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>
35 #include "vorconfig.h"
45 #include "autopilot.h"
47 // ************************************* VARS
48 // SDL_Surface global variables
50 *surf_screen, // Screen
51 *surf_b_variations, // "variations" banner
52 *surf_b_on, // "on" banner
53 *surf_b_rockdodger, // "rockdodger" banner
54 *surf_b_game, // Title element "game"
55 *surf_b_over, // Title element "over"
56 *surf_life, // Indicator of number of ships remaining
57 *surf_rock[NROCKS], // THE ROCKS
58 *surf_font_big; // The big font
67 float mass; // in DOT_MASS_UNITs
68 float decay; // rate at which to reduce mass.
69 int heat; // heat multiplier (color).
74 struct dot edot[MAXENGINEDOTS], *dotptr = edot;
75 struct dot bdot[MAXBANGDOTS];
77 // Other global variables
80 int screenshot_number = 0;
82 struct ship ship = { SHIP, 0, NULL, XSIZE/2, YSIZE/2, BARRIER_SPEED, 0.0 };
84 float screendx = BARRIER_SPEED, screendy = 0.0;
87 // all movement is based on t_frame.
88 unsigned long frames, start, end;
89 float t_frame; // length of this frame (in ticks = 1/20th second) adjusted for gamespeed
90 int ms_frame; // length of this frame (milliseconds)
91 int ms_end; // end of this frame (milliseconds)
93 float gamespeed = 1.00;
101 // bangdot start (bd1) and end (bd2) position:
102 int bd1 = 0, bd2 = 0;
112 enum states state = TITLE_PAGE;
113 float state_timeout = 600.0;
118 "Press SPACE for normal game",
119 "Press '1' for easy game",
120 "http://jasonwoof.org/vor"
123 "Press SPACE for easy game",
124 "Press '2' for normal game",
125 "http://jasonwoof.org/vor"
129 int bangdotlife, nbangdots;
130 Uint16 heatcolor[W*3];
134 extern int optind, opterr, optopt;
136 #define TO_TICKS(seconds) ((seconds)*20*gamespeed)
138 // ************************************* FUNCS
151 for(i = 0; i<MAXENGINEDOTS; i++) {
158 new_engine_dots(void) {
160 int n = t_frame * ENGINE_DOTS_PER_TIC;
161 float a, r; // angle, random length
163 float hx, hy; // half ship width/height.
164 static const int s[4] = { 2, 1, 0, 1 };
166 float accelh, accelv, past_ship_dx, past_ship_dy;
168 hx = ship.image->w / 2;
169 hy = ship.image->h / 2;
171 for(dir=0; dir<4; dir++) {
172 if(!(ship.jets & 1<<dir)) continue;
174 for(i = 0; i<n; i++) {
175 if(dotptr->active == 0) {
176 a = frnd()*M_PI + (dir-1)*M_PI_2;
177 r = sin(frnd()*M_PI);
179 dy = r * -sin(a); // screen y is "backwards".
