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.
31 /*---------------------------------------------------------------------------*/
33 static struct s_file file;
36 static float view_a; /* Ideal view rotation about Y axis */
38 static float view_ry; /* Angular velocity about Y axis */
39 static float view_dy; /* Ideal view distance above ball */
40 static float view_dz; /* Ideal view distance behind ball */
42 static float view_c[3]; /* Current view center */
43 static float view_v[3]; /* Current view vector */
44 static float view_p[3]; /* Current view position */
45 static float view_e[3][3]; /* Current view orientation */
47 static float jump_e = 1; /* Jumping enabled flag */
48 static float jump_b = 0; /* Jump-in-progress flag */
49 static float jump_dt; /* Jump duration */
50 static float jump_p[3]; /* Jump destination */
52 /*---------------------------------------------------------------------------*/
54 static void view_init(void)
81 void game_init(const char *s)
87 sol_load_gl(&file, config_data(s), config_get_d(CONFIG_TEXTURES),
88 config_get_d(CONFIG_SHADOW));
96 /*---------------------------------------------------------------------------*/
98 static void game_draw_vect_prim(const struct s_file *fp, GLenum mode)
105 v_cpy(p, fp->uv[ball].p);
113 glColor4f(1.0f, 1.0f, 0.5f, 0.5f);
114 glVertex3f(p[0] - x[0] * r,
118 glColor4f(1.0f, 0.0f, 0.0f, 0.5f);
119 glVertex3f(p[0] + z[0] * view_m,
120 p[1] + z[1] * view_m,
121 p[2] + z[2] * view_m);
123 glColor4f(1.0f, 1.0f, 0.0f, 0.5f);
124 glVertex3f(p[0] + x[0] * r,
131 static void game_draw_vect(const struct s_file *fp)
135 glPushAttrib(GL_TEXTURE_BIT);
136 glPushAttrib(GL_POLYGON_BIT);
137 glPushAttrib(GL_LIGHTING_BIT);
138 glPushAttrib(GL_DEPTH_BUFFER_BIT);
140 glEnable(GL_COLOR_MATERIAL);
141 glDisable(GL_LIGHTING);
142 glDisable(GL_TEXTURE_2D);
143 glDepthMask(GL_FALSE);
145 glEnable(GL_DEPTH_TEST);
146 game_draw_vect_prim(fp, GL_TRIANGLES);
148 glDisable(GL_DEPTH_TEST);
149 game_draw_vect_prim(fp, GL_LINE_STRIP);
158 static void game_draw_balls(const struct s_file *fp,
159 const float *bill_M, float t)
161 static const GLfloat color[5][4] = {
162 { 1.0f, 1.0f, 1.0f, 0.7f },
163 { 1.0f, 0.0f, 0.0f, 1.0f },
164 { 0.0f, 1.0f, 0.0f, 1.0f },
165 { 0.0f, 0.0f, 1.0f, 1.0f },
166 { 1.0f, 1.0f, 0.0f, 1.0f },
171 for (ui = curr_party(); ui > 0; ui--)
178 m_basis(ball_M, fp->uv[ui].e[0], fp->uv[ui].e[1], fp->uv[ui].e[2]);
179 m_basis(pend_M, fp->uv[ui].E[0], fp->uv[ui].E[1], fp->uv[ui].E[2]);
183 glTranslatef(fp->uv[ui].p[0],
184 fp->uv[ui].p[1] + BALL_FUDGE,
186 glScalef(fp->uv[ui].r,
190 glEnable(GL_COLOR_MATERIAL);
191 glColor4fv(color[ui]);
192 ball_draw(ball_M, pend_M, bill_M, t);
193 glDisable(GL_COLOR_MATERIAL);
201 glTranslatef(fp->uv[ui].p[0],
202 fp->uv[ui].p[1] - fp->uv[ui].r + BALL_FUDGE,
204 glScalef(fp->uv[ui].r,
208 glColor4f(color[ui][0],
217 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
220 static void game_draw_goals(const struct s_file *fp)
224 for (zi = 0; zi < fp->zc; zi++)
228 glTranslatef(fp->zv[zi].p[0],
237 static void game_draw_jumps(const struct s_file *fp)
241 for (ji = 0; ji < fp->jc; ji++)
245 glTranslatef(fp->jv[ji].p[0],
249 glScalef(fp->jv[ji].r, 1.f, fp->jv[ji].r);
256 static void game_draw_swchs(const struct s_file *fp)
260 for (xi = 0; xi < fp->xc; xi++)
264 glTranslatef(fp->xv[xi].p[0],
268 glScalef(fp->xv[xi].r, 1.f, fp->xv[xi].r);
269 swch_draw(fp->xv[xi].f, fp->xv[xi].e);
275 /*---------------------------------------------------------------------------*/
277 void game_draw(int pose, float t)
279 static const float a[4] = { 0.2f, 0.2f, 0.2f, 1.0f };
280 static const float s[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
281 static const float e[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
282 static const float h[1] = { 0.0f };
284 const float light_p[4] = { 8.f, 32.f, 8.f, 1.f };
286 const struct s_file *fp = &file;
290 if (jump_b) fov *= 2.0f * fabsf(jump_dt - 0.5f);
