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/SDL_image.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_ship, // Spaceship element
57 *surf_life, // Indicator of number of ships remaining
58 *surf_rock[NROCKS], // THE ROCKS
59 *surf_font_big; // The big font
64 // Structure global variables
65 struct enginedots edot[MAXENGINEDOTS], *dotptr = edot;
66 struct bangdots bdot[MAXBANGDOTS], *bdotptr = bdot;
67 struct spacedot sdot[MAXSPACEDOTS];
69 // Other global variables
75 struct shape shipshape;
76 float shipx = XSIZE/2, shipy = YSIZE/2; // X position, 0..XSIZE
77 float shipdx = SCREENDXMIN, shipdy = 0.0; // Change in X position per tick.
78 float screendx = SCREENDXMIN, screendy = 0.0;
79 float xscroll, yscroll;
82 // all movement is based on t_frame.
83 float t_frame; // length of this frame (in ticks = 1/20th second)
84 float s_frame; // length of this frame (seconds)
85 int ms_frame; // length of this frame (milliseconds)
86 int ms_end; // end of this frame (milliseconds)
88 float bangx, bangy, bangdx, bangdy;
94 float fadetimer = 0, faderate;
96 int pausedown = 0, paused = 0;
98 // bangdot start (bd1) and end (bd2) position:
109 enum states state = TITLE_PAGE;
110 float state_timeout = 600.0;
114 "Press SPACE to start",
115 "http://herkamire.com/jason/vor"
118 int bangdotlife, nbangdots;
119 Uint16 heatcolor[W*3];
123 extern int optind, opterr, optopt;
125 #define TO_TICKS(seconds) ((seconds)*20*opt_gamespeed)
127 // ************************************* FUNCS
131 return (float)random()/(float)RAND_MAX;
137 for(i = 0; i<MAXENGINEDOTS; i++) {
145 for(i = 0; i<MAXSPACEDOTS; i++) {
146 sdot[i].x = rnd()*(XSIZE-5);
147 sdot[i].y = rnd()*(YSIZE-5);
148 sdot[i].z = MAXDUSTDEPTH*sqrt(rnd());
149 b = (MAXDUSTDEPTH - sdot[i].z) * 255.0 / MAXDUSTDEPTH;
150 sdot[i].color = SDL_MapRGB(surf_screen->format, b, b, b);
155 make_bang_dots(int xbang, int ybang, int dx, int dy, SDL_Surface *s, int power) {
157 // TODO - stop generating dots after a certain amount of time has passed, to cope with slower CPUs.
158 // TODO - generate and display dots in a circular buffer
165 begin_generate = SDL_GetTicks();
168 rawpixel = (Uint16 *) s->pixels;
170 //for(n = 0; n <= power/2; n++) {
174 for(x = 0; x<s->w; x++) {
175 for(y = 0; y<s->h; y++) {
176 c = rawpixel[s->pitch/2*y + x];
177 if(c && c != s->format->colorkey) {
179 theta = rnd()*M_PI*2;
183 bdot[bd2].dx = (power/50.0)*45.0*cos(theta)*r + dx;
184 bdot[bd2].dy = (power/50.0)*45.0*sin(theta)*r + dy;
185 bdot[bd2].x = x + xbang;
186 bdot[bd2].y = y + ybang;
188 // Replace the last few bang dots with the pixels from the exploding object
189 bdot[bd2].c = (endcount>0)?c:0;
190 bdot[bd2].life = 100;
191 bdot[bd2].decay = rnd()*3 + 1;
192 bdot[bd2].active = 1;
197 // If the circular buffer is filled, who cares? They've had their chance.
