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Makefile: moved font_guts to data-clean.
[vor.git] / main.c
diff --git a/main.c b/main.c
index 7c046dd..ccaf350 100644 (file)
--- a/main.c
+++ b/main.c
@@ -27,7 +27,7 @@
 #include <stdlib.h>
 #include <string.h>
 
-#include "SFont.h"
+#include "font.h"
 
 #include "args.h"
 #include "common.h"
@@ -59,7 +59,7 @@ SDL_Surface
        *surf_font_big; // The big font
        
 
-SFont_Font *g_font;
+font *g_font;
 
 // Structure global variables
 struct enginedots edot[MAXENGINEDOTS], *dotptr = edot;
@@ -75,6 +75,7 @@ float screendx = SCREENDXMIN, screendy = 0.0;
 float back_dist;
 
 // all movement is based on t_frame.
+unsigned long frames, start, end;
 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)
@@ -144,12 +145,12 @@ new_bang_dots(int xbang, int ybang, int dx, int dy, SDL_Surface *s)
        int row_inc;
        double theta, r;
 
-       n = 24.0 * t_frame;
+       n = 20;
        pixel = s->pixels;
        row_inc = s->pitch/sizeof(uint16_t) - s->w;
        colorkey = s->format->colorkey;
 
-       SDL_LockSurface(s);
+       if(SDL_MUSTLOCK(s)) { SDL_LockSurface(s); }
 
        for(i=0; i<n; i++) {
                pixel = s->pixels;
@@ -164,8 +165,8 @@ new_bang_dots(int xbang, int ybang, int dx, int dy, SDL_Surface *s)
                                        bdot[bd2].dy = 45*r*sin(theta) + dy;
                                        bdot[bd2].x = x + xbang;
                                        bdot[bd2].y = y + ybang;
-                                       bdot[bd2].c = (i < n-3) ? 0 : c;
-                                       bdot[bd2].life = 100;
+                                       //bdot[bd2].c = (i < n-3) ? 0 : c;
+                                       bdot[bd2].life = frnd() * 99;
                                        bdot[bd2].decay = frnd()*3 + 1;
                                        bdot[bd2].active = 1;
 
@@ -176,7 +177,7 @@ new_bang_dots(int xbang, int ybang, int dx, int dy, SDL_Surface *s)
                }
        }
 
-       SDL_UnlockSurface(s);
+       if(SDL_MUSTLOCK(s)) { SDL_UnlockSurface(s); }
 }
 
 void
@@ -189,13 +190,13 @@ move_bang_dots(float ticks)
                if(!bdot[i].active) continue;
 
                // decrement life and maybe kill
-               bdot[i].life -= bdot[i].decay;
+               bdot[i].life -= bdot[i].decay * ticks/2.0;
                if(bdot[i].life < 0) { bdot[i].active = 0; continue; }
                
                // move and clip
                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) {
+               if(bdot[i].x < 0 || bdot[i].x >= (XSIZE - 0.000001) || bdot[i].y < 0 || bdot[i].y >= (YSIZE - 0.000001)) {
                        bdot[i].active = 0;
                        continue;
                }
@@ -233,8 +234,8 @@ draw_bang_dots(SDL_Surface *s)
 
 
 void
-new_engine_dots(float time_span, int dir) {
-       int i;
+new_engine_dots(float time_span) {
+       int dir, i;
        int n = time_span * ENGINE_DOTS_PER_TIC;
        float a, r;  // angle, random length
        float dx, dy;
@@ -246,50 +247,54 @@ new_engine_dots(float time_span, int dir) {
        hx = ship.image->w / 2;
        hy = ship.image->h / 2;
 
