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>
45 #define SDL_SetAlpha(surf, flag, alpha)
48 // ************************************* VARS
49 // SDL_Surface global variables
51 *surf_screen, // Screen
52 *surf_b_variations, // "variations" banner
53 *surf_b_on, // "on" banner
54 *surf_b_rockdodger, // "rockdodger" banner
55 *surf_b_game, // Title element "game"
56 *surf_b_over, // Title element "over"
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;
68 // Other global variables
72 struct ship ship = { SHIP, 0, NULL, XSIZE/2, YSIZE/2, SCREENDXMIN, 0.0 };
74 float screendx = SCREENDXMIN, screendy = 0.0;
77 // all movement is based on t_frame.
78 float t_frame; // length of this frame (in ticks = 1/20th second)
79 int ms_frame; // length of this frame (milliseconds)
80 int ms_end; // end of this frame (milliseconds)
83 float bangx, bangy, bangdx, bangdy;
87 float fadetimer = 0, faderate;
89 int pausedown = 0, paused = 0;
91 // bangdot start (bd1) and end (bd2) position:
102 enum states state = TITLE_PAGE;
103 float state_timeout = 600.0;
108 "Press SPACE for normal game",
109 "Press '1' for easy game",
110 "http://jasonwoof.org/vor"
113 "Press SPACE for easy game",
114 "Press '2' for normal game",
115 "http://jasonwoof.org/vor"
119 int bangdotlife, nbangdots;
120 Uint16 heatcolor[W*3];
124 extern int optind, opterr, optopt;
126 #define TO_TICKS(seconds) ((seconds)*20*opt_gamespeed)
128 // ************************************* FUNCS
133 for(i = 0; i<MAXENGINEDOTS; i++) {
139 new_bang_dots(int xbang, int ybang, int dx, int dy, SDL_Surface *s)
148 row_inc = s->pitch/sizeof(uint16_t) - s->w;
149 colorkey = s->format->colorkey;
153 for(i=0; i<10; i++) {
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;
162 bdot[bd2].dx = 45*r*cos(theta) + dx;
163 bdot[bd2].dy = 45*r*sin(theta) + dy;
164 bdot[bd2].x = x + xbang;
165 bdot[bd2].y = y + ybang;
167 bdot[bd2].life = 100;
168 bdot[bd2].decay = frnd()*3 + 1;
169 bdot[bd2].active = 1;
171 // Replace the last few bang dots with the pixels from the exploding object
172 if(i>6) bdot[bd2].c = c;
174 bd2 = (bd2+1) % MAXBANGDOTS;
181 SDL_UnlockSurface(s);
185 draw_bang_dots(SDL_Surface *s)
189 uint16_t *pixels, *pixel, c;
190 int row_inc = s->pitch/sizeof(uint16_t);
193 pixels = (uint16_t *) s->pixels;
197 for(i=0; i<MAXBANGDOTS; i++) {
198 if(!bdot[i].active) continue;
200 // decrement life and maybe kill
201 bdot[i].life -= bdot[i].decay;
202 if(bdot[i].life<0) { bdot[i].active = 0; continue; }
205 bdot[i].x += (bdot[i].dx - screendx)*t_frame;
206 bdot[i].y += (bdot[i].dy - screendy)*t_frame;
207 if(bdot[i].x < 0 || bdot[i].x >= XSIZE || bdot[i].y < 0 || bdot[i].y >= YSIZE) {
213 if((hit = pixel_collides(bdot[i].x, bdot[i].y))) {
214 if(hit->type != SHIP) { // they shouldn't hit the ship, but they do
216 hit->dx += ENGINE_DOT_WEIGHT * bdot[i].life * bdot[i].dx / sprite_mass(hit);
217 hit->dy += ENGINE_DOT_WEIGHT * bdot[i].life * bdot[i].dy / sprite_mass(hit);
222 pixel = pixels + row_inc*(int)(bdot[i].y) + (int)(bdot[i].x);
223 if(bdot[i].c) c = bdot[i].c; else c = heatcolor[(int)(bdot[i].life)*3];
230 new_engine_dots(int n, int dir) {
232 float a, r; // angle, random length
234 float hx, hy; // half ship width/height.
