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
78 struct ship ship = { SHIP, 0, NULL, XSIZE/2, YSIZE/2, BARRIER_SPEED, 0.0 };
80 float screendx = BARRIER_SPEED, screendy = 0.0;
83 // all movement is based on t_frame.
84 unsigned long frames, start, end;
85 float t_frame; // length of this frame (in ticks = 1/20th second) adjusted for gamespeed
86 int ms_frame; // length of this frame (milliseconds)
87 int ms_end; // end of this frame (milliseconds)
89 float gamespeed = 1.00;
95 int pausedown = 0, paused = 0;
97 // bangdot start (bd1) and end (bd2) position:
108 enum states state = TITLE_PAGE;
109 float state_timeout = 600.0;
114 "Press SPACE for normal game",
115 "Press '1' for easy game",
116 "http://jasonwoof.org/vor"
119 "Press SPACE for easy game",
120 "Press '2' for normal game",
121 "http://jasonwoof.org/vor"
125 int bangdotlife, nbangdots;
126 Uint16 heatcolor[W*3];
130 extern int optind, opterr, optopt;
132 #define TO_TICKS(seconds) ((seconds)*20*gamespeed)
134 // ************************************* FUNCS
139 for(i = 0; i<MAXENGINEDOTS; i++) {
146 new_engine_dots(void) {
148 int n = t_frame * ENGINE_DOTS_PER_TIC;
149 float a, r; // angle, random length
151 float hx, hy; // half ship width/height.
152 static const int s[4] = { 2, 1, 0, 1 };
154 float accelh, accelv, past_ship_dx, past_ship_dy;
156 hx = ship.image->w / 2;
157 hy = ship.image->h / 2;
159 for(dir=0; dir<4; dir++) {
160 if(!(ship.jets & 1<<dir)) continue;
162 for(i = 0; i<n; i++) {
163 if(dotptr->active == 0) {
164 a = frnd()*M_PI + (dir-1)*M_PI_2;
165 r = sin(frnd()*M_PI);
167 dy = r * -sin(a); // screen y is "backwards".
172 // dot was created at a random time during the time span
173 time = frnd() * t_frame; // this is how long ago
175 // calculate how fast the ship was going when this engine dot was
176 // created (as if it had a smooth acceleration). This is used in
177 // determining the velocity of the dots, but not their starting
179 accelh = ((ship.jets >> 2) & 1) - (ship.jets & 1);
180 accelh *= THRUSTER_STRENGTH * time;
181 past_ship_dx = ship.dx - accelh;
182 accelv = ((ship.jets >> 1) & 1) - ((ship.jets >> 3) & 1);
183 accelv *= THRUSTER_STRENGTH * time;
184 past_ship_dy = ship.dy - accelv;
186 // the starting position (not speed) of the dot is calculated as
187 // though the ship were traveling at a constant speed for this
189 dotptr->x = (ship.x - (ship.dx - screendx) * time) + s[dir]*hx;
190 dotptr->y = (ship.y - (ship.dy - screendy) * time) + s[(dir+1)&3]*hy;
192 dotptr->dx = past_ship_dx + 2*dx;
193 dotptr->dy = past_ship_dy + 20*dy;
194 dotptr->mass = 60 * fabs(dy);
196 dotptr->dx = past_ship_dx + 20*dx;
197 dotptr->dy = past_ship_dy + 2*dy;
198 dotptr->mass = 60 * fabs(dx);
201 // move the dot as though it were created in the past
202 dotptr->x += (dotptr->dx - screendx) * time;
203 dotptr->y += (dotptr->dy - screendy) * time;
205 if(!fclip(dotptr->x, XSIZE) && !fclip(dotptr->y, YSIZE)) {