198 //if(bd2 == bd1-1) goto exitloop;
204 if(SDL_GetTicks() - begin_generate > 7) endcount++;
207 SDL_UnlockSurface(s);
212 draw_bang_dots(SDL_Surface *s) {
216 rawpixel = (Uint16 *) s->pixels;
221 for(i = bd1; (bd1 <= bd2)?(i<bd2):(i >= bd1 && i < bd2); last_i = ++i) {
225 if(bdot[i].x <= 0 || bdot[i].x >= XSIZE || bdot[i].y <= 0 || bdot[i].y >= YSIZE) {
226 // If the dot has drifted outside the perimeter, kill it
234 rawpixel[(int)(s->pitch/2*(int)(bdot[i].y)) + (int)(bdot[i].x)] = bdot[i].c ? bdot[i].c : heatcolor[(int)(bdot[i].life*3)];
235 bdot[i].life -= bdot[i].decay;
236 bdot[i].x += bdot[i].dx*t_frame - xscroll;
237 bdot[i].y += bdot[i].dy*t_frame - yscroll;
257 draw_space_dots(SDL_Surface *s) {
260 rawpixel = (Uint16 *) s->pixels;
262 for(i = 0; i<MAXSPACEDOTS; i++) {
266 rawpixel[(int)(s->pitch/2*(int)sdot[i].y) + (int)(sdot[i].x)] = sdot[i].color;
267 sdot[i].x -= xscroll / (1.3 + sdot[i].z);
268 sdot[i].y -= yscroll / (1.3 + sdot[i].z);
269 if(sdot[i].y >= XSIZE) sdot[i].x -= XSIZE;
270 else if(sdot[i].x < 0) sdot[i].x = XSIZE-1;
271 if(sdot[i].y > YSIZE) sdot[i].y -= YSIZE;
272 else if(sdot[i].y < 0) sdot[i].y += YSIZE-1;
277 draw_engine_dots(SDL_Surface *s) {
280 rawpixel = (Uint16 *) s->pixels;
282 for(i = 0; i<MAXENGINEDOTS; i++) {
284 edot[i].x += edot[i].dx*t_frame - xscroll;
285 edot[i].y += edot[i].dy*t_frame - yscroll;
286 if((edot[i].life -= t_frame*3)<0 || edot[i].y<0 || edot[i].y>YSIZE) {
288 } else if(edot[i].x<0 || edot[i].x>XSIZE) {
292 heatindex = edot[i].life * 6;
293 //rawpixel[(int)(s->pitch/2*(int)(edot[i].y)) + (int)(edot[i].x)] = lifecolor[(int)(edot[i].life)];
294 rawpixel[(int)(s->pitch/2*(int)(edot[i].y)) + (int)(edot[i].x)] = heatindex>3*W ? heatcolor[3*W-1] : heatcolor[heatindex];
301 new_engine_dots(int n, int dir) {
303 float a, r; // angle, random length
305 float hx, hy; // half ship width/height.
306 static const int s[4] = { 2, 1, 0, 1 };
308 hx = surf_ship->w / 2;
309 hy = surf_ship->h / 2;
311 for(i = 0; i<n; i++) {
312 if(dotptr->active == 0) {
313 a = rnd()*M_PI + (dir-1)*M_PI_2;
316 dy = r * -sin(a); // screen y is "backwards".
319 dotptr->x = shipx + s[dir]*hx + (rnd()-0.5)*3;
320 dotptr->y = shipy + s[(dir+1)&3]*hy + (rnd()-0.5)*3;
322 dotptr->dx = shipdx + 2*dx;
323 dotptr->dy = shipdy + 20*dy;
324 dotptr->life = 60 * fabs(dy);
326 dotptr->dx = shipdx + 20*dx;
327 dotptr->dy = shipdy + 2*dy;
328 dotptr->life = 60 * fabs(dx);
332 if(dotptr-edot >= MAXENGINEDOTS) {
340 drawdots(SDL_Surface *s) {
343 // Create engine dots out the side we're moving from
344 for(m = 0; m<4; m++) {
345 if(jets & 1<<m) { // 'jets' is a bit field
346 new_engine_dots(80,m);
354 SDL_UnlockSurface(s);
364 // Where are our data files?
