JasonWoof Got questions, comments, patches, etc.? Contact Jason Woofenden
now scrolling to center of ship, not its top-left corner
[vor.git] / main.c
diff --git a/main.c b/main.c
index 60ee8f0..ba1c8b7 100644 (file)
--- a/main.c
+++ b/main.c
@@ -19,9 +19,6 @@
  * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
  */
 
-#ifndef WIN32
-# include <argp.h>
-#endif
 #include <math.h>
 #include <SDL.h>
 #include <SDL_image.h>
 #include "sprite.h"
 #include "sound.h"
 
+#ifdef WIN32
+#define SDL_SetAlpha(surf, flag, alpha)
+#endif
+
 // ************************************* VARS
 // SDL_Surface global variables
 SDL_Surface 
@@ -74,7 +75,7 @@ float screendx = SCREENDXMIN, screendy = 0.0;
 float back_dist;
 
 // all movement is based on t_frame.
-float t_frame;  // length of this frame (in ticks = 1/20th second)
+float t_frame;  // length of this frame (in ticks = 1/20th second)  adjusted for gamespeed
 int ms_frame;   // length of this frame (milliseconds)
 int ms_end;     // end of this frame (milliseconds)
 
@@ -137,22 +138,20 @@ init_engine_dots() {
 void
 new_bang_dots(int xbang, int ybang, int dx, int dy, SDL_Surface *s)
 {
-       int x,y,endcount;
-       uint16_t *pixel,c;
+       int i, n, x, y;
+       uint16_t *pixel, c;
        uint32_t colorkey;
        int row_inc;
-       double theta,r;
-       int begin_generate;
+       double theta, r;
 
-       begin_generate = SDL_GetTicks();
+       n = 24.0 * t_frame;
        pixel = s->pixels;
        row_inc = s->pitch/sizeof(uint16_t) - s->w;
        colorkey = s->format->colorkey;
 
        SDL_LockSurface(s);
 
-       endcount = 0;
-       while (endcount<3) {
+       for(i=0; i<n; i++) {
                pixel = s->pixels;
                for(y=0; y<s->h; y++) {
                        for(x = 0; x<s->w; x++) {
@@ -160,54 +159,42 @@ new_bang_dots(int xbang, int ybang, int dx, int dy, SDL_Surface *s)
                                if(c && c != colorkey) {
                                        theta = frnd()*M_PI*2;
                                        r = frnd(); r = 1 - r*r;
-                                       // r = 1 - frnd()*frnd();
 
                                        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;
-                                       bdot[bd2].c = 0;
+                                       bdot[bd2].c = (i < n-3) ? 0 : c;
                                        bdot[bd2].life = 100;
                                        bdot[bd2].decay = frnd()*3 + 1;
                                        bdot[bd2].active = 1;
 
-                                       // 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)
+move_bang_dots(float ticks)
 {
        int i;
-       int first_i, last_i;
-       uint16_t *pixels, *pixel, c;
-       int row_inc = s->pitch/sizeof(uint16_t);
        Sprite *hit;
 
-       pixels = (uint16_t *) s->pixels;
-       first_i = -1;
-       last_i = 0;
-
        for(i=0; i<MAXBANGDOTS; i++) {
                if(!bdot[i].active) continue;
 
                // decrement life and maybe kill
                bdot[i].life -= bdot[i].decay;
-               if(bdot[i].life<0) { bdot[i].active = 0; continue; }
-
+               if(bdot[i].life < 0) { bdot[i].active = 0; continue; }
+               
                // move and clip
-               bdot[i].x += (bdot[i].dx - screendx)*t_frame;
-               bdot[i].y += (bdot[i].dy - screendy)*t_frame;
+               bdot[i].x += (bdot[i].dx - screendx)*ticks;
+               bdot[i].y += (bdot[i].dy - screendy)*ticks;
                if(bdot[i].x < 0 || bdot[i].x >= XSIZE || bdot[i].y < 0 || bdot[i].y >= YSIZE) {
                        bdot[i].active = 0;
                        continue;
@@ -222,6 +209,21 @@ draw_bang_dots(SDL_Surface *s)
                                continue;
                        }
                }
+       }
+}
+
+
+void
+draw_bang_dots(SDL_Surface *s)
+{
+       int i;
+       uint16_t *pixels, *pixel, c;
+       int row_inc = s->pitch/sizeof(uint16_t);
+
+       pixels = (uint16_t *) s->pixels;
+
+       for(i=0; i<MAXBANGDOTS; i++) {
+               if(!bdot[i].active) continue;
 
                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];
@@ -231,12 +233,15 @@ draw_bang_dots(SDL_Surface *s)
 
 
 void
-new_engine_dots(int n, int dir) {
+new_engine_dots(float time_span, int dir) {
        int i;
+       int n = time_span * ENGINE_DOTS_PER_TIC;
        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 };
+       float time;
+       float accelh, accelv, past_ship_dx, past_ship_dy;
 
        hx = ship.image->w / 2;
        hy = ship.image->h / 2;
@@ -249,18 +254,40 @@ new_engine_dots(int n, int dir) {
                        dy = r * -sin(a);  // screen y is "backwards".
 
