-/*
- Space Rocks! Avoid the rocks as long as you can! {{{
- Copyright (C) 2001 Paul Holt <pad@pcholt.com>
-
- This program is free software; you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation; either version 2 of the License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
-
- You should have received a copy of the GNU General Public License
- along with this program; if not, write to the Free Software
- Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
- }}}
-*/
-#undef DEBUG
-
-extern int font_height;
-void clearBuffer();
-
-// includes {{{
+/* Variations on RockDodger
+ * Space Rocks copyright (C) 2001 Paul Holt <pad@pcholt.com>
+ *
+ * Project fork 2004, Jason Woofenden and Joshua Grams.
+ * (a whole bunch of modifications and project rename)
+
+ * This program is free software; you can redistribute it and/or modify it
+ * under the terms of the GNU General Public License as published by the
+ * Free Software Foundation; either version 2 of the License, or (at your
+ * option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+ */
+
+#ifdef DEBUG
+#include "debug.h"
+#endif
+
+#include "config.h"
+#include "file.h"
+#include "score.h"
+#include "shape.h"
+#include "sound.h"
+
+#include <math.h>
#include <SDL/SDL.h>
#include <SDL/SDL_image.h>
+#include <stdarg.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
-#include <math.h>
-#include <stdarg.h>
-
-#include <sys/types.h>
-#include <sys/stat.h>
#include <unistd.h>
#include "SFont.h"
-// }}}
-// constants {{{
-#define XSIZE 640
-#define YSIZE 480
-#define NROCKS 6 // Number of rock image files, not number of rocks visible
-#define MAXROCKS 120 // MAX Rocks
-#define MAXROCKHEIGHT 100
-#define ROCKRATE 2
-#define MAXBLACKPOINTS 500
-#define MAXENGINEDOTS 5000
-#define MAXBANGDOTS 50000
-#define MAXSPACEDOTS 2000
-#define W 100
-#define M 255
-#define BIG_FONT_FILE "fonts/score.png"
-// }}}
-// macros {{{
-#define CONDERROR(a) if ((a)) {initerror=strdup(SDL_GetError());return 1;}
-#define NULLERROR(a) CONDERROR((a)==NULL)
-// }}}
+
+#define CONDERROR(a) if((a)) {initerror = strdup(SDL_GetError());return 1;}
+#define NULLERROR(a) CONDERROR((a) == NULL)
// ************************************* STRUCTS
-struct rock_struct {/*{{{*/
- // Array of black pixel coordinates. This is scanned
- // every frame to see if it's still black, and as
- // soon as it isn't we BLOW UP
- float x,y,xvel,yvel;
- int active;
- SDL_Surface *image;
- int type_number;
- float heat;
-}; /*}}}*/
-struct black_point_struct {/*{{{*/
- int x,y;
-};/*}}}*/
-struct bangdots {/*{{{*/
- // Bang dots have the same colour as shield dots.
- // Bang dots get darker as they age.
- // Some are coloured the same as the ex-ship.
- float x,y,dx,dy;
- Uint16 c; // when zero, use heatcolor[bangdotlife]
- float life; // When reduced to 0, set active=0
- int active;
- float decay;// Amount by which to reduce life each time dot is drawn
-};/*}}}*/
-struct enginedots {/*{{{*/
- // Engine dots stream out the back of the ship, getting darker as they go.
- int active;
- float x,y,dx,dy;
- // The life of an engine dot
- // is a number starting at between 0 and 50 and counting backward.
- float life; // When reduced to 0, set active=0
-};/*}}}*/
-struct spacedot {/*{{{*/
- // Space dots are harmless background items
- // All are active. When one falls off the edge, another is created at the start.
- float x,y,dx;
- Uint16 color;
-};/*}}}*/
-// High score table {{{
-struct highscore {
- int score;
- char *name;
- int allocated;
-} high[] = {
- {13000,"Pad",0},
- {12500,"Pad",0},
- {6500,"Pad",0},
- {5000,"Pad",0},
- {3000,"Pad",0},
- {2500,"Pad",0},
- {2000,"Pad",0},
- {1500,"Pad",0}
+struct rock_struct {
+ // Array of black pixel coordinates. This is scanned
+ // every frame to see if it's still black, and as
+ // soon as it isn't we BLOW UP
+ float x,y,dx,dy;
+ int active;
+ int dead; // has been blown out of the way
+ // to make room for a new ship appearing.
