JasonWoof Got questions, comments, patches, etc.? Contact Jason Woofenden
renamed framelen and friends (again)
[vor.git] / main.c
diff --git a/main.c b/main.c
index 359e59f..9b04f07 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 
@@ -68,42 +70,23 @@ struct spacedot sdot[MAXSPACEDOTS];
 char topline[1024];
 char *initerror = "";
 
-// Command-line argument parsing
-int opt_fullscreen;
-int opt_sound;
-int opt_music;
-float opt_gamespeed;
-int opt_tail_engine;
-int opt_friction;
-
-const char *argp_program_version = "Variations on Rockdodger " VERSION;
-const char *argp_program_bug_address = "<josh@qualdan.com>";
-static char doc[] = "VoR: Dodge the rocks until you die.";
-static struct argp_option opts[] = {
-       {0, 0, 0, 0, "Basic Options:", 0},
-       {"full-screen", 'f', 0, 0, "", 0},
-       {"music", 'm', 0, 0, "Enable music", 0},
-       {"silent", 's', 0, 0, "Turn off explosion sounds", 0},
-       {0, 0, 0, 0, "Gameplay Options:", 1},
-       {"game-speed", 'g', "N%", 0, "Game speed [50-100%]", 1},
-       {"engine", 'e', 0, 0, "Display large tail plume", 1},
-       {"old-physics", 'p', 0, 0, "Original physics (i.e. friction).", 1},
-       {0}
-};
-error_t parse_opt(int, char*, struct argp_state *);
-static struct argp argp = { opts, &parse_opt, 0, doc };
 
 
 struct shape shipshape;
 float shipx = XSIZE/2, shipy = YSIZE/2;        // X position, 0..XSIZE
-float shipdx = 7.5, shipdy = 0.0;      // Change in X position per tick.
-float screendx = 7.5, screendy = 0.0;
+float shipdx = SCREENDXMIN, shipdy = 0.0;      // Change in X position per tick.
+float screendx = SCREENDXMIN, screendy = 0.0;
 float xscroll, yscroll;
-float gamerate;  // this controls the speed of everything that moves.
+float back_dist;
+
+// all movement is based on t_frame.
+float t_frame;  // length of this frame (in ticks = 1/20th second)
+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;
 
@@ -138,39 +121,9 @@ char *data_dir;
 extern char *optarg;
 extern int optind, opterr, optopt;
 
-// ************************************* FUNCS
-
-void
-init_opts(void)
-{
-       opt_fullscreen = 0;
-       opt_sound = 1;
-       opt_music = 0;
-       opt_gamespeed = 1.00; // Run game at full speed.
-       // These switch back to the old gameplay and are off by default.
-       opt_tail_engine = 0;
-       opt_friction = 0;
-}
+#define TO_TICKS(seconds) ((seconds)*20*opt_gamespeed)
 
-error_t
-parse_opt(int key, char *arg, struct argp_state *state)
-{
-       int i;
-
-       switch(key) {
-               case 'f': opt_fullscreen = 1; break;
-               case 'm': opt_music = 1; break;
-               case 's': opt_sound = 0; opt_music = 0; break;
-               case 'g': sscanf(arg, "%d%%", &i);
-                                 if(i < 50) i = 50; else if(i > 100) i = 100;
-                                 opt_gamespeed = (float)i / 100;
-                                 break;
-               case 'e': opt_tail_engine = 1; break;
-               case 'p': opt_friction = 1; break;
-               default: break;
-       }
-       return 0;
-}
+// ************************************* FUNCS
 
 float
 rnd() {
@@ -279,8 +232,8 @@ 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*gamerate - xscroll;
-                       bdot[i].y += bdot[i].dy*gamerate - 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;
@@ -327,9 +280,9 @@ draw_engine_dots(SDL_Surface *s) {
 
        for(i = 0; i<MAXENGINEDOTS; i++) {
                if(edot[i].active) {
-                       edot[i].x += edot[i].dx*gamerate - xscroll;
-                       edot[i].y += edot[i].dy*gamerate - yscroll;
-                       if((edot[i].life -= gamerate*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;
@@ -351,7 +304,7 @@ create_engine_dots(int newdots) {
        if(!opt_tail_engine) return;
 
        if(state == GAMEPLAY) {
-               for(i = 0; i<newdots*gamerate; i++) {
+               for(i = 0; i<newdots*t_frame; i++) {
                        if(dotptr->active == 0) {
                                theta = rnd()*M_PI*2;
                                r = rnd();
@@ -596,7 +549,7 @@ 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 += gamerate/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;
@@ -609,7 +562,7 @@ 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 += gamerate/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;
@@ -660,15 +613,15 @@ 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) {
-               gamerate = 0;
-       }
-       else {
-               gamerate = opt_gamespeed*ticks_since_last/50.0;
+       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.
+               t_frame = 0;
+       } else {
+               t_frame = opt_gamespeed*ms_frame/50.0;
                if(state == GAMEPLAY) {
-                       score += ticks_since_last;
+                       score += ms_frame;
                }
        }
 
@@ -689,7 +642,7 @@ gameloop() {
                if(!paused) {
                        // Count down the game loop timer, and change state when it gets to zero or less;
 
