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* rocks.c (hit_rock, pixel_hit_rock): fix more possible bugs.
[vor.git] / main.c
diff --git a/main.c b/main.c
index 58d68d7..a0b50cc 100644 (file)
--- a/main.c
+++ b/main.c
 
 #include "SFont.h"
 
-#ifdef DEBUG
-#include "debug.h"
-#endif
-
 #include "args.h"
 #include "common.h"
 #include "config.h"
@@ -71,8 +67,6 @@ struct bangdots bdot[MAXBANGDOTS], *bdotptr = bdot;
 char topline[1024];
 char *initerror = "";
 
-
-
 struct shape shipshape;
 float shipx = XSIZE/2, shipy = YSIZE/2;        // X position, 0..XSIZE
 float shipdx = SCREENDXMIN, shipdy = 0.0;      // Change in X position per tick.
@@ -82,14 +76,12 @@ float back_dist;
 
 // 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;
-int gameover;
 int jets = 0;
 
 float fadetimer = 0, faderate;
@@ -136,129 +128,94 @@ init_engine_dots() {
 }
 
 void
-new_bang_dots(int xbang, int ybang, int dx, int dy, SDL_Surface *s, int power)
+new_bang_dots(int xbang, int ybang, int dx, int dy, SDL_Surface *s)
 {
        int x,y,endcount;
-       Uint16 *rawpixel,c;
+       uint16_t *pixel,c;
+       uint32_t colorkey;
+       int row_inc;
        double theta,r;
        int begin_generate;
 
        begin_generate = SDL_GetTicks();
+       pixel = s->pixels;
+       row_inc = s->pitch/sizeof(uint16_t) - s->w;
+       colorkey = s->format->colorkey;
 
        SDL_LockSurface(s);
-       rawpixel = (Uint16 *) s->pixels;
-
-       //for(n = 0; n <= power/2; n++) {
 
        endcount = 0;
        while (endcount<3) {
-               for(x = 0; x<s->w; x++) {
-                       for(y = 0; y<s->h; y++) {
-                               c = rawpixel[s->pitch/2*y + x];
-                               if(c && c != s->format->colorkey) {
-
+               pixel = s->pixels;
+               for(y=0; y<s->h; y++) {
+                       for(x = 0; x<s->w; x++) {
+                               c = *pixel++;
+                               if(c && c != colorkey) {
                                        theta = frnd()*M_PI*2;
+                                       r = frnd(); r = 1 - r*r;
+                                       // r = 1 - frnd()*frnd();
 
-                                       r = 1-(frnd()*frnd());
-
-                                       bdot[bd2].dx = (power/50.0)*45.0*cos(theta)*r + dx;
-                                       bdot[bd2].dy = (power/50.0)*45.0*sin(theta)*r + dy;
+                                       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;
-
-                                       // Replace the last few bang dots with the pixels from the exploding object
-                                       bdot[bd2].c = (endcount>0)?c:0;
+                                       bdot[bd2].c = 0;
                                        bdot[bd2].life = 100;
                                        bdot[bd2].decay = frnd()*3 + 1;
                                        bdot[bd2].active = 1;
 
-                                       bd2++;
-                                       bd2 %= MAXBANGDOTS;
-
-                                       // If the circular buffer is filled, who cares? They've had their chance.
-                                       //if(bd2 == bd1-1) goto exitloop;
+                                       // Replace the last few bang dots with the pixels from the exploding object
+                                       if(endcount>0) bdot[bd2].c = c;
 
+                                       bd2 = (bd2+1) % MAXBANGDOTS;
                                }
+                               pixel += row_inc;
                        }
                }
-
                if(SDL_GetTicks() - begin_generate > 7) endcount++;
        }
 
        SDL_UnlockSurface(s);
-
 }
 
 void
-draw_bang_dots(SDL_Surface *s) {
+draw_bang_dots(SDL_Surface *s)
+{
        int i;
        int first_i, last_i;
-       Uint16 *rawpixel;
-       rawpixel = (Uint16 *) s->pixels;
+       uint16_t *pixels, *pixel, c;
+       int row_inc = s->pitch/sizeof(uint16_t);
 
+       pixels = (uint16_t *) s->pixels;
        first_i = -1;
        last_i = 0;
 