365 if(!find_files()) exit(1);
366 read_high_score_table();
369 // Initialize SDL with audio and video
370 if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) != 0) {
372 printf ("Can't open sound, starting without it\n");
376 atexit(SDL_CloseAudio);
377 opt_sound = init_sound();
380 // Initialize with video only
381 CONDERROR(SDL_Init(SDL_INIT_VIDEO) != 0);
387 // Attempt to get the required video size
388 flag = SDL_DOUBLEBUF | SDL_HWSURFACE;
389 if(opt_fullscreen) flag |= SDL_FULLSCREEN;
390 surf_screen = SDL_SetVideoMode(XSIZE,YSIZE,16,flag);
392 // Set the title bar text
393 SDL_WM_SetCaption("Variations on Rockdodger", "VoR");
395 NULLERROR(surf_screen);
397 // Set the heat color from the range 0 (cold) to 300 (blue-white)
398 for(i = 0; i<W*3; i++) {
399 heatcolor[i] = SDL_MapRGB(
401 (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?
406 NULLERROR(temp = IMG_Load(add_path("banners/variations.png")));
407 NULLERROR(surf_b_variations = SDL_DisplayFormat(temp));
409 NULLERROR(temp = IMG_Load(add_path("banners/on.png")));
410 NULLERROR(surf_b_on = SDL_DisplayFormat(temp));
412 NULLERROR(temp = IMG_Load(add_path("banners/rockdodger.png")));
413 NULLERROR(surf_b_rockdodger = SDL_DisplayFormat(temp));
415 NULLERROR(temp = IMG_Load(add_path("banners/game.png")));
416 NULLERROR(surf_b_game = SDL_DisplayFormat(temp));
418 NULLERROR(temp = IMG_Load(add_path("banners/over.png")));
419 NULLERROR(surf_b_over = SDL_DisplayFormat(temp));
421 surf_font_big = IMG_Load(add_path(BIG_FONT_FILE));
422 g_font = SFont_InitFont(surf_font_big);
424 // Load the spaceship graphic.
425 NULLERROR(temp = IMG_Load(add_path("sprites/ship.png")));
426 NULLERROR(surf_ship = SDL_DisplayFormat(temp));
427 get_shape(surf_ship, &shipshape);
429 // Load the life indicator (small ship) graphic.
430 NULLERROR(temp = IMG_Load(add_path("indicators/life.png")));
431 NULLERROR(surf_life = SDL_DisplayFormat(temp));
438 // Remove the mouse cursor
440 SDL_ShowCursor(SDL_DISABLE);
452 float fadegame,fadeover;
456 // Draw a fully black background
457 SDL_FillRect(surf_screen,NULL,0);
459 // Draw the background dots
460 drawdots(surf_screen);
463 if(!gameover && state == GAMEPLAY ) {
466 SDL_BlitSurface(surf_ship,NULL,surf_screen,&dest);
471 // Draw the life indicators.
472 if(state == GAMEPLAY || state == DEAD_PAUSE || state == GAME_OVER)
473 for(i = 0; i<nships-1; i++) {
474 dest.x = (i + 1)*(surf_life->w + 10);
476 SDL_BlitSurface(surf_life, NULL, surf_screen, &dest);
480 snprintscore_line(topline, 50, score);
481 SFont_Write(surf_screen, g_font, XSIZE-250, 0, topline);
483 // If it's game over, show the game over graphic in the dead centre
486 if(fadetimer<3.0/faderate) {
487 fadegame = fadetimer/(3.0/faderate);
492 if(fadetimer<3.0/faderate) {
494 } else if(fadetimer<6.0/faderate) {
495 fadeover = ((3.0/faderate)-fadetimer)/(6.0/faderate);
500 dest.x = (XSIZE-surf_b_game->w)/2;
501 dest.y = (YSIZE-surf_b_game->h)/2-40;
502 SDL_SetAlpha(surf_b_game, SDL_SRCALPHA, (int)(fadegame*(200 + 55*cos(fadetimer += t_frame/1.0))));
503 SDL_BlitSurface(surf_b_game,NULL,surf_screen,&dest);
505 dest.x = (XSIZE-surf_b_over->w)/2;
506 dest.y = (YSIZE-surf_b_over->h)/2 + 40;
507 SDL_SetAlpha(surf_b_over, SDL_SRCALPHA, (int)(fadeover*(200 + 55*sin(fadetimer))));
508 SDL_BlitSurface(surf_b_over,NULL,surf_screen,&dest);
513 dest.x = (XSIZE-surf_b_variations->w)/2 + cos(fadetimer/6.5)*10;
