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>
36 #include "vorconfig.h"
46 #include "autopilot.h"
48 // ************************************* VARS
49 // SDL_Surface global variables
51 *surf_screen, // Screen
52 *surf_b_variations, // "variations" banner
53 *surf_b_on, // "on" banner
54 *surf_b_rockdodger, // "rockdodger" banner
55 *surf_b_game, // Title element "game"
56 *surf_b_over, // Title element "over"
57 *surf_life, // Indicator of number of ships remaining
58 *surf_rock[NROCKS], // THE ROCKS
59 *surf_font_big; // The big font
68 float mass; // in DOT_MASS_UNITs
69 float decay; // rate at which to reduce mass.
70 int heat; // heat multiplier (color).
75 struct dot edot[MAXENGINEDOTS], *dotptr = edot;
76 struct dot bdot[MAXBANGDOTS];
78 // Other global variables
81 int screenshot_number = 0;
83 struct ship ship = { SHIP, 0, NULL, XSIZE/2, YSIZE/2, BARRIER_SPEED, 0.0 };
85 float screendx = BARRIER_SPEED, screendy = 0.0;
88 // all movement is based on t_frame.
89 unsigned long frames, start, end;
90 float t_frame; // length of this frame (in ticks = 1/20th second) adjusted for gamespeed
91 int ms_frame; // length of this frame (milliseconds)
92 int ms_end; // end of this frame (milliseconds)
94 float gamespeed = 1.00;
102 // bangdot start (bd1) and end (bd2) position:
103 int bd1 = 0, bd2 = 0;
113 enum states state = TITLE_PAGE;
114 float state_timeout = 600.0;
119 "Press SPACE for normal game",
120 "Press '1' for easy game",
121 "http://jasonwoof.org/vor"
124 "Press SPACE for easy game",
125 "Press '2' for normal game",
126 "http://jasonwoof.org/vor"
130 int bangdotlife, nbangdots;
131 Uint16 heatcolor[W*3];
135 extern int optind, opterr, optopt;
137 #define TO_TICKS(seconds) ((seconds)*20*gamespeed)
139 // ************************************* FUNCS
156 for(i = 0; i<MAXENGINEDOTS; i++) {
163 new_engine_dots(void) {
165 int n = t_frame * ENGINE_DOTS_PER_TIC;
166 float a, r; // angle, random length
168 float hx, hy; // half ship width/height.
169 static const int s[4] = { 2, 1, 0, 1 };
171 float accelh, accelv, past_ship_dx, past_ship_dy;
173 hx = ship.image->w / 2;
174 hy = ship.image->h / 2;
176 for(dir=0; dir<4; dir++) {
177 if(!(ship.jets & 1<<dir)) continue;
179 for(i = 0; i<n; i++) {
180 if(dotptr->active == 0) {
181 a = frnd()*M_PI + (dir-1)*M_PI_2;
182 r = sin(frnd()*M_PI);
184 dy = r * -sin(a); // screen y is "backwards".