+ SDL_Surface *image;
+ struct shape *shape;
+ int type_number;
+};
+struct black_point_struct {
+ int x,y;
+};
+struct bangdots {
+ // Bang dots have the same colour as shield dots.
+ // Bang dots get darker as they age.
+ // Some are coloured the same as the ex-ship.
+ float x,y,dx,dy;
+ Uint16 c; // when zero, use heatcolor[bangdotlife]
+ float life; // When reduced to 0, set active = 0
+ int active;
+ float decay;// Amount by which to reduce life each time dot is drawn
+};
+struct enginedots {
+ // Engine dots stream out the back of the ship, getting darker as they go.
+ int active;
+ float x,y,dx,dy;
+ // The life of an engine dot
+ // is a number starting at between 0 and 50 and counting backward.
+ float life; // When reduced to 0, set active = 0
+};
+struct spacedot {
+ // Space dots are harmless background items
+ // All are active. When one falls off the edge, another is created at the start.
+ float x,y,dx;
+ Uint16 color;
};
-// }}}
// ************************************* VARS
-// SDL_Surface global variables {{{
+// SDL_Surface global variables
SDL_Surface
- *surf_screen, // Screen
- *surf_b_rock, // Title element "rock"
- *surf_b_dodgers, // Title element "dodgers"
- *surf_b_game, // Title element "game"
- *surf_b_over, // Title element "over"
- *surf_ship, // Spaceship element
- *surf_life, // Indicator of number of ships remaining
- *surf_rock[NROCKS], // THE ROCKS
- *surf_deadrock[NROCKS], // THE DEAD ROCKS
- *surf_font_big; // The big font
-// }}}
-// Structure global variables {{{
-struct enginedots edot[MAXENGINEDOTS], *dotptr=edot;
-struct rock_struct rock[MAXROCKS], *rockptr=rock;
-struct black_point_struct black_point[MAXBLACKPOINTS], *blackptr=black_point;
-struct bangdots bdot[MAXBANGDOTS], *bdotptr=bdot;
+ *surf_screen, // Screen
+ *surf_b_variations, // "variations" banner
+ *surf_b_on, // "on" banner
+ *surf_b_rockdodger, // "rockdodger" banner
+ *surf_b_game, // Title element "game"
+ *surf_b_over, // Title element "over"
+ *surf_ship, // Spaceship element
+ *surf_life, // Indicator of number of ships remaining
+ *surf_rock[NROCKS], // THE ROCKS
+ *surf_font_big; // The big font
+
+struct shape rock_shapes[NROCKS];
+
+SFont_Font *g_font;
+
+// Structure global variables
+struct enginedots edot[MAXENGINEDOTS], *dotptr = edot;
+struct rock_struct rock[MAXROCKS], *rockptr = rock;
+struct black_point_struct black_point[MAXBLACKPOINTS], *blackptr = black_point;
+struct bangdots bdot[MAXBANGDOTS], *bdotptr = bdot;
struct spacedot sdot[MAXSPACEDOTS];
-// }}}
-// Other global variables {{{
+
+// Other global variables
char topline[1024];
char *initerror = "";
-char name[1024], debug1[1024];
-float xship,yship = 240.0; // X position, 0..XSIZE
-float xvel,yvel; // Change in X position per tick.
+struct shape shipshape;
+float shipx,shipy = 240.0; // X position, 0..XSIZE
+float shipdx,shipdy; // Change in X position per tick.
float rockrate,rockspeed;
-float movementrate;
-float shieldlevel, shieldpulse=0;
+float movementrate; // this controls the speed of everything that moves.
float yscroll;
+float scrollvel;
int nships,score,initticks,ticks_since_last, last_ticks;
-int initialshield, gameover, fast;
-int countdown=0;
+int gameover;
+int countdown = 0;
int maneuver = 0;
-int laser = 0;
-int shieldsup=0;
-int oss_sound_flag=0;
-int tail_plume=0; // display big engine at the back?
-int friction=0; // should there be friction?
-int scorerank;
-float fadetimer=0,faderate;
+int sound_flag = 1, music_flag = 0;
+int tail_plume = 0; // display big engine at the back?
+int friction = 0; // should there be friction?
