+#include <stdlib.h>
+#include <time.h>
+#include <assert.h>
+#include <imago2.h>
+#include <goatvr.h>
#include "opengl.h"
+#include "game.h"
#include "screen.h"
#include "cmesh.h"
+#include "blocks.h"
+#include "logger.h"
+#include "gameinp.h"
+#include "color.h"
+
+int init_starfield(void);
+void draw_starfield(void);
static int init(void);
static void cleanup(void);
static void stop(void);
static void update(float dt);
static void draw(void);
+static void draw_block(int block, const int *pos, int rot, float sat, float alpha);
+static void drawpf(void);
static void reshape(int x, int y);
static void keyboard(int key, int pressed);
static void mouse(int bn, int pressed, int x, int y);
static void motion(int x, int y);
static void wheel(int dir);
+static void update_cur_block(void);
+static void addscore(int nlines);
+static int spawn(void);
+static int collision(int block, const int *pos);
+static void stick(int block, const int *pos);
+static void erase_completed(void);
+
struct game_screen game_screen = {
"game",
1, /* opaque */
wheel
};
-static struct cmesh *blkmesh;
+static struct cmesh *blkmesh, *wellmesh;
+static unsigned int tex_well;
+
+static float cam_theta, cam_phi, cam_dist = 30;
+static int bnstate[16];
+static int prev_mx, prev_my;
+
+static long tick_interval;
+
+/* dimensions of the playfield */
+#define PF_ROWS 18
+#define PF_COLS 10
+
+#define PF_FULL 0x100
+#define PF_VIS 0x200
+#define PF_VIS_SHIFT 9
+
+static unsigned int pfield[PF_ROWS * PF_COLS];
+
+static int pos[2], next_pos[2];
+static int cur_block, next_block, prev_block;
+static int cur_rot, prev_rot;
+static int complines[4];
+static int num_complines;
+static int gameover;
+static int pause;
+static int score, level, lines;
+static int just_spawned;
+
+#define NUM_LEVELS 21
+static const long level_speed[NUM_LEVELS] = {
+ 887, 820, 753, 686, 619, 552, 469, 368, 285, 184,
+ 167, 151, 134, 117, 107, 98, 88, 79, 69, 60, 50
+};
+
+static const float blkcolor[][4] = {
+ {1.0, 0.65, 0.0, 1},
+ {0.16, 1.0, 0.4, 1},
+ {0.65, 0.65, 1.0, 1},
+ {1.0, 0.9, 0.1, 1},
+ {0.0, 1.0, 1.0, 1},
+ {1.0, 0.5, 1.0, 1},
+ {1.0, 0.35, 0.2, 1},
+ {0.5, 0.5, 0.5, 1}
+};
+
+#define GAMEOVER_FILL_RATE 50
+
static int init(void)
{
- if(!(blkmesh = cmesh_alloc())) {
+ if(init_starfield() == -1) {
+ return -1;
+ }
+
+ if(!(blkmesh = cmesh_alloc()) || cmesh_load(blkmesh, "data/noisecube.obj") == -1) {
+ error_log("failed to load block mesh\n");
return -1;
}
- if(cmesh_load(blkmesh, "data/noisecube.obj") == -1) {
- fprintf(stderr, "failed to load block model\n");
+
+ if(!(wellmesh = cmesh_alloc()) || cmesh_load(wellmesh, "data/well.obj") == -1) {
+ error_log("failed to load well mesh\n");
+ return -1;
+ }
+
