X-Git-Url: https://jasonwoof.com/gitweb/?p=vor.git;a=blobdiff_plain;f=main.c;h=f69b5dc9d4c8a2163293d7146f6bca2ddd42eeab;hp=ccaf3504d59c5bc55ba7d6fd497e67240fc49b2f;hb=1f56b653a3e8284f1d9164758d54b93e611af954;hpb=88a9e026caed5568363cefb7d49308b875dc5e4a diff --git a/main.c b/main.c index ccaf350..f69b5dc 100644 --- a/main.c +++ b/main.c @@ -34,6 +34,7 @@ #include "config.h" #include "dust.h" #include "file.h" +#include "float.h" #include "globals.h" #include "mt.h" #include "rocks.h" @@ -41,10 +42,6 @@ #include "sprite.h" #include "sound.h" -#ifdef WIN32 -#define SDL_SetAlpha(surf, flag, alpha) -#endif - // ************************************* VARS // SDL_Surface global variables SDL_Surface @@ -61,18 +58,25 @@ SDL_Surface font *g_font; -// Structure global variables -struct enginedots edot[MAXENGINEDOTS], *dotptr = edot; -struct bangdots bdot[MAXBANGDOTS], *bdotptr = bdot; +struct dot { + int active; + float x, y; + float dx, dy; + float mass; // in DOT_MASS_UNITs + float decay; // rate at which to reduce mass. +}; + +struct dot edot[MAXENGINEDOTS], *dotptr = edot; +struct dot bdot[MAXBANGDOTS]; // Other global variables char topline[1024]; char *initerror = ""; -struct ship ship = { SHIP, 0, NULL, XSIZE/2, YSIZE/2, SCREENDXMIN, 0.0 }; +struct ship ship = { SHIP, 0, NULL, XSIZE/2, YSIZE/2, BARRIER_SPEED, 0.0 }; -float screendx = SCREENDXMIN, screendy = 0.0; -float back_dist; +float screendx = BARRIER_SPEED, screendy = 0.0; +float dist_ahead; // all movement is based on t_frame. unsigned long frames, start, end; @@ -80,12 +84,11 @@ float t_frame; // length of this frame (in ticks = 1/20th second) adjusted for int ms_frame; // length of this frame (milliseconds) int ms_end; // end of this frame (milliseconds) -int bang = false; -float bangx, bangy, bangdx, bangdy; +float gamespeed = 1.00; int score; -float fadetimer = 0, faderate; +float fadetimer = 0; int pausedown = 0, paused = 0; @@ -124,7 +127,7 @@ char *data_dir; extern char *optarg; extern int optind, opterr, optopt; -#define TO_TICKS(seconds) ((seconds)*20*opt_gamespeed) +#define TO_TICKS(seconds) ((seconds)*20*gamespeed) // ************************************* FUNCS @@ -136,102 +139,6 @@ init_engine_dots() { } } -void -new_bang_dots(int xbang, int ybang, int dx, int dy, SDL_Surface *s) -{ - int i, n, x, y; - uint16_t *pixel, c; - uint32_t colorkey; - int row_inc; - double theta, r; - - n = 20; - pixel = s->pixels; - row_inc = s->pitch/sizeof(uint16_t) - s->w; - colorkey = s->format->colorkey; - - if(SDL_MUSTLOCK(s)) { SDL_LockSurface(s); } - - for(i=0; ipixels; - 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; - - 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; - //bdot[bd2].c = (i < n-3) ? 0 : c; - bdot[bd2].life = frnd() * 99; - bdot[bd2].decay = frnd()*3 + 1; - bdot[bd2].active = 1; - - bd2 = (bd2+1) % MAXBANGDOTS; - } - pixel += row_inc; - } - } - } - - if(SDL_MUSTLOCK(s)) { SDL_UnlockSurface(s); } -} - -void -move_bang_dots(float ticks) -{ - int i; - Sprite *hit; - - for(i=0; i= (XSIZE - 0.000001) || bdot[i].y < 0 || bdot[i].y >= (YSIZE - 0.000001)) { - bdot[i].active = 0; - continue; - } - - // check collisions - if((hit = pixel_collides(bdot[i].x, bdot[i].y))) { - if(hit->type != SHIP) { // they shouldn't hit the ship, but