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5ustar gurkangurkan00000000000000pathogen-1.1.1/src/App.h0000644000175000017500000000441610075251434015605 0ustar gurkangurkan00000000000000/* Pathogen Warrior * Copyright 2004 Jetro Lauha - http://iki.fi/jetro/ * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * $Id: App.h,v 1.5 2004/07/14 15:37:09 tonic Exp $ * $Revision: 1.5 $ */ #ifndef APP_H_INCL #define APP_H_INCL #include enum APP_STATE { AS_UNINITIALIZED = 0, // must be last: APP_STATE_COUNT }; class State; class App { public: typedef std::list KeyEventList; App(); virtual ~App(); static void setInstance(App *singleton); static App * getInstance() { assert(mSingleton != NULL); return mSingleton; } virtual BOOL init(); virtual void run(); virtual void setState(INT state); APP_STATE getState() const { return mState; } void setAlive(BOOL alive) { mAlive = alive; } BOOL isAlive() const { return mAlive; } SDL_Surface * getScreen() const { return mScreen; } void setKeyState(UINT8 *keyState) { mKeyState = keyState; } UINT8 * getKeyState() const { return mKeyState; } KeyEventList & getKeyEventList() { return mKeyEvents; } protected: virtual BOOL update(); void resetTime(); virtual char * getCaption() = 0; virtual State * getStateHandler(INT state) = 0; static App *mSingleton; APP_STATE mState; SDL_Surface *mScreen; BOOL mAlive; UINT32 mTime, mStartTime; UINT32 mNextUpdateTime; KeyEventList mKeyEvents; UINT8 *mKeyState; State *mCurrentStateHandler; SDL_EventFilter mCustomEventFilter; }; #endif // !APP_H_INCL pathogen-1.1.1/src/BuildState.h0000644000175000017500000001221710075251434017123 0ustar gurkangurkan00000000000000/* Pathogen Warrior * Copyright 2004 Jetro Lauha - http://iki.fi/jetro/ * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * $Id: BuildState.h,v 1.13 2004/07/14 15:37:09 tonic Exp $ * $Revision: 1.13 $ */ #ifndef BUILDSTATE_H_INCL #define BUILDSTATE_H_INCL #include enum BUILDSTATE_ENUM { MAX_PROBLEM_STRUCTURE_LEVELS = 3, TIME_PER_COMPOUND = 9000, }; enum MAP_NODE_TYPE { MHT_BALL = 0, MHT_LINK }; struct Position { Position() {} Position(INT x, INT y) : x(x), y(y) {} INT x, y; bool operator==(const Position &rhs) { return x == rhs.x && y == rhs.y; } bool operator!=(const Position &rhs) { return x != rhs.x || y != rhs.y; } }; struct MapNode { MapNode(MAP_NODE_TYPE type) : type(type) {} MAP_NODE_TYPE type; Position position; }; struct Color { Color() {} Color(FLOAT r, FLOAT g, FLOAT b) : red(r), green(g), blue(b) {} FLOAT red, green, blue; }; struct Direction { FLOAT angle; FLOAT x, y, z; // axis }; struct BallNode : public MapNode { BallNode(MAP_NODE_TYPE type) : MapNode(type) {} typedef std::set BallNodeSet; BOOL inMap; Color color, mapColor; Direction direction; BallNodeSet children; BallNode *parent; }; struct LinkNode : public MapNode { LinkNode(MAP_NODE_TYPE type) : MapNode(type), link(0) {} UINT link; }; struct TextRow { typedef std::string String; TextRow(String str, UINT32 startTime, UINT32 age) : str(str), startTime(startTime), age(age) { color.red = color.green = color.blue = 1; } String str; UINT32 startTime, age; Color color; }; struct ProblemConfiguration { UINT8 levels; UINT8 branches[MAX_PROBLEM_STRUCTURE_LEVELS - 1]; FLOAT rotation; }; class BuildState : public State { public: BuildState(); virtual ~BuildState(); virtual BOOL init(); virtual void deinit(); virtual BOOL update(UINT32 time, App::KeyEventList &keyEvents); virtual void render(SDL_Surface *screen); virtual void onActivate(UINT32 /*tick*/); virtual void onDeactivate(); virtual void onKeyDown(const SDLKey &key); virtual void onKeyUp(const SDLKey &key); virtual void onMouseDown(const SDL_MouseButtonEvent &event); virtual void onMouseUp(const SDL_MouseButtonEvent &event); virtual void onMouseMotion(const SDL_MouseMotionEvent &event); UINT32 getScore() { return mScore; } UINT32 getPathogenCount() { return mPathogenCount; } protected: struct HexagonMapLessOp : public std::binary_function { bool operator() (const Position &p1, const Position &p2) const { INT32 p1ref = (p1.y << 16) | (p1.x & 0xffff); INT32 p2ref = (p2.y << 16) | (p2.x & 0xffff); return p1ref < p2ref; } }; typedef std::map HexagonMap; typedef std::vector ColorList; typedef std::list TextList; void createProblem(); void clearProblem(); BOOL verifyProblem(); void mutateProblem(); void mutateNodes(BallNode *node); INT buildNodes(BallNode *node, BallNode *parent, INT level, INT depth); void clearNode(BallNode *node); INT verifyNode(BallNode *node); void renderNode(BallNode *node, INT level); void renderModel(); void render2D(); void renderHexagonMap(); UINT32 mTime; UINT32 mScore; UINT32 mPathogenCount; HexagonMap mMap; ColorList mColors; TextList mInfoText; BallNode mProblemRoot; UINT32 mProblemTime, mProblemStartTime; FLOAT mNormalizedProblemTime; // [0..1] is valid solving time UINT32 mGameOverTime; BOOL mGameOver; INT mMouseX, mMouseY; BOOL mHighlight; Position mHighlightNode; Position mDragStartNode; Position mMouseDownNode; BOOL mDragging; UINT32 mMutationTriggerTime; BOOL mMutationTriggerMutated; BOOL mMutationTriggerNewProblem; FLOAT mScrollX, mScrollY; FLOAT mScrollXDest, mScrollYDest; Position mMapImagePosition; BOOL mHighLightMapCircle; IMAGE mHexImage; IMAGE mBallImage; IMAGE mShineImage; IMAGE mLinkImages[3]; IMAGE mMapImage; IMAGE mCircleImage; IMAGE mBlockImage; IMAGE mSquareImage; SDL_Surface *mMapMask; }; #endif // !BUILDSTATE_H_INCL pathogen-1.1.1/src/errormsg.h0000644000175000017500000000213310075251434016717 0ustar gurkangurkan00000000000000/* Pathogen Warrior * Copyright 2004 Jetro Lauha - http://iki.fi/jetro/ * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * $Id: errormsg.h,v 1.3 2004/07/14 15:37:09 tonic Exp $ * $Revision: 1.3 $ */ #ifndef ERRORMSG_H_INCL #define ERRORMSG_H_INCL #ifdef __cplusplus extern "C" { #endif extern void errorMessage(char *title, char *msg, ...); #ifdef __cplusplus }; #endif #endif // !ERRORMSG_H_INCL pathogen-1.1.1/src/Font.h0000644000175000017500000000422010075251434015764 0ustar gurkangurkan00000000000000/* Pathogen Warrior * Copyright 2004 Jetro Lauha - http://iki.fi/jetro/ * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * $Id: Font.h,v 1.3 2004/07/14 15:37:09 tonic Exp $ * $Revision: 1.3 $ */ #ifndef FONT_H_INCL #define FONT_H_INCL // default alignment is TOP+LEFT, use these flags to change the alignment enum FONT_ALIGN { FONT_ALIGN_HORIZ_CENTER = 1 << 0, FONT_ALIGN_RIGHT = 1 << 1, FONT_ALIGN_VERT_CENTER = 1 << 2, FONT_ALIGN_BOTTOM = 1 << 3, }; class Font { public: Font(char *filename, const char *fontstr = NULL); virtual ~Font(); void reload(); void setCharacterSpacing(INT spacing) { mSpacing = spacing; } INT getCharacterSpacing() { return mSpacing; } UINT getFontHeight() { return mFontHeight; } INT32 getStringWidth(const char *str); void setDrawImageFunc(void (*func)(const IMAGE &img, FLOAT x, FLOAT y, FLOAT r, FLOAT g, FLOAT b, FLOAT a)); void drawString(INT32 x, INT32 y, UINT32 flags, const char *str, GLfloat r = 1, GLfloat g = 1, GLfloat b = 1, GLfloat a = 1); private: INT mLoaded; char mFilename[256]; UINT8 mCharMap[256]; IMAGE mLetter[256]; UINT mChars; INT mSpacing; UINT mFontHeight; void buildCharMap(const char *fontstr); void (*drawImage)(const IMAGE &img, FLOAT x, FLOAT y, FLOAT r, FLOAT g, FLOAT b, FLOAT a); }; #endif // !FONT_H_INCL pathogen-1.1.1/src/GameApp.h0000644000175000017500000000313210075251434016371 0ustar gurkangurkan00000000000000/* Pathogen Warrior * Copyright 2004 Jetro Lauha - http://iki.fi/jetro/ * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * $Id: GameApp.h,v 1.7 2004/07/14 15:37:09 tonic Exp $ * $Revision: 1.7 $ */ #ifndef GAMEAPP_H_INCL #define GAMEAPP_H_INCL #include "App.h" #define CAPTION_STR "Pathogen Warrior" enum GAME_STATE { // start game states where base app states end GS_TITLE = APP_STATE_COUNT, GS_BUILD }; class Font; class BuildState; class TitleState; class GameApp : public App { public: GameApp(); virtual ~GameApp(); virtual BOOL init(); Font * getFont() { return mFont; } BuildState * getBuildState() { return mBuildState; } protected: virtual char * getCaption(); virtual State * getStateHandler(INT state); BuildState *mBuildState; TitleState *mTitleState; Font *mFont; }; #endif // !GAMEAPP_H_INCL pathogen-1.1.1/src/gfx.h0000644000175000017500000000572410075251434015654 0ustar gurkangurkan00000000000000/* Pathogen Warrior * Copyright 2004 Jetro Lauha - http://iki.fi/jetro/ * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * $Id: gfx.h,v 1.7 2004/07/14 15:37:09 tonic Exp $ * $Revision: 1.7 $ */ #ifndef GFX_H_INCL #define GFX_H_INCL typedef struct { GLuint glid; GLfloat uv[4]; int w, h; } IMAGE; extern void clear(float r, float g, float b); extern void pushGLState(); extern void popGLState(); extern void enter2DMode(INT viewportWidth, INT viewportHeight); extern void leave2DMode(); extern GLuint SDL_GL_LoadTexture(SDL_Surface *surface, GLfloat *texcoord, SDL_Rect *srcrect = NULL); extern IMAGE loadImage(char *filename); extern void freeImage(const IMAGE &image); extern void drawImage(const IMAGE &img, FLOAT x = 0, FLOAT y = 0, FLOAT r = 1, FLOAT g = 1, FLOAT b = 1, FLOAT a = 1); extern void drawImageScaled(const IMAGE &img, FLOAT x = 0, FLOAT y = 0, FLOAT xScale = 1, FLOAT yScale = 1, FLOAT r = 1, FLOAT g = 1, FLOAT b = 1, FLOAT a = 1); extern void drawImageAdditive(const IMAGE &img, FLOAT x = 0, FLOAT y = 0, FLOAT angle = 0, FLOAT r = 1, FLOAT g = 1, FLOAT b = 1, FLOAT a = 1); extern void drawImageRotatedCenteredScaled(const IMAGE &img, FLOAT x = 0, FLOAT y = 0, FLOAT angle = 0, FLOAT scale = 1, FLOAT r = 1, FLOAT g = 1, FLOAT b = 1, FLOAT a = 1); extern void drawImageRotatedCenteredScaledAdditive(const IMAGE &img, FLOAT x = 0, FLOAT y = 0, FLOAT angle = 0, FLOAT scale = 1, FLOAT r = 1, FLOAT g = 1, FLOAT b = 1, FLOAT a = 1); extern void hls2rgb(FLOAT *r, FLOAT *g, FLOAT *b, FLOAT h, FLOAT l, FLOAT s); #endif // !GFX_H_INCL pathogen-1.1.1/src/main.h0000644000175000017500000000263610075251340016007 0ustar gurkangurkan00000000000000/* Pathogen Warrior * Copyright 2004 Jetro Lauha - http://iki.fi/jetro/ * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * $Id: main.h,v 1.11 2004/07/14 15:36:45 tonic Exp $ * $Revision: 1.11 $ */ #ifndef MAIN_H_INCL #define MAIN_H_INCL #include #include #include #include #include #include "SDL.h" #include "SDL_opengl.h" #include "types.h" #include "errormsg.h" #include "gfx.h" #include "sound.h" #include "App.h" #include "GameApp.h" #include "Font.h" #include "State.h" #include "BuildState.h" #include "TitleState.h" #define WIDTH 800 #define HEIGHT 600 #define VERSION_STR "1.1.1" #undef PI #define PI 3.1415926535897932 #endif // !MAIN_H_INCL pathogen-1.1.1/src/sound.h0000644000175000017500000000230210075251434016205 0ustar gurkangurkan00000000000000/* Pathogen Warrior * Copyright 2004 Jetro Lauha - http://iki.fi/jetro/ * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * $Id: sound.h,v 1.4 2004/07/14 15:37:09 tonic Exp $ * $Revision: 1.4 $ */ #ifndef SOUND_H_INCLUDED #define SOUND_H_INCLUDED extern void initSound(); extern void deinitSound(); extern void setSound(int enabled); extern void setMusic(int enabled); extern int getSoundEnabled(); extern int getMusicEnabled(); extern void setMusicVolume(float volume); #endif // !SOUND_H_INCLUDED pathogen-1.1.1/src/State.h0000644000175000017500000000327210075251434016144 0ustar gurkangurkan00000000000000/* Pathogen Warrior * Copyright 2004 Jetro Lauha - http://iki.fi/jetro/ * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * $Id: State.h,v 1.7 2004/07/14 15:37:09 tonic Exp $ * $Revision: 1.7 $ */ #ifndef STATE_H_INCL #define STATE_H_INCL class State { public: State() : mFPS(5) {} virtual ~State() {} virtual BOOL init() { return TRUE; } virtual void deinit() {} UINT32 getUpdateFPS() { return mFPS; } virtual BOOL update(UINT32 time, App::KeyEventList &keyEvents) = 0; virtual void render(SDL_Surface *screen) = 0; virtual void onActivate(UINT32 /*tick*/) {} virtual void onDeactivate() {} virtual void onKeyDown(const SDLKey &key) {} virtual void onKeyUp(const SDLKey &key) {} virtual void onMouseDown(const SDL_MouseButtonEvent &event) {} virtual void onMouseUp(const SDL_MouseButtonEvent &event) {} virtual void onMouseMotion(const SDL_MouseMotionEvent &event) {} protected: UINT32 mFPS; }; #endif // !STATE_H_INCL pathogen-1.1.1/src/TitleState.h0000644000175000017500000000255110075251434017145 0ustar gurkangurkan00000000000000/* Pathogen Warrior * Copyright 2004 Jetro Lauha - http://iki.fi/jetro/ * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * $Id: TitleState.h,v 1.2 2004/07/14 15:37:09 tonic Exp $ * $Revision: 1.2 $ */ #ifndef TITLESTATE_H_INCL #define TITLESTATE_H_INCL class TitleState : public State { public: TitleState() {} virtual ~TitleState() {} virtual BOOL update(UINT32 time, App::KeyEventList &keyEvents); virtual void render(SDL_Surface *screen); virtual void onKeyDown(const SDLKey &key); virtual void onMouseDown(const SDL_MouseButtonEvent &event); protected: void gameStart(); UINT32 mTime; }; #endif // !TITLESTATE_H_INCL pathogen-1.1.1/src/types.h0000644000175000017500000000265310075251434016232 0ustar gurkangurkan00000000000000/* Pathogen Warrior * Copyright 2004 Jetro Lauha - http://iki.fi/jetro/ * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * $Id: types.h,v 1.3 2004/07/14 15:37:09 tonic Exp $ * $Revision: 1.3 $ */ #ifndef TYPES_H_INCLUDED #define TYPES_H_INCLUDED #undef FLOAT #undef INT8 #undef UINT8 #undef INT16 #undef UINT16 #undef INT32 #undef UINT32 #undef BOOL #undef TRUE #undef FALSE #define FLOAT float #define INT8 signed char #define UINT8 unsigned char #define INT16 signed short #define UINT16 unsigned short #define INT32 int #define UINT32 unsigned int #define INT int #define UINT unsigned int #define BOOL bool #define TRUE true #define FALSE false #undef NULL // valid for C++ #define NULL 0 #endif // !TYPES_H_INCLUDED pathogen-1.1.1/src/VC6-build.h0000644000175000017500000000164110075251434016555 0ustar gurkangurkan00000000000000/* Pathogen Warrior * Copyright 2004 Jetro Lauha - http://iki.fi/jetro/ * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * $Id: VC6-build.h,v 1.3 2004/07/14 15:37:09 tonic Exp $ * $Revision: 1.3 $ */ #pragma warning(disable : 4786) pathogen-1.1.1/src/errormsg.c0000644000175000017500000000303310075251434016712 0ustar gurkangurkan00000000000000/* Pathogen Warrior * Copyright 2004 Jetro Lauha - http://iki.fi/jetro/ * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * $Id: errormsg.c,v 1.4 2004/07/14 15:37:09 tonic Exp $ * $Revision: 1.4 $ */ #ifdef WIN32 #define WIN32_LEAN_AND_MEAN #include #endif #include #include #include #include "errormsg.h" static void errorBox(char *title, char *msg, va_list ap) { #ifdef WIN32 char s[1000]; vsprintf(s,msg,ap); MessageBox(0, s, title, MB_OK | MB_APPLMODAL | MB_ICONEXCLAMATION); #else fflush(stderr); fflush(stdout); fprintf(stderr, "\n%s: ", title); vfprintf(stderr, msg, ap); fprintf(stderr, "\n"); fflush(stderr); #endif } void errorMessage(char *title, char *msg, ...) { va_list ap; va_start(ap, msg); errorBox(title, msg, ap); } pathogen-1.1.1/src/App.cpp0000644000175000017500000001177310075251434016144 0ustar gurkangurkan00000000000000/* Pathogen Warrior * Copyright 2004 Jetro Lauha - http://iki.fi/jetro/ * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * $Id: App.cpp,v 1.7 2004/07/14 15:37:09 tonic Exp $ * $Revision: 1.7 $ */ #include #include "main.h" #define BLURMIX(a,b,n) ((a) * ((n) - 1) + (b)) / (n) App * App::mSingleton = NULL; App::App() : mState(AS_UNINITIALIZED), mScreen(NULL), mAlive(TRUE), mTime(0), mStartTime(0), mNextUpdateTime(0), mKeyState(NULL), mCurrentStateHandler(NULL), mCustomEventFilter(NULL) { } App::~App() { } void App::setInstance(App *singleton) { assert(mSingleton == NULL); mSingleton = singleton; } static int sEventFilter(const SDL_Event * /*event*/) { return 1; } BOOL App::init() { setInstance(this); SDL_WM_SetCaption(getCaption(), ""); mScreen = SDL_GetVideoSurface(); assert(mScreen != NULL); SDL_SetEventFilter(sEventFilter); resetTime(); srand(time(NULL)); return TRUE; } void App::run() { while (isAlive()) { SDL_Event event; while (SDL_PollEvent(&event)) { SDLKey keysym; switch (event.type) { case SDL_KEYDOWN: setKeyState(SDL_GetKeyState(NULL)); if (mKeyState[SDLK_ESCAPE] == SDL_PRESSED) setAlive(FALSE); keysym = event.key.keysym.sym; switch (keysym) { case SDLK_KP4: mKeyEvents.push_back(SDLK_LEFT); break; case SDLK_KP6: mKeyEvents.push_back(SDLK_RIGHT); break; case SDLK_KP8: mKeyEvents.push_back(SDLK_UP); break; case SDLK_KP2: mKeyEvents.push_back(SDLK_DOWN); break; default: mKeyEvents.push_back(keysym); break; } if (mCurrentStateHandler != NULL) mCurrentStateHandler->onKeyDown(keysym); break; case SDL_KEYUP: setKeyState(SDL_GetKeyState(NULL)); keysym = event.key.keysym.sym; if (mCurrentStateHandler != NULL) mCurrentStateHandler->onKeyUp(keysym); break; case SDL_MOUSEMOTION: if (mCurrentStateHandler != NULL) mCurrentStateHandler->onMouseMotion(event.motion); break; case SDL_MOUSEBUTTONUP: if (mCurrentStateHandler != NULL) mCurrentStateHandler->onMouseUp(event.button); break; case SDL_MOUSEBUTTONDOWN: if (mCurrentStateHandler != NULL) mCurrentStateHandler->onMouseDown(event.button); break; case SDL_QUIT: setAlive(FALSE); break; } } BOOL updated = FALSE; UINT32 time = SDL_GetTicks() - mStartTime; mTime = BLURMIX(mTime, time, 4); updated |= update(); if (updated) { if (mCurrentStateHandler != NULL) mCurrentStateHandler->render(mScreen); //SDL_Flip(mScreen); glFlush(); SDL_GL_SwapBuffers(); } else SDL_Delay(1); GLenum error = glGetError(); if (error != GL_NO_ERROR) errorMessage("GL Error", "GL Error"); } } BOOL App::update() { if (mTime < mNextUpdateTime) return FALSE; if (mCurrentStateHandler == NULL) { mNextUpdateTime = mTime; return FALSE; } while (mNextUpdateTime < mTime) { mNextUpdateTime += 1000 / mCurrentStateHandler->getUpdateFPS(); mCurrentStateHandler->update(mNextUpdateTime, mKeyEvents); } return TRUE; } void App::resetTime() { mNextUpdateTime = 0; mStartTime = SDL_GetTicks(); mTime = 0; } void App::setState(INT state) { if (mCurrentStateHandler != NULL) mCurrentStateHandler->onDeactivate(); mCurrentStateHandler = getStateHandler(state); if (mCurrentStateHandler != NULL) mCurrentStateHandler->onActivate(mTime); } pathogen-1.1.1/src/BuildState.cpp0000644000175000017500000007151710075251434017466 0ustar gurkangurkan00000000000000/* Pathogen Warrior * Copyright 2004 Jetro Lauha - http://iki.fi/jetro/ * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * $Id: BuildState.cpp,v 1.14 2004/07/14 15:37:09 tonic Exp $ * $Revision: 1.14 $ */ #include #include #include "main.h" #include "SDL_image.h" enum QUADRIC_OBJ_ENUM { SPHERE_SLICES = 20, SPHERE_STACKS = 10, CYLINDER_SLICES = 5, CYLINDER_STACKS = 1 }; static GLUquadric *sQObj = NULL; static GLuint sSphereList = 0; static GLuint sCylinderLists = 0; static ProblemConfiguration sProblemConfigurations[] = { //{ 3, { 4, 3 }, 0.04f }, { 2, { 1, 1 }, 0 }, { 2, { 2, 1 }, 0 }, { 3, { 1, 1 }, 0.01f }, { 2, { 3, 1 }, 0.01f }, { 2, { 4, 1 }, 0 }, { 3, { 2, 1 }, 0 }, { 3, { 3, 1 }, 0 }, { 3, { 3, 1 }, 0.01f }, { 2, { 5, 1 }, 0.01f }, { 3, { 2, 