#include "debug.h"
#endif
+#include "args.h"
#include "config.h"
#include "file.h"
#include "globals.h"
char topline[1024];
char *initerror = "";
-// Command-line argument parsing
-int opt_fullscreen;
-int opt_sound;
-int opt_music;
-float opt_gamespeed;
-int opt_tail_engine;
-int opt_friction;
-
-const char *argp_program_version = "Variations on Rockdodger " VERSION;
-const char *argp_program_bug_address = "<josh@qualdan.com>";
-static char doc[] = "VoR: Dodge the rocks until you die.";
-static struct argp_option opts[] = {
- {0, 0, 0, 0, "Basic Options:"},
- {"full-screen", 'f', 0, 0, ""},
- {"music", 'm', 0, 0, "Enable music"},
- {"silent", 's', 0, 0, "Turn off explosion sounds"},
- {0, 0, 0, 0, "Gameplay Options:"},
- {"game-speed", 'g', "N%", 0, "Game speed [50-100%]"},
- {"engine", 'e', 0, 0, "Display large tail plume"},
- {"old-physics", 'p', 0, 0, "Original physics (i.e. friction)."},
- {0}
-};
-error_t parse_opt(int, char*, struct argp_state *);
-static struct argp argp = { opts, &parse_opt, 0, doc };
struct shape shipshape;
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 framelen; // this controls the speed of everything that moves.
float bangx, bangy, bangdx, bangdy;
// ************************************* FUNCS
-void
-init_opts(void)
-{
- opt_fullscreen = 0;
- opt_sound = 1;
- opt_music = 0;
- opt_gamespeed = 1.00; // Run game at full speed.
- // These switch back to the old gameplay and are off by default.
- opt_tail_engine = 0;
- opt_friction = 0;
-}
-
-error_t
-parse_opt(int key, char *arg, struct argp_state *state)
-{
- int i;
-
- switch(key) {
- case 'f': opt_fullscreen = 1; break;
- case 'm': opt_music = 1; break;
- case 's': opt_sound = 0; opt_music = 0; break;
- case 'g': sscanf(arg, "%d%%", &i);
- if(i < 50) i = 50; else if(i > 100) i = 100;
- opt_gamespeed = (float)i / 100;
- break;
- case 'e': opt_tail_engine = 1; break;
- case 'p': opt_friction = 1; break;
- default: break;
- }
- return 0;
-}
-
float
rnd() {
return (float)random()/(float)RAND_MAX;
//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;
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;
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();
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;
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;
ticks_since_last = SDL_GetTicks()-last_ticks;
last_ticks = SDL_GetTicks();
if(ticks_since_last>200 || ticks_since_last<0) {
- gamerate = 0;
- }
- else {
- gamerate = opt_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;
}
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
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;
}
// FRICTION?
if(opt_friction) {
- shipdx *= pow((double)0.9,(double)gamerate);
- shipdy *= pow((double)0.9,(double)gamerate);
+ 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;
if(screendx < SCREENDXMIN) screendx=SCREENDXMIN;
- xscroll = screendx * gamerate;
- yscroll = screendy * gamerate;
+ xscroll = screendx * framelen;
+ yscroll = screendy * framelen;
+
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();
// BOUNCE X
if(shipx<0 || shipx>XSIZE-surf_ship->w) {
// BOUNCE from left and right wall
- shipx -= (shipdx-screendx)*gamerate;
- shipdx = 2*screendx-shipdx;
+ 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-screendy)*gamerate;
- shipdy = 2*screendy-shipdy;
+ shipy -= (shipdy-screendy)*framelen;
+ shipdy = screendy - (shipdy-screendy)*opt_bounciness;
}
shipdx = 8; shipdy = 0;
state_timeout = 200.0;
fadetimer = 0.0;
- faderate = gamerate;
+ faderate = framelen;
}
else {
state = DEAD_PAUSE;
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"); }
}
int
main(int argc, char **argv) {
init_opts();
-
argp_parse(&argp, argc, argv, 0, 0, 0);
if(init()) {