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
31 #include <SDL/SDL_image.h>
40 #define CONDERROR(a) if((a)) {initerror = strdup(SDL_GetError());return 1;}
41 #define NULLERROR(a) CONDERROR((a) == NULL)
43 // ************************************* STRUCTS
45 // Array of black pixel coordinates. This is scanned
46 // every frame to see if it's still black, and as
47 // soon as it isn't we BLOW UP
50 int dead; // has been blown out of the way
51 // to make room for a new ship appearing.
55 struct black_point_struct {
59 // Bang dots have the same colour as shield dots.
60 // Bang dots get darker as they age.
61 // Some are coloured the same as the ex-ship.
63 Uint16 c; // when zero, use heatcolor[bangdotlife]
64 float life; // When reduced to 0, set active = 0
66 float decay;// Amount by which to reduce life each time dot is drawn
69 // Engine dots stream out the back of the ship, getting darker as they go.
72 // The life of an engine dot
73 // is a number starting at between 0 and 50 and counting backward.
74 float life; // When reduced to 0, set active = 0
77 // Space dots are harmless background items
78 // All are active. When one falls off the edge, another is created at the start.
83 // ************************************* VARS
84 // SDL_Surface global variables
86 *surf_screen, // Screen
87 *surf_b_variations, // "variations" banner
88 *surf_b_on, // "on" banner
89 *surf_b_rockdodger, // "rockdodger" banner
90 *surf_b_game, // Title element "game"
91 *surf_b_over, // Title element "over"
92 *surf_ship, // Spaceship element
93 *surf_life, // Indicator of number of ships remaining
94 *surf_rock[NROCKS], // THE ROCKS
95 *surf_deadrock[NROCKS], // THE DEAD ROCKS
96 *surf_font_big; // The big font
100 // Structure global variables
101 struct enginedots edot[MAXENGINEDOTS], *dotptr = edot;
102 struct rock_struct rock[MAXROCKS], *rockptr = rock;
103 struct black_point_struct black_point[MAXBLACKPOINTS], *blackptr = black_point;
104 struct bangdots bdot[MAXBANGDOTS], *bdotptr = bdot;
105 struct spacedot sdot[MAXSPACEDOTS];
107 // Other global variables
109 char *initerror = "";
110 char name[1024], debug1[1024];
112 float xship,yship = 240.0; // X position, 0..XSIZE
113 float xvel,yvel; // Change in X position per tick.
114 float rockrate,rockspeed;
119 int nships,score,initticks,ticks_since_last, last_ticks;
123 int sound_flag = 1, music_flag = 0;
124 int tail_plume = 0; // display big engine at the back?
125 int friction = 0; // should there be friction?
127 float fadetimer = 0,faderate;
129 int pausedown = 0,paused = 0;
131 // bangdot start (bd1) and end (bd2) position:
132 int bd1 = 0, bd2 = 0;
134 int xoffset[NROCKS][MAXROCKHEIGHT];
145 enum states state = TITLE_PAGE;
146 float state_timeout = 600.0;
148 const int fakesin[] = {0,1,0,-1};
149 const int fakecos[] = {1,0,-1,0};
152 "Press SPACE to start",
153 "http://qualdan.com/vor/"
156 int bangdotlife, nbangdots;
157 Uint16 heatcolor[W*3];
161 extern int optind, opterr, optopt;
163 float dist_sq(float x1, float y1, float x2, float y2)
165 return (x2-x1)*(x2-x1) + (y2-y1)*(y2-y1);
168 // ************************************* FUNCS
172 return (float)random()/(float)RAND_MAX;
178 for(i = 0; i<MAXENGINEDOTS; i++) {
186 for(i = 0; i<MAXSPACEDOTS; i++) {
189 sdot[i].x = rnd()*(XSIZE-5);
190 sdot[i].y = rnd()*(YSIZE-5);
196 intensity = (int)(r*180 + 70);
197 sdot[i].color = SDL_MapRGB(surf_screen->format,intensity,intensity,intensity);
203 makebangdots(int xbang, int ybang, int xvel, int yvel, SDL_Surface *s, int power) {
205 // TODO - stop generating dots after a certain amount of time has passed, to cope with slower CPUs.
