X-Git-Url: https://jasonwoof.com/gitweb/?p=vor.git;a=blobdiff_plain;f=main.c;h=43a993dd977230723cab26076eb43ec6cafab600;hp=e06a01080e5c755c51574953b4636d76687adea8;hb=a4c0b4c3158f9ce4ea9473dff373cf3e25f388e7;hpb=6f82bba8833f187abebab53375ac87905487cf8c diff --git a/main.c b/main.c index e06a010..43a993d 100644 --- a/main.c +++ b/main.c @@ -19,7 +19,9 @@ * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ -#undef DEBUG +#ifdef DEBUG +#include "debug.h" +#endif #include "config.h" #include "file.h" @@ -45,7 +47,7 @@ struct rock_struct { // Array of black pixel coordinates. This is scanned // every frame to see if it's still black, and as // soon as it isn't we BLOW UP - float x,y,xvel,yvel; + float x,y,dx,dy; int active; int dead; // has been blown out of the way // to make room for a new ship appearing. @@ -92,7 +94,6 @@ SDL_Surface *surf_ship, // Spaceship element *surf_life, // Indicator of number of ships remaining *surf_rock[NROCKS], // THE ROCKS - *surf_deadrock[NROCKS], // THE DEAD ROCKS *surf_font_big; // The big font SFont_Font *g_font; @@ -107,12 +108,11 @@ struct spacedot sdot[MAXSPACEDOTS]; // Other global variables char topline[1024]; char *initerror = ""; -char name[1024], debug1[1024]; -float xship,yship = 240.0; // X position, 0..XSIZE -float xvel,yvel; // Change in X position per tick. +float shipx,shipy = 240.0; // X position, 0..XSIZE +float shipdx,shipdy; // Change in X position per tick. float rockrate,rockspeed; -float movementrate; +float movementrate; // this controls the speed of everything that moves. float yscroll; float scrollvel; @@ -123,30 +123,24 @@ int maneuver = 0; int sound_flag = 1, music_flag = 0; int tail_plume = 0; // display big engine at the back? int friction = 0; // should there be friction? -int scorerank; -float fadetimer = 0,faderate; +float fadetimer = 0, faderate; -int pausedown = 0,paused = 0; +int pausedown = 0, paused = 0; // bangdot start (bd1) and end (bd2) position: int bd1 = 0, bd2 = 0; -int xoffset[NROCKS][MAXROCKHEIGHT]; - enum states { TITLE_PAGE, GAMEPLAY, DEAD_PAUSE, GAME_OVER, HIGH_SCORE_ENTRY, - HIGH_SCORE_DISPLAY, - DEMO + HIGH_SCORE_DISPLAY }; enum states state = TITLE_PAGE; float state_timeout = 600.0; -const int fakesin[] = {0,1,0,-1}; -const int fakecos[] = {1,0,-1,0}; #define NSEQUENCE 2 char *sequence[] = { "Press SPACE to start", @@ -200,7 +194,7 @@ init_space_dots() { } void -makebangdots(int xbang, int ybang, int xvel, int yvel, SDL_Surface *s, int power) { +makebangdots(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 @@ -228,8 +222,8 @@ makebangdots(int xbang, int ybang, int xvel, int yvel, SDL_Surface *s, int power r = 1-(rnd()*rnd()); - bdot[bd2].dx = (power/50.0)*45.0*cos(theta)*r + xvel; - bdot[bd2].dy = (power/50.0)*45.0*sin(theta)*r + yvel; + bdot[bd2].dx = (power/50.0)*45.0*cos(theta)*r + dx; + bdot[bd2].dy = (power/50.0)*45.0*sin(theta)*r + dy; bdot[bd2].x = x + xbang; bdot[bd2].y = y + ybang; @@ -364,10 +358,10 @@ create_engine_dots(int newdots) { dy = sin(theta)*r; dotptr->active = 1; - dotptr->x = xship + surf_ship->w/2-14; - dotptr->y = yship + surf_ship->h/2 + (rnd()-0.5)*5-1; - dotptr->dx = 10*(dx-1.5) + xvel; - dotptr->dy = 1*dy + yvel; + 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++; @@ -386,7 +380,7 @@ create_engine_dots2(int newdots, int m) { // Don't create fresh engine dots when // the game is not being played and a demo is not beng shown - if(state != GAMEPLAY && state != DEMO) return; + if(state != GAMEPLAY) return; for(i = 0; iactive == 0) { @@ -400,30 +394,30 @@ create_engine_dots2(int newdots, int m) { dotptr->active = 1; - dotptr->x = xship + surf_ship->w/2 + (rnd()-0.5)*3; - dotptr->y = yship + surf_ship->h/2 + (rnd()-0.5)*3; + 