292 config_push_persp(fov, 0.1f, FAR_DIST);
293 glPushAttrib(GL_LIGHTING_BIT);
296 float T[16], M[16], v[3], rx, ry;
298 m_view(T, view_c, view_p, view_e[1]);
301 v_sub(v, view_c, view_p);
303 rx = V_DEG(fatan2f(-v[1], fsqrtf(v[0] * v[0] + v[2] * v[2])));
304 ry = V_DEG(fatan2f(+v[0], -v[2]));
306 glTranslatef(0.f, 0.f, -v_len(v));
308 glTranslatef(-view_c[0], -view_c[1], -view_c[2]);
310 /* Center the skybox about the position of the camera. */
314 glTranslatef(view_p[0], view_p[1], view_p[2]);
320 glLightfv(GL_LIGHT0, GL_POSITION, light_p);
322 /* Draw the floor. */
326 if (config_get_d(CONFIG_SHADOW) && !pose)
328 shad_draw_set(fp->uv[ball].p, fp->uv[ball].r);
333 /* Draw the game elements. */
336 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
340 game_draw_balls(fp, T, t);
344 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, a);
345 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, s);
346 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, e);
347 glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, h);
351 glEnable(GL_COLOR_MATERIAL);
352 glDisable(GL_LIGHTING);
353 glDisable(GL_TEXTURE_2D);
354 glDepthMask(GL_FALSE);
359 glDepthMask(GL_TRUE);
360 glEnable(GL_TEXTURE_2D);
361 glEnable(GL_LIGHTING);
362 glDisable(GL_COLOR_MATERIAL);
369 /*---------------------------------------------------------------------------*/
371 void game_update_view(float dt)
373 const float y[3] = { 0.f, 1.f, 0.f };
382 /* Center the view about the ball. */
384 v_cpy(view_c, file.uv[ball].p);
385 v_inv(view_v, file.uv[ball].v);
387 switch (config_get_d(CONFIG_CAMERA))
390 /* Camera 2: View vector is given by view angle. */
392 view_e[2][0] = fsinf(V_RAD(view_a));
394 view_e[2][2] = fcosf(V_RAD(view_a));
400 /* View vector approaches the ball velocity vector. */
402 v_mad(e, view_v, y, v_dot(view_v, y));
405 k = v_dot(view_v, view_v);
407 v_sub(view_e[2], view_p, view_c);
408 v_mad(view_e[2], view_e[2], view_v, k * dt * 0.1f);
411 /* Orthonormalize the basis of the view in its new position. */
413 v_crs(view_e[0], view_e[1], view_e[2]);
414 v_crs(view_e[2], view_e[0], view_e[1]);
415 v_nrm(view_e[0], view_e[0]);
416 v_nrm(view_e[2], view_e[2]);
418 /* The current view (dy, dz) approaches the ideal (view_dy, view_dz). */
420 v_sub(d, view_p, view_c);
422 dy = v_dot(view_e[1], d);
423 dz = v_dot(view_e[2], d);
425 dy += (view_dy - dy) * s;
426 dz += (view_dz - dz) * s;
428 /* Compute the new view position. */
430 view_p[0] = view_p[1] = view_p[2] = 0.f;
432 v_mad(view_p, view_c, view_e[1], dy);
433 v_mad(view_p, view_p, view_e[2], dz);
435 view_a = V_DEG(fatan2f(view_e[2][0], view_e[2][2]));
438 static int game_update_state(float dt)
440 static float t = 0.f;
442 struct s_file *fp = &file;
450 /* Test for a switch. */
452 if (sol_swch_test(fp, ball))
453 audio_play(AUD_SWITCH, 1.f);
455 /* Test for a jump. */
457 if (jump_e == 1 && jump_b == 0 && sol_jump_test(fp, jump_p, ball) == 1)
463 audio_play(AUD_JUMP, 1.f);
465 if (jump_e == 0 && jump_b == 0 && sol_jump_test(fp, jump_p, ball) == 0)
468 /* Test for fall-out. */
470 if (fp->uv[ball].p[1] < -10.f)
473 /* Test for a goal or stop. */
479 if (sol_goal_test(fp, p, ball))
489 * On most hardware, rendering requires much more computing power than
490 * physics. Since physics takes less time than graphics, it make sense to
491 * detach the physics update time step from the graphics frame rate. By
492 * performing multiple physics updates for each graphics update, we get away
493 * with higher quality physics with little impact on overall performance.
495 * Toward this end, we establish a baseline maximum physics time step. If
496 * the measured frame time exceeds this maximum, we cut the time step in
497 * half, and do two updates. If THIS time step exceeds the maximum, we do
498 * four updates. And so on. In this way, the physics system is allowed to
499 * seek an optimal update rate independent of, yet in integral sync with, the
500 * graphics frame rate.
