1 /* Variations on RockDodger
2 * Space Rocks copyright (C) 2001 Paul Holt <pad@pcholt.com>
4 * Project fork 2004, Jason Woofenden and Joshua Grams.
5 * (a whole bunch of modifications and project rename)
7 * This program is free software; you can redistribute it and/or modify it
8 * under the terms of the GNU General Public License as published by the
9 * Free Software Foundation; either version 2 of the License, or (at your
10 * option) any later version.
12 * This program is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 * GNU General Public License for more details.
17 * You should have received a copy of the GNU General Public License
18 * along with this program; if not, write to the Free Software
19 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
24 #include <SDL_image.h>
44 #include "autopilot.h"
46 // ************************************* VARS
47 // SDL_Surface global variables
49 *surf_screen, // Screen
50 *surf_b_variations, // "variations" banner
51 *surf_b_on, // "on" banner
52 *surf_b_rockdodger, // "rockdodger" banner
53 *surf_b_game, // Title element "game"
54 *surf_b_over, // Title element "over"
55 *surf_life, // Indicator of number of ships remaining
56 *surf_rock[NROCKS], // THE ROCKS
57 *surf_font_big; // The big font
66 float mass; // in DOT_MASS_UNITs
67 float decay; // rate at which to reduce mass.
68 int heat; // heat multiplier (color).
71 struct dot edot[MAXENGINEDOTS], *dotptr = edot;
72 struct dot bdot[MAXBANGDOTS];
74 // Other global variables
77 int screenshot_number = 0;
79 struct ship ship = { SHIP, 0, NULL, XSIZE/2, YSIZE/2, BARRIER_SPEED, 0.0 };
81 float screendx = BARRIER_SPEED, screendy = 0.0;
84 // all movement is based on t_frame.
85 unsigned long frames, start, end;
86 float t_frame; // length of this frame (in ticks = 1/20th second) adjusted for gamespeed
87 int ms_frame; // length of this frame (milliseconds)
88 int ms_end; // end of this frame (milliseconds)
90 float gamespeed = 1.00;
98 // bangdot start (bd1) and end (bd2) position:
109 enum states state = TITLE_PAGE;
110 float state_timeout = 600.0;
115 "Press SPACE for normal game",
116 "Press '1' for easy game",
117 "http://jasonwoof.org/vor"
120 "Press SPACE for easy game",
121 "Press '2' for normal game",
122 "http://jasonwoof.org/vor"
126 int bangdotlife, nbangdots;
127 Uint16 heatcolor[W*3];
131 extern int optind, opterr, optopt;
133 #define TO_TICKS(seconds) ((seconds)*20*gamespeed)
135 // ************************************* FUNCS
140 for(i = 0; i<MAXENGINEDOTS; i++) {
147 new_engine_dots(void) {
149 int n = t_frame * ENGINE_DOTS_PER_TIC;
150 float a, r; // angle, random length
152 float hx, hy; // half ship width/height.
153 static const int s[4] = { 2, 1, 0, 1 };
155 float accelh, accelv, past_ship_dx, past_ship_dy;
157 hx = ship.image->w / 2;
158 hy = ship.image->h / 2;
160 for(dir=0; dir<4; dir++) {
161 if(!(ship.jets & 1<<dir)) continue;
163 for(i = 0; i<n; i++) {
164 if(dotptr->active == 0) {
165 a = frnd()*M_PI + (dir-1)*M_PI_2;
166 r = sin(frnd()*M_PI);
168 dy = r * -sin(a); // screen y is "backwards".