206 // TODO - generate and display dots in a circular buffer
213 begin_generate = SDL_GetTicks();
216 rawpixel = (Uint16 *) s->pixels;
218 //for(n = 0; n <= power/2; n++) {
222 for(x = 0; x<s->w; x++) {
223 for(y = 0; y<s->h; y++) {
224 c = rawpixel[s->pitch/2*y + x];
225 if(c && c != SDL_MapRGB(s->format,0,255,0)) {
227 theta = rnd()*M_PI*2;
231 bdot[bd2].dx = (power/50.0)*45.0*cos(theta)*r + xvel;
232 bdot[bd2].dy = (power/50.0)*45.0*sin(theta)*r + yvel;
233 bdot[bd2].x = x + xbang;
234 bdot[bd2].y = y + ybang;
236 // Replace the last few bang dots with the pixels from the exploding object
237 bdot[bd2].c = (endcount>0)?c:0;
238 bdot[bd2].life = 100;
239 bdot[bd2].decay = rnd()*3 + 1;
240 bdot[bd2].active = 1;
245 // If the circular buffer is filled, who cares? They've had their chance.
246 //if(bd2 == bd1-1) goto exitloop;
252 if(SDL_GetTicks() - begin_generate > 7) endcount++;
255 SDL_UnlockSurface(s);
260 draw_bang_dots(SDL_Surface *s) {
264 rawpixel = (Uint16 *) s->pixels;
268 for(i = bd1; (bd1 <= bd2)?(i<bd2):(i >= bd1 && i < bd2); last_i = ++i) {
272 if(bdot[i].x <= 0 || bdot[i].x >= XSIZE || bdot[i].y <= 0 || bdot[i].y >= YSIZE) {
273 // If the dot has drifted outside the perimeter, kill it
281 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)];
282 bdot[i].life -= bdot[i].decay;
283 bdot[i].x += bdot[i].dx*movementrate;
284 bdot[i].y += bdot[i].dy*movementrate + yscroll;
304 draw_space_dots(SDL_Surface *s) {
307 rawpixel = (Uint16 *) s->pixels;
309 for(i = 0; i<MAXSPACEDOTS; i++) {
313 rawpixel[(int)(s->pitch/2*(int)sdot[i].y) + (int)(sdot[i].x)] = sdot[i].color;
314 sdot[i].x += sdot[i].dx*movementrate;
315 sdot[i].y += yscroll;
316 if(sdot[i].y > YSIZE) {
318 } else if(sdot[i].y < 0) {
328 draw_engine_dots(SDL_Surface *s) {
331 rawpixel = (Uint16 *) s->pixels;
333 for(i = 0; i<MAXENGINEDOTS; i++) {
335 edot[i].x += edot[i].dx*movementrate;
336 edot[i].y += edot[i].dy*movementrate + yscroll;
337 if((edot[i].life -= movementrate*3)<0 || edot[i].y<0 || edot[i].y>YSIZE) {
339 } else if(edot[i].x<0 || edot[i].x>XSIZE) {
343 heatindex = edot[i].life * 6;
344 //rawpixel[(int)(s->pitch/2*(int)(edot[i].y)) + (int)(edot[i].x)] = lifecolor[(int)(edot[i].life)];
345 rawpixel[(int)(s->pitch/2*(int)(edot[i].y)) + (int)(edot[i].x)] = heatindex>3*W ? heatcolor[3*W-1] : heatcolor[heatindex];
352 create_engine_dots(int newdots) {
354 double theta,r,dx,dy;
356 if(!tail_plume) return;
358 if(state == GAMEPLAY) {
359 for(i = 0; i<newdots*movementrate; i++) {
360 if(dotptr->active == 0) {
361 theta = rnd()*M_PI*2;
367 dotptr->x = xship + surf_ship->w/2-14;
368 dotptr->y = yship + surf_ship->h/2 + (rnd()-0.5)*5-1;
369 dotptr->dx = 10*(dx-1.5) + xvel;
370 dotptr->dy = 1*dy + yvel;
371 dotptr->life = 45 + rnd(1)*5;
374 if(dotptr-edot >= MAXENGINEDOTS) {
383 create_engine_dots2(int newdots, int m) {
385 double theta, theta2, dx, dy, adx, ady;
387 // Don't create fresh engine dots when
388 // the game is not being played and a demo is not beng shown
389 if(state != GAMEPLAY && state != DEMO) return;
391 for(i = 0; i<newdots; i++) {
392 if(dotptr->active == 0) {
393 theta = rnd()*M_PI*2;
394 theta2 = rnd()*M_PI*2;
