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oops, I wasn't using nrocks in my timing calculations. doh\!
[vor.git] / main.c
diff --git a/main.c b/main.c
index 058fbad..bd0c158 100644 (file)
--- a/main.c
+++ b/main.c
 
 #include "config.h"
 #include "file.h"
+#include "globals.h"
+#include "rocks.h"
 #include "score.h"
+#include "shape.h"
 #include "sound.h"
 
 #include <math.h>
 
 #include "SFont.h"
 
-#define CONDERROR(a) if((a)) {initerror = strdup(SDL_GetError());return 1;}
-#define NULLERROR(a) CONDERROR((a) == NULL)
-
-// ************************************* STRUCTS
-struct rock_struct {
-       // Array of black pixel coordinates. This is scanned 
-       // every frame to see if it's still black, and as
-       // soon as it isn't we BLOW UP
-       float x,y,dx,dy;
-       int active;
-       int dead;  // has been blown out of the way
-                  // to make room for a new ship appearing.
-       SDL_Surface *image;
-       int type_number;
-}; 
-struct black_point_struct {
-       int x,y;
-};
-struct bangdots {
-       // Bang dots have the same colour as shield dots.
-       // Bang dots get darker as they age.
-       // Some are coloured the same as the ex-ship.
-       float x,y,dx,dy;
-       Uint16 c; // when zero, use heatcolor[bangdotlife]
-       float life;     // When reduced to 0, set active = 0
-       int active;
-       float decay;// Amount by which to reduce life each time dot is drawn
-};
-struct enginedots {
-       // Engine dots stream out the back of the ship, getting darker as they go.
-       int active;
-       float x,y,dx,dy;
-       // The life of an engine dot 
-       // is a number starting at between 0 and 50 and counting backward.
-       float life;     // When reduced to 0, set active = 0
-};
-struct spacedot {
-       // Space dots are harmless background items
-       // All are active. When one falls off the edge, another is created at the start.
-       float x,y,dx;
-       Uint16 color;
-};
-
 // ************************************* VARS
 // SDL_Surface global variables
 SDL_Surface 
@@ -100,8 +60,6 @@ SFont_Font *g_font;
 
 // Structure global variables
 struct enginedots edot[MAXENGINEDOTS], *dotptr = edot;
-struct rock_struct rock[MAXROCKS], *rockptr = rock;
-struct black_point_struct black_point[MAXBLACKPOINTS], *blackptr = black_point;
 struct bangdots bdot[MAXBANGDOTS], *bdotptr = bdot;
 struct spacedot sdot[MAXSPACEDOTS];
 
@@ -109,20 +67,19 @@ struct spacedot sdot[MAXSPACEDOTS];
 char topline[1024];
 char *initerror = "";
 
+struct shape shipshape;
 float shipx,shipy = 240.0;     // X position, 0..XSIZE
 float shipdx,shipdy;   // Change in X position per tick.
-float rockrate,rockspeed;
-float movementrate;  // this controls the speed of everything that moves.
-float yscroll;
-float scrollvel;
+float screendx = 7.5, screendy = 0.0;
+float xscroll, yscroll;
+float gamerate;  // this controls the speed of everything that moves.
 
 int nships,score,initticks,ticks_since_last, last_ticks;
 int gameover;
-int countdown = 0;
 int maneuver = 0;
-int sound_flag = 1, music_flag = 0;
-int tail_plume = 0; // display big engine at the back?
-int friction = 0;      // should there be friction?
+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;
@@ -154,11 +111,6 @@ char *data_dir;
 extern char *optarg;
 extern int optind, opterr, optopt;
 
-float dist_sq(float x1, float y1, float x2, float y2)
-{
-       return (x2-x1)*(x2-x1) + (y2-y1)*(y2-y1);
-}
-
 // ************************************* FUNCS
 
 float
@@ -274,8 +226,8 @@ 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*movementrate;
-                       bdot[i].y += bdot[i].dy*movementrate + yscroll;
+                       bdot[i].x += bdot[i].dx*gamerate;
+                       bdot[i].y += bdot[i].dy*gamerate-yscroll;
 
