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_SPRITE, NULL, XSIZE/2, YSIZE/2, SCREENDXMIN, 0.0 };
71 float screendx = SCREENDXMIN, screendy = 0.0;
72 float xscroll, yscroll;
75 // all movement is based on t_frame.
76 float t_frame; // length of this frame (in ticks = 1/20th second)
77 int ms_frame; // length of this frame (milliseconds)
78 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;
104 "Press SPACE to start",
105 "http://jasonwoof.org/vor"
108 int bangdotlife, nbangdots;
109 Uint16 heatcolor[W*3];
113 extern int optind, opterr, optopt;
115 #define TO_TICKS(seconds) ((seconds)*20*opt_gamespeed)
117 // ************************************* FUNCS
122 for(i = 0; i<MAXENGINEDOTS; i++) {
128 new_bang_dots(int xbang, int ybang, int dx, int dy, SDL_Surface *s)
137 begin_generate = SDL_GetTicks();
139 row_inc = s->pitch/sizeof(uint16_t) - s->w;
140 colorkey = s->format->colorkey;
147 for(y=0; y<s->h; y++) {
148 for(x = 0; x<s->w; x++) {
150 if(c && c != colorkey) {
151 theta = frnd()*M_PI*2;
152 r = frnd(); r = 1 - r*r;
153 // r = 1 - frnd()*frnd();
155 bdot[bd2].dx = 45*r*cos(theta) + dx;
156 bdot[bd2].dy = 45*r*sin(theta) + dy;
157 bdot[bd2].x = x + xbang;
158 bdot[bd2].y = y + ybang;
160 bdot[bd2].life = 100;
161 bdot[bd2].decay = frnd()*3 + 1;
162 bdot[bd2].active = 1;
164 // Replace the last few bang dots with the pixels from the exploding object
165 if(endcount>0) bdot[bd2].c = c;
167 bd2 = (bd2+1) % MAXBANGDOTS;
172 if(SDL_GetTicks() - begin_generate > 7) endcount++;
175 SDL_UnlockSurface(s);
179 draw_bang_dots(SDL_Surface *s)
183 uint16_t *pixels, *pixel, c;
184 int row_inc = s->pitch/sizeof(uint16_t);
186 pixels = (uint16_t *) s->pixels;
190 for(i=0; i<MAXBANGDOTS; i++) {
191 if(!bdot[i].active) continue;
193 // decrement life and maybe kill
194 bdot[i].life -= bdot[i].decay;
195 if(bdot[i].life<0) { bdot[i].active = 0; continue; }
198 bdot[i].x += bdot[i].dx*t_frame - xscroll;
199 bdot[i].y += bdot[i].dy*t_frame - yscroll;
200 if(bdot[i].x < 0 || bdot[i].x >= XSIZE || bdot[i].y < 0 || bdot[i].y >= YSIZE) {
206 if(pixel_hit_rocks(bdot[i].x, bdot[i].y)) { bdot[i].active = 0; continue; }
208 pixel = pixels + row_inc*(int)(bdot[i].y) + (int)(bdot[i].x);
209 if(bdot[i].c) c = bdot[i].c; else c = heatcolor[(int)(bdot[i].life)*3];
216 new_engine_dots(int n, int dir) {
218 float a, r; // angle, random length
220 float hx, hy; // half ship width/height.
221 static const int s[4] = { 2, 1, 0, 1 };
223 hx = ship.image->w / 2;
224 hy = ship.image->h / 2;
226 for(i = 0; i<n; i++) {
227 if(dotptr->active == 0) {
228 a = frnd()*M_PI + (dir-1)*M_PI_2;
229 r = sin(frnd()*M_PI);
231 dy = r * -sin(a); // screen y is "backwards".
