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).
73 struct dot edot[MAXENGINEDOTS], *dotptr = edot;
74 struct dot bdot[MAXBANGDOTS];
76 // Other global variables
79 int screenshot_number = 0;
81 struct ship ship = { SHIP, 0, NULL, XSIZE/2, YSIZE/2, BARRIER_SPEED, 0.0 };
83 float screendx = BARRIER_SPEED, screendy = 0.0;
86 // all movement is based on t_frame.
87 unsigned long frames, start, end;
88 float t_frame; // length of this frame (in ticks = 1/20th second) adjusted for gamespeed
89 int ms_frame; // length of this frame (milliseconds)
90 int ms_end; // end of this frame (milliseconds)
92 float gamespeed = 1.00;
100 // bangdot start (bd1) and end (bd2) position:
101 int bd1 = 0, bd2 = 0;
111 enum states state = TITLE_PAGE;
112 float state_timeout = 600.0;
117 "Press SPACE for normal game",
118 "Press '1' for easy game",
119 "http://jasonwoof.org/vor"
122 "Press SPACE for easy game",
123 "Press '2' for normal game",
124 "http://jasonwoof.org/vor"
128 int bangdotlife, nbangdots;
129 Uint16 heatcolor[W*3];
133 extern int optind, opterr, optopt;
135 #define TO_TICKS(seconds) ((seconds)*20*gamespeed)
137 // ************************************* FUNCS
142 for(i = 0; i<MAXENGINEDOTS; i++) {
149 new_engine_dots(void) {
151 int n = t_frame * ENGINE_DOTS_PER_TIC;
152 float a, r; // angle, random length
154 float hx, hy; // half ship width/height.
155 static const int s[4] = { 2, 1, 0, 1 };
157 float accelh, accelv, past_ship_dx, past_ship_dy;
159 hx = ship.image->w / 2;
160 hy = ship.image->h / 2;
162 for(dir=0; dir<4; dir++) {
163 if(!(ship.jets & 1<<dir)) continue;
165 for(i = 0; i<n; i++) {
166 if(dotptr->active == 0) {
167 a = frnd()*M_PI + (dir-1)*M_PI_2;
168 r = sin(frnd()*M_PI);
170 dy = r * -sin(a); // screen y is "backwards".
175 // dot was created at a random time during the time span
176 time = frnd() * t_frame; // this is how long ago
178 // calculate how fast the ship was going when this engine dot was
179 // created (as if it had a smooth acceleration). This is used in
180 // determining the velocity of the dots, but not their starting
182 accelh = ((ship.jets >> 2) & 1) - (ship.jets & 1);
183 accelh *= THRUSTER_STRENGTH * time;
184 past_ship_dx = ship.dx - accelh;
185 accelv = ((ship.jets >> 1) & 1) - ((ship.jets >> 3) & 1);
186 accelv *= THRUSTER_STRENGTH * time;
187 past_ship_dy = ship.dy - accelv;
189 // the starting position (not speed) of the dot is calculated as
190 // though the ship were traveling at a constant speed for this
192 dotptr->x = (ship.x - (ship.dx - screendx) * time) + s[dir]*hx;
193 dotptr->y = (ship.y - (ship.dy - screendy) * time) + s[(dir+1)&3]*hy;
195 dotptr->dx = past_ship_dx + 2*dx;
196 dotptr->dy = past_ship_dy + 20*dy;
197 dotptr->mass = 60 * fabs(dy);
199 dotptr->dx = past_ship_dx + 20*dx;
200 dotptr->dy = past_ship_dy + 2*dy;
201 dotptr->mass = 60 * fabs(dx);
204 // move the dot as though it were created in the past
205 dotptr->x += (dotptr->dx - screendx) * time;
206 dotptr->y += (dotptr->dy - screendy) * time;
208 if(!fclip(dotptr->x, XSIZE) && !fclip(dotptr->y, YSIZE)) {
