JasonWoof Got questions, comments, patches, etc.? Contact Jason Woofenden
removed and renamed more variables.
[vor.git] / main.c
diff --git a/main.c b/main.c
index ccaf350..72f3cfd 100644 (file)
--- a/main.c
+++ b/main.c
 #include "sprite.h"
 #include "sound.h"
 
-#ifdef WIN32
-#define SDL_SetAlpha(surf, flag, alpha)
-#endif
-
 // ************************************* VARS
 // SDL_Surface global variables
 SDL_Surface 
@@ -69,10 +65,10 @@ struct bangdots bdot[MAXBANGDOTS], *bdotptr = bdot;
 char topline[1024];
 char *initerror = "";
 
-struct ship ship = { SHIP, 0, NULL, XSIZE/2, YSIZE/2, SCREENDXMIN, 0.0 };
+struct ship ship = { SHIP, 0, NULL, XSIZE/2, YSIZE/2, BARRIER_SPEED, 0.0 };
          
-float screendx = SCREENDXMIN, screendy = 0.0;
-float back_dist;
+float screendx = BARRIER_SPEED, screendy = 0.0;
+float dist_ahead;
 
 // all movement is based on t_frame.
 unsigned long frames, start, end;
@@ -80,12 +76,11 @@ float t_frame;  // length of this frame (in ticks = 1/20th second)  adjusted for
 int ms_frame;   // length of this frame (milliseconds)
 int ms_end;     // end of this frame (milliseconds)
 
-int bang = false;
-float bangx, bangy, bangdx, bangdy;
+float gamespeed = 1.00;
 
 int score;
 
-float fadetimer = 0, faderate;
+float fadetimer = 0;
 
 int pausedown = 0, paused = 0;
 
@@ -124,7 +119,7 @@ char *data_dir;
 extern char *optarg;
 extern int optind, opterr, optopt;
 
-#define TO_TICKS(seconds) ((seconds)*20*opt_gamespeed)
+#define TO_TICKS(seconds) ((seconds)*20*gamespeed)
 
 // ************************************* FUNCS
 
@@ -137,34 +132,35 @@ init_engine_dots() {
 }
 
 void
-new_bang_dots(int xbang, int ybang, int dx, int dy, SDL_Surface *s)
+new_bang_dots(struct sprite *s)
 {
        int i, n, x, y;
        uint16_t *pixel, c;
        uint32_t colorkey;
        int row_inc;
        double theta, r;
+       SDL_Surface *img = s->image;
 
        n = 20;
-       pixel = s->pixels;
-       row_inc = s->pitch/sizeof(uint16_t) - s->w;
-       colorkey = s->format->colorkey;
+       pixel = img->pixels;
+       row_inc = img->pitch/sizeof(uint16_t) - img->w;
+       colorkey = img->format->colorkey;
 
-       if(SDL_MUSTLOCK(s)) { SDL_LockSurface(s); }
+       if(SDL_MUSTLOCK(img)) { SDL_LockSurface(img); }
 
        for(i=0; i<n; i++) {
-               pixel = s->pixels;
-               for(y=0; y<s->h; y++) {
-                       for(x = 0; x<s->w; x++) {
+               pixel = img->pixels;
+               for(y=0; y<img->h; y++) {
+                       for(x = 0; x<img->w; x++) {
                                c = *pixel++;
                                if(c && c != colorkey) {
                                        theta = frnd()*M_PI*2;
                                        r = frnd(); r = 1 - r*r;
 
-                                       bdot[bd2].dx = 45*r*cos(theta) + dx;
-                                       bdot[bd2].dy = 45*r*sin(theta) + dy;
-                                       bdot[bd2].x = x + xbang;
-                                       bdot[bd2].y = y + ybang;
+                                       bdot[bd2].dx = 45*r*cos(theta) + s->dx;
+                                       bdot[bd2].dy = 45*r*sin(theta) + s->dy;
+                                       bdot[bd2].x = x + s->x;
+                                       bdot[bd2].y = y + s->y;
                                        //bdot[bd2].c = (i < n-3) ? 0 : c;
                                        bdot[bd2].life = frnd() * 99;
                                        bdot[bd2].decay = frnd()*3 + 1;
@@ -177,7 +173,7 @@ new_bang_dots(int xbang, int ybang, int dx, int dy, SDL_Surface *s)
                }
        }
 