                        if(bdot[i].life<0)
                        bdot[i].active = 0;
@@ -305,8 +257,8 @@ draw_space_dots(SDL_Surface *s) {
                        sdot[i].y = 0;
                }
                rawpixel[(int)(s->pitch/2*(int)sdot[i].y) + (int)(sdot[i].x)] = sdot[i].color;
-               sdot[i].x += sdot[i].dx*movementrate;
-               sdot[i].y += yscroll;
+               sdot[i].x += sdot[i].dx*gamerate;
+               sdot[i].y -= yscroll;
                if(sdot[i].y > YSIZE) {
                        sdot[i].y -= YSIZE;
                } else if(sdot[i].y < 0) {
@@ -326,9 +278,9 @@ draw_engine_dots(SDL_Surface *s) {
 
        for(i = 0; i<MAXENGINEDOTS; i++) {
                if(edot[i].active) {
-                       edot[i].x += edot[i].dx*movementrate;
-                       edot[i].y += edot[i].dy*movementrate + yscroll;
-                       if((edot[i].life -= movementrate*3)<0 || edot[i].y<0 || edot[i].y>YSIZE) {
+                       edot[i].x += edot[i].dx*gamerate;
+                       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].active = 0;
                        } else if(edot[i].x<0 || edot[i].x>XSIZE) {
                                edot[i].active = 0;
@@ -350,7 +302,7 @@ create_engine_dots(int newdots) {
        if(!tail_plume) return;
 
        if(state == GAMEPLAY) {
-               for(i = 0; i<newdots*movementrate; i++) {
+               for(i = 0; i<newdots*gamerate; i++) {
                        if(dotptr->active == 0) {
                                theta = rnd()*M_PI*2;
                                r = rnd();
@@ -433,24 +385,7 @@ void
 drawdots(SDL_Surface *s) {
        int m;
 
-       SDL_LockSurface(s);
-       // Draw the background stars aka space dots
-       draw_space_dots(s);
-
-       // Draw the score when playing the game or whn the game is freshly over
-       if(1 || state == GAMEPLAY || state == DEAD_PAUSE || state == GAME_OVER ) {
-               SDL_UnlockSurface(s);
-
-               snprintscore_line(topline, 50, score);
-               SFont_Write(s,g_font,XSIZE-250,0,topline);
-
-               SDL_LockSurface(s);
-       }
-
-       // Draw all the engine dots
-       draw_engine_dots(s);
-
-       // Create more engine dots comin out da back
+       // Create more engine dots comin' out da back
        if(!gameover) create_engine_dots(200);
 
        // Create engine dots out the side we're moving from
@@ -460,19 +395,18 @@ drawdots(SDL_Surface *s) {
                }
        }
 
-       // Draw all outstanding bang dots
-       //if(bangdotlife-- > 0) 
+       SDL_LockSurface(s);
+       draw_space_dots(s);
+       draw_engine_dots(s);
        draw_bang_dots(s);
-
        SDL_UnlockSurface(s);
 }
 
 int
 init(int fullscreen) {
 
-       int i,j;
+       int i;
        SDL_Surface *temp;
-       Uint16 *raw_pixels;
        Uint32 flag;
 
        // Where are our data files?
@@ -538,37 +472,16 @@ init(int fullscreen) {
        // Load the spaceship graphic.
        NULLERROR(temp = IMG_Load(add_path("sprites/ship.png")));
        NULLERROR(surf_ship = SDL_DisplayFormat(temp));
+       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));
 
-       // Create the array of black points;
-       SDL_LockSurface(surf_ship);
-       raw_pixels = (Uint16 *) surf_ship->pixels;
-       for(i = 0; i<surf_ship->w; i++) {
-               for(j = 0; j<surf_ship->h; j++) {
-                       if(raw_pixels[j*(surf_ship->pitch)/2 + i] == 0) {
-                               blackptr->x = i;
-                               blackptr->y = j;
-                               blackptr++;
-                       }
-               }
-       }
-
-       SDL_UnlockSurface(surf_ship);
-
        init_engine_dots();
        init_space_dots();
 
-       // Load all our lovely rocks
-       for(i = 0; i<NROCKS; i++) {
-               char a[MAX_PATH_LEN];
-
-               snprintf(a,MAX_PATH_LEN,add_path("sprites/rock%d.png"),i);
-               NULLERROR(temp = IMG_Load(a));
-               NULLERROR(surf_rock[i] = SDL_DisplayFormat(temp));
-       }
+       init_rocks();
 
        // Remove the mouse cursor
 #ifdef SDL_DISABLE
@@ -582,9 +495,7 @@ int
 draw() {
        int i;
        SDL_Rect src,dest;
-       struct black_point_struct *p;
-       Uint16 *raw_pixels;
-       int bang, offset, x;
+       int bang, x;
        char *text;
        float fadegame,fadeover;
 