210 if(dotptr - edot < MAXENGINEDOTS-1) {
223 new_bang_dots(struct sprite *s)
230 SDL_Surface *img = s->image;
234 row_inc = img->pitch/sizeof(uint16_t) - img->w;
235 colorkey = img->format->colorkey;
237 if(SDL_MUSTLOCK(img)) { SDL_LockSurface(img); }
241 for(y=0; y<img->h; y++) {
242 for(x = 0; x<img->w; x++) {
244 if(c && c != colorkey) {
245 theta = frnd()*M_PI*2;
246 r = frnd(); r = 1 - r*r;
248 bdot[bd2].dx = 45*r*cos(theta) + s->dx;
249 bdot[bd2].dy = 45*r*sin(theta) + s->dy;
250 bdot[bd2].x = x + s->x;
251 bdot[bd2].y = y + s->y;
252 bdot[bd2].mass = frnd() * 99;
253 bdot[bd2].decay = frnd()*1.5 + 0.5;
255 bdot[bd2].active = 1;
257 bd2 = (bd2+1) % MAXBANGDOTS;
264 if(SDL_MUSTLOCK(img)) { SDL_UnlockSurface(img); }
269 move_dot(struct dot *d)
275 d->x += (d->dx - screendx) * t_frame;
276 d->y += (d->dy - screendy) * t_frame;
277 d->mass -= t_frame * d->decay;
278 if(d->mass < 0 || fclip(d->x, XSIZE) || fclip(d->y, YSIZE))
281 hit = pixel_collides(d->x, d->y);
282 if(hit) if(hit->type != SHIP) {
284 mass = sprite_mass(hit);
285 hit->dx += DOT_MASS_UNIT * d->mass * (d->dx - hit->dx) / mass;
286 hit->dy += DOT_MASS_UNIT * d->mass * (d->dy - hit->dy) / mass;
297 for(i=0; i<MAXBANGDOTS; i++) move_dot(&bdot[i]);
298 for(i=0; i<MAXENGINEDOTS; i++) move_dot(&edot[i]);
303 draw_dot(struct dot *d)
305 uint16_t *pixels, *pixel;
309 pixels = (uint16_t *) surf_screen->pixels;
310 row_inc = surf_screen->pitch / sizeof(uint16_t);
311 pixel = pixels + (int)d->y * row_inc + (int)d->x;
312 *pixel = heatcolor[min(3*W-1, (int)(d->mass * d->heat))];
320 if(SDL_MUSTLOCK(surf_screen)) { SDL_LockSurface(surf_screen); }
322 for(i=0; i<MAXBANGDOTS; i++) draw_dot(&bdot[i]);
323 for(i=0; i<MAXENGINEDOTS; i++) draw_dot(&edot[i]);
324 if(SDL_MUSTLOCK(surf_screen)) { SDL_UnlockSurface(surf_screen); }
328 load_image(char *filename)
330 SDL_Surface *tmp, *img = NULL;
331 char *s = add_data_path(filename);
336 img = SDL_DisplayFormat(tmp);
337 SDL_FreeSurface(tmp);
346 load_sprite(SPRITE(&ship), "ship.png");
349 void font_cleanup() {
357 // Attempt to get the required video size
358 flag = SDL_DOUBLEBUF | SDL_HWSURFACE;
359 if(opt_fullscreen) flag |= SDL_FULLSCREEN;
360 surf_screen = SDL_SetVideoMode(XSIZE,YSIZE,16,flag);
364 toggle_fullscreen() {
365 opt_fullscreen = 1 - opt_fullscreen;
379 // Where are our data files?
380 if(!find_files()) exit(1);
381 read_high_score_table();
384 // Initialize SDL with audio and video
385 if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) != 0) {
387 fputs("Can't open sound, starting without it\n", stderr);
391 atexit(SDL_CloseAudio);
392 opt_sound = init_sound();
395 // Initialize with video only
396 CONDERROR(SDL_Init(SDL_INIT_VIDEO) != 0);
400 play_tune(TUNE_TITLE_PAGE);
403 // Attempt to get the required video size
406 // Set the title bar text
407 SDL_WM_SetCaption("Variations on Rockdodger", "VoR");
409 NULLERROR(surf_screen);
411 // Set the heat color from the range 0 (cold) to 300 (blue-white)
412 for(i = 0; i<W*3; i++) {
413 heatcolor[i] = SDL_MapRGB(
415 (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?
