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* mt.c: Added (Mersenne Twister random number generator).
[vor.git] / main.c
diff --git a/main.c b/main.c
index 92927b5..58d68d7 100644 (file)
--- a/main.c
+++ b/main.c
 #include "args.h"
 #include "common.h"
 #include "config.h"
 #include "args.h"
 #include "common.h"
 #include "config.h"
+#include "dust.h"
 #include "file.h"
 #include "globals.h"
 #include "file.h"
 #include "globals.h"
+#include "mt.h"
 #include "rocks.h"
 #include "score.h"
 #include "shape.h"
 #include "rocks.h"
 #include "score.h"
 #include "shape.h"
@@ -64,7 +66,6 @@ SFont_Font *g_font;
 // Structure global variables
 struct enginedots edot[MAXENGINEDOTS], *dotptr = edot;
 struct bangdots bdot[MAXBANGDOTS], *bdotptr = bdot;
 // 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];
 
 // Other global variables
 char topline[1024];
@@ -126,11 +127,6 @@ extern int optind, opterr, optopt;
 
 // ************************************* FUNCS
 
 
 // ************************************* FUNCS
 
-float
-rnd() {
-       return (float)random()/(float)RAND_MAX;
-}
-
 void
 init_engine_dots() {
        int i;
 void
 init_engine_dots() {
        int i;
@@ -140,23 +136,8 @@ init_engine_dots() {
 }
 
 void
 }
 
 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;
        int x,y,endcount;
        Uint16 *rawpixel,c;
        double theta,r;
@@ -176,9 +157,9 @@ make_bang_dots(int xbang, int ybang, int dx, int dy, SDL_Surface *s, int power)
                                c = rawpixel[s->pitch/2*y + x];
                                if(c && c != s->format->colorkey) {
 
                                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;
 
                                        bdot[bd2].dx = (power/50.0)*45.0*cos(theta)*r + dx;
                                        bdot[bd2].dy = (power/50.0)*45.0*sin(theta)*r + dy;
@@ -188,7 +169,7 @@ make_bang_dots(int xbang, int ybang, int dx, int dy, SDL_Surface *s, int power)
                                        // Replace the last few bang dots with the pixels from the exploding object
                                        bdot[bd2].c = (endcount>0)?c:0;
                                        bdot[bd2].life = 100;
                                        // 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++;
                                        bdot[bd2].active = 1;
 
                                        bd2++;
@@ -254,26 +235,6 @@ draw_bang_dots(SDL_Surface *s) {
 
 
 void
 
 
 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;
 draw_engine_dots(SDL_Surface *s) {
        int i;
        Uint16 *rawpixel;
@@ -310,14 +271,14 @@ new_engine_dots(int n, int dir) {
 
        for(i = 0; i<n; i++) {
                if(dotptr->active == 0) {
 
        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;
                        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;
                        if(dir&1) {
                                dotptr->dx = shipdx + 2*dx;
                                dotptr->dy = shipdy + 20*dy;
@@ -347,8 +308,10 @@ drawdots(SDL_Surface *s) {
                }
        }
 
                }
        }
 
+       move_dust();
+
        SDL_LockSurface(s);
        SDL_LockSurface(s);
-       draw_space_dots(s);
+       draw_dust(s);
        draw_engine_dots(s);
        draw_bang_dots(s);
        SDL_UnlockSurface(s);
        draw_engine_dots(s);
        draw_bang_dots(s);
        SDL_UnlockSurface(s);
@@ -382,7 +345,7 @@ init(void) {
                atexit(SDL_Quit);
        }
 
                atexit(SDL_Quit);
        }
 
-       play_tune(0);
+       play_tune(TUNE_TITLE_PAGE);
 
        // Attempt to get the required video size
        flag = SDL_DOUBLEBUF | SDL_HWSURFACE;
 
        // Attempt to get the required video size
        flag = SDL_DOUBLEBUF | SDL_HWSURFACE;
@@ -431,7 +394,7 @@ init(void) {
        NULLERROR(surf_life = SDL_DisplayFormat(temp));
 
        init_engine_dots();
        NULLERROR(surf_life = SDL_DisplayFormat(temp));
 
        init_engine_dots();
-       init_space_dots();
+       init_dust();
 
        init_rocks();
 
 
        init_rocks();
 
@@ -536,7 +499,7 @@ draw() {
                break;
 
                case HIGH_SCORE_ENTRY:
                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
                        if(!process_score_input()) {  // done inputting name
 
                                // Change state to briefly show high scores page
@@ -546,8 +509,7 @@ draw() {
                                // Write the high score table to the file
                                write_high_score_table();
                
                                // 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:
                        }
                // FALL THROUGH TO
                case HIGH_SCORE_DISPLAY:
@@ -598,7 +560,7 @@ gameloop() {
                                        case DEAD_PAUSE:
                                                // Create a new ship and start all over again
                                                state = GAMEPLAY;
                                        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)) {
                                                break;
                                        case GAME_OVER:
                                                if(new_high_score(score)) {
@@ -618,9 +580,6 @@ gameloop() {
                                                state_timeout = 500.0;
                                                break;
                                        case HIGH_SCORE_ENTRY:
                                                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;
                                                break;
                                        case TITLE_PAGE:
                                                state = HIGH_SCORE_DISPLAY;
@@ -702,9 +661,9 @@ gameloop() {
 
                        if(draw() && state == GAMEPLAY) {
                                // Died
 
                        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;
                                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) {
                                shipdx *= 0.5; shipdy *= 0.5;
                                if(shipdx < SCREENDXMIN) shipdx = SCREENDXMIN;
                                if(--nships <= 0) {
@@ -733,7 +692,7 @@ gameloop() {
                                score = 0;
 
                                state = GAMEPLAY;
                                score = 0;
 
                                state = GAMEPLAY;
-                               play_tune(1);
+                               play_tune(TUNE_GAMEPLAY);
 
                                gameover = 0;
                                shipx = XSIZE/2.2; shipy = YSIZE/2;
 
                                gameover = 0;
                                shipx = XSIZE/2.2; shipy = YSIZE/2;