X-Git-Url: https://jasonwoof.com/gitweb/?p=vor.git;a=blobdiff_plain;f=main.c;h=09d7cc549d1cf175c63e86a40f1075b44610b71e;hp=92927b5a17a302c4d788ea64fc948ca80a2d71b6;hb=1aa8a0df26ef582dee4ffe3aa2f17f1f1a42b3c9;hpb=3ef599c7104a20c4f5268dbefb6590aa3e285663 diff --git a/main.c b/main.c index 92927b5..09d7cc5 100644 --- a/main.c +++ b/main.c @@ -30,15 +30,13 @@ #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" @@ -64,14 +62,11 @@ SFont_Font *g_font; // 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. @@ -81,14 +76,12 @@ float back_dist; // all movement is based on t_frame. float t_frame; // length of this frame (in ticks = 1/20th second) -float s_frame; // length of this frame (seconds) int ms_frame; // length of this frame (milliseconds) int ms_end; // end of this frame (milliseconds) float bangx, bangy, bangdx, bangdy; int nships,score; -int gameover; int jets = 0; float fadetimer = 0, faderate; @@ -126,11 +119,6 @@ extern int optind, opterr, optopt; // ************************************* FUNCS -float -rnd() { - return (float)random()/(float)RAND_MAX; -} - void init_engine_dots() { int i; @@ -140,23 +128,8 @@ init_engine_dots() { } void -init_space_dots() { - int i,b; - for(i = 0; iformat, 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 power) +{ int x,y,endcount; Uint16 *rawpixel,c; double theta,r; @@ -176,9 +149,9 @@ make_bang_dots(int xbang, int ybang, int dx, int dy, SDL_Surface *s, int power) c = rawpixel[s->pitch/2*y + x]; if(c && c != s->format->colorkey) { - theta = rnd()*M_PI*2; + theta = frnd()*M_PI*2; - r = 1-(rnd()*rnd()); + r = 1-(frnd()*frnd()); bdot[bd2].dx = (power/50.0)*45.0*cos(theta)*r + dx; bdot[bd2].dy = (power/50.0)*45.0*sin(theta)*r + dy; @@ -188,7 +161,7 @@ make_bang_dots(int xbang, int ybang, int dx, int dy, SDL_Surface *s, int power) // Replace the last few bang dots with the pixels from the exploding object bdot[bd2].c = (endcount>0)?c:0; bdot[bd2].life = 100; - bdot[bd2].decay = rnd()*3 + 1; + bdot[bd2].decay = frnd()*3 + 1; bdot[bd2].active = 1; bd2++; @@ -254,26 +227,6 @@ draw_bang_dots(SDL_Surface *s) { void -draw_space_dots(SDL_Surface *s) { - int i; - Uint16 *rawpixel; - rawpixel = (Uint16 *) s->pixels; - - for(i = 0; ipitch/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; @@ -310,14 +263,14 @@ new_engine_dots(int n, int dir) { for(i = 0; iactive == 0) { - a = rnd()*M_PI + (dir-1)*M_PI_2; - r = sin(rnd()*M_PI); + 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 + s[dir]*hx + (rnd()-0.5)*3; - dotptr->y = shipy + s[(dir+1)&3]*hy + (rnd()-0.5)*3; + 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; @@ -347,8 +300,10 @@ drawdots(SDL_Surface *s) { } } + move_dust(); + SDL_LockSurface(s); - draw_space_dots(s); + draw_dust(s); draw_engine_dots(s); draw_bang_dots(s); SDL_UnlockSurface(s); @@ -382,7 +337,7 @@ init(void) { atexit(SDL_Quit); } - play_tune(0); + play_tune(TUNE_TITLE_PAGE); // Attempt to get the required video size flag = SDL_DOUBLEBUF | SDL_HWSURFACE; @@ -431,7 +386,7 @@ init(void) { NULLERROR(surf_life = SDL_DisplayFormat(temp)); init_engine_dots(); - init_space_dots(); + init_dust(); init_rocks(); @@ -460,7 +415,7 @@ draw() { 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); @@ -469,11 +424,12 @@ draw() { draw_rocks(); // Draw the life indicators. - if(state == GAMEPLAY || state == DEAD_PAUSE || state == GAME_OVER) - for(i = 0; iw + 10); - dest.y = 20; - SDL_BlitSurface(surf_life, NULL, surf_screen, &dest); + if(state == GAMEPLAY || state == DEAD_PAUSE || state == GAME_OVER) { + for(i = 0; iw + 10); + dest.y = 20; + SDL_BlitSurface(surf_life, NULL, surf_screen, &dest); + } } // Draw the score @@ -536,7 +492,7 @@ draw() { 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 @@ -546,8 +502,7 @@ draw() { // 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: @@ -559,7 +514,7 @@ draw() { ; // no action necessary } - if(!gameover && state == GAMEPLAY) { + if(state == GAMEPLAY) { bang = hit_rocks(shipx, shipy, &shipshape); } @@ -568,13 +523,12 @@ draw() { 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. - s_frame = 0; + t_frame = 0; ms_frame = 0; } else { - s_frame = opt_gamespeed * ms_frame / 1000; + t_frame = opt_gamespeed * ms_frame / 50; if(state == GAMEPLAY) score += ms_frame; } - t_frame = s_frame * 20; // Update the surface SDL_Flip(surf_screen); @@ -598,7 +552,7 @@ gameloop() { 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)) { @@ -618,9 +572,6 @@ gameloop() { 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; @@ -654,27 +605,22 @@ gameloop() { 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; @@ -702,15 +648,14 @@ gameloop() { 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,30); 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; @@ -733,9 +678,8 @@ gameloop() { score = 0; state = GAMEPLAY; - play_tune(1); + play_tune(TUNE_GAMEPLAY); - gameover = 0; shipx = XSIZE/2.2; shipy = YSIZE/2; shipdx = screendx; shipdy = screendy; } @@ -747,28 +691,20 @@ gameloop() { } if(state == GAMEPLAY) { - if(!gameover) { - - 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(!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) { @@ -794,7 +730,6 @@ main(int argc, char **argv) { return 1; } - reset_rocks(); gameloop(); return 0;