JasonWoof Got questions, comments, patches, etc.? Contact Jason Woofenden
* mt.c: Added (Mersenne Twister random number generator).
[vor.git] / main.c
diff --git a/main.c b/main.c
index 9b04f07..58d68d7 100644 (file)
--- a/main.c
+++ b/main.c
 #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"
@@ -64,7 +66,6 @@ SFont_Font *g_font;
 // 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];
@@ -81,6 +82,7 @@ float back_dist;
 
 // all movement is based on t_frame.
 float t_frame;  // length of this frame (in ticks = 1/20th second)
+float s_frame;  // length of this frame (seconds)
 int ms_frame;   // length of this frame (milliseconds)
 int ms_end;     // end of this frame (milliseconds)
 
@@ -88,7 +90,7 @@ float bangx, bangy, bangdx, bangdy;
 
 int nships,score;
 int gameover;
-int maneuver = 0;
+int jets = 0;
 
 float fadetimer = 0, faderate;
 
@@ -125,11 +127,6 @@ extern int optind, opterr, optopt;
 
 // ************************************* FUNCS
 
-float
-rnd() {
-       return (float)random()/(float)RAND_MAX;
-}
-
 void
 init_engine_dots() {
        int i;
@@ -139,23 +136,8 @@ init_engine_dots() {
 }
 
 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;
@@ -175,9 +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) {
 
-                                       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;
@@ -187,7 +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;
-                                       bdot[bd2].decay = rnd()*3 + 1;
+                                       bdot[bd2].decay = frnd()*3 + 1;
                                        bdot[bd2].active = 1;
 
                                        bd2++;
@@ -253,26 +235,6 @@ draw_bang_dots(SDL_Surface *s) {
 
 
 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;
@@ -297,84 +259,36 @@ draw_engine_dots(SDL_Surface *s) {
 }
 
 void
-create_engine_dots(int newdots) {
+new_engine_dots(int n, int dir) {
        int i;
-       double theta,r,dx,dy;
-
-       if(!opt_tail_engine) return;
-
-       if(state == GAMEPLAY) {
-               for(i = 0; i<newdots*t_frame; i++) {
-                       if(dotptr->active == 0) {
-                               theta = rnd()*M_PI*2;
-                               r = rnd();
-                               dx = cos(theta)*r;
-                               dy = sin(theta)*r;
-
-                               dotptr->active = 1;
-                               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++;
-                               if(dotptr-edot >= MAXENGINEDOTS) {
-                                       dotptr = edot;
-                               }
-                       }
-               }
-       }
-}
+       float a, r;  // angle, random length
+       float dx, dy;
+       float hx, hy; // half ship width/height.
+       static const int s[4] = { 2, 1, 0, 1 };
 
-void
-create_engine_dots2(int newdots, int m) {
-       int i;
-       double theta, theta2, dx, dy, adx, ady;
-
-       // Don't create fresh engine dots when
-       // the game is not being played and a demo is not beng shown
-       if(state != GAMEPLAY) return;
+       hx = surf_ship->w / 2;
+       hy = surf_ship->h / 2;
 
-       for(i = 0; i<newdots; i++) {
+       for(i = 0; i<n; i++) {
                if(dotptr->active == 0) {
-                       theta = rnd()*M_PI*2;
-                       theta2 = rnd()*M_PI*2;
-
-                       dx = cos(theta) * fabs(cos(theta2));
-                       dy = sin(theta) * fabs(cos(theta2));
-                       adx = fabs(dx);
-                       ady = fabs(dy);
-
+                       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 + 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 + shipdx;
-                                       dotptr->dy = 2*dy + shipdy;
-                                       dotptr->life = 60 * adx;
-                               break;
-                               case 1:
-                                       dotptr->dx = 2*dx + shipdx;
-                                       dotptr->dy = -20*ady + shipdy;
-                                       dotptr->life = 60 * ady;
-                               break;
-                               case 2:
-                                       dotptr->x += 14;
-                                       dotptr->dx = 20*adx + shipdx;
-                                       dotptr->dy = 2*dy + shipdy;
-                                       dotptr->life = 60 * adx;
-                               break;
-                               case 3:
-                                       dotptr->dx = 2*dx + shipdx;
-                                       dotptr->dy = 20*ady + shipdy;
-                                       dotptr->life = 60 * ady;
-                               break;
+                       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;
+                               dotptr->life = 60 * fabs(dy);
+                       } else {
+                               dotptr->dx = shipdx + 20*dx;
+                               dotptr->dy = shipdy + 2*dy;
+                               dotptr->life = 60 * fabs(dx);
                        }
+
                        dotptr++;
                        if(dotptr-edot >= MAXENGINEDOTS) {
                                dotptr = edot;
@@ -387,18 +301,17 @@ void
 drawdots(SDL_Surface *s) {
        int m;
 
