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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 e636cd3..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 <math.h>
-#include <SDL/SDL.h>
-#include <SDL/SDL_image.h>
-#include <stdarg.h>
-#include <stdio.h>
-#include <stdlib.h>
-#include <string.h>
-#include <unistd.h>
-
-#include "SFont.h"
-
 // ************************************* VARS
 // SDL_Surface global variables
 SDL_Surface 
@@ -53,7 +55,6 @@ SDL_Surface
        *surf_b_over,   // Title element "over"
        *surf_ship,             // Spaceship element
        *surf_life,     // Indicator of number of ships remaining
-       *surf_speed, // Speed indicator
        *surf_rock[NROCKS],     // THE ROCKS
        *surf_font_big; // The big font
        
@@ -69,24 +70,22 @@ struct spacedot sdot[MAXSPACEDOTS];
 char topline[1024];
 char *initerror = "";
 
+
+
 struct shape shipshape;
 float shipx = XSIZE/2, shipy = YSIZE/2;        // X position, 0..XSIZE
-float shipdx = 8, shipdy = 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;
+float framelen;  // this controls the speed of everything that moves.
 
 float bangx, bangy, bangdx, bangdy;
 
-float game_dist, avg_speed, cur_speed;
-uint16_t avg_speed_w, cur_speed_w; // [0, 74]
-
-int nships,score,game_ticks,ticks_since_last,last_ticks;
+int nships,score,ticks_since_last,last_ticks;
 int gameover;
 int maneuver = 0;
-int sound_flag, music_flag;
-int tail_plume; // display big engine at the back?
-int friction;  // should there be friction?
+
 float fadetimer = 0, faderate;
 
 int pausedown = 0, paused = 0;
@@ -108,7 +107,7 @@ float state_timeout = 600.0;
 #define NSEQUENCE 2
 char *sequence[] = {
        "Press SPACE to start",
-       "http://qualdan.com/vor/"
+       "http://herkamire.com/jason/vor"
 };
 
 int bangdotlife, nbangdots;
@@ -118,6 +117,8 @@ char *data_dir;
 extern char *optarg;
 extern int optind, opterr, optopt;
 
+#define TO_TICKS(seconds) ((seconds)*20*opt_gamespeed)
+
 // ************************************* FUNCS
 
 float
@@ -227,8 +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;
@@ -275,9 +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;
@@ -296,10 +297,10 @@ create_engine_dots(int newdots) {
        int i;
        double theta,r,dx,dy;
 
-       if(!tail_plume) return;
+       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();
@@ -400,7 +401,7 @@ drawdots(SDL_Surface *s) {
 }
 
 int
-init(int fullscreen) {
+init(void) {
 
        int i;
        SDL_Surface *temp;
@@ -410,16 +411,16 @@ init(int fullscreen) {
        if(!find_files()) exit(1);
        read_high_score_table();
 
-       if(sound_flag) {
+       if(opt_sound) {
                // Initialize SDL with audio and video
                if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) != 0) {
-                       sound_flag = 0;
+                       opt_sound = 0;
                        printf ("Can't open sound, starting without it\n");
                        atexit(SDL_Quit);
                } else {
                        atexit(SDL_Quit);
                        atexit(SDL_CloseAudio);
-                       sound_flag = init_sound();
+                       opt_sound = init_sound();
                }
        } else {
                // Initialize with video only
@@ -431,7 +432,7 @@ init(int fullscreen) {
 
        // Attempt to get the required video size
        flag = SDL_DOUBLEBUF | SDL_HWSURFACE;
-       if(fullscreen) flag |= SDL_FULLSCREEN;
+       if(opt_fullscreen) flag |= SDL_FULLSCREEN;
        surf_screen = SDL_SetVideoMode(XSIZE,YSIZE,16,flag);
 
        // Set the title bar text
@@ -475,9 +476,6 @@ init(int fullscreen) {
        NULLERROR(temp = IMG_Load(add_path("indicators/life.png")));
        NULLERROR(surf_life = SDL_DisplayFormat(temp));
 
-       NULLERROR(temp = IMG_Load(add_path("indicators/speed.png")));
-       NULLERROR(surf_speed = SDL_DisplayFormat(temp));
-
        init_engine_dots();
        init_space_dots();
 
@@ -494,7 +492,7 @@ init(int fullscreen) {
 int
 draw() {
        int i;
-       SDL_Rect src, dest;
+       SDL_Rect dest;
        int bang, x;
        char *text;
        float fadegame,fadeover;
@@ -524,31 +522,6 @@ draw() {
                SDL_BlitSurface(surf_life, NULL, surf_screen, &dest);
        }
 