234 dotptr->x = ship.x + s[dir]*hx + (frnd()-0.5)*3;
235 dotptr->y = ship.y + s[(dir+1)&3]*hy + (frnd()-0.5)*3;
237 dotptr->dx = ship.dx + 2*dx;
238 dotptr->dy = ship.dy + 20*dy;
239 dotptr->life = 60 * fabs(dy);
241 dotptr->dx = ship.dx + 20*dx;
242 dotptr->dy = ship.dy + 2*dy;
243 dotptr->life = 60 * fabs(dx);
246 if(dotptr - edot < MAXENGINEDOTS-1) dotptr++;
253 draw_engine_dots(SDL_Surface *s) {
256 uint16_t *pixels = (uint16_t *) s->pixels;
257 int row_inc = s->pitch/sizeof(uint16_t);
260 for(i = 0; i<MAXENGINEDOTS; i++) {
261 if(!edot[i].active) continue;
262 edot[i].x += edot[i].dx*t_frame - xscroll;
263 edot[i].y += edot[i].dy*t_frame - yscroll;
264 edot[i].life -= t_frame*3;
266 || edot[i].x<0 || edot[i].x >= XSIZE
267 || edot[i].y<0 || edot[i].y >= YSIZE) {
271 if(pixel_hit_rocks(edot[i].x, edot[i].y)) { edot[i].active = 0; continue; }
272 heatindex = edot[i].life * 6;
273 c = heatindex>3*W ? heatcolor[3*W-1] : heatcolor[heatindex];
274 pixels[row_inc*(int)(edot[i].y) + (int)(edot[i].x)] = c;
279 drawdots(SDL_Surface *s) {
282 // Create engine dots out the side we're moving from
283 for(m = 0; m<4; m++) {
284 if(ship.jets & 1<<m) { // 'jets' is a bit field
285 new_engine_dots(80,m);
295 SDL_UnlockSurface(s);
299 load_image(char *filename)
301 SDL_Surface *tmp, *img = NULL;
302 char *s = add_data_path(filename);
307 img = SDL_DisplayFormat(tmp);
308 SDL_FreeSurface(tmp);
321 // Where are our data files?
322 if(!find_files()) exit(1);
323 read_high_score_table();
326 // Initialize SDL with audio and video
327 if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) != 0) {
329 fputs("Can't open sound, starting without it\n", stderr);
333 atexit(SDL_CloseAudio);
334 opt_sound = init_sound();
337 // Initialize with video only
338 CONDERROR(SDL_Init(SDL_INIT_VIDEO) != 0);
342 play_tune(TUNE_TITLE_PAGE);
344 // Attempt to get the required video size
345 flag = SDL_DOUBLEBUF | SDL_HWSURFACE;
346 if(opt_fullscreen) flag |= SDL_FULLSCREEN;
347 surf_screen = SDL_SetVideoMode(XSIZE,YSIZE,16,flag);
349 // Set the title bar text
350 SDL_WM_SetCaption("Variations on Rockdodger", "VoR");
352 NULLERROR(surf_screen);
354 // Set the heat color from the range 0 (cold) to 300 (blue-white)
355 for(i = 0; i<W*3; i++) {
356 heatcolor[i] = SDL_MapRGB(
358 (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?
363 NULLERROR(surf_b_variations = load_image("banners/variations.png"));
364 NULLERROR(surf_b_on = load_image("banners/on.png"));
365 NULLERROR(surf_b_rockdodger = load_image("banners/rockdodger.png"));
367 NULLERROR(surf_b_game = load_image("banners/game.png"));
368 NULLERROR(surf_b_over = load_image("banners/over.png"));
370 // Load the spaceship graphic.
371 load_sprite(SPRITE(&ship), "sprites/ship.png");
373 // Load the life indicator (small ship) graphic.
374 NULLERROR(surf_life = load_image("indicators/life.png"));
376 // Load the font image
377 s = add_data_path(BIG_FONT_FILE);
379 NULLERROR(surf_font_big = IMG_Load(s));
381 g_font = SFont_InitFont(surf_font_big);
389 // Remove the mouse cursor
391 SDL_ShowCursor(SDL_DISABLE);
403 float fadegame,fadeover;
407 // Draw a fully black background
408 SDL_FillRect(surf_screen,NULL,0);
410 // Draw the background dots
411 drawdots(surf_screen);
414 if(state == GAMEPLAY ) {
417 SDL_BlitSurface(ship.image,NULL,surf_screen,&dest);
422 // Draw the life indicators.