184 // dot was created at a random time during the time span
185 time = frnd() * t_frame; // this is how long ago
187 // calculate how fast the ship was going when this engine dot was
188 // created (as if it had a smooth acceleration). This is used in
189 // determining the velocity of the dots, but not their starting
191 accelh = ((ship.jets >> 2) & 1) - (ship.jets & 1);
192 accelh *= THRUSTER_STRENGTH * time;
193 past_ship_dx = ship.dx - accelh;
194 accelv = ((ship.jets >> 1) & 1) - ((ship.jets >> 3) & 1);
195 accelv *= THRUSTER_STRENGTH * time;
196 past_ship_dy = ship.dy - accelv;
198 // the starting position (not speed) of the dot is calculated as
199 // though the ship were traveling at a constant speed for this
201 dotptr->x = (ship.x - (ship.dx - screendx) * time) + s[dir]*hx;
202 dotptr->y = (ship.y - (ship.dy - screendy) * time) + s[(dir+1)&3]*hy;
204 dotptr->dx = past_ship_dx + 2*dx;
205 dotptr->dy = past_ship_dy + 20*dy;
206 dotptr->mass = 60 * fabs(dy);
208 dotptr->dx = past_ship_dx + 20*dx;
209 dotptr->dy = past_ship_dy + 2*dy;
210 dotptr->mass = 60 * fabs(dx);
213 // move the dot as though it were created in the past
214 dotptr->x += (dotptr->dx - screendx) * time;
215 dotptr->y += (dotptr->dy - screendy) * time;
217 if(!fclip(dotptr->x, XSIZE) && !fclip(dotptr->y, YSIZE)) {
219 if(dotptr - edot < MAXENGINEDOTS-1) {
232 new_bang_dots(struct sprite *s)
239 SDL_Surface *img = s->image;
243 row_inc = img->pitch/sizeof(uint16_t) - img->w;
244 colorkey = img->format->colorkey;
246 if(SDL_MUSTLOCK(img)) { SDL_LockSurface(img); }
250 for(y=0; y<img->h; y++) {
251 for(x = 0; x<img->w; x++) {
253 if(c && c != colorkey) {
254 theta = frnd()*M_PI*2;
255 r = frnd(); r = 1 - r*r;
257 bdot[bd2].dx = 45*r*cos(theta) + s->dx;
258 bdot[bd2].dy = 45*r*sin(theta) + s->dy;
259 bdot[bd2].x = x + s->x;
260 bdot[bd2].y = y + s->y;
261 bdot[bd2].mass = frnd() * 99;
262 bdot[bd2].decay = frnd()*1.5 + 0.5;
264 bdot[bd2].active = 1;
266 bd2 = (bd2+1) % MAXBANGDOTS;
273 if(SDL_MUSTLOCK(img)) { SDL_UnlockSurface(img); }
278 move_dot(struct dot *d)
284 d->x += (d->dx - screendx) * t_frame;
285 d->y += (d->dy - screendy) * t_frame;
286 d->mass -= t_frame * d->decay;
287 if(d->mass < 0 || fclip(d->x, XSIZE) || fclip(d->y, YSIZE))
290 hit = pixel_collides(d->x, d->y);
291 if(hit) if(hit->type != SHIP) {
293 mass = sprite_mass(hit);
294 hit->dx += DOT_MASS_UNIT * d->mass * (d->dx - hit->dx) / mass;
295 hit->dy += DOT_MASS_UNIT * d->mass * (d->dy - hit->dy) / mass;
306 for(i=0; i<MAXBANGDOTS; i++) move_dot(&bdot[i]);
307 for(i=0; i<MAXENGINEDOTS; i++) move_dot(&edot[i]);
312 draw_dot(struct dot *d)
314 uint16_t *pixels, *pixel;
318 pixels = (uint16_t *) surf_screen->pixels;
319 row_inc = surf_screen->pitch / sizeof(uint16_t);
320 pixel = pixels + (int)d->y * row_inc + (int)d->x;
321 *pixel = heatcolor[min(3*W-1, (int)(d->mass * d->heat))];
329 if(SDL_MUSTLOCK(surf_screen)) { SDL_LockSurface(surf_screen); }
331 for(i=0; i<MAXBANGDOTS; i++) draw_dot(&bdot[i]);
332 for(i=0; i<MAXENGINEDOTS; i++) draw_dot(&edot[i]);
333 if(SDL_MUSTLOCK(surf_screen)) { SDL_UnlockSurface(surf_screen); }
337 load_image(char *filename)
339 SDL_Surface *tmp, *img = NULL;
340 char *s = add_data_path(filename);
345 img = SDL_DisplayFormat(tmp);
346 SDL_FreeSurface(tmp);
355 load_sprite(SPRITE(&ship), "ship.png");
358 void font_cleanup() {
366 // Attempt to get the required video size
367 flag = SDL_DOUBLEBUF | SDL_HWSURFACE;
368 if(opt_fullscreen) flag |= SDL_FULLSCREEN;
369 surf_screen = SDL_SetVideoMode(XSIZE,YSIZE,16,flag);
373 toggle_fullscreen() {
374 opt_fullscreen = 1 - opt_fullscreen;
388 // Where are our data files?
