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Made it easier (I hope) to avoid getting killed twice in a row.
[vor.git] / main.c
diff --git a/main.c b/main.c
index 96c3968..5fb2fbf 100644 (file)
--- a/main.c
+++ b/main.c
@@ -66,10 +66,9 @@ struct bangdots bdot[MAXBANGDOTS], *bdotptr = bdot;
 char topline[1024];
 char *initerror = "";
 
-struct ship ship = { SHIP, ALL_FLAGS, NULL, XSIZE/2, YSIZE/2, SCREENDXMIN, 0.0 };
+struct ship ship = { SHIP, 0, NULL, XSIZE/2, YSIZE/2, SCREENDXMIN, 0.0 };
          
 float screendx = SCREENDXMIN, screendy = 0.0;
-float xscroll, yscroll;
 float back_dist;
 
 // all movement is based on t_frame.
@@ -196,8 +195,8 @@ draw_bang_dots(SDL_Surface *s)
                if(bdot[i].life<0) { bdot[i].active = 0; continue; }
 
                // move and clip
-               bdot[i].x += bdot[i].dx*t_frame - xscroll;
-               bdot[i].y += bdot[i].dy*t_frame - yscroll;
+               bdot[i].x += (bdot[i].dx - screendx)*t_frame;
+               bdot[i].y += (bdot[i].dy - screendy)*t_frame;
                if(bdot[i].x < 0 || bdot[i].x >= XSIZE || bdot[i].y < 0 || bdot[i].y >= YSIZE) {
                        bdot[i].active = 0;
                        continue;
@@ -260,8 +259,8 @@ draw_engine_dots(SDL_Surface *s) {
 
        for(i = 0; i<MAXENGINEDOTS; i++) {
                if(!edot[i].active) continue;
-               edot[i].x += edot[i].dx*t_frame - xscroll;
-               edot[i].y += edot[i].dy*t_frame - yscroll;
+               edot[i].x += (edot[i].dx - screendx)*t_frame;
+               edot[i].y += (edot[i].dy - screendy)*t_frame;
                edot[i].life -= t_frame*3;
                if(edot[i].life < 0
                                || edot[i].x<0 || edot[i].x >= XSIZE
@@ -400,36 +399,32 @@ init(void) {
 }
 
 void
-draw(void) {
+show_lives(void)
+{
        int i;
        SDL_Rect dest;
+
+       for(i=0; i<ship.lives-1; i++) {
+               dest.x = (i + 1)*(surf_life->w + 10);
+               dest.y = 20;
+               SDL_BlitSurface(surf_life, NULL, surf_screen, &dest);
+       }
+}
+
+void
+draw(void) {
+       SDL_Rect dest;
        int x;
        char *text;
        float fadegame,fadeover;
 
-       // Draw a fully black background
-       SDL_FillRect(surf_screen,NULL,0);
-
-       // Draw the background dots
-       drawdots(surf_screen);
-
-       // Draw ship
-       if(state == GAMEPLAY) draw_sprite(SPRITE(&ship));
-
+       SDL_FillRect(surf_screen,NULL,0);  // black background
+       drawdots(surf_screen);             // background dots
+       draw_sprite(SPRITE(&ship));
        draw_rocks();
 
-       // Draw the life indicators.
-       if(state == GAMEPLAY || state == DEAD_PAUSE || state == GAME_OVER) {
-               for(i = 0; i<ship.lives-1; i++) {
-                       dest.x = (i + 1)*(surf_life->w + 10);
-                       dest.y = 20;
-                       SDL_BlitSurface(surf_life, NULL, surf_screen, &dest);
-               }
-       }
-
-       // Draw the score
-       snprintscore_line(topline, 50, score);
-       SFont_Write(surf_screen, g_font, XSIZE-250, 0, topline);
+       show_lives();
+       show_score();
 
        // If it's game over, show the game over graphic in the dead centre
        switch (state) {
@@ -513,47 +508,47 @@ draw(void) {
 
        ms_frame = SDL_GetTicks() - ms_end;
        ms_end += ms_frame;
-       if(ms_frame>200 || ms_frame<0) {
-               // We won't run at all below 5 frames per second.
-               // This also happens if we were paused, grr.
-               t_frame = 0;
-               ms_frame = 0;
-       } else {
-               t_frame = opt_gamespeed * ms_frame / 50;
-               if(state == GAMEPLAY) score += ms_frame;
-       }
+       t_frame = opt_gamespeed * ms_frame / 50;
+       if(state == GAMEPLAY) score += ms_frame;
 
