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* file.c (g_score_mode): renamed to g_score_mask.
[vor.git] / main.c
diff --git a/main.c b/main.c
index 79b8689..a2bdcbc 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 
@@ -76,7 +77,8 @@ float shipx = XSIZE/2, shipy = YSIZE/2;       // X position, 0..XSIZE
 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;
+float framelen;  // this controls the speed of everything that moves.
 
 float bangx, bangy, bangdx, bangdy;
 
@@ -115,6 +117,8 @@ char *data_dir;
 extern char *optarg;
 extern int optind, opterr, optopt;
 
+#define TO_TICKS(seconds) ((seconds)*20*opt_gamespeed)
+
 // ************************************* FUNCS
 
 float
@@ -224,8 +228,8 @@ 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*framelen - xscroll;
+                       bdot[i].y += bdot[i].dy*framelen - yscroll;
 
                        if(bdot[i].life<0)
                        bdot[i].active = 0;
@@ -272,9 +276,9 @@ 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*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].active = 0;
                        } else if(edot[i].x<0 || edot[i].x>XSIZE) {
                                edot[i].active = 0;
@@ -296,7 +300,7 @@ 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*framelen; i++) {
                        if(dotptr->active == 0) {
                                theta = rnd()*M_PI*2;
                                r = rnd();
@@ -541,7 +545,7 @@ 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 += framelen/1.0))));
                        SDL_BlitSurface(surf_b_game,NULL,surf_screen,&dest);
 
                        dest.x = (XSIZE-surf_b_over->w)/2;
@@ -554,7 +558,7 @@ 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 += framelen/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;
@@ -609,9 +613,9 @@ draw() {
        last_ticks = SDL_GetTicks();
        if(ticks_since_last>200 || ticks_since_last<0) {
                // We won't run at all below 5 frames per second.
-               gamerate = 0;
+               framelen = 0;
        } else {
-               gamerate = opt_gamespeed*ticks_since_last/50.0;
+               framelen = opt_gamespeed*ticks_since_last/50.0;
                if(state == GAMEPLAY) {
                        score += ticks_since_last;
                }
@@ -634,7 +638,7 @@ 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 -= framelen*3) < 0) {
                                switch(state) {
                                        case DEAD_PAUSE:
                                                // Create a new ship and start all over again
@@ -692,35 +696,42 @@ 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)framelen);
+                               shipdy *= pow((double)0.9,(double)framelen);
                        }
 
                        // INERTIA
-                       shipx += shipdx*gamerate;
-                       shipy += shipdy*gamerate;
+                       shipx += shipdx*framelen;
+                       shipy += shipdy*framelen;
 
                        // SCROLLING
                        tmp = shipy - (YSIZE / 2);
                        tmp += shipdy * 25;
                        tmp /= -25;
-                       tmp = ((screendy * (gamerate - 12)) + (tmp * gamerate)) / 12;
+                       tmp = ((screendy * (framelen - 12)) + (tmp * framelen)) / 12;
                        screendy = -tmp;
                        tmp = shipx - (XSIZE / 3);
                        tmp += shipdx * 25;
                        tmp /= -25;
-                       tmp = ((screendx * (gamerate - 12)) + (tmp * gamerate)) / 12;
+                       tmp = ((screendx * (framelen - 12)) + (tmp * framelen)) / 12;
                        screendx = -tmp;
-                       if(screendx < SCREENDXMIN) screendx=SCREENDXMIN;
 
-                       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 * framelen;
+                       yscroll = screendy * framelen;
+                       back_dist += (screendx - SCREENDXMIN)*framelen;
+                       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*framelen - xscroll;
+                       bangy += bangdy*framelen - yscroll;
 
                        move_rocks();
 
@@ -728,14 +739,14 @@ gameloop() {
                        // BOUNCE X
                        if(shipx<0 || shipx>XSIZE-surf_ship->w) {
                                // BOUNCE from left and right wall
-                               shipx -= (shipdx-screendx)*gamerate;
+                               shipx -= (shipdx-screendx)*framelen;
                                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;
+                               shipy -= (shipdy-screendy)*framelen;
                                shipdy = screendy - (shipdy-screendy)*opt_bounciness;
                        }
 
@@ -753,7 +764,7 @@ gameloop() {
                                        shipdx = 8; shipdy = 0;
                                        state_timeout = 200.0;
                                        fadetimer = 0.0;
-                                       faderate = gamerate;
+                                       faderate = framelen;
                                }
                                else {
                                        state = DEAD_PAUSE;
@@ -790,10 +801,10 @@ 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*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_3])            { SDL_SaveBMP(surf_screen, "snapshot.bmp"); }
                                }