* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
-#include <argp.h>
#include <math.h>
#include <SDL.h>
#include <SDL_image.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
+#include <time.h>
-#include "SFont.h"
+#include "font.h"
#include "args.h"
#include "common.h"
-#include "config.h"
+#include <config.h>
+#include "vorconfig.h"
#include "dust.h"
#include "file.h"
+#include "float.h"
#include "globals.h"
#include "mt.h"
#include "rocks.h"
#include "score.h"
#include "sprite.h"
#include "sound.h"
+#include "autopilot.h"
// ************************************* VARS
// SDL_Surface global variables
*surf_font_big; // The big font
-SFont_Font *g_font;
+font *g_font;
-// Structure global variables
-struct enginedots edot[MAXENGINEDOTS], *dotptr = edot;
-struct bangdots bdot[MAXBANGDOTS], *bdotptr = bdot;
+#define ENGINEDOT 0
+#define BANGDOT 1
+
+struct dot {
+ int active;
+ float x, y;
+ float dx, dy;
+ float mass; // in DOT_MASS_UNITs
+ float decay; // rate at which to reduce mass.
+ int heat; // heat multiplier (color).
+ uint8_t type; // BANGDOT or ENGINEDOT
+};
+
+void draw(void);
+
+struct dot edot[MAXENGINEDOTS], *dotptr = edot;
+struct dot bdot[MAXBANGDOTS];
// Other global variables
char topline[1024];
char *initerror = "";
+int screenshot_number = 0;
-struct ship ship = { SHIP, 0, NULL, XSIZE/2, YSIZE/2, SCREENDXMIN, 0.0 };
+struct ship ship = { SHIP, 0, NULL, XSIZE/2, YSIZE/2, BARRIER_SPEED, 0.0 };
-float screendx = SCREENDXMIN, screendy = 0.0;
-float back_dist;
+float screendx = BARRIER_SPEED, screendy = 0.0;
+float dist_ahead;
// all movement is based on t_frame.
-float t_frame; // length of this frame (in ticks = 1/20th second)
+unsigned long frames, start, end;
+float t_frame; // length of this frame (in ticks = 1/20th second) adjusted for gamespeed
int ms_frame; // length of this frame (milliseconds)
int ms_end; // end of this frame (milliseconds)
-int bang = false;
-float bangx, bangy, bangdx, bangdy;
+float gamespeed = 1.00;
int score;
-float fadetimer = 0, faderate;
+float fadetimer = 0;
-int pausedown = 0, paused = 0;
+int paused = 0;
// bangdot start (bd1) and end (bd2) position:
int bd1 = 0, bd2 = 0;
enum states state = TITLE_PAGE;
float state_timeout = 600.0;
-char *space_msgs[3] = {
- "Press SPACE to start a new game",
- "Press SPACE for easy game",
- "Press SPACE for normal game"
-};
-
-char *other_msgs[2] = {
- "Press 'e' for easy game",
- "Press 'n' for normal game"
-};
#define NSEQUENCE 3
-char *sequence[] = {
- "Press SPACE for normal game",
- "Press 'e' for easy game",
- "http://jasonwoof.org/vor"
+char *msgs[2][3] = {
+ {
+ "Press SPACE for normal game",
+ "Press '1' for easy game",
+ "https://sametwice.com/vor"
+ },
+ {
+ "Press SPACE for easy game",
+ "Press '2' for normal game",
+ "https://sametwice.com/vor"
+ }
};
int bangdotlife, nbangdots;
extern char *optarg;
extern int optind, opterr, optopt;
-#define TO_TICKS(seconds) ((seconds)*20*opt_gamespeed)
+#define TO_TICKS(seconds) ((seconds)*20*gamespeed)
// ************************************* FUNCS
+#ifdef HAVE_NANOSLEEP
+void
+tiny_sleep() {
+ struct timespec t;
+ t.tv_sec = 0;
+ t.tv_nsec = 1;
+ nanosleep(&t, 0);
+}
+#else
+#define tiny_sleep()
+#endif
+
void
-init_engine_dots() {
+init_dots() {
int i;
for(i = 0; i<MAXENGINEDOTS; i++) {
edot[i].active = 0;
+ edot[i].type = ENGINEDOT;
+ }
+ for(i = 0; i<MAXBANGDOTS; i++) {
+ bdot[i].active = 0;
+ bdot[i].type = BANGDOT;
}
}
+
void
-new_bang_dots(int xbang, int ybang, int dx, int dy, SDL_Surface *s)
+new_engine_dots(void) {
+ int dir, i;
+ int n = t_frame * ENGINE_DOTS_PER_TIC;
+ float a, r; // angle, random length
+ float dx, dy;
+ float hx, hy; // half ship width/height.
+ static const int s[4] = { 2, 1, 0, 1 };
+ float time;
+ float accelh, accelv, past_ship_dx, past_ship_dy;
+
+ hx = ship.image->w / 2;
+ hy = ship.image->h / 2;
+
+ for(dir=0; dir<4; dir++) {
+ if(!(ship.jets & 1<<dir)) continue;
+
+ for(i = 0; i<n; i++) {
+ if(dotptr->active == 0) {
+ a = frnd()*M_PI + (dir-1)*M_PI_2;
+ r = sin(frnd()*M_PI);
+ dx = r * cos(a);
+ dy = r * -sin(a); // screen y is "backwards".