396 dx = cos(theta) * fabs(cos(theta2));
397 dy = sin(theta) * fabs(cos(theta2));
403 dotptr->x = xship + surf_ship->w/2 + (rnd()-0.5)*3;
404 dotptr->y = yship + surf_ship->h/2 + (rnd()-0.5)*3;
409 dotptr->dx = -20*adx + xvel;
410 dotptr->dy = 2*dy + yvel;
411 dotptr->life = 60 * adx;
414 dotptr->dx = 2*dx + xvel;
415 dotptr->dy = -20*ady + yvel;
416 dotptr->life = 60 * ady;
420 dotptr->dx = 20*adx + xvel;
421 dotptr->dy = 2*dy + yvel;
422 dotptr->life = 60 * adx;
425 dotptr->dx = 2*dx + xvel;
426 dotptr->dy = 20*ady + yvel;
427 dotptr->life = 60 * ady;
431 if(dotptr-edot >= MAXENGINEDOTS) {
439 drawdots(SDL_Surface *s) {
443 // Draw the background stars aka space dots
446 // Draw the score when playing the game or whn the game is freshly over
447 if(1 || state == GAMEPLAY || state == DEAD_PAUSE || state == GAME_OVER ) {
448 SDL_UnlockSurface(s);
450 snprintscore_line(topline, 50, score);
451 SFont_Write(s,g_font,XSIZE-250,0,topline);
456 // Draw all the engine dots
459 // Create more engine dots comin out da back
460 if(!gameover) create_engine_dots(200);
462 // Create engine dots out the side we're moving from
463 for(m = 0; m<4; m++) {
464 if(maneuver & 1<<m) { // 'maneuver' is a bit field
465 create_engine_dots2(80,m);
469 // Draw all outstanding bang dots
470 //if(bangdotlife-- > 0)
473 SDL_UnlockSurface(s);
477 init(int fullscreen) {
484 // Where are our data files?
485 if(!find_files()) exit(1);
486 read_high_score_table();
489 // Initialize SDL with audio and video
490 if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) != 0) {
492 printf ("Can't open sound, starting without it\n");
496 atexit(SDL_CloseAudio);
497 sound_flag = init_sound();
500 // Initialize with video only
501 CONDERROR(SDL_Init(SDL_INIT_VIDEO) != 0);
507 // Attempt to get the required video size
508 flag = SDL_DOUBLEBUF | SDL_HWSURFACE;
509 if(fullscreen) flag |= SDL_FULLSCREEN;
510 surf_screen = SDL_SetVideoMode(XSIZE,YSIZE,16,flag);
512 // Set the title bar text
513 SDL_WM_SetCaption("Variations on Rockdodger", "VoR");
515 NULLERROR(surf_screen);
517 // Set the heat color from the range 0 (cold) to 300 (blue-white)
518 for(i = 0; i<W*3; i++) {
519 heatcolor[i] = SDL_MapRGB(
521 (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?
526 NULLERROR(temp = IMG_Load(load_file("banners/variations.png")));
527 NULLERROR(surf_b_variations = SDL_DisplayFormat(temp));
529 NULLERROR(temp = IMG_Load(load_file("banners/on.png")));
530 NULLERROR(surf_b_on = SDL_DisplayFormat(temp));
532 NULLERROR(temp = IMG_Load(load_file("banners/rockdodger.png")));
533 NULLERROR(surf_b_rockdodger = SDL_DisplayFormat(temp));
535 NULLERROR(temp = IMG_Load(load_file("banners/game.png")));
536 NULLERROR(surf_b_game = SDL_DisplayFormat(temp));
538 NULLERROR(temp = IMG_Load(load_file("banners/over.png")));
539 NULLERROR(surf_b_over = SDL_DisplayFormat(temp));
541 surf_font_big = IMG_Load(load_file(BIG_FONT_FILE));
542 g_font = SFont_InitFont(surf_font_big);
544 // Load the spaceship graphic.
545 NULLERROR(temp = IMG_Load(load_file("sprites/ship.png")));
546 NULLERROR(surf_ship = SDL_DisplayFormat(temp));
548 // Load the life indicator (small ship) graphic.