they do - bdot[i].active = 0; - hit->dx += ENGINE_DOT_WEIGHT * bdot[i].life * bdot[i].dx / sprite_mass(hit); - hit->dy += ENGINE_DOT_WEIGHT * bdot[i].life * bdot[i].dy / sprite_mass(hit); - continue; - } - } - } -} - - -void -draw_bang_dots(SDL_Surface *s) -{ - int i; - uint16_t *pixels, *pixel, c; - int row_inc = s->pitch/sizeof(uint16_t); - - pixels = (uint16_t *) s->pixels; - - for(i=0; iactive = 1; + dotptr->decay = 3; // dot was created at a random time during the time span time = frnd() * time_span; // this is how long ago @@ -281,11 +189,11 @@ new_engine_dots(float time_span) { if(dir&1) { dotptr->dx = past_ship_dx + 2*dx; dotptr->dy = past_ship_dy + 20*dy; - dotptr->life = 60 * fabs(dy); + dotptr->mass = 60 * fabs(dy); } else { dotptr->dx = past_ship_dx + 20*dx; dotptr->dy = past_ship_dy + 2*dy; - dotptr->life = 60 * fabs(dx); + dotptr->mass = 60 * fabs(dx); } // move the dot as though it were created in the past @@ -299,48 +207,115 @@ new_engine_dots(float time_span) { } } + void -move_engine_dots(float ticks) { - int i; - Sprite *hit; +new_bang_dots(struct sprite *s) +{ + int i, n, x, y; + uint16_t *pixel, c; + uint32_t colorkey; + int row_inc; + double theta, r; + SDL_Surface *img = s->image; - for(i = 0; ipixels; + row_inc = img->pitch/sizeof(uint16_t) - img->w; + colorkey = img->format->colorkey; + + if(SDL_MUSTLOCK(img)) { SDL_LockSurface(img); } + + for(i=0; ipixels; + 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; + + bdot[bd2].dx = 45*r*cos(theta) + s->dx; + bdot[bd2].dy = 45*r*sin(theta) + s->dy; + bdot[bd2].x = x + s->x; + bdot[bd2].y = y + s->y; + bdot[bd2].mass = frnd() * 99; + bdot[bd2].decay = frnd()*1.5 + 0.5; + bdot[bd2].active = 1; - edot[i].x += (edot[i].dx - screendx)*ticks; - edot[i].y += (edot[i].dy - screendy)*ticks; - edot[i].life -= t_frame*3; - if(edot[i].life < 0 || edot[i].x<0 || edot[i].x >= (XSIZE - 0.000001) || edot[i].y < 0 || edot[i].y >= (YSIZE - 0.000001)) { - edot[i].active = 0; - continue; + bd2 = (bd2+1) % MAXBANGDOTS; + } + pixel += row_inc; + } } + } + + if(SDL_MUSTLOCK(img)) { SDL_UnlockSurface(img); } +} - // check collisions - if((hit = pixel_collides(edot[i].x, edot[i].y))) { - if(hit->type != SHIP) { // they shouldn't hit the ship, but they do - edot[i].active = 0; - hit->dx += ENGINE_DOT_WEIGHT * edot[i].life * edot[i].dx / sprite_mass(hit); - hit->dy += ENGINE_DOT_WEIGHT * edot[i].life * edot[i].dy / sprite_mass(hit); - continue; + +void +move_dot(struct dot *d, float ticks) +{ + Sprite *hit; + float mass; + + if(d->active) { + d->x += (d->dx - screendx) * ticks; + d->y += (d->dy - screendy) * ticks; + d->mass -= ticks * d->decay; + if(d->mass < 0 || fclip(d->x, XSIZE) || fclip(d->y, YSIZE)) + d->active = 0; + else { + hit = pixel_collides(d->x, d->y); + if(hit && hit->type != SHIP) { + d->active = 0; + mass = sprite_mass(hit); + hit->dx += DOT_MASS_UNIT * d->mass * d->dx / mass; + hit->dy += DOT_MASS_UNIT * d->mass * d->dy / mass; } } } } void -draw_engine_dots(SDL_Surface *s) { +move_dots(float ticks) +{ + int i; + + for(i=0; ipitch/sizeof(uint16_t); + + pixels = (uint16_t *) s->pixels; + + for(i=0; ipixels; + uint16_t *pixels, *pixel; int row_inc = s->pitch/sizeof(uint16_t); - int heatindex; + + pixels = (uint16_t *) s->pixels; for(i = 