@@ -612,23 +523,24 @@ draw() {
                SDL_BlitSurface(surf_ship,&src,surf_screen,&dest);
        }
 
-       // Draw all the rocks, in all states
-       for(i = 0; i<MAXROCKS; i++) {
-               if(rock[i].active) {
+       draw_rocks();
 
-                       src.w = rock[i].image->w;
-                       src.h = rock[i].image->h;
-                       dest.w = src.w;
-                       dest.h = src.h;
-                       dest.x = (int) rock[i].x;
-                       dest.y = (int) rock[i].y;
-
-                       // Draw the rock
-                       SDL_BlitSurface(rock[i].image,&src,surf_screen,&dest);
-
-               }
+       // Draw the life indicators.
+       if(state == GAMEPLAY || state == DEAD_PAUSE || state == GAME_OVER)
+       for(i = 0; i<nships-1; i++) {
+               src.w = surf_life->w;
+               src.h = surf_life->h;
+               dest.w = src.w;
+               dest.h = src.h;
+               dest.x = (i + 1)*(src.w + 10);
+               dest.y = 20;
+               SDL_BlitSurface(surf_life, &src, surf_screen, &dest);
        }
 
+       // Draw the score
+       snprintscore_line(topline, 50, score);
+       SFont_Write(surf_screen, g_font, XSIZE-250, 0, topline);
+
        // If it's game over, show the game over graphic in the dead centre
        switch (state) {
                case GAME_OVER:
@@ -652,7 +564,7 @@ draw() {
                        dest.h = src.h;
                        dest.x = (XSIZE-src.w)/2;
                        dest.y = (YSIZE-src.h)/2-40;
-                       SDL_SetAlpha(surf_b_game, SDL_SRCALPHA, (int)(fadegame*(200 + 55*cos(fadetimer += movementrate/1.0))));
+                       SDL_SetAlpha(surf_b_game, SDL_SRCALPHA, (int)(fadegame*(200 + 55*cos(fadetimer += gamerate/1.0))));
                        SDL_BlitSurface(surf_b_game,&src,surf_screen,&dest);
 
                        src.w = surf_b_over->w;
@@ -673,7 +585,7 @@ draw() {
                        dest.h = src.h;
                        dest.x = (XSIZE-src.w)/2 + cos(fadetimer/6.5)*10;
                        dest.y = (YSIZE/2-src.h)/2 + sin(fadetimer/5.0)*10;
-                       SDL_SetAlpha(surf_b_variations, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer += movementrate/2.0)));
+                       SDL_SetAlpha(surf_b_variations, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer += gamerate/2.0)));
                        SDL_BlitSurface(surf_b_variations,&src,surf_screen,&dest);
 
                        src.w = surf_b_on->w;
@@ -729,48 +641,16 @@ draw() {
        }
 
        if(!gameover && state == GAMEPLAY) {
-               SDL_LockSurface(surf_screen);
-               raw_pixels = (Uint16 *) surf_screen->pixels;
-               // Check that the black points on the ship are
-               // still black, and not covered up by rocks.
-               for(p = black_point; p<blackptr; p++) { 
-                       offset = surf_screen->pitch/2 * (p->y + (int)shipy) + p->x + (int)shipx;
-                       if(raw_pixels[offset]) {
-                               // Set the bang flag
-                               bang = 1;
-                       }
-               }
-               SDL_UnlockSurface(surf_screen);
-       }
-
-       // Draw all the little ships
-       if(state == GAMEPLAY || state == DEAD_PAUSE || state == GAME_OVER)
-       for(i = 0; i<nships-1; i++) {
-               src.w = surf_life->w;
-               src.h = surf_life->h;
-               dest.w = src.w;
-               dest.h = src.h;
-               dest.x = (i + 1)*(src.w + 10);
-               dest.y = 20;
-               SDL_BlitSurface(surf_life,&src,surf_screen,&dest);
+               bang = hit_rocks(shipx, shipy, &shipshape);
        }
 
-
-       // Update the score
-       /*
-       n = SDL_GetTicks()-initticks;
-       if(score)
-       ticks_since_last = n-score;
-       score = n;
-       */
-
        ticks_since_last = SDL_GetTicks()-last_ticks;
        last_ticks = SDL_GetTicks();
        if(ticks_since_last>200 || ticks_since_last<0) {
-               movementrate = 0;
+               gamerate = 0;
        }
        else {
-               movementrate = ticks_since_last/50.0;
+               gamerate = GAMESPEED*ticks_since_last/50.0;
                if(state == GAMEPLAY) {
                        score += ticks_since_last;
                }
@@ -785,15 +665,15 @@ draw() {
 
 int
 gameloop() {
-       int i = 0;
        Uint8 *keystate;
+       float tmp;
 
 
        for(;;) {
                if(!paused) {
                        // Count down the game loop timer, and change state when it gets to zero or less;
 
