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.
32 #include "solid_sim.h"
33 #include "solid_all.h"
35 /*---------------------------------------------------------------------------*/
37 static struct s_file file;
40 static float view_a; /* Ideal view rotation about Y axis */
42 static float view_ry; /* Angular velocity about Y axis */
43 static float view_dy; /* Ideal view distance above ball */
44 static float view_dz; /* Ideal view distance behind ball */
46 static float view_c[3]; /* Current view center */
47 static float view_v[3]; /* Current view vector */
48 static float view_p[3]; /* Current view position */
49 static float view_e[3][3]; /* Current view orientation */
51 static float jump_e = 1; /* Jumping enabled flag */
52 static float jump_b = 0; /* Jump-in-progress flag */
53 static float jump_dt; /* Jump duration */
54 static float jump_p[3]; /* Jump destination */
56 static float idle_t; /* Idling timeout */
58 /*---------------------------------------------------------------------------*/
60 static void view_init(void)
87 void game_init(const char *s)
97 sol_load_gl(&file, s, config_get_d(CONFIG_SHADOW));
100 for (i = 0; i < file.dc; i++)
102 const char *k = file.av + file.dv[i].ai;
103 const char *v = file.av + file.dv[i].aj;
105 if (strcmp(k, "idle") == 0)
107 sscanf(v, "%f", &idle_t);
121 /*---------------------------------------------------------------------------*/
123 static void game_draw_vect_prim(const struct s_file *fp, GLenum mode)
130 v_cpy(p, fp->uv[ball].p);
138 glColor4f(1.0f, 1.0f, 0.5f, 0.5f);
139 glVertex3f(p[0] - x[0] * r,
143 glColor4f(1.0f, 0.0f, 0.0f, 0.5f);
144 glVertex3f(p[0] + z[0] * view_m,
145 p[1] + z[1] * view_m,
146 p[2] + z[2] * view_m);
148 glColor4f(1.0f, 1.0f, 0.0f, 0.5f);
149 glVertex3f(p[0] + x[0] * r,
156 static void game_draw_vect(const struct s_file *fp)
160 glPushAttrib(GL_TEXTURE_BIT);
161 glPushAttrib(GL_POLYGON_BIT);
162 glPushAttrib(GL_LIGHTING_BIT);
163 glPushAttrib(GL_DEPTH_BUFFER_BIT);
165 glEnable(GL_COLOR_MATERIAL);
166 glDisable(GL_LIGHTING);
167 glDisable(GL_TEXTURE_2D);
168 glDepthMask(GL_FALSE);
170 glEnable(GL_DEPTH_TEST);
171 game_draw_vect_prim(fp, GL_TRIANGLES);
173 glDisable(GL_DEPTH_TEST);
174 game_draw_vect_prim(fp, GL_LINE_STRIP);
183 static void game_draw_balls(const struct s_file *fp,
184 const float *bill_M, float t)
186 static const GLfloat color[5][4] = {
187 { 1.0f, 1.0f, 1.0f, 0.7f },
188 { 1.0f, 0.0f, 0.0f, 1.0f },
189 { 0.0f, 1.0f, 0.0f, 1.0f },
190 { 0.0f, 0.0f, 1.0f, 1.0f },
191 { 1.0f, 1.0f, 0.0f, 1.0f },
196 for (ui = curr_party(); ui > 0; ui--)
203 m_basis(ball_M, fp->uv[ui].e[0], fp->uv[ui].e[1], fp->uv[ui].e[2]);
204 m_basis(pend_M, fp->uv[ui].E[0], fp->uv[ui].E[1], fp->uv[ui].E[2]);
208 glTranslatef(fp->uv[ui].p[0],
209 fp->uv[ui].p[1] + BALL_FUDGE,
211 glScalef(fp->uv[ui].r,
215 glEnable(GL_COLOR_MATERIAL);
216 glColor4fv(color[ui]);
217 ball_draw(ball_M, pend_M, bill_M, t);
218 glDisable(GL_COLOR_MATERIAL);
226 glTranslatef(fp->uv[ui].p[0],
227 fp->uv[ui].p[1] - fp->uv[ui].r + BALL_FUDGE,
229 glScalef(fp->uv[ui].r,
233 glColor4f(color[ui][0],
242 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
245 static void game_draw_goals(const struct s_file *fp)
249 for (zi = 0; zi < fp->zc; zi++)
253 glTranslatef(fp->zv[zi].p[0],
262 static void game_draw_jumps(const struct s_file *fp)
266 for (ji = 0; ji < fp->jc; ji++)
270 glTranslatef(fp->jv[ji].p[0],
274 glScalef(fp->jv[ji].r, 1.f, fp->jv[ji].r);
281 static void game_draw_swchs(const struct s_file *fp)
285 for (xi = 0; xi < fp->xc; xi++)
292 glTranslatef(fp->xv[xi].p[0],
296 glScalef(fp->xv[xi].r, 1.f, fp->xv[xi].r);
297 swch_draw(fp->xv[xi].f, fp->xv[xi].e);
303 /*---------------------------------------------------------------------------*/
305 void game_draw(int pose, float t)
307 static const float a[4] = { 0.2f, 0.2f, 0.2f, 1.0f };