207 if(dotptr - edot < MAXENGINEDOTS-1) {
220 new_bang_dots(struct sprite *s)
227 SDL_Surface *img = s->image;
231 row_inc = img->pitch/sizeof(uint16_t) - img->w;
232 colorkey = img->format->colorkey;
234 if(SDL_MUSTLOCK(img)) { SDL_LockSurface(img); }
238 for(y=0; y<img->h; y++) {
239 for(x = 0; x<img->w; x++) {
241 if(c && c != colorkey) {
242 theta = frnd()*M_PI*2;
243 r = frnd(); r = 1 - r*r;
245 bdot[bd2].dx = 45*r*cos(theta) + s->dx;
246 bdot[bd2].dy = 45*r*sin(theta) + s->dy;
247 bdot[bd2].x = x + s->x;
248 bdot[bd2].y = y + s->y;
249 bdot[bd2].mass = frnd() * 99;
250 bdot[bd2].decay = frnd()*1.5 + 0.5;
252 bdot[bd2].active = 1;
254 bd2 = (bd2+1) % MAXBANGDOTS;
261 if(SDL_MUSTLOCK(img)) { SDL_UnlockSurface(img); }
266 move_dot(struct dot *d)
272 d->x += (d->dx - screendx) * t_frame;
273 d->y += (d->dy - screendy) * t_frame;
274 d->mass -= t_frame * d->decay;
275 if(d->mass < 0 || fclip(d->x, XSIZE) || fclip(d->y, YSIZE))
278 hit = pixel_collides(d->x, d->y);
279 if(hit) if(hit->type != SHIP) {
281 mass = sprite_mass(hit);
282 hit->dx += DOT_MASS_UNIT * d->mass * (d->dx - hit->dx) / mass;
283 hit->dy += DOT_MASS_UNIT * d->mass * (d->dy - hit->dy) / mass;
294 for(i=0; i<MAXBANGDOTS; i++) move_dot(&bdot[i]);
295 for(i=0; i<MAXENGINEDOTS; i++) move_dot(&edot[i]);
300 draw_dot(struct dot *d)
302 uint16_t *pixels, *pixel;
306 pixels = (uint16_t *) surf_screen->pixels;
307 row_inc = surf_screen->pitch / sizeof(uint16_t);
308 pixel = pixels + (int)d->y * row_inc + (int)d->x;
309 *pixel = heatcolor[min(3*W-1, (int)(d->mass * d->heat))];
317 if(SDL_MUSTLOCK(surf_screen)) { SDL_LockSurface(surf_screen); }
319 for(i=0; i<MAXBANGDOTS; i++) draw_dot(&bdot[i]);
320 for(i=0; i<MAXENGINEDOTS; i++) draw_dot(&edot[i]);
321 if(SDL_MUSTLOCK(surf_screen)) { SDL_UnlockSurface(surf_screen); }
325 load_image(char *filename)
327 SDL_Surface *tmp, *img = NULL;
328 char *s = add_data_path(filename);
333 img = SDL_DisplayFormat(tmp);
334 SDL_FreeSurface(tmp);
343 load_sprite(SPRITE(&ship), "ship.png");
346 void font_cleanup() {
357 // Where are our data files?
358 if(!find_files()) exit(1);
359 read_high_score_table();
362 // Initialize SDL with audio and video
363 if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) != 0) {
365 fputs("Can't open sound, starting without it\n", stderr);
369 atexit(SDL_CloseAudio);
370 opt_sound = init_sound();
373 // Initialize with video only
374 CONDERROR(SDL_Init(SDL_INIT_VIDEO) != 0);
378 play_tune(TUNE_TITLE_PAGE);
380 // Attempt to get the required video size
381 flag = SDL_DOUBLEBUF | SDL_HWSURFACE;
382 if(opt_fullscreen) flag |= SDL_FULLSCREEN;
383 surf_screen = SDL_SetVideoMode(XSIZE,YSIZE,16,flag);
385 // Set the title bar text
386 SDL_WM_SetCaption("Variations on Rockdodger", "VoR");
388 NULLERROR(surf_screen);
390 // Set the heat color from the range 0 (cold) to 300 (blue-white)
391 for(i = 0; i<W*3; i++) {
392 heatcolor[i] = SDL_MapRGB(
394 (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?