-                       if((state_timeout -= movementrate*3) < 0) {
+                       if((state_timeout -= gamerate*3) < 0) {
                                switch(state) {
                                        case DEAD_PAUSE:
                                                // Create a new ship and start all over again
@@ -842,103 +722,40 @@ gameloop() {
                                                blast_radius = BLAST_RADIUS * (DEAD_PAUSE_LENGTH - state_timeout) / 20.0;
                                                fixonly = 0;
                                        }
+                                       blast_rocks(shipx, shipy, blast_radius, fixonly);
 
                                        if(shipx < 60) shipx = 60;
-                                       for(i = 0; i<MAXROCKS; i++ ) {
-                                               float dx, dy, n;
-                                               if(rock[i].x <= 0) continue;
-
-                                               // This makes it so your explosion from dying magically doesn't leave
-                                               // any rocks that aren't moving much on the x axis. After the first
-                                               // 20 tics, only rocks that are barely moving will be pushed.
-                                               if(fixonly && (!rock[i].dead || rock[i].dx < -4 || rock[i].dx > 3)) {
-                                                       continue;
-                                               }
-
-                                               dx = rock[i].x - shipx;
-                                               dy = rock[i].y - shipy;
-
-                                               n = sqrt(dx*dx + dy*dy);
-                                               if(n < blast_radius) {
-                                                       n *= 20;
-                                                       rock[i].dx += rockrate*(dx+30)/n;
-                                                       rock[i].dy += rockrate*dy/n;
-                                                       rock[i].dead = 1;
-                                               }
-                                       }
                                }
                        }
 
-                       if(--countdown <= 0 && (rnd()*100.0<(rockrate += 0.025))) {
-                               // Create a rock
-                               rockptr++;
-                               if(rockptr-rock >= MAXROCKS) {
-                                       rockptr = rock;
-                               }
-                               if(!rockptr->active) {
-                                       rockptr->x = (float)XSIZE;
-                                       rockptr->dx = -(rockspeed)*(1 + rnd());
-                                       rockptr->dy = rnd()-0.5;
-                                       rockptr->type_number = random() % NROCKS;
-                                       rockptr->image = surf_rock[rockptr->type_number];// [random()%NROCKS];
-                                       rockptr->active = 1;
-                                       rockptr->y = rnd()*(YSIZE + rockptr->image->h);
-                               }
-                               if(movementrate>0.1) {
-                                       countdown = (int)(ROCKRATE/movementrate);
-                               } else {
-                                       countdown = 0;
-                               }
-                       }
+                       new_rocks();
 
                        // FRICTION?
                        if(friction) {
-                               shipdx *= pow((double)0.9,(double)movementrate);
-                               shipdy *= pow((double)0.9,(double)movementrate);
-                               // if(abs(shipdx)<0.00001) shipdx = 0;
-                               // if(abs(shipdy)<0.00001) shipdy = 0;
+                               shipdx *= pow((double)0.9,(double)gamerate);
+                               shipdy *= pow((double)0.9,(double)gamerate);
                        }
 
-                       // INERTIA
-                       shipx += shipdx*movementrate;
-                       shipy += shipdy*movementrate;
-
                        // SCROLLING
-                       yscroll = shipy - (YSIZE / 2);
-                       yscroll += shipdy * 25;
-                       yscroll /= -25;
-                       yscroll = ((scrollvel * (12 - movementrate)) + (yscroll * movementrate)) / 12;
-                       scrollvel = yscroll;
-                       yscroll = yscroll*movementrate;
-                       shipy += yscroll;
+                       tmp = shipy - (YSIZE / 2);
+                       tmp += 25 * shipdy;
+                       tmp /= -25;
+                       tmp = ((screendy * (gamerate - 12)) + (tmp * gamerate)) / 12;
+                       screendy = -tmp;
+                       xscroll = screendx * gamerate;
+                       yscroll = screendy * gamerate;
+
+                       // INERTIA
+                       shipx += shipdx*gamerate;
+                       shipy += shipdy*gamerate - yscroll;
                        