549 NULLERROR(temp = IMG_Load(load_file("indicators/life.png")));
550 NULLERROR(surf_life = SDL_DisplayFormat(temp));
552 // Create the array of black points;
553 SDL_LockSurface(surf_ship);
554 raw_pixels = (Uint16 *) surf_ship->pixels;
555 for(i = 0; i<surf_ship->w; i++) {
556 for(j = 0; j<surf_ship->h; j++) {
557 if(raw_pixels[j*(surf_ship->pitch)/2 + i] == 0) {
565 SDL_UnlockSurface(surf_ship);
570 // Load all our lovely rocks
571 for(i = 0; i<NROCKS; i++) {
574 sprintf(a,load_file("sprites/rock%d.png"),i);
575 NULLERROR(temp = IMG_Load(a));
576 NULLERROR(surf_rock[i] = SDL_DisplayFormat(temp));
578 sprintf(a,load_file("sprites/deadrock%d.png"),i);
579 NULLERROR(temp = IMG_Load(a));
580 NULLERROR(surf_deadrock[i] = SDL_DisplayFormat(temp));
583 // Remove the mouse cursor
585 SDL_ShowCursor(SDL_DISABLE);
595 struct black_point_struct *p;
599 float fadegame,fadeover;
608 // Draw a fully black background
609 SDL_FillRect(surf_screen,NULL,0);
611 // Draw the background dots
612 drawdots(surf_screen);
615 if(!gameover && (state == GAMEPLAY || state == DEMO) ) {
616 src.w = surf_ship->w;
617 src.h = surf_ship->h;
622 SDL_BlitSurface(surf_ship,&src,surf_screen,&dest);
625 // Draw all the rocks, in all states
626 for(i = 0; i<MAXROCKS; i++) {
629 src.w = rock[i].image->w;
630 src.h = rock[i].image->h;
633 dest.x = (int) rock[i].x;
634 dest.y = (int) rock[i].y;
637 SDL_BlitSurface(rock[i].image,&src,surf_screen,&dest);
642 // If it's game over, show the game over graphic in the dead centre
645 if(fadetimer<3.0/faderate) {
646 fadegame = fadetimer/(3.0/faderate);
651 if(fadetimer<3.0/faderate) {
653 } else if(fadetimer<6.0/faderate) {
654 fadeover = ((3.0/faderate)-fadetimer)/(6.0/faderate);
659 src.w = surf_b_game->w;
660 src.h = surf_b_game->h;
663 dest.x = (XSIZE-src.w)/2;
664 dest.y = (YSIZE-src.h)/2-40;
665 SDL_SetAlpha(surf_b_game, SDL_SRCALPHA, (int)(fadegame*(200 + 55*cos(fadetimer += movementrate/1.0))));
666 SDL_BlitSurface(surf_b_game,&src,surf_screen,&dest);
668 src.w = surf_b_over->w;
669 src.h = surf_b_over->h;
672 dest.x = (XSIZE-src.w)/2;
673 dest.y = (YSIZE-src.h)/2 + 40;
674 SDL_SetAlpha(surf_b_over, SDL_SRCALPHA, (int)(fadeover*(200 + 55*sin(fadetimer))));
675 SDL_BlitSurface(surf_b_over,&src,surf_screen,&dest);
680 src.w = surf_b_variations->w;
681 src.h = surf_b_variations->h;
684 dest.x = (XSIZE-src.w)/2 + cos(fadetimer/6.5)*10;
685 dest.y = (YSIZE/2-src.h)/2 + sin(fadetimer/5.0)*10;
686 SDL_SetAlpha(surf_b_variations, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer += movementrate/2.0)));
687 SDL_BlitSurface(surf_b_variations,&src,surf_screen,&dest);
689 src.w = surf_b_on->w;
690 src.h = surf_b_on->h;
693 dest.x = (XSIZE-src.w)/2 + cos((fadetimer + 1.0)/6.5)*10;
694 dest.y = (YSIZE/2-src.h)/2 + surf_b_variations->h + 20 + sin((fadetimer + 1.0)/5.0)*10;
695 SDL_SetAlpha(surf_b_on, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer-1.0)));
696 SDL_BlitSurface(surf_b_on,&src,surf_screen,&dest);
698 src.w = surf_b_rockdodger->w;
699 src.h = surf_b_rockdodger->h;
702 dest.x = (XSIZE-src.w)/2 + cos((fadetimer + 2.0)/6.5)*10;
703 dest.y = (YSIZE/2-src.h)/2 + surf_b_variations->h + surf_b_on->h + 40 + sin((fadetimer + 2.0)/5)*10;
704 SDL_SetAlpha(surf_b_rockdodger, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer-2.0)));
705 SDL_BlitSurface(surf_b_rockdodger,&src,surf_screen,&dest);
707 text = "Version " VERSION;
708 x = (XSIZE-SFont_TextWidth(g_font,text))/2 + sin(fadetimer/4.5)*10;
709 SFont_Write(surf_screen,g_font,x,YSIZE-50 + sin(fadetimer/2)*5,text);
711 text = sequence[(int)(fadetimer/40)%NSEQUENCE];
712 //text = "Press SPACE to start!";
713 x = (XSIZE-SFont_TextWidth(g_font,text))/2 + cos(fadetimer/4.5)*10;
714 SFont_Write(surf_screen,g_font,x,YSIZE-100 + cos(fadetimer/3)*5,text);
717 case HIGH_SCORE_ENTRY:
719 if(!process_score_input()) { // done inputting name
721 // Change state to briefly show high scores page
722 state = HIGH_SCORE_DISPLAY;
725 // Write the high score table to the file
726 write_high_score_table();
728 // Play the title page tune
732 case HIGH_SCORE_DISPLAY:
733 // Display de list o high scores mon.