399 NULLERROR(surf_b_variations = load_image("b_variations.png"));
400 NULLERROR(surf_b_on = load_image("b_on.png"));
401 NULLERROR(surf_b_rockdodger = load_image("b_rockdodger.png"));
403 NULLERROR(surf_b_game = load_image("b_game.png"));
404 NULLERROR(surf_b_over = load_image("b_over.png"));
406 // Load the life indicator (small ship) graphic.
407 NULLERROR(surf_life = load_image("life.png"));
409 // Load the font image
410 s = add_data_path("font.png");
412 g_font = font_load(s);
413 atexit(&font_cleanup);
415 fprintf(stderr, "could create path to font\n");
423 add_sprite(SPRITE(&ship));
425 // Remove the mouse cursor
427 SDL_ShowCursor(SDL_DISABLE);
439 for(i=0; i<ship.lives-1; i++) {
440 dest.x = (i + 1)*(surf_life->w + 10);
442 SDL_BlitSurface(surf_life, NULL, surf_screen, &dest);
453 fadetimer += t_frame;
455 dest.x = (XSIZE-surf_b_game->w)/2;
456 dest.y = (YSIZE-surf_b_game->h)/2-40;
457 SDL_BlitSurface(surf_b_game,NULL,surf_screen,&dest);
459 dest.x = (XSIZE-surf_b_over->w)/2;
460 dest.y = (YSIZE-surf_b_over->h)/2 + 40;
461 SDL_BlitSurface(surf_b_over,NULL,surf_screen,&dest);
463 if(new_high_score(score)) {
464 text0 = "New High Score!";
465 text1 = "Press SPACE to continue";
467 text0 = msgs[g_easy][0];
468 text1 = msgs[g_easy][1];
471 x = (XSIZE-font_width(text0))/2 + cos(fadetimer/9)*10;
472 font_write(x,YSIZE-100 + cos(fadetimer/6)*5,text0);
474 x = (XSIZE-font_width(text1))/2 + sin(fadetimer/9)*10;
475 font_write(x,YSIZE-50 + sin(fadetimer/4)*5,text1);
479 draw_title_page(void)
485 fadetimer += t_frame/2.0;
487 dest.x = (XSIZE-surf_b_variations->w)/2 + cos(fadetimer/6.5)*10;
488 dest.y = (YSIZE/2-surf_b_variations->h)/2 + sin(fadetimer/5.0)*10;
489 SDL_BlitSurface(surf_b_variations,NULL,surf_screen,&dest);
491 dest.x = (XSIZE-surf_b_on->w)/2 + cos((fadetimer + 1.0)/6.5)*10;
492 dest.y = (YSIZE/2-surf_b_on->h)/2 + surf_b_variations->h + 20 + sin((fadetimer + 1.0)/5.0)*10;
493 SDL_BlitSurface(surf_b_on,NULL,surf_screen,&dest);
495 dest.x = (XSIZE-surf_b_rockdodger->w)/2 + cos((fadetimer + 2.0)/6.5)*10;
496 dest.y = (YSIZE/2-surf_b_rockdodger->h)/2 + surf_b_variations->h + surf_b_on->h + 40 + sin((fadetimer + 2.0)/5)*10;
497 SDL_BlitSurface(surf_b_rockdodger,NULL,surf_screen,&dest);
499 text = msgs[g_easy][(int)(fadetimer/35)%NSEQUENCE];
500 x = (XSIZE-font_width(text))/2 + cos(fadetimer/4.5)*10;
501 font_write(x,YSIZE-100 + cos(fadetimer/3)*5,text);
503 text = "Version " VERSION;
504 x = (XSIZE-font_width(text))/2 + sin(fadetimer/4.5)*10;
505 font_write(x,YSIZE-50 + sin(fadetimer/2)*5,text);
511 SDL_FillRect(surf_screen,NULL,0); // black background
512 draw_dots(); // background dots
513 draw_sprite(SPRITE(&ship));
520 case GAME_OVER: draw_game_over(); break;
522 case TITLE_PAGE: draw_title_page(); break;
524 case HIGH_SCORE_ENTRY: play_tune(TUNE_HIGH_SCORE_ENTRY);
525 // and fall through to
526 case HIGH_SCORE_DISPLAY:
527 // Display de list o high scores mon.