                        dotptr->active = 1;
-                       dotptr->x = ship.x + s[dir]*hx + (frnd()-0.5)*3;
-                       dotptr->y = ship.y + s[(dir+1)&3]*hy + (frnd()-0.5)*3;
+
+                       // dot was created at a random time during the time span
+                       time = frnd() * time_span; // this is how long ago
+
+                       // calculate how fast the ship was going when this engine dot was
+                       // created (as if it had a smooth acceleration). This is used in
+                       // determining the velocity of the dots, but not their starting
+                       // location.
+                       accelh = ((ship.jets >> 2) & 1) - (ship.jets & 1);
+                       accelh *= THRUSTER_STRENGTH * time;
+                       past_ship_dx = ship.dx - accelh;
+                       accelv = ((ship.jets >> 1) & 1) - ((ship.jets >> 3) & 1);
+                       accelv *= THRUSTER_STRENGTH * time;
+                       past_ship_dy = ship.dy - accelv;
+
+                       // the starting position (not speed) of the dot is calculated as
+                       // though the ship were traveling at a constant speed for this
+                       // time_span.
+                       dotptr->x = (ship.x - (ship.dx - screendx) * time) + s[dir]*hx;
+                       dotptr->y = (ship.y - (ship.dy - screendy) * time) + s[(dir+1)&3]*hy;
                        if(dir&1) {
-                               dotptr->dx = ship.dx + 2*dx;
-                               dotptr->dy = ship.dy + 20*dy;
+                               dotptr->dx = past_ship_dx + 2*dx;
+                               dotptr->dy = past_ship_dy + 20*dy;
                                dotptr->life = 60 * fabs(dy);
                        } else {
-                               dotptr->dx = ship.dx + 20*dx;
-                               dotptr->dy = ship.dy + 2*dy;
+                               dotptr->dx = past_ship_dx + 20*dx;
+                               dotptr->dy = past_ship_dy + 2*dy;
                                dotptr->life = 60 * fabs(dx);
                        }
 
+                       // move the dot as though it were created in the past
+                       dotptr->x += (dotptr->dx - screendx) * time;
+                       dotptr->y += (dotptr->dy - screendy) * time;
+
                        if(dotptr - edot < MAXENGINEDOTS-1) dotptr++;
                        else dotptr = edot;
                }
@@ -268,25 +295,20 @@ new_engine_dots(int n, int dir) {
 }
 
 void
-draw_engine_dots(SDL_Surface *s) {
+move_engine_dots(float ticks) {
        int i;
-       uint16_t c;
-       uint16_t *pixels = (uint16_t *) s->pixels;
-       int row_inc = s->pitch/sizeof(uint16_t);
-       int heatindex;
        Sprite *hit;
 
        for(i = 0; i<MAXENGINEDOTS; i++) {
                if(!edot[i].active) continue;
-               edot[i].x += (edot[i].dx - screendx)*t_frame;
-               edot[i].y += (edot[i].dy - screendy)*t_frame;
+
+               edot[i].x += (edot[i].dx - screendx)*ticks;
+               edot[i].y += (edot[i].dy - screendy)*ticks;
                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) {
+               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;
                }
+
                // check collisions
                if((hit = pixel_collides(edot[i].x, edot[i].y))) {
                        if(hit->type != SHIP) { // they shouldn't hit the ship, but they do
@@ -296,6 +318,20 @@ draw_engine_dots(SDL_Surface *s) {
                                continue;
                        }
                }
+       }
+}
+
+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;
+
                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;
@@ -303,18 +339,16 @@ draw_engine_dots(SDL_Surface *s) {
 }
 
 void
-drawdots(SDL_Surface *s) {
+draw_dots(SDL_Surface *s) {
        int m;
 
-       // Create engine dots out the side we're moving from
+       // Create engine dots
        for(m = 0; m<4; m++) {
                if(ship.jets & 1<<m) { // 'jets' is a bit field
-                       new_engine_dots(80,m);
+                       new_engine_dots(t_frame,m);
                }
        }
 
-       move_dust();
-
        SDL_LockSurface(s);
        draw_dust(s);
        draw_engine_dots(s);
@@ -514,7 +548,7 @@ void
 draw(void) {
 
        SDL_FillRect(surf_screen,NULL,0);  // black background
-       drawdots(surf_screen);             // background dots
+       draw_dots(surf_screen);             // background dots
        draw_sprite(SPRITE(&ship));
        draw_rocks();
 
