X-Git-Url: https://jasonwoof.com/gitweb/?p=vor.git;a=blobdiff_plain;f=main.c;h=fe864bd8feeb6936907f82ec17b1ad826b51f9ae;hp=36cebc6d3b3d78a5bcfe3175bf785078a9972e5a;hb=a9bcdd09afa1b6ea40a7fb09fdd16b60dc932775;hpb=87a3196343bd1694760a77f560049548f745cb65 diff --git a/main.c b/main.c index 36cebc6..fe864bd 100644 --- a/main.c +++ b/main.c @@ -34,12 +34,14 @@ #include "config.h" #include "dust.h" #include "file.h" +#include "float.h" #include "globals.h" #include "mt.h" #include "rocks.h" #include "score.h" #include "sprite.h" #include "sound.h" +#include "autopilot.h" // ************************************* VARS // SDL_Surface global variables @@ -57,18 +59,26 @@ 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. + int heat; // heat multiplier (color). +}; + +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; @@ -76,11 +86,13 @@ 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) +float gamespeed = 1.00; + int score; float fadetimer = 0; -int pausedown = 0, paused = 0; +int paused = 0; // bangdot start (bd1) and end (bd2) position: int bd1 = 0, bd2 = 0; @@ -117,7 +129,7 @@ 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 @@ -129,108 +141,11 @@ init_engine_dots() { } } -void -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; - - n = 20; - pixel = img->pixels; - 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].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(img)) { SDL_UnlockSurface(img); } -} - -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; + dotptr->heat = 6; // dot was created at a random time during the time span - time = frnd() * time_span; // this is how long ago + time = frnd() * t_frame; // this is how long ago // calculate how fast the ship was going when this engine dot was // created (as if it had a smooth acceleration). This is used in @@ -269,82 +185,140 @@ new_engine_dots(float time_span) { // the starting position (not speed) of the dot is calculated as // though the ship were traveling at a constant speed for this - // time_span. + // t_frame. dotptr->x = (ship.x - (ship.dx - screendx) * time) + s[dir]*hx; dotptr->y = (ship.y - (ship.dy - screendy) * time) + s[(dir+1)&3]*hy; 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 dotptr->x += (dotptr->dx - screendx) * time; dotptr->y += (dotptr->dy - screendy) * time; - if(dotptr - edot < MAXENGINEDOTS-1) dotptr++; - else dotptr = edot; + if(!fclip(dotptr->x, XSIZE) && !fclip(dotptr->y, YSIZE)) { + dotptr->active = 1; + if(dotptr - edot < MAXENGINEDOTS-1) { + dotptr++; + } else { + dotptr = edot; + } + } } } } } + 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; i= (XSIZE - 0.000001) || edot[i].y < 0 || edot[i].y >= (YSIZE - 0.000001)) { - edot[i].active = 0; - continue; + n = 20; + pixel = img->pixels; + 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].heat = 3; + bdot[bd2].active = 1; + + 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) +{ + Sprite *hit; + float mass; + + if(d->active) { + d->x += (d->dx - screendx) * t_frame; + d->y += (d->dy - screendy) * t_frame; + d->mass -= t_frame * 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) if(hit->type != SHIP) { + d->active = 0; + mass = sprite_mass(hit); + hit->dx += DOT_MASS_UNIT * d->mass * (d->dx - hit->dx) / mass; + hit->dy += DOT_MASS_UNIT * d->mass * (d->dy - hit->dy) / mass; } } } } void -draw_engine_dots(SDL_Surface *s) { +move_dots(void) +{ 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; i3*W ? heatcolor[3*W-1] : heatcolor[heatindex]; - pixels[row_inc*(int)(edot[i].y) + (int)(edot[i].x)] = c; + if(d->active) { + pixels = (uint16_t *) surf_screen->pixels; + row_inc = surf_screen->pitch / sizeof(uint16_t); + pixel = pixels + (int)d->y * row_inc + (int)d->x; + *pixel = heatcolor[min(3*W-1, (int)(d->mass * d->heat))]; } } void -draw_dots(SDL_Surface *s) { - if(SDL_MUSTLOCK(s)) { SDL_LockSurface(s); } - draw_dust(s); - draw_engine_dots(s); - draw_bang_dots(s); - if(SDL_MUSTLOCK(s)) { SDL_UnlockSurface(s); } +draw_dots(void) { + int i; + + if(SDL_MUSTLOCK(surf_screen)) { SDL_LockSurface(surf_screen); } + draw_dust(); + for(i=0; iflags = 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 < SCREENDXMIN) ship->dx = SCREENDXMIN; + if(ship->dx < BARRIER_SPEED) ship->dx = BARRIER_SPEED; } else { state = GAME_OVER; + play_tune(TUNE_TITLE_PAGE); 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 = SCREENDXMIN; ship->dy = 0; + ship->dx = BARRIER_SPEED; ship->dy = 0; } } @@ -608,9 +586,9 @@ init_score_entry(void) // Count down the state timer, and change state when it gets to zero or less; void -update_state(float ticks) +update_state(void) { - state_timeout -= ticks*3; + state_timeout -= t_frame*3; if(state_timeout > 0) return; switch(state) { @@ -619,7 +597,6 @@ update_state(float ticks) // Restore the ship and continue playing ship.flags = DRAW|MOVE|COLLIDE; state = GAMEPLAY; - play_tune(TUNE_GAMEPLAY); break; case GAME_OVER: if(new_high_score(score)) init_score_entry(); @@ -651,16 +628,25 @@ gameloop() { for(;;) { ms_frame = SDL_GetTicks() - ms_end; ms_end += ms_frame; - if(ms_frame > 1000) { - ms_frame = 1000; + if(ms_frame > 50) { + ms_frame = 50; } - t_frame = opt_gamespeed * ms_frame / 50; + t_frame = gamespeed * ms_frame / 50; frames++; + if(opt_autopilot) { + autopilot(t_frame); + } + while(SDL_PollEvent(&e)) { switch(e.type) { case SDL_QUIT: return; case SDL_KEYDOWN: + // even during high-score entry + if(e.key.keysym.sym == SDLK_ESCAPE) { + return; + } + if(state == HIGH_SCORE_ENTRY) { if(!process_score_input(&e.key.keysym)) { // Write the high score table to the file @@ -668,76 +654,103 @@ gameloop() { // continue to display the scores briefly state = HIGH_SCORE_DISPLAY; state_timeout = 200; - play_tune(TUNE_TITLE_PAGE); } - } else if(e.key.keysym.sym == SDLK_q) { - return; - } - - if(e.key.keysym.sym == SDLK_ESCAPE) { - return; + } else { + switch(e.key.keysym.sym) { + case SDLK_q: + return; + case SDLK_3: + case SDLK_PRINT: + // FIXME make a unique filename like vor-screenshot--.bmp + SDL_SaveBMP(surf_screen, "snapshot.bmp"); + break; + case SDLK_p: + case SDLK_PAUSE: + paused = !paused; + if(paused) { + pause_tune(); + } else { + resume_tune(); + ms_end = SDL_GetTicks(); + } + break; + default: + // other keys are handled by checking keystate each frame + break; + } } break; } } keystate = SDL_GetKeyState(NULL); + if(opt_autopilot) { + autopilot_fix_keystates(keystate); + } if(state == GAMEPLAY) { if(!paused) { score += ms_frame; - if(keystate[SDLK_LEFT] || keystate[SDLK_h]) { ship.dx -= THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<0;} - if(keystate[SDLK_DOWN] || keystate[SDLK_t]) { ship.dy += THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<1;} - if(keystate[SDLK_RIGHT] || keystate[SDLK_n]) { ship.dx += THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<2;} - if(keystate[SDLK_UP] || keystate[SDLK_c]) { ship.dy -= THRUSTER_STRENGTH*t_frame; ship.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; - if(!paused) ms_end = SDL_GetTicks(); + if(keystate[SDLK_LEFT] || keystate[SDLK_KP4]) { + ship.dx -= THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<0; + } + if(keystate[SDLK_DOWN] || keystate[SDLK_KP5] || keystate[SDLK_KP2]) { + ship.dy += THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<1; + } + if(keystate[SDLK_RIGHT] || keystate[SDLK_KP6]) { + ship.dx += THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<2; + } + if(keystate[SDLK_UP] || keystate[SDLK_KP8]) { + ship.dy -= THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<3; + } + if(ship.jets) { + ship.dx = fconstrain2(ship.dx, -50, 50); + ship.dy = fconstrain2(ship.dy, -50, 50); } - } else { - pausedown = 0; } + } if(!paused) { - update_state(t_frame); + update_state(); // 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); + 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); new_rocks(t_frame); - move_engine_dots(t_frame); new_engine_dots(t_frame); - move_bang_dots(t_frame); - move_dust(t_frame); + move_sprites(); + move_dots(); + move_dust(); - collisions(); + new_rocks(); // 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; + ship.x = fconstrain(ship.x, XSIZE - ship.w); } // 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; + ship.y = fconstrain(ship.y, YSIZE - ship.h); } + new_engine_dots(); + + collisions(); // must happen after ship bouncing because it puts pixels where the ship is (thus the ship must be on the screen) + + draw(); // new game @@ -752,17 +765,17 @@ 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;