389 if(!find_files()) exit(1);
390 read_high_score_table();
393 // Initialize SDL with audio and video
394 if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) != 0) {
396 fputs("Can't open sound, starting without it\n", stderr);
400 atexit(SDL_CloseAudio);
401 opt_sound = init_sound();
404 // Initialize with video only
405 CONDERROR(SDL_Init(SDL_INIT_VIDEO) != 0);
409 play_tune(TUNE_TITLE_PAGE);
412 // Attempt to get the required video size
415 // Set the title bar text
416 SDL_WM_SetCaption("Variations on Rockdodger", "VoR");
418 NULLERROR(surf_screen);
420 // Set the heat color from the range 0 (cold) to 300 (blue-white)
421 for(i = 0; i<W*3; i++) {
422 heatcolor[i] = SDL_MapRGB(
424 (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?
429 NULLERROR(surf_b_variations = load_image("b_variations.png"));
430 NULLERROR(surf_b_on = load_image("b_on.png"));
431 NULLERROR(surf_b_rockdodger = load_image("b_rockdodger.png"));
433 NULLERROR(surf_b_game = load_image("b_game.png"));
434 NULLERROR(surf_b_over = load_image("b_over.png"));
436 // Load the life indicator (small ship) graphic.
437 NULLERROR(surf_life = load_image("life.png"));
439 // Load the font image
440 s = add_data_path("font.png");
442 g_font = font_load(s);
443 atexit(&font_cleanup);
445 fprintf(stderr, "could create path to font\n");
453 add_sprite(SPRITE(&ship));
455 // Remove the mouse cursor
457 SDL_ShowCursor(SDL_DISABLE);
469 for(i=0; i<ship.lives-1; i++) {
470 dest.x = (i + 1)*(surf_life->w + 10);
472 SDL_BlitSurface(surf_life, NULL, surf_screen, &dest);
483 fadetimer += t_frame;
485 dest.x = (XSIZE-surf_b_game->w)/2;
486 dest.y = (YSIZE-surf_b_game->h)/2-40;
487 SDL_BlitSurface(surf_b_game,NULL,surf_screen,&dest);
489 dest.x = (XSIZE-surf_b_over->w)/2;
490 dest.y = (YSIZE-surf_b_over->h)/2 + 40;
491 SDL_BlitSurface(surf_b_over,NULL,surf_screen,&dest);
493 if(new_high_score(score)) {
494 text0 = "New High Score!";
495 text1 = "Press SPACE to continue";
497 text0 = msgs[g_easy][0];
498 text1 = msgs[g_easy][1];
501 x = (XSIZE-font_width(text0))/2 + cos(fadetimer/9)*10;
502 font_write(x,YSIZE-100 + cos(fadetimer/6)*5,text0);
504 x = (XSIZE-font_width(text1))/2 + sin(fadetimer/9)*10;
505 font_write(x,YSIZE-50 + sin(fadetimer/4)*5,text1);
509 draw_title_page(void)
515 fadetimer += t_frame/2.0;
517 dest.x = (XSIZE-surf_b_variations->w)/2 + cos(fadetimer/6.5)*10;
518 dest.y = (YSIZE/2-surf_b_variations->h)/2 + sin(fadetimer/5.0)*10;
519 SDL_BlitSurface(surf_b_variations,NULL,surf_screen,&dest);
521 dest.x = (XSIZE-surf_b_on->w)/2 + cos((fadetimer + 1.0)/6.5)*10;
522 dest.y = (YSIZE/2-surf_b_on->h)/2 + surf_b_variations->h + 20 + sin((fadetimer + 1.0)/5.0)*10;
523 SDL_BlitSurface(surf_b_on,NULL,surf_screen,&dest);
525 dest.x = (XSIZE-surf_b_rockdodger->w)/2 + cos((fadetimer + 2.0)/6.5)*10;
526 dest.y = (YSIZE/2-surf_b_rockdodger->h)/2 + surf_b_variations->h + surf_b_on->h + 40 + sin((fadetimer + 2.0)/5)*10;
527 SDL_BlitSurface(surf_b_rockdodger,NULL,surf_screen,&dest);
529 text = msgs[g_easy][(int)(fadetimer/35)%NSEQUENCE];
530 x = (XSIZE-font_width(text))/2 + cos(fadetimer/4.5)*10;
531 font_write(x,YSIZE-100 + cos(fadetimer/3)*5,text);
533 text = "Version " VERSION;
534 x = (XSIZE-font_width(text))/2 + sin(fadetimer/4.5)*10;
535 font_write(x,YSIZE-50 + sin(fadetimer/2)*5,text);
541 SDL_FillRect(surf_screen,NULL,0); // black background
542 draw_dots(); // background dots
543 draw_sprite(SPRITE(&ship));
558 case HIGH_SCORE_ENTRY:
559 case HIGH_SCORE_DISPLAY:
560 display_scores(150,50);
565 ; // no action necessary
568 // Update the surface
569 SDL_Flip(surf_screen);
573 kill_ship(struct ship *ship)
575 play_sound(SOUND_BANG);
576 new_bang_dots(SPRITE(ship));
579 state_timeout = DEAD_PAUSE_LENGTH;
580 // want ship to be invisible, but keep drifting at sqrt(speed)
581 // to leave it in the middle of the space from the explosion.
