Import from neverball-1.3.1.tar.gz
[neverball-archive.git] / putt / game.c
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1 /*
2 * Copyright (C) 2003 Robert Kooima
4 * NEVERPUTT is free software; you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published
6 * by the Free Software Foundation; either version 2 of the License,
7 * or (at your option) any later version.
9 * This program is distributed in the hope that it will be useful, but
10 * WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
12 * General Public License for more details.
15 #include <SDL.h>
16 #include <math.h>
18 #include "glext.h"
19 #include "game.h"
20 #include "vec3.h"
21 #include "geom.h"
22 #include "text.h"
23 #include "back.h"
24 #include "hud.h"
25 #include "image.h"
26 #include "audio.h"
27 #include "solid.h"
28 #include "config.h"
30 /*---------------------------------------------------------------------------*/
32 static struct s_file file;
33 static short ball;
35 static float view_a; /* Ideal view rotation about Y axis */
36 static float view_m;
37 static float view_ry; /* Angular velocity about Y axis */
38 static float view_dy; /* Ideal view distance above ball */
39 static float view_dz; /* Ideal view distance behind ball */
41 static float view_c[3]; /* Current view center */
42 static float view_v[3]; /* Current view vector */
43 static float view_p[3]; /* Current view position */
44 static float view_e[3][3]; /* Current view orientation */
46 static float jump_e = 1; /* Jumping enabled flag */
47 static float jump_b = 0; /* Jump-in-progress flag */
48 static float jump_dt; /* Jump duration */
49 static float jump_p[3]; /* Jump destination */
51 /*---------------------------------------------------------------------------*/
53 static void view_init(void)
55 view_a = 0.f;
56 view_m = 0.f;
57 view_ry = 0.f;
58 view_dy = 3.f;
59 view_dz = 5.f;
61 view_c[0] = 0.f;
62 view_c[1] = 0.f;
63 view_c[2] = 0.f;
65 view_p[0] = 0.f;
66 view_p[1] = view_dy;
67 view_p[2] = view_dz;
69 view_e[0][0] = 1.f;
70 view_e[0][1] = 0.f;
71 view_e[0][2] = 0.f;
72 view_e[1][0] = 0.f;
73 view_e[1][1] = 1.f;
74 view_e[1][2] = 0.f;
75 view_e[2][0] = 0.f;
76 view_e[2][1] = 0.f;
77 view_e[2][2] = 1.f;
80 void game_init(const char *s)
82 jump_e = 1;
83 jump_b = 0;
85 view_init();
86 sol_load(&file, config_data(s), config_get_d(CONFIG_TEXTURES),
87 config_get_d(CONFIG_SHADOW));
90 void game_free(void)
92 sol_free(&file);
95 /*---------------------------------------------------------------------------*/
97 static void game_draw_vect_prim(const struct s_file *fp, GLenum mode)
99 float p[3];
100 float x[3];
101 float z[3];
102 float r;
104 v_cpy(p, fp->uv[ball].p);
105 v_cpy(x, view_e[0]);
106 v_cpy(z, view_e[2]);
108 r = fp->uv[ball].r;
110 glBegin(mode);
112 glColor4f(1.0f, 1.0f, 0.5f, 0.5f);
113 glVertex3f(p[0] - x[0] * r,
114 p[1] - x[1] * r,
115 p[2] - x[2] * r);
117 glColor4f(1.0f, 0.0f, 0.0f, 0.5f);
118 glVertex3f(p[0] + z[0] * view_m,
119 p[1] + z[1] * view_m,
120 p[2] + z[2] * view_m);
122 glColor4f(1.0f, 1.0f, 0.0f, 0.5f);
123 glVertex3f(p[0] + x[0] * r,
124 p[1] + x[1] * r,
125 p[2] + x[2] * r);
127 glEnd();
130 static void game_draw_vect(const struct s_file *fp)
132 if (view_m > 0.f)
134 glPushAttrib(GL_TEXTURE_BIT);
135 glPushAttrib(GL_POLYGON_BIT);
136 glPushAttrib(GL_LIGHTING_BIT);
137 glPushAttrib(GL_DEPTH_BUFFER_BIT);
139 glEnable(GL_COLOR_MATERIAL);
140 glDisable(GL_LIGHTING);
141 glDisable(GL_TEXTURE_2D);
142 glDepthMask(GL_FALSE);
144 glEnable(GL_DEPTH_TEST);
145 game_draw_vect_prim(fp, GL_TRIANGLES);
147 glDisable(GL_DEPTH_TEST);
148 game_draw_vect_prim(fp, GL_LINE_STRIP);
150 glPopAttrib();