+
+ dotptr->decay = 3;
+ dotptr->heat = 6;
+
+ // dot was created at a random time during the time span
+ time = frnd() * t_frame; // this is how long ago
+
+ // calculate how fast the ship was going when this engine dot was
+ // created (as if it had a smooth acceleration). This is used in
+ // determining the velocity of the dots, but not their starting
+ // location.
+ accelh = ((ship.jets >> 2) & 1) - (ship.jets & 1);
+ accelh *= THRUSTER_STRENGTH * time;
+ past_ship_dx = ship.dx - accelh;
+ accelv = ((ship.jets >> 1) & 1) - ((ship.jets >> 3) & 1);
+ accelv *= THRUSTER_STRENGTH * time;
+ past_ship_dy = ship.dy - accelv;
+
+ // the starting position (not speed) of the dot is calculated as
+ // though the ship were traveling at a constant speed for this
+ // t_frame.
+ dotptr->x = (ship.x - (ship.dx - screendx) * time) + s[dir]*hx;
+ dotptr->y = (ship.y - (ship.dy - screendy) * time) + s[(dir+1)&3]*hy;
+ if(dir&1) {
+ dotptr->dx = past_ship_dx + 2*dx;
+ dotptr->dy = past_ship_dy + 20*dy;
+ dotptr->mass = 60 * fabs(dy);
+ } else {
+ dotptr->dx = past_ship_dx + 20*dx;
+ dotptr->dy = past_ship_dy + 2*dy;
+ dotptr->mass = 60 * fabs(dx);
+ }
+
+ // move the dot as though it were created in the past
+ dotptr->x += (dotptr->dx - screendx) * time;
+ dotptr->y += (dotptr->dy - screendy) * time;
+
+ if(!fclip(dotptr->x, XSIZE) && !fclip(dotptr->y, YSIZE)) {
+ dotptr->active = 1;
+ if(dotptr - edot < MAXENGINEDOTS-1) {
+ dotptr++;
+ } else {
+ dotptr = edot;
+ }
+ }
+ }
+ }
+ }
+}
+
+
+void
+new_bang_dots(struct sprite *s)
{
- int x,y,endcount;
- uint16_t *pixel,c;
+ int i, n, x, y;
+ uint16_t *pixel, c;
uint32_t colorkey;
int row_inc;
- double theta,r;
- int begin_generate;
+ double theta, r;
+ SDL_Surface *img = s->image;
- begin_generate = SDL_GetTicks();
- pixel = s->pixels;
- row_inc = s->pitch/sizeof(uint16_t) - s->w;
- colorkey = s->format->colorkey;
+ n = 20;
+ pixel = img->pixels;
+ row_inc = img->pitch/sizeof(uint16_t) - img->w;
+ colorkey = img->format->colorkey;
- SDL_LockSurface(s);
+ if(SDL_MUSTLOCK(img)) { SDL_LockSurface(img); }
- endcount = 0;
- while (endcount<3) {
- pixel = s->pixels;
- for(y=0; y<s->h; y++) {
- for(x = 0; x<s->w; x++) {
+ for(i=0; i<n; i++) {
+ pixel = img->pixels;
+ for(y=0; y<img->h; y++) {
+ for(x = 0; x<img->w; x++) {
c = *pixel++;
if(c && c != colorkey) {
theta = frnd()*M_PI*2;
r = frnd(); r = 1 - r*r;
- // r = 1 - frnd()*frnd();
-
- bdot[bd2].dx = 45*r*cos(theta) + dx;
- bdot[bd2].dy = 45*r*sin(theta) + dy;
- bdot[bd2].x = x + xbang;
- bdot[bd2].y = y + ybang;
- bdot[bd2].c = 0;
- bdot[bd2].life = 100;
- bdot[bd2].decay = frnd()*3 + 1;
- bdot[bd2].active = 1;
- // Replace the last few bang dots with the pixels from the exploding object
- if(endcount>0) bdot[bd2].c = c;
+ bdot[bd2].dx = 45*r*cos(theta) + s->dx;
+ bdot[bd2].dy = 45*r*sin(theta) + s->dy;
+ bdot[bd2].x = x + s->x;
+ bdot[bd2].y = y + s->y;
+ bdot[bd2].mass = frnd() * 99;
+ bdot[bd2].decay = frnd()*1.5 + 0.5;
+ bdot[bd2].heat = 3;
+ bdot[bd2].active = 1;
bd2 = (bd2+1) % MAXBANGDOTS;
}
pixel += row_inc;
}
}
- if(SDL_GetTicks() - begin_generate > 7) endcount++;
}
- SDL_UnlockSurface(s);
+ if(SDL_MUSTLOCK(img)) { SDL_UnlockSurface(img); }
}
void
-draw_bang_dots(SDL_Surface *s)
-{
- int i;
- int first_i, last_i;
- uint16_t *pixels, *pixel, c;
- int row_inc = s->pitch/sizeof(uint16_t);
-
- pixels = (uint16_t *) s->pixels;
- first_i = -1;
- last_i = 0;
-
- for(i=0; i<MAXBANGDOTS; i++) {
- if(!bdot[i].active) continue;
-
- // decrement life and maybe kill
- bdot[i].life -= bdot[i].decay;
- if(bdot[i].life<0) { bdot[i].active = 0; continue; }
-
- // move and clip
- bdot[i].x += (bdot[i].dx - screendx)*t_frame;
- bdot[i].y += (bdot[i].dy - screendy)*t_frame;
- if(bdot[i].x < 0 || bdot[i].x >= XSIZE || bdot[i].y < 0 || bdot[i].y >= YSIZE) {
- bdot[i].active = 0;
- continue;
- }
-
- // check collisions
- if(pixel_collides(bdot[i].x, bdot[i].y)) { bdot[i].active = 0; continue; }
-
- pixel = pixels + row_inc*(int)(bdot[i].y) + (int)(bdot[i].x);
- if(bdot[i].c) c = bdot[i].c; else c = heatcolor[(int)(bdot[i].life)*3];
- *pixel = c;
- }
+kill_rock(struct rock *r) {
+ r->x = -200;
}
-
void
-new_engine_dots(int n, int dir) {
- int i;
- float a, r; // angle, random length
- float dx, dy;
- float hx, hy; // half ship width/height.
