JasonWoof Got questions, comments, patches, etc.? Contact Jason Woofenden
fixed makebangdots to check surface's colorkey.
[vor.git] / main.c
diff --git a/main.c b/main.c
index e06a010..058fbad 100644 (file)
--- a/main.c
+++ b/main.c
@@ -19,7 +19,9 @@
  * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
  */
 
-#undef DEBUG
+#ifdef DEBUG
+#include "debug.h"
+#endif
 
 #include "config.h"
 #include "file.h"
@@ -45,7 +47,7 @@ struct rock_struct {
        // Array of black pixel coordinates. This is scanned 
        // every frame to see if it's still black, and as
        // soon as it isn't we BLOW UP
-       float x,y,xvel,yvel;
+       float x,y,dx,dy;
        int active;
        int dead;  // has been blown out of the way
                   // to make room for a new ship appearing.
@@ -92,7 +94,6 @@ SDL_Surface
        *surf_ship,             // Spaceship element
        *surf_life,     // Indicator of number of ships remaining
        *surf_rock[NROCKS],     // THE ROCKS
-       *surf_deadrock[NROCKS], // THE DEAD ROCKS
        *surf_font_big; // The big font
 
 SFont_Font *g_font;
@@ -107,12 +108,11 @@ struct spacedot sdot[MAXSPACEDOTS];
 // Other global variables
 char topline[1024];
 char *initerror = "";
-char name[1024], debug1[1024];
 
-float xship,yship = 240.0;     // X position, 0..XSIZE
-float xvel,yvel;       // Change in X position per tick.
+float shipx,shipy = 240.0;     // X position, 0..XSIZE
+float shipdx,shipdy;   // Change in X position per tick.
 float rockrate,rockspeed;
-float movementrate;
+float movementrate;  // this controls the speed of everything that moves.
 float yscroll;
 float scrollvel;
 
@@ -123,30 +123,24 @@ int maneuver = 0;
 int sound_flag = 1, music_flag = 0;
 int tail_plume = 0; // display big engine at the back?
 int friction = 0;      // should there be friction?
-int scorerank;
-float fadetimer = 0,faderate;
+float fadetimer = 0, faderate;
 
-int pausedown = 0,paused = 0;
+int pausedown = 0, paused = 0;
 
 // bangdot start (bd1) and end (bd2) position:
 int bd1 = 0, bd2 = 0;
 
-int xoffset[NROCKS][MAXROCKHEIGHT];
-
 enum states {
        TITLE_PAGE,
        GAMEPLAY,
        DEAD_PAUSE,
        GAME_OVER,
        HIGH_SCORE_ENTRY,
-       HIGH_SCORE_DISPLAY,
-       DEMO
+       HIGH_SCORE_DISPLAY
 };
 enum states state = TITLE_PAGE;
 float state_timeout = 600.0;
 
-const int fakesin[] = {0,1,0,-1};
-const int fakecos[] = {1,0,-1,0};
 #define NSEQUENCE 2
 char *sequence[] = {
        "Press SPACE to start",
@@ -200,7 +194,7 @@ init_space_dots() {
 }
 
 void
-makebangdots(int xbang, int ybang, int xvel, int yvel, SDL_Surface *s, int power) {
+makebangdots(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
@@ -222,14 +216,14 @@ makebangdots(int xbang, int ybang, int xvel, int yvel, SDL_Surface *s, int power
                for(x = 0; x<s->w; x++) {
                        for(y = 0; y<s->h; y++) {
                                c = rawpixel[s->pitch/2*y + x];
-                               if(c && c != SDL_MapRGB(s->format,0,255,0)) {
+                               if(c && c != s->format->colorkey) {
 
                                        theta = rnd()*M_PI*2;
 
                                        r = 1-(rnd()*rnd());
 
-                                       bdot[bd2].dx = (power/50.0)*45.0*cos(theta)*r + xvel;
-                                       bdot[bd2].dy = (power/50.0)*45.0*sin(theta)*r + yvel;
+                                       bdot[bd2].dx = (power/50.0)*45.0*cos(theta)*r + dx;
+                                       bdot[bd2].dy = (power/50.0)*45.0*sin(theta)*r + dy;
                                        bdot[bd2].x = x + xbang;
                                        bdot[bd2].y = y + ybang;
 
@@ -364,10 +358,10 @@ create_engine_dots(int newdots) {
                                dy = sin(theta)*r;
 
