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misc minor stuff.
[vor.git] / main.c
diff --git a/main.c b/main.c
index a186431..8e413bd 100644 (file)
--- a/main.c
+++ b/main.c
@@ -25,6 +25,7 @@ extern int font_height;
 void clearBuffer();
 
 // includes {{{
+#include "config.h"
 #include <SDL/SDL.h>
 #include <SDL/SDL_image.h>
 #include <stdio.h>
@@ -40,19 +41,6 @@ void clearBuffer();
 #include "SFont.h"
 // }}}
 // constants {{{
-#define XSIZE 640
-#define YSIZE 480
-#define NROCKS 6       // Number of rock image files, not number of rocks visible
-#define MAXROCKS 120 // MAX Rocks
-#define MAXROCKHEIGHT 100
-#define ROCKRATE 2
-#define MAXBLACKPOINTS 500
-#define MAXENGINEDOTS 5000
-#define MAXBANGDOTS 50000
-#define MAXSPACEDOTS 2000
-#define W 100
-#define M 255
-#define BIG_FONT_FILE "fonts/score.png"
 // }}}
 // macros {{{
 #define CONDERROR(a) if((a)) {initerror = strdup(SDL_GetError());return 1;}
@@ -66,6 +54,8 @@ struct rock_struct {
        // soon as it isn't we BLOW UP
        float x,y,xvel,yvel;
        int active;
+       int dead;  // has been blown out of the way
+                  // to make room for a new ship appearing.
        SDL_Surface *image;
        int type_number;
        float heat;
@@ -145,16 +135,14 @@ float xship,yship = 240.0;        // X position, 0..XSIZE
 float xvel,yvel;       // Change in X position per tick.
 float rockrate,rockspeed;
 float movementrate;
-float shieldlevel, shieldpulse = 0;
 float yscroll;
+float scrollvel;
 
 int nships,score,initticks,ticks_since_last, last_ticks;
-int initialshield, gameover, fast;
+int gameover;
 int countdown = 0;
 int maneuver = 0;
-int laser = 0;
-int shieldsup = 0;
-int oss_sound_flag = 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;
@@ -195,32 +183,12 @@ extern char *optarg;
 extern int optind, opterr, optopt;
 // }}}
 
-// ************************************* FUNCS
-#ifdef DOTCOLLISION
-int dotcollision(SDL_Surface *s) {
-       int i,j,m;
-       Uint16 *rawpixel, *r;
-
-       /*
-        * Kill all the dots which collide with other objects.
-        * This does not work, it's probably in the wrong place or something.
-        */
-       SDL_LockSurface(s);
-       rawpixel = (Uint16 *) s->pixels;
-       if(bangdotlife > 0 && bangdotlife<80) {
-               for(i = 0; i<nbangdots; i++) {
-                       if(bdot[i].x>0 && bdot[i].x<XSIZE && bdot[i].y>0 && bdot[i].y<YSIZE) {
-                               r = &rawpixel[(int)(s->pitch/2*(int)(bdot[i].y)) + (int)(bdot[i].x)];
-                       if(*r != (bdot[i].c ? bdot[i].c : heatcolor[bangdotlife*2]))
-                               bdot[i].active = 0;
-                       }
-               }
-       }
-       SDL_UnlockSurface(s);
-
-       return;
+float dist_sq(float x1, float y1, float x2, float y2)
+{
+       return (x2-x1)*(x2-x1) + (y2-y1)*(y2-y1);
 }
-#endif
+
+// ************************************* FUNCS
 
 FILE *hs_fopen(char *mode) {
        FILE *f;
@@ -313,43 +281,6 @@ void init_space_dots() {
        }
 }
 
-int drawlaser() {
-       int i,xc,hitrock;
-       Uint16 c, *rawpixel;
-
-       hitrock = -1;
-       xc = XSIZE;
-       // let xc = x coordinate of the collision between the laser and a space rock
-       // 1. Calculate xc and determine the asteroid that was hit
-       for(i = 0; i<MAXROCKS; i++) {
-               if(rock[i].active) {
-                       if(yship + 12>rock[i].y && yship + 12<rock[i].y + rock[i].image->h && xship + 32<rock[i].x + (rock[i].image->w/2) && rock[i].x + (rock[i].image->w/2) < xc) {
-                               xc = rock[i].x + (rock[i].image->w/2);
-                               hitrock = i;
-                       }
-               }
-       }
-
-       if(hitrock >= 0) {
-               rock[hitrock].heat += movementrate*3;
-       }
-
-       // Plot a number of random dots between xship and XSIZE
-       SDL_LockSurface(surf_screen);
-       rawpixel = (Uint16 *) surf_screen->pixels;
-       c = SDL_MapRGB(surf_ship->format,rnd()*128,128 + rnd()*120,rnd()*128);
-
-       for(i = 0; i<(xc-xship)*5; i += 10) {
-               int x,y;
-               x = rnd()*(xc-(xship + 32)) + xship + 32;
-               y = yship + 12 + (rnd()-0.5)*1.5;
-               rawpixel[surf_screen->pitch/2*y + x] = c;
-       }
-
-       SDL_UnlockSurface(surf_screen);
-}
-
-
 int makebangdots(int xbang, int ybang, int xvel, int yvel, SDL_Surface *s, int power) {
 
