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
25 #include <SDL_image.h>
45 // ************************************* VARS
46 // SDL_Surface global variables
48 *surf_screen, // Screen
49 *surf_b_variations, // "variations" banner
50 *surf_b_on, // "on" banner
51 *surf_b_rockdodger, // "rockdodger" banner
52 *surf_b_game, // Title element "game"
53 *surf_b_over, // Title element "over"
54 *surf_life, // Indicator of number of ships remaining
55 *surf_rock[NROCKS], // THE ROCKS
56 *surf_font_big; // The big font
61 // Structure global variables
62 struct enginedots edot[MAXENGINEDOTS], *dotptr = edot;
63 struct bangdots bdot[MAXBANGDOTS], *bdotptr = bdot;
65 // Other global variables
69 struct ship ship = { SHIP, 0, NULL, XSIZE/2, YSIZE/2, SCREENDXMIN, 0.0 };
71 float screendx = SCREENDXMIN, screendy = 0.0;
74 // all movement is based on t_frame.
75 float t_frame; // length of this frame (in ticks = 1/20th second)
76 int ms_frame; // length of this frame (milliseconds)
77 int ms_end; // end of this frame (milliseconds)
80 float bangx, bangy, bangdx, bangdy;
84 float fadetimer = 0, faderate;
86 int pausedown = 0, paused = 0;
88 // bangdot start (bd1) and end (bd2) position:
99 enum states state = TITLE_PAGE;
100 float state_timeout = 600.0;
105 "Press SPACE for normal game",
106 "Press '1' for easy game",
107 "http://jasonwoof.org/vor"
110 "Press SPACE for easy game",
111 "Press '2' for normal game",
112 "http://jasonwoof.org/vor"
116 int bangdotlife, nbangdots;
117 Uint16 heatcolor[W*3];
121 extern int optind, opterr, optopt;
123 #define TO_TICKS(seconds) ((seconds)*20*opt_gamespeed)
125 // ************************************* FUNCS
130 for(i = 0; i<MAXENGINEDOTS; i++) {
136 new_bang_dots(int xbang, int ybang, int dx, int dy, SDL_Surface *s)
145 begin_generate = SDL_GetTicks();
147 row_inc = s->pitch/sizeof(uint16_t) - s->w;
148 colorkey = s->format->colorkey;
155 for(y=0; y<s->h; y++) {
156 for(x = 0; x<s->w; x++) {
158 if(c && c != colorkey) {
159 theta = frnd()*M_PI*2;
160 r = frnd(); r = 1 - r*r;
161 // r = 1 - frnd()*frnd();
163 bdot[bd2].dx = 45*r*cos(theta) + dx;
164 bdot[bd2].dy = 45*r*sin(theta) + dy;
165 bdot[bd2].x = x + xbang;
166 bdot[bd2].y = y + ybang;
168 bdot[bd2].life = 100;
169 bdot[bd2].decay = frnd()*3 + 1;
170 bdot[bd2].active = 1;
172 // Replace the last few bang dots with the pixels from the exploding object
173 if(endcount>0) bdot[bd2].c = c;
175 bd2 = (bd2+1) % MAXBANGDOTS;
180 if(SDL_GetTicks() - begin_generate > 7) endcount++;
183 SDL_UnlockSurface(s);
187 draw_bang_dots(SDL_Surface *s)
191 uint16_t *pixels, *pixel, c;
192 int row_inc = s->pitch/sizeof(uint16_t);
195 pixels = (uint16_t *) s->pixels;
199 for(i=0; i<MAXBANGDOTS; i++) {
200 if(!bdot[i].active) continue;
202 // decrement life and maybe kill
203 bdot[i].life -= bdot[i].decay;
204 if(bdot[i].life<0) { bdot[i].active = 0; continue; }
207 bdot[i].x += (bdot[i].dx - screendx)*t_frame;
208 bdot[i].y += (bdot[i].dy - screendy)*t_frame;
209 if(bdot[i].x < 0 || bdot[i].x >= XSIZE || bdot[i].y < 0 || bdot[i].y >= YSIZE) {
215 if((hit = pixel_collides(bdot[i].x, bdot[i].y))) {
216 if(hit->type != SHIP) { // they shouldn't hit the ship, but they do
218 hit->dx += ENGINE_DOT_WEIGHT * bdot[i].life * bdot[i].dx / sprite_mass(hit);
219 hit->dy += ENGINE_DOT_WEIGHT * bdot[i].life * bdot[i].dy / sprite_mass(hit);
224 pixel = pixels + row_inc*(int)(bdot[i].y) + (int)(bdot[i].x);
225 if(bdot[i].c) c = bdot[i].c; else c = heatcolor[(int)(bdot[i].life)*3];
232 new_engine_dots(int n, int dir) {
234 float a, r; // angle, random length
236 float hx, hy; // half ship width/height.
