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started factoring out global t_frame
[vor.git] / main.c
diff --git a/main.c b/main.c
index a2d7bee..e6449fe 100644 (file)
--- a/main.c
+++ b/main.c
@@ -19,7 +19,6 @@
  * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
  */
 
-#include <argp.h>
 #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 
@@ -72,7 +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)
 
@@ -103,12 +106,12 @@ float state_timeout = 600.0;
 char *msgs[2][3] = {
        {
                "Press SPACE for normal game",
-               "Press 'e' for easy game",
+               "Press '1' for easy game",
                "http://jasonwoof.org/vor"
        },
        {
                "Press SPACE for easy game",
-               "Press 'n' for normal game",
+               "Press '2' for normal game",
                "http://jasonwoof.org/vor"
        }
 };
@@ -135,22 +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++) {
@@ -158,26 +159,21 @@ 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);
@@ -229,12 +225,15 @@ 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;
@@ -247,18 +246,40 @@ 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 smoothe accelleration). 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;
                }
@@ -266,6 +287,22 @@ new_engine_dots(int n, int dir) {
 }
 
 void
+move_engine_dots() {
+       int i;
+       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].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) {
+                       edot[i].active = 0;
+               }
+       }
+}
+
+void
 draw_engine_dots(SDL_Surface *s) {
        int i;
        uint16_t c;
@@ -275,14 +312,7 @@ draw_engine_dots(SDL_Surface *s) {
        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].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) {
-                       edot[i].active = 0;
+               if(!edot[i].active) {
                        continue;
                }
                // check collisions
@@ -304,14 +334,16 @@ void
 drawdots(SDL_Surface *s) {
        int m;
 
-       // Create engine dots out the side we're moving from
+       move_engine_dots();
+
+       // 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();
+       move_dust(t_frame);
 
        SDL_LockSurface(s);
        draw_dust(s);
@@ -339,7 +371,7 @@ load_image(char *filename)
 void
 load_ship(void)
 {
-       load_sprite(SPRITE(&ship), "sprites/ship.png");
+       load_sprite(SPRITE(&ship), "ship.png");
 }
 
 int
@@ -391,18 +423,18 @@ init(void) {
        }
 
        // Load the banners
-       NULLERROR(surf_b_variations = load_image("banners/variations.png"));
-       NULLERROR(surf_b_on = load_image("banners/on.png"));
-       NULLERROR(surf_b_rockdodger = load_image("banners/rockdodger.png"));
+       NULLERROR(surf_b_variations = load_image("b_variations.png"));
+       NULLERROR(surf_b_on = load_image("b_on.png"));
+       NULLERROR(surf_b_rockdodger = load_image("b_rockdodger.png"));
 
-       NULLERROR(surf_b_game = load_image("banners/game.png"));
-       NULLERROR(surf_b_over = load_image("banners/over.png"));
+       NULLERROR(surf_b_game = load_image("b_game.png"));
+       NULLERROR(surf_b_over = load_image("b_over.png"));
 
        // Load the life indicator (small ship) graphic.
-       NULLERROR(surf_life = load_image("indicators/life.png"));
+       NULLERROR(surf_life = load_image("life.png"));
 
        // Load the font image
-       s = add_data_path(BIG_FONT_FILE);
+       s = add_data_path("font.png");
        if(s) {
                NULLERROR(surf_font_big = IMG_Load(s));
                free(s);
@@ -527,17 +559,6 @@ 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.
@@ -588,12 +609,33 @@ 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) {
@@ -634,7 +676,7 @@ gameloop() {
                                }
                        }
 
-                       new_rocks();
+                       new_rocks(t_frame);
 
                        // SCROLLING
                        tmp = (ship.y+ship.dy*t_frame-YSCROLLTO)/25 + (ship.dy-screendy);
@@ -652,7 +694,7 @@ gameloop() {
                        bangx += (bangdx - screendx)*t_frame;
                        bangy += (bangdy - screendy)*t_frame;
 
-                       move_sprites();
+                       move_sprites(t_frame);
 
 
                        // BOUNCE off left or right edge of screen
@@ -692,20 +734,20 @@ gameloop() {
                        }
 
                        // new game
-                       if((keystate[SDLK_SPACE] || keystate[SDLK_e] || keystate[SDLK_n])
+                       if((keystate[SDLK_SPACE] || keystate[SDLK_1] || keystate[SDLK_2])
                           && (state == HIGH_SCORE_DISPLAY
                               || state == TITLE_PAGE
                               || state == GAME_OVER)) {
                                if(state == GAME_OVER && new_high_score(score))
                                        init_score_entry();
                                else {
-                                       if((keystate[SDLK_SPACE] && !initial_rocks) || keystate[SDLK_n]) {
+                                       if((keystate[SDLK_SPACE] && !initial_rocks) || keystate[SDLK_2]) {
                                                g_easy = 0;
                                                initial_rocks = NORMAL_I_ROCKS;
                                                final_rocks = NORMAL_F_ROCKS;
                                                if(opt_gamespeed == EASY_GAMESPEED)
                                                        opt_gamespeed = NORMAL_GAMESPEED;
-                                       } else if(keystate[SDLK_e]) {
+                                       } else if(keystate[SDLK_1]) {
                                                g_easy = 1;
                                                initial_rocks = EASY_I_ROCKS;
                                                final_rocks = EASY_F_ROCKS;
@@ -733,10 +775,11 @@ 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"); }
                        }
 
@@ -755,17 +798,12 @@ 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();
-       argp_parse(&argp, argc, argv, 0, 0, 0);
+       if(!parse_opts(argc, argv)) return 1;
 
        if(init()) {
                printf ("ta: '%s'\n",initerror);