420 NULLERROR(surf_b_variations = load_image("b_variations.png"));
421 NULLERROR(surf_b_on = load_image("b_on.png"));
422 NULLERROR(surf_b_rockdodger = load_image("b_rockdodger.png"));
424 NULLERROR(surf_b_game = load_image("b_game.png"));
425 NULLERROR(surf_b_over = load_image("b_over.png"));
427 // Load the life indicator (small ship) graphic.
428 NULLERROR(surf_life = load_image("life.png"));
430 // Load the font image
431 s = add_data_path("font.png");
433 g_font = font_load(s);
434 atexit(&font_cleanup);
436 fprintf(stderr, "could create path to font\n");
444 add_sprite(SPRITE(&ship));
446 // Remove the mouse cursor
448 SDL_ShowCursor(SDL_DISABLE);
460 for(i=0; i<ship.lives-1; i++) {
461 dest.x = (i + 1)*(surf_life->w + 10);
463 SDL_BlitSurface(surf_life, NULL, surf_screen, &dest);
474 fadetimer += t_frame;
476 dest.x = (XSIZE-surf_b_game->w)/2;
477 dest.y = (YSIZE-surf_b_game->h)/2-40;
478 SDL_BlitSurface(surf_b_game,NULL,surf_screen,&dest);
480 dest.x = (XSIZE-surf_b_over->w)/2;
481 dest.y = (YSIZE-surf_b_over->h)/2 + 40;
482 SDL_BlitSurface(surf_b_over,NULL,surf_screen,&dest);
484 if(new_high_score(score)) {
485 text0 = "New High Score!";
486 text1 = "Press SPACE to continue";
488 text0 = msgs[g_easy][0];
489 text1 = msgs[g_easy][1];
492 x = (XSIZE-font_width(text0))/2 + cos(fadetimer/9)*10;
493 font_write(x,YSIZE-100 + cos(fadetimer/6)*5,text0);
495 x = (XSIZE-font_width(text1))/2 + sin(fadetimer/9)*10;
496 font_write(x,YSIZE-50 + sin(fadetimer/4)*5,text1);
500 draw_title_page(void)
506 fadetimer += t_frame/2.0;
508 dest.x = (XSIZE-surf_b_variations->w)/2 + cos(fadetimer/6.5)*10;
509 dest.y = (YSIZE/2-surf_b_variations->h)/2 + sin(fadetimer/5.0)*10;
510 SDL_BlitSurface(surf_b_variations,NULL,surf_screen,&dest);
512 dest.x = (XSIZE-surf_b_on->w)/2 + cos((fadetimer + 1.0)/6.5)*10;
513 dest.y = (YSIZE/2-surf_b_on->h)/2 + surf_b_variations->h + 20 + sin((fadetimer + 1.0)/5.0)*10;
514 SDL_BlitSurface(surf_b_on,NULL,surf_screen,&dest);
516 dest.x = (XSIZE-surf_b_rockdodger->w)/2 + cos((fadetimer + 2.0)/6.5)*10;
517 dest.y = (YSIZE/2-surf_b_rockdodger->h)/2 + surf_b_variations->h + surf_b_on->h + 40 + sin((fadetimer + 2.0)/5)*10;
518 SDL_BlitSurface(surf_b_rockdodger,NULL,surf_screen,&dest);
520 text = msgs[g_easy][(int)(fadetimer/35)%NSEQUENCE];
521 x = (XSIZE-font_width(text))/2 + cos(fadetimer/4.5)*10;
522 font_write(x,YSIZE-100 + cos(fadetimer/3)*5,text);
524 text = "Version " VERSION;
525 x = (XSIZE-font_width(text))/2 + sin(fadetimer/4.5)*10;
526 font_write(x,YSIZE-50 + sin(fadetimer/2)*5,text);
532 SDL_FillRect(surf_screen,NULL,0); // black background
533 draw_dots(); // background dots
534 draw_sprite(SPRITE(&ship));
549 case HIGH_SCORE_ENTRY:
550 case HIGH_SCORE_DISPLAY:
551 display_scores(150,50);
556 ; // no action necessary
559 // Update the surface
560 SDL_Flip(surf_screen);
564 kill_ship(struct ship *ship)
566 play_sound(SOUND_BANG);
567 new_bang_dots(SPRITE(ship));
570 state_timeout = DEAD_PAUSE_LENGTH;
571 // want ship to be invisible, but keep drifting at sqrt(speed)
572 // to leave it in the middle of the space from the explosion.
