X-Git-Url: https://jasonwoof.com/gitweb/?p=vor.git;a=blobdiff_plain;f=main.c;h=5341e289c380fef401b7b141549083d20ab2060a;hp=4942aa2c5ac0f0f721fb0316d0ebdd57b432bb40;hb=7e7335ed9dcf2b1484543fec9bfa196bdc658fd5;hpb=e10d6c0b95e2f4fe7acd75733370dae71bb3b73f diff --git a/main.c b/main.c index 4942aa2..5341e28 100644 --- a/main.c +++ b/main.c @@ -19,11 +19,14 @@ * 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" #include "score.h" +#include "shape.h" #include "sound.h" #include @@ -42,19 +45,14 @@ // ************************************* STRUCTS 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. SDL_Surface *image; + struct shape *shape; int type_number; }; -struct black_point_struct { - int x,y; -}; struct bangdots { // Bang dots have the same colour as shield dots. // Bang dots get darker as they age. @@ -92,15 +90,15 @@ 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 +struct shape rock_shapes[NROCKS]; + SFont_Font *g_font; // Structure global variables struct enginedots edot[MAXENGINEDOTS], *dotptr = edot; struct rock_struct rock[MAXROCKS], *rockptr = rock; -struct black_point_struct black_point[MAXBLACKPOINTS], *blackptr = black_point; struct bangdots bdot[MAXBANGDOTS], *bdotptr = bdot; struct spacedot sdot[MAXSPACEDOTS]; @@ -108,8 +106,9 @@ 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. +struct shape shipshape; +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 +134,7 @@ 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 +192,7 @@ 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 @@ -216,14 +214,14 @@ makebangdots(int xbang, int ybang, int xvel, int yvel, SDL_Surface *s, int power for(x = 0; xw; x++) { for(y = 0; yh; y++) { c = rawpixel[s->pitch/2*y + x]; - if(c && c != SDL_MapRGB(s->format,0,255,0)) { + if(c && c != s->format->colorkey) { theta = rnd()*M_PI*2; 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 +356,10 @@ 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 +378,7 @@ 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 +392,30 @@ 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; } @@ -467,12 +465,12 @@ drawdots(SDL_Surface *s) { SDL_UnlockSurface(s); } + char a[MAX_PATH_LEN]; int init(int fullscreen) { - int i,j; + int i; SDL_Surface *temp; - Uint16 *raw_pixels; Uint32 flag; // Where are our data files? @@ -538,40 +536,21 @@ init(int fullscreen) { // Load the spaceship graphic. NULLERROR(temp = IMG_Load(add_path("sprites/ship.png"))); NULLERROR(surf_ship = SDL_DisplayFormat(temp)); + get_shape(surf_ship, &shipshape); // Load the life indicator (small ship) graphic. NULLERROR(temp = IMG_Load(add_path("indicators/life.png"))); NULLERROR(surf_life = SDL_DisplayFormat(temp)); - // Create the array of black points; - SDL_LockSurface(surf_ship); - raw_pixels = (Uint16 *) surf_ship->pixels; - for(i = 0; iw; i++) { - for(j = 0; jh; j++) { - if(raw_pixels[j*(surf_ship->pitch)/2 + i] == 0) { - blackptr->x = i; - blackptr->y = j; - blackptr++; - } - } - } - - SDL_UnlockSurface(surf_ship); - init_engine_dots(); init_space_dots(); // 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); } @@ -726,22 +703,19 @@ 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) { - SDL_LockSurface(surf_screen); - raw_pixels = (Uint16 *) surf_screen->pixels; - // 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; - if(raw_pixels[offset]) { - // Set the bang flag - bang = 1; + 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; } } @@ -857,10 +852,11 @@ 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->shape = &rock_shapes[rockptr->type_number]; rockptr->active = 1; rockptr->y = rnd()*(YSIZE + rockptr->image->h); } @@ -873,30 +869,30 @@ 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 +900,7 @@ 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 +912,24 @@ 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; @@ -943,9 +939,9 @@ gameloop() { } else { state = DEAD_PAUSE; - state_timeout = 20.0; - xvel = 0; - yvel = 0; + state_timeout = DEAD_PAUSE_LENGTH; + shipdx = 0; + shipdy = 0; } } @@ -956,7 +952,7 @@ 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 {