237 static const int s[4] = { 2, 1, 0, 1 };
239 hx = ship.image->w / 2;
240 hy = ship.image->h / 2;
242 for(i = 0; i<n; i++) {
243 if(dotptr->active == 0) {
244 a = frnd()*M_PI + (dir-1)*M_PI_2;
245 r = sin(frnd()*M_PI);
247 dy = r * -sin(a); // screen y is "backwards".
250 dotptr->x = ship.x + s[dir]*hx + (frnd()-0.5)*3;
251 dotptr->y = ship.y + s[(dir+1)&3]*hy + (frnd()-0.5)*3;
253 dotptr->dx = ship.dx + 2*dx;
254 dotptr->dy = ship.dy + 20*dy;
255 dotptr->life = 60 * fabs(dy);
257 dotptr->dx = ship.dx + 20*dx;
258 dotptr->dy = ship.dy + 2*dy;
259 dotptr->life = 60 * fabs(dx);
262 if(dotptr - edot < MAXENGINEDOTS-1) dotptr++;
269 draw_engine_dots(SDL_Surface *s) {
272 uint16_t *pixels = (uint16_t *) s->pixels;
273 int row_inc = s->pitch/sizeof(uint16_t);
277 for(i = 0; i<MAXENGINEDOTS; i++) {
278 if(!edot[i].active) continue;
279 edot[i].x += (edot[i].dx - screendx)*t_frame;
280 edot[i].y += (edot[i].dy - screendy)*t_frame;
281 edot[i].life -= t_frame*3;
283 || edot[i].x<0 || edot[i].x >= XSIZE
284 || edot[i].y<0 || edot[i].y >= YSIZE) {
289 if((hit = pixel_collides(edot[i].x, edot[i].y))) {
290 if(hit->type != SHIP) { // they shouldn't hit the ship, but they do
292 hit->dx += ENGINE_DOT_WEIGHT * edot[i].life * edot[i].dx / sprite_mass(hit);
293 hit->dy += ENGINE_DOT_WEIGHT * edot[i].life * edot[i].dy / sprite_mass(hit);
297 heatindex = edot[i].life * 6;
298 c = heatindex>3*W ? heatcolor[3*W-1] : heatcolor[heatindex];
299 pixels[row_inc*(int)(edot[i].y) + (int)(edot[i].x)] = c;
304 drawdots(SDL_Surface *s) {
307 // Create engine dots out the side we're moving from
308 for(m = 0; m<4; m++) {
309 if(ship.jets & 1<<m) { // 'jets' is a bit field
310 new_engine_dots(80,m);
320 SDL_UnlockSurface(s);
324 load_image(char *filename)
326 SDL_Surface *tmp, *img = NULL;
327 char *s = add_data_path(filename);
332 img = SDL_DisplayFormat(tmp);
333 SDL_FreeSurface(tmp);
342 load_sprite(SPRITE(&ship), "ship.png");
352 // Where are our data files?