- static const int s[4] = { 2, 1, 0, 1 };
-
- hx = ship.image->w / 2;
- hy = ship.image->h / 2;
-
- for(i = 0; i<n; i++) {
- if(dotptr->active == 0) {
- a = frnd()*M_PI + (dir-1)*M_PI_2;
- r = sin(frnd()*M_PI);
- dx = r * cos(a);
- dy = r * -sin(a); // screen y is "backwards".
-
- dotptr->active = 1;
- dotptr->x = ship.x + s[dir]*hx + (frnd()-0.5)*3;
- dotptr->y = ship.y + s[(dir+1)&3]*hy + (frnd()-0.5)*3;
- if(dir&1) {
- dotptr->dx = ship.dx + 2*dx;
- dotptr->dy = ship.dy + 20*dy;
- dotptr->life = 60 * fabs(dy);
- } else {
- dotptr->dx = ship.dx + 20*dx;
- dotptr->dy = ship.dy + 2*dy;
- dotptr->life = 60 * fabs(dx);
+move_dot(struct dot *d)
+{
+ Sprite *hit;
+ float mass;
+
+ if(d->active) {
+ d->x += (d->dx - screendx) * t_frame;
+ d->y += (d->dy - screendy) * t_frame;
+ d->mass -= t_frame * d->decay;
+ if(d->mass < 0 || fclip(d->x, XSIZE) || fclip(d->y, YSIZE))
+ d->active = 0;
+ else {
+ hit = pixel_collides(d->x, d->y);
+ if(hit) if(hit->type != SHIP) {
+ d->active = 0;
+ mass = sprite_mass(hit);
+ if(d->type == BANGDOT) {
+ struct rock *rock = (struct rock*)hit;
+ rock->life -= (d->dx - hit->dx) * (d->dx - hit->dx) + (d->dy - hit->dy) * (d->dy - hit->dy);
+ if(rock->life < 0) {
+ kill_rock(rock);
+ }
+ }
+ hit->dx += DOT_MASS_UNIT * d->mass * (d->dx - hit->dx) / mass;
+ hit->dy += DOT_MASS_UNIT * d->mass * (d->dy - hit->dy) / mass;
}
-
- if(dotptr - edot < MAXENGINEDOTS-1) dotptr++;
- else dotptr = edot;
}
}
}
void
-draw_engine_dots(SDL_Surface *s) {
+move_dots(void)
+{
int i;
- uint16_t c;
- uint16_t *pixels = (uint16_t *) s->pixels;
- int row_inc = s->pitch/sizeof(uint16_t);
- int heatindex;
- Sprite *hit;
- for(i = 0; i<MAXENGINEDOTS; i++) {
- if(!edot[i].active) continue;
- edot[i].x += (edot[i].dx - screendx)*t_frame;
- edot[i].y += (edot[i].dy - screendy)*t_frame;
- edot[i].life -= t_frame*3;
- if(edot[i].life < 0
- || edot[i].x<0 || edot[i].x >= XSIZE
- || edot[i].y<0 || edot[i].y >= YSIZE) {
- edot[i].active = 0;
- continue;
- }
- // check collisions
- if((hit = pixel_collides(edot[i].x, edot[i].y))) {
- if(hit->type != SHIP) { // they shouldn't hit the ship, but they do
- edot[i].active = 0;
- hit->dx += ENGINE_DOT_WEIGHT * edot[i].life * edot[i].dx / sprite_mass(hit);
- hit->dy += ENGINE_DOT_WEIGHT * edot[i].life * edot[i].dy / sprite_mass(hit);
- continue;
- }
- }
- heatindex = edot[i].life * 6;
- c = heatindex>3*W ? heatcolor[3*W-1] : heatcolor[heatindex];
- pixels[row_inc*(int)(edot[i].y) + (int)(edot[i].x)] = c;
- }
+ for(i=0; i<MAXBANGDOTS; i++) move_dot(&bdot[i]);
+ for(i=0; i<MAXENGINEDOTS; i++) move_dot(&edot[i]);
}
+
void
-drawdots(SDL_Surface *s) {
- int m;
+draw_dot(struct dot *d)
+{
+ uint16_t *pixels, *pixel;
+ int row_inc;
- // Create engine dots out the side we're moving from
- for(m = 0; m<4; m++) {
- if(ship.jets & 1<<m) { // 'jets' is a bit field
- new_engine_dots(80,m);
- }