235 static const int s[4] = { 2, 1, 0, 1 };
237 hx = ship.image->w / 2;
238 hy = ship.image->h / 2;
240 for(i = 0; i<n; i++) {
241 if(dotptr->active == 0) {
242 a = frnd()*M_PI + (dir-1)*M_PI_2;
243 r = sin(frnd()*M_PI);
245 dy = r * -sin(a); // screen y is "backwards".
248 dotptr->x = ship.x + s[dir]*hx + (frnd()-0.5)*3;
249 dotptr->y = ship.y + s[(dir+1)&3]*hy + (frnd()-0.5)*3;
251 dotptr->dx = ship.dx + 2*dx;
252 dotptr->dy = ship.dy + 20*dy;
253 dotptr->life = 60 * fabs(dy);
255 dotptr->dx = ship.dx + 20*dx;
256 dotptr->dy = ship.dy + 2*dy;
257 dotptr->life = 60 * fabs(dx);
260 if(dotptr - edot < MAXENGINEDOTS-1) dotptr++;
267 draw_engine_dots(SDL_Surface *s) {
270 uint16_t *pixels = (uint16_t *) s->pixels;
271 int row_inc = s->pitch/sizeof(uint16_t);
275 for(i = 0; i<MAXENGINEDOTS; i++) {
276 if(!edot[i].active) continue;
277 edot[i].x += (edot[i].dx - screendx)*t_frame;
278 edot[i].y += (edot[i].dy - screendy)*t_frame;
279 edot[i].life -= t_frame*3;
281 || edot[i].x<0 || edot[i].x >= XSIZE
282 || edot[i].y<0 || edot[i].y >= YSIZE) {
287 if((hit = pixel_collides(edot[i].x, edot[i].y))) {
288 if(hit->type != SHIP) { // they shouldn't hit the ship, but they do
290 hit->dx += ENGINE_DOT_WEIGHT * edot[i].life * edot[i].dx / sprite_mass(hit);
291 hit->dy += ENGINE_DOT_WEIGHT * edot[i].life * edot[i].dy / sprite_mass(hit);
295 heatindex = edot[i].life * 6;
296 c = heatindex>3*W ? heatcolor[3*W-1] : heatcolor[heatindex];
297 pixels[row_inc*(int)(edot[i].y) + (int)(edot[i].x)] = c;
302 drawdots(SDL_Surface *s) {
305 // Create engine dots out the side we're moving from
306 for(m = 0; m<4; m++) {
307 if(ship.jets & 1<<m) { // 'jets' is a bit field
308 new_engine_dots(200.0*t_frame,m);
318 SDL_UnlockSurface(s);
322 load_image(char *filename)
324 SDL_Surface *tmp, *img = NULL;
325 char *s = add_data_path(filename);
330 img = SDL_DisplayFormat(tmp);
331 SDL_FreeSurface(tmp);
340 load_sprite(SPRITE(&ship), "ship.png");
350 // Where are our data files?
351 if(!find_files()) exit(1);
352 read_high_score_table();
355 // Initialize SDL with audio and video
356 if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) != 0) {
358 fputs("Can't open sound, starting without it\n", stderr);
362 atexit(SDL_CloseAudio);
363 opt_sound = init_sound();
366 // Initialize with video only
367 CONDERROR(SDL_Init(SDL_INIT_VIDEO) != 0);
371 play_tune(TUNE_TITLE_PAGE);
373 // Attempt to get the required video size
374 flag = SDL_DOUBLEBUF | SDL_HWSURFACE;
375 if(opt_fullscreen) flag |= SDL_FULLSCREEN;
376 surf_screen = SDL_SetVideoMode(XSIZE,YSIZE,16,flag);
378 // Set the title bar text
379 SDL_WM_SetCaption("Variations on Rockdodger", "VoR");
381 NULLERROR(surf_screen);
383 // Set the heat color from the range 0 (cold) to 300 (blue-white)
384 for(i = 0; i<W*3; i++) {
385 heatcolor[i] = SDL_MapRGB(
387 (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?