-       if(state == GAMEPLAY) {
-               // Update speeds.
-               cur_speed = shipdx;
-               if(shipdx < 0) cur_speed = 0;
-               if(shipdx > 20) cur_speed = 20;
-               game_dist += cur_speed*ticks_since_last;
-               game_ticks += ticks_since_last;
-               if(game_ticks < 2*1000) avg_speed = cur_speed;
-               else avg_speed = game_dist/game_ticks;
-               //printf("avg=%.2f, cur=%.2f. shipdx=%.2f\n", avg_speed, cur_speed, shipdx);
-               avg_speed_w = 2 + 64*avg_speed/20;
-               cur_speed_w = 2 + 64*cur_speed/20;
-       }
-
-       if(state == GAMEPLAY || state == DEAD_PAUSE) {
-               // Draw the speed indicators.
-               src.x = 0; src.y = 0;
-               src.h = surf_speed->h;
-               dest.x = 240;
-               src.w = avg_speed_w; dest.y = 10;
-               SDL_BlitSurface(surf_speed, &src, surf_screen, &dest);
-               src.w = cur_speed_w; dest.y = 20;
-               SDL_BlitSurface(surf_speed, &src, surf_screen, &dest);
-       }
-
        // Draw the score
        snprintscore_line(topline, 50, score);
        SFont_Write(surf_screen, g_font, XSIZE-250, 0, topline);
@@ -572,7 +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;
@@ -585,7 +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;
@@ -639,10 +612,10 @@ draw() {
        ticks_since_last = SDL_GetTicks()-last_ticks;
        last_ticks = SDL_GetTicks();
        if(ticks_since_last>200 || ticks_since_last<0) {
-               gamerate = 0;
-       }
-       else {
-               gamerate = GAMESPEED*ticks_since_last/50.0;
+               // We won't run at all below 5 frames per second.
+               framelen = 0;
+       } else {
+               framelen = opt_gamespeed*ticks_since_last/50.0;
                if(state == GAMEPLAY) {
                        score += ticks_since_last;
                }
@@ -665,7 +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
@@ -673,14 +646,14 @@ 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;
                                                }
@@ -722,35 +695,43 @@ gameloop() {
                        new_rocks();
 
                        // FRICTION?
-                       if(friction) {
-                               shipdx *= pow((double)0.9,(double)gamerate);
-                               shipdy *= pow((double)0.9,(double)gamerate);
+                       if(opt_friction) {
+                               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;
 
-                       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();
 
@@ -758,15 +739,15 @@ gameloop() {
                        // BOUNCE X
                        if(shipx<0 || shipx>XSIZE-surf_ship->w) {
                                // BOUNCE from left and right wall
-                               shipx -= shipdx*gamerate;
-                               shipdx *= -0.99;
+                               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;
-                               shipdy *= -0.99;
+                               shipy -= (shipdy-screendy)*framelen;
+                               shipdy = screendy - (shipdy-screendy)*opt_bounciness;
                        }
 
 
@@ -776,13 +757,14 @@ 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 = framelen;
                                }
                                else {
                                        state = DEAD_PAUSE;
@@ -798,9 +780,6 @@ gameloop() {
 
                                reset_rocks();
 
-                               game_ticks = 0;
-                               game_dist = 0;
-
                                nships = 4;
                                score = 0;
 
@@ -822,10 +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"); }
                                }
 
@@ -858,45 +837,10 @@ gameloop() {
 
 int
 main(int argc, char **argv) {
-       int x, fullscreen;
-
-       fullscreen = 0;
-       tail_plume = 0;
-       friction = 0;
-       sound_flag = 1;
-       music_flag = 0;
-
-       while ((x = getopt(argc,argv,"efhmps")) >= 0) {
-               switch(x) {
-                       case 'e': // engine
-                               tail_plume = 1;
-                       break;
-                       case 'f': // fullscreen
-                               fullscreen = 1;
-                       break;
-                       case 'h': // help
-                               printf("Variations on RockDodger\n"
-                                      " -e big tail [E]ngine\n"
-                                      " -f [F]ull screen\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
-                               sound_flag = 0;
-                               music_flag = 0;
-                       break;
-               }
-       }
+       init_opts();
+       argp_parse(&argp, argc, argv, 0, 0, 0);
 
-       if(init(fullscreen)) {
+       if(init()) {
                printf ("ta: '%s'\n",initerror);
                return 1;
        }