X-Git-Url: https://jasonwoof.com/gitweb/?p=vor.git;a=blobdiff_plain;f=main.c;h=b4972a22dc89749f122e87f19de7015f76fa783d;hp=58d68d70e5ab68b6ed7ea2b2afdee8c197d8dd00;hb=2b5dd5bc0eb1739dd744de6f565d0f3a7ae02c95;hpb=841f94c4182f8dff0253db9bae4922c3c9039a5f diff --git a/main.c b/main.c index 58d68d7..b4972a2 100644 --- a/main.c +++ b/main.c @@ -30,10 +30,6 @@ #include "SFont.h" -#ifdef DEBUG -#include "debug.h" -#endif - #include "args.h" #include "common.h" #include "config.h" @@ -71,8 +67,6 @@ struct bangdots bdot[MAXBANGDOTS], *bdotptr = bdot; 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. @@ -82,14 +76,12 @@ 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; -int gameover; int jets = 0; float fadetimer = 0, faderate; @@ -136,129 +128,94 @@ init_engine_dots() { } void -new_bang_dots(int xbang, int ybang, int dx, int dy, SDL_Surface *s, int power) +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) { - + 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(); - r = 1-(frnd()*frnd()); - - 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].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 = 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*t_frame - xscroll; - bdot[i].y += bdot[i].dy*t_frame - yscroll; + // check collisions + if(pixel_hit_rocks(bdot[i].x, bdot[i].y)) { bdot[i].active = 0; continue; } - if(bdot[i].life<0) - bdot[i].active = 0; - } - } - - if(first_i >= 0) { - bd1 = first_i; - bd2 = last_i; + 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; } - else { - bd1 = 0; - bd2 = 0; - } - } void -draw_engine_dots(SDL_Surface *s) { - int i; - Uint16 *rawpixel; - rawpixel = (Uint16 *) s->pixels; - - for(i = 0; iYSIZE) { - edot[i].active = 0; - } else if(edot[i].x<0 || edot[i].x>XSIZE) { - edot[i].active = 0; - } 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]; - } - } - } -} - -void new_engine_dots(int n, int dir) { int i; float a, r; // angle, random length @@ -289,11 +246,35 @@ new_engine_dots(int n, int dir) { dotptr->life = 60 * fabs(dx); } - dotptr++; - if(dotptr-edot >= MAXENGINEDOTS) { - dotptr = edot; - } + if(dotptr - edot < MAXENGINEDOTS-1) dotptr++; + else dotptr = edot; + } + } +} + +void +draw_engine_dots(SDL_Surface *s) { + int i; + uint16_t c; + uint16_t *pixels = (uint16_t *) s->pixels; + int row_inc = s->pitch/sizeof(uint16_t); + int heatindex; + + 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; } } @@ -423,7 +404,7 @@ draw() { drawdots(surf_screen); // Draw ship - if(!gameover && state == GAMEPLAY ) { + if(state == GAMEPLAY ) { dest.x = shipx; dest.y = shipy; SDL_BlitSurface(surf_ship,NULL,surf_screen,&dest); @@ -432,11 +413,12 @@ draw() { draw_rocks(); // Draw the life indicators. - 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); + 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 @@ -521,7 +503,7 @@ draw() { ; // no action necessary } - if(!gameover && state == GAMEPLAY) { + if(state == GAMEPLAY) { bang = hit_rocks(shipx, shipy, &shipshape); } @@ -530,13 +512,12 @@ draw() { if(ms_frame>200 || ms_frame<0) { // We won't run at all below 5 frames per second. // This also happens if we were paused, grr. - s_frame = 0; + t_frame = 0; ms_frame = 0; } else { - s_frame = opt_gamespeed * ms_frame / 1000; + t_frame = opt_gamespeed * ms_frame / 50; if(state == GAMEPLAY) score += ms_frame; } - t_frame = s_frame * 20; // Update the surface SDL_Flip(surf_screen); @@ -613,27 +594,22 @@ gameloop() { shipy += shipdy*t_frame; // SCROLLING - tmp = shipy - (YSIZE / 2); - tmp += shipdy * 25; - tmp /= -25; - tmp = ((screendy * (t_frame - 12)) + (tmp * t_frame)) / 12; - screendy = -tmp; - tmp = shipx - (XSIZE / 3); - tmp += shipdx * 25; - tmp /= -25; - tmp = ((screendx * (t_frame - 12)) + (tmp * t_frame)) / 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 * 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); + xscroll = screendx * t_frame; + yscroll = screendy * t_frame; + shipx -= xscroll; shipy -= yscroll; @@ -663,13 +639,12 @@ gameloop() { // Died play_sound(SOUND_BANG); // Play the explosion sound bangx = shipx; bangy = shipy; bangdx = shipdx; bangdy = shipdy; - new_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 = t_frame; @@ -694,7 +669,6 @@ gameloop() { state = GAMEPLAY; play_tune(TUNE_GAMEPLAY); - gameover = 0; shipx = XSIZE/2.2; shipy = YSIZE/2; shipdx = screendx; shipdy = screendy; } @@ -706,28 +680,20 @@ gameloop() { } if(state == GAMEPLAY) { - if(!gameover) { - - 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(!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) { @@ -753,7 +719,6 @@ main(int argc, char **argv) { return 1; } - reset_rocks(); gameloop(); return 0;