528 display_scores(150,50);
532 ; // no action necessary
535 // Update the surface
536 SDL_Flip(surf_screen);
540 kill_ship(struct ship *ship)
542 play_sound(SOUND_BANG);
543 new_bang_dots(SPRITE(ship));
546 state_timeout = DEAD_PAUSE_LENGTH;
547 // want ship to be invisible, but keep drifting at sqrt(speed)
548 // to leave it in the middle of the space from the explosion.
550 ship->dx = (ship->dx < 0) ? -sqrt(-ship->dx) : sqrt(ship->dx);
551 ship->dy = (ship->dy < 0) ? -sqrt(-ship->dy) : sqrt(ship->dy);
552 if(ship->dx < BARRIER_SPEED) ship->dx = BARRIER_SPEED;
555 state_timeout = 200.0;
558 // scrolling is based on the ship speed, so we need to reset it.
559 ship->dx = BARRIER_SPEED; ship->dy = 0;
564 do_collision(Sprite *a, Sprite *b)
566 if(a->type == SHIP) kill_ship((struct ship *)a);
567 else if(b->type == SHIP) kill_ship((struct ship *)b);
572 init_score_entry(void)
575 state = HIGH_SCORE_ENTRY;
576 state_timeout = 5.0e6;
577 SDL_EnableUNICODE(1);
578 while(SDL_PollEvent(&e))
583 // Count down the state timer, and change state when it gets to zero or less;
587 state_timeout -= t_frame*3;
588 if(state_timeout > 0) return;
591 case GAMEPLAY: break; // no action necessary
593 // Restore the ship and continue playing
594 ship.flags = DRAW|MOVE|COLLIDE;
596 play_tune(TUNE_GAMEPLAY);
599 if(new_high_score(score)) init_score_entry();
601 state = HIGH_SCORE_DISPLAY;
605 case HIGH_SCORE_DISPLAY:
607 state_timeout = 600.0;
610 case HIGH_SCORE_ENTRY:
613 state = HIGH_SCORE_DISPLAY;
614 state_timeout = 200.0;
626 ms_frame = SDL_GetTicks() - ms_end;
631 t_frame = gamespeed * ms_frame / 50;
638 while(SDL_PollEvent(&e)) {
640 case SDL_QUIT: return;
642 if(state == HIGH_SCORE_ENTRY) {
643 if(!process_score_input(&e.key.keysym)) {
644 // Write the high score table to the file
645 write_high_score_table();
646 // continue to display the scores briefly
647 state = HIGH_SCORE_DISPLAY;
649 play_tune(TUNE_TITLE_PAGE);
651 } else if(e.key.keysym.sym == SDLK_q) {
655 if(e.key.keysym.sym == SDLK_ESCAPE) {
661 keystate = SDL_GetKeyState(NULL);
663 autopilot_fix_keystates(keystate);
666 if(state == GAMEPLAY) {
670 if(keystate[SDLK_LEFT] || keystate[SDLK_h]) { ship.dx -= THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<0;}
671 if(keystate[SDLK_DOWN] || keystate[SDLK_t]) { ship.dy += THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<1;}
672 if(keystate[SDLK_RIGHT] || keystate[SDLK_n]) { ship.dx += THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<2;}
673 if(keystate[SDLK_UP] || keystate[SDLK_c]) { ship.dy -= THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<3;}
675 ship.dx = fconstrain2(ship.dx, -50, 50);
676 ship.dy = fconstrain2(ship.dy, -50, 50);
678 if(keystate[SDLK_3]) { SDL_SaveBMP(surf_screen, "snapshot.bmp"); }
681 if(keystate[SDLK_p] | keystate[SDLK_s]) {
685 if(!paused) ms_end = SDL_GetTicks();
696 tmp = (ship.y+ship.h/2 + ship.dy*t_frame - YSCROLLTO)/25 + (ship.dy-screendy);
697 screendy += tmp * t_frame/12;
698 tmp = (ship.x+ship.w/2 + ship.dx*t_frame - XSCROLLTO)/25 + (ship.dx-screendx);
699 screendx += tmp * t_frame/12;
700 // taper off so we don't hit the barrier abruptly.