353 if(!find_files()) exit(1);
354 read_high_score_table();
357 // Initialize SDL with audio and video
358 if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) != 0) {
360 fputs("Can't open sound, starting without it\n", stderr);
364 atexit(SDL_CloseAudio);
365 opt_sound = init_sound();
368 // Initialize with video only
369 CONDERROR(SDL_Init(SDL_INIT_VIDEO) != 0);
373 play_tune(TUNE_TITLE_PAGE);
375 // Attempt to get the required video size
376 flag = SDL_DOUBLEBUF | SDL_HWSURFACE;
377 if(opt_fullscreen) flag |= SDL_FULLSCREEN;
378 surf_screen = SDL_SetVideoMode(XSIZE,YSIZE,16,flag);
380 // Set the title bar text
381 SDL_WM_SetCaption("Variations on Rockdodger", "VoR");
383 NULLERROR(surf_screen);
385 // Set the heat color from the range 0 (cold) to 300 (blue-white)
386 for(i = 0; i<W*3; i++) {
387 heatcolor[i] = SDL_MapRGB(
389 (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?
394 NULLERROR(surf_b_variations = load_image("b_variations.png"));
395 NULLERROR(surf_b_on = load_image("b_on.png"));
396 NULLERROR(surf_b_rockdodger = load_image("b_rockdodger.png"));
398 NULLERROR(surf_b_game = load_image("b_game.png"));
399 NULLERROR(surf_b_over = load_image("b_over.png"));
401 // Load the life indicator (small ship) graphic.
402 NULLERROR(surf_life = load_image("life.png"));
404 // Load the font image
405 s = add_data_path("font.png");
407 NULLERROR(surf_font_big = IMG_Load(s));
409 g_font = SFont_InitFont(surf_font_big);
416 add_sprite(SPRITE(&ship));
418 // Remove the mouse cursor
420 SDL_ShowCursor(SDL_DISABLE);
432 for(i=0; i<ship.lives-1; i++) {
433 dest.x = (i + 1)*(surf_life->w + 10);
435 SDL_BlitSurface(surf_life, NULL, surf_screen, &dest);
445 float a_game = 0, a_over = 0;
447 // fade in "GAME", then "OVER".
448 a_game = min(1.0, faderate*fadetimer/3.0);
449 if(a_game == 1.0) a_over = min(1.0, faderate*fadetimer/3.0 - 1);
451 fadetimer += t_frame;
453 dest.x = (XSIZE-surf_b_game->w)/2;
454 dest.y = (YSIZE-surf_b_game->h)/2-40;
455 SDL_SetAlpha(surf_b_game, SDL_SRCALPHA, (int)(a_game*(200 + 55*cos(fadetimer))));
456 SDL_BlitSurface(surf_b_game,NULL,surf_screen,&dest);
458 dest.x = (XSIZE-surf_b_over->w)/2;
459 dest.y = (YSIZE-surf_b_over->h)/2 + 40;
460 SDL_SetAlpha(surf_b_over, SDL_SRCALPHA, (int)(a_over*(200 + 55*sin(fadetimer))));
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-SFont_TextWidth(g_font,text0))/2 + cos(fadetimer/9)*10;
472 SFont_Write(surf_screen,g_font,x,YSIZE-100 + cos(fadetimer/6)*5,text0);
474 x = (XSIZE-SFont_TextWidth(g_font,text1))/2 + sin(fadetimer/9)*10;
475 SFont_Write(surf_screen,g_font,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_SetAlpha(surf_b_variations, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer)));
490 SDL_BlitSurface(surf_b_variations,NULL,surf_screen,&dest);
492 dest.x = (XSIZE-surf_b_on->w)/2 + cos((fadetimer + 1.0)/6.5)*10;
493 dest.y = (YSIZE/2-surf_b_on->h)/2 + surf_b_variations->h + 20 + sin((fadetimer + 1.0)/5.0)*10;
494 SDL_SetAlpha(surf_b_on, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer-1.0)));