392 NULLERROR(surf_b_variations = load_image("b_variations.png"));
393 NULLERROR(surf_b_on = load_image("b_on.png"));
394 NULLERROR(surf_b_rockdodger = load_image("b_rockdodger.png"));
396 NULLERROR(surf_b_game = load_image("b_game.png"));
397 NULLERROR(surf_b_over = load_image("b_over.png"));
399 // Load the life indicator (small ship) graphic.
400 NULLERROR(surf_life = load_image("life.png"));
402 // Load the font image
403 s = add_data_path("font.png");
405 NULLERROR(surf_font_big = IMG_Load(s));
407 g_font = SFont_InitFont(surf_font_big);
414 add_sprite(SPRITE(&ship));
416 // Remove the mouse cursor
418 SDL_ShowCursor(SDL_DISABLE);
430 for(i=0; i<ship.lives-1; i++) {
431 dest.x = (i + 1)*(surf_life->w + 10);
433 SDL_BlitSurface(surf_life, NULL, surf_screen, &dest);
443 float a_game = 0, a_over = 0;
445 // fade in "GAME", then "OVER".
446 a_game = min(1.0, faderate*fadetimer/3.0);
447 if(a_game == 1.0) a_over = min(1.0, faderate*fadetimer/3.0 - 1);
449 fadetimer += t_frame;
451 dest.x = (XSIZE-surf_b_game->w)/2;
452 dest.y = (YSIZE-surf_b_game->h)/2-40;
453 SDL_SetAlpha(surf_b_game, SDL_SRCALPHA, (int)(a_game*(200 + 55*cos(fadetimer))));
454 SDL_BlitSurface(surf_b_game,NULL,surf_screen,&dest);
456 dest.x = (XSIZE-surf_b_over->w)/2;
457 dest.y = (YSIZE-surf_b_over->h)/2 + 40;
458 SDL_SetAlpha(surf_b_over, SDL_SRCALPHA, (int)(a_over*(200 + 55*sin(fadetimer))));
459 SDL_BlitSurface(surf_b_over,NULL,surf_screen,&dest);
461 if(new_high_score(score)) {
462 text0 = "New High Score!";
463 text1 = "Press SPACE to continue";
465 text0 = msgs[g_easy][0];
466 text1 = msgs[g_easy][1];
469 x = (XSIZE-SFont_TextWidth(g_font,text0))/2 + cos(fadetimer/9)*10;
470 SFont_Write(surf_screen,g_font,x,YSIZE-100 + cos(fadetimer/6)*5,text0);
472 x = (XSIZE-SFont_TextWidth(g_font,text1))/2 + sin(fadetimer/9)*10;
473 SFont_Write(surf_screen,g_font,x,YSIZE-50 + sin(fadetimer/4)*5,text1);
477 draw_title_page(void)
483 fadetimer += t_frame/2.0;
485 dest.x = (XSIZE-surf_b_variations->w)/2 + cos(fadetimer/6.5)*10;
486 dest.y = (YSIZE/2-surf_b_variations->h)/2 + sin(fadetimer/5.0)*10;
487 SDL_SetAlpha(surf_b_variations, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer)));
488 SDL_BlitSurface(surf_b_variations,NULL,surf_screen,&dest);
490 dest.x = (XSIZE-surf_b_on->w)/2 + cos((fadetimer + 1.0)/6.5)*10;
491 dest.y = (YSIZE/2-surf_b_on->h)/2 + surf_b_variations->h + 20 + sin((fadetimer + 1.0)/5.0)*10;
492 SDL_SetAlpha(surf_b_on, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer-1.0)));
493 SDL_BlitSurface(surf_b_on,NULL,surf_screen,&dest);
495 dest.x = (XSIZE-surf_b_rockdodger->w)/2 + cos((fadetimer + 2.0)/6.5)*10;
496 dest.y = (YSIZE/2-surf_b_rockdodger->h)/2 + surf_b_variations->h + surf_b_on->h + 40 + sin((fadetimer + 2.0)/5)*10;