        // TODO - stop generating dots after a certain amount of time has passed, to cope with slower CPUs.
@@ -668,26 +599,23 @@ int init(int fullscreen) {
                }
        }
 
-       if(oss_sound_flag) {
-
-       // Initialise SDL with audio and video
-       if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) != 0) {
-               oss_sound_flag = 0;
-               printf ("Can't open sound, starting without it\n");
-               atexit(SDL_Quit);
-       } else {
-               atexit(SDL_Quit);
-               atexit(SDL_CloseAudio);
-               oss_sound_flag = init_sound();
-       }
-
+       if(sound_flag) {
+               // Initialize SDL with audio and video
+               if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) != 0) {
+                       sound_flag = 0;
+                       printf ("Can't open sound, starting without it\n");
+                       atexit(SDL_Quit);
+               } else {
+                       atexit(SDL_Quit);
+                       atexit(SDL_CloseAudio);
+                       sound_flag = init_sound();
+               }
        } else {
-               // Initialise with video only
+               // Initialize with video only
                CONDERROR(SDL_Init(SDL_INIT_VIDEO) != 0);
                atexit(SDL_Quit);
        }
 
-       if(oss_sound_flag)
        play_tune(0);
 
        // Attempt to get the required video size
@@ -696,7 +624,7 @@ int init(int fullscreen) {
        surf_screen = SDL_SetVideoMode(XSIZE,YSIZE,16,flag);
 
        // Set the title bar text
-       SDL_WM_SetCaption("Rock Dodgers", "rockdodgers");
+       SDL_WM_SetCaption("Variations on Rockdodger", "VoR");
 
        NULLERROR(surf_screen);
 
@@ -829,11 +757,6 @@ int draw() {
        // Draw the background dots
        drawdots(surf_screen);
 
-       // If it's firing, draw the laser
-       if(laser) {
-               drawlaser();
-       }
-
        // Draw ship
        if(!gameover && (state == GAMEPLAY || state == DEMO) ) {
                src.w = surf_ship->w;
@@ -1010,48 +933,20 @@ int draw() {
        }
 
        if(!gameover && state == GAMEPLAY) {
-               // Show the freaky shields
                SDL_LockSurface(surf_screen);
                raw_pixels = (Uint16 *) surf_screen->pixels;
-               if(initialshield>0 || shieldsup && shieldlevel>0) {
-                       int x,y,l;
-                       Uint16 c;
-
-                       if(initialshield>0) {
-                               initialshield -= movementrate;
-                               c = SDL_MapRGB(surf_screen->format,0,255,255);
-                       } else {
-                               c = heatcolor[(int)shieldlevel];
-                               shieldlevel -= movementrate;
-                       }
-
-                       shieldpulse += 0.2;
-                       for(p = black_point; p<blackptr; p++) { 
-                               x = p->x + (int)xship + (rnd() + rnd()-1)*sin(shieldpulse)*4 + 1;
-                               y = p->y + (int)yship + (rnd() + rnd()-1)*sin(shieldpulse)*4 + 1;
-                               if(x>0 && y>0 && x<XSIZE && y<YSIZE) {
-                                       offset = surf_screen->pitch/2 * y + x;
-                                       raw_pixels[offset] = c;
-                               }
-                       }
-               } else {
-                       // When the shields are off, 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;
-                               if(raw_pixels[offset]) {
-                                       // Set the bang flag
-                                       bang = 1;
-                               }
+               // 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;
+                       if(raw_pixels[offset]) {
+                               // Set the bang flag
+                               bang = 1;
                        }
                }
                SDL_UnlockSurface(surf_screen);
        }
 
-#ifdef DOTCOLLISION
-       dotcollision(surf_screen); // Kill dots that are not on their spots
-#endif
-
        // Draw all the little ships
        if(state == GAMEPLAY || state == DEAD_PAUSE || state == GAME_OVER)
        for(i = 0; i<nships-1; i++) {
@@ -1106,12 +1001,7 @@ int gameloop() {
                                                // Create a new ship and start all over again
                                                state = GAMEPLAY;
                                                play_tune(1);
-                                               initialshield = 150;
-                                               xship = 10;
-                                               yship = YSIZE/2;
-                                               xvel = 2;
-                                               yvel = 0;
-                                               shieldlevel = 3*W;
+                                               xship -= 50;
                                        break;
                                        case GAME_OVER:
                                                state = HIGH_SCORE_ENTRY;
@@ -1156,6 +1046,24 @@ int gameloop() {
                                                state_timeout = 200.0;
                                        break;
                                }
+                       } else {
+                               if(state == DEAD_PAUSE) {
+                                       float blast_radius = BLAST_RADIUS * state_timeout / 20.0;
+                                       if(xship < 60) xship = 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;
+                                               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].dead = 1;
+                                               }
+                                       }
+                               }
                        }
 
