X-Git-Url: https://jasonwoof.com/gitweb/?p=vor.git;a=blobdiff_plain;f=main.c;h=a0b50ccd19ec0cdd4a03dab1e25be521c0f13fe8;hp=a2bdcbc2d53809b960bc73dd765917ce4b4cef34;hb=cd7fb220b16a73c15ff9dff7a5627bf78478875f;hpb=30498ebe775df3854f28946b1373da948bd190a3 diff --git a/main.c b/main.c index a2bdcbc..a0b50cc 100644 --- a/main.c +++ b/main.c @@ -30,15 +30,13 @@ #include "SFont.h" -#ifdef DEBUG -#include "debug.h" -#endif - #include "args.h" #include "common.h" #include "config.h" +#include "dust.h" #include "file.h" #include "globals.h" +#include "mt.h" #include "rocks.h" #include "score.h" #include "shape.h" @@ -64,27 +62,27 @@ SFont_Font *g_font; // Structure global variables struct enginedots edot[MAXENGINEDOTS], *dotptr = edot; struct bangdots bdot[MAXBANGDOTS], *bdotptr = bdot; -struct spacedot sdot[MAXSPACEDOTS]; // Other global variables char topline[1024]; char *initerror = ""; - - struct shape shipshape; 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 back_dist; -float framelen; // this controls the speed of everything that moves. + +// 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 gameover; -int maneuver = 0; +int nships,score; +int jets = 0; float fadetimer = 0, faderate; @@ -121,11 +119,6 @@ extern int optind, opterr, optopt; // ************************************* FUNCS -float -rnd() { - return (float)random()/(float)RAND_MAX; -} - void init_engine_dots() { int i; @@ -135,247 +128,153 @@ init_engine_dots() { } void -init_space_dots() { - int i,b; - for(i = 0; iformat, b, b, b); - } -} - -void -make_bang_dots(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 - +new_bang_dots(int xbang, int ybang, int dx, int dy, SDL_Surface *s) +{ int x,y,endcount; - Uint16 *rawpixel,c; + uint16_t *pixel,c; + uint32_t colorkey; + int row_inc; double theta,r; int begin_generate; begin_generate = SDL_GetTicks(); + pixel = s->pixels; + row_inc = s->pitch/sizeof(uint16_t) - s->w; + colorkey = s->format->colorkey; SDL_LockSurface(s); - rawpixel = (Uint16 *) s->pixels; - - //for(n = 0; n <= power/2; n++) { endcount = 0; while (endcount<3) { - for(x = 0; xw; x++) { - for(y = 0; yh; y++) { - c = rawpixel[s->pitch/2*y + x]; - 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 + dx; - bdot[bd2].dy = (power/50.0)*45.0*sin(theta)*r + dy; + pixel = s->pixels; + for(y=0; yh; y++) { + for(x = 0; xw; x++) { + c = *pixel++; + if(c && c != colorkey) { + theta = frnd()*M_PI*2; + r = frnd(); r = 1 - r*r; + // r = 1 - frnd()*frnd(); + + bdot[bd2].dx = 45*r*cos(theta) + dx; + bdot[bd2].dy = 45*r*sin(theta) + dy; bdot[bd2].x = x + xbang; bdot[bd2].y = y + ybang; - - // Replace the last few bang dots with the pixels from the exploding object - bdot[bd2].c = (endcount>0)?c:0; + bdot[bd2].c = 0; bdot[bd2].life = 100; - bdot[bd2].decay = rnd()*3 + 1; + bdot[bd2].decay = frnd()*3 + 1; bdot[bd2].active = 1; - bd2++; - bd2 %= MAXBANGDOTS; - - // If the circular buffer is filled, who cares? They've had their chance. - //if(bd2 == bd1-1) goto exitloop; + // Replace the last few bang dots with the pixels from the exploding object + if(endcount>0) bdot[bd2].c = c; + bd2 = (bd2+1) % MAXBANGDOTS; } + pixel += row_inc; } } - if(SDL_GetTicks() - begin_generate > 7) endcount++; } SDL_UnlockSurface(s); - } void -draw_bang_dots(SDL_Surface *s) { +draw_bang_dots(SDL_Surface *s) +{ int i; int first_i, last_i; - Uint16 *rawpixel; - rawpixel = (Uint16 *) s->pixels; + uint16_t *pixels, *pixel, c; + int row_inc = s->pitch/sizeof(uint16_t); + pixels = (uint16_t *) s->pixels; first_i = -1; last_i = 0; - for(i = bd1; (bd1 <= bd2)?