#include "SFont.h"
-#ifdef DEBUG
-#include "debug.h"
-#endif
-
#include "args.h"
#include "common.h"
#include "config.h"
+#include "dust.h"
#include "file.h"
#include "globals.h"
+#include "mt.h"
#include "rocks.h"
#include "score.h"
#include "shape.h"
// Structure global variables
struct enginedots edot[MAXENGINEDOTS], *dotptr = edot;
struct bangdots bdot[MAXBANGDOTS], *bdotptr = bdot;
-struct spacedot sdot[MAXSPACEDOTS];
// Other global variables
char topline[1024];
char *initerror = "";
-
-
struct shape shipshape;
float shipx = XSIZE/2, shipy = YSIZE/2; // X position, 0..XSIZE
float shipdx = SCREENDXMIN, shipdy = 0.0; // Change in X position per tick.
float bangx, bangy, bangdx, bangdy;
int nships,score;
-int gameover;
-int maneuver = 0;
+int jets = 0;
float fadetimer = 0, faderate;
// ************************************* FUNCS
-float
-rnd() {
- return (float)random()/(float)RAND_MAX;
-}
-
void
init_engine_dots() {
int i;
}
void
-init_space_dots() {
- int i,b;
- for(i = 0; i<MAXSPACEDOTS; i++) {
- sdot[i].x = rnd()*(XSIZE-5);
- sdot[i].y = rnd()*(YSIZE-5);
- sdot[i].z = MAXDUSTDEPTH*sqrt(rnd());
- b = (MAXDUSTDEPTH - sdot[i].z) * 255.0 / MAXDUSTDEPTH;
- sdot[i].color = SDL_MapRGB(surf_screen->format, b, b, b);
- }
-}
-
-void
-make_bang_dots(int xbang, int ybang, int dx, int dy, SDL_Surface *s, int power) {
-
- // TODO - stop generating dots after a certain amount of time has passed, to cope with slower CPUs.
- // TODO - generate and display dots in a circular buffer
-
+new_bang_dots(int xbang, int ybang, int dx, int dy, SDL_Surface *s)
+{
int x,y,endcount;
- Uint16 *rawpixel,c;
+ uint16_t *pixel,c;
+ uint32_t colorkey;
+ int row_inc;
double theta,r;
int begin_generate;
begin_generate = SDL_GetTicks();
+ pixel = s->pixels;
+ row_inc = s->pitch/sizeof(uint16_t) - s->w;
+ colorkey = s->format->colorkey;
SDL_LockSurface(s);
- rawpixel = (Uint16 *) s->pixels;
-
- //for(n = 0; n <= power/2; n++) {
endcount = 0;
while (endcount<3) {
- for(x = 0; x<s->w; x++) {
- for(y = 0; y<s->h; y++) {
- c = rawpixel[s->pitch/2*y + x];
- if(c && c != s->format->colorkey) {
-
- theta = rnd()*M_PI*2;
-
- r = 1-(rnd()*rnd());
-
- bdot[bd2].dx = (power/50.0)*45.0*cos(theta)*r + dx;
- bdot[bd2].dy = (power/50.0)*45.0*sin(theta)*r + dy;
+ pixel = s->pixels;
+ for(y=0; y<s->h; y++) {
+ for(x = 0; x<s->w; x++) {
+ c = *pixel++;
+ if(c && c != colorkey) {
+ theta = frnd()*M_PI*2;
+ r = frnd(); r = 1 - r*r;
+
+ 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;
-
- // Replace the last few bang dots with the pixels from the exploding object
- bdot[bd2].c = (endcount>0)?c:0;
+ bdot[bd2].c = 0;
bdot[bd2].life = 100;
- bdot[bd2].decay = rnd()*3 + 1;
+ bdot[bd2].decay = frnd()*3 + 1;
bdot[bd2].active = 1;
- bd2++;
- bd2 %= MAXBANGDOTS;
-
- // If the circular buffer is filled, who cares? They've had their chance.