        // Update the surface
        SDL_Flip(surf_screen);
 }
 
+static inline void
+kill_ship(Sprite *ship)
+{
+       ship->flags = MOVE|DRAW;
+       SDL_SetAlpha(ship->image, SDL_SRCALPHA, 0);
+       bang = true;
+}
+
 void
 do_collision(Sprite *a, Sprite *b)
 {
-       if(a->type == SHIP) {
-               a->flags = MOVE_FLAG; bang = true;
-       } else if (b->type == SHIP) {
-               b->flags = MOVE_FLAG; bang = true;
-       } else {
-               bounce(a, b);
-       }
+       if(a->type == SHIP) kill_ship(a);
+       else if (b->type == SHIP) kill_ship(b);
+       else bounce(a, b);
 }
 
-int
+void
 gameloop() {
        Uint8 *keystate = SDL_GetKeyState(NULL);
        float tmp;
 
 
        for(;;) {
+               SDL_PumpEvents();
+               keystate = SDL_GetKeyState(NULL);
+
                if(!paused) {
                        // Count down the game loop timer, and change state when it gets to zero or less;
 
                        if((state_timeout -= t_frame*3) < 0) {
                                switch(state) {
                                        case DEAD_PAUSE:
-                                               // Create a new ship and start all over again
-                                               ship.flags = ALL_FLAGS;
+                                               // Restore the ship and continue playing
+                                               ship.flags = DRAW|MOVE|COLLIDE;
                                                state = GAMEPLAY;
                                                play_tune(TUNE_GAMEPLAY);
                                                break;
@@ -565,7 +560,7 @@ gameloop() {
                                                        SDL_EnableUNICODE(1);
                                                        while(SDL_PollEvent(&e))
                                                                ;
-                                               } else if(!keystate[SDLK_SPACE]) {
+                                               } else {
                                                        state = HIGH_SCORE_DISPLAY;
                                                        state_timeout = 400;
                                                }
@@ -585,13 +580,16 @@ gameloop() {
                                }
                        } else {
                                if(state == DEAD_PAUSE) {
-                                       float blast_radius;
+                                       float blast_radius, alpha;
                                        if(state_timeout >= DEAD_PAUSE_LENGTH - 20.0) {
                                                blast_radius = BLAST_RADIUS * (DEAD_PAUSE_LENGTH - state_timeout) / 20.0;
                                                blast_rocks(bangx, bangy, blast_radius);
                                        }
 
                                        if(bangx < 60) bangx = 60;
+
+                                       alpha = 255.0 * (DEAD_PAUSE_LENGTH - state_timeout) / DEAD_PAUSE_LENGTH;
+                                       SDL_SetAlpha(ship.image, SDL_SRCALPHA, (uint8_t)alpha);
                                }
                        }
 
@@ -604,33 +602,26 @@ gameloop() {
                        screendx += tmp * t_frame/12;
                        // taper off so we don't hit the barrier abruptly.
                        // (if we would hit in < 2 seconds, adjust to 2 seconds).
-                       if(back_dist + (screendx - SCREENDXMIN)*TO_TICKS(2) < 0) {
+                       if(back_dist + (screendx - SCREENDXMIN)*TO_TICKS(2) < 0)
                                screendx = SCREENDXMIN - (back_dist/TO_TICKS(2));
-                       }
-
                        back_dist += (screendx - SCREENDXMIN)*t_frame;
                        if(opt_max_lead >= 0) back_dist = min(back_dist, opt_max_lead);
 
-                       xscroll = screendx * t_frame;
-                       yscroll = screendy * t_frame;
-
                        // move bang center
-                       bangx += bangdx*t_frame - xscroll;
-                       bangy += bangdy*t_frame - yscroll;
+                       bangx += (bangdx - screendx)*t_frame;
+                       bangy += (bangdy - screendy)*t_frame;
 
                        move_sprites();
 
 
-                       // BOUNCE X
-                       if(ship.x<0 || ship.x>XSIZE-ship.image->w) {
-                               // BOUNCE from left and right wall
+                       // BOUNCE off left or right edge of screen
+                       if(ship.x < 0 || ship.x+ship.w > XSIZE) {
                                ship.x -= (ship.dx-screendx)*t_frame;
                                ship.dx = screendx - (ship.dx-screendx)*opt_bounciness;
                        }
 