514 dest.y = (YSIZE/2-surf_b_variations->h)/2 + sin(fadetimer/5.0)*10;
515 SDL_SetAlpha(surf_b_variations, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer += t_frame/2.0)));
516 SDL_BlitSurface(surf_b_variations,NULL,surf_screen,&dest);
518 dest.x = (XSIZE-surf_b_on->w)/2 + cos((fadetimer + 1.0)/6.5)*10;
519 dest.y = (YSIZE/2-surf_b_on->h)/2 + surf_b_variations->h + 20 + sin((fadetimer + 1.0)/5.0)*10;
520 SDL_SetAlpha(surf_b_on, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer-1.0)));
521 SDL_BlitSurface(surf_b_on,NULL,surf_screen,&dest);
523 dest.x = (XSIZE-surf_b_rockdodger->w)/2 + cos((fadetimer + 2.0)/6.5)*10;
524 dest.y = (YSIZE/2-surf_b_rockdodger->h)/2 + surf_b_variations->h + surf_b_on->h + 40 + sin((fadetimer + 2.0)/5)*10;
525 SDL_SetAlpha(surf_b_rockdodger, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer-2.0)));
526 SDL_BlitSurface(surf_b_rockdodger,NULL,surf_screen,&dest);
528 text = "Version " VERSION;
529 x = (XSIZE-SFont_TextWidth(g_font,text))/2 + sin(fadetimer/4.5)*10;
530 SFont_Write(surf_screen,g_font,x,YSIZE-50 + sin(fadetimer/2)*5,text);
532 text = sequence[(int)(fadetimer/40)%NSEQUENCE];
533 //text = "Press SPACE to start!";
534 x = (XSIZE-SFont_TextWidth(g_font,text))/2 + cos(fadetimer/4.5)*10;
535 SFont_Write(surf_screen,g_font,x,YSIZE-100 + cos(fadetimer/3)*5,text);
538 case HIGH_SCORE_ENTRY:
540 if(!process_score_input()) { // done inputting name
542 // Change state to briefly show high scores page
543 state = HIGH_SCORE_DISPLAY;
546 // Write the high score table to the file
547 write_high_score_table();
549 // Play the title page tune
553 case HIGH_SCORE_DISPLAY:
554 // Display de list o high scores mon.
555 display_scores(surf_screen, 150,50);
559 ; // no action necessary
562 if(!gameover && state == GAMEPLAY) {
563 bang = hit_rocks(shipx, shipy, &shipshape);
566 ms_frame = SDL_GetTicks() - ms_end;
568 if(ms_frame>200 || ms_frame<0) {
569 // We won't run at all below 5 frames per second.
570 // This also happens if we were paused, grr.
574 s_frame = opt_gamespeed * ms_frame / 1000;
575 if(state == GAMEPLAY) score += ms_frame;
577 t_frame = s_frame * 20;
579 // Update the surface
580 SDL_Flip(surf_screen);
594 // Count down the game loop timer, and change state when it gets to zero or less;
596 if((state_timeout -= t_frame*3) < 0) {
599 // Create a new ship and start all over again
604 if(new_high_score(score)) {
606 state = HIGH_SCORE_ENTRY;
607 state_timeout = 5.0e6;
608 SDL_EnableUNICODE(1);
609 while(SDL_PollEvent(&e))
611 } else if(!keystate[SDLK_SPACE]) {
612 state = HIGH_SCORE_DISPLAY;
616 case HIGH_SCORE_DISPLAY:
618 state_timeout = 500.0;
620 case HIGH_SCORE_ENTRY:
621 // state = TITLE_PAGE;
623 // state_timeout = 100.0;
626 state = HIGH_SCORE_DISPLAY;
627 state_timeout = 200.0;
630 ; // no action necessary
633 if(state == DEAD_PAUSE) {
637 if(state_timeout < DEAD_PAUSE_LENGTH - 20.0) {
638 blast_radius = BLAST_RADIUS * 1.3;
641 blast_radius = BLAST_RADIUS * (DEAD_PAUSE_LENGTH - state_timeout) / 20.0;
644 blast_rocks(bangx, bangy, blast_radius, fixonly);
646 if(bangx < 60) bangx = 60;
653 shipx += shipdx*t_frame;
654 shipy += shipdy*t_frame;
657 tmp = shipy - (YSIZE / 2);
660 tmp = ((screendy * (t_frame - 12)) + (tmp * t_frame)) / 12;
662 tmp = shipx - (XSIZE / 3);
665 tmp = ((screendx * (t_frame - 12)) + (tmp * t_frame)) / 12;
668 // taper off if we would hit the barrier in under 2 seconds.