151 glPopAttrib();
152 glPopAttrib();
153 glPopAttrib();
157 static void game_draw_balls(const struct s_file *fp)
159 float M[16];
160 int ui;
162 for (ui = fp->uc - 1; ui > 0; ui--)
164 if (ui == ball)
166 glPushMatrix();
168 m_basis(M, fp->uv[ui].e[0], fp->uv[ui].e[1], fp->uv[ui].e[2]);
170 glTranslatef(fp->uv[ui].p[0],
171 fp->uv[ui].p[1] + BALL_FUDGE,
172 fp->uv[ui].p[2]);
173 glMultMatrixf(M);
174 glScalef(fp->uv[ui].r,
175 fp->uv[ui].r,
176 fp->uv[ui].r);
178 glColor4fv(c_play[ui]);
180 ball_draw();
182 glPopMatrix();
184 else
186 glPushMatrix();
188 glTranslatef(fp->uv[ui].p[0],
189 fp->uv[ui].p[1] - fp->uv[ui].r + BALL_FUDGE,
190 fp->uv[ui].p[2]);
191 glScalef(fp->uv[ui].r,
192 fp->uv[ui].r,
193 fp->uv[ui].r);
195 glColor4f(c_play[ui][0],
196 c_play[ui][1],
197 c_play[ui][2], 0.5f);
199 mark_draw();
201 glPopMatrix();
206 static void game_draw_goals(const struct s_file *fp, float rx, float ry)
208 int zi;
210 for (zi = 0; zi < fp->zc; zi++)
212 glPushMatrix();
214 glTranslatef(fp->zv[zi].p[0],
215 fp->zv[zi].p[1],
216 fp->zv[zi].p[2]);
217 flag_draw();
219 glPopMatrix();
223 static void game_draw_jumps(const struct s_file *fp)
225 int ji;
227 for (ji = 0; ji < fp->jc; ji++)
229 glPushMatrix();
231 glTranslatef(fp->jv[ji].p[0],
232 fp->jv[ji].p[1],
233 fp->jv[ji].p[2]);
235 glScalef(fp->jv[ji].r, 1.f, fp->jv[ji].r);
236 jump_draw();
238 glPopMatrix();
242 static void game_draw_swchs(const struct s_file *fp)
244 int xi;
246 for (xi = 0; xi < fp->xc; xi++)
248 glPushMatrix();
250 glTranslatef(fp->xv[xi].p[0],
251 fp->xv[xi].p[1],
252 fp->xv[xi].p[2]);
254 glScalef(fp->xv[xi].r, 1.f, fp->xv[xi].r);
255 swch_draw(fp->xv[xi].f);
257 glPopMatrix();
261 /*---------------------------------------------------------------------------*/
263 void game_draw(int pose)
265 const float light_p[4] = { 8.f, 32.f, 8.f, 1.f };
267 const struct s_file *fp = &file;
269 float fov = FOV;
271 if (jump_b) fov *= 2.0f * fabsf(jump_dt - 0.5f);
273 config_push_persp(fov, 0.1f, FAR_DIST);
274 glPushAttrib(GL_LIGHTING_BIT);
275 glPushMatrix();
277 float v[3], rx, ry;
279 v_sub(v, view_c, view_p);
281 rx = V_DEG(fatan2f(-v[1], fsqrtf(v[0] * v[0] + v[2] * v[2])));
282 ry = V_DEG(fatan2f(+v[0], -v[2]));
284 glTranslatef(0.f, 0.f, -v_len(v));
285 glRotatef(rx, 1.f, 0.f, 0.f);
286 glRotatef(ry, 0.f, 1.f, 0.f);
287 glTranslatef(-view_c[0], -view_c[1], -view_c[2]);
289 /* Center the skybox about the position of the camera. */
291 glPushMatrix();
293 glTranslatef(view_p[0], view_p[1], view_p[2]);
294 back_draw(0);
296 glPopMatrix();
298 glEnable(GL_LIGHTING);
299 glEnable(GL_LIGHT0);
300 glLightfv(GL_LIGHT0, GL_POSITION, light_p);
302 /* Draw the floor. */
304 if (pose == 0) shad_draw_set(fp->uv[ball].p, fp->uv[ball].r);
305 sol_draw(fp, config_get_d(CONFIG_SHADOW));
306 if (pose == 0) shad_draw_clr();
308 /* Draw the game elements. */
310 glEnable(GL_BLEND);
311 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
313 if (pose == 0)
315 game_draw_balls(fp);
316 game_draw_vect(fp);
319 game_draw_goals(fp, -rx, -ry);
320 game_draw_jumps(fp);
321 game_draw_swchs(fp);
323 glPopMatrix();
324 glPopAttrib();
325 config_pop_matrix();
328 /*---------------------------------------------------------------------------*/
330 void game_update_view(float dt)
332 const float y[3] = { 0.f, 1.f, 0.f };
334 float dy;
335 float dz;
336 float k;
337 float e[3];
338 float d[3];
339 float s = 2.f * dt;
341 /* Center the view about the ball. */
343 v_cpy(view_c, file.uv[ball].p);
344 v_inv(view_v, file.uv[ball].v);
346 switch (config_get_d(CONFIG_CAMERA))
348 case 2:
349 /* Camera 2: View vector is given by view angle. */
