X-Git-Url: https://jasonwoof.com/gitweb/?p=vor.git;a=blobdiff_plain;f=main.c;h=a2bdcbc2d53809b960bc73dd765917ce4b4cef34;hp=a161720309389fe6dc1920793aef36ba4d84e1e1;hb=189cc09109987a44aa8af4419a2d106d675a3ea0;hpb=fe386ffa373cddf449ac069d247e0fb0208620a4 diff --git a/main.c b/main.c index a161720..a2bdcbc 100644 --- a/main.c +++ b/main.c @@ -19,10 +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" @@ -31,17 +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 @@ -68,30 +70,6 @@ struct spacedot sdot[MAXSPACEDOTS]; char topline[1024]; char *initerror = ""; -// Command-line argument parsing -int opt_fullscreen; -int opt_sound; -int opt_music; -float opt_gamespeed; -int opt_tail_engine; -int opt_friction; - -const char *argp_program_version = "Variations on Rockdodger " VERSION; -const char *argp_program_bug_address = ""; -static char doc[] = "VoR: Dodge the rocks until you die."; -static struct argp_option opts[] = { - {0, 0, 0, 0, "Basic Options:"}, - {"full-screen", 'f', 0, 0, ""}, - {"music", 'm', 0, 0, "Enable music"}, - {"silent", 's', 0, 0, "Turn off explosion sounds"}, - {0, 0, 0, 0, "Gameplay Options:"}, - {"game-speed", 'g', "N%", 0, "Game speed [50-100%]"}, - {"engine", 'e', 0, 0, "Display large tail plume"}, - {"old-physics", 'p', 0, 0, "Original physics (i.e. friction)."}, - {0} -}; -error_t parse_opt(int, char*, struct argp_state *); -static struct argp argp = { opts, &parse_opt, 0, doc }; struct shape shipshape; @@ -99,7 +77,8 @@ 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; +float framelen; // this controls the speed of everything that moves. float bangx, bangy, bangdx, bangdy; @@ -138,39 +117,9 @@ char *data_dir; extern char *optarg; extern int optind, opterr, optopt; -// ************************************* FUNCS - -void -init_opts(void) -{ - opt_fullscreen = 0; - opt_sound = 1; - opt_music = 0; - opt_gamespeed = 1.00; // Run game at full speed. - // These switch back to the old gameplay and are off by default. - opt_tail_engine = 0; - opt_friction = 0; -} +#define TO_TICKS(seconds) ((seconds)*20*opt_gamespeed) -error_t -parse_opt(int key, char *arg, struct argp_state *state) -{ - int i; - - switch(key) { - case 'f': opt_fullscreen = 1; break; - case 'm': opt_music = 1; break; - case 's': opt_sound = 0; opt_music = 0; break; - case 'g': sscanf(arg, "%d%%", &i); - if(i < 50) i = 50; else if(i > 100) i = 100; - opt_gamespeed = (float)i / 100; - break; - case 'e': opt_tail_engine = 1; break; - case 'p': opt_friction = 1; break; - default: break; - } - return 0; -} +// ************************************* FUNCS float rnd() { @@ -279,8 +228,8 @@ 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*framelen - xscroll; + bdot[i].y += bdot[i].dy*framelen - yscroll; if(bdot[i].life<0) bdot[i].active = 0; @@ -327,9 +276,9 @@ draw_engine_dots(SDL_Surface *s) { for(i = 0; iYSIZE) { + edot[i].x += edot[i].dx*framelen - xscroll; + edot[i].y += edot[i].dy*framelen - yscroll; + if((edot[i].life -= framelen*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; @@ -351,7 +300,7 @@ 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(); @@ -596,7 +545,7 @@ 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 += framelen/1.0)))); SDL_BlitSurface(surf_b_game,NULL,surf_screen,&dest); dest.x = (XSIZE-surf_b_over->w)/2; @@ -609,7 +558,7 @@ 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 += framelen/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; @@ -663,10 +612,10 @@ draw() { ticks_since_last = SDL_GetTicks()-last_ticks; last_ticks = SDL_GetTicks(); if(ticks_since_last>200 || ticks_since_last<0) { - gamerate = 0; - } - else { - gamerate = opt_gamespeed*ticks_since_last/50.0; + // We won't run at all below 5 frames per second. + framelen = 0; + } else { + framelen = opt_gamespeed*ticks_since_last/50.0; if(state == GAMEPLAY) { score += ticks_since_last; } @@ -689,7 +638,7 @@ 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 -= framelen*3) < 0) { switch(state) { case DEAD_PAUSE: // Create a new ship and start all over again @@ -697,14 +646,14 @@ gameloop() { play_tune(1); break; case GAME_OVER: - state = HIGH_SCORE_ENTRY; - state_timeout = 5.0e6; if(new_high_score(score)) { SDL_Event e; + state = HIGH_SCORE_ENTRY; + state_timeout = 5.0e6; SDL_EnableUNICODE(1); while(SDL_PollEvent(&e)) ; - } else { + } else if(!keystate[SDLK_SPACE]) { state = HIGH_SCORE_DISPLAY; state_timeout = 400; } @@ -747,35 +696,42 @@ 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)framelen); + shipdy *= pow((double)0.9,(double)framelen); } // INERTIA - shipx += shipdx*gamerate; - shipy += shipdy*gamerate; + shipx += shipdx*framelen; + shipy += shipdy*framelen; // SCROLLING tmp = shipy - (YSIZE / 2); tmp += shipdy * 25; tmp /= -25; - tmp = ((screendy * (gamerate - 12)) + (tmp * gamerate)) / 12; + tmp = ((screendy * (framelen - 12)) + (tmp * framelen)) / 12; screendy = -tmp; tmp = shipx - (XSIZE / 3); tmp += shipdx * 25; tmp /= -25; - tmp = ((screendx * (gamerate - 12)) + (tmp * gamerate)) / 12; + tmp = ((screendx * (framelen - 12)) + (tmp * framelen)) / 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 * framelen; + yscroll = screendy * framelen; + back_dist += (screendx - SCREENDXMIN)*framelen; + 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*framelen - xscroll; + bangy += bangdy*framelen - yscroll; move_rocks(); @@ -783,15 +739,15 @@ gameloop() { // BOUNCE X if(shipx<0 || shipx>XSIZE-surf_ship->w) { // BOUNCE from left and right wall - shipx -= (shipdx-screendx)*gamerate; - shipdx = 2*screendx-shipdx; + shipx -= (shipdx-screendx)*framelen; + 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; - shipdy = 2*screendy-shipdy; + shipy -= (shipdy-screendy)*framelen; + shipdy = screendy - (shipdy-screendy)*opt_bounciness; } @@ -808,7 +764,7 @@ gameloop() { shipdx = 8; shipdy = 0; state_timeout = 200.0; fadetimer = 0.0; - faderate = gamerate; + faderate = framelen; } else { state = DEAD_PAUSE; @@ -845,10 +801,10 @@ 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*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"); } } @@ -882,7 +838,6 @@ gameloop() { int main(int argc, char **argv) { init_opts(); - argp_parse(&argp, argc, argv, 0, 0, 0); if(init()) {