+ if(!(tex_well = img_gltexture_load("data/grid.png"))) {
+ error_log("failed to load well texture\n");
return -1;
}
+
return 0;
}
static void cleanup(void)
{
cmesh_free(blkmesh);
+ cmesh_free(wellmesh);
+ glDeleteTextures(1, &tex_well);
}
static void start(void)
{
+ srand(time(0));
+
+ pause = 0;
+ gameover = 0;
+ num_complines = 0;
+ score = level = lines = 0;
+ tick_interval = level_speed[0];
+ cur_block = -1;
+ prev_block = 0;
+ next_block = rand() % NUM_BLOCKS;
+
+ memset(pfield, 0, PF_COLS * PF_ROWS * sizeof *pfield);
+
+ ginp_repeat(500, 75, GINP_LEFT | GINP_RIGHT | GINP_DOWN);
}
static void stop(void)
{
}
-static void update(float dt)
+#define JTHRES 0.6
+
+#define CHECK_BUTTON(idx, gbn) \
+ if(joy_bnstate & (1 << idx)) { \
+ ginp_bnstate |= gbn; \
+ }
+
+static void update_input(float dtsec)
{
+ int num_vr_sticks;
+
+ if((num_vr_sticks = goatvr_num_sticks()) > 0) {
+ float p[2];
+
+ goatvr_stick_pos(0, p);
+
+ if(fabs(p[0]) > fabs(joy_axis[GPAD_LSTICK_X])) {
+ joy_axis[GPAD_LSTICK_X] = p[0];
+ }
+ if(fabs(p[1]) > fabs(joy_axis[GPAD_LSTICK_Y])) {
+ joy_axis[GPAD_LSTICK_Y] = p[1];
+ }
+ }
+
+ ginp_bnstate = 0;
+
+ /* joystick axis */
+ if(joy_axis[GPAD_LSTICK_X] >= JTHRES) {
+ ginp_bnstate |= GINP_RIGHT;
+ } else if(joy_axis[GPAD_LSTICK_X] <= -JTHRES) {
+ ginp_bnstate |= GINP_LEFT;
+ }
+
+ if(joy_axis[GPAD_LSTICK_Y] >= JTHRES) {
+ ginp_bnstate |= GINP_DOWN;
+ } else if(joy_axis[GPAD_LSTICK_Y] <= -JTHRES) {
+ ginp_bnstate |= GINP_UP;
+ }
+
+ CHECK_BUTTON(GPAD_LEFT, GINP_LEFT);
+ CHECK_BUTTON(GPAD_RIGHT, GINP_RIGHT);
+ CHECK_BUTTON(GPAD_UP, GINP_UP);
+ CHECK_BUTTON(GPAD_DOWN, GINP_DOWN);
+ CHECK_BUTTON(GPAD_A, GINP_ROTATE);
+ CHECK_BUTTON(GPAD_START, GINP_PAUSE);
+
+ update_ginp();
+
+ if(GINP_PRESS(GINP_LEFT)) {
+ game_keyboard('a', 1);
+ }
+ if(GINP_PRESS(GINP_RIGHT)) {
+ game_keyboard('d', 1);
+ }
+ if(GINP_PRESS(GINP_DOWN)) {
+ game_keyboard('s', 1);
+ }
+ if(GINP_PRESS(GINP_UP)) {
+ game_keyboard('\t', 1);
+ }
+ if(GINP_PRESS(GINP_ROTATE)) {
+ game_keyboard('w', 1);
+ }
+ if(GINP_PRESS(GINP_PAUSE)) {
+ game_keyboard('p', 1);
+ }
+}
+
+static void update(float dtsec)
+{
+ static long prev_tick;
+ long dt;
+
+ update_input(dtsec);
+
+ if(pause) {
+ prev_tick = time_msec;
+ return;
+ }
+ dt = time_msec - prev_tick;
+
+ if(gameover) {
+ int i, row = PF_ROWS - gameover;
+ unsigned int *ptr;
+
+ if(dt < GAMEOVER_FILL_RATE) {
+ return;
+ }
+
+ if(row >= 0) {
+ ptr = pfield + row * PF_COLS;
+ for(i=0; i<PF_COLS; i++) {
+ *ptr++ = PF_VIS | PF_FULL | 7;
+ }
+
+ gameover++;
+ prev_tick = time_msec;
+ }
+ return;
+ }
+
+ if(num_complines) {
+ /* lines where completed, we're in blinking mode */
+ int i, j, blink = dt >> 8;
+
+ if(blink > 6) {
+ erase_completed();