+float fadetimer = 0, faderate;
-int pausedown=0,paused=0;
+int pausedown = 0, paused = 0;
// bangdot start (bd1) and end (bd2) position:
-int bd1=0, bd2=0;
-
-int xoffset[NROCKS][MAXROCKHEIGHT];
-
-enum states {/*{{{*/
- TITLE_PAGE,
- GAMEPLAY,
- DEAD_PAUSE,
- GAME_OVER,
- HIGH_SCORE_ENTRY,
- HIGH_SCORE_DISPLAY,
- DEMO
-};/*}}}*/
-enum states state=TITLE_PAGE;
+int bd1 = 0, bd2 = 0;
+
+enum states {
+ TITLE_PAGE,
+ GAMEPLAY,
+ DEAD_PAUSE,
+ GAME_OVER,
+ HIGH_SCORE_ENTRY,
+ HIGH_SCORE_DISPLAY
+};
+enum states state = TITLE_PAGE;
float state_timeout = 600.0;
-const int fakesin[] = {0,1,0,-1};
-const int fakecos[] = {1,0,-1,0};
-#define NSEQUENCE 5
+#define NSEQUENCE 2
char *sequence[] = {
- "Press SPACE to start",
- "http://spacerocks.sourceforge.net",
- "G'day tesmako",
- "G'day overcode",
- "S=shield D=laser"
+ "Press SPACE to start",
+ "http://qualdan.com/vor/"
};
int bangdotlife, nbangdots;
char *data_dir;
extern char *optarg;
extern int optind, opterr, optopt;
-// }}}
+
+float dist_sq(float x1, float y1, float x2, float y2)
+{
+ return (x2-x1)*(x2-x1) + (y2-y1)*(y2-y1);
+}
// ************************************* FUNCS
-#ifdef DOTCOLLISION
-int dotcollision(SDL_Surface *s) {/*{{{*/
- int i,j,m;
- Uint16 *rawpixel, *r;
-
- /*
- * Kill all the dots which collide with other objects.
- * This does not work, it's probably in the wrong place or something.
- */
- SDL_LockSurface(s);
- rawpixel = (Uint16 *) s->pixels;
- if (bangdotlife > 0 && bangdotlife<80) {
- for (i=0; i<nbangdots; i++) {
- if (bdot[i].x>0 && bdot[i].x<XSIZE && bdot[i].y>0 && bdot[i].y<YSIZE) {
- r = &rawpixel[(int)(s->pitch/2*(int)(bdot[i].y))+(int)(bdot[i].x)];
- if (*r != (bdot[i].c ? bdot[i].c : heatcolor[bangdotlife*2]))
- bdot[i].active=0;
- }
- }
- }
- SDL_UnlockSurface(s);
- return;
-}/*}}}*/
-#endif
+float
+rnd() {
+ return (float)random()/(float)RAND_MAX;
+}
-FILE *hs_fopen(char *mode) {/*{{{*/
- FILE *f;
- mode_t mask;
- mask = umask(0111);
- if (f=fopen("/usr/share/rockdodger/.highscore",mode)) {
- umask(mask);
- return f;
- }
- else {
- char s[1024];
- umask(0177);
- sprintf(s,"%s/.rockdodger_high",getenv("HOME"));
- if (f=fopen(s,mode)) {
- umask(mask);
- return f;
- }
- else {
- umask(mask);
- return 0;
+void
+init_engine_dots() {
+ int i;
+ for(i = 0; i<MAXENGINEDOTS; i++) {
+ edot[i].active = 0;
}
- }
-}/*}}}*/
-void read_high_score_table() {/*{{{*/
- FILE *f;
- int i;
- if (f=hs_fopen("r")) {
- // If the file exists, read from it
- for (i=0; i<8; i++) {
- char s[1024];
- int highscore;
- if (fscanf (f, "%d %[^\n]", &highscore, s)!=2)
- break;
- if (high[i].allocated)
- free(high[i].name);
- high[i].name = strdup(s);
- high[i].score = highscore;
- high[i].allocated = 1;
- }
- fclose(f);
- }
-}/*}}}*/
-void write_high_score_table() {/*{{{*/
- FILE *f;
- int i;
- if (f=hs_fopen("w")) {