+ if(d->active) {
+ pixels = (uint16_t *) surf_screen->pixels;
+ row_inc = surf_screen->pitch / sizeof(uint16_t);
+ pixel = pixels + (int)d->y * row_inc + (int)d->x;
+ *pixel = heatcolor[min(3*W-1, (int)(d->mass * d->heat))];
}
+}
- move_dust();
+void
+draw_dots(void) {
+ int i;
- SDL_LockSurface(s);
- draw_dust(s);
- draw_engine_dots(s);
- draw_bang_dots(s);
- SDL_UnlockSurface(s);
+ if(SDL_MUSTLOCK(surf_screen)) { SDL_LockSurface(surf_screen); }
+ draw_dust();
+ for(i=0; i<MAXBANGDOTS; i++) draw_dot(&bdot[i]);
+ for(i=0; i<MAXENGINEDOTS; i++) draw_dot(&edot[i]);
+ if(SDL_MUSTLOCK(surf_screen)) { SDL_UnlockSurface(surf_screen); }
}
SDL_Surface *
void
load_ship(void)
{
- load_sprite(SPRITE(&ship), "sprites/ship.png");
+ load_sprite(SPRITE(&ship), "ship.png");
}
+void font_cleanup() {
+ font_free(g_font);
+}
+
+void
+set_video_mode() {
+ Uint32 flag;
+
+ // Attempt to get the required video size
+ flag = SDL_DOUBLEBUF | SDL_HWSURFACE;
+ if(opt_fullscreen) flag |= SDL_FULLSCREEN;
+ surf_screen = SDL_SetVideoMode(XSIZE,YSIZE,16,flag);
+}
+
+void
+toggle_fullscreen() {
+ opt_fullscreen = 1 - opt_fullscreen;
+ set_video_mode();
+ if(paused) {
+ draw();
+ }
+}
+
+
int
init(void) {
int i;
char *s;
- Uint32 flag;
// Where are our data files?
if(!find_files()) exit(1);
play_tune(TUNE_TITLE_PAGE);
+
// Attempt to get the required video size
- flag = SDL_DOUBLEBUF | SDL_HWSURFACE;
- if(opt_fullscreen) flag |= SDL_FULLSCREEN;
- surf_screen = SDL_SetVideoMode(XSIZE,YSIZE,16,flag);
+ set_video_mode();
// Set the title bar text
SDL_WM_SetCaption("Variations on Rockdodger", "VoR");
}
// Load the banners
- NULLERROR(surf_b_variations = load_image("banners/variations.png"));
- NULLERROR(surf_b_on = load_image("banners/on.png"));
- NULLERROR(surf_b_rockdodger = load_image("banners/rockdodger.png"));
+ NULLERROR(surf_b_variations = load_image("b_variations.png"));
+ NULLERROR(surf_b_on = load_image("b_on.png"));
+ NULLERROR(surf_b_rockdodger = load_image("b_rockdodger.png"));
- NULLERROR(surf_b_game = load_image("banners/game.png"));
- NULLERROR(surf_b_over = load_image("banners/over.png"));
+ NULLERROR(surf_b_game = load_image("b_game.png"));
+ NULLERROR(surf_b_over = load_image("b_over.png"));
// Load the life indicator (small ship) graphic.
- NULLERROR(surf_life = load_image("indicators/life.png"));
+ NULLERROR(surf_life = load_image("life.png"));
// Load the font image
- s = add_data_path(BIG_FONT_FILE);
+ s = add_data_path("font.png");
if(s) {
- NULLERROR(surf_font_big = IMG_Load(s));
- free(s);
- g_font = SFont_InitFont(surf_font_big);
+ g_font = font_load(s);
+ atexit(&font_cleanup);
+ } else {
+ fprintf(stderr, "could create path to font\n");
+ exit(1);
}
- init_engine_dots();
+ init_dots();
init_dust();
init_sprites();
int x;
char *text0, *text1;
SDL_Rect dest;
- float a_game = 0, a_over = 0;
-
- // fade in "GAME", then "OVER".