+ num_complines = 0;
+ return;
+ }
+
+ for(i=0; i<num_complines; i++) {
+ unsigned int *ptr = pfield + complines[i] * PF_COLS;
+ for(j=0; j<PF_COLS; j++) {
+ *ptr = (*ptr & ~PF_VIS) | ((blink & 1) << PF_VIS_SHIFT);
+ ptr++;
+ }
+ }
+ return;
+ }
+
+ /* fall */
+ while(dt >= tick_interval) {
+ if(cur_block >= 0) {
+ just_spawned = 0;
+ next_pos[0] = pos[0] + 1;
+ if(collision(cur_block, next_pos)) {
+ next_pos[0] = pos[0];
+ stick(cur_block, next_pos);
+ return;
+ }
+ } else {
+ /* respawn */
+ if(spawn() == -1) {
+ gameover = 1;
+ return;
+ }
+ }
+
+ dt -= tick_interval;
+ prev_tick = time_msec;
+ }
+
+ update_cur_block();
}
static void draw(void)
{
- glTranslatef(0, 0, 6);
+ static const int nextblk_pos[] = {0, 0};
+ static const float lpos[] = {-1, 1, 6, 1};
+ float t;
+
+ glTranslatef(0, 0, -cam_dist);
+ glRotatef(cam_phi, 1, 0, 0);
+ glRotatef(cam_theta, 0, 1, 0);
+
+ glLightfv(GL_LIGHT0, GL_POSITION, lpos);
+
+ draw_starfield();
+
+ glPushAttrib(GL_ENABLE_BIT);
+ glBindTexture(GL_TEXTURE_2D, tex_well);
+ glEnable(GL_TEXTURE_2D);
+ glDisable(GL_LIGHTING);
+ glColor3f(1, 1, 1);
+ cmesh_draw(wellmesh);
+ glPopAttrib();
+
+ /* center playfield */
+ glPushMatrix();
+ glTranslatef(-PF_COLS / 2 + 0.5, PF_ROWS / 2 - 0.5, 0);
+
+ drawpf();
+ if(cur_block >= 0) {
+ draw_block(cur_block, pos, cur_rot, 1.0f, 1.0f);
+ }
+ glPopMatrix();
+
+ glPushAttrib(GL_ENABLE_BIT);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+ glPushMatrix();
+ t = (float)time_msec / 1000.0f;
+ glTranslatef(-PF_COLS / 2 + 0.5 + PF_COLS + 3, PF_ROWS / 2 - 0.5, 0);
+ glTranslatef(1.5, -1, 0);
+ glRotatef(cos(t) * 8.0f, 1, 0, 0);
+ glRotatef(sin(t * 1.2f) * 10.0f, 0, 1, 0);
+ glTranslatef(-1.5, 1, 0);
+ draw_block(next_block, nextblk_pos, 0, 0.25f, 0.75f);
+ glPopMatrix();
- cmesh_draw(blkmesh);
+ glPopAttrib();
}
+static const float blkspec[] = {0.85, 0.85, 0.85, 1};
+
+static void draw_block(int block, const int *pos, int rot, float sat, float alpha)
+{
+ int i;
+ unsigned char *p = blocks[block][rot];
+ float col[4], hsv[3];
+
+ rgb_to_hsv(blkcolor[block][0], blkcolor[block][1], blkcolor[block][2],
+ hsv, hsv + 1, hsv + 2);
+ hsv_to_rgb(hsv[0], hsv[1] * sat, hsv[2], col, col + 1, col + 2);
+ col[3] = alpha;
+
+ glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, col);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, blkspec);
+ glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 50.0f);
+
+ for(i=0; i<4; i++) {
+ int x = pos[1] + BLKX(*p);
+ int y = pos[0] + BLKY(*p);
+ p++;
+
+ if(y < 0) continue;
+
+ glPushMatrix();
+ glTranslatef(x, -y, 0);
+ cmesh_draw(blkmesh);
+ glPopMatrix();
+ }
+}
+
+static void drawpf(void)
+{
+ int i, j;
+ unsigned int *sptr = pfield;
+
