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Friction doesn't make sense any more, dropped that.
[vor.git] / main.c
diff --git a/main.c b/main.c
index c2e6601..92927b5 100644 (file)
--- a/main.c
+++ b/main.c
  * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
  */
 
+#include <argp.h>
+#include <math.h>
+#include <SDL/SDL.h>
+#include <SDL/SDL_image.h>
+#include <stdarg.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+
+#include "SFont.h"
+
 #ifdef DEBUG
 #include "debug.h"
 #endif
 
 #include "args.h"
+#include "common.h"
 #include "config.h"
 #include "file.h"
 #include "globals.h"
 #include "shape.h"
 #include "sound.h"
 
-#include <argp.h>
-#include <math.h>
-#include <SDL/SDL.h>
-#include <SDL/SDL_image.h>
-#include <stdarg.h>
-#include <stdio.h>
-#include <stdlib.h>
-#include <string.h>
-
-#include "SFont.h"
-
 // ************************************* VARS
 // SDL_Surface global variables
 SDL_Surface 
@@ -77,13 +78,18 @@ float shipdx = SCREENDXMIN, shipdy = 0.0;   // Change in X position per tick.
 float screendx = SCREENDXMIN, screendy = 0.0;
 float xscroll, yscroll;
 float back_dist;
-float framelen;  // this controls the speed of everything that moves.
+
+// 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)
 
 float bangx, bangy, bangdx, bangdy;
 
-int nships,score,ticks_since_last,last_ticks;
+int nships,score;
 int gameover;
-int maneuver = 0;
+int jets = 0;
 
 float fadetimer = 0, faderate;
 
@@ -116,6 +122,8 @@ char *data_dir;
 extern char *optarg;
 extern int optind, opterr, optopt;
 
+#define TO_TICKS(seconds) ((seconds)*20*opt_gamespeed)
+
 // ************************************* FUNCS
 
 float
@@ -225,8 +233,8 @@ draw_bang_dots(SDL_Surface *s) {
                        //last_i = i + 1;
                        rawpixel[(int)(s->pitch/2*(int)(bdot[i].y)) + (int)(bdot[i].x)] = bdot[i].c ? bdot[i].c : heatcolor[(int)(bdot[i].life*3)];
                        bdot[i].life -= bdot[i].decay;
-                       bdot[i].x += bdot[i].dx*framelen - xscroll;
-                       bdot[i].y += bdot[i].dy*framelen - yscroll;
+                       bdot[i].x += bdot[i].dx*t_frame - xscroll;
+                       bdot[i].y += bdot[i].dy*t_frame - yscroll;
 
                        if(bdot[i].life<0)
                        bdot[i].active = 0;
@@ -273,9 +281,9 @@ draw_engine_dots(SDL_Surface *s) {
 
        for(i = 0; i<MAXENGINEDOTS; i++) {
                if(edot[i].active) {
-                       edot[i].x += edot[i].dx*framelen - xscroll;
-                       edot[i].y += edot[i].dy*framelen - yscroll;
-                       if((edot[i].life -= framelen*3)<0 || edot[i].y<0 || edot[i].y>YSIZE) {
+                       edot[i].x += edot[i].dx*t_frame - xscroll;
+                       edot[i].y += edot[i].dy*t_frame - yscroll;
+                       if((edot[i].life -= t_frame*3)<0 || edot[i].y<0 || edot[i].y>YSIZE) {
                                edot[i].active = 0;
                        } else if(edot[i].x<0 || edot[i].x>XSIZE) {
                                edot[i].active = 0;
@@ -290,84 +298,36 @@ draw_engine_dots(SDL_Surface *s) {
 }
 
 void
-create_engine_dots(int newdots) {
-       int i;
-       double theta,r,dx,dy;
-
-       if(!opt_tail_engine) return;
-
-       if(state == GAMEPLAY) {
-               for(i = 0; i<newdots*framelen; 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;
-                               }
-                       }
-               }
-       }
-}
-
-void
-create_engine_dots2(int newdots, int m) {
+new_engine_dots(int n, int dir) {
        int i;
-       double theta, theta2, dx, dy, adx, ady;
+       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 };
 
-       // 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 = rnd()*M_PI + (dir-1)*M_PI_2;
+                       r = sin(rnd()*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 + (rnd()-0.5)*3;
+                       dotptr->y = shipy + s[(dir+1)&3]*hy + (rnd()-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;
@@ -380,13 +340,10 @@ 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);
                }
        }
 
@@ -542,7 +499,7 @@ draw() {
 
                        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)(fadegame*(200 + 55*cos(fadetimer += framelen/1.0))));
+                       SDL_SetAlpha(surf_b_game, SDL_SRCALPHA, (int)(fadegame*(200 + 55*cos(fadetimer += t_frame/1.0))));
                        SDL_BlitSurface(surf_b_game,NULL,surf_screen,&dest);
 
                        dest.x = (XSIZE-surf_b_over->w)/2;
@@ -555,7 +512,7 @@ draw() {
 
                        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 += framelen/2.0)));
+                       SDL_SetAlpha(surf_b_variations, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer += t_frame/2.0)));
                        SDL_BlitSurface(surf_b_variations,NULL,surf_screen,&dest);
 
                        dest.x = (XSIZE-surf_b_on->w)/2 + cos((fadetimer + 1.0)/6.5)*10;
@@ -606,17 +563,18 @@ draw() {
                bang = hit_rocks(shipx, shipy, &shipshape);
        }
 