-                       if((state_timeout -= gamerate*3) < 0) {
+                       if((state_timeout -= t_frame*3) < 0) {
                                switch(state) {
                                        case DEAD_PAUSE:
                                                // Create a new ship and start all over again
@@ -697,14 +650,14 @@ gameloop() {
                                                play_tune(1);
                                                break;
                                        case GAME_OVER:
-                                               state = HIGH_SCORE_ENTRY;
-                                               state_timeout = 5.0e6;
                                                if(new_high_score(score)) {
                                                        SDL_Event e;
+                                                       state = HIGH_SCORE_ENTRY;
+                                                       state_timeout = 5.0e6;
                                                        SDL_EnableUNICODE(1);
                                                        while(SDL_PollEvent(&e))
                                                                ;
-                                               } else {
+                                               } else if(!keystate[SDLK_SPACE]) {
                                                        state = HIGH_SCORE_DISPLAY;
                                                        state_timeout = 400;
                                                }
@@ -747,35 +700,42 @@ gameloop() {
 
                        // FRICTION?
                        if(opt_friction) {
-                               shipdx *= pow((double)0.9,(double)gamerate);
-                               shipdy *= pow((double)0.9,(double)gamerate);
+                               shipdx *= pow((double)0.9,(double)t_frame);
+                               shipdy *= pow((double)0.9,(double)t_frame);
                        }
 
                        // INERTIA
-                       shipx += shipdx*gamerate;
-                       shipy += shipdy*gamerate;
+                       shipx += shipdx*t_frame;
+                       shipy += shipdy*t_frame;
 
                        // SCROLLING
                        tmp = shipy - (YSIZE / 2);
                        tmp += shipdy * 25;
                        tmp /= -25;
-                       tmp = ((screendy * (gamerate - 12)) + (tmp * gamerate)) / 12;
+                       tmp = ((screendy * (t_frame - 12)) + (tmp * t_frame)) / 12;
                        screendy = -tmp;
                        tmp = shipx - (XSIZE / 3);
                        tmp += shipdx * 25;
                        tmp /= -25;
-                       tmp = ((screendx * (gamerate - 12)) + (tmp * gamerate)) / 12;
+                       tmp = ((screendx * (t_frame - 12)) + (tmp * t_frame)) / 12;
                        screendx = -tmp;
-                       if(screendx < 7.5) screendx=7.5;
 
-                       xscroll = screendx * gamerate;
-                       yscroll = screendy * gamerate;
+                       // taper off if we would hit the barrier in under 2 seconds.
+                       if(back_dist + (screendx - SCREENDXMIN)*TO_TICKS(2) < 0) {
+                               screendx = SCREENDXMIN - (back_dist/TO_TICKS(2));
+                       }
+
+                       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*gamerate - xscroll;
-                       bangy += bangdy*gamerate - yscroll;
+                       bangx += bangdx*t_frame - xscroll;
+                       bangy += bangdy*t_frame - yscroll;
 
                        move_rocks();
 
@@ -783,15 +743,15 @@ gameloop() {
                        // BOUNCE X
                        if(shipx<0 || shipx>XSIZE-surf_ship->w) {
                                // BOUNCE from left and right wall
-                               shipx -= (shipdx-screendx)*gamerate;
-                               shipdx = 2*screendx-shipdx;
+                               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)*gamerate;
-                               shipdy = 2*screendy-shipdy;
+                               shipy -= (shipdy-screendy)*t_frame;
+                               shipdy = screendy - (shipdy-screendy)*opt_bounciness;
                        }
 
 
@@ -801,13 +761,14 @@ gameloop() {
                                bangx = shipx; bangy = shipy; bangdx = shipdx; bangdy = shipdy;
                                make_bang_dots(shipx,shipy,shipdx,shipdy,surf_ship,30);
                                shipdx *= 0.5; shipdy *= 0.5;
+                               if(shipdx < SCREENDXMIN) shipdx = SCREENDXMIN;
                                if(--nships <= 0) {
                                        state = GAME_OVER;
                                        gameover = 1;
                                        shipdx = 8; shipdy = 0;
                                        state_timeout = 200.0;
                                        fadetimer = 0.0;
-                                       faderate = gamerate;
+                                       faderate = t_frame;
                                }
                                else {
                                        state = DEAD_PAUSE;
@@ -844,10 +805,10 @@ gameloop() {
                        if(!gameover) {
 
                                if(!paused) {
-                                       if(keystate[SDLK_UP] | keystate[SDLK_c])                { shipdy -= 1.5*gamerate; maneuver |= 1<<3;}
-                                       if(keystate[SDLK_DOWN] | keystate[SDLK_t])              { shipdy += 1.5*gamerate; maneuver |= 1<<1;}
-                                       if(keystate[SDLK_LEFT] | keystate[SDLK_h])              { shipdx -= 1.5*gamerate; maneuver |= 1<<2;}
-                                       if(keystate[SDLK_RIGHT] | keystate[SDLK_n])             { shipdx += 1.5*gamerate; maneuver |= 1;}
+                                       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_3])            { SDL_SaveBMP(surf_screen, "snapshot.bmp"); }
                                }
 
@@ -881,7 +842,6 @@ gameloop() {
 int
 main(int argc, char **argv) {
        init_opts();
-
        argp_parse(&argp, argc, argv, 0, 0, 0);
 
        if(init()) {