+ for(i=0; i<PF_ROWS; i++) {
+ for(j=0; j<PF_COLS; j++) {
+ unsigned int val = *sptr++;
+
+ glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, blkcolor[val & 7]);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, blkspec);
+ glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 50.0f);
+
+ if((val & (PF_FULL | PF_VIS)) == (PF_FULL | PF_VIS)) {
+ glPushMatrix();
+ glTranslatef(j, -i, 0);
+ cmesh_draw(blkmesh);
+ glPopMatrix();
+ }
+ }
+ }
+}
+
+
static void reshape(int x, int y)
{
}
static void keyboard(int key, int pressed)
{
+ /*char *name = 0;*/
+
+ if(!pressed) return;
+
+ switch(key) {
+ case 'a':
+ case KEY_LEFT:
+ if(!pause) {
+ next_pos[1] = pos[1] - 1;
+ if(collision(cur_block, next_pos)) {
+ next_pos[1] = pos[1];
+ } else {
+ /*snd_shift();*/
+ }
+ }
+ break;
+
+ case 'd':
+ case KEY_RIGHT:
+ if(!pause) {
+ next_pos[1] = pos[1] + 1;
+ if(collision(cur_block, next_pos)) {
+ next_pos[1] = pos[1];
+ } else {
+ /*snd_shift();*/
+ }
+ }
+ break;
+
+ case 'w':
+ case KEY_UP:
+ case ' ':
+ if(!pause) {
+ prev_rot = cur_rot;
+ cur_rot = (cur_rot + 1) & 3;
+ if(collision(cur_block, next_pos)) {
+ cur_rot = prev_rot;
+ } else {
+ /*snd_rot();*/
+ }
+ }
+ break;
+
+ case 's':
+ case KEY_DOWN:
+ /* ignore drops until the first update after a spawn */
+ if(cur_block >= 0 && !just_spawned && !pause) {
+ next_pos[0] = pos[0] + 1;
+ if(collision(cur_block, next_pos)) {
+ next_pos[0] = pos[0];
+ update_cur_block();
+ stick(cur_block, next_pos); /* stick immediately */
+ }
+ }
+ break;
+
+ case '\n':
+ case '\t':
+ case '0':
+ if(!pause && cur_block >= 0) {
+ next_pos[0] = pos[0] + 1;
+ while(!collision(cur_block, next_pos)) {
+ next_pos[0]++;
+ }
+ next_pos[0]--;
+ update_cur_block();
+ stick(cur_block, next_pos); /* stick immediately */
+ }
+ break;
+
+ case 'p':
+ if(gameover) {
+ /*
+ if(score && is_highscore(score)) {
+ name = name_screen(score);
+ }
+ save_score(name, score, lines, level);
+ */
+ /* TODO: pop screen */
+ } else {
+ pause ^= 1;
+ }
+ break;
+
+ case '\b':
+ /*
+ if(score && is_highscore(score)) {
+ name = name_screen(score);
+ }
+ save_score(name, score, lines, level);
+ */
+ /* TODO: pop screen */
+ break;
+
+ default:
+ break;
+ }
}
static void mouse(int bn, int pressed, int x, int y)
{
+ bnstate[bn] = pressed;
+ prev_mx = x;
+ prev_my = y;
}
static void motion(int x, int y)
{
+ float dx = x - prev_mx;
+ float dy = y - prev_my;
+ prev_mx = x;
+ prev_my = y;
+
+ if(bnstate[0]) {
+ cam_theta += dx * 0.5;
+ cam_phi += dy * 0.5;
+
+ if(cam_phi < -90) cam_phi = -90;
+ if(cam_phi > 90) cam_phi = 90;
+ }
+ if(bnstate[2]) {
+ cam_dist += dy * 0.1;
+ if(cam_dist < 0) cam_dist = 0;
+ }
}
static void wheel(int dir)
{
}
+
+static void update_cur_block(void)