189 // dot was created at a random time during the time span
190 time = frnd() * t_frame; // this is how long ago
192 // calculate how fast the ship was going when this engine dot was
193 // created (as if it had a smooth acceleration). This is used in
194 // determining the velocity of the dots, but not their starting
196 accelh = ((ship.jets >> 2) & 1) - (ship.jets & 1);
197 accelh *= THRUSTER_STRENGTH * time;
198 past_ship_dx = ship.dx - accelh;
199 accelv = ((ship.jets >> 1) & 1) - ((ship.jets >> 3) & 1);
200 accelv *= THRUSTER_STRENGTH * time;
201 past_ship_dy = ship.dy - accelv;
203 // the starting position (not speed) of the dot is calculated as
204 // though the ship were traveling at a constant speed for this
206 dotptr->x = (ship.x - (ship.dx - screendx) * time) + s[dir]*hx;
207 dotptr->y = (ship.y - (ship.dy - screendy) * time) + s[(dir+1)&3]*hy;
209 dotptr->dx = past_ship_dx + 2*dx;
210 dotptr->dy = past_ship_dy + 20*dy;
211 dotptr->mass = 60 * fabs(dy);
213 dotptr->dx = past_ship_dx + 20*dx;
214 dotptr->dy = past_ship_dy + 2*dy;
215 dotptr->mass = 60 * fabs(dx);
218 // move the dot as though it were created in the past
219 dotptr->x += (dotptr->dx - screendx) * time;
220 dotptr->y += (dotptr->dy - screendy) * time;
222 if(!fclip(dotptr->x, XSIZE) && !fclip(dotptr->y, YSIZE)) {
224 if(dotptr - edot < MAXENGINEDOTS-1) {
237 new_bang_dots(struct sprite *s)
244 SDL_Surface *img = s->image;
248 row_inc = img->pitch/sizeof(uint16_t) - img->w;
249 colorkey = img->format->colorkey;
251 if(SDL_MUSTLOCK(img)) { SDL_LockSurface(img); }
255 for(y=0; y<img->h; y++) {
256 for(x = 0; x<img->w; x++) {
258 if(c && c != colorkey) {
259 theta = frnd()*M_PI*2;
260 r = frnd(); r = 1 - r*r;
262 bdot[bd2].dx = 45*r*cos(theta) + s->dx;
263 bdot[bd2].dy = 45*r*sin(theta) + s->dy;
264 bdot[bd2].x = x + s->x;
265 bdot[bd2].y = y + s->y;
266 bdot[bd2].mass = frnd() * 99;
267 bdot[bd2].decay = frnd()*1.5 + 0.5;
269 bdot[bd2].active = 1;
271 bd2 = (bd2+1) % MAXBANGDOTS;
278 if(SDL_MUSTLOCK(img)) { SDL_UnlockSurface(img); }
283 move_dot(struct dot *d)
289 d->x += (d->dx - screendx) * t_frame;
290 d->y += (d->dy - screendy) * t_frame;
291 d->mass -= t_frame * d->decay;
292 if(d->mass < 0 || fclip(d->x, XSIZE) || fclip(d->y, YSIZE))
295 hit = pixel_collides(d->x, d->y);
296 if(hit) if(hit->type != SHIP) {
298 mass = sprite_mass(hit);
299 hit->dx += DOT_MASS_UNIT * d->mass * (d->dx - hit->dx) / mass;
300 hit->dy += DOT_MASS_UNIT * d->mass * (d->dy - hit->dy) / mass;
311 for(i=0; i<MAXBANGDOTS; i++) move_dot(&bdot[i]);
312 for(i=0; i<MAXENGINEDOTS; i++) move_dot(&edot[i]);
317 draw_dot(struct dot *d)
319 uint16_t *pixels, *pixel;
323 pixels = (uint16_t *) surf_screen->pixels;
324 row_inc = surf_screen->pitch / sizeof(uint16_t);
325 pixel = pixels + (int)d->y * row_inc + (int)d->x;
326 *pixel = heatcolor[min(3*W-1, (int)(d->mass * d->heat))];
334 if(SDL_MUSTLOCK(surf_screen)) { SDL_LockSurface(surf_screen); }
336 for(i=0; i<MAXBANGDOTS; i++) draw_dot(&bdot[i]);
337 for(i=0; i<MAXENGINEDOTS; i++) draw_dot(&edot[i]);
338 if(SDL_MUSTLOCK(surf_screen)) { SDL_UnlockSurface(surf_screen); }
342 load_image(char *filename)
344 SDL_Surface *tmp, *img = NULL;
345 char *s = add_data_path(filename);
350 img = SDL_DisplayFormat(tmp);
351 SDL_FreeSurface(tmp);
360 load_sprite(SPRITE(&ship), "ship.png");
363 void font_cleanup() {
371 // Attempt to get the required video size
372 flag = SDL_DOUBLEBUF | SDL_HWSURFACE;
373 if(opt_fullscreen) flag |= SDL_FULLSCREEN;
374 surf_screen = SDL_SetVideoMode(XSIZE,YSIZE,16,flag);
378 toggle_fullscreen() {
379 opt_fullscreen = 1 - opt_fullscreen;
393 // Where are our data files?