495 SDL_BlitSurface(surf_b_on,NULL,surf_screen,&dest);
497 dest.x = (XSIZE-surf_b_rockdodger->w)/2 + cos((fadetimer + 2.0)/6.5)*10;
498 dest.y = (YSIZE/2-surf_b_rockdodger->h)/2 + surf_b_variations->h + surf_b_on->h + 40 + sin((fadetimer + 2.0)/5)*10;
499 SDL_SetAlpha(surf_b_rockdodger, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer-2.0)));
500 SDL_BlitSurface(surf_b_rockdodger,NULL,surf_screen,&dest);
502 text = msgs[g_easy][(int)(fadetimer/35)%NSEQUENCE];
503 x = (XSIZE-SFont_TextWidth(g_font,text))/2 + cos(fadetimer/4.5)*10;
504 SFont_Write(surf_screen,g_font,x,YSIZE-100 + cos(fadetimer/3)*5,text);
506 text = "Version " VERSION;
507 x = (XSIZE-SFont_TextWidth(g_font,text))/2 + sin(fadetimer/4.5)*10;
508 SFont_Write(surf_screen,g_font,x,YSIZE-50 + sin(fadetimer/2)*5,text);
514 SDL_FillRect(surf_screen,NULL,0); // black background
515 drawdots(surf_screen); // background dots
516 draw_sprite(SPRITE(&ship));
522 // If it's game over, show the game over graphic in the dead centre
524 case GAME_OVER: draw_game_over(); break;
526 case TITLE_PAGE: draw_title_page(); break;
528 case HIGH_SCORE_ENTRY:
529 play_tune(TUNE_HIGH_SCORE_ENTRY);
530 if(!process_score_input()) { // done inputting name
532 // Change state to briefly show high scores page
533 state = HIGH_SCORE_DISPLAY;
536 // Write the high score table to the file
537 write_high_score_table();
539 play_tune(TUNE_TITLE_PAGE);
542 case HIGH_SCORE_DISPLAY:
543 // Display de list o high scores mon.
544 display_scores(surf_screen, 150,50);
548 ; // no action necessary
553 ms_frame = SDL_GetTicks() - ms_end;
555 t_frame = opt_gamespeed * ms_frame / 50;
556 if(state == GAMEPLAY) score += ms_frame;
558 // Update the surface
559 SDL_Flip(surf_screen);
563 kill_ship(Sprite *ship)
570 do_collision(Sprite *a, Sprite *b)
572 if(a->type == SHIP) kill_ship(a);
573 else if (b->type == SHIP) kill_ship(b);
578 init_score_entry(void)
581 state = HIGH_SCORE_ENTRY;
582 state_timeout = 5.0e6;
583 SDL_EnableUNICODE(1);
584 while(SDL_PollEvent(&e))
591 Uint8 *keystate = SDL_GetKeyState(NULL);
597 keystate = SDL_GetKeyState(NULL);
600 // Count down the game loop timer, and change state when it gets to zero or less;
602 if((state_timeout -= t_frame*3) < 0) {
605 // Restore the ship and continue playing
606 ship.flags = DRAW|MOVE|COLLIDE;
608 play_tune(TUNE_GAMEPLAY);
611 if(new_high_score(score)) init_score_entry();
613 state = HIGH_SCORE_DISPLAY;
617 case HIGH_SCORE_DISPLAY:
619 state_timeout = 600.0;
622 case HIGH_SCORE_ENTRY:
625 state = HIGH_SCORE_DISPLAY;
626 state_timeout = 200.0;
629 ; // no action necessary
632 if(state == DEAD_PAUSE) {
633 if(bangx < 60) bangx = 60;
640 tmp = (ship.y+ship.dy*t_frame-YSCROLLTO)/25 + (ship.dy-screendy);
641 screendy += tmp * t_frame/12;
642 tmp = (ship.x+ship.dx*t_frame-XSCROLLTO)/25 + (ship.dx-screendx);
643 screendx += tmp * t_frame/12;
644 // taper off so we don't hit the barrier abruptly.
645 // (if we would hit in < 2 seconds, adjust to 2 seconds).