-       // Create more engine dots comin' out da back
-       if(!gameover) create_engine_dots(200);
-
        // Create engine dots out the side we're moving from
        for(m = 0; m<4; m++) {
-               if(maneuver & 1<<m) { // 'maneuver' is a bit field
-                       create_engine_dots2(80,m);
+               if(jets & 1<<m) { // 'jets' is a bit field
+                       new_engine_dots(80,m);
                }
        }
 
+       move_dust();
+
        SDL_LockSurface(s);
-       draw_space_dots(s);
+       draw_dust(s);
        draw_engine_dots(s);
        draw_bang_dots(s);
        SDL_UnlockSurface(s);
@@ -432,7 +345,7 @@ init(void) {
                atexit(SDL_Quit);
        }
 
-       play_tune(0);
+       play_tune(TUNE_TITLE_PAGE);
 
        // Attempt to get the required video size
        flag = SDL_DOUBLEBUF | SDL_HWSURFACE;
@@ -481,7 +394,7 @@ init(void) {
        NULLERROR(surf_life = SDL_DisplayFormat(temp));
 
        init_engine_dots();
-       init_space_dots();
+       init_dust();
 
        init_rocks();
 
@@ -586,7 +499,7 @@ draw() {
                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
@@ -596,8 +509,7 @@ draw() {
                                // 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:
@@ -617,13 +529,14 @@ draw() {
        ms_end += ms_frame;
        if(ms_frame>200 || ms_frame<0) {
                // We won't run at all below 5 frames per second.
-               t_frame = 0;
+               // This also happens if we were paused, grr.
+               s_frame = 0;
+               ms_frame = 0;
        } else {
-               t_frame = opt_gamespeed*ms_frame/50.0;
-               if(state == GAMEPLAY) {
-                       score += ms_frame;
-               }
+               s_frame = opt_gamespeed * ms_frame / 1000;
+               if(state == GAMEPLAY) score += ms_frame;
        }
+       t_frame = s_frame * 20;
 
        // Update the surface
        SDL_Flip(surf_screen);
@@ -647,7 +560,7 @@ gameloop() {
                                        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)) {
@@ -667,9 +580,6 @@ gameloop() {
                                                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;
@@ -698,12 +608,6 @@ gameloop() {
 
                        new_rocks();
 
-                       // FRICTION?
-                       if(opt_friction) {
-                               shipdx *= pow((double)0.9,(double)t_frame);
-                               shipdy *= pow((double)0.9,(double)t_frame);
-                       }
-
                        // INERTIA
                        shipx += shipdx*t_frame;
                        shipy += shipdy*t_frame;
@@ -757,9 +661,9 @@ gameloop() {
 
                        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) {
@@ -788,14 +692,14 @@ gameloop() {
                                score = 0;
 
                                state = GAMEPLAY;
-                               play_tune(1);
+                               play_tune(TUNE_GAMEPLAY);
 
                                gameover = 0;
                                shipx = XSIZE/2.2; shipy = YSIZE/2;
                                shipdx = screendx; shipdy = screendy;
                        }
 
-                       maneuver = 0;
+                       jets = 0;
                } else {
                        SDL_PumpEvents();
                        keystate = SDL_GetKeyState(NULL);
@@ -805,10 +709,10 @@ gameloop() {
                        if(!gameover) {
 
                                if(!paused) {
-                                       if(keystate[SDLK_UP]    | keystate[SDLK_c]) { shipdy -= 1.5*t_frame; maneuver |= 1<<3;}
-                                       if(keystate[SDLK_DOWN]  | keystate[SDLK_t]) { shipdy += 1.5*t_frame; maneuver |= 1<<1;}
-                                       if(keystate[SDLK_LEFT]  | keystate[SDLK_h]) { shipdx -= 1.5*t_frame; maneuver |= 1<<2;}
-                                       if(keystate[SDLK_RIGHT] | keystate[SDLK_n]) { shipdx += 1.5*t_frame; maneuver |= 1;}
+                                       if(keystate[SDLK_LEFT]  | keystate[SDLK_h]) { shipdx -= 1.5*t_frame; jets |= 1<<0;}
+                                       if(keystate[SDLK_DOWN]  | keystate[SDLK_t]) { shipdy += 1.5*t_frame; jets |= 1<<1;}
+                                       if(keystate[SDLK_RIGHT] | keystate[SDLK_n]) { shipdx += 1.5*t_frame; jets |= 1<<2;}
+                                       if(keystate[SDLK_UP]    | keystate[SDLK_c]) { shipdy -= 1.5*t_frame; jets |= 1<<3;}
                                        if(keystate[SDLK_3])            { SDL_SaveBMP(surf_screen, "snapshot.bmp"); }
                                }