X-Git-Url: https://jasonwoof.com/gitweb/?p=vor.git;a=blobdiff_plain;f=main.c;h=4801df76373a811039e637e7b242ff78fdd157b8;hp=4942aa2c5ac0f0f721fb0316d0ebdd57b432bb40;hb=5b505719142e9a18b0b7fd025a13e64d207d1c3a;hpb=e10d6c0b95e2f4fe7acd75733370dae71bb3b73f diff --git a/main.c b/main.c index 4942aa2..4801df7 100644 --- a/main.c +++ b/main.c @@ -45,7 +45,7 @@ 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. @@ -108,8 +108,8 @@ struct spacedot sdot[MAXSPACEDOTS]; char topline[1024]; char *initerror = ""; -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; // this controls the speed of everything that moves. float yscroll; @@ -135,8 +135,7 @@ enum states { DEAD_PAUSE, GAME_OVER, HIGH_SCORE_ENTRY, - HIGH_SCORE_DISPLAY, - DEMO + HIGH_SCORE_DISPLAY }; enum states state = TITLE_PAGE; float state_timeout = 600.0; @@ -194,7 +193,7 @@ 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 @@ -222,8 +221,8 @@ 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; @@ -358,10 +357,10 @@ 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++; @@ -380,7 +379,7 @@ 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) { @@ -394,30 +393,30 @@ 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; } @@ -606,13 +605,13 @@ draw() { drawdots(surf_screen); // Draw ship - if(!gameover && (state == GAMEPLAY || state == DEMO) ) { + if(!gameover && state == GAMEPLAY ) { src.w = surf_ship->w; 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); } @@ -726,7 +725,9 @@ draw() { case HIGH_SCORE_DISPLAY: // Display de list o high scores mon. display_scores(surf_screen, 150,50); - + case GAMEPLAY: + case DEAD_PAUSE: + ; // no action necessary } if(!gameover && state == GAMEPLAY) { @@ -735,7 +736,7 @@ 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; @@ -800,7 +801,7 @@ 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; @@ -827,22 +828,24 @@ 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; + if(shipx < 60) shipx = 60; for(i = 0; iactive) { 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; @@ -873,30 +876,30 @@ 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; @@ -904,7 +907,7 @@ 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) { @@ -916,24 +919,24 @@ 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; @@ -944,8 +947,8 @@ gameloop() { else { state = DEAD_PAUSE; state_timeout = 20.0; - xvel = 0; - yvel = 0; + shipdx = 0; + shipdy = 0; } } @@ -956,7 +959,7 @@ 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; i