#include <stdio.h>
#include <stdlib.h>
#include <string.h>
+#include <time.h>
#include "font.h"
#include "args.h"
#include "common.h"
-#include "config.h"
+#include <config.h>
+#include "vorconfig.h"
#include "dust.h"
#include "file.h"
#include "float.h"
font *g_font;
+#define ENGINEDOT 0
+#define BANGDOT 1
+
struct dot {
int active;
float x, y;
float mass; // in DOT_MASS_UNITs
float decay; // rate at which to reduce mass.
int heat; // heat multiplier (color).
+ uint8_t type; // BANGDOT or ENGINEDOT
};
+void draw(void);
+
struct dot edot[MAXENGINEDOTS], *dotptr = edot;
struct dot bdot[MAXBANGDOTS];
// ************************************* FUNCS
+#ifdef HAVE_NANOSLEEP
void
-init_engine_dots() {
+tiny_sleep() {
+ struct timespec t;
+ t.tv_sec = 0;
+ t.tv_nsec = 1;
+ nanosleep(&t, 0);
+}
+#else
+#define tiny_sleep()
+#endif
+
+void
+init_dots() {
int i;
for(i = 0; i<MAXENGINEDOTS; i++) {
edot[i].active = 0;
+ edot[i].type = ENGINEDOT;
+ }
+ for(i = 0; i<MAXBANGDOTS; i++) {
+ bdot[i].active = 0;
+ bdot[i].type = BANGDOT;
}
}
if(SDL_MUSTLOCK(img)) { SDL_UnlockSurface(img); }
}
+void
+kill_rock(struct rock *r) {
+ r->x = -200;
+}
void
move_dot(struct dot *d)
if(hit) if(hit->type != SHIP) {
d->active = 0;
mass = sprite_mass(hit);
+ if(d->type == BANGDOT) {
+ struct rock *rock = (struct rock*)hit;
+ rock->life -= (d->dx - hit->dx) * (d->dx - hit->dx) + (d->dy - hit->dy) * (d->dy - hit->dy);
+ if(rock->life < 0) {
+ kill_rock(rock);
+ }
+ }
hit->dx += DOT_MASS_UNIT * d->mass * (d->dx - hit->dx) / mass;
hit->dy += DOT_MASS_UNIT * d->mass * (d->dy - hit->dy) / mass;
}
toggle_fullscreen() {
opt_fullscreen = 1 - opt_fullscreen;
set_video_mode();
+ if(paused) {
+ draw();
+ }
}
exit(1);
}
- init_engine_dots();
+ init_dots();
init_dust();
init_sprites();
x = (XSIZE-font_width(text))/2 + cos(fadetimer/4.5)*10;
font_write(x,YSIZE-100 + cos(fadetimer/3)*5,text);
- text = "Version " VERSION;
+ text = "Version " PACKAGE_VERSION;
x = (XSIZE-font_width(text))/2 + sin(fadetimer/4.5)*10;
font_write(x,YSIZE-50 + sin(fadetimer/2)*5,text);
}
SDL_SaveBMP(surf_screen, screenshot_filename);
}
break;
+ case SDLK_SPACE:
+ if(state != GAMEPLAY && state != DEAD_PAUSE) {
+ // don't conflict with space key to start a new game
+ break;
+ }
+ // else fall through
case SDLK_p:
case SDLK_PAUSE:
paused = !paused;
state = HIGH_SCORE_DISPLAY;
state_timeout = 400;
}
+
+ tiny_sleep();
}
}