- //if(bd2 == bd1-1) goto exitloop;
+ // 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
if(bdot[i].active) {
if(first_i < 0)
first_i = i;
- //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*t_frame - xscroll;
bdot[i].y += bdot[i].dy*t_frame - yscroll;
- if(bdot[i].life<0)
- bdot[i].active = 0;
+ if(bdot[i].life<0) bdot[i].active = 0;
}
}
void
-draw_space_dots(SDL_Surface *s) {
- int i;
- Uint16 *rawpixel;
- rawpixel = (Uint16 *) s->pixels;
-
- for(i = 0; i<MAXSPACEDOTS; i++) {
- if(sdot[i].y<0) {
- sdot[i].y = 0;
- }
- rawpixel[(int)(s->pitch/2*(int)sdot[i].y) + (int)(sdot[i].x)] = sdot[i].color;
- sdot[i].x -= xscroll / (1.3 + sdot[i].z);
- sdot[i].y -= yscroll / (1.3 + sdot[i].z);
- if(sdot[i].y >= XSIZE) sdot[i].x -= XSIZE;
- else if(sdot[i].x < 0) sdot[i].x = XSIZE-1;
- if(sdot[i].y > YSIZE) sdot[i].y -= YSIZE;
- else if(sdot[i].y < 0) sdot[i].y += YSIZE-1;
- }
-}
-
-void
draw_engine_dots(SDL_Surface *s) {
int i;
Uint16 *rawpixel;
}
void
-create_engine_dots(int newdots) {
- int i;
- double theta,r,dx,dy;
-
- if(!opt_tail_engine) return;
-
- if(state == GAMEPLAY) {
- for(i = 0; i<newdots*t_frame; i++) {
- if(dotptr->active == 0) {
- theta = rnd()*M_PI*2;
- r = rnd();
- dx = cos(theta)*r;
- dy = sin(theta)*r;
-
- dotptr->active = 1;
- dotptr->x = shipx + surf_ship->w/2-14;
- dotptr->y = shipy + surf_ship->h/2 + (rnd()-0.5)*5-1;
- dotptr->dx = 10*(dx-1.5) + shipdx;
- dotptr->dy = 1*dy + shipdy;
- dotptr->life = 45 + rnd(1)*5;
-
- dotptr++;
- if(dotptr-edot >= MAXENGINEDOTS) {
- dotptr = edot;
- }
- }
- }
- }
-}
-
-void
-create_engine_dots2(int newdots, int m) {
+new_engine_dots(int n, int dir) {
int i;
- double theta, theta2, dx, dy, adx, ady;
+ 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 };
- // Don't create fresh engine dots when
- // the game is not being played and a demo is not beng shown
- if(state != GAMEPLAY) return;
+ hx = surf_ship->w / 2;
+ hy = surf_ship->h / 2;
- for(i = 0; i<newdots; i++) {
+ for(i = 0; i<n; i++) {
if(dotptr->active == 0) {
- theta = rnd()*M_PI*2;
- theta2 = rnd()*M_PI*2;
-
- dx = cos(theta) * fabs(cos(theta2));
- dy = sin(theta) * fabs(cos(theta2));
- adx = fabs(dx);
- ady = fabs(dy);
-
+ 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;
- dotptr->x = shipx + surf_ship->w/2 + (rnd()-0.5)*3;
- dotptr->y = shipy + surf_ship->h/2 + (rnd()-0.5)*3;
-
- switch(m) {
- case 0:
- dotptr->x -= 14;
- dotptr->dx = -20*adx + shipdx;
- dotptr->dy = 2*dy + shipdy;
- dotptr->life = 60 * adx;
- break;
- case 1:
- dotptr->dx = 2*dx + shipdx;
- dotptr->dy = -20*ady + shipdy;
- dotptr->life = 60 * ady;
- break;
- case 2:
- dotptr->x += 14;
- dotptr->dx = 20*adx + shipdx;
- dotptr->dy = 2*dy + shipdy;
- dotptr->life = 60 * adx;
- break;
- case 3:
- dotptr->dx = 2*dx + shipdx;
- dotptr->dy = 20*ady + shipdy;
- dotptr->life = 60 * ady;
- break;
- }
- dotptr++;
- if(dotptr-edot >= MAXENGINEDOTS) {
- dotptr = edot;
+ dotptr->x = shipx + s[dir]*hx + (frnd()-0.5)*3;
+ dotptr->y = shipy + s[(dir+1)&3]*hy + (frnd()-0.5)*3;