173 // dot was created at a random time during the time span
174 time = frnd() * t_frame; // this is how long ago
176 // calculate how fast the ship was going when this engine dot was
177 // created (as if it had a smooth acceleration). This is used in
178 // determining the velocity of the dots, but not their starting
180 accelh = ((ship.jets >> 2) & 1) - (ship.jets & 1);
181 accelh *= THRUSTER_STRENGTH * time;
182 past_ship_dx = ship.dx - accelh;
183 accelv = ((ship.jets >> 1) & 1) - ((ship.jets >> 3) & 1);
184 accelv *= THRUSTER_STRENGTH * time;
185 past_ship_dy = ship.dy - accelv;
187 // the starting position (not speed) of the dot is calculated as
188 // though the ship were traveling at a constant speed for this
190 dotptr->x = (ship.x - (ship.dx - screendx) * time) + s[dir]*hx;
191 dotptr->y = (ship.y - (ship.dy - screendy) * time) + s[(dir+1)&3]*hy;
193 dotptr->dx = past_ship_dx + 2*dx;
194 dotptr->dy = past_ship_dy + 20*dy;
195 dotptr->mass = 60 * fabs(dy);
197 dotptr->dx = past_ship_dx + 20*dx;
198 dotptr->dy = past_ship_dy + 2*dy;
199 dotptr->mass = 60 * fabs(dx);
202 // move the dot as though it were created in the past
203 dotptr->x += (dotptr->dx - screendx) * time;
204 dotptr->y += (dotptr->dy - screendy) * time;
206 if(!fclip(dotptr->x, XSIZE) && !fclip(dotptr->y, YSIZE)) {
208 if(dotptr - edot < MAXENGINEDOTS-1) {
221 new_bang_dots(struct sprite *s)
228 SDL_Surface *img = s->image;
232 row_inc = img->pitch/sizeof(uint16_t) - img->w;
233 colorkey = img->format->colorkey;
235 if(SDL_MUSTLOCK(img)) { SDL_LockSurface(img); }
239 for(y=0; y<img->h; y++) {
240 for(x = 0; x<img->w; x++) {
242 if(c && c != colorkey) {
243 theta = frnd()*M_PI*2;
244 r = frnd(); r = 1 - r*r;
246 bdot[bd2].dx = 45*r*cos(theta) + s->dx;
247 bdot[bd2].dy = 45*r*sin(theta) + s->dy;
248 bdot[bd2].x = x + s->x;
249 bdot[bd2].y = y + s->y;
250 bdot[bd2].mass = frnd() * 99;
251 bdot[bd2].decay = frnd()*1.5 + 0.5;
253 bdot[bd2].active = 1;
255 bd2 = (bd2+1) % MAXBANGDOTS;
262 if(SDL_MUSTLOCK(img)) { SDL_UnlockSurface(img); }
267 move_dot(struct dot *d)
273 d->x += (d->dx - screendx) * t_frame;
274 d->y += (d->dy - screendy) * t_frame;
275 d->mass -= t_frame * d->decay;
276 if(d->mass < 0 || fclip(d->x, XSIZE) || fclip(d->y, YSIZE))
279 hit = pixel_collides(d->x, d->y);
280 if(hit) if(hit->type != SHIP) {
282 mass = sprite_mass(hit);
283 hit->dx += DOT_MASS_UNIT * d->mass * (d->dx - hit->dx) / mass;
284 hit->dy += DOT_MASS_UNIT * d->mass * (d->dy - hit->dy) / mass;
295 for(i=0; i<MAXBANGDOTS; i++) move_dot(&bdot[i]);
296 for(i=0; i<MAXENGINEDOTS; i++) move_dot(&edot[i]);
301 draw_dot(struct dot *d)
303 uint16_t *pixels, *pixel;
307 pixels = (uint16_t *) surf_screen->pixels;
308 row_inc = surf_screen->pitch / sizeof(uint16_t);
309 pixel = pixels + (int)d->y * row_inc + (int)d->x;
310 *pixel = heatcolor[min(3*W-1, (int)(d->mass * d->heat))];
318 if(SDL_MUSTLOCK(surf_screen)) { SDL_LockSurface(surf_screen); }
320 for(i=0; i<MAXBANGDOTS; i++) draw_dot(&bdot[i]);
321 for(i=0; i<MAXENGINEDOTS; i++) draw_dot(&edot[i]);
322 if(SDL_MUSTLOCK(surf_screen)) { SDL_UnlockSurface(surf_screen); }
326 load_image(char *filename)
328 SDL_Surface *tmp, *img = NULL;
329 char *s = add_data_path(filename);
334 img = SDL_DisplayFormat(tmp);
335 SDL_FreeSurface(tmp);
344 load_sprite(SPRITE(&ship), "ship.png");
347 void font_cleanup() {
355 // Attempt to get the required video size
356 flag = SDL_DOUBLEBUF | SDL_HWSURFACE;
357 if(opt_fullscreen) flag |= SDL_FULLSCREEN;
358 surf_screen = SDL_SetVideoMode(XSIZE,YSIZE,16,flag);
362 toggle_fullscreen() {
363 opt_fullscreen = 1 - opt_fullscreen;
374 // Where are our data files?