701 // (if we would hit in < 2 seconds, adjust to 2 seconds).
702 if(dist_ahead + (screendx - BARRIER_SPEED)*TO_TICKS(2) < 0)
703 screendx = BARRIER_SPEED - (dist_ahead/TO_TICKS(2));
704 dist_ahead += (screendx - BARRIER_SPEED)*t_frame;
705 if(MAX_DIST_AHEAD >= 0) dist_ahead = min(dist_ahead, MAX_DIST_AHEAD);
713 // BOUNCE off left or right edge of screen
714 if(ship.x < 0 || ship.x+ship.w > XSIZE) {
715 ship.x -= (ship.dx-screendx)*t_frame;
716 ship.dx = screendx - (ship.dx-screendx)*BOUNCINESS;
717 ship.x = fconstrain(ship.x, XSIZE - ship.w);
720 // BOUNCE off top or bottom of screen
721 if(ship.y < 0 || ship.y+ship.h > YSIZE) {
722 ship.y -= (ship.dy-screendy)*t_frame;
723 ship.dy = screendy - (ship.dy-screendy)*BOUNCINESS;
724 ship.y = fconstrain(ship.y, YSIZE - ship.h);
729 collisions(); // must happen after ship bouncing because it puts pixels where the ship is (thus the ship must be on the screen)
735 if((keystate[SDLK_SPACE] || keystate[SDLK_1] || keystate[SDLK_2])
736 && (state == HIGH_SCORE_DISPLAY
737 || state == TITLE_PAGE
738 || state == GAME_OVER)) {
739 if(state == GAME_OVER && new_high_score(score))
742 if((keystate[SDLK_SPACE] && !initial_rocks) || keystate[SDLK_2]) {
744 initial_rocks = NORMAL_I_ROCKS;
745 final_rocks = NORMAL_F_ROCKS;
746 if(gamespeed == EASY_GAMESPEED)
747 gamespeed = NORMAL_GAMESPEED;
748 } else if(keystate[SDLK_1]) {
750 initial_rocks = EASY_I_ROCKS;
751 final_rocks = EASY_F_ROCKS;
752 gamespeed = EASY_GAMESPEED;
756 screendx = BARRIER_SPEED; screendy = 0;
758 ship.x = XSIZE/2.2; ship.y = YSIZE/2 - ship.w/2;
759 ship.dx = screendx; ship.dy = screendy;
761 ship.flags = MOVE|DRAW|COLLIDE;
762 add_sprite(SPRITE(&ship));
767 play_tune(TUNE_GAMEPLAY);
774 if(state == TITLE_PAGE && keystate[SDLK_h]) {
775 state = HIGH_SCORE_DISPLAY;
782 main(int argc, char **argv) {
783 if(!parse_opts(argc, argv)) return 1;
786 printf ("vor: SDL error: '%s'\n",initerror);
790 start = SDL_GetTicks();
793 end = SDL_GetTicks();
794 // printf("%ld frames in %ld ms, %.2f fps.\n", frames, end-start, frames * 1000.0 / (end-start));