+ if(dir&1) {
+ dotptr->dx = shipdx + 2*dx;
+ dotptr->dy = shipdy + 20*dy;
+ dotptr->life = 60 * fabs(dy);
+ } else {
+ dotptr->dx = shipdx + 20*dx;
+ dotptr->dy = shipdy + 2*dy;
+ dotptr->life = 60 * fabs(dx);
}
+
+ if(dotptr - edot < MAXENGINEDOTS) dotptr++;
+ else dotptr = edot;
}
}
}
drawdots(SDL_Surface *s) {
int m;
- // Create more engine dots comin' out da back
- if(!gameover) create_engine_dots(200);
-
// Create engine dots out the side we're moving from
for(m = 0; m<4; m++) {
- if(maneuver & 1<<m) { // 'maneuver' is a bit field
- create_engine_dots2(80,m);
+ if(jets & 1<<m) { // 'jets' is a bit field
+ new_engine_dots(80,m);
}
}
+ move_dust();
+
SDL_LockSurface(s);
- draw_space_dots(s);
+ draw_dust(s);
draw_engine_dots(s);
draw_bang_dots(s);
SDL_UnlockSurface(s);
atexit(SDL_Quit);
}
- play_tune(0);
+ play_tune(TUNE_TITLE_PAGE);
// Attempt to get the required video size
flag = SDL_DOUBLEBUF | SDL_HWSURFACE;
NULLERROR(surf_life = SDL_DisplayFormat(temp));
init_engine_dots();
- init_space_dots();
+ init_dust();
init_rocks();
drawdots(surf_screen);
// Draw ship
- if(!gameover && state == GAMEPLAY ) {
+ if(state == GAMEPLAY ) {
dest.x = shipx;
dest.y = shipy;
SDL_BlitSurface(surf_ship,NULL,surf_screen,&dest);
draw_rocks();
// Draw the life indicators.
- if(state == GAMEPLAY || state == DEAD_PAUSE || state == GAME_OVER)
- for(i = 0; i<nships-1; i++) {
- dest.x = (i + 1)*(surf_life->w + 10);
- dest.y = 20;
- SDL_BlitSurface(surf_life, NULL, surf_screen, &dest);
+ if(state == GAMEPLAY || state == DEAD_PAUSE || state == GAME_OVER) {
+ for(i = 0; i<nships-1; i++) {
+ dest.x = (i + 1)*(surf_life->w + 10);
+ dest.y = 20;
+ SDL_BlitSurface(surf_life, NULL, surf_screen, &dest);
+ }
}
// Draw the score
break;
case HIGH_SCORE_ENTRY:
- play_tune(2);
+ play_tune(TUNE_HIGH_SCORE_ENTRY);
if(!process_score_input()) { // done inputting name
// Change state to briefly show high scores page
// Write the high score table to the file
write_high_score_table();
- // Play the title page tune
- play_tune(0);
+ play_tune(TUNE_TITLE_PAGE);
}
// FALL THROUGH TO
case HIGH_SCORE_DISPLAY:
; // no action necessary
}
- if(!gameover && state == GAMEPLAY) {
+ if(state == GAMEPLAY) {
bang = hit_rocks(shipx, shipy, &shipshape);
}
ms_end += ms_frame;
if(ms_frame>200 || ms_frame<0) {
// We won't run at all below 5 frames per second.
+ // This also happens if we were paused, grr.
t_frame = 0;
+ ms_frame = 0;
} else {
- t_frame = opt_gamespeed*ms_frame/50.0;
- if(state == GAMEPLAY) {
- score += ms_frame;
- }
+ t_frame = opt_gamespeed * ms_frame / 50;
+ if(state == GAMEPLAY) score += ms_frame;
}
// Update the surface
case DEAD_PAUSE:
// Create a new ship and start all over again
state = GAMEPLAY;
- play_tune(1);
+ play_tune(TUNE_GAMEPLAY);
break;
case GAME_OVER:
if(new_high_score(score)) {
state_timeout = 500.0;
break;
case HIGH_SCORE_ENTRY:
- // state = TITLE_PAGE;
- // play_tune(1);
- // state_timeout = 100.0;
break;
case TITLE_PAGE:
state = HIGH_SCORE_DISPLAY;
new_rocks();
- // FRICTION?