2 }, 0 }, { 3, { 2, 2 }, 0.01f }, { 2, { 6, 1 }, 0.02f }, { 3, { 3, 2 }, 0 }, { 3, { 2, 3 }, 0 }, { 3, { 2, 3 }, 0.01f }, { 3, { 1, 4 }, 0 }, { 3, { 3, 3 }, 0 }, { 3, { 4, 1 }, 0 }, { 3, { 4, 2 }, 0 }, { 3, { 3, 3 }, 0.01f }, { 3, { 4, 1 }, 0.01f }, { 3, { 4, 2 }, 0.01f }, { 3, { 4, 3 }, 0.01f }, { 3, { 3, 3 }, 0.02f }, { 3, { 4, 1 }, 0.02f }, { 3, { 4, 2 }, 0.02f }, { 3, { 4, 3 }, 0.02f }, { 3, { 3, 3 }, 0.04f }, { 3, { 4, 1 }, 0.04f }, { 3, { 4, 2 }, 0.04f }, { 3, { 4, 3 }, 0.04f }, { 3, { 3, 3 }, 0.06f }, { 3, { 4, 1 }, 0.06f }, { 3, { 4, 2 }, 0.06f }, { 3, { 4, 3 }, 0.06f }, }; #define SPROBLEMCONFIGURATIONS_COUNT (sizeof(sProblemConfigurations) / sizeof(sProblemConfigurations[0])) static INT sCurrentProblemConfiguration = -1; static FLOAT getLevelTranslation(INT level) { return (MAX_PROBLEM_STRUCTURE_LEVELS + 1 - level) * 0.1f; } static FLOAT smoothStep(FLOAT x, FLOAT a, FLOAT b) { if (x < a) return 0.f; if (x >= b) return 1.f; x = (x - a) / (b - a); // normalize to [0..1] return x * x * (3 - 2 * x); } static FLOAT smoothPulse(FLOAT a1, FLOAT a2, FLOAT b1, FLOAT b2, FLOAT x) { return smoothStep(x, a1, a2) - smoothStep(x, b1, b2); } BuildState::BuildState() : mScore(0), mPathogenCount(0), mProblemRoot(MHT_BALL), mMouseX(0), mMouseY(0), mHighlight(FALSE), mDragging(FALSE), mMapMask(NULL) { mFPS = 60; sQObj = gluNewQuadric(); assert(sQObj != NULL); gluQuadricNormals(sQObj, GLU_FLAT); gluQuadricTexture(sQObj, GL_FALSE); sSphereList = glGenLists(1); glNewList(sSphereList, GL_COMPILE); gluSphere(sQObj, 0.1, SPHERE_SLICES, SPHERE_STACKS); glEndList(); gluQuadricNormals(sQObj, GLU_NONE); sCylinderLists = glGenLists(MAX_PROBLEM_STRUCTURE_LEVELS); INT a; for (a = 0; a < MAX_PROBLEM_STRUCTURE_LEVELS; ++a) { const GLdouble radius = 0.02; glNewList(sCylinderLists + a, GL_COMPILE); gluCylinder(sQObj, radius, radius, getLevelTranslation(a), CYLINDER_SLICES, CYLINDER_STACKS); glEndList(); } } BuildState::~BuildState() { gluDeleteQuadric(sQObj); sQObj = NULL; glDeleteLists(sSphereList, 1); } BOOL BuildState::init() { mHexImage = loadImage("data/hex.png"); mBallImage = loadImage("data/ball.png"); mShineImage = loadImage("data/shine.png"); mLinkImages[0] = loadImage("data/link1.png"); mLinkImages[1] = loadImage("data/link2.png"); mLinkImages[2] = loadImage("data/link3.png"); mMapImage = loadImage("data/map.png"); mCircleImage = loadImage("data/circle.png"); mBlockImage = loadImage("data/block.png"); mSquareImage = loadImage("data/square.png"); mMapMask = IMG_Load("data/mapmask.png"); return TRUE; } void BuildState::deinit() { freeImage(mHexImage); freeImage(mBallImage); freeImage(mShineImage); freeImage(mLinkImages[0]); freeImage(mLinkImages[1]); freeImage(mLinkImages[2]); freeImage(mMapImage); freeImage(mCircleImage); freeImage(mBlockImage); freeImage(mSquareImage); SDL_FreeSurface(mMapMask); } BOOL BuildState::update(UINT32 time, App::KeyEventList &keyEvents) { mTime = time; mScrollX = (mScrollX * 9 + mScrollXDest) * 0.1f; mScrollY = (mScrollY * 9 + mScrollYDest) * 0.1f; // all key presses are handled in onKey* event methods keyEvents.clear(); if (mNormalizedProblemTime > 1 && !mMutationTriggerNewProblem && !mGameOver) { mGameOverTime = mTime; mGameOver = TRUE; TextRow tr("Game Over!", mTime, 4000); mInfoText.push_back(tr); char text[256]; sprintf(text, "Pathogen %u defeated you.", mPathogenCount); tr.str = text; tr.age = 4500; mInfoText.push_back(tr); } if (!mGameOver && verifyProblem() && !mMutationTriggerNewProblem) { //createProblem(); INT32 points = (mProblemStartTime + mProblemTime - mTime) / 10; if (points > 0) mScore += points; mutateProblem(); mMutationTriggerNewProblem = TRUE; } if (mMutationTriggerTime > 0) { if (mTime - mMutationTriggerTime >= 1000 && !mMutationTriggerMutated) { if (mMutationTriggerNewProblem) createProblem(); else mutateNodes(&mProblemRoot); mMutationTriggerMutated = TRUE; } if (mTime - mMutationTriggerTime >= 2000) mMutationTriggerTime = 0; } mNormalizedProblemTime = (FLOAT)(mTime - mProblemStartTime) / mProblemTime; TextList::iterator it = mInfoText.begin(); for (; it != mInfoText.end(); ++it) { TextRow &row = *it; if (row.startTime + row.age < mTime) { mInfoText.erase(it); break; } } return TRUE; } void BuildState::onActivate(UINT32 tick) { mTime = tick; mScore = 0; mPathogenCount = 0; sCurrentProblemConfiguration = -1; mGameOverTime = 0; mGameOver = FALSE; createProblem(); } void BuildState::onDeactivate() { } void BuildState::onKeyDown(const SDLKey &key) { switch (key) { /* case SDLK_RETURN: //createProblem(); mutateProblem(); mMutationTriggerNewProblem = TRUE; break; */ case SDLK_SPACE: if (mGameOver) App::getInstance()->setState(GS_TITLE); else mutateProblem(); break; case SDLK_DOWN: case SDLK_KP2: mScrollYDest -= 1; break; case SDLK_UP: case SDLK_KP8: mScrollYDest += 1; break; case SDLK_LEFT: case SDLK_KP4: mScrollXDest += 1; break; case SDLK_RIGHT: case SDLK_KP6: mScrollXDest -= 1; break; } } void BuildState::onKeyUp(const SDLKey &key) { } void BuildState::onMouseDown(const SDL_MouseButtonEvent &event) { if (event.button == SDL_BUTTON_LEFT) { if (mHighLightMapCircle) mutateProblem(); else { // highlight node mHighlight = TRUE; mMouseDownNode = mHighlightNode; // start fiddling with the hexagon map mDragStartNode = mHighlightNode; mDragging = TRUE; } } } void BuildState::onMouseUp(const SDL_MouseButtonEvent &event) { if (event.button == SDL_BUTTON_LEFT && mHighlight) { if (mHighlight) { if (mDragging && mDragStartNode != mHighlightNode) { HexagonMap::iterator it; MapNode *n1 = NULL, *n2 = NULL; it = mMap.find(mDragStartNode); if (it != mMap.end()) { n1 = (*it).second; mMap.erase(it); } it = mMap.find(mHighlightNode); if (it != mMap.end()) { n2 = (*it).second; mMap.erase(it); } if (n1 != NULL) { mMap[mHighlightNode] = n1; n1->position = mHighlightNode; } if (n2 != NULL) { mMap[mDragStartNode] = n2; n2->position = mDragStartNode; } } mDragging = FALSE; mHighlight = FALSE; } if (mDragStartNode == mHighlightNode) { HexagonMap::iterator it = mMap.find(mHighlightNode); if (it == mMap.end()) { // current node is empty - make a new link there LinkNode *node = new LinkNode(MHT_LINK); mMap[mHighlightNode] = node; } else { MapNode *node = (*it).second; // if current node is a link, rotate or erase it if (mHighlightNode == mMouseDownNode && node->type == MHT_LINK && ++((LinkNode *)node)->link >= 3) { delete node; mMap.erase(it); } } } } } void BuildState::onMouseMotion(const SDL_MouseMotionEvent &event) { mMouseX = event.x; mMouseY = event.y; if ((event.state & SDL_BUTTON(1)) && !(event.state & SDL_BUTTON(3))) { /* // drag with left button if (mDragStartNode != mHighlightNode) { HexagonMap::iterator it; MapNode *n1 = NULL, *n2 = NULL; it = mMap.find(mDragStartNode); if (it != mMap.end()) { n1 = (*it).second; mMap.erase(it); } it = mMap.find(mHighlightNode); if (it != mMap.end()) { n2 = (*it).second; mMap.erase(it); } if (n1 != NULL) { mMap[mHighlightNode] = n1; n1->position = mHighlightNode; } if (n2 != NULL) { mMap[mDragStartNode] = n2; n2->position = mDragStartNode; } mDragStartNode = mHighlightNode; } */ } else if (!(event.state & SDL_BUTTON(1)) && (event.state & SDL_BUTTON(3))) { // drag with right button mScrollXDest -= event.xrel / ((FLOAT)mHexImage.w * 2 / 3); mScrollYDest -= event.yrel / (FLOAT)mHexImage.h; } } void BuildState::createProblem() { clearProblem(); ++sCurrentProblemConfiguration; if (sCurrentProblemConfiguration >= SPROBLEMCONFIGURATIONS_COUNT) sCurrentProblemConfiguration = SPROBLEMCONFIGURATIONS_COUNT - 1; INT balls = buildNodes(&mProblemRoot, NULL, 0, sProblemConfigurations[sCurrentProblemConfiguration].levels); mutateNodes(&mProblemRoot); mProblemTime = balls * TIME_PER_COMPOUND; mProblemStartTime = mTime; mNormalizedProblemTime = 0; ++mPathogenCount; char text[256]; TextRow tr("", mTime, 3000); sprintf(text, "Pathogen %u", mPathogenCount); tr.str = text; mInfoText.push_back(tr); sprintf(text, "%d compounds", balls); tr.str = text; mInfoText.push_back(tr); sprintf(text, "Time: %d seconds", mProblemTime / 1000); tr.str = text; mInfoText.push_back(tr); mMutationTriggerNewProblem = FALSE; // find a position from the map image int lockResult = SDL_LockSurface(mMapMask); if (lockResult < 0) return; assert(mMapMask->format->BitsPerPixel == 32); BOOL found = FALSE; do { INT x = rand() % mMapMask->w; INT y = rand() % mMapMask->h; UINT32 pix = *((UINT32 *)((UINT8 *)mMapMask->pixels + y * mMapMask->pitch) + x); INT r = (pix >> 16) & 0xff; INT g = (pix >> 8) & 0xff; INT b = pix & 0xff; if (r > 128 && g > 128 && b > 128) { found = TRUE; mMapImagePosition.x = x; mMapImagePosition.y = y; } } while(!found); SDL_UnlockSurface(mMapMask); } BOOL BuildState::verifyProblem() { return verifyNode(&mProblemRoot) == mProblemRoot.children.size(); } void BuildState::mutateProblem() { if (mMutationTriggerTime > 0) return; mMutationTriggerTime = mTime; mMutationTriggerMutated = FALSE; } INT BuildState::verifyNode(BallNode *node) { if (node->children.size() == 0) return 0; const INT dirX[6] = { -1, -1, 0, 0, 1, 1 }; const INT dirY[2][6] = { { -1, 0, -1, 1, -1, 0 }, { 0, 1, -1, 1, 0, 1 } }; const INT dirLink[6] = { 2, 1, 0, 0, 1, 2 }; UINT dir; INT x = node->position.x; INT y = node->position.y; INT childrenFound = 0; //INT gx = mProblemRoot.position.x + dirX[aa]; //INT gy = mProblemRoot.position.y + dirY[xi][aa]; for (dir = 0; dir < 6; ++dir) { UINT xi = node->position.x & 1; Position p(x + dirX[dir], y + dirY[xi][dir]); HexagonMap::iterator it = mMap.find(p); if (it == mMap.end()) continue; MapNode *testNode = (*it).second; if (testNode->type != MHT_LINK) continue; LinkNode *linkNode = (LinkNode *)testNode; while (it != mMap.end() && testNode->type == MHT_LINK && linkNode->link == dirLink[dir]) { xi = 1 - xi; p.x += dirX[dir]; p.y += dirY[xi][dir]; it = mMap.find(p); if (it != mMap.end()) { testNode = (*it).second; if (testNode->type == MHT_LINK) linkNode = (LinkNode *)testNode; } } /* //BallNode::BallNodeSet parentChildren = node->parent->children; if (it == mMap.end() || testNode.type != MHT_BALL || //parentChildren.find((BallNode *)&testNode) == parentChildren.end()) node->children.find((BallNode *)&testNode) == node->children.end()) return childrenFound; else { if (verifyNode((BallNode *)&testNode) == node->children.size()) ++childrenFound; } */ if (it != mMap.end() && testNode->type == MHT_BALL) { BallNode *ballNode = (BallNode *)testNode; BOOL foundChild = node->children.find(ballNode) != node->children.end(); if (foundChild) { INT children = verifyNode(ballNode); if (children == ballNode->children.size()) ++childrenFound; } } } return childrenFound; } INT BuildState::buildNodes(BallNode *node, BallNode *parent, INT level, INT depth) { INT balls = 1; node->parent = parent; /* node->color.red = (float)rand() / RAND_MAX; node->color.green = (float)rand() / RAND_MAX; node->color.blue = (float)rand() / RAND_MAX; */ FLOAT r, g, b; FLOAT h, l, s; BOOL added = FALSE; //FLOAT threshold = 0.15f; FLOAT threshold = 0.05f; UINT32 tries = 0; do { h = 360 * ((float)rand() / RAND_MAX); l = ((float)rand() / RAND_MAX) * 0.7f + 0.3f; s = ((float)rand() / RAND_MAX) * 0.6f + 0.4f; hls2rgb(&r, &g, &b, h, l, s); FLOAT minDistSq = 1000000; int a; for (a = 0; a < mColors.size(); ++a) { FLOAT rd = mColors[a].red - r; FLOAT gd = mColors[a].green - g; FLOAT bd = mColors[a].blue - b; rd *= 0.3f; gd *= 0.59f; bd *= 0.11f; FLOAT distSq = rd * rd + gd * gd + bd * bd; if (distSq < minDistSq) minDistSq = distSq; } if (minDistSq > threshold) { Color c(r, g, b); mColors.push_back(c); node->mapColor.red = r; node->mapColor.green = g; node->mapColor.blue = b; hls2rgb(&r, &g, &b, h, l * 0.9f, s); // make 3D ball a bit darker node->color.red = r; node->color.green = g; node->color.blue = b; added = TRUE; } if (++tries > 1000) { // fallback just to be safe.. tries = 0; threshold -= 0.01f; } } while (!added); if (parent == NULL) { node->position.x = 0; node->position.y = 0; mMap[node->position] = node; } else { Position p; p.x = parent->position.x; p.y = parent->position.y; BOOL foundPos = FALSE; do { if (mMap.find(p) == mMap.end()) foundPos = TRUE; else { p.x += rand() % 3 - 1; p.y += rand() % 3 - 1; } } while (!foundPos); assert(mMap.find(p) == mMap.end()); node->position = p; mMap[p] = node; } /* --depth; assert(depth >= 0); if (depth <= 0) return balls; */ ++level; assert(level <= depth); if (level >= depth) return balls; const INT newNodeCount = sProblemConfigurations[sCurrentProblemConfiguration].branches[level - 1]; INT a; for (a = 0; a < newNodeCount; ++a) { BallNode *newNode = new BallNode(MHT_BALL); node->children.insert(newNode); balls += buildNodes(newNode, node, level, depth); } return balls; } void BuildState::mutateNodes(BallNode *node) { node->direction.angle = 360 * (float)rand() / RAND_MAX; node->direction.x = 2 * (float)rand() / RAND_MAX - 1; node->direction.y = 2 * (float)rand() / RAND_MAX - 1; node->direction.z = 2 * (float)rand() / RAND_MAX - 1; BallNode::BallNodeSet::iterator it = node->children.begin(); BallNode::BallNodeSet::iterator itend = node->children.end(); for (; it != itend; ++it) mutateNodes(*it); } void BuildState::clearProblem() { mScrollX = mScrollXDest = 1; mScrollY = mScrollYDest = 1; mColors.clear(); clearNode(&mProblemRoot); mMap.clear(); } void BuildState::clearNode(BallNode *node) { BallNode::BallNodeSet::iterator it = node->children.begin(); BallNode::BallNodeSet::iterator itend = node->children.end(); for (; it != itend; ++it) { clearNode(*it); delete *it; } node->children.clear(); } void BuildState::render(SDL_Surface * /*screen*/) { FLOAT r = 0; if (mGameOver) r += 0.3f * smoothStep(mTime, mGameOverTime, mGameOverTime + 2000); clear(0.3f + r, 0.3f, 0.4f); renderModel(); render2D(); } void BuildState::render2D() { glDisable(GL_LIGHTING); enter2DMode(WIDTH, HEIGHT); // draw map image and the pulsating circle INT mapX = WIDTH - mMapImage.w; INT mapY = (HEIGHT / 3 - mMapImage.h) / 3; drawImage(mMapImage, mapX, mapY); FLOAT scale = 0.02f + sin(mTime * 0.004f) * 0.02f + 1.5f * mNormalizedProblemTime; FLOAT radius = scale * mCircleImage.w / 2; INT circlePosX = mapX + mMapImagePosition.x; INT circlePosY = mapY + mMapImagePosition.y; BOOL inside = (mMouseX - circlePosX) * (mMouseX - circlePosX) + (mMouseY - circlePosY) * (mMouseY - circlePosY) < radius * radius; mHighLightMapCircle = inside; drawImageRotatedCenteredScaledAdditive(mCircleImage, circlePosX, circlePosY, 0, scale, 1, inside ? 0.5f : 0, 0); // draw time bar below the map FLOAT timeBarWidth = (1 - mNormalizedProblemTime) * mMapImage.w; if (timeBarWidth < 1) timeBarWidth = 1; if (timeBarWidth > mMapImage.w) timeBarWidth = mMapImage.w; drawImageScaled(mBlockImage, WIDTH - timeBarWidth, mapY + mMapImage.h + 8, timeBarWidth, mBlockImage.h); renderHexagonMap(); // draw text rows GameApp *app = (GameApp *)App::getInstance(); Font *font = app->getFont(); INT y = HEIGHT / 2 - mInfoText.size() * font->getFontHeight() / 2; TextList::iterator it = mInfoText.begin(); for (; it != mInfoText.end(); ++it) { TextRow &row = *it; const char *text = row.str.c_str(); FLOAT alpha = 1 - smoothStep(mTime, row.startTime + row.age * 0.9f, row.startTime + row.age); font->drawString(WIDTH / 3, y, FONT_ALIGN_HORIZ_CENTER, text, row.color.red, row.color.green, row.color.blue, alpha); y += font->getFontHeight(); } // score char scoreStr[32]; sprintf(scoreStr, "Score: %u", mScore); font->drawString(WIDTH - mMapImage.w, HEIGHT / 3, FONT_ALIGN_VERT_CENTER, scoreStr); // mutation changing if (mMutationTriggerTime > 0) { FLOAT alpha = smoothPulse(0, 1000, 1000, 2000, mTime - mMutationTriggerTime); font->drawString(WIDTH - 1, HEIGHT / 3 + font->getFontHeight() * 4, FONT_ALIGN_RIGHT | FONT_ALIGN_VERT_CENTER, "Fetching a pathogen sample...", 0.5f, 0.75f, 1, alpha); } // game over anim if (mGameOver && mTime > mGameOverTime + 5000) { UINT32 startTime = mGameOverTime + 5000; FLOAT angle = mTime * 0.001f; FLOAT scale = (mTime - startTime) * 0.01f; drawImageRotatedCenteredScaled(mSquareImage, WIDTH / 2, HEIGHT / 2, angle, scale); if (scale > 35) App::getInstance()->setState(GS_TITLE); } leave2DMode(); } void BuildState::renderNode(BallNode *node, INT level) { glRotatef(mTime * sProblemConfigurations[sCurrentProblemConfiguration].rotation, 1, 1, 1); glColor3f(node->color.red, node->color.green, node->color.blue); glCallList(sSphereList); BallNode::BallNodeSet::iterator it = node->children.begin(); BallNode::BallNodeSet::iterator itend = node->children.end(); for (; it != itend; ++it) { glPushMatrix(); BallNode *node = *it; glRotatef(node->direction.angle, node->direction.x, node->direction.y, node->direction.z); FLOAT translation = getLevelTranslation(level); glDisable(GL_LIGHTING); glColor3f(0, 0, 0); glCallList(sCylinderLists + level); glEnable(GL_LIGHTING); glTranslatef(0, 0, translation); renderNode(node, level + 1); glPopMatrix(); } } void BuildState::renderModel() { const INT viewportWidth = WIDTH / 2; const INT viewportHeight = HEIGHT * 2 / 3; glViewport(WIDTH / 2, 0, viewportWidth, viewportHeight); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45, (float)viewportWidth / viewportHeight, 0.01f, 5); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glEnable(GL_DEPTH_TEST); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_CULL_FACE); glCullFace(GL_BACK); glShadeModel(GL_FLAT); GLfloat lightPosition[] = { 0, 2, 2, 0 }; glLightfv(GL_LIGHT0, GL_POSITION, lightPosition); GLfloat lightAmbient[] = { 0.2f, 0.0f, 0.0f, 1 }; glLightfv(GL_LIGHT0, GL_AMBIENT, lightAmbient); GLfloat lightDiffuse[] = { 1, 1, 1, 1 }; glLightfv(GL_LIGHT0, GL_DIFFUSE, lightDiffuse); GLfloat lightSpecular[] = { 1, 1, 1, 1 }; glLightfv(GL_LIGHT0, GL_SPECULAR, lightSpecular); GLfloat zeros[] = { 0, 0, 0, 1 }; GLfloat ones[] = { 1, 1, 1, 1 }; glMaterialfv(GL_FRONT, GL_AMBIENT, zeros); glMaterialfv(GL_FRONT, GL_DIFFUSE, ones); glMaterialfv(GL_FRONT, GL_SPECULAR, ones); glMaterialfv(GL_FRONT, GL_EMISSION, zeros); glMaterialf(GL_FRONT, GL_SHININESS, 60); glColorMaterial(GL_FRONT, GL_DIFFUSE); glEnable(GL_COLOR_MATERIAL); FLOAT yOffset = -0.1f; if (mMutationTriggerTime > 0) yOffset -= 2 * smoothPulse(0, 1000, 1000, 2000, mTime - mMutationTriggerTime); glTranslatef(0, yOffset, -2); glRotatef(mTime * 0.05f, 0, 1, 0); BallNode *node = &mProblemRoot; renderNode(node, 0); } void BuildState::renderHexagonMap() { Position p; FLOAT columnWidth = mHexImage.w * 2 / 3; FLOAT cellWidth = mHexImage.w; FLOAT cellHeight = mHexImage.h; INT gx, gy; INT mapCenterX = (INT)mScrollX; INT mapCenterY = (INT)mScrollY; Position mouseNode; FLOAT mouseDistSq = 10000000000.f; for (gy = -8; gy < 5; ++gy) { for (gx = -6 + mapCenterX % 2; gx < 6; ++gx) { p.x = gx + mapCenterX; p.y = gy + mapCenterY; FLOAT x = (gx + 1 - fmod(mScrollX, 1)) * columnWidth; FLOAT y = (gy + 1 - fmod(mScrollY, 1)) * cellHeight; x += WIDTH / 4; y += HEIGHT / 2 + (p.x & 1) * cellHeight / 2; const FLOAT fadeStartX = WIDTH / 2 - columnWidth; const FLOAT fadeEndX = WIDTH / 2 + columnWidth * 2; FLOAT alpha = 1 - smoothStep(x, fadeStartX, fadeEndX); FLOAT centerX = x + cellWidth / 2; FLOAT centerY = y + cellHeight / 2; FLOAT distSq = (centerX - mMouseX) * (centerX - mMouseX) + (centerY - mMouseY) * (centerY - mMouseY); if (distSq < mouseDistSq) { mouseNode = p; mouseDistSq = distSq; } drawImage(mHexImage, x, y, 1, 1, 1, alpha); if (mHighlight && mHighlightNode.x == p.x && mHighlightNode.y == p.y) drawImageAdditive(mHexImage, x, y, 0, 1, 1, 1, alpha); if (mDragging && mDragStartNode.x == p.x && mDragStartNode.y == p.y) { FLOAT pulse = (FLOAT)(sin(mTime * 0.02f) * 0.5f + 0.5f); drawImageAdditive(mHexImage, x, y, 0, 1, 1, 1, alpha * pulse); } /* if (p.x == 0 && p.y == 0) drawImageAdditive(mHexImage, x, y, 0, 1, 1, 1, alpha); */ /* const INT dirX[6] = { -1, -1, 0, 0, 1, 1 }; const INT dirY[2][6] = { { -1, 0, -1, 1, -1, 0 }, { 0, 1, -1, 1, 0, 1 } }; int aa; for (aa = 0; aa < 6; ++aa) { UINT xi = mProblemRoot.position.x & 1; INT gx = mProblemRoot.position.x + dirX[aa]; INT gy = mProblemRoot.position.y + dirY[xi][aa]; if (p.x == gx && p.y == gy) drawImageAdditive(mHexImage, x, y, 0, 1, 1, 1, alpha); } */ HexagonMap::iterator it = mMap.find(p); if (it != mMap.end()) { MapNode &node = *(*it).second; switch (node.type) { case MHT_BALL: { x += columnWidth / 4; BallNode &bn = (BallNode &)node; drawImage(mBallImage, x, y, bn.mapColor.red, bn.mapColor.green, bn.mapColor.blue, alpha); drawImageAdditive(mShineImage, x, y, 0, 1, 1, 1, alpha); } break; case MHT_LINK: { LinkNode &ln = (LinkNode &)node; assert(ln.link < 3); drawImage(mLinkImages[ln.link], x, y, 1, 1, 1, alpha); } break; } } } } mHighlightNode = mouseNode; } pathogen-1.1.1/src/Font.cpp0000644000175000017500000001345210075251434016326 0ustar gurkangurkan00000000000000/* Pathogen Warrior * Copyright 2004 Jetro Lauha - http://iki.fi/jetro/ * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * $Id: Font.cpp,v 1.4 2004/07/14 15:37:09 tonic Exp $ * $Revision: 1.4 $ */ #pragma warning(disable : 4786) #include #include #include #include "SDL.h" #include "SDL_opengl.h" #include "SDL_image.h" #include "types.h" #include "gfx.h" #include "Font.h" #include "errormsg.h" #include "main.h" const static char defaultFontStr[] = " !\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ" "[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~"; Font::Font(char *filename, const char *fontstr) { mSpacing = 1; mLoaded = 0; mChars = 0; strncpy(mFilename, filename, 256); if (fontstr == NULL) fontstr = defaultFontStr; buildCharMap(fontstr); setDrawImageFunc(::drawImage); reload(); } Font::~Font() { memset(mFilename, 0, 256); memset(mCharMap, 0, 256); memset(mLetter, 0, 256 * sizeof(IMAGE)); mLoaded = mChars = 0; } void Font::buildCharMap(const char *fontstr) { UINT a, ch, mapped; mChars = strlen(fontstr); for (ch = 0; ch < 256; ++ch) { mapped = 0; for (a = 0; a < mChars; ++a) { if (fontstr[a] == (char)ch) { mapped = a; break; } } mCharMap[ch] = mapped; } } void Font::reload() { SDL_Surface *image; UINT32 ch, chars, x, y, x1, x2; image = IMG_Load(mFilename); if (image == NULL) { errorMessage("Error", "Cannot load font image: %s", mFilename); exit(1); } chars = image->h / image->w; if (mChars < chars) chars = mChars; if (chars < 1) { errorMessage("Error", "No characters in font"); exit(1); } mFontHeight = image->w; for (ch = 0; ch < chars; ++ch) { int w, h; SDL_LockSurface(image); x1 = image->w; x2 = 0; for (x = 0; (int)x < image->w; ++x) { for (y = ch * image->w; y < (ch + 1) * image->w; ++y) { Uint32 pixel = *(UINT32 *)((UINT8 *)image->pixels + y * image->pitch + x * image->format->BytesPerPixel); Uint8 r, g, b, a = 0; SDL_GetRGBA(pixel, image->format, &r, &g, &b, &a); if ((image->flags & SDL_SRCALPHA) == 0) a = r | g | b; if (a && x > x2) x2 = x; if (a && x < x1) x1 = x; } } SDL_UnlockSurface(image); if (x1 > x2) { w = image->w / 3; h = image->w; x1 = 0; x2 = w; } else { w = x2 - x1 + 1; h = image->w; } mLetter[ch].w = w; mLetter[ch].h = h; SDL_Rect area; area.x = x1; area.y = ch * image->w; area.w = w; area.h = h; /* Convert the image into an OpenGL texture */ mLetter[ch].glid = SDL_GL_LoadTexture(image, mLetter[ch].uv, &area); } /* We don't need the original image anymore */ SDL_FreeSurface(image); mLoaded = 1; } void Font::setDrawImageFunc(void (*func)(const IMAGE &img, FLOAT x, FLOAT y, FLOAT r, FLOAT g, FLOAT b, FLOAT a)) { assert(func != NULL); if (func != NULL) this->drawImage = func; } INT32 Font::getStringWidth(const char *str) { if (str == NULL) return 0; INT32 strWidth = 0; UINT ch, strl = strlen(str); for (ch = 0; ch < strl; ++ch) strWidth += mLetter[mCharMap[(UINT8)str[ch]]].w + mSpacing; return strWidth; } void Font::drawString(INT32 x, INT32 y, UINT32 flags, const char *str, GLfloat r, GLfloat g, GLfloat b, GLfloat a) { if (str == NULL) return; int strWidth = 0, strHeight = 0; UINT ch, strl = strlen(str); if ((flags & FONT_ALIGN_HORIZ_CENTER) > 0 || (flags & FONT_ALIGN_RIGHT) > 0) { // calculate row width and adjust x for (ch = 0; ch < strl; ++ch) strWidth += mLetter[mCharMap[(UINT8)str[ch]]].w + mSpacing; if ((flags & FONT_ALIGN_HORIZ_CENTER) > 0) x -= strWidth / 2; else if ((flags & FONT_ALIGN_RIGHT) > 0) x -= strWidth; } if ((flags & FONT_ALIGN_VERT_CENTER) > 0 || (flags & FONT_ALIGN_BOTTOM) > 0) { // calculate row height and adjust y strHeight = mFontHeight; if ((flags & FONT_ALIGN_VERT_CENTER) > 0) y -= strHeight / 2; else if ((flags & FONT_ALIGN_BOTTOM) > 0) y -= strHeight; } for (ch = 0; ch < strl; ++ch) { IMAGE &letter = mLetter[mCharMap[(UINT8)str[ch]]]; this->drawImage(letter, x, y, r, g, b, a); x += letter.w + mSpacing; } } pathogen-1.1.1/src/GameApp.cpp0000644000175000017500000000352410075251434016731 0ustar gurkangurkan00000000000000/* Pathogen Warrior * Copyright 2004 Jetro Lauha - http://iki.fi/jetro/ * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * $Id: GameApp.cpp,v 1.9 2004/07/14 15:37:09 tonic Exp $ * $Revision: 1.9 $ */ #include "main.h" GameApp::GameApp() : mBuildState(NULL), mTitleState(NULL), mFont(NULL) { } GameApp::~GameApp() { if (mBuildState != NULL) mBuildState->deinit(); delete mBuildState; if (mTitleState != NULL) mTitleState->deinit(); delete mTitleState; } BOOL GameApp::init() { BOOL result = App::init(); if (!result) return result; mFont = new Font("data/font.png"); mBuildState = new BuildState; mBuildState->init(); mTitleState = new TitleState; mTitleState->init(); if (mBuildState == NULL || mTitleState == NULL) return FALSE; setState(GS_TITLE); return TRUE; } char * GameApp::getCaption() { return CAPTION_STR; } State * GameApp::getStateHandler(INT state) { switch (state) { case GS_TITLE: return mTitleState; case GS_BUILD: return mBuildState; } return NULL; } pathogen-1.1.1/src/gfx.cpp0000644000175000017500000002417710075251434016212 0ustar gurkangurkan00000000000000/* Pathogen Warrior * Copyright 2004 Jetro Lauha - http://iki.fi/jetro/ * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * $Id: gfx.cpp,v 1.7 2004/07/14 15:37:09 tonic Exp $ * $Revision: 1.7 $ */ #include #include #include "SDL.h" #include "SDL_opengl.h" #include "SDL_image.h" #include "main.h" #include "gfx.h" #pragma warning( disable : 4786 ) static inline int power_of_two(int input) { int value = 1; while ( value < input ) { value <<= 1; } return value; } void clear(float r, float g, float b) { glClearColor(r, g, b, 1); glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); } void pushGLState() { glMatrixMode(GL_TEXTURE); glPushMatrix(); glMatrixMode(GL_PROJECTION); glPushMatrix(); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glPushAttrib(GL_ALL_ATTRIB_BITS); } void popGLState() { glPopAttrib(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_TEXTURE); glPopMatrix(); glMatrixMode(GL_MODELVIEW); } void enter2DMode(INT viewportWidth, INT viewportHeight) { SDL_Surface *screen; screen = SDL_GetVideoSurface(); /* Note, there may be other things you need to change, * depending on how you have your OpenGL state set up. */ glPushAttrib(GL_ENABLE_BIT); glDisable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); glEnable(GL_TEXTURE_2D); /* This allows alpha blending of 2D textures with the scene */ glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glViewport(0, 0, viewportWidth, viewportHeight); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrtho(0.0, (GLdouble)viewportWidth, (GLdouble)viewportHeight, 0.0, 0.0, 1.0); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); // glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glColor4f(1,1,1,1); } void leave2DMode() { glMatrixMode(GL_MODELVIEW); glPopMatrix(); glMatrixMode(GL_PROJECTION); glPopMatrix(); glPopAttrib(); } GLuint SDL_GL_LoadTexture(SDL_Surface *surface, GLfloat *texcoord, SDL_Rect *srcrect) { GLuint texture; int w, h; SDL_Surface *image; SDL_Rect area; SDL_Rect srcr; Uint32 saved_flags; Uint8 saved_alpha; int srcw, srch; if (srcrect != NULL) { srcw = srcrect->w; srch = srcrect->h; } else { srcw = surface->w; srch = surface->h; } /* Use the surface width and height expanded to powers of 2 */ w = power_of_two(srcw); h = power_of_two(srch); texcoord[0] = 0.0f; /* Min X */ texcoord[1] = 0.0f; /* Min Y */ texcoord[2] = (GLfloat)srcw / w; /* Max X */ texcoord[3] = (GLfloat)srch / h; /* Max Y */ image = SDL_CreateRGBSurface( SDL_HWSURFACE | SDL_SRCALPHA, w, h, 32, #if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */ 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000 #else 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF #endif ); if ( image == NULL ) { return 0; } /* Save the alpha blending attributes */ saved_flags = surface->flags&(SDL_SRCALPHA|SDL_RLEACCELOK); saved_alpha = surface->format->alpha; if ( (saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA ) { SDL_SetAlpha(surface, 0, 0); } /* Copy the surface into the GL texture image */ area.x = 