308 static const float s[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
309 static const float e[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
310 static const float h[1] = { 0.0f };
312 const float light_p[4] = { 8.f, 32.f, 8.f, 1.f };
314 const struct s_file *fp = &file;
318 if (jump_b) fov *= 2.0f * fabsf(jump_dt - 0.5f);
320 video_push_persp(fov, 0.1f, FAR_DIST);
321 glPushAttrib(GL_LIGHTING_BIT);
324 float T[16], M[16], v[3], rx, ry;
326 m_view(T, view_c, view_p, view_e[1]);
329 v_sub(v, view_c, view_p);
331 rx = V_DEG(fatan2f(-v[1], fsqrtf(v[0] * v[0] + v[2] * v[2])));
332 ry = V_DEG(fatan2f(+v[0], -v[2]));
334 glTranslatef(0.f, 0.f, -v_len(v));
336 glTranslatef(-view_c[0], -view_c[1], -view_c[2]);
338 /* Center the skybox about the position of the camera. */
342 glTranslatef(view_p[0], view_p[1], view_p[2]);
348 glLightfv(GL_LIGHT0, GL_POSITION, light_p);
350 /* Draw the floor. */
354 if (config_get_d(CONFIG_SHADOW) && !pose)
356 shad_draw_set(fp->uv[ball].p, fp->uv[ball].r);
361 /* Draw the game elements. */
364 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
368 game_draw_balls(fp, T, t);
372 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, a);
373 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, s);
374 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, e);
375 glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, h);
379 glEnable(GL_COLOR_MATERIAL);
380 glDisable(GL_LIGHTING);
381 glDisable(GL_TEXTURE_2D);
382 glDepthMask(GL_FALSE);
387 glDepthMask(GL_TRUE);
388 glEnable(GL_TEXTURE_2D);
389 glEnable(GL_LIGHTING);
390 glDisable(GL_COLOR_MATERIAL);
397 /*---------------------------------------------------------------------------*/
399 void game_update_view(float dt)
401 const float y[3] = { 0.f, 1.f, 0.f };
410 /* Center the view about the ball. */
412 v_cpy(view_c, file.uv[ball].p);
413 v_inv(view_v, file.uv[ball].v);
415 switch (config_get_d(CONFIG_CAMERA))
418 /* Camera 2: View vector is given by view angle. */
420 view_e[2][0] = fsinf(V_RAD(view_a));
422 view_e[2][2] = fcosf(V_RAD(view_a));
428 /* View vector approaches the ball velocity vector. */
430 v_mad(e, view_v, y, v_dot(view_v, y));
433 k = v_dot(view_v, view_v);
435 v_sub(view_e[2], view_p, view_c);
436 v_mad(view_e[2], view_e[2], view_v, k * dt * 0.1f);
439 /* Orthonormalize the basis of the view in its new position. */
441 v_crs(view_e[0], view_e[1], view_e[2]);
442 v_crs(view_e[2], view_e[0], view_e[1]);
443 v_nrm(view_e[0], view_e[0]);
444 v_nrm(view_e[2], view_e[2]);
446 /* The current view (dy, dz) approaches the ideal (view_dy, view_dz). */
448 v_sub(d, view_p, view_c);
450 dy = v_dot(view_e[1], d);
451 dz = v_dot(view_e[2], d);
453 dy += (view_dy - dy) * s;
454 dz += (view_dz - dz) * s;
456 /* Compute the new view position. */
458 view_p[0] = view_p[1] = view_p[2] = 0.f;
460 v_mad(view_p, view_c, view_e[1], dy);
461 v_mad(view_p, view_p, view_e[2], dz);
463 view_a = V_DEG(fatan2f(view_e[2][0], view_e[2][2]));
466 static int game_update_state(float dt)
468 static float t = 0.f;
470 struct s_file *fp = &file;
478 /* Test for a switch. */
480 if (sol_swch_test(fp, ball) == SWCH_TRIGGER)
481 audio_play(AUD_SWITCH, 1.f);
483 /* Test for a jump. */
485 if (jump_e == 1 && jump_b == 0 && (sol_jump_test(fp, jump_p, ball) ==
492 audio_play(AUD_JUMP, 1.f);
494 if (jump_e == 0 && jump_b == 0 && (sol_jump_test(fp, jump_p, ball) ==
500 /* Test for fall-out. */
502 if (fp->uv[ball].p[1] < -10.f)
505 /* Test for a goal or stop. */
507 if (t > 1.f && sol_goal_test(fp, p, ball))
523 * On most hardware, rendering requires much more computing power than
524 * physics. Since physics takes less time than graphics, it make sense to
525 * detach the physics update time step from the graphics frame rate. By
526 * performing multiple physics updates for each graphics update, we get away
527 * with higher quality physics with little impact on overall performance.