(i= bd1 && i < bd2); last_i = ++i) { + for(i=0; i= XSIZE || bdot[i].y <= 0 || bdot[i].y >= YSIZE) { - // If the dot has drifted outside the perimeter, kill it + // move and clip + bdot[i].x += bdot[i].dx*t_frame - xscroll; + bdot[i].y += bdot[i].dy*t_frame - yscroll; + if(bdot[i].x < 0 || bdot[i].x >= XSIZE || bdot[i].y < 0 || bdot[i].y >= YSIZE) { bdot[i].active = 0; + continue; } - if(bdot[i].active) { - if(first_i < 0) - first_i = i; - //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; - - if(bdot[i].life<0) - bdot[i].active = 0; - } - } + // check collisions + if(pixel_hit_rocks(bdot[i].x, bdot[i].y)) { bdot[i].active = 0; continue; } - if(first_i >= 0) { - bd1 = first_i; - bd2 = last_i; - } - else { - bd1 = 0; - bd2 = 0; + pixel = pixels + row_inc*(int)(bdot[i].y) + (int)(bdot[i].x); + if(bdot[i].c) c = bdot[i].c; else c = heatcolor[(int)(bdot[i].life)*3]; + *pixel = c; } - } void -draw_space_dots(SDL_Surface *s) { +new_engine_dots(int n, int dir) { int i; - Uint16 *rawpixel; - rawpixel = (Uint16 *) s->pixels; + 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 }; - for(i = 0; ipitch/2*(int)sdot[i].y) + (int)(sdot[i].x)] = sdot[i].color; - sdot[i].x -= xscroll / (1.3 + sdot[i].z); - sdot[i].y -= yscroll / (1.3 + sdot[i].z); - if(sdot[i].y >= XSIZE) sdot[i].x -= XSIZE; - else if(sdot[i].x < 0) sdot[i].x = XSIZE-1; - if(sdot[i].y > YSIZE) sdot[i].y -= YSIZE; - else if(sdot[i].y < 0) sdot[i].y += YSIZE-1; - } -} + hx = surf_ship->w / 2; + hy = surf_ship->h / 2; -void -draw_engine_dots(SDL_Surface *s) { - int i; - Uint16 *rawpixel; - rawpixel = (Uint16 *) s->pixels; + for(i = 0; iactive == 0) { + a = frnd()*M_PI + (dir-1)*M_PI_2; + r = sin(frnd()*M_PI); + dx = r * cos(a); + dy = r * -sin(a); // screen y is "backwards". - for(i = 0; iYSIZE) { - edot[i].active = 0; - } else if(edot[i].x<0 || edot[i].x>XSIZE) { - edot[i].active = 0; + dotptr->active = 1; + dotptr->x = shipx + s[dir]*hx + (frnd()-0.5)*3; + dotptr->y = shipy + s[(dir+1)&3]*hy + (frnd()-0.5)*3; + if(dir&1) { + dotptr->dx = shipdx + 2*dx; + dotptr->dy = shipdy + 20*dy; + dotptr->life = 60 * fabs(dy); } else { - int heatindex; - heatindex = edot[i].life * 6; - //rawpixel[(int)(s->pitch/2*(int)(edot[i].y)) + (int)(edot[i].x)] = lifecolor[(int)(edot[i].life)]; - rawpixel[(int)(s->pitch/2*(int)(edot[i].y)) + (int)(edot[i].x)] = heatindex>3*W ? heatcolor[3*W-1] : heatcolor[heatindex]; + dotptr->dx = shipdx + 20*dx; + dotptr->dy = shipdy + 2*dy; + dotptr->life = 60 * fabs(dx); } - } - } -} -void -create_engine_dots(int newdots) { - 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; - } - } + if(dotptr - edot < MAXENGINEDOTS-1) dotptr++; + else dotptr = edot; } } } void -create_engine_dots2(int newdots, int m) { +draw_engine_dots(SDL_Surface *s) { int i; - double theta, theta2, dx, dy, adx, ady; - - // 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; + uint16_t c; + uint16_t *pixels = (uint16_t *) s->pixels; + int row_inc = s->pitch/sizeof(uint16_t); + int heatindex; - dx = cos(theta) * fabs(cos(theta2)); - dy = sin(theta) * fabs(cos(theta2)); - adx = fabs(dx); - ady = fabs(dy); - - - 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++; - if(dotptr-edot >= MAXENGINEDOTS) { - dotptr = edot; - } + for(i = 0; i= XSIZE + || edot[i].y<0 || edot[i].y >= YSIZE) { + edot[i].active = 0; + continue; } + if(pixel_hit_rocks(edot[i].x, edot[i].y)) { edot[i].active = 0; continue; } + heatindex = edot[i].life * 6; + c = heatindex>3*W ? heatcolor[3*W-1] : heatcolor[heatindex]; + pixels[row_inc*(int)(edot[i].y) + (int)(edot[i].x)] = c; } } @@ -383,28 +282,43 @@ 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 + 10); - dest.y = 20; - SDL_BlitSurface(surf_life, NULL, surf_screen, &dest); + if(state == GAMEPLAY || state == DEAD_PAUSE || state == GAME_OVER) { + for(i = 0; iw + 10); + dest.y = 20; + SDL_BlitSurface(surf_life, NULL, surf_screen, &dest); + } } // Draw the score @@ -545,7 +455,7 @@ 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 += 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; @@ -558,7 +468,7 @@ 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; @@ -582,7 +492,7 @@ draw() { break; case HIGH_SCORE_ENTRY: - play_tune(2); + play_tune(TUNE_HIGH_SCORE_ENTRY); if(!process_score_input()) { // done inputting