375 if(!find_files()) exit(1);
376 read_high_score_table();
379 // Initialize SDL with audio and video
380 if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) != 0) {
382 fputs("Can't open sound, starting without it\n", stderr);
386 atexit(SDL_CloseAudio);
387 opt_sound = init_sound();
390 // Initialize with video only
391 CONDERROR(SDL_Init(SDL_INIT_VIDEO) != 0);
395 play_tune(TUNE_TITLE_PAGE);
398 // Attempt to get the required video size
401 // Set the title bar text
402 SDL_WM_SetCaption("Variations on Rockdodger", "VoR");
404 NULLERROR(surf_screen);
406 // Set the heat color from the range 0 (cold) to 300 (blue-white)
407 for(i = 0; i<W*3; i++) {
408 heatcolor[i] = SDL_MapRGB(
410 (i<W)?(i*M/W):(M),(i<W)?0:(i<2*W)?((i-W)*M/W):M,(i<2*W)?0:((i-W)*M/W) // Got that?
415 NULLERROR(surf_b_variations = load_image("b_variations.png"));
416 NULLERROR(surf_b_on = load_image("b_on.png"));
417 NULLERROR(surf_b_rockdodger = load_image("b_rockdodger.png"));
419 NULLERROR(surf_b_game = load_image("b_game.png"));
420 NULLERROR(surf_b_over = load_image("b_over.png"));
422 // Load the life indicator (small ship) graphic.
423 NULLERROR(surf_life = load_image("life.png"));
425 // Load the font image
426 s = add_data_path("font.png");
428 g_font = font_load(s);
429 atexit(&font_cleanup);
431 fprintf(stderr, "could create path to font\n");
439 add_sprite(SPRITE(&ship));
441 // Remove the mouse cursor
443 SDL_ShowCursor(SDL_DISABLE);
455 for(i=0; i<ship.lives-1; i++) {
456 dest.x = (i + 1)*(surf_life->w + 10);
458 SDL_BlitSurface(surf_life, NULL, surf_screen, &dest);
469 fadetimer += t_frame;
471 dest.x = (XSIZE-surf_b_game->w)/2;
472 dest.y = (YSIZE-surf_b_game->h)/2-40;
473 SDL_BlitSurface(surf_b_game,NULL,surf_screen,&dest);
475 dest.x = (XSIZE-surf_b_over->w)/2;
476 dest.y = (YSIZE-surf_b_over->h)/2 + 40;
477 SDL_BlitSurface(surf_b_over,NULL,surf_screen,&dest);
479 if(new_high_score(score)) {
480 text0 = "New High Score!";
481 text1 = "Press SPACE to continue";
483 text0 = msgs[g_easy][0];
484 text1 = msgs[g_easy][1];
487 x = (XSIZE-font_width(text0))/2 + cos(fadetimer/9)*10;
488 font_write(x,YSIZE-100 + cos(fadetimer/6)*5,text0);
490 x = (XSIZE-font_width(text1))/2 + sin(fadetimer/9)*10;
491 font_write(x,YSIZE-50 + sin(fadetimer/4)*5,text1);
495 draw_title_page(void)
501 fadetimer += t_frame/2.0;
503 dest.x = (XSIZE-surf_b_variations->w)/2 + cos(fadetimer/6.5)*10;
504 dest.y = (YSIZE/2-surf_b_variations->h)/2 + sin(fadetimer/5.0)*10;
505 SDL_BlitSurface(surf_b_variations,NULL,surf_screen,&dest);
507 dest.x = (XSIZE-surf_b_on->w)/2 + cos((fadetimer + 1.0)/6.5)*10;
508 dest.y = (YSIZE/2-surf_b_on->h)/2 + surf_b_variations->h + 20 + sin((fadetimer + 1.0)/5.0)*10;
509 SDL_BlitSurface(surf_b_on,NULL,surf_screen,&dest);
511 dest.x = (XSIZE-surf_b_rockdodger->w)/2 + cos((fadetimer + 2.0)/6.5)*10;
512 dest.y = (YSIZE/2-surf_b_rockdodger->h)/2 + surf_b_variations->h + surf_b_on->h + 40 + sin((fadetimer + 2.0)/5)*10;
513 SDL_BlitSurface(surf_b_rockdodger,NULL,surf_screen,&dest);
515 text = msgs[g_easy][(int)(fadetimer/35)%NSEQUENCE];
516 x = (XSIZE-font_width(text))/2 + cos(fadetimer/4.5)*10;
517 font_write(x,YSIZE-100 + cos(fadetimer/3)*5,text);
519 text = "Version " VERSION;
520 x = (XSIZE-font_width(text))/2 + sin(fadetimer/4.5)*10;
521 font_write(x,YSIZE-50 + sin(fadetimer/2)*5,text);
527 SDL_FillRect(surf_screen,NULL,0); // black background
528 draw_dots(); // background dots
529 draw_sprite(SPRITE(&ship));