669 if(back_dist + (screendx - SCREENDXMIN)*TO_TICKS(2) < 0) {
670 screendx = SCREENDXMIN - (back_dist/TO_TICKS(2));
673 xscroll = screendx * t_frame;
674 yscroll = screendy * t_frame;
675 back_dist += (screendx - SCREENDXMIN)*t_frame;
676 if(opt_max_lead >= 0) back_dist = min(back_dist, opt_max_lead);
682 bangx += bangdx*t_frame - xscroll;
683 bangy += bangdy*t_frame - yscroll;
689 if(shipx<0 || shipx>XSIZE-surf_ship->w) {
690 // BOUNCE from left and right wall
691 shipx -= (shipdx-screendx)*t_frame;
692 shipdx = screendx - (shipdx-screendx)*opt_bounciness;
696 if(shipy<0 || shipy>YSIZE-surf_ship->h) {
697 // BOUNCE from top and bottom wall
698 shipy -= (shipdy-screendy)*t_frame;
699 shipdy = screendy - (shipdy-screendy)*opt_bounciness;
703 if(draw() && state == GAMEPLAY) {
705 play_sound(0); // Play the explosion sound
706 bangx = shipx; bangy = shipy; bangdx = shipdx; bangdy = shipdy;
707 make_bang_dots(shipx,shipy,shipdx,shipdy,surf_ship,30);
708 shipdx *= 0.5; shipdy *= 0.5;
709 if(shipdx < SCREENDXMIN) shipdx = SCREENDXMIN;
713 shipdx = 8; shipdy = 0;
714 state_timeout = 200.0;
720 state_timeout = DEAD_PAUSE_LENGTH;
725 keystate = SDL_GetKeyState(NULL);
728 if(keystate[SDLK_SPACE] && (state == HIGH_SCORE_DISPLAY || state == TITLE_PAGE)) {
739 shipx = XSIZE/2.2; shipy = YSIZE/2;
740 shipdx = screendx; shipdy = screendy;
746 keystate = SDL_GetKeyState(NULL);
749 if(state == GAMEPLAY) {
753 if(keystate[SDLK_LEFT] | keystate[SDLK_h]) { shipdx -= 1.5*t_frame; jets |= 1<<0;}
754 if(keystate[SDLK_DOWN] | keystate[SDLK_t]) { shipdy += 1.5*t_frame; jets |= 1<<1;}
755 if(keystate[SDLK_RIGHT] | keystate[SDLK_n]) { shipdx += 1.5*t_frame; jets |= 1<<2;}
756 if(keystate[SDLK_UP] | keystate[SDLK_c]) { shipdy -= 1.5*t_frame; jets |= 1<<3;}
757 if(keystate[SDLK_3]) { SDL_SaveBMP(surf_screen, "snapshot.bmp"); }
760 if(keystate[SDLK_p] | keystate[SDLK_s]) {
774 } else if(state == GAME_OVER) {
775 if(keystate[SDLK_SPACE]) {
780 if(state != HIGH_SCORE_ENTRY && (keystate[SDLK_q] || keystate[SDLK_ESCAPE])) {
788 main(int argc, char **argv) {
790 argp_parse(&argp, argc, argv, 0, 0, 0);
793 printf ("ta: '%s'\n",initerror);