583 ship->dx = (ship->dx < 0) ? -sqrt(-ship->dx) : sqrt(ship->dx);
584 ship->dy = (ship->dy < 0) ? -sqrt(-ship->dy) : sqrt(ship->dy);
585 if(ship->dx < BARRIER_SPEED) ship->dx = BARRIER_SPEED;
588 play_tune(TUNE_TITLE_PAGE);
589 state_timeout = 200.0;
592 // scrolling is based on the ship speed, so we need to reset it.
593 ship->dx = BARRIER_SPEED; ship->dy = 0;
598 do_collision(Sprite *a, Sprite *b)
600 if(a->type == SHIP) kill_ship((struct ship *)a);
601 else if(b->type == SHIP) kill_ship((struct ship *)b);
606 init_score_entry(void)
609 state = HIGH_SCORE_ENTRY;
610 state_timeout = 5.0e6;
611 SDL_EnableUNICODE(1);
612 while(SDL_PollEvent(&e))
617 // Count down the state timer, and change state when it gets to zero or less;
621 state_timeout -= t_frame*3;
622 if(state_timeout > 0) return;
625 case GAMEPLAY: break; // no action necessary
627 // Restore the ship and continue playing
628 ship.flags = DRAW|MOVE|COLLIDE;
632 if(new_high_score(score)) init_score_entry();
634 state = HIGH_SCORE_DISPLAY;
638 case HIGH_SCORE_DISPLAY:
640 state_timeout = 600.0;
643 case HIGH_SCORE_ENTRY:
646 state = HIGH_SCORE_DISPLAY;
647 state_timeout = 200.0;
659 ms_frame = SDL_GetTicks() - ms_end;
664 t_frame = gamespeed * ms_frame / 50;
671 while(paused ? SDL_WaitEvent(&e) : SDL_PollEvent(&e)) {
673 case SDL_QUIT: return;
675 // even during high-score entry
676 if(e.key.keysym.sym == SDLK_ESCAPE) {
680 if(state == HIGH_SCORE_ENTRY) {
681 if(!process_score_input(&e.key.keysym)) {
682 // Write the high score table to the file
683 write_high_score_table();
684 // continue to display the scores briefly
685 state = HIGH_SCORE_DISPLAY;
689 switch(e.key.keysym.sym) {
697 char *screenshot_filename = &(tmp[0]);
699 snprintf(screenshot_filename, 30, "vor-screenshot-%02i.bmp", screenshot_number++);
700 screenshot_fp = fopen(screenshot_filename, "r");
702 fclose(screenshot_fp);
707 SDL_SaveBMP(surf_screen, screenshot_filename);
717 ms_end = SDL_GetTicks();
725 // other keys are handled by checking keystate each frame
732 keystate = SDL_GetKeyState(NULL);
734 autopilot_fix_keystates(keystate);
737 if(state == GAMEPLAY) {
741 if(keystate[SDLK_LEFT] || keystate[SDLK_KP4]) {
742 ship.dx -= THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<0;
744 if(keystate[SDLK_DOWN] || keystate[SDLK_KP5] || keystate[SDLK_KP2]) {
745 ship.dy += THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<1;
747 if(keystate[SDLK_RIGHT] || keystate[SDLK_KP6]) {
748 ship.dx += THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<2;
750 if(keystate[SDLK_UP] || keystate[SDLK_KP8]) {
751 ship.dy -= THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<3;
754 ship.dx = fconstrain2(ship.dx, -50, 50);
755 ship.dy = fconstrain2(ship.dy, -50, 50);
765 tmp = (ship.y+ship.h/2 + ship.dy*t_frame - YSCROLLTO)/25 + (ship.dy-screendy);
766 screendy += tmp * t_frame/12;
767 tmp = (ship.x+ship.w/2 + ship.dx*t_frame - XSCROLLTO)/25 + (ship.dx-screendx);
768 screendx += tmp * t_frame/12;
769 // taper off so we don't hit the barrier abruptly.