529 * Toward this end, we establish a baseline maximum physics time step. If
530 * the measured frame time exceeds this maximum, we cut the time step in
531 * half, and do two updates. If THIS time step exceeds the maximum, we do
532 * four updates. And so on. In this way, the physics system is allowed to
533 * seek an optimal update rate independent of, yet in integral sync with, the
534 * graphics frame rate.
537 int game_step(const float g[3], float dt)
539 struct s_file *fp = &file;
541 static float s = 0.f;
542 static float t = 0.f;
549 s = (7.f * s + dt) / 8.f;
560 fp->uv[ball].p[0] = jump_p[0];
561 fp->uv[ball].p[1] = jump_p[1];
562 fp->uv[ball].p[2] = jump_p[2];
571 while (t > MAX_DT && n < MAX_DN)
577 for (i = 0; i < n; i++)
579 d = sol_step(fp, g, t, ball, &m);
587 /* Mix the sound of a ball bounce. */
590 audio_play(AUD_BUMP, (float) (b - 0.5) * 2.0f);
593 game_update_view(dt);
594 return game_update_state(st);
600 * HACK: The BALL_FUDGE here guarantees that a putt doesn't drive
601 * the ball too directly down toward a lump, triggering rolling
602 * friction too early and stopping the ball prematurely.
605 file.uv[ball].v[0] = -4.f * view_e[2][0] * view_m;
606 file.uv[ball].v[1] = -4.f * view_e[2][1] * view_m + BALL_FUDGE;
607 file.uv[ball].v[2] = -4.f * view_e[2][2] * view_m;
612 /*---------------------------------------------------------------------------*/
614 void game_set_rot(int d)
616 view_a += (float) (30.f * d) / config_get_d(CONFIG_MOUSE_SENSE);
619 void game_clr_mag(void)
624 void game_set_mag(int d)
626 view_m -= (float) (1.f * d) / config_get_d(CONFIG_MOUSE_SENSE);
632 void game_set_fly(float k)
634 struct s_file *fp = &file;
636 float x[3] = { 1.f, 0.f, 0.f };
637 float y[3] = { 0.f, 1.f, 0.f };
638 float z[3] = { 0.f, 0.f, 1.f };
639 float c0[3] = { 0.f, 0.f, 0.f };
640 float p0[3] = { 0.f, 0.f, 0.f };
641 float c1[3] = { 0.f, 0.f, 0.f };
642 float p1[3] = { 0.f, 0.f, 0.f };
647 v_sub(view_e[2], fp->uv[ball].p, fp->zv[0].p);
649 if (fabs(v_dot(view_e[1], view_e[2])) > 0.999)
652 v_crs(view_e[0], view_e[1], view_e[2]);
653 v_crs(view_e[2], view_e[0], view_e[1]);
655 v_nrm(view_e[0], view_e[0]);
656 v_nrm(view_e[2], view_e[2]);
658 /* k = 0.0 view is at the ball. */
662 v_cpy(c0, fp->uv[ball].p);
663 v_cpy(p0, fp->uv[ball].p);
666 v_mad(p0, p0, view_e[1], view_dy);
667 v_mad(p0, p0, view_e[2], view_dz);
669 /* k = +1.0 view is s_view 0 */
671 if (k >= 0 && fp->wc > 0)
673 v_cpy(p1, fp->wv[0].p);
674 v_cpy(c1, fp->wv[0].q);
677 /* k = -1.0 view is s_view 1 */
679 if (k <= 0 && fp->wc > 1)
681 v_cpy(p1, fp->wv[1].p);
682 v_cpy(c1, fp->wv[1].q);
685 /* Interpolate the views. */
688 v_mad(view_p, p0, v, k * k);
691 v_mad(view_c, c0, v, k * k);
693 /* Orthonormalize the view basis. */
695 v_sub(view_e[2], view_p, view_c);
696 v_crs(view_e[0], view_e[1], view_e[2]);
697 v_crs(view_e[2], view_e[0], view_e[1]);
698 v_nrm(view_e[0], view_e[0]);
699 v_nrm(view_e[2], view_e[2]);
701 view_a = V_DEG(fatan2f(view_e[2][0], view_e[2][2]));
704 void game_ball(int i)
713 for (ui = 0; ui < file.uc; ui++)
715 file.uv[ui].v[0] = 0.f;
716 file.uv[ui].v[1] = 0.f;
717 file.uv[ui].v[2] = 0.f;
719 file.uv[ui].w[0] = 0.f;
720 file.uv[ui].w[1] = 0.f;
721 file.uv[ui].w[2] = 0.f;
725 void game_get_pos(float p[3], float e[3][3])
727 v_cpy(p, file.uv[ball].p);
728 v_cpy(e[0], file.uv[ball].e[0]);
729 v_cpy(e[1], file.uv[ball].e[1]);
730 v_cpy(e[2], file.uv[ball].e[2]);
733 void game_set_pos(float p[3], float e[3][3])
735 v_cpy(file.uv[ball].p, p);
736 v_cpy(file.uv[ball].e[0], e[0]);
737 v_cpy(file.uv[ball].e[1], e[1]);
738 v_cpy(file.uv[ball].e[2], e[2]);
741 /*---------------------------------------------------------------------------*/