X-Git-Url: https://jasonwoof.com/gitweb/?p=vor.git;a=blobdiff_plain;f=main.c;h=b4972a22dc89749f122e87f19de7015f76fa783d;hp=ecdc4e6c80e559405eaff05d22332dea2010da0c;hb=2b5dd5bc0eb1739dd744de6f565d0f3a7ae02c95;hpb=28956e4738468200963dad131b05a24d92f0baa9 diff --git a/main.c b/main.c index ecdc4e6..b4972a2 100644 --- a/main.c +++ b/main.c @@ -19,18 +19,7 @@ * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ -#ifdef DEBUG -#include "debug.h" -#endif - -#include "config.h" -#include "file.h" -#include "globals.h" -#include "rocks.h" -#include "score.h" -#include "shape.h" -#include "sound.h" - +#include #include #include #include @@ -38,10 +27,21 @@ #include #include #include -#include #include "SFont.h" +#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" +#include "sound.h" + // ************************************* VARS // SDL_Surface global variables SDL_Surface @@ -55,31 +55,35 @@ SDL_Surface *surf_life, // Indicator of number of ships remaining *surf_rock[NROCKS], // THE ROCKS *surf_font_big; // The big font + 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 = 320.0, shipy = 240.0; // X position, 0..XSIZE -float shipdx,shipdy; // Change in X position per tick. -float screendx = 7.5, screendy = 0.0; +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. - -int nships,score,initticks,ticks_since_last, last_ticks; -int gameover; -int maneuver = 0; -int sound_flag, music_flag; -int tail_plume; // display big engine at the back? -int friction; // should there be friction? +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; +int jets = 0; + float fadetimer = 0, faderate; int pausedown = 0, paused = 0; @@ -101,7 +105,7 @@ float state_timeout = 600.0; #define NSEQUENCE 2 char *sequence[] = { "Press SPACE to start", - "http://qualdan.com/vor/" + "http://herkamire.com/jason/vor" }; int bangdotlife, nbangdots; @@ -111,12 +115,9 @@ char *data_dir; extern char *optarg; extern int optind, opterr, optopt; -// ************************************* FUNCS +#define TO_TICKS(seconds) ((seconds)*20*opt_gamespeed) -float -rnd() { - return (float)random()/(float)RAND_MAX; -} +// ************************************* FUNCS void init_engine_dots() { @@ -127,246 +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*gamerate - xscroll; - bdot[i].y += bdot[i].dy*gamerate - 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; - } - 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 + sdot[i].z); - sdot[i].y -= yscroll / (1 + 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(!tail_plume) 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; + uint16_t c; + uint16_t *pixels = (uint16_t *) s->pixels; + int row_inc = s->pitch/sizeof(uint16_t); + int heatindex; - 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); - - - 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; } } @@ -374,25 +282,24 @@ 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; - src.h = surf_ship->h; - dest.w = src.w; - dest.h = src.h; - dest.x = (int)shipx; - dest.y = (int)shipy; - SDL_BlitSurface(surf_ship,&src,surf_screen,&dest); + if(state == GAMEPLAY ) { + dest.x = shipx; + dest.y = shipy; + SDL_BlitSurface(surf_ship,NULL,surf_screen,&dest); } draw_rocks(); // Draw the life indicators. - if(state == GAMEPLAY || state == DEAD_PAUSE || state == GAME_OVER) - for(i = 0; iw; - src.h = surf_life->h; - dest.w = src.w; - dest.h = src.h; - dest.x = (i + 1)*(src.w + 10); - dest.y = 20; - SDL_BlitSurface(surf_life, &src, 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 @@ -547,53 +442,33 @@ draw() { fadeover = 1.0; } - src.w = surf_b_game->w; - src.h = surf_b_game->h; - dest.w = src.w; - dest.h = src.h; - dest.x = (XSIZE-src.w)/2; - dest.y = (YSIZE-src.h)/2-40; - SDL_SetAlpha(surf_b_game, SDL_SRCALPHA, (int)(fadegame*(200 + 55*cos(fadetimer += gamerate/1.0)))); - SDL_BlitSurface(surf_b_game,&src,surf_screen,&dest); - - src.w = surf_b_over->w; - src.h = surf_b_over->h; - dest.w = src.w; - dest.h = src.h; - dest.x = (XSIZE-src.w)/2; - dest.y = (YSIZE-src.h)/2 + 40; + 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 += t_frame/1.0)))); + SDL_BlitSurface(surf_b_game,NULL,surf_screen,&dest); + + dest.x = (XSIZE-surf_b_over->w)/2; + dest.y = (YSIZE-surf_b_over->h)/2 + 40; SDL_SetAlpha(surf_b_over, SDL_SRCALPHA, (int)(fadeover*(200 + 55*sin(fadetimer)))); - SDL_BlitSurface(surf_b_over,&src,surf_screen,&dest); + SDL_BlitSurface(surf_b_over,NULL,surf_screen,&dest); break; case TITLE_PAGE: - src.w = surf_b_variations->w; - src.h = surf_b_variations->h; - dest.w = src.w; - dest.h = src.h; - dest.x = (XSIZE-src.w)/2 + cos(fadetimer/6.5)*10; - dest.y = (YSIZE/2-src.h)/2 + sin(fadetimer/5.0)*10; - SDL_SetAlpha(surf_b_variations, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer += gamerate/2.0))); - SDL_BlitSurface(surf_b_variations,&src,surf_screen,&dest); - - src.w = surf_b_on->w; - src.h = surf_b_on->h; - dest.w = src.w; - dest.h = src.h; - dest.x = (XSIZE-src.w)/2 + cos((fadetimer + 1.0)/6.5)*10; - dest.y = (YSIZE/2-src.h)/2 + surf_b_variations->h + 20 + sin((fadetimer + 1.0)/5.0)*10; + 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 += 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; + dest.y = (YSIZE/2-surf_b_on->h)/2 + surf_b_variations->h + 20 + sin((fadetimer + 1.0)/5.0)*10; SDL_SetAlpha(surf_b_on, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer-1.0))); - SDL_BlitSurface(surf_b_on,&src,surf_screen,&dest); - - src.w = surf_b_rockdodger->w; - src.h = surf_b_rockdodger->h; - dest.w = src.w; - dest.h = src.h; - dest.x = (XSIZE-src.w)/2 + cos((fadetimer + 2.0)/6.5)*10; - dest.y = (YSIZE/2-src.h)/2 + surf_b_variations->h + surf_b_on->h + 40 + sin((fadetimer + 2.0)/5)*10; + SDL_BlitSurface(surf_b_on,NULL,surf_screen,&dest); + + dest.x = (XSIZE-surf_b_rockdodger->w)/2 + cos((fadetimer + 2.0)/6.5)*10; + dest.y = (YSIZE/2-surf_b_rockdodger->h)/2 + surf_b_variations->h + surf_b_on->h + 40 + sin((fadetimer + 2.0)/5)*10; SDL_SetAlpha(surf_b_rockdodger, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer-2.0))); - SDL_BlitSurface(surf_b_rockdodger,&src,surf_screen,&dest); + SDL_BlitSurface(surf_b_rockdodger,NULL,surf_screen,&dest); text = "Version " VERSION; x = (XSIZE-SFont_TextWidth(g_font,text))/2 + sin(fadetimer/4.5)*10; @@ -606,7 +481,7 @@ 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 @@ -616,8 +491,7 @@ 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: @@ -629,20 +503,20 @@ 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) { - gamerate = 0; - } - else { - gamerate = GAMESPEED*ticks_since_last/50.0; - if(state == GAMEPLAY) { - score += ticks_since_last; - } + 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. + // This also happens if we were paused, grr. + t_frame = 0; + ms_frame = 0; + } else { + t_frame = opt_gamespeed * ms_frame / 50; + if(state == GAMEPLAY) score += ms_frame; } // Update the surface @@ -662,22 +536,22 @@ 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 state = GAMEPLAY; - play_tune(1); + play_tune(TUNE_GAMEPLAY); 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; } @@ -687,9 +561,6 @@ 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; @@ -710,73 +581,73 @@ gameloop() { blast_radius = BLAST_RADIUS * (DEAD_PAUSE_LENGTH - state_timeout) / 20.0; fixonly = 0; } - blast_rocks(shipx, shipy, blast_radius, fixonly); + blast_rocks(bangx, bangy, blast_radius, fixonly); - if(shipx < 60) shipx = 60; + if(bangx < 60) bangx = 60; } } new_rocks(); - // FRICTION? - if(friction) { - shipdx *= pow((double)0.9,(double)gamerate); - shipdy *= pow((double)0.9,(double)gamerate); - } - // INERTIA - shipx += shipdx*gamerate; - shipy += shipdy*gamerate; - + shipx += shipdx*t_frame; + shipy += shipdy*t_frame; + // SCROLLING - if(state == GAMEPLAY) { - tmp = shipy - (YSIZE / 2); - tmp += shipdy * 25; - tmp /= -25; - tmp = ((screendy * (gamerate - 12)) + (tmp * gamerate)) / 12; - screendy = -tmp; - tmp = shipx - (XSIZE / 2); - tmp += shipdx * 25; - tmp /= -25; - tmp = ((screendx * (gamerate - 12)) + (tmp * gamerate)) / 12; - screendx = -tmp; - } else if(state != DEAD_PAUSE) screendx = 7.5; - - xscroll = screendx * gamerate; - yscroll = screendy * gamerate; + 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)); + } + + 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*t_frame - xscroll; + bangy += bangdy*t_frame - yscroll; + move_rocks(); // BOUNCE X if(shipx<0 || shipx>XSIZE-surf_ship->w) { // BOUNCE from left and right wall - shipx -= shipdx*gamerate; - shipdx *= -99; + 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; - shipdy *= -0.99; + shipy -= (shipdy-screendy)*t_frame; + shipdy = screendy - (shipdy-screendy)*opt_bounciness; } if(draw() && state == GAMEPLAY) { - // Play the explosion sound - play_sound(0); - make_bang_dots(shipx,shipy,shipdx,shipdy,surf_ship,30); + // 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); shipdx *= 0.5; shipdy *= 0.5; + if(shipdx < SCREENDXMIN) shipdx = SCREENDXMIN; if(--nships <= 0) { - shipdx = 0; shipdy = 0; - gameover = 1; state = GAME_OVER; + shipdx = SCREENDXMIN; shipdy = 0; state_timeout = 200.0; fadetimer = 0.0; - faderate = gamerate; + faderate = t_frame; } else { state = DEAD_PAUSE; @@ -787,6 +658,7 @@ gameloop() { SDL_PumpEvents(); keystate = SDL_GetKeyState(NULL); + // new game if(keystate[SDLK_SPACE] && (state == HIGH_SCORE_DISPLAY || state == TITLE_PAGE)) { reset_rocks(); @@ -795,42 +667,33 @@ gameloop() { score = 0; state = GAMEPLAY; - play_tune(1); + play_tune(TUNE_GAMEPLAY); - gameover = 0; - shipx = XSIZE/2; shipy = YSIZE/2; + 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*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_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) { @@ -848,51 +711,14 @@ gameloop() { int main(int argc, char **argv) { - int x, fullscreen; - - fullscreen = 0; - tail_plume = 0; - friction = 0; - sound_flag = 1; - music_flag = 0; - - while ((x = getopt(argc,argv,"efhmps")) >= 0) { - switch(x) { - case 'e': // engine - tail_plume = 1; - break; - case 'f': // fullscreen - fullscreen = 1; - break; - case 'h': // help - printf("Variations on RockDodger\n" - " -e big tail [E]ngine\n" - " -f [F]ull screen\n" - " -h this [H]elp message\n" - " -m enable [M]usic\n" - " -p original [P]hysics (friction)\n" - " -s [S]ilent (no sound)\n"); - exit(0); - break; - case 'm': // music - music_flag = 1; - case 'p': // physics - friction = 1; - break; - case 's': // silent - sound_flag = 0; - music_flag = 0; - break; - } - } + init_opts(); + argp_parse(&argp, argc, argv, 0, 0, 0); - if(init(fullscreen)) { + if(init()) { printf ("ta: '%s'\n",initerror); return 1; } - reset_rocks(); - initticks = SDL_GetTicks(); gameloop(); return 0;