#include "args.h"
#include "common.h"
#include "config.h"
+#include "dust.h"
#include "file.h"
#include "globals.h"
+#include "mt.h"
#include "rocks.h"
#include "score.h"
#include "shape.h"
// Structure global variables
struct enginedots edot[MAXENGINEDOTS], *dotptr = edot;
struct bangdots bdot[MAXBANGDOTS], *bdotptr = bdot;
-struct spacedot sdot[MAXSPACEDOTS];
// Other global variables
char topline[1024];
// ************************************* FUNCS
-float
-rnd() {
- return (float)random()/(float)RAND_MAX;
-}
-
void
init_engine_dots() {
int i;
}
void
-init_space_dots() {
- int i,b;
- for(i = 0; i<MAXSPACEDOTS; i++) {
- sdot[i].x = rnd()*(XSIZE-5);
- sdot[i].y = rnd()*(YSIZE-5);
- sdot[i].z = MAXDUSTDEPTH*sqrt(rnd());
- b = (MAXDUSTDEPTH - sdot[i].z) * 255.0 / MAXDUSTDEPTH;
- sdot[i].color = SDL_MapRGB(surf_screen->format, b, b, b);
- }
-}
-
-void
-make_bang_dots(int xbang, int ybang, int dx, int dy, SDL_Surface *s, int power) {
-
- // TODO - stop generating dots after a certain amount of time has passed, to cope with slower CPUs.
- // TODO - generate and display dots in a circular buffer
-
+new_bang_dots(int xbang, int ybang, int dx, int dy, SDL_Surface *s, int power)
+{
int x,y,endcount;
Uint16 *rawpixel,c;
double theta,r;
c = rawpixel[s->pitch/2*y + x];
if(c && c != s->format->colorkey) {
- theta = rnd()*M_PI*2;
+ theta = frnd()*M_PI*2;
- r = 1-(rnd()*rnd());
+ r = 1-(frnd()*frnd());
bdot[bd2].dx = (power/50.0)*45.0*cos(theta)*r + dx;
bdot[bd2].dy = (power/50.0)*45.0*sin(theta)*r + dy;
// Replace the last few bang dots with the pixels from the exploding object
bdot[bd2].c = (endcount>0)?c:0;
bdot[bd2].life = 100;
- bdot[bd2].decay = rnd()*3 + 1;
+ bdot[bd2].decay = frnd()*3 + 1;
bdot[bd2].active = 1;
bd2++;
void
-draw_space_dots(SDL_Surface *s) {
- int i;
- Uint16 *rawpixel;
- rawpixel = (Uint16 *) s->pixels;
-
- for(i = 0; i<MAXSPACEDOTS; i++) {
- if(sdot[i].y<0) {
- sdot[i].y = 0;
- }
- rawpixel[(int)(s->pitch/2*(int)sdot[i].y) + (int)(sdot[i].x)] = sdot[i].color;
- sdot[i].x -= xscroll / (1.3 + sdot[i].z);
- sdot[i].y -= yscroll / (1.3 + sdot[i].z);
- if(sdot[i].y >= XSIZE) sdot[i].x -= XSIZE;
- else if(sdot[i].x < 0) sdot[i].x = XSIZE-1;
- if(sdot[i].y > YSIZE) sdot[i].y -= YSIZE;
- else if(sdot[i].y < 0) sdot[i].y += YSIZE-1;
- }
-}
-
-void
draw_engine_dots(SDL_Surface *s) {
int i;
Uint16 *rawpixel;
for(i = 0; i<n; i++) {
if(dotptr->active == 0) {
- a = rnd()*M_PI + (dir-1)*M_PI_2;
- r = sin(rnd()*M_PI);
+ a = frnd()*M_PI + (dir-1)*M_PI_2;
+ r = sin(frnd()*M_PI);
dx = r * cos(a);
dy = r * -sin(a); // screen y is "backwards".
dotptr->active = 1;
- dotptr->x = shipx + s[dir]*hx + (rnd()-0.5)*3;
- dotptr->y = shipy + s[(dir+1)&3]*hy + (rnd()-0.5)*3;
+ dotptr->x = shipx + s[dir]*hx + (frnd()-0.5)*3;
+ dotptr->y = shipy + s[(dir+1)&3]*hy + (frnd()-0.5)*3;
if(dir&1) {
dotptr->dx = shipdx + 2*dx;
dotptr->dy = shipdy + 20*dy;
}
}
+ move_dust();
+
SDL_LockSurface(s);
- draw_space_dots(s);
+ draw_dust(s);
draw_engine_dots(s);
draw_bang_dots(s);
SDL_UnlockSurface(s);
atexit(SDL_Quit);
}
- play_tune(0);
+ play_tune(TUNE_TITLE_PAGE);
// Attempt to get the required video size
flag = SDL_DOUBLEBUF | SDL_HWSURFACE;
NULLERROR(surf_life = SDL_DisplayFormat(temp));
init_engine_dots();
- init_space_dots();
+ init_dust();
init_rocks();
break;
case HIGH_SCORE_ENTRY:
- play_tune(2);
+ play_tune(TUNE_HIGH_SCORE_ENTRY);
if(!process_score_input()) { // done inputting name
// Change state to briefly show high scores page
// Write the high score table to the file
write_high_score_table();
- // Play the title page tune
- play_tune(0);
+ play_tune(TUNE_TITLE_PAGE);
}
// FALL THROUGH TO
case HIGH_SCORE_DISPLAY:
case DEAD_PAUSE:
// Create a new ship and start all over again
state = GAMEPLAY;
- play_tune(1);
+ play_tune(TUNE_GAMEPLAY);
break;
case GAME_OVER:
if(new_high_score(score)) {
state_timeout = 500.0;
break;
case HIGH_SCORE_ENTRY:
- // state = TITLE_PAGE;
- // play_tune(1);
- // state_timeout = 100.0;
break;
case TITLE_PAGE:
state = HIGH_SCORE_DISPLAY;
if(draw() && state == GAMEPLAY) {
// Died
- play_sound(0); // Play the explosion sound
+ play_sound(SOUND_BANG); // Play the explosion sound
bangx = shipx; bangy = shipy; bangdx = shipdx; bangdy = shipdy;
- make_bang_dots(shipx,shipy,shipdx,shipdy,surf_ship,30);
+ new_bang_dots(shipx,shipy,shipdx,shipdy,surf_ship,30);
shipdx *= 0.5; shipdy *= 0.5;
if(shipdx < SCREENDXMIN) shipdx = SCREENDXMIN;
if(--nships <= 0) {
score = 0;
state = GAMEPLAY;
- play_tune(1);
+ play_tune(TUNE_GAMEPLAY);
gameover = 0;
shipx = XSIZE/2.2; shipy = YSIZE/2;