423 if(state == GAMEPLAY || state == DEAD_PAUSE || state == GAME_OVER) {
424 for(i = 0; i<ship.lives-1; i++) {
425 dest.x = (i + 1)*(surf_life->w + 10);
427 SDL_BlitSurface(surf_life, NULL, surf_screen, &dest);
432 snprintscore_line(topline, 50, score);
433 SFont_Write(surf_screen, g_font, XSIZE-250, 0, topline);
435 // If it's game over, show the game over graphic in the dead centre
438 if(fadetimer<3.0/faderate) {
439 fadegame = fadetimer/(3.0/faderate);
444 if(fadetimer<3.0/faderate) {
446 } else if(fadetimer<6.0/faderate) {
447 fadeover = ((3.0/faderate)-fadetimer)/(6.0/faderate);
452 dest.x = (XSIZE-surf_b_game->w)/2;
453 dest.y = (YSIZE-surf_b_game->h)/2-40;
454 SDL_SetAlpha(surf_b_game, SDL_SRCALPHA, (int)(fadegame*(200 + 55*cos(fadetimer += t_frame/1.0))));
455 SDL_BlitSurface(surf_b_game,NULL,surf_screen,&dest);
457 dest.x = (XSIZE-surf_b_over->w)/2;
458 dest.y = (YSIZE-surf_b_over->h)/2 + 40;
459 SDL_SetAlpha(surf_b_over, SDL_SRCALPHA, (int)(fadeover*(200 + 55*sin(fadetimer))));
460 SDL_BlitSurface(surf_b_over,NULL,surf_screen,&dest);
465 dest.x = (XSIZE-surf_b_variations->w)/2 + cos(fadetimer/6.5)*10;
466 dest.y = (YSIZE/2-surf_b_variations->h)/2 + sin(fadetimer/5.0)*10;
467 SDL_SetAlpha(surf_b_variations, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer += t_frame/2.0)));
468 SDL_BlitSurface(surf_b_variations,NULL,surf_screen,&dest);
470 dest.x = (XSIZE-surf_b_on->w)/2 + cos((fadetimer + 1.0)/6.5)*10;
471 dest.y = (YSIZE/2-surf_b_on->h)/2 + surf_b_variations->h + 20 + sin((fadetimer + 1.0)/5.0)*10;
472 SDL_SetAlpha(surf_b_on, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer-1.0)));
473 SDL_BlitSurface(surf_b_on,NULL,surf_screen,&dest);
475 dest.x = (XSIZE-surf_b_rockdodger->w)/2 + cos((fadetimer + 2.0)/6.5)*10;
476 dest.y = (YSIZE/2-surf_b_rockdodger->h)/2 + surf_b_variations->h + surf_b_on->h + 40 + sin((fadetimer + 2.0)/5)*10;
477 SDL_SetAlpha(surf_b_rockdodger, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer-2.0)));
478 SDL_BlitSurface(surf_b_rockdodger,NULL,surf_screen,&dest);
480 text = "Version " VERSION;
481 x = (XSIZE-SFont_TextWidth(g_font,text))/2 + sin(fadetimer/4.5)*10;
482 SFont_Write(surf_screen,g_font,x,YSIZE-50 + sin(fadetimer/2)*5,text);
484 text = sequence[(int)(fadetimer/40)%NSEQUENCE];
485 //text = "Press SPACE to start!";
486 x = (XSIZE-SFont_TextWidth(g_font,text))/2 + cos(fadetimer/4.5)*10;
487 SFont_Write(surf_screen,g_font,x,YSIZE-100 + cos(fadetimer/3)*5,text);
490 case HIGH_SCORE_ENTRY:
491 play_tune(TUNE_HIGH_SCORE_ENTRY);
492 if(!process_score_input()) { // done inputting name
494 // Change state to briefly show high scores page
495 state = HIGH_SCORE_DISPLAY;
498 // Write the high score table to the file
499 write_high_score_table();
501 play_tune(TUNE_TITLE_PAGE);
504 case HIGH_SCORE_DISPLAY:
505 // Display de list o high scores mon.
506 display_scores(surf_screen, 150,50);
510 ; // no action necessary
513 if(state == GAMEPLAY) {
514 bang = hit_rocks(SPRITE(&ship));
517 ms_frame = SDL_GetTicks() - ms_end;
519 if(ms_frame>200 || ms_frame<0) {
520 // We won't run at all below 5 frames per second.
521 // This also happens if we were paused, grr.
525 t_frame = opt_gamespeed * ms_frame / 50;
526 if(state == GAMEPLAY) score += ms_frame;
529 // Update the surface
530 SDL_Flip(surf_screen);
538 Uint8 *keystate = SDL_GetKeyState(NULL);
544 // Count down the game loop timer, and change state when it gets to zero or less;
546 if((state_timeout -= t_frame*3) < 0) {
549 // Create a new ship and start all over again
551 play_tune(TUNE_GAMEPLAY);
554 if(new_high_score(score)) {
556 state = HIGH_SCORE_ENTRY;
557 state_timeout = 5.0e6;
558 SDL_EnableUNICODE(1);
559 while(SDL_PollEvent(&e))
561 } else if(!keystate[SDLK_SPACE]) {
562 state = HIGH_SCORE_DISPLAY;
566 case HIGH_SCORE_DISPLAY:
568 state_timeout = 500.0;
570 case HIGH_SCORE_ENTRY:
573 state = HIGH_SCORE_DISPLAY;
574 state_timeout = 200.0;
577 ; // no action necessary
580 if(state == DEAD_PAUSE) {
584 if(state_timeout < DEAD_PAUSE_LENGTH - 20.0) {
585 blast_radius = BLAST_RADIUS * 1.3;
588 blast_radius = BLAST_RADIUS * (DEAD_PAUSE_LENGTH - state_timeout) / 20.0;
591 blast_rocks(bangx, bangy, blast_radius, fixonly);
593 if(bangx < 60) bangx = 60;
600 tmp = (ship.y+ship.dy*t_frame-YSCROLLTO)/25 + (ship.dy-screendy);
601 screendy += tmp * t_frame/12;
602 tmp = (ship.x+ship.dx*t_frame-XSCROLLTO)/25 + (ship.dx-screendx);
603 screendx += tmp * t_frame/12;
604 // taper off so we don't hit the barrier abruptly.