-       for(i = bd1; (bd1 <= bd2)?(i<bd2):(i >= bd1 && i < bd2); last_i = ++i) {
+       for(i=0; i<MAXBANGDOTS; i++) {
+               if(!bdot[i].active) continue;
 
-               i %= MAXBANGDOTS;
+               // decrement life and maybe kill
+               bdot[i].life -= bdot[i].decay;
+               if(bdot[i].life<0) { bdot[i].active = 0; continue; }
 
-               if(bdot[i].x <= 0 || bdot[i].x >= XSIZE || bdot[i].y <= 0 || bdot[i].y >= YSIZE) {
-                       // If the dot has drifted outside the perimeter, kill it
+               // move and clip
+               bdot[i].x += bdot[i].dx*t_frame - xscroll;
+               bdot[i].y += bdot[i].dy*t_frame - yscroll;
+               if(bdot[i].x < 0 || bdot[i].x >= XSIZE || bdot[i].y < 0 || bdot[i].y >= YSIZE) {
                        bdot[i].active = 0;
+                       continue;
                }
 
-               if(bdot[i].active) {
-                       if(first_i < 0)
-                       first_i = i;
-                       //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*t_frame - xscroll;
-                       bdot[i].y += bdot[i].dy*t_frame - yscroll;
-
-                       if(bdot[i].life<0)
-                       bdot[i].active = 0;
-               }
-       }
+               // check collisions
+               if(pixel_hit_rocks(bdot[i].x, bdot[i].y)) { bdot[i].active = 0; continue; }
 
-       if(first_i >= 0) {
-               bd1 = first_i;
-               bd2 = last_i;
+               pixel = pixels + row_inc*(int)(bdot[i].y) + (int)(bdot[i].x);
+               if(bdot[i].c) c = bdot[i].c; else c = heatcolor[(int)(bdot[i].life)*3];
+               *pixel = c;
        }
-       else {
-               bd1 = 0;
-               bd2 = 0;
-       }
-
 }
 
 
 void
-draw_engine_dots(SDL_Surface *s) {
-       int i;
-       Uint16 *rawpixel;
-       rawpixel = (Uint16 *) s->pixels;
-
-       for(i = 0; i<MAXENGINEDOTS; i++) {
-               if(edot[i].active) {
-                       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;
-                       } else {
-                               int heatindex;
-                               heatindex = edot[i].life * 6;
-                               //rawpixel[(int)(s->pitch/2*(int)(edot[i].y)) + (int)(edot[i].x)] = lifecolor[(int)(edot[i].life)];
-                               rawpixel[(int)(s->pitch/2*(int)(edot[i].y)) + (int)(edot[i].x)] = heatindex>3*W ? heatcolor[3*W-1] : heatcolor[heatindex];
-                       }
-               }
-       }
-}
-
-void
 new_engine_dots(int n, int dir) {
        int i;
        float a, r;  // angle, random length
@@ -289,15 +246,39 @@ new_engine_dots(int n, int dir) {
                                dotptr->life = 60 * fabs(dx);
                        }
 
-                       dotptr++;
-                       if(dotptr-edot >= MAXENGINEDOTS) {
-                               dotptr = edot;
-                       }
+                       if(dotptr - edot < MAXENGINEDOTS-1) dotptr++;
+                       else dotptr = edot;
                }
        }
 }
 
 void
+draw_engine_dots(SDL_Surface *s) {
+       int i;
+       uint16_t c;
+       uint16_t *pixels = (uint16_t *) s->pixels;
+       int row_inc = s->pitch/sizeof(uint16_t);
+       int heatindex;
+
+       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].life -= t_frame*3;
+               if(edot[i].life < 0
+                               || edot[i].x<0 || edot[i].x >= XSIZE
+                               || edot[i].y<0 || edot[i].y >= YSIZE) {
+                       edot[i].active = 0;
+                       continue;
+               }
+               if(pixel_hit_rocks(edot[i].x, edot[i].y)) { edot[i].active = 0; continue; }
+               heatindex = edot[i].life * 6;
+               c = heatindex>3*W ? heatcolor[3*W-1] : heatcolor[heatindex];
+               pixels[row_inc*(int)(edot[i].y) + (int)(edot[i].x)] = c;
+       }
+}
+
+void
 drawdots(SDL_Surface *s) {
        int m;
 
