X-Git-Url: https://jasonwoof.com/gitweb/?p=vor.git;a=blobdiff_plain;f=main.c;h=92927b5a17a302c4d788ea64fc948ca80a2d71b6;hp=db95bb4fae1368da816b1ae9826af1ba008c0fe2;hb=3ef599c7104a20c4f5268dbefb6590aa3e285663;hpb=7f2544faabec18fdeb7da3126fc7c842f06c1d43 diff --git a/main.c b/main.c index db95bb4..92927b5 100644 --- a/main.c +++ b/main.c @@ -19,11 +19,23 @@ * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ +#include +#include +#include +#include +#include +#include +#include +#include + +#include "SFont.h" + #ifdef DEBUG #include "debug.h" #endif #include "args.h" +#include "common.h" #include "config.h" #include "file.h" #include "globals.h" @@ -32,17 +44,6 @@ #include "shape.h" #include "sound.h" -#include -#include -#include -#include -#include -#include -#include -#include - -#include "SFont.h" - // ************************************* VARS // SDL_Surface global variables SDL_Surface @@ -76,13 +77,19 @@ float shipx = XSIZE/2, shipy = YSIZE/2; // X position, 0..XSIZE float shipdx = SCREENDXMIN, shipdy = 0.0; // Change in X position per tick. float screendx = SCREENDXMIN, screendy = 0.0; float xscroll, yscroll; -float framelen; // this controls the speed of everything that moves. +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,ticks_since_last,last_ticks; +int nships,score; int gameover; -int maneuver = 0; +int jets = 0; float fadetimer = 0, faderate; @@ -115,6 +122,8 @@ char *data_dir; extern char *optarg; extern int optind, opterr, optopt; +#define TO_TICKS(seconds) ((seconds)*20*opt_gamespeed) + // ************************************* FUNCS float @@ -224,8 +233,8 @@ draw_bang_dots(SDL_Surface *s) { //last_i = i + 1; rawpixel[(int)(s->pitch/2*(int)(bdot[i].y)) + (int)(bdot[i].x)] = bdot[i].c ? bdot[i].c : heatcolor[(int)(bdot[i].life*3)]; bdot[i].life -= bdot[i].decay; - bdot[i].x += bdot[i].dx*framelen - xscroll; - bdot[i].y += bdot[i].dy*framelen - yscroll; + bdot[i].x += bdot[i].dx*t_frame - xscroll; + bdot[i].y += bdot[i].dy*t_frame - yscroll; if(bdot[i].life<0) bdot[i].active = 0; @@ -272,9 +281,9 @@ draw_engine_dots(SDL_Surface *s) { for(i = 0; iYSIZE) { + edot[i].x += edot[i].dx*t_frame - xscroll; + edot[i].y += edot[i].dy*t_frame - yscroll; + if((edot[i].life -= t_frame*3)<0 || edot[i].y<0 || edot[i].y>YSIZE) { edot[i].active = 0; } else if(edot[i].x<0 || edot[i].x>XSIZE) { edot[i].active = 0; @@ -289,84 +298,36 @@ draw_engine_dots(SDL_Surface *s) { } void -create_engine_dots(int newdots) { +new_engine_dots(int n, int dir) { int i; - double theta,r,dx,dy; - - if(!opt_tail_engine) return; - - if(state == GAMEPLAY) { - for(i = 0; iactive == 0) { - theta = rnd()*M_PI*2; - r = rnd(); - dx = cos(theta)*r; - dy = sin(theta)*r; - - dotptr->active = 1; - 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++; - if(dotptr-edot >= MAXENGINEDOTS) { - dotptr = edot; - } - } - } - } -} + float a, r; // angle, random length + float dx, dy; + float hx, hy; // half ship width/height. + static const int s[4] = { 2, 1, 0, 1 }; -void -create_engine_dots2(int