-       for(i = 0; i<n; i++) {
-               if(dotptr->active == 0) {
-                       a = frnd()*M_PI + (dir-1)*M_PI_2;
-                       r = sin(frnd()*M_PI);
-                       dx = r * cos(a);
-                       dy = r * -sin(a);  // screen y is "backwards".
-
-                       dotptr->active = 1;
-
-                       // 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 = past_ship_dx + 2*dx;
-                               dotptr->dy = past_ship_dy + 20*dy;
-                               dotptr->life = 60 * fabs(dy);
-                       } else {
-                               dotptr->dx = past_ship_dx + 20*dx;
-                               dotptr->dy = past_ship_dy + 2*dy;
-                               dotptr->life = 60 * fabs(dx);
-                       }
+       for(dir=0; dir<4; dir++) {
+               if(!(ship.jets & 1<<dir)) continue;
+
+               for(i = 0; i<n; i++) {
+                       if(dotptr->active == 0) {
+                               a = frnd()*M_PI + (dir-1)*M_PI_2;
+                               r = sin(frnd()*M_PI);
+                               dx = r * cos(a);
+                               dy = r * -sin(a);  // screen y is "backwards".
+
+                               dotptr->active = 1;
+
+                               // 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 = past_ship_dx + 2*dx;
+                                       dotptr->dy = past_ship_dy + 20*dy;
+                                       dotptr->life = 60 * fabs(dy);
+                               } else {
+                                       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;
+                               // 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;
+                               if(dotptr - edot < MAXENGINEDOTS-1) dotptr++;
+                               else dotptr = edot;
+                       }
                }
        }
 }
@@ -305,8 +310,9 @@ move_engine_dots(float ticks) {
                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 - 0.000001) || edot[i].y < 0 || edot[i].y >= (YSIZE - 0.000001)) {
                        edot[i].active = 0;
+                       continue;
                }
 
                // check collisions
@@ -340,20 +346,11 @@ draw_engine_dots(SDL_Surface *s) {
 
 void
 draw_dots(SDL_Surface *s) {
-       int m;
-
-       // Create engine dots
-       for(m = 0; m<4; m++) {
-               if(ship.jets & 1<<m) { // 'jets' is a bit field
-                       new_engine_dots(t_frame,m);
-               }
-       }
-
-       SDL_LockSurface(s);
+       if(SDL_MUSTLOCK(s)) { SDL_LockSurface(s); }
        draw_dust(s);
        draw_engine_dots(s);
        draw_bang_dots(s);
-       SDL_UnlockSurface(s);
+       if(SDL_MUSTLOCK(s)) { SDL_UnlockSurface(s); }
 }
 
 SDL_Surface *
@@ -378,6 +375,10 @@ load_ship(void)
        load_sprite(SPRITE(&ship), "ship.png");
 }
 
+void font_cleanup() {
+       font_free(g_font);
+}
+
 int
 init(void) {
 
@@ -440,9 +441,11 @@ init(void) {
        // Load the font image
        s = add_data_path("font.png");
        if(s) {
-               NULLERROR(surf_font_big = IMG_Load(s));
-               free(s);
-               g_font = SFont_InitFont(surf_font_big);
+               g_font = font_load(s);
+               atexit(&font_cleanup);
+       } else {
+               fprintf(stderr, "could create path to font\n");
+               exit(1);
        }
 
        init_engine_dots();
@@ -488,12 +491,12 @@ draw_game_over(void)
 
        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)(a_game*(200 + 55*cos(fadetimer))));
+       //SDL_SetAlpha(surf_b_game, SDL_SRCALPHA, (int)(a_game*(200 + 55*cos(fadetimer))));
        SDL_BlitSurface(surf_b_game,NULL,surf_screen,&dest);
 
        dest.x = (XSIZE-surf_b_over->w)/2;
        dest.y = (YSIZE-surf_b_over->h)/2 + 40;
-       SDL_SetAlpha(surf_b_over, SDL_SRCALPHA, (int)(a_over*(200 + 55*sin(fadetimer))));
+       //SDL_SetAlpha(surf_b_over, SDL_SRCALPHA, (int)(a_over*(200 + 55*sin(fadetimer))));
        SDL_BlitSurface(surf_b_over,NULL,surf_screen,&dest);
 
        if(new_high_score(score)) {
@@ -504,11 +507,11 @@ draw_game_over(void)
                text1 = msgs[g_easy][1];
        }
 
-       x = (XSIZE-SFont_TextWidth(g_font,text0))/2 + cos(fadetimer/9)*10;
-       SFont_Write(surf_screen,g_font,x,YSIZE-100 + cos(fadetimer/6)*5,text0);
+       x = (XSIZE-font_width(text0))/2 + cos(fadetimer/9)*10;
+       font_write(x,YSIZE-100 + cos(fadetimer/6)*5,text0);
 
-       x = (XSIZE-SFont_TextWidth(g_font,text1))/2 + sin(fadetimer/9)*10;
-       SFont_Write(surf_screen,g_font,x,YSIZE-50 + sin(fadetimer/4)*5,text1);
+       x = (XSIZE-font_width(text1))/2 + sin(fadetimer/9)*10;
+       font_write(x,YSIZE-50 + sin(fadetimer/4)*5,text1);
 }
 
 void
@@ -522,26 +525,26 @@ draw_title_page(void)
 
