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made bang dots hit rocks, removed blast_rocks function.
[vor.git] / main.c
diff --git a/main.c b/main.c
index 927d2bb..f7de24e 100644 (file)
--- a/main.c
+++ b/main.c
@@ -99,21 +99,18 @@ enum states {
 enum states state = TITLE_PAGE;
 float state_timeout = 600.0;
 
-char *space_msgs[3] = {
-       "Press SPACE to start a new game",
-       "Press SPACE for easy game",
-       "Press SPACE for normal game"
-};
-
-char *other_msgs[2] = {
-       "Press 'e' for easy game",
-       "Press 'n' for normal game"
-};
 #define NSEQUENCE 3
-char *sequence[] = {
-       "Press SPACE for normal game",
-       "Press 'e' for easy game",
-       "http://jasonwoof.org/vor"
+char *msgs[2][3] = {
+       {
+               "Press SPACE for normal game",
+               "Press 'e' for easy game",
+               "http://jasonwoof.org/vor"
+       },
+       {
+               "Press SPACE for easy game",
+               "Press 'n' for normal game",
+               "http://jasonwoof.org/vor"
+       }
 };
 
 int bangdotlife, nbangdots;
@@ -193,6 +190,7 @@ draw_bang_dots(SDL_Surface *s)
        int first_i, last_i;
        uint16_t *pixels, *pixel, c;
        int row_inc = s->pitch/sizeof(uint16_t);
+       Sprite *hit;
 
        pixels = (uint16_t *) s->pixels;
        first_i = -1;
@@ -214,7 +212,14 @@ draw_bang_dots(SDL_Surface *s)
                }
 
                // check collisions
-               if(pixel_collides(bdot[i].x, bdot[i].y)) { bdot[i].active = 0; continue; }
+               if((hit = pixel_collides(bdot[i].x, bdot[i].y))) {
+                       if(hit->type != SHIP) { // they shouldn't hit the ship, but they do
+                               bdot[i].active = 0;
+                               hit->dx += ENGINE_DOT_WEIGHT * bdot[i].life * bdot[i].dx / sprite_mass(hit);
+                               hit->dy += ENGINE_DOT_WEIGHT * bdot[i].life * bdot[i].dy / sprite_mass(hit);
+                               continue;
+                       }
+               }
 
                pixel = pixels + row_inc*(int)(bdot[i].y) + (int)(bdot[i].x);
                if(bdot[i].c) c = bdot[i].c; else c = heatcolor[(int)(bdot[i].life)*3];
@@ -458,12 +463,9 @@ draw_game_over(void)
        if(new_high_score(score)) {
                text0 = "New High Score!";
                text1 = "Press SPACE to continue";
-       } else if(initial_rocks == EASY_I_ROCKS) {
-               text0 = space_msgs[1]; sequence[0] = text0;
-               text1 = other_msgs[1]; sequence[1] = text1;
        } else {
-               text0 = space_msgs[0]; sequence[0] = space_msgs[2];
-               text1 = other_msgs[0]; sequence[1] = text1;
+               text0 = msgs[g_easy][0];
+               text1 = msgs[g_easy][1];
        }
 
        x = (XSIZE-SFont_TextWidth(g_font,text0))/2 + cos(fadetimer/9)*10;
@@ -497,7 +499,7 @@ draw_title_page(void)
        SDL_SetAlpha(surf_b_rockdodger, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer-2.0)));
        SDL_BlitSurface(surf_b_rockdodger,NULL,surf_screen,&dest);
 
-       text = sequence[(int)(fadetimer/35)%NSEQUENCE];
+       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);
 
@@ -583,6 +585,7 @@ init_score_entry(void)
        SDL_EnableUNICODE(1);
        while(SDL_PollEvent(&e))
                ;
+       insert_score(score);
 }
 
 void
@@ -710,11 +713,13 @@ gameloop() {
                                        init_score_entry();
                                else {
                                        if((keystate[SDLK_SPACE] && !initial_rocks) || keystate[SDLK_n]) {
+                                               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]) {
+                                               g_easy = 1;
                                                initial_rocks = EASY_I_ROCKS;
                                                final_rocks = EASY_F_ROCKS;
                                                opt_gamespeed = EASY_GAMESPEED;
@@ -760,6 +765,11 @@ gameloop() {
                        }
                }
 
+               if(state == TITLE_PAGE && keystate[SDLK_h]) {
+                       state = HIGH_SCORE_DISPLAY;
+                       state_timeout = 400;
+               }
+
                if(state != HIGH_SCORE_ENTRY && (keystate[SDLK_q] || keystate[SDLK_ESCAPE]))
                        return;