
{
jump_dt += t;
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);