- // If the file exists, write to it
- for (i=0; i<8; i++) {
- fprintf (f, "%d %s\n", high[i].score, high[i].name);
- }
- fclose(f);
- }
-}/*}}}*/
-void snprintscore(char *s, size_t n, int score) {/*{{{*/
- int min = score/60000;
- int sec = score/1000%60;
- int tenths = score%1000/100;
- if(min) {
- snprintf(s, n, "%2d:%.2d.%d", min, sec, tenths);
- } else {
- snprintf(s, n, " %2d.%d", sec, tenths);
- }
-}/*}}}*/
-float rnd() {/*{{{*/
- return (float)random()/(float)RAND_MAX;
-}/*}}}*/
-void init_engine_dots() {/*{{{*/
- int i;
- for (i=0; i<MAXENGINEDOTS; i++) {
- edot[i].active=0;
- }
-}/*}}}*/
-void init_space_dots() {/*{{{*/
- int i,intensity;
- for (i=0; i<MAXSPACEDOTS; i++) {
- float r;
-
- sdot[i].x = rnd()*(XSIZE-5);
- sdot[i].y = rnd()*(YSIZE-5);
-
- r = rnd()*rnd();
-
- sdot[i].dx = -r*4;
- // -1/((1-r)+.3);
- intensity = (int)(r*180+70);
- sdot[i].color = SDL_MapRGB(surf_screen->format,intensity,intensity,intensity);
-
- }
-}/*}}}*/
-
-int drawlaser() {/*{{{*/
- int i,xc,hitrock;
- Uint16 c, *rawpixel;
-
- hitrock = -1;
- xc = XSIZE;
- // let xc = x coordinate of the collision between the laser and a space rock
- // 1. Calculate xc and determine the asteroid that was hit
- for (i=0; i<MAXROCKS; i++) {
- if (rock[i].active) {
- if (yship+12>rock[i].y && yship+12<rock[i].y+rock[i].image->h && xship+32<rock[i].x+(rock[i].image->w/2) && rock[i].x+(rock[i].image->w/2) < xc) {
- xc = rock[i].x+(rock[i].image->w/2);
- hitrock = i;
- }
- }
- }
-
- if (hitrock>=0) {
- rock[hitrock].heat += movementrate*3;
- }
+}
- // Plot a number of random dots between xship and XSIZE
- SDL_LockSurface(surf_screen);
- rawpixel = (Uint16 *) surf_screen->pixels;
- c = SDL_MapRGB(surf_ship->format,rnd()*128,128+rnd()*120,rnd()*128);
+void
+init_space_dots() {
+ int i,intensity;
+ for(i = 0; i<MAXSPACEDOTS; i++) {
+ float r;
- for (i=0; i<(xc-xship)*5; i+=10) {
- int x,y;
- x = rnd()*(xc-(xship+32))+xship+32;
- y = yship+12+(rnd()-0.5)*1.5;
- rawpixel[surf_screen->pitch/2*y+x]=c;
- }
+ sdot[i].x = rnd()*(XSIZE-5);
+ sdot[i].y = rnd()*(YSIZE-5);
- SDL_UnlockSurface(surf_screen);
-}/*}}}*/
+ r = rnd()*rnd();
+ sdot[i].dx = -r*4;
+ // -1/((1-r) + .3);
+ intensity = (int)(r*180 + 70);
+ sdot[i].color = SDL_MapRGB(surf_screen->format,intensity,intensity,intensity);
-int makebangdots(int xbang, int ybang, int xvel, int yvel, SDL_Surface *s, int power) {/*{{{*/
+ }
+}
- // TODO - stop generating dots after a certain amount of time has passed, to cope with slower CPUs.
- // TODO - generate and display dots in a circular buffer
+void
+makebangdots(int xbang, int ybang, int dx, int dy, SDL_Surface *s, int power) {
- int i,x,y,n,endcount;
- Uint16 *rawpixel,c;
- double theta,r,dx,dy;
- int begin_generate;
+ // TODO - stop generating dots after a certain amount of time has passed, to cope with slower CPUs.