646 if(back_dist + (screendx - SCREENDXMIN)*TO_TICKS(2) < 0)
647 screendx = SCREENDXMIN - (back_dist/TO_TICKS(2));
648 back_dist += (screendx - SCREENDXMIN)*t_frame;
649 if(opt_max_lead >= 0) back_dist = min(back_dist, opt_max_lead);
652 bangx += (bangdx - screendx)*t_frame;
653 bangy += (bangdy - screendy)*t_frame;
658 // BOUNCE off left or right edge of screen
659 if(ship.x < 0 || ship.x+ship.w > XSIZE) {
660 ship.x -= (ship.dx-screendx)*t_frame;
661 ship.dx = screendx - (ship.dx-screendx)*opt_bounciness;
664 // BOUNCE off top or bottom of screen
665 if(ship.y < 0 || ship.y+ship.h > YSIZE) {
666 ship.y -= (ship.dy-screendy)*t_frame;
667 ship.dy = screendy - (ship.dy-screendy)*opt_bounciness;
672 if(state == GAMEPLAY && bang) {
675 play_sound(SOUND_BANG); // Play the explosion sound
676 bangx = ship.x; bangy = ship.y; bangdx = ship.dx; bangdy = ship.dy;
677 new_bang_dots(ship.x,ship.y,ship.dx,ship.dy,ship.image);
681 state_timeout = DEAD_PAUSE_LENGTH;
682 ship.dx = (ship.dx < 0) ? -sqrt(-ship.dx) : sqrt(ship.dx);
683 ship.dy = (ship.dy < 0) ? -sqrt(-ship.dy) : sqrt(ship.dy);
684 if(ship.dx < SCREENDXMIN) ship.dx = SCREENDXMIN;
687 ship.dx = SCREENDXMIN; ship.dy = 0;
688 state_timeout = 200.0;
695 if((keystate[SDLK_SPACE] || keystate[SDLK_1] || keystate[SDLK_2])
696 && (state == HIGH_SCORE_DISPLAY
697 || state == TITLE_PAGE
698 || state == GAME_OVER)) {
699 if(state == GAME_OVER && new_high_score(score))
702 if((keystate[SDLK_SPACE] && !initial_rocks) || keystate[SDLK_2]) {
704 initial_rocks = NORMAL_I_ROCKS;
705 final_rocks = NORMAL_F_ROCKS;
706 if(opt_gamespeed == EASY_GAMESPEED)
707 opt_gamespeed = NORMAL_GAMESPEED;
708 } else if(keystate[SDLK_1]) {
710 initial_rocks = EASY_I_ROCKS;
711 final_rocks = EASY_F_ROCKS;
712 opt_gamespeed = EASY_GAMESPEED;
716 screendx = SCREENDXMIN; screendy = 0;
718 ship.x = XSIZE/2.2; ship.y = YSIZE/2;
719 ship.dx = screendx; ship.dy = screendy;
721 ship.flags = MOVE|DRAW|COLLIDE;
722 add_sprite(SPRITE(&ship));
727 play_tune(TUNE_GAMEPLAY);
734 if(state == GAMEPLAY) {
736 if(keystate[SDLK_LEFT] | keystate[SDLK_h]) { ship.dx -= 1.5*t_frame; ship.jets |= 1<<0;}
737 if(keystate[SDLK_DOWN] | keystate[SDLK_t]) { ship.dy += 1.5*t_frame; ship.jets |= 1<<1;}
738 if(keystate[SDLK_RIGHT] | keystate[SDLK_n]) { ship.dx += 1.5*t_frame; ship.jets |= 1<<2;}
739 if(keystate[SDLK_UP] | keystate[SDLK_c]) { ship.dy -= 1.5*t_frame; ship.jets |= 1<<3;}
740 if(keystate[SDLK_3]) { SDL_SaveBMP(surf_screen, "snapshot.bmp"); }
743 if(keystate[SDLK_p] | keystate[SDLK_s]) {
747 if(!paused) ms_end = SDL_GetTicks();
754 if(state == TITLE_PAGE && keystate[SDLK_h]) {
755 state = HIGH_SCORE_DISPLAY;
759 if(state != HIGH_SCORE_ENTRY && (keystate[SDLK_q] || keystate[SDLK_ESCAPE]))
766 main(int argc, char **argv) {
768 argp_parse(&argp, argc, argv, 0, 0, 0);
771 printf ("ta: '%s'\n",initerror);