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 + xvel; - dotptr->dy = 2*dy + yvel; + dotptr->dx = -20*adx + shipdx; + dotptr->dy = 2*dy + shipdy; dotptr->life = 60 * adx; break; case 1: - dotptr->dx = 2*dx + xvel; - dotptr->dy = -20*ady + yvel; + dotptr->dx = 2*dx + shipdx; + dotptr->dy = -20*ady + shipdy; dotptr->life = 60 * ady; break; case 2: dotptr->x += 14; - dotptr->dx = 20*adx + xvel; - dotptr->dy = 2*dy + yvel; + dotptr->dx = 20*adx + shipdx; + dotptr->dy = 2*dy + shipdy; dotptr->life = 60 * adx; break; case 3: - dotptr->dx = 2*dx + xvel; - dotptr->dy = 20*ady + yvel; + dotptr->dx = 2*dx + shipdx; + dotptr->dy = 20*ady + shipdy; dotptr->life = 60 * ady; break; } @@ -523,30 +517,30 @@ init(int fullscreen) { } // Load the banners - NULLERROR(temp = IMG_Load(load_file("banners/variations.png"))); + NULLERROR(temp = IMG_Load(add_path("banners/variations.png"))); NULLERROR(surf_b_variations = SDL_DisplayFormat(temp)); - NULLERROR(temp = IMG_Load(load_file("banners/on.png"))); + NULLERROR(temp = IMG_Load(add_path("banners/on.png"))); NULLERROR(surf_b_on = SDL_DisplayFormat(temp)); - NULLERROR(temp = IMG_Load(load_file("banners/rockdodger.png"))); + NULLERROR(temp = IMG_Load(add_path("banners/rockdodger.png"))); NULLERROR(surf_b_rockdodger = SDL_DisplayFormat(temp)); - NULLERROR(temp = IMG_Load(load_file("banners/game.png"))); + NULLERROR(temp = IMG_Load(add_path("banners/game.png"))); NULLERROR(surf_b_game = SDL_DisplayFormat(temp)); - NULLERROR(temp = IMG_Load(load_file("banners/over.png"))); + NULLERROR(temp = IMG_Load(add_path("banners/over.png"))); NULLERROR(surf_b_over = SDL_DisplayFormat(temp)); - surf_font_big = IMG_Load(load_file(BIG_FONT_FILE)); + surf_font_big = IMG_Load(add_path(BIG_FONT_FILE)); g_font = SFont_InitFont(surf_font_big); // Load the spaceship graphic. - NULLERROR(temp = IMG_Load(load_file("sprites/ship.png"))); + NULLERROR(temp = IMG_Load(add_path("sprites/ship.png"))); NULLERROR(surf_ship = SDL_DisplayFormat(temp)); // Load the life indicator (small ship) graphic. - NULLERROR(temp = IMG_Load(load_file("indicators/life.png"))); + NULLERROR(temp = IMG_Load(add_path("indicators/life.png"))); NULLERROR(surf_life = SDL_DisplayFormat(temp)); // Create the array of black points; @@ -569,15 +563,11 @@ init(int fullscreen) { // Load all our lovely rocks for(i = 0; iw; src.h = surf_ship->h; dest.w = src.w; dest.h = src.h; - dest.x = (int)xship; - dest.y = (int)yship; + dest.x = (int)shipx; + dest.y = (int)shipy; SDL_BlitSurface(surf_ship,&src,surf_screen,&dest); } @@ -732,7 +722,10 @@ draw() { case HIGH_SCORE_DISPLAY: // Display de list o high scores mon. display_scores(surf_screen, 150,50); - + break; + case GAMEPLAY: + case DEAD_PAUSE: + ; // no action necessary } if(!gameover && state == GAMEPLAY) { @@ -741,7 +734,7 @@ draw() { // Check that the black points on the ship are // still black, and not covered up by rocks. for(p = black_point; ppitch/2 * (p->y + (int)yship) + p->x + (int)xship; + offset = surf_screen->pitch/2 * (p->y + (int)shipy) + p->x + (int)shipx; if(raw_pixels[offset]) { // Set the bang flag bang = 1; @@ -806,7 +799,7 @@ gameloop() { // Create a new ship and start all over again state = GAMEPLAY; play_tune(1); - xship -= 50; + shipx -= 50; break; case GAME_OVER: state = HIGH_SCORE_ENTRY; @@ -833,22 +826,43 @@ gameloop() { case TITLE_PAGE: state = HIGH_SCORE_DISPLAY; state_timeout = 200.0; - break; + break; + case GAMEPLAY: + ; // no action necessary } } else { if(state == DEAD_PAUSE) { - float blast_radius = BLAST_RADIUS * state_timeout / 20.0; - if(xship < 60) xship = 60; + float blast_radius; + int fixonly; + + if(state_timeout < DEAD_PAUSE_LENGTH - 20.0) { + blast_radius = BLAST_RADIUS * 1.3; + fixonly = 