- a_game = min(1.0, faderate*fadetimer/3.0);
- if(a_game == 1.0) a_over = min(1.0, faderate*fadetimer/3.0 - 1);
fadetimer += t_frame;
dest.x = (XSIZE-surf_b_game->w)/2;
dest.y = (YSIZE-surf_b_game->h)/2-40;
- SDL_SetAlpha(surf_b_game, SDL_SRCALPHA, (int)(a_game*(200 + 55*cos(fadetimer))));
SDL_BlitSurface(surf_b_game,NULL,surf_screen,&dest);
dest.x = (XSIZE-surf_b_over->w)/2;
dest.y = (YSIZE-surf_b_over->h)/2 + 40;
- SDL_SetAlpha(surf_b_over, SDL_SRCALPHA, (int)(a_over*(200 + 55*sin(fadetimer))));
SDL_BlitSurface(surf_b_over,NULL,surf_screen,&dest);
if(new_high_score(score)) {
text0 = "New High Score!";
text1 = "Press SPACE to continue";
- } else if(initial_rocks == EASY_I_ROCKS) {
- text0 = space_msgs[1]; sequence[0] = text0;
- text1 = other_msgs[1]; sequence[1] = text1;
} else {
- text0 = space_msgs[0]; sequence[0] = space_msgs[2];
- text1 = other_msgs[0]; sequence[1] = text1;
+ text0 = msgs[g_easy][0];
+ text1 = msgs[g_easy][1];
}
- x = (XSIZE-SFont_TextWidth(g_font,text0))/2 + cos(fadetimer/9)*10;
- SFont_Write(surf_screen,g_font,x,YSIZE-100 + cos(fadetimer/6)*5,text0);
+ x = (XSIZE-font_width(text0))/2 + cos(fadetimer/9)*10;
+ font_write(x,YSIZE-100 + cos(fadetimer/6)*5,text0);
- x = (XSIZE-SFont_TextWidth(g_font,text1))/2 + sin(fadetimer/9)*10;
- SFont_Write(surf_screen,g_font,x,YSIZE-50 + sin(fadetimer/4)*5,text1);
+ x = (XSIZE-font_width(text1))/2 + sin(fadetimer/9)*10;
+ font_write(x,YSIZE-50 + sin(fadetimer/4)*5,text1);
}
void
dest.x = (XSIZE-surf_b_variations->w)/2 + cos(fadetimer/6.5)*10;
dest.y = (YSIZE/2-surf_b_variations->h)/2 + sin(fadetimer/5.0)*10;
- SDL_SetAlpha(surf_b_variations, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer)));
SDL_BlitSurface(surf_b_variations,NULL,surf_screen,&dest);
dest.x = (XSIZE-surf_b_on->w)/2 + cos((fadetimer + 1.0)/6.5)*10;
dest.y = (YSIZE/2-surf_b_on->h)/2 + surf_b_variations->h + 20 + sin((fadetimer + 1.0)/5.0)*10;
- SDL_SetAlpha(surf_b_on, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer-1.0)));
SDL_BlitSurface(surf_b_on,NULL,surf_screen,&dest);
dest.x = (XSIZE-surf_b_rockdodger->w)/2 + cos((fadetimer + 2.0)/6.5)*10;
dest.y = (YSIZE/2-surf_b_rockdodger->h)/2 + surf_b_variations->h + surf_b_on->h + 40 + sin((fadetimer + 2.0)/5)*10;
- SDL_SetAlpha(surf_b_rockdodger, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer-2.0)));
SDL_BlitSurface(surf_b_rockdodger,NULL,surf_screen,&dest);
- text = sequence[(int)(fadetimer/35)%NSEQUENCE];
- x = (XSIZE-SFont_TextWidth(g_font,text))/2 + cos(fadetimer/4.5)*10;
- SFont_Write(surf_screen,g_font,x,YSIZE-100 + cos(fadetimer/3)*5,text);
+ text = msgs[g_easy][(int)(fadetimer/35)%NSEQUENCE];
+ x = (XSIZE-font_width(text))/2 + cos(fadetimer/4.5)*10;
+ font_write(x,YSIZE-100 + cos(fadetimer/3)*5,text);
- text = "Version " VERSION;
- x = (XSIZE-SFont_TextWidth(g_font,text))/2 + sin(fadetimer/4.5)*10;
- SFont_Write(surf_screen,g_font,x,YSIZE-50 + sin(fadetimer/2)*5,text);
+ text = "Version " PACKAGE_VERSION;
+ x = (XSIZE-font_width(text))/2 + sin(fadetimer/4.5)*10;
+ font_write(x,YSIZE-50 + sin(fadetimer/2)*5,text);
}
void
-draw(void) {
-
+draw(void)
+{
SDL_FillRect(surf_screen,NULL,0); // black background
- drawdots(surf_screen); // background dots
+ draw_dots(); // background dots
draw_sprite(SPRITE(&ship));
draw_rocks();
show_lives();
show_score();
- // If it's game over, show the game over graphic in the dead centre
switch (state) {
- case GAME_OVER: draw_game_over(); break;
+ case GAME_OVER:
+ draw_game_over();
+ break;
- case TITLE_PAGE: draw_title_page(); break;
+ case TITLE_PAGE:
+ draw_title_page();
+ break;
case HIGH_SCORE_ENTRY:
- play_tune(TUNE_HIGH_SCORE_ENTRY);
- if(!process_score_input()) { // done inputting name
-
- // Change state to briefly show high scores page
- state = HIGH_SCORE_DISPLAY;
- state_timeout = 200;
-
- // Write the high score table to the file
- write_high_score_table();
-
- play_tune(TUNE_TITLE_PAGE);
- }
- // FALL THROUGH TO
case HIGH_SCORE_DISPLAY:
- // Display de list o high scores mon.