574 ship->dx = (ship->dx < 0) ? -sqrt(-ship->dx) : sqrt(ship->dx);
575 ship->dy = (ship->dy < 0) ? -sqrt(-ship->dy) : sqrt(ship->dy);
576 if(ship->dx < BARRIER_SPEED) ship->dx = BARRIER_SPEED;
579 play_tune(TUNE_TITLE_PAGE);
580 state_timeout = 200.0;
583 // scrolling is based on the ship speed, so we need to reset it.
584 ship->dx = BARRIER_SPEED; ship->dy = 0;
589 do_collision(Sprite *a, Sprite *b)
591 if(a->type == SHIP) kill_ship((struct ship *)a);
592 else if(b->type == SHIP) kill_ship((struct ship *)b);
597 init_score_entry(void)
600 state = HIGH_SCORE_ENTRY;
601 state_timeout = 5.0e6;
602 SDL_EnableUNICODE(1);
603 while(SDL_PollEvent(&e))
608 // Count down the state timer, and change state when it gets to zero or less;
612 state_timeout -= t_frame*3;
613 if(state_timeout > 0) return;
616 case GAMEPLAY: break; // no action necessary
618 // Restore the ship and continue playing
619 ship.flags = DRAW|MOVE|COLLIDE;
623 if(new_high_score(score)) init_score_entry();
625 state = HIGH_SCORE_DISPLAY;
629 case HIGH_SCORE_DISPLAY:
631 state_timeout = 600.0;
634 case HIGH_SCORE_ENTRY:
637 state = HIGH_SCORE_DISPLAY;
638 state_timeout = 200.0;
650 ms_frame = SDL_GetTicks() - ms_end;
655 t_frame = gamespeed * ms_frame / 50;
662 while(paused ? SDL_WaitEvent(&e) : SDL_PollEvent(&e)) {
664 case SDL_QUIT: return;
666 // even during high-score entry
667 if(e.key.keysym.sym == SDLK_ESCAPE) {
671 if(state == HIGH_SCORE_ENTRY) {
672 if(!process_score_input(&e.key.keysym)) {
673 // Write the high score table to the file
674 write_high_score_table();
675 // continue to display the scores briefly
676 state = HIGH_SCORE_DISPLAY;
680 switch(e.key.keysym.sym) {
688 char *screenshot_filename = &(tmp[0]);
690 snprintf(screenshot_filename, 30, "vor-screenshot-%02i.bmp", screenshot_number++);
691 screenshot_fp = fopen(screenshot_filename, "r");
693 fclose(screenshot_fp);
698 SDL_SaveBMP(surf_screen, screenshot_filename);
708 ms_end = SDL_GetTicks();
716 // other keys are handled by checking keystate each frame
723 keystate = SDL_GetKeyState(NULL);
725 autopilot_fix_keystates(keystate);
728 if(state == GAMEPLAY) {
732 if(keystate[SDLK_LEFT] || keystate[SDLK_KP4]) {
733 ship.dx -= THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<0;
735 if(keystate[SDLK_DOWN] || keystate[SDLK_KP5] || keystate[SDLK_KP2]) {
736 ship.dy += THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<1;
738 if(keystate[SDLK_RIGHT] || keystate[SDLK_KP6]) {
739 ship.dx += THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<2;
741 if(keystate[SDLK_UP] || keystate[SDLK_KP8]) {
742 ship.dy -= THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<3;
745 ship.dx = fconstrain2(ship.dx, -50, 50);
746 ship.dy = fconstrain2(ship.dy, -50, 50);
756 tmp = (ship.y+ship.h/2 + ship.dy*t_frame - YSCROLLTO)/25 + (ship.dy-screendy);
757 screendy += tmp * t_frame/12;
758 tmp = (ship.x+ship.w/2 + ship.dx*t_frame - XSCROLLTO)/25 + (ship.dx-screendx);
759 screendx += tmp * t_frame/12;
760 // taper off so we don't hit the barrier abruptly.