1; + } else { + blast_radius = BLAST_RADIUS * (DEAD_PAUSE_LENGTH - state_timeout) / 20.0; + fixonly = 0; + } + + if(shipx < 60) shipx = 60; for(i = 0; i 3)) { + continue; + } + + dx = rock[i].x - shipx; + dy = rock[i].y - shipy; + n = sqrt(dx*dx + dy*dy); if(n < blast_radius) { n *= 20; - rock[i].xvel += rockrate*(dx+30)/n; - rock[i].yvel += rockrate*dy/n; + rock[i].dx += rockrate*(dx+30)/n; + rock[i].dy += rockrate*dy/n; rock[i].dead = 1; } } @@ -863,8 +877,8 @@ gameloop() { } if(!rockptr->active) { rockptr->x = (float)XSIZE; - rockptr->xvel = -(rockspeed)*(1 + rnd()); - rockptr->yvel = rnd()-0.5; + rockptr->dx = -(rockspeed)*(1 + rnd()); + rockptr->dy = rnd()-0.5; rockptr->type_number = random() % NROCKS; rockptr->image = surf_rock[rockptr->type_number];// [random()%NROCKS]; rockptr->active = 1; @@ -879,30 +893,30 @@ gameloop() { // FRICTION? if(friction) { - xvel *= pow((double)0.9,(double)movementrate); - yvel *= pow((double)0.9,(double)movementrate); - // if(abs(xvel)<0.00001) xvel = 0; - // if(abs(yvel)<0.00001) yvel = 0; + shipdx *= pow((double)0.9,(double)movementrate); + shipdy *= pow((double)0.9,(double)movementrate); + // if(abs(shipdx)<0.00001) shipdx = 0; + // if(abs(shipdy)<0.00001) shipdy = 0; } // INERTIA - xship += xvel*movementrate; - yship += yvel*movementrate; + shipx += shipdx*movementrate; + shipy += shipdy*movementrate; // SCROLLING - yscroll = yship - (YSIZE / 2); - yscroll += yvel * 25; + yscroll = shipy - (YSIZE / 2); + yscroll += shipdy * 25; yscroll /= -25; yscroll = ((scrollvel * (12 - movementrate)) + (yscroll * movementrate)) / 12; scrollvel = yscroll; yscroll = yscroll*movementrate; - yship += yscroll; + shipy += yscroll; // Move all the rocks for(i = 0; i < MAXROCKS; i++) { if(rock[i].active) { - rock[i].x += rock[i].xvel*movementrate; - rock[i].y += rock[i].yvel*movementrate + yscroll; + rock[i].x += rock[i].dx*movementrate; + rock[i].y += rock[i].dy*movementrate + yscroll; if(rock[i].y > YSIZE || rock[i].y < -rock[i].image->h) { if(rock[i].dead) { rock[i].dead = 0; @@ -910,7 +924,7 @@ gameloop() { } else { // wrap rock[i].y = (YSIZE - rock[i].image->h) - rock[i].y; - rock[i].y += (rock[i].yvel*movementrate + yscroll) * 1.01; + rock[i].y += (rock[i].dy*movementrate + yscroll) * 1.01; } } if(rock[i].x < -rock[i].image->w || rock[i].x > XSIZE) { @@ -922,24 +936,24 @@ gameloop() { // BOUNCE X - if(xship<0 || xship>XSIZE-surf_ship->w) { + if(shipx<0 || shipx>XSIZE-surf_ship->w) { // BOUNCE from left and right wall - xship -= xvel*movementrate; - xvel *= -0.99; + shipx -= shipdx*movementrate; + shipdx *= -0.99; } // BOUNCE Y - if(yship<0 || yship>YSIZE-surf_ship->h) { + if(shipy<0 || shipy>YSIZE-surf_ship->h) { // BOUNCE from top and bottom wall - yship -= yvel; - yvel *= -0.99; + shipy -= shipdy; + shipdy *= -0.99; } if(draw() && state == GAMEPLAY) { // Play the explosion sound play_sound(0); - makebangdots(xship,yship,xvel,yvel,surf_ship,30); + makebangdots(shipx,shipy,shipdx,shipdy,surf_ship,30); if(--nships <= 0) { gameover = 1; state = GAME_OVER; @@ -949,9 +963,9 @@ gameloop() { } else { state = DEAD_PAUSE; - state_timeout = 20.0; - xvel = 0; - yvel = 0; + state_timeout = DEAD_PAUSE_LENGTH; + shipdx = 0; + shipdy = 0; } } @@ -962,7 +976,7 @@ gameloop() { return 0; } - if(keystate[SDLK_SPACE] && (state == HIGH_SCORE_DISPLAY || state == TITLE_PAGE || state == DEMO)) { + if(keystate[SDLK_SPACE] && (state == HIGH_SCORE_DISPLAY || state == TITLE_PAGE)) { for(i = 0; iw; - src.h = surf_b_variations->h; - dest.w = src.w; - dest.h = src.h; - dest.x = (XSIZE-src.w)/2; - dest.y = (YSIZE-src.h)/2; - SDL_BlitSurface(surf_b_variations,&src,surf_screen,&dest); - // Update the surface - SDL_Flip(surf_screen); - } pausedown = 1; } } else {