770 // (if we would hit in < 2 seconds, adjust to 2 seconds).
771 if(dist_ahead + (screendx - BARRIER_SPEED)*TO_TICKS(2) < 0)
772 screendx = BARRIER_SPEED - (dist_ahead/TO_TICKS(2));
773 dist_ahead += (screendx - BARRIER_SPEED)*t_frame;
774 if(MAX_DIST_AHEAD >= 0) dist_ahead = min(dist_ahead, MAX_DIST_AHEAD);
782 // BOUNCE off left or right edge of screen
783 if(ship.x < 0 || ship.x+ship.w > XSIZE) {
784 ship.x -= (ship.dx-screendx)*t_frame;
785 ship.dx = screendx - (ship.dx-screendx)*BOUNCINESS;
786 ship.x = fconstrain(ship.x, XSIZE - ship.w);
789 // BOUNCE off top or bottom of screen
790 if(ship.y < 0 || ship.y+ship.h > YSIZE) {
791 ship.y -= (ship.dy-screendy)*t_frame;
792 ship.dy = screendy - (ship.dy-screendy)*BOUNCINESS;
793 ship.y = fconstrain(ship.y, YSIZE - ship.h);
798 collisions(); // must happen after ship bouncing because it puts pixels where the ship is (thus the ship must be on the screen)
804 if((keystate[SDLK_SPACE] || keystate[SDLK_1] || keystate[SDLK_2])
805 && (state == HIGH_SCORE_DISPLAY
806 || state == TITLE_PAGE
807 || state == GAME_OVER)) {
808 if(state == GAME_OVER && new_high_score(score))
811 if((keystate[SDLK_SPACE] && !initial_rocks) || keystate[SDLK_2]) {
813 initial_rocks = NORMAL_I_ROCKS;
814 final_rocks = NORMAL_F_ROCKS;
815 if(gamespeed == EASY_GAMESPEED)
816 gamespeed = NORMAL_GAMESPEED;
817 } else if(keystate[SDLK_1]) {
819 initial_rocks = EASY_I_ROCKS;
820 final_rocks = EASY_F_ROCKS;
821 gamespeed = EASY_GAMESPEED;
825 screendx = BARRIER_SPEED; screendy = 0;
827 ship.x = XSIZE/2.2; ship.y = YSIZE/2 - ship.w/2;
828 ship.dx = screendx; ship.dy = screendy;
830 ship.flags = MOVE|DRAW|COLLIDE;
831 add_sprite(SPRITE(&ship));
836 play_tune(TUNE_GAMEPLAY);
843 if(state == TITLE_PAGE && keystate[SDLK_h]) {
844 state = HIGH_SCORE_DISPLAY;
853 main(int argc, char **argv) {
854 if(!parse_opts(argc, argv)) return 1;
857 printf ("vor: SDL error: '%s'\n",initerror);
861 start = SDL_GetTicks();
864 end = SDL_GetTicks();
865 // printf("%ld frames in %ld ms, %.2f fps.\n", frames, end-start, frames * 1000.0 / (end-start));