544 case HIGH_SCORE_ENTRY:
545 case HIGH_SCORE_DISPLAY:
546 display_scores(150,50);
551 ; // no action necessary
554 // Update the surface
555 SDL_Flip(surf_screen);
559 kill_ship(struct ship *ship)
561 play_sound(SOUND_BANG);
562 new_bang_dots(SPRITE(ship));
565 state_timeout = DEAD_PAUSE_LENGTH;
566 // want ship to be invisible, but keep drifting at sqrt(speed)
567 // to leave it in the middle of the space from the explosion.
569 ship->dx = (ship->dx < 0) ? -sqrt(-ship->dx) : sqrt(ship->dx);
570 ship->dy = (ship->dy < 0) ? -sqrt(-ship->dy) : sqrt(ship->dy);
571 if(ship->dx < BARRIER_SPEED) ship->dx = BARRIER_SPEED;
574 play_tune(TUNE_TITLE_PAGE);
575 state_timeout = 200.0;
578 // scrolling is based on the ship speed, so we need to reset it.
579 ship->dx = BARRIER_SPEED; ship->dy = 0;
584 do_collision(Sprite *a, Sprite *b)
586 if(a->type == SHIP) kill_ship((struct ship *)a);
587 else if(b->type == SHIP) kill_ship((struct ship *)b);
592 init_score_entry(void)
595 state = HIGH_SCORE_ENTRY;
596 state_timeout = 5.0e6;
597 SDL_EnableUNICODE(1);
598 while(SDL_PollEvent(&e))
603 // Count down the state timer, and change state when it gets to zero or less;
607 state_timeout -= t_frame*3;
608 if(state_timeout > 0) return;
611 case GAMEPLAY: break; // no action necessary
613 // Restore the ship and continue playing
614 ship.flags = DRAW|MOVE|COLLIDE;
618 if(new_high_score(score)) init_score_entry();
620 state = HIGH_SCORE_DISPLAY;
624 case HIGH_SCORE_DISPLAY:
626 state_timeout = 600.0;
629 case HIGH_SCORE_ENTRY:
632 state = HIGH_SCORE_DISPLAY;
633 state_timeout = 200.0;
645 ms_frame = SDL_GetTicks() - ms_end;
650 t_frame = gamespeed * ms_frame / 50;
657 while(paused ? SDL_WaitEvent(&e) : SDL_PollEvent(&e)) {
659 case SDL_QUIT: return;
661 // even during high-score entry
662 if(e.key.keysym.sym == SDLK_ESCAPE) {
666 if(state == HIGH_SCORE_ENTRY) {
667 if(!process_score_input(&e.key.keysym)) {
668 // Write the high score table to the file
669 write_high_score_table();
670 // continue to display the scores briefly
671 state = HIGH_SCORE_DISPLAY;
675 switch(e.key.keysym.sym) {
683 char *screenshot_filename = &(tmp[0]);
685 snprintf(screenshot_filename, 30, "vor-screenshot-%02i.bmp", screenshot_number++);
686 screenshot_fp = fopen(screenshot_filename, "r");
688 fclose(screenshot_fp);
693 SDL_SaveBMP(surf_screen, screenshot_filename);
703 ms_end = SDL_GetTicks();
711 // other keys are handled by checking keystate each frame
718 keystate = SDL_GetKeyState(NULL);
720 autopilot_fix_keystates(keystate);
723 if(state == GAMEPLAY) {
727 if(keystate[SDLK_LEFT] || keystate[SDLK_KP4]) {
728 ship.dx -= THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<0;
730 if(keystate[SDLK_DOWN] || keystate[SDLK_KP5] || keystate[SDLK_KP2]) {
731 ship.dy += THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<1;
733 if(keystate[SDLK_RIGHT] || keystate[SDLK_KP6]) {
734 ship.dx += THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<2;
736 if(keystate[SDLK_UP] || keystate[SDLK_KP8]) {
737 ship.dy -= THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<3;
740 ship.dx = fconstrain2(ship.dx, -50, 50);
741 ship.dy = fconstrain2(ship.dy, -50, 50);
751 tmp = (ship.y+ship.h/2 + ship.dy*t_frame - YSCROLLTO)/25 + (ship.dy-screendy);
752 screendy += tmp * t_frame/12;
753 tmp = (ship.x+ship.w/2 + ship.dx*t_frame - XSCROLLTO)/25 + (ship.dx-screendx);
754 screendx += tmp * t_frame/12;
755 // taper off so we don't hit the barrier abruptly.
