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more refactoring in main.c
authorJoshua Grams <josh@qualdan.com>
Wed, 28 Jun 2006 20:16:37 +0000 (20:16 +0000)
committerJoshua Grams <josh@qualdan.com>
Wed, 28 Jun 2006 20:16:37 +0000 (20:16 +0000)
main.c

diff --git a/main.c b/main.c
index 0001c99..f358292 100644 (file)
--- a/main.c
+++ b/main.c
@@ -233,8 +233,8 @@ draw_bang_dots(SDL_Surface *s)
 
 
 void
-new_engine_dots(float time_span, int dir) {
-       int i;
+new_engine_dots(float time_span) {
+       int dir, i;
        int n = time_span * ENGINE_DOTS_PER_TIC;
        float a, r;  // angle, random length
        float dx, dy;
@@ -246,50 +246,54 @@ new_engine_dots(float time_span, int dir) {
        hx = ship.image->w / 2;
        hy = ship.image->h / 2;
 
-       for(i = 0; i<n; i++) {
-               if(dotptr->active == 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".
-
-                       dotptr->active = 1;
-
-                       // dot was created at a random time during the time span
-                       time = frnd() * time_span; // 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
-                       // determining the velocity of the dots, but not their starting
-                       // location.
-                       accelh = ((ship.jets >> 2) & 1) - (ship.jets & 1);
-                       accelh *= THRUSTER_STRENGTH * time;
-                       past_ship_dx = ship.dx - accelh;
-                       accelv = ((ship.jets >> 1) & 1) - ((ship.jets >> 3) & 1);
-                       accelv *= THRUSTER_STRENGTH * time;
-                       past_ship_dy = ship.dy - accelv;
-
-                       // the starting position (not speed) of the dot is calculated as
-                       // though the ship were traveling at a constant speed for this
-                       // time_span.
-                       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);
-                       } else {
-                               dotptr->dx = past_ship_dx + 20*dx;
-                               dotptr->dy = past_ship_dy + 2*dy;
-                               dotptr->life = 60 * fabs(dx);
-                       }
+       for(dir=0; dir<4; dir++) {
+               if(!(ship.jets & 1<<dir)) continue;
+
+               for(i = 0; i<n; i++) {
+                       if(dotptr->active == 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".
+
+                               dotptr->active = 1;
+
+                               // dot was created at a random time during the time span
+                               time = frnd() * time_span; // 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
+                               // determining the velocity of the dots, but not their starting
+                               // location.
+                               accelh = ((ship.jets >> 2) & 1) - (ship.jets & 1);
+                               accelh *= THRUSTER_STRENGTH * time;
+                               past_ship_dx = ship.dx - accelh;
+                               accelv = ((ship.jets >> 1) & 1) - ((ship.jets >> 3) & 1);
+                               accelv *= THRUSTER_STRENGTH * time;
+                               past_ship_dy = ship.dy - accelv;
+
+                               // the starting position (not speed) of the dot is calculated as
+                               // though the ship were traveling at a constant speed for this
+                               // time_span.
+                               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);
+                               } else {
+                                       dotptr->dx = past_ship_dx + 20*dx;
+                                       dotptr->dy = past_ship_dy + 2*dy;
+                                       dotptr->life = 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;
+                               // 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(dotptr - edot < MAXENGINEDOTS-1) dotptr++;
+                               else dotptr = edot;
+                       }
                }
        }
 }
@@ -340,15 +344,6 @@ draw_engine_dots(SDL_Surface *s) {
 
 void
 draw_dots(SDL_Surface *s) {
-       int m;
-
-       // Create engine dots
-       for(m = 0; m<4; m++) {
-               if(ship.jets & 1<<m) { // 'jets' is a bit field
-                       new_engine_dots(t_frame,m);
-               }
-       }
-
        SDL_LockSurface(s);
        draw_dust(s);
        draw_engine_dots(s);
@@ -575,11 +570,6 @@ draw(void) {
 
        collisions();
 
-       ms_frame = SDL_GetTicks() - ms_end;
-       ms_end += ms_frame;
-       t_frame = opt_gamespeed * ms_frame / 50;
-       if(state == GAMEPLAY) score += ms_frame;
-
        // Update the surface
        SDL_Flip(surf_screen);
 }
@@ -611,14 +601,54 @@ init_score_entry(void)
        insert_score(score);
 }
 
+// Count down the state timer, and change state when it gets to zero or less;
+void
+update_state(float ticks)
+{
+       state_timeout -= ticks*3;
+       if(state_timeout > 0) return;
+
+       switch(state) {
+               case DEAD_PAUSE:
+                       // 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();
+                       else {
+                               state = HIGH_SCORE_DISPLAY;
+                               state_timeout = 400;
+                       }
+                       break;
+               case HIGH_SCORE_DISPLAY:
+                       state = TITLE_PAGE;
+                       state_timeout = 600.0;
+                       fadetimer = 0.0;
+                       break;
+               case HIGH_SCORE_ENTRY:
+                       break;
+               case TITLE_PAGE:
+                       state = HIGH_SCORE_DISPLAY;
+                       state_timeout = 200.0;
+                       break;
+               case GAMEPLAY:
+                       ; // no action necessary
+       }
+}
+
 void
 gameloop() {
        SDL_Event e;
        Uint8 *keystate;
        float tmp;
 
-
        for(;;) {
+               ms_frame = SDL_GetTicks() - ms_end;
+               ms_end += ms_frame;
+               t_frame = opt_gamespeed * ms_frame / 50;
+
                while(SDL_PollEvent(&e)) {
                        switch(e.type) {
                                case SDL_QUIT: return;
@@ -642,43 +672,32 @@ gameloop() {
                }
                keystate = SDL_GetKeyState(NULL);
 
-               if(!paused) {
-                       // Count down the game loop timer, and change state when it gets to zero or less;
-
-                       if((state_timeout -= t_frame*3) < 0) {
-                               switch(state) {
-                                       case DEAD_PAUSE:
-                                               // 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();
-                                               else {
-                                                       state = HIGH_SCORE_DISPLAY;
-                                                       state_timeout = 400;
-                                               }
-                                               break;
-                                       case HIGH_SCORE_DISPLAY:
-                                               state = TITLE_PAGE;
-                                               state_timeout = 600.0;
-                                               fadetimer = 0.0;
-                                               break;
-                                       case HIGH_SCORE_ENTRY:
-                                               break;
-                                       case TITLE_PAGE:
-                                               state = HIGH_SCORE_DISPLAY;
-                                               state_timeout = 200.0;
-                                               break;
-                                       case GAMEPLAY:
-                                               ; // no action necessary
+               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();
                                }
                        } else {
-                               if(state == DEAD_PAUSE) {
-                                       if(bangx < 60) bangx = 60;
-                               }
+                               pausedown = 0;
                        }
+               }
+
+               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);
@@ -714,6 +733,7 @@ gameloop() {
                        }
 
                        new_rocks(t_frame);
+                       new_engine_dots(t_frame);
 
                        draw();
 
@@ -779,27 +799,6 @@ gameloop() {
                        ship.jets = 0;
                }
 
-               if(state == GAMEPLAY) {
-                       if(!paused) {
-                               // FIXME why is this at the bottom? Shouldn't it be up before the ship movement?
-                               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();
-                               }
-                       } else {
-                               pausedown = 0;
-                       }
-               }
-
                if(state == TITLE_PAGE && keystate[SDLK_h]) {
                        state = HIGH_SCORE_DISPLAY;
                        state_timeout = 400;