                                dotptr->active = 1;
-                               dotptr->x = xship + surf_ship->w/2-14;
-                               dotptr->y = yship + surf_ship->h/2 + (rnd()-0.5)*5-1;
-                               dotptr->dx = 10*(dx-1.5) + xvel;
-                               dotptr->dy = 1*dy + yvel;
+                               dotptr->x = shipx + surf_ship->w/2-14;
+                               dotptr->y = shipy + surf_ship->h/2 + (rnd()-0.5)*5-1;
+                               dotptr->dx = 10*(dx-1.5) + shipdx;
+                               dotptr->dy = 1*dy + shipdy;
                                dotptr->life = 45 + rnd(1)*5;
 
                                dotptr++;
@@ -386,7 +380,7 @@ create_engine_dots2(int newdots, int m) {
 
        // Don't create fresh engine dots when
        // the game is not being played and a demo is not beng shown
-       if(state != GAMEPLAY && state != DEMO) return;
+       if(state != GAMEPLAY) return;
 
        for(i = 0; i<newdots; i++) {
                if(dotptr->active == 0) {
@@ -400,30 +394,30 @@ create_engine_dots2(int newdots, int m) {
 
 
                        dotptr->active = 1;
-                       dotptr->x = xship + surf_ship->w/2 + (rnd()-0.5)*3;
-                       dotptr->y = yship + surf_ship->h/2 + (rnd()-0.5)*3;
+                       dotptr->x = shipx + surf_ship->w/2 + (rnd()-0.5)*3;
+                       dotptr->y = shipy + surf_ship->h/2 + (rnd()-0.5)*3;
 
                        switch(m) {
                                case 0:
                                        dotptr->x -= 14;
-                                       dotptr->dx = -20*adx + xvel;
-                                       dotptr->dy = 2*dy + yvel;
+                                       dotptr->dx = -20*adx + shipdx;
+                                       dotptr->dy = 2*dy + shipdy;
                                        dotptr->life = 60 * adx;
                                break;
                                case 1:
-                                       dotptr->dx = 2*dx + xvel;
-                                       dotptr->dy = -20*ady + yvel;
+                                       dotptr->dx = 2*dx + shipdx;
+                                       dotptr->dy = -20*ady + shipdy;
                                        dotptr->life = 60 * ady;
                                break;
                                case 2:
                                        dotptr->x += 14;
-                                       dotptr->dx = 20*adx + xvel;
-                                       dotptr->dy = 2*dy + yvel;
+                                       dotptr->dx = 20*adx + shipdx;
+                                       dotptr->dy = 2*dy + shipdy;
                                        dotptr->life = 60 * adx;
                                break;
                                case 3:
-                                       dotptr->dx = 2*dx + xvel;
-                                       dotptr->dy = 20*ady + yvel;
+                                       dotptr->dx = 2*dx + shipdx;
+                                       dotptr->dy = 20*ady + shipdy;
                                        dotptr->life = 60 * ady;
                                break;
                        }
@@ -523,30 +517,30 @@ init(int fullscreen) {
        }
 
        // Load the banners
-       NULLERROR(temp = IMG_Load(load_file("banners/variations.png")));
+       NULLERROR(temp = IMG_Load(add_path("banners/variations.png")));
        NULLERROR(surf_b_variations = SDL_DisplayFormat(temp));
 
-       NULLERROR(temp = IMG_Load(load_file("banners/on.png")));
+       NULLERROR(temp = IMG_Load(add_path("banners/on.png")));
        NULLERROR(surf_b_on = SDL_DisplayFormat(temp));
 
-       NULLERROR(temp = IMG_Load(load_file("banners/rockdodger.png")));
+       NULLERROR(temp = IMG_Load(add_path("banners/rockdodger.png")));
        NULLERROR(surf_b_rockdodger = SDL_DisplayFormat(temp));
 
-       NULLERROR(temp = IMG_Load(load_file("banners/game.png")));
+       NULLERROR(temp = IMG_Load(add_path("banners/game.png")));
        NULLERROR(surf_b_game = SDL_DisplayFormat(temp));
 
-       NULLERROR(temp = IMG_Load(load_file("banners/over.png")));
+       NULLERROR(temp = IMG_Load(add_path("banners/over.png")));
        NULLERROR(surf_b_over = SDL_DisplayFormat(temp));
 
-       surf_font_big = IMG_Load(load_file(BIG_FONT_FILE));
+       surf_font_big = IMG_Load(add_path(BIG_FONT_FILE));
        g_font = SFont_InitFont(surf_font_big);
 
