removed dynarr stuff from cmesh
[vrtris] / src / gamescr.c
index f2a2ee4..66aa1fe 100644 (file)
@@ -9,6 +9,9 @@
 #include "blocks.h"
 #include "logger.h"
 
+int init_starfield(void);
+void draw_starfield(void);
+
 static int init(void);
 static void cleanup(void);
 static void start(void);
@@ -84,17 +87,24 @@ static const long level_speed[NUM_LEVELS] = {
 
 static const float blkcolor[][4] = {
        {1.0, 0.65, 0.0, 1},
-       {0.16, 1.0, 0.0, 1},
+       {0.16, 1.0, 0.4, 1},
        {0.65, 0.65, 1.0, 1},
-       {1.0, 1.0, 0.0, 1},
+       {1.0, 0.9, 0.1, 1},
        {0.0, 1.0, 1.0, 1},
        {1.0, 0.5, 1.0, 1},
-       {1.0, 0.25, 0.0, 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(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;
@@ -116,6 +126,8 @@ static int init(void)
 static void cleanup(void)
 {
        cmesh_free(blkmesh);
+       cmesh_free(wellmesh);
+       glDeleteTextures(1, &tex_well);
 }
 
 static void start(void)
@@ -149,10 +161,9 @@ static void update(float dtsec)
        }
        dt = time_msec - prev_tick;
 
-       /*
        if(gameover) {
                int i, row = PF_ROWS - gameover;
-               int *ptr;
+               unsigned int *ptr;
 
                if(dt < GAMEOVER_FILL_RATE) {
                        return;
@@ -161,15 +172,14 @@ static void update(float dtsec)
                if(row >= 0) {
                        ptr = pfield + row * PF_COLS;
                        for(i=0; i<PF_COLS; i++) {
-                               *ptr++ = TILE_GAMEOVER;
+                               *ptr++ = PF_VIS | PF_FULL | 7;
                        }
 
                        gameover++;
-                       prev_tick = msec;
+                       prev_tick = time_msec;
                }
                return;
        }
-       */
 
        if(num_complines) {
                /* lines where completed, we're in blinking mode */
@@ -185,6 +195,7 @@ static void update(float dtsec)
                        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;
@@ -225,6 +236,8 @@ static void draw(void)
 
        glLightfv(GL_LIGHT0, GL_POSITION, lpos);
 
+       draw_starfield();
+
        glPushAttrib(GL_ENABLE_BIT);
        glBindTexture(GL_TEXTURE_2D, tex_well);
        glEnable(GL_TEXTURE_2D);
@@ -245,7 +258,7 @@ static void draw(void)
        glPopMatrix();
 }
 
-static const float blkspec[] = {1, 1, 1, 1};
+static const float blkspec[] = {0.85, 0.85, 0.85, 1};
 
 static void draw_block(int block, const int *pos, int rot)
 {
@@ -283,7 +296,7 @@ static void drawpf(void)
                        glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, blkspec);
                        glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 50.0f);
 
-                       if(val & PF_FULL) {
+                       if((val & (PF_FULL | PF_VIS)) == (PF_FULL | PF_VIS)) {
                                glPushMatrix();
                                glTranslatef(j, -i, 0);
                                cmesh_draw(blkmesh);
@@ -306,6 +319,7 @@ static void keyboard(int key, int pressed)
 
        switch(key) {
        case 'a':
+       case KEY_LEFT:
                if(!pause) {
                        next_pos[1] = pos[1] - 1;
                        if(collision(cur_block, next_pos)) {
@@ -317,6 +331,7 @@ static void keyboard(int key, int pressed)
                break;
 
        case 'd':
+       case KEY_RIGHT:
                if(!pause) {
                        next_pos[1] = pos[1] + 1;
                        if(collision(cur_block, next_pos)) {
@@ -328,6 +343,8 @@ static void keyboard(int key, int pressed)
                break;
 
        case 'w':
+       case KEY_UP:
+       case ' ':
                if(!pause) {
                        prev_rot = cur_rot;
                        cur_rot = (cur_rot + 1) & 3;
@@ -340,6 +357,7 @@ static void keyboard(int key, int pressed)
                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;
@@ -353,6 +371,7 @@ static void keyboard(int key, int pressed)
 
        case '\n':
        case '\t':
+       case '0':
                if(!pause && cur_block >= 0) {
                        next_pos[0] = pos[0] + 1;
                        while(!collision(cur_block, next_pos)) {