                        if(--countdown <= 0 && (rnd()*100.0<(rockrate += 0.025))) {
@@ -1195,23 +1103,33 @@ int gameloop() {
 
                        // SCROLLING
                        yscroll = yship - (YSIZE / 2);
-                       yscroll /= -15;
+                       yscroll += yvel * 25;
+                       yscroll /= -25;
+                       yscroll = ((scrollvel * (12 - movementrate)) + (yscroll * movementrate)) / 12;
+                       scrollvel = yscroll;
                        yscroll = yscroll*movementrate;
                        yship += 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;
-                       if(rock[i].y > YSIZE) {
-                               rock[i].y -= YSIZE;
-                               rock[i].y -= rock[i].image->w;
-                       } else if(rock[i].y < -rock[i].image->w) {
-                               rock[i].y += YSIZE;
-                               rock[i].y += rock[i].image->w;
-                       }
-                       if(rock[i].x<-32.0)
-                               rock[i].active = 0;
+                       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;
+                                       if(rock[i].y > YSIZE || rock[i].y < -rock[i].image->h) {
+                                               if(rock[i].dead) {
+                                                       rock[i].dead = 0;
+                                                       rock[i].active = 0;
+                                               } else {
+                                                       // wrap
+                                                       rock[i].y = (YSIZE - rock[i].image->h) - rock[i].y;
+                                                       rock[i].y += (rock[i].yvel*movementrate + yscroll) * 1.01;
+                                               }
+                                       }
+                                       if(rock[i].x < -rock[i].image->w || rock[i].x > XSIZE) {
+                                               rock[i].active = 0;
+                                               rock[i].dead = 0;
+                                       }
+                               }
                        }
 
 
@@ -1231,10 +1149,8 @@ int gameloop() {
 
 
                        if(draw() && state == GAMEPLAY) {
-                               if(oss_sound_flag) {
-                                       // Play the explosion sound
-                                       play_sound(0);
-                               }
+                               // Play the explosion sound
+                               play_sound(0);
                                makebangdots(xship,yship,xvel,yvel,surf_ship,30);
                                if(--nships <= 0) {
                                        gameover = 1;
@@ -1245,7 +1161,9 @@ int gameloop() {
                                }
                                else {
                                        state = DEAD_PAUSE;
-                                       state_timeout = 100.0;
+                                       state_timeout = 20.0;
+                                       xvel = 0;
+                                       yvel = 0;
                                }
                        }
 
@@ -1260,6 +1178,7 @@ int gameloop() {
 
                                for(i = 0; i<MAXROCKS; i++ ) {
                                        rock[i].active = 0;
+                                       rock[i].dead = 0;
                                }
 
                                rockrate = 54.0;
@@ -1276,13 +1195,10 @@ int gameloop() {
                                yvel = 0;
                                xship = 0;
                                yship = YSIZE/2;
-                               shieldlevel = 3*W;
-                               initialshield = 0;
 
                        }
 
                        maneuver = 0;
-                       laser = 0;
                } else {
                        SDL_PumpEvents();
                        keystate = SDL_GetKeyState(NULL);
@@ -1322,7 +1238,6 @@ int gameloop() {
 
                        }
                        else {
-                               shieldsup = 0;
                                paused = 0;
                                pausedown = 0;
                        }
@@ -1339,9 +1254,10 @@ main(int argc, char **argv) {
        fullscreen = 0;
        tail_plume = 0;
        friction = 0;
-       oss_sound_flag = 1;
+       sound_flag = 1;
+       music_flag = 0;
 
-       while ((x = getopt(argc,argv,"efhsp")) >= 0) {
+       while ((x = getopt(argc,argv,"efhmps")) >= 0) {
                switch(x) {
                        case 'e': // engine
                                tail_plume = 1;
@@ -1351,18 +1267,22 @@ main(int argc, char **argv) {
                        break;
                        case 'h': // help
                                printf("Variations on RockDodger\n"
-                                      " -e Big tail [E]ngine\n"
+                                      " -e big tail [E]ngine\n"
                                       " -f [F]ull screen\n"
-                                      " -h This [H]elp message\n"
-                                      " -p Stupid original [P]hysics (friction)\n"
+                                      " -h this [H]elp message\n"
+                                      " -m enable [M]usic\n"
+                                      " -p original [P]hysics (friction)\n"
                                       " -s [S]ilent (no sound)\n");
                                exit(0);
                        break;
+                       case 'm': // music
+                               music_flag = 1;
                        case 'p': // physics
                                friction = 1;
                        break;
                        case 's': // silent
-                               oss_sound_flag = 0;
+                               sound_flag = 0;
+                               music_flag = 0;
                        break;
                }
        }
@@ -1375,6 +1295,7 @@ main(int argc, char **argv) {
        while(1) {
                for(i = 0; i<MAXROCKS; i++) {
                        rock[i].active = 0;
+                       rock[i].dead = 0;
                }
                rockrate = 54.0;
                rockspeed = 5.0;