756 // (if we would hit in < 2 seconds, adjust to 2 seconds).
757 if(dist_ahead + (screendx - BARRIER_SPEED)*TO_TICKS(2) < 0)
758 screendx = BARRIER_SPEED - (dist_ahead/TO_TICKS(2));
759 dist_ahead += (screendx - BARRIER_SPEED)*t_frame;
760 if(MAX_DIST_AHEAD >= 0) dist_ahead = min(dist_ahead, MAX_DIST_AHEAD);
768 // BOUNCE off left or right edge of screen
769 if(ship.x < 0 || ship.x+ship.w > XSIZE) {
770 ship.x -= (ship.dx-screendx)*t_frame;
771 ship.dx = screendx - (ship.dx-screendx)*BOUNCINESS;
772 ship.x = fconstrain(ship.x, XSIZE - ship.w);
775 // BOUNCE off top or bottom of screen
776 if(ship.y < 0 || ship.y+ship.h > YSIZE) {
777 ship.y -= (ship.dy-screendy)*t_frame;
778 ship.dy = screendy - (ship.dy-screendy)*BOUNCINESS;
779 ship.y = fconstrain(ship.y, YSIZE - ship.h);
784 collisions(); // must happen after ship bouncing because it puts pixels where the ship is (thus the ship must be on the screen)
790 if((keystate[SDLK_SPACE] || keystate[SDLK_1] || keystate[SDLK_2])
791 && (state == HIGH_SCORE_DISPLAY
792 || state == TITLE_PAGE
793 || state == GAME_OVER)) {
794 if(state == GAME_OVER && new_high_score(score))
797 if((keystate[SDLK_SPACE] && !initial_rocks) || keystate[SDLK_2]) {
799 initial_rocks = NORMAL_I_ROCKS;
800 final_rocks = NORMAL_F_ROCKS;
801 if(gamespeed == EASY_GAMESPEED)
802 gamespeed = NORMAL_GAMESPEED;
803 } else if(keystate[SDLK_1]) {
805 initial_rocks = EASY_I_ROCKS;
806 final_rocks = EASY_F_ROCKS;
807 gamespeed = EASY_GAMESPEED;
811 screendx = BARRIER_SPEED; screendy = 0;
813 ship.x = XSIZE/2.2; ship.y = YSIZE/2 - ship.w/2;
814 ship.dx = screendx; ship.dy = screendy;
816 ship.flags = MOVE|DRAW|COLLIDE;
817 add_sprite(SPRITE(&ship));
822 play_tune(TUNE_GAMEPLAY);
829 if(state == TITLE_PAGE && keystate[SDLK_h]) {
830 state = HIGH_SCORE_DISPLAY;
837 main(int argc, char **argv) {
838 if(!parse_opts(argc, argv)) return 1;
841 printf ("vor: SDL error: '%s'\n",initerror);
845 start = SDL_GetTicks();
848 end = SDL_GetTicks();
849 // printf("%ld frames in %ld ms, %.2f fps.\n", frames, end-start, frames * 1000.0 / (end-start));