- if(opt_friction) {
- shipdx *= pow((double)0.9,(double)t_frame);
- shipdy *= pow((double)0.9,(double)t_frame);
- }
-
// INERTIA
shipx += shipdx*t_frame;
shipy += shipdy*t_frame;
// SCROLLING
- tmp = shipy - (YSIZE / 2);
- tmp += shipdy * 25;
- tmp /= -25;
- tmp = ((screendy * (t_frame - 12)) + (tmp * t_frame)) / 12;
- screendy = -tmp;
- tmp = shipx - (XSIZE / 3);
- tmp += shipdx * 25;
- tmp /= -25;
- tmp = ((screendx * (t_frame - 12)) + (tmp * t_frame)) / 12;
- screendx = -tmp;
-
- // taper off if we would hit the barrier in under 2 seconds.
+ tmp = (shipy-YSCROLLTO)/25 + (shipdy-screendy);
+ screendy += tmp * t_frame/12;
+ tmp = (shipx-XSCROLLTO)/25 + (shipdx-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).
if(back_dist + (screendx - SCREENDXMIN)*TO_TICKS(2) < 0) {
screendx = SCREENDXMIN - (back_dist/TO_TICKS(2));
}
- xscroll = screendx * t_frame;
- yscroll = screendy * t_frame;
back_dist += (screendx - SCREENDXMIN)*t_frame;
if(opt_max_lead >= 0) back_dist = min(back_dist, opt_max_lead);
+ xscroll = screendx * t_frame;
+ yscroll = screendy * t_frame;
+
shipx -= xscroll;
shipy -= yscroll;
if(draw() && state == GAMEPLAY) {
// Died
- play_sound(0); // Play the explosion sound
+ play_sound(SOUND_BANG); // Play the explosion sound
bangx = shipx; bangy = shipy; bangdx = shipdx; bangdy = shipdy;
- make_bang_dots(shipx,shipy,shipdx,shipdy,surf_ship,30);
+ new_bang_dots(shipx,shipy,shipdx,shipdy,surf_ship);
shipdx *= 0.5; shipdy *= 0.5;
if(shipdx < SCREENDXMIN) shipdx = SCREENDXMIN;
if(--nships <= 0) {
state = GAME_OVER;
- gameover = 1;
- shipdx = 8; shipdy = 0;
+ shipdx = SCREENDXMIN; shipdy = 0;
state_timeout = 200.0;
fadetimer = 0.0;
faderate = t_frame;
score = 0;
state = GAMEPLAY;
- play_tune(1);
+ play_tune(TUNE_GAMEPLAY);
- gameover = 0;
shipx = XSIZE/2.2; shipy = YSIZE/2;
shipdx = screendx; shipdy = screendy;
}
- maneuver = 0;
+ jets = 0;
} else {
SDL_PumpEvents();
keystate = SDL_GetKeyState(NULL);
}
if(state == GAMEPLAY) {
- if(!gameover) {
-
- if(!paused) {
- if(keystate[SDLK_UP] | keystate[SDLK_c]) { shipdy -= 1.5*t_frame; maneuver |= 1<<3;}
- if(keystate[SDLK_DOWN] | keystate[SDLK_t]) { shipdy += 1.5*t_frame; maneuver |= 1<<1;}
- if(keystate[SDLK_LEFT] | keystate[SDLK_h]) { shipdx -= 1.5*t_frame; maneuver |= 1<<2;}
- if(keystate[SDLK_RIGHT] | keystate[SDLK_n]) { shipdx += 1.5*t_frame; maneuver |= 1;}
- if(keystate[SDLK_3]) { SDL_SaveBMP(surf_screen, "snapshot.bmp"); }
- }
+ if(!paused) {
+ if(keystate[SDLK_LEFT] | keystate[SDLK_h]) { shipdx -= 1.5*t_frame; jets |= 1<<0;}
+ if(keystate[SDLK_DOWN] | keystate[SDLK_t]) { shipdy += 1.5*t_frame; jets |= 1<<1;}
+ if(keystate[SDLK_RIGHT] | keystate[SDLK_n]) { shipdx += 1.5*t_frame; jets |= 1<<2;}
+ if(keystate[SDLK_UP] | keystate[SDLK_c]) { shipdy -= 1.5*t_frame; 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;
- }
- } else {
- pausedown = 0;
+ if(keystate[SDLK_p] | keystate[SDLK_s]) {
+ if(!pausedown) {
+ paused = !paused;
+ pausedown = 1;
}
-
- }
- else {
- paused = 0;
+ } else {
pausedown = 0;
}
} else if(state == GAME_OVER) {
return 1;
}
- reset_rocks();
gameloop();
return 0;