        // Load the spaceship graphic.
-       NULLERROR(temp = IMG_Load(load_file("sprites/ship.png")));
+       NULLERROR(temp = IMG_Load(add_path("sprites/ship.png")));
        NULLERROR(surf_ship = SDL_DisplayFormat(temp));
 
        // Load the life indicator (small ship) graphic.
-       NULLERROR(temp = IMG_Load(load_file("indicators/life.png")));
+       NULLERROR(temp = IMG_Load(add_path("indicators/life.png")));
        NULLERROR(surf_life = SDL_DisplayFormat(temp));
 
        // Create the array of black points;
@@ -569,15 +563,11 @@ init(int fullscreen) {
 
        // Load all our lovely rocks
        for(i = 0; i<NROCKS; i++) {
-               char a[100];
+               char a[MAX_PATH_LEN];
 
-               sprintf(a,load_file("sprites/rock%d.png"),i);
+               snprintf(a,MAX_PATH_LEN,add_path("sprites/rock%d.png"),i);
                NULLERROR(temp = IMG_Load(a));
                NULLERROR(surf_rock[i] = SDL_DisplayFormat(temp));
-
-               sprintf(a,load_file("sprites/deadrock%d.png"),i);
-               NULLERROR(temp = IMG_Load(a));
-               NULLERROR(surf_deadrock[i] = SDL_DisplayFormat(temp));
        }
 
        // Remove the mouse cursor
@@ -612,13 +602,13 @@ draw() {
        drawdots(surf_screen);
 
        // Draw ship
-       if(!gameover && (state == GAMEPLAY || state == DEMO) ) {
+       if(!gameover && state == GAMEPLAY ) {
                src.w = surf_ship->w;
                src.h = surf_ship->h;
                dest.w = src.w;
                dest.h = src.h;
-               dest.x = (int)xship;
-               dest.y = (int)yship;
+               dest.x = (int)shipx;
+               dest.y = (int)shipy;
                SDL_BlitSurface(surf_ship,&src,surf_screen,&dest);
        }
 
@@ -732,7 +722,10 @@ draw() {
                case HIGH_SCORE_DISPLAY:
                        // Display de list o high scores mon.
                        display_scores(surf_screen, 150,50);
-
+                       break;
+               case GAMEPLAY:
+               case DEAD_PAUSE:
+                       ; // no action necessary
        }
 
        if(!gameover && state == GAMEPLAY) {
@@ -741,7 +734,7 @@ draw() {
                // Check that the black points on the ship are
                // still black, and not covered up by rocks.
                for(p = black_point; p<blackptr; p++) { 
-                       offset = surf_screen->pitch/2 * (p->y + (int)yship) + p->x + (int)xship;
+                       offset = surf_screen->pitch/2 * (p->y + (int)shipy) + p->x + (int)shipx;
                        if(raw_pixels[offset]) {
                                // Set the bang flag
                                bang = 1;
@@ -806,7 +799,7 @@ gameloop() {
                                                // Create a new ship and start all over again
                                                state = GAMEPLAY;
                                                play_tune(1);
-                                               xship -= 50;
+                                               shipx -= 50;
                                                break;
                                        case GAME_OVER:
                                                state = HIGH_SCORE_ENTRY;
@@ -833,22 +826,43 @@ gameloop() {
                                        case TITLE_PAGE:
                                                state = HIGH_SCORE_DISPLAY;
                                                state_timeout = 200.0;
-                                       break;
+                                               break;
+                                       case GAMEPLAY:
+                                               ; // no action necessary
                                }
                        } else {
                                if(state == DEAD_PAUSE) {
-                                       float blast_radius = BLAST_RADIUS * state_timeout / 20.0;
-                                       if(xship < 60) xship = 60;
+                                       float blast_radius;
+                                       int fixonly;
+
+                                       if(state_timeout < DEAD_PAUSE_LENGTH - 20.0) {
+                                               blast_radius = BLAST_RADIUS * 1.3;
+                                               fixonly = 1;
+                                       } else {
+                                               blast_radius = BLAST_RADIUS * (DEAD_PAUSE_LENGTH - state_timeout) / 20.0;
+                                               fixonly = 0;
+                                       }
+
+                                       if(shipx < 60) shipx = 60;
                                        for(i = 0; i<MAXROCKS; i++ ) {
                                                float dx, dy, n;
                                                if(rock[i].x <= 0) continue;
-                                               dx = rock[i].x - xship;
-                                               dy = rock[i].y - yship;
+
+                                               // This makes it so your explosion from dying magically doesn't leave
+                                               // any rocks that aren't moving much on the x axis. After the first
+                                               // 20 tics, only rocks that are barely moving will be pushed.
+                                               if(fixonly && (!rock[i].dead || rock[i].dx < -4 || rock[i].dx > 3)) {
+                                                       continue;
+                                               }
+
+                                               dx = rock[i].x - shipx;
+                                               dy = rock[i].y - shipy;
+
                                                n = sqrt(dx*dx + dy*dy);
                                                if(n < blast_radius) {
                                                        n *= 20;
-                                                       rock[i].xvel += rockrate*(dx+30)/n;
-                                                       rock[i].yvel += rockrate*dy/n;
+                                                       rock[i].dx += rockrate*(dx+30)/n;
+                                                       rock[i].dy += rockrate*dy/n;
                                                        rock[i].dead = 1;
                                                }
                                        }
@@ -863,8 +877,8 @@ gameloop() {
                                }
                                if(!rockptr->active) {
                                        rockptr->x = (float)XSIZE;
-                                       rockptr->xvel = -(rockspeed)*(1 + rnd());
-                                       rockptr->yvel = rnd()-0.5;
+                                       rockptr->dx = -(rockspeed)*(1 + rnd());
+                                       rockptr->dy = rnd()-0.5;
                                        rockptr->type_number = random() % NROCKS;
                                        rockptr->image = surf_rock[rockptr->type_number];// [random()%NROCKS];
                                        rockptr->active = 1;
@@ -879,30 +893,30 @@ gameloop() {
 