-                       // Move all the rocks
-                       for(i = 0; i < MAXROCKS; i++) {
-                               if(rock[i].active) {
-                                       rock[i].x += rock[i].dx*movementrate;
-                                       rock[i].y += rock[i].dy*movementrate + yscroll;
-                                       if(rock[i].y > YSIZE || rock[i].y < -rock[i].image->h) {
-                                               if(rock[i].dead) {
-                                                       rock[i].dead = 0;
-                                                       rock[i].active = 0;
-                                               } else {
-                                                       // wrap
-                                                       rock[i].y = (YSIZE - rock[i].image->h) - rock[i].y;
-                                                       rock[i].y += (rock[i].dy*movementrate + yscroll) * 1.01;
-                                               }
-                                       }
-                                       if(rock[i].x < -rock[i].image->w || rock[i].x > XSIZE) {
-                                               rock[i].active = 0;
-                                               rock[i].dead = 0;
-                                       }
-                               }
-                       }
+                       move_rocks();
 
 
                        // BOUNCE X
                        if(shipx<0 || shipx>XSIZE-surf_ship->w) {
                                // BOUNCE from left and right wall
-                               shipx -= shipdx*movementrate;
+                               shipx -= shipdx*gamerate;
                                shipdx *= -0.99;
                        }
 
@@ -954,37 +771,27 @@ gameloop() {
                                // Play the explosion sound
                                play_sound(0);
                                makebangdots(shipx,shipy,shipdx,shipdy,surf_ship,30);
+                               shipdx = 0;
+                               shipdy = 0;
                                if(--nships <= 0) {
                                        gameover = 1;
                                        state = GAME_OVER;
                                        state_timeout = 200.0;
                                        fadetimer = 0.0;
-                                       faderate = movementrate;
+                                       faderate = gamerate;
                                }
                                else {
                                        state = DEAD_PAUSE;
                                        state_timeout = DEAD_PAUSE_LENGTH;
-                                       shipdx = 0;
-                                       shipdy = 0;
                                }
                        }
 
                        SDL_PumpEvents();
                        keystate = SDL_GetKeyState(NULL);
 
-                       if(state != HIGH_SCORE_ENTRY && (keystate[SDLK_q] || keystate[SDLK_ESCAPE])) {
-                               return 0;
-                       }
-
                        if(keystate[SDLK_SPACE] && (state == HIGH_SCORE_DISPLAY || state == TITLE_PAGE)) {
 
-                               for(i = 0; i<MAXROCKS; i++ ) {
-                                       rock[i].active = 0;
-                                       rock[i].dead = 0;
-                               }
-
-                               rockrate = 54.0;
-                               rockspeed = 5.0;
+                               reset_rocks();
 
                                nships = 4;
                                score = 0;
@@ -1009,10 +816,10 @@ gameloop() {
                        if(!gameover) {
 
                                if(!paused) {
-                                       if(keystate[SDLK_UP] | keystate[SDLK_c])                { shipdy -= 1.5*movementrate; maneuver |= 1<<3;}
-                                       if(keystate[SDLK_DOWN] | keystate[SDLK_t])              { shipdy += 1.5*movementrate; maneuver |= 1<<1;}
-                                       if(keystate[SDLK_LEFT] | keystate[SDLK_h])              { shipdx -= 1.5*movementrate; maneuver |= 1<<2;}
-                                       if(keystate[SDLK_RIGHT] | keystate[SDLK_n])             { shipdx += 1.5*movementrate; maneuver |= 1;}
+                                       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_3])            { SDL_SaveBMP(surf_screen, "snapshot.bmp"); }
                                }
 
@@ -1035,12 +842,17 @@ gameloop() {
                                state_timeout = -1;
                        }
                }
+
+               if(state != HIGH_SCORE_ENTRY && (keystate[SDLK_q] || keystate[SDLK_ESCAPE])) {
+                       return 0;
+               }
+
        }
 }
 
 int
 main(int argc, char **argv) {
-       int i, x, fullscreen;
+       int x, fullscreen;
 
        fullscreen = 0;
        tail_plume = 0;
@@ -1083,12 +895,7 @@ main(int argc, char **argv) {
                return 1;
        }
 
-       for(i = 0; i<MAXROCKS; i++) {
-               rock[i].active = 0;
-               rock[i].dead = 0;
-       }
-       rockrate = 54.0;
-       rockspeed = 5.0;
+       reset_rocks();
        initticks = SDL_GetTicks();
        gameloop();