name // Change state to briefly show high scores page @@ -592,8 +502,7 @@ draw() { // Write the high score table to the file write_high_score_table(); - // Play the title page tune - play_tune(0); + play_tune(TUNE_TITLE_PAGE); } // FALL THROUGH TO case HIGH_SCORE_DISPLAY: @@ -605,20 +514,20 @@ draw() { ; // no action necessary } - if(!gameover && state == GAMEPLAY) { + if(state == GAMEPLAY) { 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. + t_frame = 0; + ms_frame = 0; } else { - framelen = opt_gamespeed*ticks_since_last/50.0; - if(state == GAMEPLAY) { - score += ticks_since_last; - } + t_frame = opt_gamespeed * ms_frame / 50; + if(state == GAMEPLAY) score += ms_frame; } // Update the surface @@ -630,7 +539,7 @@ draw() { int gameloop() { - Uint8 *keystate; + Uint8 *keystate = SDL_GetKeyState(NULL); float tmp; @@ -638,12 +547,12 @@ 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 state = GAMEPLAY; - play_tune(1); + play_tune(TUNE_GAMEPLAY); break; case GAME_OVER: if(new_high_score(score)) { @@ -663,9 +572,6 @@ gameloop() { state_timeout = 500.0; break; case HIGH_SCORE_ENTRY: - // state = TITLE_PAGE; - // play_tune(1); - // state_timeout = 100.0; break; case TITLE_PAGE: state = HIGH_SCORE_DISPLAY; @@ -694,44 +600,33 @@ 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; - screendy = -tmp; - tmp = shipx - (XSIZE / 3); - tmp += shipdx * 25; - tmp /= -25; - tmp = ((screendx * (framelen - 12)) + (tmp * framelen)) / 12; - screendx = -tmp; - - // taper off if we would hit the barrier in under 2 seconds. + tmp = (shipy-YSCROLLTO)/25 + (shipdy-screendy); + screendy += tmp * t_frame/12; + tmp = (shipx-XSCROLLTO)/25 + (shipdx-screendx); + screendx += tmp * t_frame/12; + // taper off so we don't hit the barrier abruptly. + // (if we would hit in < 2 seconds, adjust to 2 seconds). if(back_dist + (screendx - SCREENDXMIN)*TO_TICKS(2) < 0) { screendx = SCREENDXMIN - (back_dist/TO_TICKS(2)); } - xscroll = screendx * framelen; - yscroll = screendy * framelen; - back_dist += (screendx - SCREENDXMIN)*framelen; + back_dist += (screendx - SCREENDXMIN)*t_frame; if(opt_max_lead >= 0) back_dist = min(back_dist, opt_max_lead); + xscroll = screendx * t_frame; + yscroll = screendy * t_frame; + 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(); @@ -739,32 +634,31 @@ 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; } if(draw() && state == GAMEPLAY) { // Died - play_sound(0); // Play the explosion sound + play_sound(SOUND_BANG); // Play the explosion sound bangx = shipx; bangy = shipy; bangdx = shipdx; bangdy = shipdy; - make_bang_dots(shipx,shipy,shipdx,shipdy,surf_ship,30); + new_bang_dots(shipx,shipy,shipdx,shipdy,surf_ship); shipdx *= 0.5; shipdy *= 0.5; if(shipdx < SCREENDXMIN) shipdx = SCREENDXMIN; if(--nships <= 0) { state = GAME_OVER; - gameover = 1; - shipdx = 8; shipdy = 0; + shipdx = SCREENDXMIN; shipdy = 0; state_timeout = 200.0; fadetimer = 0.0; - faderate = framelen; + faderate = t_frame; } else { state = DEAD_PAUSE; @@ -784,42 +678,33 @@ gameloop() { score = 0; state = GAMEPLAY; - play_tune(1); + play_tune(TUNE_GAMEPLAY); - gameover = 0; shipx = XSIZE/2.2; shipy = YSIZE/2; shipdx = screendx; shipdy = screendy; } - maneuver = 0; + jets = 0; } else { SDL_PumpEvents(); keystate = SDL_GetKeyState(NULL); } if(state == GAMEPLAY) { - 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_3]) { SDL_SaveBMP(surf_screen, "snapshot.bmp"); } - } + if(!paused) { + 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"); } + } - if(keystate[SDLK_p] | keystate[SDLK_s]) { - if(!pausedown) { - paused = !paused; - pausedown = 1; - } - } else { - pausedown = 0; + if(keystate[SDLK_p] | keystate[SDLK_s]) { + if(!pausedown) { + paused = !paused; + pausedown = 1; } - - } - else { - paused = 0; + } else { pausedown = 0; } } else if(state == GAME_OVER) { @@ -845,7 +730,6 @@ main(int argc, char **argv) { return 1; } - reset_rocks(); gameloop(); return 0;