- display_scores(surf_screen, 150,50);
+ display_scores(150,50);
break;
+
case GAMEPLAY:
case DEAD_PAUSE:
; // no action necessary
}
- collisions();
-
- ms_frame = SDL_GetTicks() - ms_end;
- ms_end += ms_frame;
- t_frame = opt_gamespeed * ms_frame / 50;
- if(state == GAMEPLAY) score += ms_frame;
-
// Update the surface
SDL_Flip(surf_screen);
}
static inline void
-kill_ship(Sprite *ship)
+kill_ship(struct ship *ship)
{
- ship->flags = MOVE;
- // ship->flags = MOVE|DRAW; // FADE SHIP
- // SDL_SetAlpha(ship->image, SDL_SRCALPHA, 0); // FADE SHIP
- bang = true;
+ play_sound(SOUND_BANG);
+ new_bang_dots(SPRITE(ship));
+ if(--ship->lives) {
+ state = DEAD_PAUSE;
+ state_timeout = DEAD_PAUSE_LENGTH;
+ // want ship to be invisible, but keep drifting at sqrt(speed)
+ // to leave it in the middle of the space from the explosion.
+ ship->flags = MOVE;
+ ship->dx = (ship->dx < 0) ? -sqrt(-ship->dx) : sqrt(ship->dx);
+ ship->dy = (ship->dy < 0) ? -sqrt(-ship->dy) : sqrt(ship->dy);
+ if(ship->dx < BARRIER_SPEED) ship->dx = BARRIER_SPEED;
+ } else {
+ state = GAME_OVER;
+ play_tune(TUNE_TITLE_PAGE);
+ state_timeout = 200.0;
+ fadetimer = 0.0;
+ ship->flags = 0;
+ // scrolling is based on the ship speed, so we need to reset it.
+ ship->dx = BARRIER_SPEED; ship->dy = 0;
+ }
}
void
do_collision(Sprite *a, Sprite *b)
{
- if(a->type == SHIP) kill_ship(a);
- else if (b->type == SHIP) kill_ship(b);
+ if(a->type == SHIP) kill_ship((struct ship *)a);
+ else if(b->type == SHIP) kill_ship((struct ship *)b);
else bounce(a, b);
}
insert_score(score);
}
+// Count down the state timer, and change state when it gets to zero or less;
+void
+update_state(void)
+{
+ state_timeout -= t_frame*3;
+ if(state_timeout > 0) return;
+
+ switch(state) {
+ case GAMEPLAY: break; // no action necessary
+ case DEAD_PAUSE:
+ // Restore the ship and continue playing
+ ship.flags = DRAW|MOVE|COLLIDE;
+ state = GAMEPLAY;
+ break;
+ case GAME_OVER:
+ if(new_high_score(score)) init_score_entry();
+ else {
+ state = HIGH_SCORE_DISPLAY;
+ state_timeout = 400;
+ }
+ break;
+ case HIGH_SCORE_DISPLAY:
+ state = TITLE_PAGE;
+ state_timeout = 600.0;
+ fadetimer = 0.0;
+ break;
+ case HIGH_SCORE_ENTRY:
+ break;
+ case TITLE_PAGE:
+ state = HIGH_SCORE_DISPLAY;
+ state_timeout = 200.0;
+ break;
+ }
+}
+
void
gameloop() {
- Uint8 *keystate = SDL_GetKeyState(NULL);
+ SDL_Event e;
+ Uint8 *keystate;
float tmp;
-
for(;;) {
- SDL_PumpEvents();
- keystate = SDL_GetKeyState(NULL);
+ ms_frame = SDL_GetTicks() - ms_end;
+ ms_end += ms_frame;
+ if(ms_frame > 50) {
+ ms_frame = 50;
+ }
+ t_frame = gamespeed * ms_frame / 50;
+ frames++;
- if(!paused) {
- // Count down the game loop timer, and change state when it gets to zero or less;
-
- if((state_timeout -= t_frame*3) < 0) {
- switch(state) {
- case DEAD_PAUSE:
- // Restore the ship and continue playing
- ship.flags = DRAW|MOVE|COLLIDE;
- state = GAMEPLAY;
- play_tune(TUNE_GAMEPLAY);
- break;
- case GAME_OVER:
- if(new_high_score(score)) init_score_entry();
- else {
+ if(opt_autopilot) {
+ autopilot(t_frame);
+ }
+
+ while(paused ? SDL_WaitEvent(&e) : SDL_PollEvent(&e)) {
+ switch(e.type) {
+ case SDL_QUIT: return;
+ case SDL_KEYDOWN:
+ // even during high-score entry
+ if(e.key.keysym.sym == SDLK_ESCAPE) {
+ return;
+ }
+
+ if(state == HIGH_SCORE_ENTRY) {
+ if(!process_score_input(&e.key.keysym)) {
+ // Write the high score table to the file
+ write_high_score_table();
+ // continue to display the scores briefly
state = HIGH_SCORE_DISPLAY;
- state_timeout = 400;
+ state_timeout = 200;
+ }
+ } else {
+ switch(e.key.keysym.sym) {
+ case SDLK_q:
+ return;
+ case SDLK_3:
+ case SDLK_PRINT:
+ {
+ FILE *screenshot_fp;
+ char tmp[30];
+ char *screenshot_filename = &(tmp[0]);