-                       // BOUNCE Y
-                       if(ship.y<0 || ship.y>YSIZE-ship.image->h) {
-                               // BOUNCE from top and bottom wall
+                       // BOUNCE off top or bottom of screen
+                       if(ship.y < 0 || ship.y+ship.h > YSIZE) {
                                ship.y -= (ship.dy-screendy)*t_frame;
                                ship.dy = screendy - (ship.dy-screendy)*opt_bounciness;
                        }
@@ -643,32 +634,36 @@ gameloop() {
                                play_sound(SOUND_BANG); // Play the explosion sound
                                bangx = ship.x; bangy = ship.y; bangdx = ship.dx; bangdy = ship.dy;
                                new_bang_dots(ship.x,ship.y,ship.dx,ship.dy,ship.image);
-                               ship.dx *= 0.5; ship.dy *= 0.5;
-                               if(ship.dx < SCREENDXMIN) ship.dx = SCREENDXMIN;
-                               if(--ship.lives <= 0) {
+
+                               if(--ship.lives) {
+                                       state = DEAD_PAUSE;
+                                       state_timeout = DEAD_PAUSE_LENGTH;
+                                       ship.dx = (ship.dx < 0) ? -sqrt(-ship.dx) : sqrt(ship.dx);
+                                       ship.dy = (ship.dy < 0) ? -sqrt(-ship.dy) : sqrt(ship.dy);
+                                       if(ship.dx < SCREENDXMIN) ship.dx = SCREENDXMIN;
+                               } else {
                                        state = GAME_OVER;
                                        ship.dx = SCREENDXMIN; ship.dy = 0;
                                        state_timeout = 200.0;
                                        fadetimer = 0.0;
                                        faderate = t_frame;
-                               } else {
-                                       state = DEAD_PAUSE;
-                                       state_timeout = DEAD_PAUSE_LENGTH;
                                }
                        }
 
-                       SDL_PumpEvents();
-                       keystate = SDL_GetKeyState(NULL);
-
                        // new game
-                       if(keystate[SDLK_SPACE] && (state == HIGH_SCORE_DISPLAY || state == TITLE_PAGE)) {
+                       if(keystate[SDLK_SPACE]
+                          && (state == HIGH_SCORE_DISPLAY
+                              || state == TITLE_PAGE
+                              || state == GAME_OVER)) {
                                reset_sprites();
                                reset_rocks();
+                               screendx = SCREENDXMIN; screendy = 0;
 
                                ship.x = XSIZE/2.2; ship.y = YSIZE/2;
                                ship.dx = screendx; ship.dy = screendy;
                                ship.lives = 4;
-                               ship.flags = ALL_FLAGS;
+                               ship.flags = MOVE|DRAW|COLLIDE;
+                               SDL_SetAlpha(ship.image, SDL_SRCALPHA, SDL_ALPHA_OPAQUE);
                                add_sprite(SPRITE(&ship));
 
                                score = 0;
@@ -678,12 +673,9 @@ gameloop() {
                        }
 
                        ship.jets = 0;
-               } else {
-                       SDL_PumpEvents();
-                       keystate = SDL_GetKeyState(NULL);
                }
 
-               if(state == GAMEPLAY) {
+               if(state == GAMEPLAY || state == DEAD_PAUSE) {
                        if(!paused) {
                                if(keystate[SDLK_LEFT]  | keystate[SDLK_h]) { ship.dx -= 1.5*t_frame; ship.jets |= 1<<0;}
                                if(keystate[SDLK_DOWN]  | keystate[SDLK_t]) { ship.dy += 1.5*t_frame; ship.jets |= 1<<1;}
@@ -696,19 +688,15 @@ gameloop() {
                                if(!pausedown) {
                                        paused = !paused;
                                        pausedown = 1;
+                                       if(!paused) ms_end = SDL_GetTicks();
                                }
                        } else {
                                pausedown = 0;
                        }
-               } else if(state == GAME_OVER) {
-                       if(keystate[SDLK_SPACE]) {
-                               state_timeout = -1;
-                       }
                }
 
-               if(state != HIGH_SCORE_ENTRY && (keystate[SDLK_q] || keystate[SDLK_ESCAPE])) {
-                       return 0;
-               }
+               if(state != HIGH_SCORE_ENTRY && (keystate[SDLK_q] || keystate[SDLK_ESCAPE]))
+                       return;
 
        }
 }