761 // (if we would hit in < 2 seconds, adjust to 2 seconds).
762 if(dist_ahead + (screendx - BARRIER_SPEED)*TO_TICKS(2) < 0)
763 screendx = BARRIER_SPEED - (dist_ahead/TO_TICKS(2));
764 dist_ahead += (screendx - BARRIER_SPEED)*t_frame;
765 if(MAX_DIST_AHEAD >= 0) dist_ahead = min(dist_ahead, MAX_DIST_AHEAD);
773 // BOUNCE off left or right edge of screen
774 if(ship.x < 0 || ship.x+ship.w > XSIZE) {
775 ship.x -= (ship.dx-screendx)*t_frame;
776 ship.dx = screendx - (ship.dx-screendx)*BOUNCINESS;
777 ship.x = fconstrain(ship.x, XSIZE - ship.w);
780 // BOUNCE off top or bottom of screen
781 if(ship.y < 0 || ship.y+ship.h > YSIZE) {
782 ship.y -= (ship.dy-screendy)*t_frame;
783 ship.dy = screendy - (ship.dy-screendy)*BOUNCINESS;
784 ship.y = fconstrain(ship.y, YSIZE - ship.h);
789 collisions(); // must happen after ship bouncing because it puts pixels where the ship is (thus the ship must be on the screen)
795 if((keystate[SDLK_SPACE] || keystate[SDLK_1] || keystate[SDLK_2])
796 && (state == HIGH_SCORE_DISPLAY
797 || state == TITLE_PAGE
798 || state == GAME_OVER)) {
799 if(state == GAME_OVER && new_high_score(score))
802 if((keystate[SDLK_SPACE] && !initial_rocks) || keystate[SDLK_2]) {
804 initial_rocks = NORMAL_I_ROCKS;
805 final_rocks = NORMAL_F_ROCKS;
806 if(gamespeed == EASY_GAMESPEED)
807 gamespeed = NORMAL_GAMESPEED;
808 } else if(keystate[SDLK_1]) {
810 initial_rocks = EASY_I_ROCKS;
811 final_rocks = EASY_F_ROCKS;
812 gamespeed = EASY_GAMESPEED;
816 screendx = BARRIER_SPEED; screendy = 0;
818 ship.x = XSIZE/2.2; ship.y = YSIZE/2 - ship.w/2;
819 ship.dx = screendx; ship.dy = screendy;
821 ship.flags = MOVE|DRAW|COLLIDE;
822 add_sprite(SPRITE(&ship));
827 play_tune(TUNE_GAMEPLAY);
834 if(state == TITLE_PAGE && keystate[SDLK_h]) {
835 state = HIGH_SCORE_DISPLAY;
842 main(int argc, char **argv) {
843 if(!parse_opts(argc, argv)) return 1;
846 printf ("vor: SDL error: '%s'\n",initerror);
850 start = SDL_GetTicks();
853 end = SDL_GetTicks();
854 // printf("%ld frames in %ld ms, %.2f fps.\n", frames, end-start, frames * 1000.0 / (end-start));