+ // TODO - generate and display dots in a circular buffer
- begin_generate = SDL_GetTicks();
+ int x,y,endcount;
+ Uint16 *rawpixel,c;
+ double theta,r;
+ int begin_generate;
- SDL_LockSurface(s);
- rawpixel = (Uint16 *) s->pixels;
+ begin_generate = SDL_GetTicks();
- //for (n=0; n<=power/2; n++) {
+ SDL_LockSurface(s);
+ rawpixel = (Uint16 *) s->pixels;
- endcount = 0;
- while (endcount<3) {
+ //for(n = 0; n <= power/2; n++) {
- for (x=0; x<s->w; x++) {
- for (y=0; y<s->h; y++) {
- c = rawpixel[s->pitch/2*y+x];
- if (c && c != SDL_MapRGB(s->format,0,255,0)) {
+ endcount = 0;
+ while (endcount<3) {
+ for(x = 0; x<s->w; x++) {
+ for(y = 0; y<s->h; y++) {
+ c = rawpixel[s->pitch/2*y + x];
+ if(c && c != s->format->colorkey) {
- theta = rnd()*M_PI*2;
+ theta = rnd()*M_PI*2;
- r = 1-(rnd()*rnd());
+ r = 1-(rnd()*rnd());
- bdot[bd2].dx = (power/50.0)*45.0*cos(theta)*r+xvel;
- bdot[bd2].dy = (power/50.0)*45.0*sin(theta)*r+yvel;
- bdot[bd2].x = x+xbang;
- bdot[bd2].y = y+ybang;
+ bdot[bd2].dx = (power/50.0)*45.0*cos(theta)*r + dx;
+ bdot[bd2].dy = (power/50.0)*45.0*sin(theta)*r + dy;
+ bdot[bd2].x = x + xbang;
+ bdot[bd2].y = y + ybang;
- // Replace the last few bang dots with the pixels from the exploding object
- bdot[bd2].c = (endcount>0)?c:0;
- bdot[bd2].life = 100;
- bdot[bd2].decay = rnd()*3+1;
- bdot[bd2].active = 1;
+ // Replace the last few bang dots with the pixels from the exploding object
+ bdot[bd2].c = (endcount>0)?c:0;
+ bdot[bd2].life = 100;
+ bdot[bd2].decay = rnd()*3 + 1;
+ bdot[bd2].active = 1;
- bd2++;
- bd2 %= MAXBANGDOTS;
+ bd2++;
+ bd2 %= MAXBANGDOTS;
- // If the circular buffer is filled, who cares? They've had their chance.
- //if (bd2==bd1-1) goto exitloop;
+ // If the circular buffer is filled, who cares? They've had their chance.
+ //if(bd2 == bd1-1) goto exitloop;
+ }
+ }
}
- }
+
+ if(SDL_GetTicks() - begin_generate > 7) endcount++;
}
- if (SDL_GetTicks() - begin_generate > 7) endcount++;
+ SDL_UnlockSurface(s);
- }
-exitloop:
+}
- SDL_UnlockSurface(s);
+void
+draw_bang_dots(SDL_Surface *s) {
+ int i;
+ int first_i, last_i;
+ Uint16 *rawpixel;
+ rawpixel = (Uint16 *) s->pixels;
-}/*}}}*/
+ first_i = -1;
-void draw_bang_dots(SDL_Surface *s) {/*{{{*/
- int i;
- int first_i, last_i;
- Uint16 *rawpixel;
- rawpixel = (Uint16 *) s->pixels;
+ for(i = bd1; (bd1 <= bd2)?(i<bd2):(i >= bd1 && i < bd2); last_i = ++i) {
- first_i = -1;
+ i %= MAXBANGDOTS;
- for (i=bd1; (bd1<=bd2)?(i<bd2):(i>=bd1 && i<bd2); last_i = ++i) {
+ if(bdot[i].x <= 0 || bdot[i].x >= XSIZE || bdot[i].y <= 0 || bdot[i].y >= YSIZE) {
+ // If the dot has drifted outside the perimeter, kill it
+ bdot[i].active = 0;
+ }
- i %= MAXBANGDOTS;
+ if(bdot[i].active) {
+ if(first_i < 0)
+ first_i = i;
+ //last_i = i + 1;
+ 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)];
+ bdot[i].life -= bdot[i].decay;
+ bdot[i].x += bdot[i].dx*movementrate;
+ bdot[i].y += bdot[i].dy*movementrate + yscroll;
+
+ if(bdot[i].life<0)
+ bdot[i].active = 0;