                        // FRICTION?
                        if(friction) {
-                               xvel *= pow((double)0.9,(double)movementrate);
-                               yvel *= pow((double)0.9,(double)movementrate);
-                               // if(abs(xvel)<0.00001) xvel = 0;
-                               // if(abs(yvel)<0.00001) yvel = 0;
+                               shipdx *= pow((double)0.9,(double)movementrate);
+                               shipdy *= pow((double)0.9,(double)movementrate);
+                               // if(abs(shipdx)<0.00001) shipdx = 0;
+                               // if(abs(shipdy)<0.00001) shipdy = 0;
                        }
 
                        // INERTIA
-                       xship += xvel*movementrate;
-                       yship += yvel*movementrate;
+                       shipx += shipdx*movementrate;
+                       shipy += shipdy*movementrate;
 
                        // SCROLLING
-                       yscroll = yship - (YSIZE / 2);
-                       yscroll += yvel * 25;
+                       yscroll = shipy - (YSIZE / 2);
+                       yscroll += shipdy * 25;
                        yscroll /= -25;
                        yscroll = ((scrollvel * (12 - movementrate)) + (yscroll * movementrate)) / 12;
                        scrollvel = yscroll;
                        yscroll = yscroll*movementrate;
-                       yship += yscroll;
+                       shipy += yscroll;
                        
                        // Move all the rocks
                        for(i = 0; i < MAXROCKS; i++) {
                                if(rock[i].active) {
-                                       rock[i].x += rock[i].xvel*movementrate;
-                                       rock[i].y += rock[i].yvel*movementrate + yscroll;
+                                       rock[i].x += rock[i].dx*movementrate;
+                                       rock[i].y += rock[i].dy*movementrate + yscroll;
                                        if(rock[i].y > YSIZE || rock[i].y < -rock[i].image->h) {
                                                if(rock[i].dead) {
                                                        rock[i].dead = 0;
@@ -910,7 +924,7 @@ gameloop() {
                                                } else {
                                                        // wrap
                                                        rock[i].y = (YSIZE - rock[i].image->h) - rock[i].y;
-                                                       rock[i].y += (rock[i].yvel*movementrate + yscroll) * 1.01;
+                                                       rock[i].y += (rock[i].dy*movementrate + yscroll) * 1.01;
                                                }
                                        }
                                        if(rock[i].x < -rock[i].image->w || rock[i].x > XSIZE) {
@@ -922,24 +936,24 @@ gameloop() {
 
 
                        // BOUNCE X
-                       if(xship<0 || xship>XSIZE-surf_ship->w) {
+                       if(shipx<0 || shipx>XSIZE-surf_ship->w) {
                                // BOUNCE from left and right wall
-                               xship -= xvel*movementrate;
-                               xvel *= -0.99;
+                               shipx -= shipdx*movementrate;
+                               shipdx *= -0.99;
                        }
 
