build-time config option for VR mode
[vrtris] / src / gamescr.c
index 6e69c21..9d15659 100644 (file)
@@ -1,6 +1,21 @@
+#include <stdlib.h>
+#include <time.h>
+#include <assert.h>
+#include <imago2.h>
+#ifdef BUILD_VR
+#include <goatvr.h>
+#endif
 #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);
@@ -8,12 +23,21 @@ static void start(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 */
@@ -31,55 +55,463 @@ struct game_screen game_screen = {
        wheel
 };
 
-static struct cmesh *blkmesh;
-static float cam_theta, cam_phi, cam_dist = 6;
+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(!(wellmesh = cmesh_alloc()) || cmesh_load(wellmesh, "data/well.obj") == -1) {
+               error_log("failed to load well mesh\n");
                return -1;
        }
-       if(cmesh_load(blkmesh, "data/noisecube.obj") == -1) {
-               fprintf(stderr, "failed to load block model\n");
+
+       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)
 {
+#ifdef BUILD_VR
+       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];
+               }
+       }
+#endif /* BUILD_VR */
+
+       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)
 {
+       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);
 
-       cmesh_draw(blkmesh);
+       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();
+
+       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)
@@ -112,3 +544,150 @@ static void motion(int x, int y)
 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;
+       }
+}
+