newdots, int m) { - int i; - double theta, theta2, dx, dy, adx, ady; + hx = surf_ship->w / 2; + hy = surf_ship->h / 2; - // Don't create fresh engine dots when - // the game is not being played and a demo is not beng shown - if(state != GAMEPLAY) return; - - for(i = 0; iactive == 0) { - theta = rnd()*M_PI*2; - theta2 = rnd()*M_PI*2; - - dx = cos(theta) * fabs(cos(theta2)); - dy = sin(theta) * fabs(cos(theta2)); - adx = fabs(dx); - ady = fabs(dy); - + a = rnd()*M_PI + (dir-1)*M_PI_2; + r = sin(rnd()*M_PI); + dx = r * cos(a); + dy = r * -sin(a); // screen y is "backwards". dotptr->active = 1; - 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 + shipdx; - dotptr->dy = 2*dy + shipdy; - dotptr->life = 60 * adx; - break; - case 1: - dotptr->dx = 2*dx + shipdx; - dotptr->dy = -20*ady + shipdy; - dotptr->life = 60 * ady; - break; - case 2: - dotptr->x += 14; - dotptr->dx = 20*adx + shipdx; - dotptr->dy = 2*dy + shipdy; - dotptr->life = 60 * adx; - break; - case 3: - dotptr->dx = 2*dx + shipdx; - dotptr->dy = 20*ady + shipdy; - dotptr->life = 60 * ady; - break; + dotptr->x = shipx + s[dir]*hx + (rnd()-0.5)*3; + dotptr->y = shipy + s[(dir+1)&3]*hy + (rnd()-0.5)*3; + if(dir&1) { + dotptr->dx = shipdx + 2*dx; + dotptr->dy = shipdy + 20*dy; + dotptr->life = 60 * fabs(dy); + } else { + dotptr->dx = shipdx + 20*dx; + dotptr->dy = shipdy + 2*dy; + dotptr->life = 60 * fabs(dx); } + dotptr++; if(dotptr-edot >= MAXENGINEDOTS) { dotptr = edot; @@ -379,13 +340,10 @@ void drawdots(SDL_Surface *s) { int m; - // Create more engine dots comin' out da back - if(!gameover) create_engine_dots(200); - // Create engine dots out the side we're moving from for(m = 0; m<4; m++) { - if(maneuver & 1<w)/2; dest.y = (YSIZE-surf_b_game->h)/2-40; - SDL_SetAlpha(surf_b_game, SDL_SRCALPHA, (int)(fadegame*(200 + 55*cos(fadetimer += framelen/1.0)))); + SDL_SetAlpha(surf_b_game, SDL_SRCALPHA, (int)(fadegame*(200 + 55*cos(fadetimer += t_frame/1.0)))); SDL_BlitSurface(surf_b_game,NULL,surf_screen,&dest); dest.x = (XSIZE-surf_b_over->w)/2; @@ -554,7 +512,7 @@ draw() { dest.x = (XSIZE-surf_b_variations->w)/2 + cos(fadetimer/6.5)*10; dest.y = (YSIZE/2-surf_b_variations->h)/2 + sin(fadetimer/5.0)*10; - SDL_SetAlpha(surf_b_variations, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer += framelen/2.0))); + SDL_SetAlpha(surf_b_variations, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer += t_frame/2.0))); SDL_BlitSurface(surf_b_variations,NULL,surf_screen,&dest); dest.x = (XSIZE-surf_b_on->w)/2 + cos((fadetimer + 1.0)/6.5)*10; @@ -605,17 +563,18 @@ draw() { bang = hit_rocks(shipx, shipy, &shipshape); } - ticks_since_last = SDL_GetTicks()-last_ticks; - last_ticks = SDL_GetTicks(); - if(ticks_since_last>200 || ticks_since_last<0) { + ms_frame = SDL_GetTicks() - ms_end; + ms_end += ms_frame; + if(ms_frame>200 || ms_frame<0) { // We won't run at all below 5 frames per second. - framelen = 0; + // This also happens if we were paused, grr. + s_frame = 0; + ms_frame = 0; } else { - framelen = opt_gamespeed*ticks_since_last/50.0; - if(state == GAMEPLAY) { - score += ticks_since_last; - } + s_frame = opt_gamespeed * ms_frame / 1000; + if(state == GAMEPLAY) score += ms_frame; } + t_frame = s_frame * 20; // Update the surface SDL_Flip(surf_screen); @@ -634,7 +593,7 @@ gameloop() { if(!paused) { // Count down the game loop timer, and change state when it gets to zero or less; - if((state_timeout -= framelen*3) < 0) { + if((state_timeout -= t_frame*3) < 0) { switch(state) { case DEAD_PAUSE: // Create a new ship and start all over again @@ -690,38 +649,38 @@ gameloop() { new_rocks(); - // FRICTION? - if(opt_friction) { - shipdx *= pow((double)0.9,(double)framelen); - shipdy *= pow((double)0.9,(double)framelen); - } - // INERTIA - shipx += shipdx*framelen; - shipy += shipdy*framelen; + shipx += shipdx*t_frame; + shipy += shipdy*t_frame; // SCROLLING tmp = shipy - (YSIZE / 2); tmp += shipdy * 25; tmp /= -25; - tmp = ((screendy * (framelen - 12)) + (tmp * framelen)) / 12; + tmp = ((screendy * (t_frame - 12)) + (tmp * t_frame)) / 12; screendy = -tmp; tmp = shipx - (XSIZE / 3); tmp += shipdx * 25; tmp /= -25; - tmp = ((screendx * (framelen - 12)) + (tmp * framelen)) / 12; + tmp = ((screendx * (t_frame - 12)) + (tmp * t_frame)) / 12; screendx = -tmp; - if(screendx < SCREENDXMIN) screendx=SCREENDXMIN; - xscroll = screendx * framelen; - yscroll = screendy * framelen; + // taper off if we would hit the barrier in under 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); shipx -= xscroll; shipy -= yscroll; // move bang center - bangx += bangdx*framelen - xscroll; - bangy += bangdy*framelen - yscroll; + bangx += bangdx*t_frame - xscroll; + bangy += bangdy*t_frame - yscroll; move_rocks(); @@ -729,14 +688,14 @@ gameloop() { // BOUNCE X if(shipx<0 || shipx>XSIZE-surf_ship->w) { // BOUNCE from left and right wall - shipx -= (shipdx-screendx)*framelen; + shipx -= (shipdx-screendx)*t_frame; shipdx = screendx - (shipdx-screendx)*opt_bounciness; } // BOUNCE Y if(shipy<0 || shipy>YSIZE-surf_ship->h) { // BOUNCE from top and bottom wall - shipy -= (shipdy-screendy)*framelen; + shipy -= (shipdy-screendy)*t_frame; shipdy = screendy - (shipdy-screendy)*opt_bounciness; } @@ -754,7 +713,7 @@ gameloop() { shipdx = 8; shipdy = 0; state_timeout = 200.0; fadetimer = 0.0; - faderate = framelen; + faderate = t_frame; } else { state = DEAD_PAUSE; @@ -781,7 +740,7 @@ gameloop() { shipdx = screendx; shipdy = screendy; } - maneuver = 0; + jets = 0; } else { SDL_PumpEvents(); keystate = SDL_GetKeyState(NULL); @@ -791,10 +750,10 @@ gameloop() { if(!gameover) { if(!paused) { - if(keystate[SDLK_UP] | keystate[SDLK_c]) { shipdy -= 1.5*framelen; maneuver |= 1<<3;} - if(keystate[SDLK_DOWN] | keystate[SDLK_t]) { shipdy += 1.5*framelen; maneuver |= 1<<1;} - if(keystate[SDLK_LEFT] | keystate[SDLK_h]) { shipdx -= 1.5*framelen; maneuver |= 1<<2;} - if(keystate[SDLK_RIGHT] | keystate[SDLK_n]) { shipdx += 1.5*framelen; maneuver |= 1;} + 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"); } }