497 SDL_SetAlpha(surf_b_rockdodger, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer-2.0)));
498 SDL_BlitSurface(surf_b_rockdodger,NULL,surf_screen,&dest);
500 text = msgs[g_easy][(int)(fadetimer/35)%NSEQUENCE];
501 x = (XSIZE-SFont_TextWidth(g_font,text))/2 + cos(fadetimer/4.5)*10;
502 SFont_Write(surf_screen,g_font,x,YSIZE-100 + cos(fadetimer/3)*5,text);
504 text = "Version " VERSION;
505 x = (XSIZE-SFont_TextWidth(g_font,text))/2 + sin(fadetimer/4.5)*10;
506 SFont_Write(surf_screen,g_font,x,YSIZE-50 + sin(fadetimer/2)*5,text);
512 SDL_FillRect(surf_screen,NULL,0); // black background
513 drawdots(surf_screen); // background dots
514 draw_sprite(SPRITE(&ship));
520 // If it's game over, show the game over graphic in the dead centre
522 case GAME_OVER: draw_game_over(); break;
524 case TITLE_PAGE: draw_title_page(); break;
526 case HIGH_SCORE_ENTRY:
527 play_tune(TUNE_HIGH_SCORE_ENTRY);
529 case HIGH_SCORE_DISPLAY:
530 // Display de list o high scores mon.
531 display_scores(surf_screen, 150,50);
535 ; // no action necessary
540 ms_frame = SDL_GetTicks() - ms_end;
542 t_frame = opt_gamespeed * ms_frame / 50;
543 if(state == GAMEPLAY) score += ms_frame;
545 // Update the surface
546 SDL_Flip(surf_screen);
550 kill_ship(Sprite *ship)
557 do_collision(Sprite *a, Sprite *b)
559 if(a->type == SHIP) kill_ship(a);
560 else if (b->type == SHIP) kill_ship(b);
565 init_score_entry(void)
568 state = HIGH_SCORE_ENTRY;
569 state_timeout = 5.0e6;
570 SDL_EnableUNICODE(1);
571 while(SDL_PollEvent(&e))
584 while(SDL_PollEvent(&e)) {
586 case SDL_QUIT: return;
588 if(e.key.keysym.sym == SDLK_ESCAPE
589 || e.key.keysym.sym == SDLK_q)
593 if(state == HIGH_SCORE_ENTRY)
594 if(!process_score_input(&e.key.keysym)) {
595 // Write the high score table to the file
596 write_high_score_table();
597 // continue to display the scores briefly
598 state = HIGH_SCORE_DISPLAY;
600 play_tune(TUNE_TITLE_PAGE);
605 keystate = SDL_GetKeyState(NULL);
608 // Count down the game loop timer, and change state when it gets to zero or less;
610 if((state_timeout -= t_frame*3) < 0) {
613 // Restore the ship and continue playing
614 ship.flags = DRAW|MOVE|COLLIDE;
616 play_tune(TUNE_GAMEPLAY);
619 if(new_high_score(score)) init_score_entry();
621 state = HIGH_SCORE_DISPLAY;
625 case HIGH_SCORE_DISPLAY:
627 state_timeout = 600.0;
630 case HIGH_SCORE_ENTRY:
633 state = HIGH_SCORE_DISPLAY;
634 state_timeout = 200.0;
637 ; // no action necessary
640 if(state == DEAD_PAUSE) {
641 if(bangx < 60) bangx = 60;
648 tmp = (ship.y+ship.dy*t_frame-YSCROLLTO)/25 + (ship.dy-screendy);
649 screendy += tmp * t_frame/12;
650 tmp = (ship.x+ship.dx*t_frame-XSCROLLTO)/25 + (ship.dx-screendx);
651 screendx += tmp * t_frame/12;
652 // taper off so we don't hit the barrier abruptly.
653 // (if we would hit in < 2 seconds, adjust to 2 seconds).