-       if(SDL_MUSTLOCK(s)) { SDL_UnlockSurface(s); }
+       if(SDL_MUSTLOCK(img)) { SDL_UnlockSurface(img); }
 }
 
 void
@@ -481,22 +477,15 @@ draw_game_over(void)
        int x;
        char *text0, *text1;
        SDL_Rect dest;
-       float a_game = 0, a_over = 0;
-
-       // fade in "GAME", then "OVER".
-       a_game = min(1.0, faderate*fadetimer/3.0);
-       if(a_game == 1.0) a_over = min(1.0, faderate*fadetimer/3.0 - 1);
 
        fadetimer += t_frame;
 
        dest.x = (XSIZE-surf_b_game->w)/2;
        dest.y = (YSIZE-surf_b_game->h)/2-40;
-       //SDL_SetAlpha(surf_b_game, SDL_SRCALPHA, (int)(a_game*(200 + 55*cos(fadetimer))));
        SDL_BlitSurface(surf_b_game,NULL,surf_screen,&dest);
 
        dest.x = (XSIZE-surf_b_over->w)/2;
        dest.y = (YSIZE-surf_b_over->h)/2 + 40;
-       //SDL_SetAlpha(surf_b_over, SDL_SRCALPHA, (int)(a_over*(200 + 55*sin(fadetimer))));
        SDL_BlitSurface(surf_b_over,NULL,surf_screen,&dest);
 
        if(new_high_score(score)) {
@@ -525,17 +514,14 @@ draw_title_page(void)
 
        dest.x = (XSIZE-surf_b_variations->w)/2 + cos(fadetimer/6.5)*10;
        dest.y = (YSIZE/2-surf_b_variations->h)/2 + sin(fadetimer/5.0)*10;
-       //SDL_SetAlpha(surf_b_variations, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer)));
        SDL_BlitSurface(surf_b_variations,NULL,surf_screen,&dest);
 
        dest.x = (XSIZE-surf_b_on->w)/2 + cos((fadetimer + 1.0)/6.5)*10;
        dest.y = (YSIZE/2-surf_b_on->h)/2 + surf_b_variations->h + 20 + sin((fadetimer + 1.0)/5.0)*10;
-       //SDL_SetAlpha(surf_b_on, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer-1.0)));
        SDL_BlitSurface(surf_b_on,NULL,surf_screen,&dest);
 
        dest.x = (XSIZE-surf_b_rockdodger->w)/2 + cos((fadetimer + 2.0)/6.5)*10;
        dest.y = (YSIZE/2-surf_b_rockdodger->h)/2 + surf_b_variations->h + surf_b_on->h + 40 + sin((fadetimer + 2.0)/5)*10;
-       //SDL_SetAlpha(surf_b_rockdodger, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer-2.0)));
        SDL_BlitSurface(surf_b_rockdodger,NULL,surf_screen,&dest);
 
        text = msgs[g_easy][(int)(fadetimer/35)%NSEQUENCE];
@@ -548,25 +534,23 @@ draw_title_page(void)
 }
 
 void
-draw(void) {
-
+draw(void)
+{
        SDL_FillRect(surf_screen,NULL,0);  // black background
-       draw_dots(surf_screen);             // background dots
+       draw_dots(surf_screen);            // background dots
        draw_sprite(SPRITE(&ship));
        draw_rocks();
 
        show_lives();
        show_score();
 
-       // If it's game over, show the game over graphic in the dead centre
        switch (state) {
                case GAME_OVER: draw_game_over(); break;
 
                case TITLE_PAGE: draw_title_page(); break;
 
-               case HIGH_SCORE_ENTRY:
-                       play_tune(TUNE_HIGH_SCORE_ENTRY);
-               // FALL THROUGH TO
+               case HIGH_SCORE_ENTRY: play_tune(TUNE_HIGH_SCORE_ENTRY);
+                       // and fall through to
                case HIGH_SCORE_DISPLAY:
                        // Display de list o high scores mon.
                        display_scores(surf_screen, 150,50);
@@ -576,24 +560,39 @@ draw(void) {
                        ; // no action necessary
        }
 
-       collisions();
-
        // Update the surface
        SDL_Flip(surf_screen);
 }
 
 static inline void
-kill_ship(Sprite *ship)
+kill_ship(struct ship *ship)
 {
-       ship->flags = MOVE;
-       bang = true;
+       play_sound(SOUND_BANG);
+       new_bang_dots(SPRITE(ship));
+       if(--ship->lives) {
+               state = DEAD_PAUSE;
+               state_timeout = DEAD_PAUSE_LENGTH;
+               // want ship to be invisible, but keep drifting at sqrt(speed)
+               // to leave it in the middle of the space from the explosion.
+               ship->flags = MOVE;
+               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 < BARRIER_SPEED) ship->dx = BARRIER_SPEED;
+       } else {
+               state = GAME_OVER;
+               state_timeout = 200.0;
+               fadetimer = 0.0;
+               ship->flags = 0;
+               // scrolling is based on the ship speed, so we need to reset it.
+               ship->dx = BARRIER_SPEED; ship->dy = 0;
+       }
 }
 
 void
 do_collision(Sprite *a, Sprite *b)
 {
-       if(a->type == SHIP) kill_ship(a);
-       else if (b->type == SHIP) kill_ship(b);
+       if(a->type == SHIP) kill_ship((struct ship *)a);
+       else if(b->type == SHIP) kill_ship((struct ship *)b);
        else bounce(a, b);
 }
 