+ }
+ }
- if (bdot[i].x<=0 || bdot[i].x>=XSIZE || bdot[i].y<=0 || bdot[i].y>=YSIZE) {
- // If the dot has drifted outside the perimeter, kill it
- bdot[i].active = 0;
+ if(first_i >= 0) {
+ bd1 = first_i;
+ bd2 = last_i;
+ }
+ else {
+ bd1 = 0;
+ bd2 = 0;
}
- if (bdot[i].active) {
+}
- //printf("%d %d\n",bd1,bd2);
- if (first_i < 0)
- first_i = i;
- //last_i = i+1;
- 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)];
- bdot[i].life-=bdot[i].decay;
- bdot[i].x += bdot[i].dx*movementrate;
- bdot[i].y += bdot[i].dy*movementrate + yscroll;
+void
+draw_space_dots(SDL_Surface *s) {
+ int i;
+ Uint16 *rawpixel;
+ rawpixel = (Uint16 *) s->pixels;
- if (bdot[i].life<0)
- bdot[i].active = 0;
+ for(i = 0; i<MAXSPACEDOTS; i++) {
+ if(sdot[i].y<0) {
+ sdot[i].y = 0;
+ }
+ rawpixel[(int)(s->pitch/2*(int)sdot[i].y) + (int)(sdot[i].x)] = sdot[i].color;
+ sdot[i].x += sdot[i].dx*movementrate;
+ sdot[i].y += yscroll;
+ if(sdot[i].y > YSIZE) {
+ sdot[i].y -= YSIZE;
+ } else if(sdot[i].y < 0) {
+ sdot[i].y += YSIZE;
+ }
+ if(sdot[i].x<0) {
+ sdot[i].x = XSIZE;
+ }
}
+}
- //printf("/n");
- //exit(0);
-
- }
-
- if (first_i>=0) {
- bd1 = first_i;
- bd2 = last_i;
- //printf("new %d %d\n",bd1,bd2);
- //fprintf (stderr,"%d - %d\n", bd1,bd2);
- }
- else {
- bd1 = 0;
- bd2 = 0;
- //fprintf (stderr,"reset\n");
- }
-
-}/*}}}*/
-
-
-void draw_space_dots(SDL_Surface *s) {/*{{{*/
- int i;
- Uint16 *rawpixel;
- rawpixel = (Uint16 *) s->pixels;
-
- for (i=0; i<MAXSPACEDOTS; i++) {
- if (sdot[i].y<0) sdot[i].y=0;
- rawpixel[(int)(s->pitch/2*(int)sdot[i].y)+(int)(sdot[i].x)] = sdot[i].color;
- sdot[i].x += sdot[i].dx*movementrate;
- sdot[i].y += yscroll;
- if(sdot[i].y > YSIZE) {
- sdot[i].y -= YSIZE;
- } else if(sdot[i].y < 0) {
- sdot[i].y += YSIZE;
- }
- if (sdot[i].x<0)
- sdot[i].x=XSIZE;
- }
-}/*}}}*/
-void draw_engine_dots(SDL_Surface *s) {/*{{{*/
- int i;
- Uint16 *rawpixel;
- rawpixel = (Uint16 *) s->pixels;
-
- for (i=0; i<MAXENGINEDOTS; i++) {
- if (edot[i].active) {
- edot[i].x += edot[i].dx*movementrate;
- edot[i].y += edot[i].dy*movementrate + yscroll;
- if ((edot[i].life-=movementrate*3)<0 || edot[i].y<0 || edot[i].y>YSIZE)
- edot[i].active=0;
- else
- if (edot[i].x<0 || edot[i].x>XSIZE) {
- edot[i].active=0;
- }
- else {
- int heatindex;
- heatindex = edot[i].life * 6;
- //rawpixel[(int)(s->pitch/2*(int)(edot[i].y))+(int)(edot[i].x)] = lifecolor[(int)(edot[i].life)];
- rawpixel[(int)(s->pitch/2*(int)(edot[i].y))+(int)(edot[i].x)] = heatindex>3*W ? heatcolor[3*W-1] : heatcolor[heatindex];
+void
+draw_engine_dots(SDL_Surface *s) {
+ int i;
+ Uint16 *rawpixel;
+ rawpixel = (Uint16 *) s->pixels;
+
+ for(i = 0; i<MAXENGINEDOTS; i++) {
+ if(edot[i].active) {
+ edot[i].x += edot[i].dx*movementrate;
+ edot[i].y += edot[i].dy*movementrate + yscroll;
+ if((edot[i].life -= movementrate*3)<0 || edot[i].y<0 || edot[i].y>YSIZE) {
+ edot[i].active = 0;
+ } else if(edot[i].x<0 || edot[i].x>XSIZE) {
+ edot[i].active = 0;
+ } else {
+ int heatindex;