394 if(!find_files()) exit(1);
395 read_high_score_table();
398 // Initialize SDL with audio and video
399 if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) != 0) {
401 fputs("Can't open sound, starting without it\n", stderr);
405 atexit(SDL_CloseAudio);
406 opt_sound = init_sound();
409 // Initialize with video only
410 CONDERROR(SDL_Init(SDL_INIT_VIDEO) != 0);
414 play_tune(TUNE_TITLE_PAGE);
417 // Attempt to get the required video size
420 // Set the title bar text
421 SDL_WM_SetCaption("Variations on Rockdodger", "VoR");
423 NULLERROR(surf_screen);
425 // Set the heat color from the range 0 (cold) to 300 (blue-white)
426 for(i = 0; i<W*3; i++) {
427 heatcolor[i] = SDL_MapRGB(
429 (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?
434 NULLERROR(surf_b_variations = load_image("b_variations.png"));
435 NULLERROR(surf_b_on = load_image("b_on.png"));
436 NULLERROR(surf_b_rockdodger = load_image("b_rockdodger.png"));
438 NULLERROR(surf_b_game = load_image("b_game.png"));
439 NULLERROR(surf_b_over = load_image("b_over.png"));
441 // Load the life indicator (small ship) graphic.
442 NULLERROR(surf_life = load_image("life.png"));
444 // Load the font image
445 s = add_data_path("font.png");
447 g_font = font_load(s);
448 atexit(&font_cleanup);
450 fprintf(stderr, "could create path to font\n");
458 add_sprite(SPRITE(&ship));
460 // Remove the mouse cursor
462 SDL_ShowCursor(SDL_DISABLE);
474 for(i=0; i<ship.lives-1; i++) {
475 dest.x = (i + 1)*(surf_life->w + 10);
477 SDL_BlitSurface(surf_life, NULL, surf_screen, &dest);
488 fadetimer += t_frame;
490 dest.x = (XSIZE-surf_b_game->w)/2;
491 dest.y = (YSIZE-surf_b_game->h)/2-40;
492 SDL_BlitSurface(surf_b_game,NULL,surf_screen,&dest);
494 dest.x = (XSIZE-surf_b_over->w)/2;
495 dest.y = (YSIZE-surf_b_over->h)/2 + 40;
496 SDL_BlitSurface(surf_b_over,NULL,surf_screen,&dest);
498 if(new_high_score(score)) {
499 text0 = "New High Score!";
500 text1 = "Press SPACE to continue";
502 text0 = msgs[g_easy][0];
503 text1 = msgs[g_easy][1];
506 x = (XSIZE-font_width(text0))/2 + cos(fadetimer/9)*10;
507 font_write(x,YSIZE-100 + cos(fadetimer/6)*5,text0);
509 x = (XSIZE-font_width(text1))/2 + sin(fadetimer/9)*10;
510 font_write(x,YSIZE-50 + sin(fadetimer/4)*5,text1);
514 draw_title_page(void)
520 fadetimer += t_frame/2.0;
522 dest.x = (XSIZE-surf_b_variations->w)/2 + cos(fadetimer/6.5)*10;
523 dest.y = (YSIZE/2-surf_b_variations->h)/2 + sin(fadetimer/5.0)*10;
524 SDL_BlitSurface(surf_b_variations,NULL,surf_screen,&dest);
526 dest.x = (XSIZE-surf_b_on->w)/2 + cos((fadetimer + 1.0)/6.5)*10;
527 dest.y = (YSIZE/2-surf_b_on->h)/2 + surf_b_variations->h + 20 + sin((fadetimer + 1.0)/5.0)*10;
528 SDL_BlitSurface(surf_b_on,NULL,surf_screen,&dest);
530 dest.x = (XSIZE-surf_b_rockdodger->w)/2 + cos((fadetimer + 2.0)/6.5)*10;
531 dest.y = (YSIZE/2-surf_b_rockdodger->h)/2 + surf_b_variations->h + surf_b_on->h + 40 + sin((fadetimer + 2.0)/5)*10;
532 SDL_BlitSurface(surf_b_rockdodger,NULL,surf_screen,&dest);
534 text = msgs[g_easy][(int)(fadetimer/35)%NSEQUENCE];
535 x = (XSIZE-font_width(text))/2 + cos(fadetimer/4.5)*10;
536 font_write(x,YSIZE-100 + cos(fadetimer/3)*5,text);
538 text = "Version " PACKAGE_VERSION;
539 x = (XSIZE-font_width(text))/2 + sin(fadetimer/4.5)*10;
540 font_write(x,YSIZE-50 + sin(fadetimer/2)*5,text);
546 SDL_FillRect(surf_screen,NULL,0); // black background
547 draw_dots(); // background dots
548 draw_sprite(SPRITE(&ship));
563 case HIGH_SCORE_ENTRY:
564 case HIGH_SCORE_DISPLAY:
565 display_scores(150,50);
570 ; // no action necessary
573 // Update the surface
574 SDL_Flip(surf_screen);
578 kill_ship(struct ship *ship)
580 play_sound(SOUND_BANG);
581 new_bang_dots(SPRITE(ship));
584 state_timeout = DEAD_PAUSE_LENGTH;
585 // want ship to be invisible, but keep drifting at sqrt(speed)
586 // to leave it in the middle of the space from the explosion.