@@ -617,6 +616,7 @@ update_state(float ticks)
        if(state_timeout > 0) return;
 
        switch(state) {
+               case GAMEPLAY: break;  // no action necessary
                case DEAD_PAUSE:
                        // Restore the ship and continue playing
                        ship.flags = DRAW|MOVE|COLLIDE;
@@ -641,8 +641,6 @@ update_state(float ticks)
                        state = HIGH_SCORE_DISPLAY;
                        state_timeout = 200.0;
                        break;
-               case GAMEPLAY:
-                       ; // no action necessary
        }
 }
 
@@ -658,7 +656,7 @@ gameloop() {
                if(ms_frame > 1000) {
                        ms_frame = 1000;
                }
-               t_frame = opt_gamespeed * ms_frame / 50;
+               t_frame = gamespeed * ms_frame / 50;
                frames++;
 
                while(SDL_PollEvent(&e)) {
@@ -711,68 +709,39 @@ gameloop() {
                if(!paused) {
                        update_state(t_frame);
 
-                       if(state == DEAD_PAUSE && bangx < 60) bangx = 60;
-
                        // SCROLLING
-                       tmp = (ship.y+ship.h/2+ship.dy*t_frame-YSCROLLTO)/25 + (ship.dy-screendy);
+                       tmp = (ship.y+ship.h/2 + ship.dy*t_frame - YSCROLLTO)/25 + (ship.dy-screendy);
                        screendy += tmp * t_frame/12;
-                       tmp = (ship.x+ship.w/2+ship.dx*t_frame-XSCROLLTO)/25 + (ship.dx-screendx);
+                       tmp = (ship.x+ship.w/2 + ship.dx*t_frame - XSCROLLTO)/25 + (ship.dx-screendx);
                        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)
-                               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);
+                       if(dist_ahead + (screendx - BARRIER_SPEED)*TO_TICKS(2) < 0)
+                               screendx = BARRIER_SPEED - (dist_ahead/TO_TICKS(2));
+                       dist_ahead += (screendx - BARRIER_SPEED)*t_frame;
+                       if(MAX_DIST_AHEAD >= 0) dist_ahead = min(dist_ahead, MAX_DIST_AHEAD);
 
-                       // move bang center
-                       bangx += (bangdx - screendx)*t_frame;
-                       bangy += (bangdy - screendy)*t_frame;
-
-                       move_sprites(t_frame);
-                       move_engine_dots(t_frame);
+                       move_sprites(t_frame);  new_rocks(t_frame);
+                       move_engine_dots(t_frame); new_engine_dots(t_frame);
                        move_bang_dots(t_frame);
                        move_dust(t_frame);
 
+                       collisions();
+
                        // 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;
+                               ship.dx = screendx - (ship.dx-screendx)*BOUNCINESS;
                        }
 
                        // 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;
+                               ship.dy = screendy - (ship.dy-screendy)*BOUNCINESS;
                        }
 
-                       new_rocks(t_frame);
-                       new_engine_dots(t_frame);
-
                        draw();
 
-                       if(state == GAMEPLAY && bang) {
-                               // Died
-                               bang = false;
-                               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);
-
-                               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;
-                               }
-                       }
-
                        // new game
                        if((keystate[SDLK_SPACE] || keystate[SDLK_1] || keystate[SDLK_2])
                           && (state == HIGH_SCORE_DISPLAY
@@ -785,17 +754,17 @@ gameloop() {
                                                g_easy = 0;
                                                initial_rocks = NORMAL_I_ROCKS;
                                                final_rocks = NORMAL_F_ROCKS;
-                                               if(opt_gamespeed == EASY_GAMESPEED)
-                                                       opt_gamespeed = NORMAL_GAMESPEED;
+                                               if(gamespeed == EASY_GAMESPEED)
+                                                       gamespeed = NORMAL_GAMESPEED;
                                        } else if(keystate[SDLK_1]) {
                                                g_easy = 1;
                                                initial_rocks = EASY_I_ROCKS;
                                                final_rocks = EASY_F_ROCKS;
-                                               opt_gamespeed = EASY_GAMESPEED;
+                                               gamespeed = EASY_GAMESPEED;
                                        }
                                        reset_sprites();
                                        reset_rocks();
-                                       screendx = SCREENDXMIN; screendy = 0;
+                                       screendx = BARRIER_SPEED; screendy = 0;
 
                                        ship.x = XSIZE/2.2; ship.y = YSIZE/2 - ship.w/2;
                                        ship.dx = screendx; ship.dy = screendy;