#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"
+
+int init_starfield(void);
+void draw_starfield(void);
static int init(void);
static void cleanup(void);
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);
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;
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)
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)
{
}
+#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;
- int *ptr;
+ 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++ = 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 */
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;
dt -= tick_interval;
prev_tick = time_msec;
}
+
+ update_cur_block();
}
static void draw(void)
{
+ const float lpos[] = {-1, 1, 6, 1};
+
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, PF_ROWS / 2, 0);
+ glTranslatef(-PF_COLS / 2 + 0.5, PF_ROWS / 2 - 0.5, 0);
drawpf();
if(cur_block >= 0) {
glPopMatrix();
}
+static const float blkspec[] = {0.85, 0.85, 0.85, 1};
+
static void draw_block(int block, const int *pos, int rot)
{
- int i, pal;
+ int i;
unsigned char *p = blocks[block][rot];
- /*pal = FIRST_BLOCK_PAL + block;*/
+ glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, blkcolor[block]);
+ 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);
if(y < 0) continue;
glPushMatrix();
- glTranslatef(x, y, 0);
+ glTranslatef(x, -y, 0);
cmesh_draw(blkmesh);
glPopMatrix();
}
for(i=0; i<PF_ROWS; i++) {
for(j=0; j<PF_COLS; j++) {
unsigned int val = *sptr++;
- if(val & PF_FULL) {
+
+ 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);
+ glTranslatef(j, -i, 0);
cmesh_draw(blkmesh);
glPopMatrix();
}
switch(key) {
case 'a':
+ case KEY_LEFT:
if(!pause) {
next_pos[1] = pos[1] - 1;
if(collision(cur_block, next_pos)) {
break;
case 'd':
+ case KEY_RIGHT:
if(!pause) {
next_pos[1] = pos[1] + 1;
if(collision(cur_block, next_pos)) {
break;
case 'w':
+ case KEY_UP:
+ case ' ':
if(!pause) {
prev_rot = cur_rot;
cur_rot = (cur_rot + 1) & 3;
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 */
}
}
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;
{
}
+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 */
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;
}