                        // BOUNCE Y
-                       if(yship<0 || yship>YSIZE-surf_ship->h) {
+                       if(shipy<0 || shipy>YSIZE-surf_ship->h) {
                                // BOUNCE from top and bottom wall
-                               yship -= yvel;
-                               yvel *= -0.99;
+                               shipy -= shipdy;
+                               shipdy *= -0.99;
                        }
 
 
                        if(draw() && state == GAMEPLAY) {
                                // Play the explosion sound
                                play_sound(0);
-                               makebangdots(xship,yship,xvel,yvel,surf_ship,30);
+                               makebangdots(shipx,shipy,shipdx,shipdy,surf_ship,30);
                                if(--nships <= 0) {
                                        gameover = 1;
                                        state = GAME_OVER;
@@ -949,9 +963,9 @@ gameloop() {
                                }
                                else {
                                        state = DEAD_PAUSE;
-                                       state_timeout = 20.0;
-                                       xvel = 0;
-                                       yvel = 0;
+                                       state_timeout = DEAD_PAUSE_LENGTH;
+                                       shipdx = 0;
+                                       shipdy = 0;
                                }
                        }
 
@@ -962,7 +976,7 @@ gameloop() {
                                return 0;
                        }
 
-                       if(keystate[SDLK_SPACE] && (state == HIGH_SCORE_DISPLAY || state == TITLE_PAGE || state == DEMO)) {
+                       if(keystate[SDLK_SPACE] && (state == HIGH_SCORE_DISPLAY || state == TITLE_PAGE)) {
 
                                for(i = 0; i<MAXROCKS; i++ ) {
                                        rock[i].active = 0;
@@ -978,12 +992,11 @@ gameloop() {
                                state = GAMEPLAY;
                                play_tune(1);
 
-                               xvel = -1;
                                gameover = 0;
-                               yvel = 0;
-                               xship = 0;
-                               yship = YSIZE/2;
-
+                               shipx = 0;
+                               shipy = YSIZE/2;
+                               shipdx = -1;
+                               shipdy = 0;
                        }
 
                        maneuver = 0;
@@ -996,28 +1009,16 @@ gameloop() {
                        if(!gameover) {
 
                                if(!paused) {
-                                       if(keystate[SDLK_UP] | keystate[SDLK_c])                { yvel -= 1.5*movementrate; maneuver |= 1<<3;}
-                                       if(keystate[SDLK_DOWN] | keystate[SDLK_t])              { yvel += 1.5*movementrate; maneuver |= 1<<1;}
-                                       if(keystate[SDLK_LEFT] | keystate[SDLK_h])              { xvel -= 1.5*movementrate; maneuver |= 1<<2;}
-                                       if(keystate[SDLK_RIGHT] | keystate[SDLK_n])             { xvel += 1.5*movementrate; maneuver |= 1;}
+                                       if(keystate[SDLK_UP] | keystate[SDLK_c])                { shipdy -= 1.5*movementrate; maneuver |= 1<<3;}
+                                       if(keystate[SDLK_DOWN] | keystate[SDLK_t])              { shipdy += 1.5*movementrate; maneuver |= 1<<1;}
+                                       if(keystate[SDLK_LEFT] | keystate[SDLK_h])              { shipdx -= 1.5*movementrate; maneuver |= 1<<2;}
+                                       if(keystate[SDLK_RIGHT] | keystate[SDLK_n])             { shipdx += 1.5*movementrate; maneuver |= 1;}
                                        if(keystate[SDLK_3])            { SDL_SaveBMP(surf_screen, "snapshot.bmp"); }
                                }
 
                                if(keystate[SDLK_p] | keystate[SDLK_s]) {
                                        if(!pausedown) {
                                                paused = !paused;
-                                               if(paused) {
-                                                       SDL_Rect src,dest;
-                                                       src.w = surf_b_variations->w;
-                                                       src.h = surf_b_variations->h;
-                                                       dest.w = src.w;
-                                                       dest.h = src.h;
-                                                       dest.x = (XSIZE-src.w)/2;
-                                                       dest.y = (YSIZE-src.h)/2;
-                                                       SDL_BlitSurface(surf_b_variations,&src,surf_screen,&dest);
-                                                       // Update the surface
-                                                       SDL_Flip(surf_screen);
-                                               }
                                                pausedown = 1;
                                        }
                                } else {