0; area.y = 0; area.w = srcw; area.h = srch; if (srcrect != NULL) srcr = *srcrect; else srcr = area; SDL_BlitSurface(surface, &srcr, image, &area); /* Restore the alpha blending attributes */ if ( (saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA ) { SDL_SetAlpha(surface, saved_flags, saved_alpha); } /* Create an OpenGL texture for the image */ glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels); SDL_FreeSurface(image); /* No longer needed */ return texture; } IMAGE loadImage(char *filename) { IMAGE res; SDL_Surface *image; image = IMG_Load(filename); if (image == NULL) { errorMessage("Error", "Cannot load image: %s", filename); exit(1); } res.w = image->w; res.h = image->h; res.glid = SDL_GL_LoadTexture(image, res.uv); SDL_FreeSurface(image); return res; } void freeImage(const IMAGE &image) { glDeleteTextures(1, &image.glid); } void drawImage(const IMAGE &img, FLOAT x, FLOAT y, FLOAT r, FLOAT g, FLOAT b, FLOAT a) { glColor4f(r, g, b, a); glBindTexture(GL_TEXTURE_2D, img.glid); glBegin(GL_TRIANGLE_STRIP); glTexCoord2f(img.uv[0], img.uv[1]); glVertex2f(x, y); glTexCoord2f(img.uv[2], img.uv[1]); glVertex2f(img.w + x, y); glTexCoord2f(img.uv[0], img.uv[3]); glVertex2f(x, img.h + y); glTexCoord2f(img.uv[2], img.uv[3]); glVertex2f(img.w + x, img.h + y); glEnd(); } void drawImageScaled(const IMAGE &img, FLOAT x, FLOAT y, FLOAT width, FLOAT height, FLOAT r, FLOAT g, FLOAT b, FLOAT a) { glPushMatrix(); glColor4f(r, g, b, a); glBindTexture(GL_TEXTURE_2D, img.glid); glBegin(GL_TRIANGLE_STRIP); glTexCoord2f(img.uv[0], img.uv[1]); glVertex2f(x, y); glTexCoord2f(img.uv[2], img.uv[1]); glVertex2f(width + x, y); glTexCoord2f(img.uv[0], img.uv[3]); glVertex2f(x, height + y); glTexCoord2f(img.uv[2], img.uv[3]); glVertex2f(width + x, height + y); glEnd(); glPopMatrix(); } void drawImageRotatedCentered(const IMAGE &img, FLOAT x, FLOAT y, FLOAT angle, FLOAT r, FLOAT g, FLOAT b, FLOAT a) { glPushMatrix(); glColor4f(r, g, b, a); glBindTexture(GL_TEXTURE_2D, img.glid); glTranslatef(x, y, 0); glRotatef(angle * 180 / (FLOAT)PI, 0, 0, 1); glBegin(GL_TRIANGLE_STRIP); glTexCoord2f(img.uv[0], img.uv[1]); glVertex2f(-img.w * 0.5f, -img.h * 0.5f); glTexCoord2f(img.uv[2], img.uv[1]); glVertex2f(img.w * 0.5f, -img.h * 0.5f); glTexCoord2f(img.uv[0], img.uv[3]); glVertex2f(-img.w * 0.5f, img.h * 0.5f); glTexCoord2f(img.uv[2], img.uv[3]); glVertex2f(img.w * 0.5f, img.h * 0.5f); glEnd(); glPopMatrix(); } void drawImageAdditive(const IMAGE &img, FLOAT x, FLOAT y, FLOAT angle, FLOAT r, FLOAT g, FLOAT b, FLOAT a) { glPushAttrib(GL_COLOR_BUFFER_BIT); glBlendFunc(GL_SRC_ALPHA, GL_ONE); drawImage(img, x, y, r, g, b, a); glPopAttrib(); } void drawImageRotatedCenteredScaled(const IMAGE &img, FLOAT x, FLOAT y, FLOAT angle, FLOAT scale, FLOAT r, FLOAT g, FLOAT b, FLOAT a) { glPushMatrix(); glColor4f(r, g, b, a); glBindTexture(GL_TEXTURE_2D, img.glid); glTranslatef(x, y, 0); glScalef(scale, scale, 1); glRotatef(angle * 180 / (FLOAT)PI, 0, 0, 1); glBegin(GL_TRIANGLE_STRIP); glTexCoord2f(img.uv[0], img.uv[1]); glVertex2f(-img.w * 0.5f, -img.h * 0.5f); glTexCoord2f(img.uv[2], img.uv[1]); glVertex2f(img.w * 0.5f, -img.h * 0.5f); glTexCoord2f(img.uv[0], img.uv[3]); glVertex2f(-img.w * 0.5f, img.h * 0.5f); glTexCoord2f(img.uv[2], img.uv[3]); glVertex2f(img.w * 0.5f, img.h * 0.5f); glEnd(); glPopMatrix(); } void drawImageRotatedCenteredScaledAdditive(const IMAGE &img, FLOAT x, FLOAT y, FLOAT angle, FLOAT scale, FLOAT r, FLOAT g, FLOAT b, FLOAT a) { glPushAttrib(GL_COLOR_BUFFER_BIT); glBlendFunc(GL_SRC_ALPHA, GL_ONE); drawImageRotatedCenteredScaled(img, x, y, angle, scale, r, g, b, a); glPopAttrib(); } static FLOAT hls2rgbvalue(FLOAT n1, FLOAT n2, FLOAT hue) { if (hue > 360) hue -= 360; else if (hue < 0) hue += 360; if (hue < 60) return n1 + (n2 - n1) * hue / 60; else if (hue < 180) return n2; else if (hue < 240) return n1 + (n2 - n1) * (240 - hue) / 60; else return n1; } // h in [0,360], l and s in [0,1] void hls2rgb(FLOAT *r, FLOAT *g, FLOAT *b, FLOAT h, FLOAT l, FLOAT s) { FLOAT m1, m2; const float threshold = 0.001f; if (l <= 0.5f) m2 = l * (1.0f + s); else m2 = l + s - l * s; m1 = 2.0f * l - m2; if (s < threshold) { *r = l; *g = l; *b = l; } else { *r = hls2rgbvalue(m1, m2, h + 120.0f); *g = hls2rgbvalue(m1, m2, h); *b = hls2rgbvalue(m1, m2, h - 120.0f); } } pathogen-1.1.1/src/main.cpp0000644000175000017500000000640610075251434016345 0ustar gurkangurkan00000000000000/* Pathogen Warrior * Copyright 2004 Jetro Lauha - http://iki.fi/jetro/ * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * $Id: main.cpp,v 1.4 2004/07/14 15:37:09 tonic Exp $ * $Revision: 1.4 $ */ #include #include #include #include #include "main.h" #include "GameApp.h" static SDL_Surface *sScreen; static SDL_Surface * setVideoMode(int width, int height, int bpp, int fullscreen, int fsaa) { Uint32 videoFlags = 0; int rSize, gSize, bSize; switch (bpp) { case 8: rSize = 3; gSize = 3; bSize = 2; case 15: case 16: rSize = 5; gSize = 5; bSize = 5; break; default: rSize = 8; gSize = 8; bSize = 8; break; } SDL_GL_SetAttribute(SDL_GL_RED_SIZE, rSize); SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, gSize); SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, bSize); SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16); SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); if (fsaa) { SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1); SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, fsaa); } videoFlags |= SDL_DOUBLEBUF; videoFlags |= SDL_OPENGL; if (fullscreen) videoFlags |= SDL_FULLSCREEN; return SDL_SetVideoMode(width, height, bpp, videoFlags); } typedef struct { int bpp; int fullscreen; } VIDEO_SETTINGS; static VIDEO_SETTINGS sVideoSettings[] = { { 32, 0 }, { 24, 0 }, { 16, 0 }, { 32, 1 }, { 24, 1 }, { 16, 1 }, { 8, 0 }, { 8, 1 }, { 32, 0 } }; #define SVIDEOSETTINGS_COUNT (sizeof(sVideoSettings) / sizeof(sVideoSettings[0])) int main(int argc, char *argv[]) { int a; if (SDL_Init(SDL_INIT_AUDIO | SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_NOPARACHUTE) < 0) { errorMessage("Unable to init SDL", SDL_GetError()); exit(EXIT_FAILURE); } atexit(SDL_Quit); sScreen = NULL; for (a = 0; a < SVIDEOSETTINGS_COUNT; ++a) { VIDEO_SETTINGS *vs = &sVideoSettings[a]; sScreen = setVideoMode(WIDTH, HEIGHT, vs->bpp, vs->fullscreen, 0); if (sScreen != NULL) break; } if (sScreen == NULL) { errorMessage("Unable to set video mode", SDL_GetError()); exit(EXIT_FAILURE); } GameApp *app = new GameApp; BOOL result = app->init(); initSound(); if (result) app->run(); deinitSound(); return EXIT_SUCCESS; } pathogen-1.1.1/src/sound.cpp0000644000175000017500000000553510075251434016553 0ustar gurkangurkan00000000000000/* Pathogen Warrior * Copyright 2004 Jetro Lauha - http://iki.fi/jetro/ * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * $Id: sound.cpp,v 1.4 2004/07/14 15:37:03 tonic Exp $ * $Revision: 1.4 $ */ #include "main.h" #include "SDL_mixer.h" #define CHANNELS 8 #define MUSICFILE "data/music.s3m" #define MUSICVOLMUL 0.7f #define SFXVOLMUL 0.85f static int soundInitialized = 0, soundEnabled = 1, musicEnabled = 0; static Mix_Music *music; static int musicChn = -1; static float musicVolume = 1.0f; static void loadMusic() { music = Mix_LoadMUS(MUSICFILE); if (music == NULL) { errorMessage("Music Load Error", "Error loading file %s\nError: %s", MUSICFILE, SDL_GetError()); exit(1); } } void initSound() { if (Mix_OpenAudio(44100, MIX_DEFAULT_FORMAT, 2, 2048) < 0) { errorMessage("Sound Disabled", "Unable to initialized audio! (%s)", SDL_GetError()); soundInitialized = soundEnabled = 0; return; } soundInitialized = 1; Mix_AllocateChannels(CHANNELS); loadMusic(); setMusic(1); } void deinitSound() { if (!soundInitialized) return; setMusic(0); Mix_FreeMusic(music); Mix_CloseAudio(); } void setSound(int enabled) { if (!soundInitialized) return; soundEnabled = enabled ? 1 : 0; } void setMusic(int enabled) { if (!soundInitialized) return; if (enabled && !musicEnabled) { // turn music on musicChn = Mix_FadeInMusic(music, -1, 1000); musicEnabled = musicChn >= 0 ? 1 : 0; // not sure if this is needed setMusicVolume(musicVolume); } else if (musicEnabled && !enabled) { // turn music off Mix_FadeOutMusic(100); musicEnabled = 0; } } void setMusicVolume(float volume) { if (!soundInitialized) return; musicVolume = volume; if (musicEnabled) Mix_Volume(musicChn, (int)(volume * MUSICVOLMUL * 128)); } int getSoundEnabled() { return soundEnabled; } int getMusicEnabled() { return musicEnabled; } pathogen-1.1.1/src/TitleState.cpp0000644000175000017500000000721310075251434017500 0ustar gurkangurkan00000000000000/* Pathogen Warrior * Copyright 2004 Jetro Lauha - http://iki.fi/jetro/ * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * $Id: TitleState.cpp,v 1.2 2004/07/14 15:37:09 tonic Exp $ * $Revision: 1.2 $ */ #include "main.h" BOOL TitleState::update(UINT32 time, App::KeyEventList &keyEvents) { mTime = time; keyEvents.clear(); return TRUE; } void TitleState::render(SDL_Surface *screen) { clear(0, 0, 0); enter2DMode(WIDTH, HEIGHT); GameApp *app = (GameApp *)App::getInstance(); Font *font = app->getFont(); INT rh = font->getFontHeight(); INT x = WIDTH / 2; INT y = HEIGHT / 8; font->drawString(x + 1, y + 2, FONT_ALIGN_HORIZ_CENTER, "Pathogen Warrior", sin(mTime * 0.005f) * 0.25f + 0.25f, 0, 0); font->drawString(x, y, FONT_ALIGN_HORIZ_CENTER, "Pathogen Warrior"); y += rh; font->drawString(x, y, FONT_ALIGN_HORIZ_CENTER, "version " VERSION_STR, 0.2f, 0.2f, 0.3f); y += rh * 2; font->drawString(x, y, FONT_ALIGN_HORIZ_CENTER, "Horrid pandemic plagues are threatening the world!", 