351 view_e[2][0] = fsinf(V_RAD(view_a));
352 view_e[2][1] = 0.f;
353 view_e[2][2] = fcosf(V_RAD(view_a));
355 s = 1.f;
356 break;
358 default:
359 /* View vector approaches the ball velocity vector. */
361 v_mad(e, view_v, y, v_dot(view_v, y));
362 v_inv(e, e);
364 k = v_dot(view_v, view_v);
366 v_sub(view_e[2], view_p, view_c);
367 v_mad(view_e[2], view_e[2], view_v, k * dt * 0.1f);
370 /* Orthonormalize the basis of the view in its new position. */
372 v_crs(view_e[0], view_e[1], view_e[2]);
373 v_crs(view_e[2], view_e[0], view_e[1]);
374 v_nrm(view_e[0], view_e[0]);
375 v_nrm(view_e[2], view_e[2]);
377 /* The current view (dy, dz) approaches the ideal (view_dy, view_dz). */
379 v_sub(d, view_p, view_c);
381 dy = v_dot(view_e[1], d);
382 dz = v_dot(view_e[2], d);
384 dy += (view_dy - dy) * s;
385 dz += (view_dz - dz) * s;
387 /* Compute the new view position. */
389 view_p[0] = view_p[1] = view_p[2] = 0.f;
391 v_mad(view_p, view_c, view_e[1], dy);
392 v_mad(view_p, view_p, view_e[2], dz);
394 view_a = V_DEG(fatan2f(view_e[2][0], view_e[2][2]));
397 static int game_update_state(float dt)
399 static float t = 0.f;
401 struct s_file *fp = &file;
402 float p[3];
404 if (dt > 0.f)
405 t += dt;
406 else
407 t = 0.f;
409 /* Test for a jump. */
411 if (jump_e == 1 && jump_b == 0 && sol_jump_test(fp, jump_p, ball) == 1)
413 jump_b = 1;
414 jump_e = 0;
415 jump_dt = 0.f;
417 audio_play(AUD_JUMP, 1.f);
419 if (jump_e == 0 && jump_b == 0 && sol_jump_test(fp, jump_p, ball) == 0)
420 jump_e = 1;
422 /* Test for fall-out. */
424 if (fp->uv[ball].p[1] < -10.f)
425 return GAME_FALL;
427 /* Test for a goal or stop. */
429 if (t > 1.f)
431 t = 0.f;
433 if (sol_goal_test(fp, p, ball))
434 return GAME_GOAL;
435 else
436 return GAME_STOP;
439 return GAME_NONE;
443 * On most hardware, rendering requires much more computing power than
444 * physics. Since physics takes less time than graphics, it make sense to
445 * detach the physics update time step from the graphics frame rate. By
446 * performing multiple physics updates for each graphics update, we get away
447 * with higher quality physics with little impact on overall performance.
449 * Toward this end, we establish a baseline maximum physics time step. If
450 * the measured frame time exceeds this maximum, we cut the time step in
451 * half, and do two updates. If THIS time step exceeds the maximum, we do
452 * four updates. And so on. In this way, the physics system is allowed to
453 * seek an optimal update rate independant of, yet in integral sync with, the
454 * graphics frame rate.
457 int game_step(const float g[3], float dt)
459 struct s_file *fp = &file;
461 static float s = 0.f;
462 static float t = 0.f;
464 float d = 0.f;
465 float b = 0.f;
466 float st = 0.f;
467 int i, n = 1, m = 0;
469 s = (7.f * s + dt) / 8.f;
470 t = s;
472 if (jump_b)
474 jump_dt += dt;
476 /* Handle a jump. */
478 if (0.5 < jump_dt)
480 fp->uv[ball].p[0] = jump_p[0];
481 fp->uv[ball].p[1] = jump_p[1];
482 fp->uv[ball].p[2] = jump_p[2];
484 if (1.f < jump_dt)
485 jump_b = 0;
487 else
489 /* Run the sim. */
491 while (t > MAX_DT && n < MAX_DN)
493 t /= 2;
494 n *= 2;
497 for (i = 0; i < n; i++)
499 d = sol_step(fp, g, t, ball, &m);
501 if (b < d)
502 b = d;
503 if (m)
504 st += t;
507 /* Mix the sound of a ball bounce. */
509 if (b > 0.5)
510 audio_play(AUD_BUMP, (float) (b - 0.5) * 2.0f);
513 game_update_view(dt);
514 return game_update_state(st);
517 void game_putt(void)
520 * HACK: The BALL_FUDGE here guarantees that a putt doesn't drive
521 * the ball too directly down toward a lump, triggering rolling
522 * friction too early and stopping the ball prematurely.