+ for(;;) {
+ snprintf(screenshot_filename, 30, "vor-screenshot-%02i.bmp", screenshot_number++);
+ screenshot_fp = fopen(screenshot_filename, "r");
+ if(screenshot_fp) {
+ fclose(screenshot_fp);
+ } else {
+ break;
+ }
+ }
+ SDL_SaveBMP(surf_screen, screenshot_filename);
+ }
+ break;
+ case SDLK_SPACE:
+ if(state != GAMEPLAY && state != DEAD_PAUSE) {
+ // don't conflict with space key to start a new game
+ break;
+ }
+ // else fall through
+ case SDLK_p:
+ case SDLK_PAUSE:
+ paused = !paused;
+ if(paused) {
+ pause_tune();
+ } else {
+ resume_tune();
+ ms_end = SDL_GetTicks();
+ }
+ break;
+ case SDLK_f:
+ case SDLK_F11:
+ toggle_fullscreen();
+ break;
+ default:
+ // other keys are handled by checking keystate each frame
+ break;
}
- break;
- case HIGH_SCORE_DISPLAY:
- state = TITLE_PAGE;
- state_timeout = 600.0;
- fadetimer = 0.0;
- break;
- case HIGH_SCORE_ENTRY:
- break;
- case TITLE_PAGE:
- state = HIGH_SCORE_DISPLAY;
- state_timeout = 200.0;
- break;
- case GAMEPLAY:
- ; // no action necessary
- }
- } else {
- if(state == DEAD_PAUSE) {
- float blast_radius;
- // float alpha; // FADE SHIP
- if(state_timeout >= DEAD_PAUSE_LENGTH - 20.0) {
- blast_radius = BLAST_RADIUS * (DEAD_PAUSE_LENGTH - state_timeout) / 20.0;
- blast_rocks(bangx, bangy, blast_radius);
}
+ break;
+ }
+ }
+ keystate = SDL_GetKeyState(NULL);
+ if(opt_autopilot) {
+ autopilot_fix_keystates(keystate);
+ }
- if(bangx < 60) bangx = 60;
-
- // FADE SHIP
- // alpha = 255.0 * (DEAD_PAUSE_LENGTH - state_timeout) / DEAD_PAUSE_LENGTH;
- // SDL_SetAlpha(ship.image, SDL_SRCALPHA, (uint8_t)alpha);
+ if(state == GAMEPLAY) {
+ if(!paused) {
+ score += ms_frame;
+
+ if(keystate[SDLK_LEFT] || keystate[SDLK_KP4]) {
+ ship.dx -= THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<0;
+ }
+ if(keystate[SDLK_DOWN] || keystate[SDLK_KP5] || keystate[SDLK_KP2]) {
+ ship.dy += THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<1;
+ }
+ if(keystate[SDLK_RIGHT] || keystate[SDLK_KP6]) {
+ ship.dx += THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<2;
+ }
+ if(keystate[SDLK_UP] || keystate[SDLK_KP8]) {
+ ship.dy -= THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<3;
+ }
+ if(ship.jets) {
+ ship.dx = fconstrain2(ship.dx, -50, 50);
+ ship.dy = fconstrain2(ship.dy, -50, 50);
}
}
- new_rocks();
+ }
+
+ if(!paused) {
+ update_state();
// SCROLLING
- tmp = (ship.y+ship.dy*t_frame-YSCROLLTO)/25 + (ship.dy-screendy);
+ tmp = (ship.y+ship.h/2 + ship.dy*t_frame - YSCROLLTO)/25 + (ship.dy-screendy);
screendy += tmp * t_frame/12;
- tmp = (ship.x+ship.dx*t_frame-XSCROLLTO)/25 + (ship.dx-screendx);
+ tmp = (ship.x+ship.w/2 + ship.dx*t_frame - XSCROLLTO)/25 + (ship.dx-screendx);
screendx += tmp * t_frame/12;
// taper off so we don't hit the barrier abruptly.
// (if we would hit in < 2 seconds, adjust to 2 seconds).
- if(back_dist + (screendx - SCREENDXMIN)*TO_TICKS(2) < 0)
- screendx = SCREENDXMIN - (back_dist/TO_TICKS(2));
- back_dist += (screendx - SCREENDXMIN)*t_frame;
- if(opt_max_lead >= 0) back_dist = min(back_dist, opt_max_lead);
-
- // move bang center
- bangx += (bangdx - screendx)*t_frame;
- bangy += (bangdy - screendy)*t_frame;
+ if(dist_ahead + (screendx - BARRIER_SPEED)*TO_TICKS(2) < 0)
+ screendx = BARRIER_SPEED - (dist_ahead/TO_TICKS(2));
+ dist_ahead += (screendx - BARRIER_SPEED)*t_frame;
+ if(MAX_DIST_AHEAD >= 0) dist_ahead = min(dist_ahead, MAX_DIST_AHEAD);
move_sprites();
+ move_dots();
+ move_dust();
+ new_rocks();
// BOUNCE off left or right edge of screen
if(ship.x < 0 || ship.x+ship.w > XSIZE) {
ship.x -= (ship.dx-screendx)*t_frame;
- ship.dx = screendx - (ship.dx-screendx)*opt_bounciness;
+ ship.dx = screendx - (ship.dx-screendx)*BOUNCINESS;