0.8f, 0.6f, 0.6f); y += rh * 2; font->drawString(x, y, FONT_ALIGN_HORIZ_CENTER, "You are the Pathogen Warrior.", 0.8f, 0.6f, 0.6f); y += rh; font->drawString(x, y, FONT_ALIGN_HORIZ_CENTER, "Your task is to save the world.", 0.8f, 0.6f, 0.6f); y += rh * 2; font->drawString(x, y, FONT_ALIGN_HORIZ_CENTER, "Match the pathogens to hex-vaccines. New sample of the pathogen can be", 0.5f, 0.5f, 0.7f); y += rh; font->drawString(x, y, FONT_ALIGN_HORIZ_CENTER, "fetched by clicking the problem spot on the world map. Drag with mouse", 0.5f, 0.5f, 0.7f); y += rh; font->drawString(x, y, FONT_ALIGN_HORIZ_CENTER, "to move the compounds on the hex map. You can create a link by clicking", 0.5f, 0.5f, 0.7f); y += rh; font->drawString(x, y, FONT_ALIGN_HORIZ_CENTER, "an empty hexagon or rotate a link by clicking an existing link.", 0.5f, 0.5f, 0.7f); y += rh * 2; BuildState *bs = app->getBuildState(); UINT32 score = bs->getScore(); UINT32 pathogenCount = bs->getPathogenCount(); if (score > 0) { char str[256]; sprintf(str, "Pathogen %u ended last game. Score: %u points.", pathogenCount, score); font->drawString(x, y, FONT_ALIGN_HORIZ_CENTER, str, 0.5f, 0.9f, 0.5f); } y += rh * 2; font->drawString(x, y, FONT_ALIGN_HORIZ_CENTER, "Press a key or click with a mouse to start a new game."); leave2DMode(); } void TitleState::onKeyDown(const SDLKey &key) { gameStart(); } void TitleState::onMouseDown(const SDL_MouseButtonEvent &event) { gameStart(); } void TitleState::gameStart() { GameApp *app = (GameApp *)App::getInstance(); if (app->isAlive()) app->setState(GS_BUILD); } pathogen-1.1.1/48hr4.dsp0000644000175000017500000001567610075251720015516 0ustar gurkangurkan00000000000000# Microsoft Developer Studio Project File - Name="48hr4" - Package Owner=<4> # Microsoft Developer Studio Generated Build File, Format Version 6.00 # ** DO NOT EDIT ** # TARGTYPE "Win32 (x86) Application" 0x0101 CFG=48hr4 - Win32 Debug !MESSAGE This is not a valid makefile. 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Win32 Release" !ELSEIF "$(CFG)" == "48hr4 - Win32 Debug" # PROP Exclude_From_Build 1 !ENDIF # End Source File # Begin Source File SOURCE=..\..\LIBS\SDL\SDL\VisualC\SDLmain\Release_NOSTDIO\SDLmain.lib !IF "$(CFG)" == "48hr4 - Win32 Release" !ELSEIF "$(CFG)" == "48hr4 - Win32 Debug" # PROP Exclude_From_Build 1 !ENDIF # End Source File # End Group # Begin Group "Debug Library Files" # PROP Default_Filter "" # Begin Source File SOURCE=..\..\LIBS\SDL\SDL\VisualC\SDL\Debug\SDL.lib !IF "$(CFG)" == "48hr4 - Win32 Release" # PROP Exclude_From_Build 1 !ELSEIF "$(CFG)" == "48hr4 - Win32 Debug" !ENDIF # End Source File # Begin Source File SOURCE=..\..\LIBS\SDL\SDL\VisualC\SDLmain\Debug\SDLmain.lib !IF "$(CFG)" == "48hr4 - Win32 Release" # PROP Exclude_From_Build 1 !ELSEIF "$(CFG)" == "48hr4 - Win32 Debug" !ENDIF # End Source File # End Group # Begin Source File SOURCE=..\..\LIBS\SDL\SDL_image\lib\SDL_image.lib # End Source File # Begin Source File SOURCE=..\..\LIBS\SDL\SDL_mixer\lib\SDL_mixer.lib # End Source File # End Group # Begin Source File SOURCE=.\README.txt # End Source File # Begin Source File SOURCE=.\timelog.txt # End Source File # End Target # End Project pathogen-1.1.1/48hr4.dsw0000644000175000017500000000102510040202034015466 0ustar gurkangurkan00000000000000Microsoft Developer Studio Workspace File, Format Version 6.00 # WARNING: DO NOT EDIT OR DELETE THIS WORKSPACE FILE! ############################################################################### Project: "48hr4"=.\48hr4.dsp - Package Owner=<4> Package=<5> {{{ }}} Package=<4> {{{ }}} ############################################################################### Global: Package=<5> {{{ }}} Package=<3> {{{ }}} ############################################################################### pathogen-1.1.1/LICENSE.txt0000644000175000017500000004313107324311244015744 0ustar gurkangurkan00000000000000 GNU GENERAL PUBLIC LICENSE Version 2, June 1991 Copyright (C) 1989, 1991 Free Software Foundation, Inc. 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA Everyone is permitted to copy and distribute verbatim copies of this license document, but changing it is not allowed. Preamble The licenses for most software are designed to take away your freedom to share and change it. By contrast, the GNU General Public License is intended to guarantee your freedom to share and change free software--to make sure the software is free for all its users. This General Public License applies to most of the Free Software Foundation's software and to any other program whose authors commit to using it. (Some other Free Software Foundation software is covered by the GNU Library General Public License instead.) You can apply it to your programs, too. When we speak of free software, we are referring to freedom, not price. Our General Public Licenses are designed to make sure that you have the freedom to distribute copies of free software (and charge for this service if you wish), that you receive source code or can get it if you want it, that you can change the software or use pieces of it in new free programs; and that you know you can do these things. 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If the Program specifies a version number of this License which applies to it and "any later version", you have the option of following the terms and conditions either of that version or of any later version published by the Free Software Foundation. If the Program does not specify a version number of this License, you may choose any version ever published by the Free Software Foundation. 10. If you wish to incorporate parts of the Program into other free programs whose distribution conditions are different, write to the author to ask for permission. For software which is copyrighted by the Free Software Foundation, write to the Free Software Foundation; we sometimes make exceptions for this. Our decision will be guided by the two goals of preserving the free status of all derivatives of our free software and of promoting the sharing and reuse of software generally. NO WARRANTY 11. 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It is safest to attach them to the start of each source file to most effectively convey the exclusion of warranty; and each file should have at least the "copyright" line and a pointer to where the full notice is found. Copyright (C) This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA Also add information on how to contact you by electronic and paper mail. If the program is interactive, make it output a short notice like this when it starts in an interactive mode: Gnomovision version 69, Copyright (C) year name of author Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type `show w'. This is free software, and you are welcome to redistribute it under certain conditions; type `show c' for details. The hypothetical commands `show w' and `show c' should show the appropriate parts of the General Public License. Of course, the commands you use may be called something other than `show w' and `show c'; they could even be mouse-clicks or menu items--whatever suits your program. You should also get your employer (if you work as a programmer) or your school, if any, to sign a "copyright disclaimer" for the program, if necessary. Here is a sample; alter the names: Yoyodyne, Inc., hereby disclaims all copyright interest in the program `Gnomovision' (which makes passes at compilers) written by James Hacker. , 1 April 1989 Ty Coon, President of Vice This General Public License does not permit incorporating your program into proprietary programs. If your program is a subroutine library, you may consider it more useful to permit linking proprietary applications with the library. If this is what you want to do, use the GNU Library General Public License instead of this License. pathogen-1.1.1/Makefile0000644000175000017500000000071210074533254015562 0ustar gurkangurkan00000000000000# Pathogen Warrior # # Linux Makefile # Contributed by Ion # # $Id: Makefile,v 1.2 2004/07/12 16:05:50 tonic Exp $ # $Revision: 1.2 $ sources := $(wildcard *.cpp) objects := $(sources:%.cpp=%.o) errormsg.o all: pathogen CXXFLAGS := $(shell sdl-config --cflags) LDFLAGS := $(shell sdl-config --libs) -lSDL_image -lSDL_mixer -lGLU -lGL pathogen: $(objects) $(CXX) $(LDFLAGS) -o $@ $^ .PHONY: clean clean: $(RM) pathogen $(objects) pathogen-1.1.1/README-src.txt0000644000175000017500000000027710040525070016401 0ustar gurkangurkan00000000000000 Ludum Dare 4th 48 hour Game Development Competition Entry by tonic http://jet.ro Theme: "Infection" Entry name: "Pathogen Warrior" This is the source package for the game. pathogen-1.1.1/README.txt0000644000175000017500000000377110075251434015626 0ustar gurkangurkan00000000000000 Ludum Dare 4th 48 hour Game Development Competition Entry by tonic http://jet.ro Theme: "Infection" Entry name: "Pathogen Warrior" Instructions: Horrid pandemic plagues are threatening the world! You are the Pathogen Warrior. Your task is to save the world. Match the pathogens to hex-vaccines. New sample of the pathogen can be fetched by clicking the problem spot on the world map. You can also press the space key to fetch a new sample. Drag with left mouse button to move the ball compounds on the hex map. Drag with right mouse button to scroll the map. You can also scroll the map with arrow keys. You can create a link by clicking an empty hexagon or rotate a link by clicking an existing link. After you match the pathogen model structure on the hexagon map you are presented with a new