@@ -317,11 +298,27 @@ drawdots(SDL_Surface *s) {
        SDL_UnlockSurface(s);
 }
 
+SDL_Surface *
+load_image(char *filename)
+{
+       SDL_Surface *tmp, *img = NULL;
+       char *s = add_data_path(filename);
+       if(s) {
+               tmp = IMG_Load(s);
+               free(s);
+               if(tmp) {
+                       img = SDL_DisplayFormat(tmp);
+                       SDL_FreeSurface(tmp);
+               }
+       }
+       return img;
+}
+
 int
 init(void) {
 
        int i;
-       SDL_Surface *temp;
+       char *s;
        Uint32 flag;
 
        // Where are our data files?
@@ -366,32 +363,27 @@ init(void) {
        }
 
        // Load the banners
-       NULLERROR(temp = IMG_Load(add_path("banners/variations.png")));
-       NULLERROR(surf_b_variations = SDL_DisplayFormat(temp));
-
-       NULLERROR(temp = IMG_Load(add_path("banners/on.png")));
-       NULLERROR(surf_b_on = SDL_DisplayFormat(temp));
-
-       NULLERROR(temp = IMG_Load(add_path("banners/rockdodger.png")));
-       NULLERROR(surf_b_rockdodger = SDL_DisplayFormat(temp));
+       NULLERROR(surf_b_variations = load_image("banners/variations.png"));
+       NULLERROR(surf_b_on = load_image("banners/on.png"));
+       NULLERROR(surf_b_rockdodger = load_image("banners/rockdodger.png"));
 
-       NULLERROR(temp = IMG_Load(add_path("banners/game.png")));
-       NULLERROR(surf_b_game = SDL_DisplayFormat(temp));
-
-       NULLERROR(temp = IMG_Load(add_path("banners/over.png")));
-       NULLERROR(surf_b_over = SDL_DisplayFormat(temp));
-
-       surf_font_big = IMG_Load(add_path(BIG_FONT_FILE));
-       g_font = SFont_InitFont(surf_font_big);
+       NULLERROR(surf_b_game = load_image("banners/game.png"));
+       NULLERROR(surf_b_over = load_image("banners/over.png"));
 
        // Load the spaceship graphic.
-       NULLERROR(temp = IMG_Load(add_path("sprites/ship.png")));
-       NULLERROR(surf_ship = SDL_DisplayFormat(temp));
+       NULLERROR(surf_ship = load_image("sprites/ship.png"));
        get_shape(surf_ship, &shipshape);
 
        // Load the life indicator (small ship) graphic.
-       NULLERROR(temp = IMG_Load(add_path("indicators/life.png")));
-       NULLERROR(surf_life = SDL_DisplayFormat(temp));
+       NULLERROR(surf_life = load_image("indicators/life.png"));
+
+       // Load the font image
+       s = add_data_path(BIG_FONT_FILE);
+       if(s) {
+               NULLERROR(surf_font_big = IMG_Load(s));
+               free(s);
+               g_font = SFont_InitFont(surf_font_big);
+       }
 
        init_engine_dots();
        init_dust();
@@ -423,7 +415,7 @@ draw() {
        drawdots(surf_screen);
 
        // Draw ship
-       if(!gameover && state == GAMEPLAY ) {
+       if(state == GAMEPLAY ) {
                dest.x = shipx;
                dest.y = shipy;
                SDL_BlitSurface(surf_ship,NULL,surf_screen,&dest);
@@ -432,11 +424,12 @@ draw() {
        draw_rocks();
 
        // Draw the life indicators.
-       if(state == GAMEPLAY || state == DEAD_PAUSE || state == GAME_OVER)
-       for(i = 0; i<nships-1; i++) {
-               dest.x = (i + 1)*(surf_life->w + 10);
-               dest.y = 20;
-               SDL_BlitSurface(surf_life, NULL, surf_screen, &dest);
+       if(state == GAMEPLAY || state == DEAD_PAUSE || state == GAME_OVER) {
+               for(i = 0; i<nships-1; i++) {
+                       dest.x = (i + 1)*(surf_life->w + 10);
+                       dest.y = 20;
+                       SDL_BlitSurface(surf_life, NULL, surf_screen, &dest);
+               }
        }
 
        // Draw the score
@@ -521,7 +514,7 @@ draw() {
                        ; // no action necessary
        }
 