654 if(back_dist + (screendx - SCREENDXMIN)*TO_TICKS(2) < 0)
655 screendx = SCREENDXMIN - (back_dist/TO_TICKS(2));
656 back_dist += (screendx - SCREENDXMIN)*t_frame;
657 if(opt_max_lead >= 0) back_dist = min(back_dist, opt_max_lead);
660 bangx += (bangdx - screendx)*t_frame;
661 bangy += (bangdy - screendy)*t_frame;
666 // BOUNCE off left or right edge of screen
667 if(ship.x < 0 || ship.x+ship.w > XSIZE) {
668 ship.x -= (ship.dx-screendx)*t_frame;
669 ship.dx = screendx - (ship.dx-screendx)*opt_bounciness;
672 // BOUNCE off top or bottom of screen
673 if(ship.y < 0 || ship.y+ship.h > YSIZE) {
674 ship.y -= (ship.dy-screendy)*t_frame;
675 ship.dy = screendy - (ship.dy-screendy)*opt_bounciness;
680 if(state == GAMEPLAY && bang) {
683 play_sound(SOUND_BANG); // Play the explosion sound
684 bangx = ship.x; bangy = ship.y; bangdx = ship.dx; bangdy = ship.dy;
685 new_bang_dots(ship.x,ship.y,ship.dx,ship.dy,ship.image);
689 state_timeout = DEAD_PAUSE_LENGTH;
690 ship.dx = (ship.dx < 0) ? -sqrt(-ship.dx) : sqrt(ship.dx);
691 ship.dy = (ship.dy < 0) ? -sqrt(-ship.dy) : sqrt(ship.dy);
692 if(ship.dx < SCREENDXMIN) ship.dx = SCREENDXMIN;
695 ship.dx = SCREENDXMIN; ship.dy = 0;
696 state_timeout = 200.0;
703 if((keystate[SDLK_SPACE] || keystate[SDLK_1] || keystate[SDLK_2])
704 && (state == HIGH_SCORE_DISPLAY
705 || state == TITLE_PAGE
706 || state == GAME_OVER)) {
707 if(state == GAME_OVER && new_high_score(score))
710 if((keystate[SDLK_SPACE] && !initial_rocks) || keystate[SDLK_2]) {
712 initial_rocks = NORMAL_I_ROCKS;
713 final_rocks = NORMAL_F_ROCKS;
714 if(opt_gamespeed == EASY_GAMESPEED)
715 opt_gamespeed = NORMAL_GAMESPEED;
716 } else if(keystate[SDLK_1]) {
718 initial_rocks = EASY_I_ROCKS;
719 final_rocks = EASY_F_ROCKS;
720 opt_gamespeed = EASY_GAMESPEED;
724 screendx = SCREENDXMIN; screendy = 0;
726 ship.x = XSIZE/2.2; ship.y = YSIZE/2;
727 ship.dx = screendx; ship.dy = screendy;
729 ship.flags = MOVE|DRAW|COLLIDE;
730 add_sprite(SPRITE(&ship));
735 play_tune(TUNE_GAMEPLAY);
742 if(state == GAMEPLAY) {
744 if(keystate[SDLK_LEFT] | keystate[SDLK_h]) { ship.dx -= 1.5*t_frame; ship.jets |= 1<<0;}
745 if(keystate[SDLK_DOWN] | keystate[SDLK_t]) { ship.dy += 1.5*t_frame; ship.jets |= 1<<1;}
746 if(keystate[SDLK_RIGHT] | keystate[SDLK_n]) { ship.dx += 1.5*t_frame; ship.jets |= 1<<2;}
747 if(keystate[SDLK_UP] | keystate[SDLK_c]) { ship.dy -= 1.5*t_frame; ship.jets |= 1<<3;}
748 if(keystate[SDLK_3]) { SDL_SaveBMP(surf_screen, "snapshot.bmp"); }
751 if(keystate[SDLK_p] | keystate[SDLK_s]) {
755 if(!paused) ms_end = SDL_GetTicks();
762 if(state == TITLE_PAGE && keystate[SDLK_h]) {
763 state = HIGH_SCORE_DISPLAY;
770 main(int argc, char **argv) {
771 if(!parse_opts(argc, argv)) return 1;
774 printf ("ta: '%s'\n",initerror);