challenge with increasing difficulty. For each successful vaccine you will be rewarded with a score based on how fast you accomplished the task. Version 1.1.1 updates: * Updated music file. * Added Linux Makefile (contributed by Ion). * Added license notices to all source files. Version 1.1.0 Updates: * Linux executable is included in the package and the source is now verified to correctly compile on Linux. * Added brightness to graphics to get ball colors to match better and to make gameplay easier on brightness level of an average monitor. * Dragging a ball doesn't scramble the field anymore. New behavior is so that when you start to drag a node, it will affect the hexagon map only when you release the mouse button. The contents of drag start and end node are then switched. * Added a bar which shows remaining time more clearly. TODO items/ideas: * Construct new links between existing nearby balls if there is any. * Hiscore list. * Option to use differing shapes than balls and vary brightness of them but not colors. This would make the game easier to play for color blind people. -- $Id: README.txt,v 1.7 2004/07/14 15:37:18 tonic Exp $ pathogen-1.1.1/postmortem.txt0000644000175000017500000001273210067624250017100 0ustar gurkangurkan00000000000000 Ludum Dare 4th 48 hour Game Development Competition Entry by Jetro Lauha (tonic) http://jet.ro Theme: "Infection" Entry name: "Pathogen Warrior" Post Mortem (written after the competition but before new releases) This was the second time I entered the 48 hour compo, although this was the first time I actually had the weekend reserved mostly for this. Last time I was in such a hurry that I only had about 12 hours to work on an entry. I started working on my entry about 7-8 hours after sleeping quite late. The compo had begun in middle of the night but I didn't bother to be around at that time. Initially I spent a little while just scribbling different ideas I could work on, going through all the most obvious ones, of course. After the brainstorming session and discarding the most obvious, I had about four rough base ideas or directions for a game. At that point I decided that I could take something from three of them combined into one. My initial plans were much larger and heavier as usual. I first thought I would make the game much more "map centric" with quite a few strategic game play features, so that there would also be a frequently occurring sub game which would have been what the main game actually is in the result. Because of this I initially wasted time in search of different map graphics and images from the web, which I could then use as reference when drawing the graphics. After a few hours I decided that all my plans were probably too much to implement in the available time frame, at least if I wanted to spend time on tuning the visual quality as well. I decided that it was better to concentrate on implementing primarily only the sub game. I think this was quite appropriate time to do such change, since I hadn't yet implemented anything game play specific, so the only thing I lost was some time spent on web research relating to world maps with information and statistics about cities. Developing the game went sufficiently smoothly, although I still had to perform minor bug hunts a few times. This was the first time I have ever made a hexagon tile map in a game, so it was a new experience for me. And I'm glad that I chose to do that, since it was a nice thing to try out at the same time. Keeping the amount of required assets low was a very good idea. This enabled me to make the visual look moderately good. Unfortunately I made the mistake of not testing the game on more than one computer. I should have done that, or alternatively I should have given out preview versions for people to test I left the adding of different levels a bit late, so I didn't really have much time to tune the difficulty of the game. Some of the later levels may feel quite hard because of this, although I know now that the game has been played at least up to the 31st level. I actually made and added the background music before adding the levels. It would have been probably beneficial to add the levels etc. first, although doing the music stuff was a nice small break from coding the game features. Since I started a bit late and stopped way before the deadline, the total amount of "being in compo mode" for me was around 32 hours. If sleeping, taking a shower, eating and such stuff is subtracted from that, active developing time is probably around 24 hours. I think the result is quite nice and I'm sufficiently pleased with it. Of course I would have liked to tune it further before submitting the final version, but I feel that I could still put in all the most important pieces. What went right: - Made game design decisions and changes early enough. - OOP design helped to manage the game structure. - Saved development time by using already available libraries which were allowed in the rules. This includes usage of SDL, SDL_image and SDL_mixer libraries as well as usage of STL containers. - Game design did not need a lot of assets. - Trying to keep chatting on #ludumdare to a reasonable amount so that it wouldn't distract me too much from developing the game. - Took a few small breaks from coding, for example to discuss about the game with my wife or to drink some coffee. Sleeping a bit was also a good thing. - Picked an interesting topic for game design, which wasn't just an rehash from what I have done before, but allowed me to learn something new at the same time. What went wrong: - Spent time too early on finding reference material for graphics and other information, which I didn't eventually really need that much. - I hadn't updated the SDL and additional libraries before the competition but still wanted to upgrade to the latest versions before starting to work with them, so I wasted some time doing that. - Not having possibility to work until the deadline of the game, which resulted in perhaps slightly too big difficulty level for later levels. And lack of sound effects and high score list. - Didn't test on more than one computer and didn't give out any preview versions. Because of this the game is too dark on some systems since I had the development computer monitor set a bit too bright. Some random stats: - 1 PC (1.3 GHz Athlon, GF4Ti and TFT monitor set too bright) - 32 hours of time (including sleeping, eating, etc.) - Some food, juice, coke and coffee - 68 KB of source code (2795 lines, 21 files) - 40 KB of graphics (11 png files) - 97 KB of music (one module music file) ---- $Id: postmortem.txt,v 1.1 2004/06/27 20:06:26 tonic Exp $ pathogen-1.1.1/timelog.txt0000644000175000017500000000604010067624250016322 0ustar gurkangurkan00000000000000 Ludum Dare 4th 48 hour Game Development Competition Entry by tonic http://jet.ro Theme: "Infection" Entry name: "Pathogen Warrior" Time log for the competition version ------------------------------------ 2004-04-17 (UTC/GMT+3 time) 11:30 Woke up and checked the theme. 12:00 Scribbled some design ideas. 13:00 Goofing around with web search related to my ideas, now it's time to eat something. 14:00 I forgot to go to eat - updated my SDL and SDL_image to newest versions instead and started to make some base code. Now I will go to eat. :) 14:30 Ate a bit of breakfast, time to go on. 16:12 Compilable version of framework up, time to cvs commit. :) 16:55 After some lacking I'm again at work. Made a slight change in the plans on what I'll be starting to make first regarding the game code. 17:40 Wasted bunch of time on some rendering issues. 18:43 Some progress on rendering and structure. Put this timelog to a page on my site dedicated for my entry with first screenshot. 19:07 Time for a meal. 19:29 Back to coding. 21:28 Wasted quite a while drawing and tuning some sprites and drinking some coffee. 23:05 Writing code and having fun with strange compiler errors MSVC gives with STL containers.. until I realize it was all because of a missing ';' char. :-D 00:01 First version of rendering the 2D hexagon map. Time for a second screenshot. 00:46 Added better event handling to app framework. 01:11 Scrolling the 2D map is somewhat functional now. 02:31 Had some headache with matching mouse position to the tile map. It's my first time making a hexagon based map, after all. :) Well, now it works anyway. 03:25 Drag'n'drop works now properly for the 2D map nodes. I also added creation, rotation and removal of the link nodes. 05:55 Verifying problem set seems to finally work mostly. 06:09 Time to sleep after last fixes, my wife wants to go to sleep. Note the time how long she has bravely waited for.. :) 12:01 Back to work. 13:08 Took a while to draw a map image with a mouse by looking at some world map image as a reference. Time for fourth screenshot. 13:58 Made some simple background music and added code to play it. 14:49 Added showing of problem position on the map image. 15:06 Scaling the circle by time spent on the problem. Going to shower. My wife is distracting me! 16:53 Proper generation of a new problem and level start info. Justifies fifth screenshot. 17:13 Configurable difficulty for each level. The game also has finally a name, which is currently "Pathogen Warrior". 18:25 Preparing to do some final stuff like a simple title screen. I don't have enough time to make a high score list. 19:02 Wrapping it up, somewhat ready to zip and upload it. 19:28 All set! -- $Id: timelog.txt,v 1.18 2004/06/27 20:06:39 tonic Exp $ $Revision: 1.18 $