X-Git-Url: https://jasonwoof.com/gitweb/?p=vor.git;a=blobdiff_plain;f=main.c;h=9b04f07ce2beea629e6cc55a7667be31e9c407a8;hp=79b8689e923f089abba483fc060f6153e87a274f;hb=286cb1818d7d2787c8a19f5cf34947e7300bc536;hpb=4461dfec6f8f09b43ec9719523d14978d82bd124 diff --git a/main.c b/main.c index 79b8689..9b04f07 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 @@ -76,11 +77,16 @@ 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 gamerate; // 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) +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; @@ -115,6 +121,8 @@ char *data_dir; extern char *optarg; extern int optind, opterr, optopt; +#define TO_TICKS(seconds) ((seconds)*20*opt_gamespeed) + // ************************************* FUNCS float @@ -224,8 +232,8 @@ 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*gamerate - xscroll; - bdot[i].y += bdot[i].dy*gamerate - 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 +280,9 @@ 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; @@ -296,7 +304,7 @@ create_engine_dots(int newdots) { if(!opt_tail_engine) return; if(state == GAMEPLAY) { - for(i = 0; iactive == 0) { theta = rnd()*M_PI*2; r = rnd(); @@ -541,7 +549,7 @@ draw() { dest.x = (XSIZE-surf_b_game->w)/2; dest.y = (YSIZE-surf_b_game->h)/2-40; - SDL_SetAlpha(surf_b_game, SDL_SRCALPHA, (int)(fadegame*(200 + 55*cos(fadetimer += gamerate/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 +562,7 @@ 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 += gamerate/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; @@ -605,15 +613,15 @@ 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. - gamerate = 0; + t_frame = 0; } else { - gamerate = opt_gamespeed*ticks_since_last/50.0; + t_frame = opt_gamespeed*ms_frame/50.0; if(state == GAMEPLAY) { - score += ticks_since_last; + score += ms_frame; } } @@ -634,7 +642,7 @@ gameloop() { if(!paused) { // Count down the game loop timer, and change state when it gets to zero or less; - if((state_timeout -= gamerate*3) < 0) { + if((state_timeout -= t_frame*3) < 0) { switch(state) { case DEAD_PAUSE: // Create a new ship and start all over again @@ -692,35 +700,42 @@ gameloop() { // FRICTION? if(opt_friction) { - shipdx *= pow((double)0.9,(double)gamerate); - shipdy *= pow((double)0.9,(double)gamerate); + shipdx *= pow((double)0.9,(double)t_frame); + shipdy *= pow((double)0.9,(double)t_frame); } // INERTIA - shipx += shipdx*gamerate; - shipy += shipdy*gamerate; + shipx += shipdx*t_frame; + shipy += shipdy*t_frame; // SCROLLING tmp = shipy - (YSIZE / 2); tmp += shipdy * 25; tmp /= -25; - tmp = ((screendy * (gamerate - 12)) + (tmp * gamerate)) / 12; + tmp = ((screendy * (t_frame - 12)) + (tmp * t_frame)) / 12; screendy = -tmp; tmp = shipx - (XSIZE / 3); tmp += shipdx * 25; tmp /= -25; - tmp = ((screendx * (gamerate - 12)) + (tmp * gamerate)) / 12; + tmp = ((screendx * (t_frame - 12)) + (tmp * t_frame)) / 12; screendx = -tmp; - if(screendx < SCREENDXMIN) screendx=SCREENDXMIN; - xscroll = screendx * gamerate; - yscroll = screendy * gamerate; + // 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*gamerate - xscroll; - bangy += bangdy*gamerate - yscroll; + bangx += bangdx*t_frame - xscroll; + bangy += bangdy*t_frame - yscroll; move_rocks(); @@ -728,14 +743,14 @@ gameloop() { // BOUNCE X if(shipx<0 || shipx>XSIZE-surf_ship->w) { // BOUNCE from left and right wall - shipx -= (shipdx-screendx)*gamerate; + 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)*gamerate; + shipy -= (shipdy-screendy)*t_frame; shipdy = screendy - (shipdy-screendy)*opt_bounciness; } @@ -753,7 +768,7 @@ gameloop() { shipdx = 8; shipdy = 0; state_timeout = 200.0; fadetimer = 0.0; - faderate = gamerate; + faderate = t_frame; } else { state = DEAD_PAUSE; @@ -790,10 +805,10 @@ gameloop() { if(!gameover) { if(!paused) { - if(keystate[SDLK_UP] | keystate[SDLK_c]) { shipdy -= 1.5*gamerate; maneuver |= 1<<3;} - if(keystate[SDLK_DOWN] | keystate[SDLK_t]) { shipdy += 1.5*gamerate; maneuver |= 1<<1;} - if(keystate[SDLK_LEFT] | keystate[SDLK_h]) { shipdx -= 1.5*gamerate; maneuver |= 1<<2;} - if(keystate[SDLK_RIGHT] | keystate[SDLK_n]) { shipdx += 1.5*gamerate; maneuver |= 1;} + if(keystate[SDLK_UP] | keystate[SDLK_c]) { shipdy -= 1.5*t_frame; maneuver |= 1<<3;} + if(keystate[SDLK_DOWN] | keystate[SDLK_t]) { shipdy += 1.5*t_frame; maneuver |= 1<<1;} + if(keystate[SDLK_LEFT] | keystate[SDLK_h]) { shipdx -= 1.5*t_frame; maneuver |= 1<<2;} + if(keystate[SDLK_RIGHT] | keystate[SDLK_n]) { shipdx += 1.5*t_frame; maneuver |= 1;} if(keystate[SDLK_3]) { SDL_SaveBMP(surf_screen, "snapshot.bmp"); } }