503 int game_step(const float g[3], float dt)
505 struct s_file *fp = &file;
507 static float s = 0.f;
508 static float t = 0.f;
515 s = (7.f * s + dt) / 8.f;
526 fp->uv[ball].p[0] = jump_p[0];
527 fp->uv[ball].p[1] = jump_p[1];
528 fp->uv[ball].p[2] = jump_p[2];
537 while (t > MAX_DT && n < MAX_DN)
543 for (i = 0; i < n; i++)
545 d = sol_step(fp, g, t, ball, &m);
553 /* Mix the sound of a ball bounce. */
556 audio_play(AUD_BUMP, (float) (b - 0.5) * 2.0f);
559 game_update_view(dt);
560 return game_update_state(st);
566 * HACK: The BALL_FUDGE here guarantees that a putt doesn't drive
567 * the ball too directly down toward a lump, triggering rolling
568 * friction too early and stopping the ball prematurely.
571 file.uv[ball].v[0] = -4.f * view_e[2][0] * view_m;
572 file.uv[ball].v[1] = -4.f * view_e[2][1] * view_m + BALL_FUDGE;
573 file.uv[ball].v[2] = -4.f * view_e[2][2] * view_m;
578 /*---------------------------------------------------------------------------*/
580 void game_set_rot(int d)
582 view_a += (float) (30.f * d) / config_get_d(CONFIG_MOUSE_SENSE);
585 void game_clr_mag(void)
590 void game_set_mag(int d)
592 view_m -= (float) (1.f * d) / config_get_d(CONFIG_MOUSE_SENSE);
598 void game_set_fly(float k)
600 struct s_file *fp = &file;
602 float x[3] = { 1.f, 0.f, 0.f };
603 float y[3] = { 0.f, 1.f, 0.f };
604 float z[3] = { 0.f, 0.f, 1.f };
605 float c0[3] = { 0.f, 0.f, 0.f };
606 float p0[3] = { 0.f, 0.f, 0.f };
607 float c1[3] = { 0.f, 0.f, 0.f };
608 float p1[3] = { 0.f, 0.f, 0.f };
613 v_sub(view_e[2], fp->uv[ball].p, fp->zv[0].p);
615 if (fabs(v_dot(view_e[1], view_e[2])) > 0.999)
618 v_crs(view_e[0], view_e[1], view_e[2]);
619 v_crs(view_e[2], view_e[0], view_e[1]);
621 v_nrm(view_e[0], view_e[0]);
622 v_nrm(view_e[2], view_e[2]);
624 /* k = 0.0 view is at the ball. */
628 v_cpy(c0, fp->uv[ball].p);
629 v_cpy(p0, fp->uv[ball].p);
632 v_mad(p0, p0, view_e[1], view_dy);
633 v_mad(p0, p0, view_e[2], view_dz);
635 /* k = +1.0 view is s_view 0 */
637 if (k >= 0 && fp->wc > 0)
639 v_cpy(p1, fp->wv[0].p);
640 v_cpy(c1, fp->wv[0].q);
643 /* k = -1.0 view is s_view 1 */
645 if (k <= 0 && fp->wc > 1)
647 v_cpy(p1, fp->wv[1].p);
648 v_cpy(c1, fp->wv[1].q);
651 /* Interpolate the views. */
654 v_mad(view_p, p0, v, k * k);
657 v_mad(view_c, c0, v, k * k);
659 /* Orthonormalize the view basis. */
661 v_sub(view_e[2], view_p, view_c);
662 v_crs(view_e[0], view_e[1], view_e[2]);
663 v_crs(view_e[2], view_e[0], view_e[1]);
664 v_nrm(view_e[0], view_e[0]);
665 v_nrm(view_e[2], view_e[2]);
667 view_a = V_DEG(fatan2f(view_e[2][0], view_e[2][2]));
670 void game_ball(int i)
679 for (ui = 0; ui < file.uc; ui++)
681 file.uv[ui].v[0] = 0.f;
682 file.uv[ui].v[1] = 0.f;
683 file.uv[ui].v[2] = 0.f;
685 file.uv[ui].w[0] = 0.f;
686 file.uv[ui].w[1] = 0.f;
687 file.uv[ui].w[2] = 0.f;
691 void game_get_pos(float p[3], float e[3][3])
693 v_cpy(p, file.uv[ball].p);
694 v_cpy(e[0], file.uv[ball].e[0]);
695 v_cpy(e[1], file.uv[ball].e[1]);
696 v_cpy(e[2], file.uv[ball].e[2]);
699 void game_set_pos(float p[3], float e[3][3])
701 v_cpy(file.uv[ball].p, p);
702 v_cpy(file.uv[ball].e[0], e[0]);
703 v_cpy(file.uv[ball].e[1], e[1]);
704 v_cpy(file.uv[ball].e[2], e[2]);
707 /*---------------------------------------------------------------------------*/