588 ship->dx = (ship->dx < 0) ? -sqrt(-ship->dx) : sqrt(ship->dx);
589 ship->dy = (ship->dy < 0) ? -sqrt(-ship->dy) : sqrt(ship->dy);
590 if(ship->dx < BARRIER_SPEED) ship->dx = BARRIER_SPEED;
593 play_tune(TUNE_TITLE_PAGE);
594 state_timeout = 200.0;
597 // scrolling is based on the ship speed, so we need to reset it.
598 ship->dx = BARRIER_SPEED; ship->dy = 0;
603 do_collision(Sprite *a, Sprite *b)
605 if(a->type == SHIP) kill_ship((struct ship *)a);
606 else if(b->type == SHIP) kill_ship((struct ship *)b);
611 init_score_entry(void)
614 state = HIGH_SCORE_ENTRY;
615 state_timeout = 5.0e6;
616 SDL_EnableUNICODE(1);
617 while(SDL_PollEvent(&e))
622 // Count down the state timer, and change state when it gets to zero or less;
626 state_timeout -= t_frame*3;
627 if(state_timeout > 0) return;
630 case GAMEPLAY: break; // no action necessary
632 // Restore the ship and continue playing
633 ship.flags = DRAW|MOVE|COLLIDE;
637 if(new_high_score(score)) init_score_entry();
639 state = HIGH_SCORE_DISPLAY;
643 case HIGH_SCORE_DISPLAY:
645 state_timeout = 600.0;
648 case HIGH_SCORE_ENTRY:
651 state = HIGH_SCORE_DISPLAY;
652 state_timeout = 200.0;
664 ms_frame = SDL_GetTicks() - ms_end;
669 t_frame = gamespeed * ms_frame / 50;
676 while(paused ? SDL_WaitEvent(&e) : SDL_PollEvent(&e)) {
678 case SDL_QUIT: return;
680 // even during high-score entry
681 if(e.key.keysym.sym == SDLK_ESCAPE) {
685 if(state == HIGH_SCORE_ENTRY) {
686 if(!process_score_input(&e.key.keysym)) {
687 // Write the high score table to the file
688 write_high_score_table();
689 // continue to display the scores briefly
690 state = HIGH_SCORE_DISPLAY;
694 switch(e.key.keysym.sym) {
702 char *screenshot_filename = &(tmp[0]);
704 snprintf(screenshot_filename, 30, "vor-screenshot-%02i.bmp", screenshot_number++);
705 screenshot_fp = fopen(screenshot_filename, "r");
707 fclose(screenshot_fp);
712 SDL_SaveBMP(surf_screen, screenshot_filename);
722 ms_end = SDL_GetTicks();
730 // other keys are handled by checking keystate each frame
737 keystate = SDL_GetKeyState(NULL);
739 autopilot_fix_keystates(keystate);
742 if(state == GAMEPLAY) {
746 if(keystate[SDLK_LEFT] || keystate[SDLK_KP4]) {
747 ship.dx -= THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<0;
749 if(keystate[SDLK_DOWN] || keystate[SDLK_KP5] || keystate[SDLK_KP2]) {
750 ship.dy += THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<1;
752 if(keystate[SDLK_RIGHT] || keystate[SDLK_KP6]) {
753 ship.dx += THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<2;
755 if(keystate[SDLK_UP] || keystate[SDLK_KP8]) {
756 ship.dy -= THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<3;
759 ship.dx = fconstrain2(ship.dx, -50, 50);
760 ship.dy = fconstrain2(ship.dy, -50, 50);
770 tmp = (ship.y+ship.h/2 + ship.dy*t_frame - YSCROLLTO)/25 + (ship.dy-screendy);
771 screendy += tmp * t_frame/12;
772 tmp = (ship.x+ship.w/2 + ship.dx*t_frame - XSCROLLTO)/25 + (ship.dx-screendx);
773 screendx += tmp * t_frame/12;
774 // taper off so we don't hit the barrier abruptly.