-       if(!gameover && state == GAMEPLAY) {
+       if(state == GAMEPLAY) {
                bang = hit_rocks(shipx, shipy, &shipshape);
        }
 
@@ -530,13 +523,12 @@ draw() {
        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.
-               s_frame = 0;
+               t_frame = 0;
                ms_frame = 0;
        } else {
-               s_frame = opt_gamespeed * ms_frame / 1000;
+               t_frame = opt_gamespeed * ms_frame / 50;
                if(state == GAMEPLAY) score += ms_frame;
        }
-       t_frame = s_frame * 20;
 
        // Update the surface
        SDL_Flip(surf_screen);
@@ -547,7 +539,7 @@ draw() {
 
 int
 gameloop() {
-       Uint8 *keystate;
+       Uint8 *keystate = SDL_GetKeyState(NULL);
        float tmp;
 
 
@@ -613,27 +605,22 @@ gameloop() {
                        shipy += shipdy*t_frame;
 
                        // SCROLLING
-                       tmp = shipy - (YSIZE / 2);
-                       tmp += shipdy * 25;
-                       tmp /= -25;
-                       tmp = ((screendy * (t_frame - 12)) + (tmp * t_frame)) / 12;
-                       screendy = -tmp;
-                       tmp = shipx - (XSIZE / 3);
-                       tmp += shipdx * 25;
-                       tmp /= -25;
-                       tmp = ((screendx * (t_frame - 12)) + (tmp * t_frame)) / 12;
-                       screendx = -tmp;
-
-                       // taper off if we would hit the barrier in under 2 seconds.
+                       tmp = (shipy-YSCROLLTO)/25 + (shipdy-screendy);
+                       screendy += tmp * t_frame/12;
+                       tmp = (shipx-XSCROLLTO)/25 + (shipdx-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));
                        }
 
-                       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);
 
+                       xscroll = screendx * t_frame;
+                       yscroll = screendy * t_frame;
+
                        shipx -= xscroll;
                        shipy -= yscroll;
 
@@ -663,13 +650,12 @@ gameloop() {
                                // Died
                                play_sound(SOUND_BANG); // Play the explosion sound
                                bangx = shipx; bangy = shipy; bangdx = shipdx; bangdy = shipdy;
-                               new_bang_dots(shipx,shipy,shipdx,shipdy,surf_ship,30);
+                               new_bang_dots(shipx,shipy,shipdx,shipdy,surf_ship);
                                shipdx *= 0.5; shipdy *= 0.5;
                                if(shipdx < SCREENDXMIN) shipdx = SCREENDXMIN;
                                if(--nships <= 0) {
                                        state = GAME_OVER;
-                                       gameover = 1;
-                                       shipdx = 8; shipdy = 0;
+                                       shipdx = SCREENDXMIN; shipdy = 0;
                                        state_timeout = 200.0;
                                        fadetimer = 0.0;
                                        faderate = t_frame;
@@ -694,7 +680,6 @@ gameloop() {
                                state = GAMEPLAY;
                                play_tune(TUNE_GAMEPLAY);
 
-                               gameover = 0;
                                shipx = XSIZE/2.2; shipy = YSIZE/2;
                                shipdx = screendx; shipdy = screendy;
                        }
@@ -706,28 +691,20 @@ gameloop() {
                }
 
                if(state == GAMEPLAY) {
-                       if(!gameover) {
-
-                               if(!paused) {
-                                       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"); }
-                               }
+                       if(!paused) {
+                               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"); }
+                       }
 
-                               if(keystate[SDLK_p] | keystate[SDLK_s]) {
-                                       if(!pausedown) {
-                                               paused = !paused;
-                                               pausedown = 1;
-                                       }
-                               } else {
-                                       pausedown = 0;
+                       if(keystate[SDLK_p] | keystate[SDLK_s]) {
+                               if(!pausedown) {
+                                       paused = !paused;
+                                       pausedown = 1;
                                }
-
-                       }
-                       else {
-                               paused = 0;
+                       } else {
                                pausedown = 0;
                        }
                } else if(state == GAME_OVER) {
@@ -753,7 +730,6 @@ main(int argc, char **argv) {
                return 1;
        }
 
-       reset_rocks();
        gameloop();
 
        return 0;