605 // (if we would hit in < 2 seconds, adjust to 2 seconds).
606 if(back_dist + (screendx - SCREENDXMIN)*TO_TICKS(2) < 0) {
607 screendx = SCREENDXMIN - (back_dist/TO_TICKS(2));
610 back_dist += (screendx - SCREENDXMIN)*t_frame;
611 if(opt_max_lead >= 0) back_dist = min(back_dist, opt_max_lead);
613 xscroll = screendx * t_frame;
614 yscroll = screendy * t_frame;
616 ship.x += ship.dx*t_frame - xscroll;
617 ship.y += ship.dy*t_frame - yscroll;
620 bangx += bangdx*t_frame - xscroll;
621 bangy += bangdy*t_frame - yscroll;
627 if(ship.x<0 || ship.x>XSIZE-ship.image->w) {
628 // BOUNCE from left and right wall
629 ship.x -= (ship.dx-screendx)*t_frame;
630 ship.dx = screendx - (ship.dx-screendx)*opt_bounciness;
634 if(ship.y<0 || ship.y>YSIZE-ship.image->h) {
635 // BOUNCE from top and bottom wall
636 ship.y -= (ship.dy-screendy)*t_frame;
637 ship.dy = screendy - (ship.dy-screendy)*opt_bounciness;
641 if(draw() && state == GAMEPLAY) {
643 play_sound(SOUND_BANG); // Play the explosion sound
644 bangx = ship.x; bangy = ship.y; bangdx = ship.dx; bangdy = ship.dy;
645 new_bang_dots(ship.x,ship.y,ship.dx,ship.dy,ship.image);
646 ship.dx *= 0.5; ship.dy *= 0.5;
647 if(ship.dx < SCREENDXMIN) ship.dx = SCREENDXMIN;
648 if(--ship.lives <= 0) {
650 ship.dx = SCREENDXMIN; ship.dy = 0;
651 state_timeout = 200.0;
657 state_timeout = DEAD_PAUSE_LENGTH;
662 keystate = SDL_GetKeyState(NULL);
665 if(keystate[SDLK_SPACE] && (state == HIGH_SCORE_DISPLAY || state == TITLE_PAGE)) {
673 play_tune(TUNE_GAMEPLAY);
675 ship.x = XSIZE/2.2; ship.y = YSIZE/2;
676 ship.dx = screendx; ship.dy = screendy;
682 keystate = SDL_GetKeyState(NULL);
685 if(state == GAMEPLAY) {
687 if(keystate[SDLK_LEFT] | keystate[SDLK_h]) { ship.dx -= 1.5*t_frame; ship.jets |= 1<<0;}
688 if(keystate[SDLK_DOWN] | keystate[SDLK_t]) { ship.dy += 1.5*t_frame; ship.jets |= 1<<1;}
689 if(keystate[SDLK_RIGHT] | keystate[SDLK_n]) { ship.dx += 1.5*t_frame; ship.jets |= 1<<2;}
690 if(keystate[SDLK_UP] | keystate[SDLK_c]) { ship.dy -= 1.5*t_frame; ship.jets |= 1<<3;}
691 if(keystate[SDLK_3]) { SDL_SaveBMP(surf_screen, "snapshot.bmp"); }
694 if(keystate[SDLK_p] | keystate[SDLK_s]) {
702 } else if(state == GAME_OVER) {
703 if(keystate[SDLK_SPACE]) {
708 if(state != HIGH_SCORE_ENTRY && (keystate[SDLK_q] || keystate[SDLK_ESCAPE])) {
716 main(int argc, char **argv) {
718 argp_parse(&argp, argc, argv, 0, 0, 0);
721 printf ("ta: '%s'\n",initerror);