734 display_scores(surf_screen, 150,50);
738 if(!gameover && state == GAMEPLAY) {
739 SDL_LockSurface(surf_screen);
740 raw_pixels = (Uint16 *) surf_screen->pixels;
741 // Check that the black points on the ship are
742 // still black, and not covered up by rocks.
743 for(p = black_point; p<blackptr; p++) {
744 offset = surf_screen->pitch/2 * (p->y + (int)yship) + p->x + (int)xship;
745 if(raw_pixels[offset]) {
750 SDL_UnlockSurface(surf_screen);
753 // Draw all the little ships
754 if(state == GAMEPLAY || state == DEAD_PAUSE || state == GAME_OVER)
755 for(i = 0; i<nships-1; i++) {
756 src.w = surf_life->w;
757 src.h = surf_life->h;
760 dest.x = (i + 1)*(src.w + 10);
762 SDL_BlitSurface(surf_life,&src,surf_screen,&dest);
768 n = SDL_GetTicks()-initticks;
770 ticks_since_last = n-score;
774 ticks_since_last = SDL_GetTicks()-last_ticks;
775 last_ticks = SDL_GetTicks();
776 if(ticks_since_last>200 || ticks_since_last<0) {
780 movementrate = ticks_since_last/50.0;
781 if(state == GAMEPLAY) {
782 score += ticks_since_last;
786 // Update the surface
787 SDL_Flip(surf_screen);
801 // Count down the game loop timer, and change state when it gets to zero or less;
803 if((state_timeout -= movementrate*3) < 0) {
806 // Create a new ship and start all over again
812 state = HIGH_SCORE_ENTRY;
813 state_timeout = 5.0e6;
814 if(new_high_score(score)) {
816 SDL_EnableUNICODE(1);
817 while(SDL_PollEvent(&e))
820 state = HIGH_SCORE_DISPLAY;
824 case HIGH_SCORE_DISPLAY:
826 state_timeout = 500.0;
828 case HIGH_SCORE_ENTRY:
829 // state = TITLE_PAGE;
831 // state_timeout = 100.0;
834 state = HIGH_SCORE_DISPLAY;
835 state_timeout = 200.0;
839 if(state == DEAD_PAUSE) {
840 float blast_radius = BLAST_RADIUS * state_timeout / 20.0;
841 if(xship < 60) xship = 60;
842 for(i = 0; i<MAXROCKS; i++ ) {
844 if(rock[i].x <= 0) continue;
845 dx = rock[i].x - xship;
846 dy = rock[i].y - yship;
847 n = sqrt(dx*dx + dy*dy);
848 if(n < blast_radius) {
850 rock[i].xvel += rockrate*(dx+30)/n;
851 rock[i].yvel += rockrate*dy/n;
858 if(--countdown <= 0 && (rnd()*100.0<(rockrate += 0.025))) {
861 if(rockptr-rock >= MAXROCKS) {
864 if(!rockptr->active) {
865 rockptr->x = (float)XSIZE;
866 rockptr->xvel = -(rockspeed)*(1 + rnd());
867 rockptr->yvel = rnd()-0.5;
868 rockptr->type_number = random() % NROCKS;
869 rockptr->image = surf_rock[rockptr->type_number];// [random()%NROCKS];
871 rockptr->y = rnd()*(YSIZE + rockptr->image->h);
873 if(movementrate>0.1) {
874 countdown = (int)(ROCKRATE/movementrate);
882 xvel *= pow((double)0.9,(double)movementrate);
883 yvel *= pow((double)0.9,(double)movementrate);
884 // if(abs(xvel)<0.00001) xvel = 0;
885 // if(abs(yvel)<0.00001) yvel = 0;
889 xship += xvel*movementrate;