+ heatindex = edot[i].life * 6;
+ //rawpixel[(int)(s->pitch/2*(int)(edot[i].y)) + (int)(edot[i].x)] = lifecolor[(int)(edot[i].life)];
+ rawpixel[(int)(s->pitch/2*(int)(edot[i].y)) + (int)(edot[i].x)] = heatindex>3*W ? heatcolor[3*W-1] : heatcolor[heatindex];
+ }
}
}
- }
-}/*}}}*/
+}
-void create_engine_dots(int newdots) {
- int i;
- double theta,r,dx,dy;
+void
+create_engine_dots(int newdots) {
+ int i;
+ double theta,r,dx,dy;
if(!tail_plume) return;
- if (state==GAMEPLAY)
- for (i=0; i<newdots*movementrate; i++) {
- if (dotptr->active==0) {
-
- theta = rnd()*M_PI*2;
- r = rnd();
- dx = cos(theta)*r;
- dy = sin(theta)*r;
-
- dotptr->active=1;
- dotptr->x=xship+surf_ship->w/2-14;
- dotptr->y=yship+surf_ship->h/2+(rnd()-0.5)*5-1;
- dotptr->dx=10*(dx-1.5)+xvel;
- dotptr->dy=1*dy+yvel;
- dotptr->life=45+rnd(1)*5;
-
- dotptr++;
- if (dotptr-edot>=MAXENGINEDOTS) dotptr = edot;
-
- }
+ if(state == GAMEPLAY) {
+ for(i = 0; i<newdots*movementrate; i++) {
+ if(dotptr->active == 0) {
+ theta = rnd()*M_PI*2;
+ r = rnd();
+ dx = cos(theta)*r;
+ dy = sin(theta)*r;
+
+ dotptr->active = 1;
+ dotptr->x = shipx + surf_ship->w/2-14;
+ dotptr->y = shipy + surf_ship->h/2 + (rnd()-0.5)*5-1;
+ dotptr->dx = 10*(dx-1.5) + shipdx;
+ dotptr->dy = 1*dy + shipdy;
+ dotptr->life = 45 + rnd(1)*5;
+
+ dotptr++;
+ if(dotptr-edot >= MAXENGINEDOTS) {
+ dotptr = edot;
+ }
+ }
+ }
}
}
-void create_engine_dots2(int newdots, int m) {
- int i;
- double theta, theta2, dx, dy, adx, ady;
-
- // Don't create fresh engine dots when
- // the game is not being played and a demo is not beng shown
- if (state!=GAMEPLAY && state!=DEMO) return;
-
- for (i=0; i<newdots; i++) {
- if (dotptr->active==0) {
-
- theta = rnd()*M_PI*2;
- theta2 = rnd()*M_PI*2;
-
- dx = cos(theta) * fabs(cos(theta2));
- dy = sin(theta) * fabs(cos(theta2));
- adx = fabs(dx);
- ady = fabs(dy);
-
-
- dotptr->active=1;
- dotptr->x=xship+surf_ship->w/2+(rnd()-0.5)*3;
- dotptr->y=yship+surf_ship->h/2+(rnd()-0.5)*3;
-
- switch(m) {
- case 0:
- dotptr->x-=14;
- dotptr->dx=-20*adx + xvel;
- dotptr->dy=2*dy+yvel;
- dotptr->life = 60 * adx;
- break;
- case 1:
- dotptr->dx=2*dx+xvel;
- dotptr->dy=-20*ady + yvel;
- dotptr->life = 60 * ady;
- break;
- case 2:
- dotptr->x+=14;
- dotptr->dx=20*adx + xvel;
- dotptr->dy=2*dy+yvel;
- dotptr->life = 60 * adx;
- break;
- case 3:
- dotptr->dx=2*dx+xvel;
- dotptr->dy=20*ady + yvel;
- dotptr->life = 60 * ady;
- break;
- }
- //dotptr->life *= 0.5 + rnd(0.5);
- //dotptr->life=45+rnd(1)*20;
- dotptr++;
- if (dotptr-edot>=MAXENGINEDOTS)
- dotptr = edot;
+void
+create_engine_dots2(int newdots, int m) {
+ int i;
+ double theta, theta2, dx, dy, adx, ady;
+
+ // Don't create fresh engine dots when
+ // the game is not being played and a demo is not beng shown
+ if(state != GAMEPLAY) return;
+
+ for(i = 0; i<newdots; i++) {
+ if(dotptr->active == 0) {
+ theta = rnd()*M_PI*2;
+ theta2 = rnd()*M_PI*2;
+
+ dx = cos(theta) * fabs(cos(theta2));
+ dy = sin(theta) * fabs(cos(theta2));