525 file.uv[ball].v[0] = -4.f * view_e[2][0] * view_m;
526 file.uv[ball].v[1] = -4.f * view_e[2][1] * view_m + BALL_FUDGE;
527 file.uv[ball].v[2] = -4.f * view_e[2][2] * view_m;
529 view_m = 0.f;
532 /*---------------------------------------------------------------------------*/
534 void game_set_rot(int d)
536 view_a += (float) (30.f * d) / config_get_d(CONFIG_MOUSE_SENSE);
539 void game_clr_mag(void)
541 view_a = 0.f;
542 view_m = 1.f;
545 void game_set_mag(int d)
547 view_m -= (float) (1.f * d) / config_get_d(CONFIG_MOUSE_SENSE);
549 if (view_m < 0.25)
550 view_m = 0.25;
553 void game_set_fly(float k)
555 struct s_file *fp = &file;
557 float x[3] = { 1.f, 0.f, 0.f };
558 float y[3] = { 0.f, 1.f, 0.f };
559 float z[3] = { 0.f, 0.f, 1.f };
560 float c0[3] = { 0.f, 0.f, 0.f };
561 float p0[3] = { 0.f, 0.f, 0.f };
562 float c1[3] = { 0.f, 0.f, 0.f };
563 float p1[3] = { 0.f, 0.f, 0.f };
564 float v[3];
566 v_cpy(view_e[0], x);
567 v_cpy(view_e[1], y);
568 v_cpy(view_e[2], z);
570 /* k = 0.0 view is at the ball. */
572 if (fp->uc > 0)
574 v_cpy(c0, fp->uv[ball].p);
575 v_cpy(p0, fp->uv[ball].p);
578 v_mad(p0, p0, y, view_dy);
579 v_mad(p0, p0, z, view_dz);
581 /* k = +1.0 view is s_view 0 */
583 if (k >= 0 && fp->wc > 0)
585 v_cpy(p1, fp->wv[0].p);
586 v_cpy(c1, fp->wv[0].q);
589 /* k = -1.0 view is s_view 1 */
591 if (k <= 0 && fp->wc > 1)
593 v_cpy(p1, fp->wv[1].p);
594 v_cpy(c1, fp->wv[1].q);
597 /* Interpolate the views. */
599 v_sub(v, p1, p0);
600 v_mad(view_p, p0, v, k * k);
602 v_sub(v, c1, c0);
603 v_mad(view_c, c0, v, k * k);
605 /* Orthonormalize the view basis. */
607 v_sub(view_e[2], view_p, view_c);
608 v_crs(view_e[0], view_e[1], view_e[2]);
609 v_crs(view_e[2], view_e[0], view_e[1]);
610 v_nrm(view_e[0], view_e[0]);
611 v_nrm(view_e[2], view_e[2]);
614 void game_ball(int i)
616 int ui;
618 ball = i;
620 jump_e = 1;
621 jump_b = 0;
623 for (ui = 0; ui < file.uc; ui++)
625 file.uv[ui].v[0] = 0.f;
626 file.uv[ui].v[1] = 0.f;
627 file.uv[ui].v[2] = 0.f;
629 file.uv[ui].w[0] = 0.f;
630 file.uv[ui].w[1] = 0.f;
631 file.uv[ui].w[2] = 0.f;
635 void game_get_pos(float p[3], float e[3][3])
637 v_cpy(p, file.uv[ball].p);
638 v_cpy(e[0], file.uv[ball].e[0]);
639 v_cpy(e[1], file.uv[ball].e[1]);
640 v_cpy(e[2], file.uv[ball].e[2]);
643 void game_set_pos(float p[3], float e[3][3])
645 v_cpy(file.uv[ball].p, p);
646 v_cpy(file.uv[ball].e[0], e[0]);
647 v_cpy(file.uv[ball].e[1], e[1]);
648 v_cpy(file.uv[ball].e[2], e[2]);
651 /*---------------------------------------------------------------------------*/