890 yship += yvel*movementrate;
893 yscroll = yship - (YSIZE / 2);
894 yscroll += yvel * 25;
896 yscroll = ((scrollvel * (12 - movementrate)) + (yscroll * movementrate)) / 12;
898 yscroll = yscroll*movementrate;
901 // Move all the rocks
902 for(i = 0; i < MAXROCKS; i++) {
904 rock[i].x += rock[i].xvel*movementrate;
905 rock[i].y += rock[i].yvel*movementrate + yscroll;
906 if(rock[i].y > YSIZE || rock[i].y < -rock[i].image->h) {
912 rock[i].y = (YSIZE - rock[i].image->h) - rock[i].y;
913 rock[i].y += (rock[i].yvel*movementrate + yscroll) * 1.01;
916 if(rock[i].x < -rock[i].image->w || rock[i].x > XSIZE) {
925 if(xship<0 || xship>XSIZE-surf_ship->w) {
926 // BOUNCE from left and right wall
927 xship -= xvel*movementrate;
932 if(yship<0 || yship>YSIZE-surf_ship->h) {
933 // BOUNCE from top and bottom wall
939 if(draw() && state == GAMEPLAY) {
940 // Play the explosion sound
942 makebangdots(xship,yship,xvel,yvel,surf_ship,30);
946 state_timeout = 200.0;
948 faderate = movementrate;
952 state_timeout = 20.0;
959 keystate = SDL_GetKeyState(NULL);
961 if(state != HIGH_SCORE_ENTRY && (keystate[SDLK_q] || keystate[SDLK_ESCAPE])) {
965 if(keystate[SDLK_SPACE] && (state == HIGH_SCORE_DISPLAY || state == TITLE_PAGE || state == DEMO)) {
967 for(i = 0; i<MAXROCKS; i++ ) {
992 keystate = SDL_GetKeyState(NULL);
995 if(state == GAMEPLAY) {
999 if(keystate[SDLK_UP] | keystate[SDLK_c]) { yvel -= 1.5*movementrate; maneuver |= 1<<3;}
1000 if(keystate[SDLK_DOWN] | keystate[SDLK_t]) { yvel += 1.5*movementrate; maneuver |= 1<<1;}
1001 if(keystate[SDLK_LEFT] | keystate[SDLK_h]) { xvel -= 1.5*movementrate; maneuver |= 1<<2;}
1002 if(keystate[SDLK_RIGHT] | keystate[SDLK_n]) { xvel += 1.5*movementrate; maneuver |= 1;}
1003 if(keystate[SDLK_3]) { SDL_SaveBMP(surf_screen, "snapshot.bmp"); }
1006 if(keystate[SDLK_p] | keystate[SDLK_s]) {
1011 src.w = surf_b_variations->w;
1012 src.h = surf_b_variations->h;
1015 dest.x = (XSIZE-src.w)/2;
1016 dest.y = (YSIZE-src.h)/2;
1017 SDL_BlitSurface(surf_b_variations,&src,surf_screen,&dest);
1018 // Update the surface
1019 SDL_Flip(surf_screen);
1032 } else if(state == GAME_OVER) {
1033 if(keystate[SDLK_SPACE]) {
1041 main(int argc, char **argv) {
1042 int i, x, fullscreen;
1050 while ((x = getopt(argc,argv,"efhmps")) >= 0) {
1055 case 'f': // fullscreen
1059 printf("Variations on RockDodger\n"
1060 " -e big tail [E]ngine\n"
1061 " -f [F]ull screen\n"
1062 " -h this [H]elp message\n"
1063 " -m enable [M]usic\n"
1064 " -p original [P]hysics (friction)\n"
1065 " -s [S]ilent (no sound)\n");
1070 case 'p': // physics
1080 if(init(fullscreen)) {
1081 printf ("ta: '%s'\n",initerror);
1085 for(i = 0; i<MAXROCKS; i++) {
1091 initticks = SDL_GetTicks();