        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)));
+       //SDL_SetAlpha(surf_b_variations, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer)));
        SDL_BlitSurface(surf_b_variations,NULL,surf_screen,&dest);
 
        dest.x = (XSIZE-surf_b_on->w)/2 + cos((fadetimer + 1.0)/6.5)*10;
        dest.y = (YSIZE/2-surf_b_on->h)/2 + surf_b_variations->h + 20 + sin((fadetimer + 1.0)/5.0)*10;
-       SDL_SetAlpha(surf_b_on, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer-1.0)));
+       //SDL_SetAlpha(surf_b_on, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer-1.0)));
        SDL_BlitSurface(surf_b_on,NULL,surf_screen,&dest);
 
        dest.x = (XSIZE-surf_b_rockdodger->w)/2 + cos((fadetimer + 2.0)/6.5)*10;
        dest.y = (YSIZE/2-surf_b_rockdodger->h)/2 + surf_b_variations->h + surf_b_on->h + 40 + sin((fadetimer + 2.0)/5)*10;
-       SDL_SetAlpha(surf_b_rockdodger, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer-2.0)));
+       //SDL_SetAlpha(surf_b_rockdodger, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer-2.0)));
        SDL_BlitSurface(surf_b_rockdodger,NULL,surf_screen,&dest);
 
        text = msgs[g_easy][(int)(fadetimer/35)%NSEQUENCE];
-       x = (XSIZE-SFont_TextWidth(g_font,text))/2 + cos(fadetimer/4.5)*10;
-       SFont_Write(surf_screen,g_font,x,YSIZE-100 + cos(fadetimer/3)*5,text);
+       x = (XSIZE-font_width(text))/2 + cos(fadetimer/4.5)*10;
+       font_write(x,YSIZE-100 + cos(fadetimer/3)*5,text);
 
        text = "Version " VERSION;
-       x = (XSIZE-SFont_TextWidth(g_font,text))/2 + sin(fadetimer/4.5)*10;
-       SFont_Write(surf_screen,g_font,x,YSIZE-50 + sin(fadetimer/2)*5,text);
+       x = (XSIZE-font_width(text))/2 + sin(fadetimer/4.5)*10;
+       font_write(x,YSIZE-50 + sin(fadetimer/2)*5,text);
 }
 
 void
@@ -575,11 +578,6 @@ draw(void) {
 
        collisions();
 
-       ms_frame = SDL_GetTicks() - ms_end;
-       ms_end += ms_frame;
-       t_frame = opt_gamespeed * ms_frame / 50;
-       if(state == GAMEPLAY) score += ms_frame;
-
        // Update the surface
        SDL_Flip(surf_screen);
 }
@@ -611,24 +609,63 @@ init_score_entry(void)
        insert_score(score);
 }
 
+// Count down the state timer, and change state when it gets to zero or less;
+void
+update_state(float ticks)
+{
+       state_timeout -= ticks*3;
+       if(state_timeout > 0) return;
+
+       switch(state) {
+               case DEAD_PAUSE:
+                       // Restore the ship and continue playing
+                       ship.flags = DRAW|MOVE|COLLIDE;
+                       state = GAMEPLAY;
+                       play_tune(TUNE_GAMEPLAY);
+                       break;
+               case GAME_OVER:
+                       if(new_high_score(score)) init_score_entry();
+                       else {
+                               state = HIGH_SCORE_DISPLAY;
+                               state_timeout = 400;
+                       }
+                       break;
+               case HIGH_SCORE_DISPLAY:
+                       state = TITLE_PAGE;
+                       state_timeout = 600.0;
+                       fadetimer = 0.0;
+                       break;
+               case HIGH_SCORE_ENTRY:
+                       break;
+               case TITLE_PAGE:
+                       state = HIGH_SCORE_DISPLAY;
+                       state_timeout = 200.0;
+                       break;
+               case GAMEPLAY:
+                       ; // no action necessary
+       }
+}
+
 void
 gameloop() {
        SDL_Event e;
        Uint8 *keystate;
        float tmp;
 
