spgame.c 5.34 KB
/**************************************************************************
 *                                                                        *
 *               Copyright (C) 1994, Silicon Graphics, Inc.               *
 *                                                                        *
 *  These coded instructions, statements, and computer programs  contain  *
 *  unpublished  proprietary  information of Silicon Graphics, Inc., and  *
 *  are protected by Federal copyright  law.  They  may not be disclosed  *
 *  to  third  parties  or copied or duplicated in any form, in whole or  *
 *  in part, without the prior written consent of Silicon Graphics, Inc.  *
 *                                                                        *
 *************************************************************************/

/*---------------------------------------------------------------------*
        Copyright (C) 1997,1998 Nintendo. (Originated by SGI)
        
        $RCSfile: spgame.c,v $
        $Revision: 1.1.1.1 $
        $Date: 2002/05/02 03:27:09 $
 *---------------------------------------------------------------------*/

/*
 * File:    sptext.c
 * Creator: rww@sgi.com
 * Create Date: Mon Apr 17 11:45:57 PDT 1995
 *
 * VERY simple app, draws a bunch of text.
 *
 */

#include <ultra64.h>

#include <PR/os.h>
#include "cont.h"
#include "main.h"
#include "hdd.h"
#include "font.h"

#define TIK_SCALE   (50.223)
#define TIK2USEC(x) ((int)(x/TIK_SCALE))

s16     standby = 3, sleep = 1;

int     cursor = 0;
int     frmcnt = 0;

void do_bkg( Gfx ** );
void do_game( Gfx ** );
void sp_do_work( Gfx **pglistp );
void init_game( void );


extern void test_64dd( Gfx ** );

void
sp_do_work( Gfx **pglistp )
{
    Gfx *gp;

    gp = *pglistp;

    spInit( &gp );          /* Initialize Sprites */

    do_bkg( &gp );

    do_game( &gp );   /* */

    test_64dd( &gp );   /* Test for 64DD */
    
    spFinish( &gp );        

    gp--;

    *pglistp = gp;

    frmcnt ++;
}

void
do_bkg( Gfx **pglistp )
{
    Gfx *gp, *dl;
    extern Sprite lit_sprite;

    gp = *pglistp;

    lit_sprite.rsp_dl_next   = lit_sprite.rsp_dl;

    spMove( &lit_sprite, 0,0 );
    spScale( &lit_sprite, 1.0, 1.0 );
    spSetAttribute( &lit_sprite, SP_FASTCOPY );

    dl = spDraw( &lit_sprite );

    gSPDisplayList(gp++, dl );

    *pglistp = gp;
}


#include "sp_ball.h"

typedef struct state_struct {
    Sprite *sp;     /* Sprite   */

    double size;    /* Radius   */

    double  s,vs;   /* Scaling */

    double  x, y;   /* Position */
    double vx,vy;   /* Velocity */

    double  e,ve;   /* Explosion */

    double  a,va;   /* Alpha */
} Sobj;

Sobj ball = {

    &ball_sprite,

    16,

    1.6, 0.00,

    10, 0,
     -1,  -2,
    
    0, 0,       /* Don't explode yet! */

    255, 0,     /* Don't fade yet! */
    };

#define NUM_BALLS   (7)

Sobj balls[NUM_BALLS];

#define NUM_balls_GFX (NUM_DL(NUM_ball_BMS))

static Gfx balls_gfx[NUM_BALLS][NUM_balls_GFX];

void
init_game( void )
{
    int i;

    for( i=0; i<NUM_BALLS; i++ ) {
    balls[i] = ball;
    balls[i].x  += (200.0* i)/NUM_BALLS;
    balls[i].vx += (2.0  * i)/NUM_BALLS;
    balls[i].y  += (100.0*i)/NUM_BALLS;
    balls[i].vy += (4.0* i)/NUM_BALLS;

    balls[i].s  -= (0.5*i)/NUM_BALLS;
    balls[i].vs += (0.05* i+0.02)/NUM_BALLS;
/*  
*/
    };

}

void draw_sobj( Gfx **, Sobj * );
void move_sobj( Sobj *, int );

void
do_game( Gfx **pglistp )
{
    Gfx *gp;
    static int first = 1;
    int i;

    if( first ) {
    first = 0;
    init_game();
    };

    gp = *pglistp;

    for( i=0; i<NUM_BALLS; i++ ) {
    balls[i].sp->rsp_dl = &(balls_gfx[i][0]);
        spSetAttribute( balls[i].sp, SP_TRANSPARENT | SP_CUTOUT );
    draw_sobj( &gp, &(balls[i]) );
    move_sobj( &(balls[i]), i );
    };


    *pglistp = gp;
}

void
draw_sobj( Gfx **pglistp, Sobj *s )
{
    Sprite *sp;
    Gfx *gp, *dl;

    gp = *pglistp;

    sp = s->sp;

    sp->rsp_dl_next   = sp->rsp_dl;

    spMove( sp, (int)(s->x),(int)(s->y) );
    if( s->a == 255 )
    spScale( sp, 1.0/s->s, 1.0/s->s );
    else
    spScale( sp, s->s, s->s );

    sp->expx = (int) s->e;
    sp->expy = (int) s->e;
    sp->alpha = (int) s->a;

    dl = spDraw( sp );

    gSPDisplayList(gp++, dl );

    *pglistp = gp;
}

#define ACCEL (9.81/60)

void
move_sobj( Sobj *s , int i)
{

    s->s += s->vs;

    if( s->a == 255 )
    if( ((s->s < 0.5)       && (s->vs < 0)) ||
        ((s->s > 5.0) && (s->vs > 0)) )
        s->vs = -s->vs;

    s->x += s->vx;

    if( ((s->x < 20)       && (s->vx < 0)) ||
        ((s->x > (300-64)) && (s->vx > 0)) )
    s->vx = -s->vx;

    s->y += s->vy;

    if( ((s->y < 20)       && (s->vy < 0)) ||
        ((s->y > (220-64)) && (s->vy > 0)) )
    s->vy = -s->vy;

    s->vy += ACCEL;

    if( (s->y > (220-64)) && ( s->vy > -2 ) ) { /* Jump! */
    s->vy -= 5;
    s->s   = 1.0/s->s;

    s->va = -1;
    s->ve = 1/8.0;
    s->vs = -s->s/270;
    };

    s->a += s->va;
    s->e += s->ve;

/*    s->s += s->vs; */

    if( (s->a <= 0) || (s->s <= 0) ) {  /* Explosion is over */
    s->ve = 0;
    s->va = 0;
    s->vs = ball.vs + (0.05* i + 0.03)/NUM_BALLS;

    s->e  = 0;
    s->s  = 1.6;
    s->a  = 255;
    };
}

#ifdef WALLS

void
check_walls( void)
{
    int i;
    double dt = 1.0/60;
    double tcur = cur->t;

    for(i=0; i<num_walls; i++) {
    if( collision( walls[i], cur ) ) {
        i = (-1);
        update_force( cur );

    };
    };
}

#endif /* WALLS */