+ ship.x = fconstrain(ship.x, XSIZE - ship.w);
}
// BOUNCE off top or bottom of screen
if(ship.y < 0 || ship.y+ship.h > YSIZE) {
ship.y -= (ship.dy-screendy)*t_frame;
- ship.dy = screendy - (ship.dy-screendy)*opt_bounciness;
+ ship.dy = screendy - (ship.dy-screendy)*BOUNCINESS;
+ ship.y = fconstrain(ship.y, YSIZE - ship.h);
}
- draw();
+ new_engine_dots();
- if(state == GAMEPLAY && bang) {
- // Died
- bang = false;
- play_sound(SOUND_BANG); // Play the explosion sound
- bangx = ship.x; bangy = ship.y; bangdx = ship.dx; bangdy = ship.dy;
- new_bang_dots(ship.x,ship.y,ship.dx,ship.dy,ship.image);
-
- if(--ship.lives) {
- state = DEAD_PAUSE;
- state_timeout = DEAD_PAUSE_LENGTH;
- ship.dx = (ship.dx < 0) ? -sqrt(-ship.dx) : sqrt(ship.dx);
- ship.dy = (ship.dy < 0) ? -sqrt(-ship.dy) : sqrt(ship.dy);
- if(ship.dx < SCREENDXMIN) ship.dx = SCREENDXMIN;
- } else {
- state = GAME_OVER;
- ship.dx = SCREENDXMIN; ship.dy = 0;
- state_timeout = 200.0;
- fadetimer = 0.0;
- faderate = t_frame;
- }
- }
+ collisions(); // must happen after ship bouncing because it puts pixels where the ship is (thus the ship must be on the screen)
+
+
+ draw();
// new game
- if((keystate[SDLK_SPACE] || keystate[SDLK_e] || keystate[SDLK_n])
+ if((keystate[SDLK_SPACE] || keystate[SDLK_1] || keystate[SDLK_2])
&& (state == HIGH_SCORE_DISPLAY
|| state == TITLE_PAGE
|| state == GAME_OVER)) {
if(state == GAME_OVER && new_high_score(score))
init_score_entry();
else {
- if((keystate[SDLK_SPACE] && !initial_rocks) || keystate[SDLK_n]) {
+ if((keystate[SDLK_SPACE] && !initial_rocks) || keystate[SDLK_2]) {
g_easy = 0;
initial_rocks = NORMAL_I_ROCKS;
final_rocks = NORMAL_F_ROCKS;
- if(opt_gamespeed == EASY_GAMESPEED)
- opt_gamespeed = NORMAL_GAMESPEED;
- } else if(keystate[SDLK_e]) {
+ if(gamespeed == EASY_GAMESPEED)
+ gamespeed = NORMAL_GAMESPEED;
+ } else if(keystate[SDLK_1]) {
g_easy = 1;
initial_rocks = EASY_I_ROCKS;
final_rocks = EASY_F_ROCKS;
- opt_gamespeed = EASY_GAMESPEED;
+ gamespeed = EASY_GAMESPEED;
}
reset_sprites();
reset_rocks();
- screendx = SCREENDXMIN; screendy = 0;
+ screendx = BARRIER_SPEED; screendy = 0;
- ship.x = XSIZE/2.2; ship.y = YSIZE/2;
+ ship.x = XSIZE/2.2; ship.y = YSIZE/2 - ship.w/2;
ship.dx = screendx; ship.dy = screendy;
ship.lives = 4;
ship.flags = MOVE|DRAW|COLLIDE;
- // SDL_SetAlpha(ship.image, SDL_SRCALPHA, SDL_ALPHA_OPAQUE); // FADE SHIP
add_sprite(SPRITE(&ship));
score = 0;
ship.jets = 0;
}
- if(state == GAMEPLAY) {
- if(!paused) {
- if(keystate[SDLK_LEFT] | keystate[SDLK_h]) { ship.dx -= 1.5*t_frame; ship.jets |= 1<<0;}
- if(keystate[SDLK_DOWN] | keystate[SDLK_t]) { ship.dy += 1.5*t_frame; ship.jets |= 1<<1;}
- if(keystate[SDLK_RIGHT] | keystate[SDLK_n]) { ship.dx += 1.5*t_frame; ship.jets |= 1<<2;}
- if(keystate[SDLK_UP] | keystate[SDLK_c]) { ship.dy -= 1.5*t_frame; ship.jets |= 1<<3;}
- if(keystate[SDLK_3]) { SDL_SaveBMP(surf_screen, "snapshot.bmp"); }
- }
-
- if(keystate[SDLK_p] | keystate[SDLK_s]) {
- if(!pausedown) {
- paused = !paused;
- pausedown = 1;
- if(!paused) ms_end = SDL_GetTicks();
- }
- } else {
- pausedown = 0;
- }
- }
-
if(state == TITLE_PAGE && keystate[SDLK_h]) {
state = HIGH_SCORE_DISPLAY;
state_timeout = 400;
}
- if(state != HIGH_SCORE_ENTRY && (keystate[SDLK_q] || keystate[SDLK_ESCAPE]))
- return;
-
+ tiny_sleep();
}
}
int
main(int argc, char **argv) {
- init_opts();
- argp_parse(&argp, argc, argv, 0, 0, 0);
+ if(!parse_opts(argc, argv)) return 1;
if(init()) {
- printf ("ta: '%s'\n",initerror);
+ printf ("vor: SDL error: '%s'\n",initerror);
return 1;
}
+ start = SDL_GetTicks();
+ frames = 0;
gameloop();
+ end = SDL_GetTicks();
+ // printf("%ld frames in %ld ms, %.2f fps.\n", frames, end-start, frames * 1000.0 / (end-start));
return 0;
}