775 // (if we would hit in < 2 seconds, adjust to 2 seconds).
776 if(dist_ahead + (screendx - BARRIER_SPEED)*TO_TICKS(2) < 0)
777 screendx = BARRIER_SPEED - (dist_ahead/TO_TICKS(2));
778 dist_ahead += (screendx - BARRIER_SPEED)*t_frame;
779 if(MAX_DIST_AHEAD >= 0) dist_ahead = min(dist_ahead, MAX_DIST_AHEAD);
787 // BOUNCE off left or right edge of screen
788 if(ship.x < 0 || ship.x+ship.w > XSIZE) {
789 ship.x -= (ship.dx-screendx)*t_frame;
790 ship.dx = screendx - (ship.dx-screendx)*BOUNCINESS;
791 ship.x = fconstrain(ship.x, XSIZE - ship.w);
794 // BOUNCE off top or bottom of screen
795 if(ship.y < 0 || ship.y+ship.h > YSIZE) {
796 ship.y -= (ship.dy-screendy)*t_frame;
797 ship.dy = screendy - (ship.dy-screendy)*BOUNCINESS;
798 ship.y = fconstrain(ship.y, YSIZE - ship.h);
803 collisions(); // must happen after ship bouncing because it puts pixels where the ship is (thus the ship must be on the screen)
809 if((keystate[SDLK_SPACE] || keystate[SDLK_1] || keystate[SDLK_2])
810 && (state == HIGH_SCORE_DISPLAY
811 || state == TITLE_PAGE
812 || state == GAME_OVER)) {
813 if(state == GAME_OVER && new_high_score(score))
816 if((keystate[SDLK_SPACE] && !initial_rocks) || keystate[SDLK_2]) {
818 initial_rocks = NORMAL_I_ROCKS;
819 final_rocks = NORMAL_F_ROCKS;
820 if(gamespeed == EASY_GAMESPEED)
821 gamespeed = NORMAL_GAMESPEED;
822 } else if(keystate[SDLK_1]) {
824 initial_rocks = EASY_I_ROCKS;
825 final_rocks = EASY_F_ROCKS;
826 gamespeed = EASY_GAMESPEED;
830 screendx = BARRIER_SPEED; screendy = 0;
832 ship.x = XSIZE/2.2; ship.y = YSIZE/2 - ship.w/2;
833 ship.dx = screendx; ship.dy = screendy;
835 ship.flags = MOVE|DRAW|COLLIDE;
836 add_sprite(SPRITE(&ship));
841 play_tune(TUNE_GAMEPLAY);
848 if(state == TITLE_PAGE && keystate[SDLK_h]) {
849 state = HIGH_SCORE_DISPLAY;
858 main(int argc, char **argv) {
859 if(!parse_opts(argc, argv)) return 1;
862 printf ("vor: SDL error: '%s'\n",initerror);
866 start = SDL_GetTicks();
869 end = SDL_GetTicks();
870 // printf("%ld frames in %ld ms, %.2f fps.\n", frames, end-start, frames * 1000.0 / (end-start));