-       ticks_since_last = SDL_GetTicks()-last_ticks;
-       last_ticks = SDL_GetTicks();
-       if(ticks_since_last>200 || ticks_since_last<0) {
+       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.
-               framelen = 0;
+               // This also happens if we were paused, grr.
+               s_frame = 0;
+               ms_frame = 0;
        } else {
-               framelen = opt_gamespeed*ticks_since_last/50.0;
-               if(state == GAMEPLAY) {
-                       score += ticks_since_last;
-               }
+               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);
@@ -635,7 +593,7 @@ gameloop() {
                if(!paused) {
                        // Count down the game loop timer, and change state when it gets to zero or less;
 
-                       if((state_timeout -= framelen*3) < 0) {
+                       if((state_timeout -= t_frame*3) < 0) {
                                switch(state) {
                                        case DEAD_PAUSE:
                                                // Create a new ship and start all over again
@@ -691,43 +649,38 @@ gameloop() {
 
                        new_rocks();
 
-                       // FRICTION?
-                       if(opt_friction) {
-                               shipdx *= pow((double)0.9,(double)framelen);
-                               shipdy *= pow((double)0.9,(double)framelen);
-                       }
-
                        // INERTIA
-                       shipx += shipdx*framelen;
-                       shipy += shipdy*framelen;
+                       shipx += shipdx*t_frame;
+                       shipy += shipdy*t_frame;
 
                        // SCROLLING
                        tmp = shipy - (YSIZE / 2);
                        tmp += shipdy * 25;
                        tmp /= -25;
-                       tmp = ((screendy * (framelen - 12)) + (tmp * framelen)) / 12;
+                       tmp = ((screendy * (t_frame - 12)) + (tmp * t_frame)) / 12;
                        screendy = -tmp;
                        tmp = shipx - (XSIZE / 3);
                        tmp += shipdx * 25;
                        tmp /= -25;
-                       tmp = ((screendx * (framelen - 12)) + (tmp * framelen)) / 12;
+                       tmp = ((screendx * (t_frame - 12)) + (tmp * t_frame)) / 12;
                        screendx = -tmp;
 
                        // taper off if we would hit the barrier in under 2 seconds.
-                       if(back_dist + (screendx - SCREENDXMIN)*2*20*opt_gamespeed < 0) {
-                               screendx = SCREENDXMIN - (back_dist/(2*20*opt_gamespeed));
+                       if(back_dist + (screendx - SCREENDXMIN)*TO_TICKS(2) < 0) {
+                               screendx = SCREENDXMIN - (back_dist/TO_TICKS(2));
                        }
 
-                       xscroll = screendx * framelen;
-                       yscroll = screendy * framelen;
-                       back_dist += (screendx - SCREENDXMIN)*framelen;
+                       xscroll = screendx * t_frame;
+                       yscroll = screendy * t_frame;
+                       back_dist += (screendx - SCREENDXMIN)*t_frame;
+                       if(opt_max_lead >= 0) back_dist = min(back_dist, opt_max_lead);
 
                        shipx -= xscroll;
                        shipy -= yscroll;
 
                        // move bang center
-                       bangx += bangdx*framelen - xscroll;
-                       bangy += bangdy*framelen - yscroll;
+                       bangx += bangdx*t_frame - xscroll;
+                       bangy += bangdy*t_frame - yscroll;
 
                        move_rocks();
 
@@ -735,14 +688,14 @@ gameloop() {
                        // BOUNCE X
                        if(shipx<0 || shipx>XSIZE-surf_ship->w) {
                                // BOUNCE from left and right wall
-                               shipx -= (shipdx-screendx)*framelen;
+                               shipx -= (shipdx-screendx)*t_frame;
                                shipdx = screendx - (shipdx-screendx)*opt_bounciness;
                        }
 
                        // BOUNCE Y
                        if(shipy<0 || shipy>YSIZE-surf_ship->h) {
                                // BOUNCE from top and bottom wall
-                               shipy -= (shipdy-screendy)*framelen;
+                               shipy -= (shipdy-screendy)*t_frame;
                                shipdy = screendy - (shipdy-screendy)*opt_bounciness;
                        }
 
@@ -760,7 +713,7 @@ gameloop() {
                                        shipdx = 8; shipdy = 0;
                                        state_timeout = 200.0;
                                        fadetimer = 0.0;
-                                       faderate = framelen;
+                                       faderate = t_frame;
                                }
                                else {
                                        state = DEAD_PAUSE;
@@ -787,7 +740,7 @@ gameloop() {
                                shipdx = screendx; shipdy = screendy;
                        }
 
-                       maneuver = 0;
+                       jets = 0;
                } else {
                        SDL_PumpEvents();
                        keystate = SDL_GetKeyState(NULL);
@@ -797,10 +750,10 @@ gameloop() {
                        if(!gameover) {
 
                                if(!paused) {
-                                       if(keystate[SDLK_UP] | keystate[SDLK_c])                { shipdy -= 1.5*framelen; maneuver |= 1<<3;}
-                                       if(keystate[SDLK_DOWN] | keystate[SDLK_t])              { shipdy += 1.5*framelen; maneuver |= 1<<1;}
-                                       if(keystate[SDLK_LEFT] | keystate[SDLK_h])              { shipdx -= 1.5*framelen; maneuver |= 1<<2;}
-                                       if(keystate[SDLK_RIGHT] | keystate[SDLK_n])             { shipdx += 1.5*framelen; 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"); }
                                }