0; i3*W ? heatcolor[3*W-1] : heatcolor[heatindex]; - pixels[row_inc*(int)(edot[i].y) + (int)(edot[i].x)] = c; + pixel = pixels + row_inc*(int)(edot[i].y) + (int)(edot[i].x); + *pixel = heatcolor[min(3*W-1, (int)(edot[i].mass)*6)]; } } @@ -481,22 +456,15 @@ draw_game_over(void) int x; char *text0, *text1; SDL_Rect dest; - float a_game = 0, a_over = 0; - - // fade in "GAME", then "OVER". - a_game = min(1.0, faderate*fadetimer/3.0); - if(a_game == 1.0) a_over = min(1.0, faderate*fadetimer/3.0 - 1); fadetimer += t_frame; 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)(a_game*(200 + 55*cos(fadetimer)))); 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)(a_over*(200 + 55*sin(fadetimer)))); SDL_BlitSurface(surf_b_over,NULL,surf_screen,&dest); if(new_high_score(score)) { @@ -525,17 +493,14 @@ draw_title_page(void) 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))); 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,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,NULL,surf_screen,&dest); text = msgs[g_easy][(int)(fadetimer/35)%NSEQUENCE]; @@ -548,25 +513,23 @@ draw_title_page(void) } void -draw(void) { - +draw(void) +{ SDL_FillRect(surf_screen,NULL,0); // black background - draw_dots(surf_screen); // background dots + draw_dots(surf_screen); // background dots draw_sprite(SPRITE(&ship)); draw_rocks(); show_lives(); show_score(); - // If it's game over, show the game over graphic in the dead centre switch (state) { case GAME_OVER: draw_game_over(); break; case TITLE_PAGE: draw_title_page(); break; - case HIGH_SCORE_ENTRY: - play_tune(TUNE_HIGH_SCORE_ENTRY); - // FALL THROUGH TO + case HIGH_SCORE_ENTRY: play_tune(TUNE_HIGH_SCORE_ENTRY); + // and fall through to case HIGH_SCORE_DISPLAY: // Display de list o high scores mon. display_scores(surf_screen, 150,50); @@ -576,24 +539,39 @@ draw(void) { ; // no action necessary } - collisions(); - // Update the surface SDL_Flip(surf_screen); } static inline void -kill_ship(Sprite *ship) +kill_ship(struct ship *ship) { - ship->flags = MOVE; - bang = true; + play_sound(SOUND_BANG); + new_bang_dots(SPRITE(ship)); + if(--ship->lives) { + state = DEAD_PAUSE; + state_timeout = DEAD_PAUSE_LENGTH; + // want ship to be invisible, but keep drifting at sqrt(speed) + // to leave it in the middle of the space from the explosion. + ship->flags = MOVE; + ship->dx = (ship->dx < 0) ? -sqrt(-ship->dx) : sqrt(ship->dx); + ship->dy = (ship->dy < 0) ? -sqrt(-ship->dy) : sqrt(ship->dy); + if(ship->dx < BARRIER_SPEED) ship->dx = BARRIER_SPEED; + } else { + state = GAME_OVER; + state_timeout = 200.0; + fadetimer = 0.0; + ship->flags = 0; + // scrolling is based on the ship speed, so we need to reset it. + ship->dx = BARRIER_SPEED; ship->dy = 0; + } } void do_collision(Sprite *a, Sprite *b) { - if(a->type == SHIP) kill_ship(a); - else if (b->type == SHIP) kill_ship(b); + if(a->type == SHIP) kill_ship((struct ship *)a); + else if(b->type == SHIP) kill_ship((struct ship *)b); else bounce(a, b); } @@ -617,6 +595,7 @@ update_state(float ticks) if(state_timeout > 0) return; switch(state) { + case GAMEPLAY: break; // no action necessary case DEAD_PAUSE: // Restore the ship and continue playing ship.flags = DRAW|MOVE|COLLIDE; @@ -641,8 +620,6 @@ update_state(float ticks) state = HIGH_SCORE_DISPLAY; state_timeout = 200.0; break; - case GAMEPLAY: - ; // no action necessary } } @@ -658,7 +635,7 @@ gameloop() { if(ms_frame > 1000) { ms_frame = 1000; } - t_frame = opt_gamespeed * ms_frame / 50; + t_frame = gamespeed * ms_frame / 50; frames++; while(SDL_PollEvent(&e)) { @@ -711,68 +688,41 @@ gameloop() { if(!paused) { update_state(t_frame); - if(state == DEAD_PAUSE && bangx < 60) bangx = 60; - // SCROLLING - tmp = (ship.y+ship.h/2+ship.dy*t_frame-YSCROLLTO)/25 + (ship.dy-screendy); + tmp = (ship.y+ship.h/2 + ship.dy*t_frame - YSCROLLTO)/25 + (ship.dy-screendy); screendy += tmp * t_frame/12; - tmp = (ship.x+ship.w/2+ship.dx*t_frame-XSCROLLTO)/25 + (ship.dx-screendx); + tmp = (ship.x+ship.w/2 + ship.dx*t_frame - XSCROLLTO)/25 + (ship.dx-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); - - // move bang center - bangx += (bangdx - screendx)*t_frame; - bangy += (bangdy - screendy)*t_frame; + if(dist_ahead + (screendx - BARRIER_SPEED)*TO_TICKS(2) < 0) + screendx = BARRIER_SPEED - (dist_ahead/TO_TICKS(2)); + dist_ahead += (screendx - BARRIER_SPEED)*t_frame; + if(MAX_DIST_AHEAD >= 0) dist_ahead = min(dist_ahead, MAX_DIST_AHEAD); move_sprites(t_frame); - move_engine_dots(t_frame); - move_bang_dots(t_frame); + move_dots(t_frame); move_dust(t_frame); + new_rocks(t_frame); + new_engine_dots(t_frame); + + collisions(); + // BOUNCE off left or right edge of screen if(ship.x < 0 || ship.x+ship.w > XSIZE) { ship.x -= (ship.dx-screendx)*t_frame; - ship.dx = screendx - (ship.dx-screendx)*opt_bounciness; + ship.dx = screendx - (ship.dx-screendx)*BOUNCINESS; } // BOUNCE off top or bottom of screen if(ship.y < 0 || ship.y+ship.h > YSIZE) { ship.y -= (ship.dy-screendy)*t_frame; - ship.dy = screendy - (ship.dy-screendy)*opt_bounciness; + ship.dy = screendy - (ship.dy-screendy)*BOUNCINESS; } - new_rocks(t_frame); - new_engine_dots(t_frame); - draw(); - if(state == GAMEPLAY && bang) { - // Died - bang = false; - play_sound(SOUND_BANG); // Play the explosion sound - bangx = ship.x; bangy = ship.y; bangdx = ship.dx; bangdy = ship.dy; - new_bang_dots(ship.x,ship.y,ship.dx,ship.dy,ship.image); - - if(--ship.lives) { - state = DEAD_PAUSE; - state_timeout = DEAD_PAUSE_LENGTH; - ship.dx = (ship.dx < 0) ? -sqrt(-ship.dx) : sqrt(ship.dx); - ship.dy = (ship.dy < 0) ? -sqrt(-ship.dy) : sqrt(ship.dy); - if(ship.dx < SCREENDXMIN) ship.dx = SCREENDXMIN; - } else { - state = GAME_OVER; - ship.dx = SCREENDXMIN; ship.dy = 0; - state_timeout = 200.0; - fadetimer = 0.0; - faderate = t_frame; - } - } - // new game if((keystate[SDLK_SPACE] || keystate[SDLK_1] || keystate[SDLK_2]) && (state == HIGH_SCORE_DISPLAY @@ -785,17 +735,17 @@ gameloop() { g_easy = 0; initial_rocks = NORMAL_I_ROCKS; final_rocks = NORMAL_F_ROCKS; - if(opt_gamespeed == EASY_GAMESPEED) - opt_gamespeed = NORMAL_GAMESPEED; + if(gamespeed == EASY_GAMESPEED) + gamespeed = NORMAL_GAMESPEED; } else if(keystate[SDLK_1]) { g_easy = 1; initial_rocks = EASY_I_ROCKS; final_rocks = EASY_F_ROCKS; - opt_gamespeed = EASY_GAMESPEED; + gamespeed = EASY_GAMESPEED; } reset_sprites(); reset_rocks(); - screendx = SCREENDXMIN; screendy = 0; + screendx = BARRIER_SPEED; screendy = 0; ship.x = XSIZE/2.2; ship.y = YSIZE/2 - ship.w/2; ship.dx = screendx; ship.dy = screendy;