Minor code clean-up.
[neverball] / ball / game.c
index fbd1231..f464fcd 100644 (file)
@@ -68,16 +68,91 @@ 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 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);
@@ -149,6 +224,10 @@ int game_init(const struct level *level, int t, int g)
     sol_load_gl(&back, config_data(level->back),
                 config_get_d(CONFIG_TEXTURES), 0);
 
+    /* Initialize ball size tracking... */
+
+    got_orig = 0;
+
     return game_state;
 }
 
@@ -212,9 +291,54 @@ static void game_draw_coins(const struct s_file *fp)
     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();
                 {
@@ -650,7 +774,16 @@ static int game_update_state(int *state_value)
         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)
         {
@@ -763,6 +896,9 @@ int game_step(const float g[3], float dt, int *state_value)
             game_rz = game_iz;
         }
 
+        if (grow)
+            grow_ball(fp, dt);
+
         game_update_grav(h, g);
         part_step(h, t);