+{
+ if(cur_block < 0) return;
+
+ memcpy(pos, next_pos, sizeof pos);
+ prev_rot = cur_rot;
+}
+
+static void addscore(int nlines)
+{
+ static const int stab[] = {40, 100, 300, 1200}; /* bonus per line completed */
+
+ assert(nlines < 5);
+
+ score += stab[nlines - 1] * (level + 1);
+ lines += nlines;
+
+ level = lines / 10;
+ if(level > NUM_LEVELS - 1) level = NUM_LEVELS - 1;
+
+ tick_interval = level_speed[level];
+}
+
+static int spawn(void)
+{
+ int r, tries = 2;
+
+ do {
+ r = rand() % NUM_BLOCKS;
+ } while(tries-- > 0 && (r | prev_block | next_block) == prev_block);
+
+ cur_block = next_block;
+ next_block = r;
+
+ prev_rot = cur_rot = 0;
+ pos[0] = block_spawnpos[cur_block][0];
+ next_pos[0] = pos[0] + 1;
+ pos[1] = next_pos[1] = PF_COLS / 2 + block_spawnpos[cur_block][1];
+
+ if(collision(cur_block, next_pos)) {
+ return -1;
+ }
+
+ just_spawned = 1;
+ return 0;
+}
+
+static int collision(int block, const int *pos)
+{
+ int i;
+ unsigned char *p = blocks[block][cur_rot];
+
+ for(i=0; i<4; i++) {
+ int x = pos[1] + BLKX(*p);
+ int y = pos[0] + BLKY(*p);
+ p++;
+
+ if(y < 0) continue;
+
+ if(x < 0 || x >= PF_COLS || y >= PF_ROWS) return 1;
+ if(pfield[y * PF_COLS + x] & PF_FULL) return 1;
+ }
+
+ return 0;
+}
+
+static void stick(int block, const int *pos)
+{
+ int i, j, nblank;
+ unsigned int *pfline;
+ unsigned char *p = blocks[block][cur_rot];
+
+ num_complines = 0;
+ prev_block = cur_block; /* used by the spawn routine */
+ cur_block = -1;
+
+ for(i=0; i<4; i++) {
+ int x = pos[1] + BLKX(*p);
+ int y = pos[0] + BLKY(*p);
+ p++;
+
+ pfline = pfield + y * PF_COLS;
+ pfline[x] = PF_FULL | PF_VIS | block;
+
+ nblank = 0;
+ for(j=0; j<PF_COLS; j++) {
+ if(!(pfline[j] & PF_FULL)) {
+ nblank++;
+ }
+ }
+
+ if(nblank == 0) {
+ complines[num_complines++] = y;
+ }
+ }
+
+ /*snd_stick();*/
+
+ if(num_complines) {
+ addscore(num_complines);
+ }
+}
+
+static void erase_completed(void)
+{
+ int i, j, srow, drow;
+ unsigned int *pfstart = pfield;
+ unsigned int *dptr;
+
+ /* sort completed lines from highest to lowest row number */
+ for(i=0; i<num_complines-1; i++) {
+ for(j=i+1; j<num_complines; j++) {
+ if(complines[j] > complines[i]) {
+ int tmp = complines[j];
+ complines[j] = complines[i];
+ complines[i] = tmp;
+ }
+ }
+ }
+
+ srow = drow = PF_ROWS - 1;
+ dptr = pfstart + drow * PF_COLS;
+
+ for(i=0; i<PF_ROWS; i++) {
+ for(j=0; j<num_complines; j++) {
+ if(complines[j] == srow) {
+ srow--;
+ }
+ }
+
+ if(srow < 0) {
+ for(j=0; j<PF_COLS; j++) {
+ dptr[j] &= ~PF_FULL;
+ }
+
+ } else if(srow != drow) {
+ unsigned int *sptr = pfstart + srow * PF_COLS;
+ memcpy(dptr, sptr, PF_COLS * sizeof *dptr);
+ }
+
+ srow--;
+ drow--;
+ dptr -= PF_COLS;
+ }
+}
+