@@ -529,17 +563,6 @@ draw(void) {
 
                case HIGH_SCORE_ENTRY:
                        play_tune(TUNE_HIGH_SCORE_ENTRY);
-                       if(!process_score_input()) {  // done inputting name
-
-                               // Change state to briefly show high scores page
-                               state = HIGH_SCORE_DISPLAY;
-                               state_timeout = 200;
-
-                               // Write the high score table to the file
-                               write_high_score_table();
-               
-                               play_tune(TUNE_TITLE_PAGE);
-                       }
                // FALL THROUGH TO
                case HIGH_SCORE_DISPLAY:
                        // Display de list o high scores mon.
@@ -590,12 +613,33 @@ init_score_entry(void)
 
 void
 gameloop() {
-       Uint8 *keystate = SDL_GetKeyState(NULL);
+       SDL_Event e;
+       Uint8 *keystate;
        float tmp;
 
 
        for(;;) {
-               SDL_PumpEvents();
+               while(SDL_PollEvent(&e)) {
+                       switch(e.type) {
+                               case SDL_QUIT: return;
+                               case SDL_KEYUP:
+                                       if(e.key.keysym.sym == SDLK_ESCAPE
+                                          || e.key.keysym.sym == SDLK_q)
+                                               return;
+                                       break;
+                               case SDL_KEYDOWN:
+                                       if(state == HIGH_SCORE_ENTRY)
+                                               if(!process_score_input(&e.key.keysym)) {
+                                                       // Write the high score table to the file
+                                                       write_high_score_table();
+                                                       // continue to display the scores briefly
+                                                       state = HIGH_SCORE_DISPLAY;
+                                                       state_timeout = 200;
+                                                       play_tune(TUNE_TITLE_PAGE);
+                                               }
+                                       break;
+                       }
+               }
                keystate = SDL_GetKeyState(NULL);
 
                if(!paused) {
@@ -636,12 +680,10 @@ gameloop() {
                                }
                        }
 
-                       new_rocks();
-
                        // SCROLLING
-                       tmp = (ship.y+ship.dy*t_frame-YSCROLLTO)/25 + (ship.dy-screendy);
+                       tmp = (ship.y+ship.h/2+ship.dy*t_frame-YSCROLLTO)/25 + (ship.dy-screendy);
                        screendy += tmp * t_frame/12;
-                       tmp = (ship.x+ship.dx*t_frame-XSCROLLTO)/25 + (ship.dx-screendx);
+                       tmp = (ship.x+ship.w/2+ship.dx*t_frame-XSCROLLTO)/25 + (ship.dx-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).
@@ -654,8 +696,10 @@ gameloop() {
                        bangx += (bangdx - screendx)*t_frame;
                        bangy += (bangdy - screendy)*t_frame;
 
-                       move_sprites();
-
+                       move_sprites(t_frame);
+                       move_engine_dots(t_frame);
+                       move_bang_dots(t_frame);
+                       move_dust(t_frame);
 
                        // BOUNCE off left or right edge of screen
                        if(ship.x < 0 || ship.x+ship.w > XSIZE) {
@@ -669,6 +713,8 @@ gameloop() {
                                ship.dy = screendy - (ship.dy-screendy)*opt_bounciness;
                        }
 
+                       new_rocks(t_frame);
+
                        draw();
 
                        if(state == GAMEPLAY && bang) {
@@ -735,10 +781,11 @@ gameloop() {
 
                if(state == GAMEPLAY) {
                        if(!paused) {
-                               if(keystate[SDLK_LEFT]  | keystate[SDLK_h]) { ship.dx -= 1.5*t_frame; ship.jets |= 1<<0;}
-                               if(keystate[SDLK_DOWN]  | keystate[SDLK_t]) { ship.dy += 1.5*t_frame; ship.jets |= 1<<1;}
-                               if(keystate[SDLK_RIGHT] | keystate[SDLK_n]) { ship.dx += 1.5*t_frame; ship.jets |= 1<<2;}
-                               if(keystate[SDLK_UP]    | keystate[SDLK_c]) { ship.dy -= 1.5*t_frame; ship.jets |= 1<<3;}
+                               // FIXME why is this at the bottom? Shouldn't it be up before the ship movement?
+                               if(keystate[SDLK_LEFT]  || keystate[SDLK_h]) { ship.dx -= THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<0;}
+                               if(keystate[SDLK_DOWN]  || keystate[SDLK_t]) { ship.dy += THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<1;}
+                               if(keystate[SDLK_RIGHT] || keystate[SDLK_n]) { ship.dx += THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<2;}
+                               if(keystate[SDLK_UP]    || keystate[SDLK_c]) { ship.dy -= THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<3;}
                                if(keystate[SDLK_3])            { SDL_SaveBMP(surf_screen, "snapshot.bmp"); }
                        }
 
@@ -757,19 +804,12 @@ gameloop() {
                        state = HIGH_SCORE_DISPLAY;
                        state_timeout = 400;
                }
-
-               if(state != HIGH_SCORE_ENTRY && (keystate[SDLK_q] || keystate[SDLK_ESCAPE]))
-                       return;
-
        }
 }
 
 int
 main(int argc, char **argv) {
-       init_opts();
-#ifndef WIN32
-       argp_parse(&argp, argc, argv, 0, 0, 0);
-#endif
+       if(!parse_opts(argc, argv)) return 1;
 
        if(init()) {
                printf ("ta: '%s'\n",initerror);