-
        for(;;) {
+               ms_frame = SDL_GetTicks() - ms_end;
+               ms_end += ms_frame;
+               if(ms_frame > 1000) {
+                       ms_frame = 1000;
+               }
+               t_frame = opt_gamespeed * ms_frame / 50;
+               frames++;
+
                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(state == HIGH_SCORE_ENTRY) {
                                                if(!process_score_input(&e.key.keysym)) {
                                                        // Write the high score table to the file
                                                        write_high_score_table();
@@ -637,53 +674,49 @@ gameloop() {
                                                        state_timeout = 200;
                                                        play_tune(TUNE_TITLE_PAGE);
                                                }
+                                       } else if(e.key.keysym.sym == SDLK_q) {
+                                               return;
+                                       }
+
+                                       if(e.key.keysym.sym == SDLK_ESCAPE) {
+                                               return;
+                                       }
                                        break;
                        }
                }
                keystate = SDL_GetKeyState(NULL);
 
-               if(!paused) {
-                       // Count down the game loop timer, and change state when it gets to zero or less;
-
-                       if((state_timeout -= t_frame*3) < 0) {
-                               switch(state) {
-                                       case DEAD_PAUSE:
-                                               // Restore the ship and continue playing
-                                               ship.flags = DRAW|MOVE|COLLIDE;
-                                               state = GAMEPLAY;
-                                               play_tune(TUNE_GAMEPLAY);
-                                               break;
-                                       case GAME_OVER:
-                                               if(new_high_score(score)) init_score_entry();
-                                               else {
-                                                       state = HIGH_SCORE_DISPLAY;
-                                                       state_timeout = 400;
-                                               }
-                                               break;
-                                       case HIGH_SCORE_DISPLAY:
-                                               state = TITLE_PAGE;
-                                               state_timeout = 600.0;
-                                               fadetimer = 0.0;
-                                               break;
-                                       case HIGH_SCORE_ENTRY:
-                                               break;
-                                       case TITLE_PAGE:
-                                               state = HIGH_SCORE_DISPLAY;
-                                               state_timeout = 200.0;
-                                               break;
-                                       case GAMEPLAY:
-                                               ; // no action necessary
+               if(state == GAMEPLAY) {
+                       if(!paused) {
+                               score += ms_frame;
+                               
+                               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"); }
+                       }
+
+                       if(keystate[SDLK_p] | keystate[SDLK_s]) {
+                               if(!pausedown) {
+                                       paused = !paused;
+                                       pausedown = 1;
+                                       if(!paused) ms_end = SDL_GetTicks();
                                }
                        } else {
-                               if(state == DEAD_PAUSE) {
-                                       if(bangx < 60) bangx = 60;
-                               }
+                               pausedown = 0;
                        }
+               }
+
+               if(!paused) {
+                       update_state(t_frame);
+
+                       if(state == DEAD_PAUSE && bangx < 60) bangx = 60;
 
                        // 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).
@@ -714,6 +747,7 @@ gameloop() {
                        }
 
                        new_rocks(t_frame);
+                       new_engine_dots(t_frame);
 
                        draw();
 
@@ -763,7 +797,7 @@ gameloop() {
                                        reset_rocks();
                                        screendx = SCREENDXMIN; screendy = 0;
 
-                                       ship.x = XSIZE/2.2; ship.y = YSIZE/2;
+                                       ship.x = XSIZE/2.2; ship.y = YSIZE/2 - ship.w/2;
                                        ship.dx = screendx; ship.dy = screendy;
                                        ship.lives = 4;
                                        ship.flags = MOVE|DRAW|COLLIDE;
@@ -779,27 +813,6 @@ gameloop() {
                        ship.jets = 0;
                }
 
-               if(state == GAMEPLAY) {
-                       if(!paused) {
-                               // 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"); }
-                       }
-
-                       if(keystate[SDLK_p] | keystate[SDLK_s]) {
-                               if(!pausedown) {
-                                       paused = !paused;
-                                       pausedown = 1;
-                                       if(!paused) ms_end = SDL_GetTicks();
-                               }
-                       } else {
-                               pausedown = 0;
-                       }
-               }
-
                if(state == TITLE_PAGE && keystate[SDLK_h]) {
                        state = HIGH_SCORE_DISPLAY;
                        state_timeout = 400;
@@ -812,11 +825,15 @@ main(int argc, char **argv) {
        if(!parse_opts(argc, argv)) return 1;
 
        if(init()) {
-               printf ("ta: '%s'\n",initerror);
+               printf ("vor: SDL error: '%s'\n",initerror);
                return 1;
        }
 
+       start = SDL_GetTicks();
+       frames = 0;
        gameloop();
+       end = SDL_GetTicks();
+       // printf("%ld frames in %ld ms, %.2f fps.\n", frames, end-start, frames * 1000.0 / (end-start));
 
        return 0;
 }