+ adx = fabs(dx);
+ ady = fabs(dy);
+
+
+ dotptr->active = 1;
+ dotptr->x = shipx + surf_ship->w/2 + (rnd()-0.5)*3;
+ dotptr->y = shipy + surf_ship->h/2 + (rnd()-0.5)*3;
+
+ switch(m) {
+ case 0:
+ dotptr->x -= 14;
+ dotptr->dx = -20*adx + shipdx;
+ dotptr->dy = 2*dy + shipdy;
+ dotptr->life = 60 * adx;
+ break;
+ case 1:
+ dotptr->dx = 2*dx + shipdx;
+ dotptr->dy = -20*ady + shipdy;
+ dotptr->life = 60 * ady;
+ break;
+ case 2:
+ dotptr->x += 14;
+ dotptr->dx = 20*adx + shipdx;
+ dotptr->dy = 2*dy + shipdy;
+ dotptr->life = 60 * adx;
+ break;
+ case 3:
+ dotptr->dx = 2*dx + shipdx;
+ dotptr->dy = 20*ady + shipdy;
+ dotptr->life = 60 * ady;
+ break;
+ }
+ dotptr++;
+ if(dotptr-edot >= MAXENGINEDOTS) {
+ dotptr = edot;
+ }
+ }
}
- }
}
-int drawdots(SDL_Surface *s) {/*{{{*/
- int m, scorepos, n;
-
- SDL_LockSurface(s);
- // Draw the background stars aka space dots
- draw_space_dots(s);
+void
+drawdots(SDL_Surface *s) {
+ int m;
- // Draw the score when playing the game or whn the game is freshly over
- if (1 || state==GAMEPLAY || state==DEAD_PAUSE || state==GAME_OVER ) {
-
- SDL_UnlockSurface(s);
+ SDL_LockSurface(s);
+ // Draw the background stars aka space dots
+ draw_space_dots(s);
- scorepos = XSIZE-250;
- n = snprintf(topline, 50, "Time: ");
- snprintscore(topline+n, 50-n, score);
- PutString(s,scorepos,0,topline);
+ // Draw the score when playing the game or whn the game is freshly over
+ if(1 || state == GAMEPLAY || state == DEAD_PAUSE || state == GAME_OVER ) {
+ SDL_UnlockSurface(s);
- SDL_LockSurface(s);
+ snprintscore_line(topline, 50, score);
+ SFont_Write(s,g_font,XSIZE-250,0,topline);
- }
+ SDL_LockSurface(s);
+ }
- // Draw all the engine dots
- draw_engine_dots(s);
+ // Draw all the engine dots
+ draw_engine_dots(s);
- // Create more engine dots comin out da back
- if (!gameover)
- create_engine_dots(200);
+ // Create more engine dots comin out da back
+ if(!gameover) create_engine_dots(200);
- // Create engine dots out the side we're moving from
- for (m=0; m<4; m++)
- if (maneuver & 1<<m) // 'maneuver' is a bit field
- create_engine_dots2(80,m);
+ // Create engine dots out the side we're moving from
+ for(m = 0; m<4; m++) {
+ if(maneuver & 1<<m) { // 'maneuver' is a bit field
+ create_engine_dots2(80,m);
+ }
+ }
- // Draw all outstanding bang dots
- //if (bangdotlife-- > 0)
+ // Draw all outstanding bang dots
+ //if(bangdotlife-- > 0)
draw_bang_dots(s);
- SDL_UnlockSurface(s);
-}/*}}}*/
-char * load_file(char *s) {/*{{{*/
- static char retval[1024];
- snprintf(retval, 1024, "%s/%s", data_dir, s);
- return retval;
+ SDL_UnlockSurface(s);
}
-/*}}}*/
-int missing(char *dirname) {/*{{{*/
- struct stat buf;
- stat(dirname, &buf);
- return (!S_ISDIR(buf.st_mode));
-}/*}}}*/
-
-int init(int fullscreen) {/*{{{*/
-
- int i,j;
- SDL_Surface *temp;
- Uint16 *raw_pixels;
- Uint32 flag;
-
- read_high_score_table();
-
- // Where are our data files?
- // default: ./data
- // second alternative: RD_DATADIR
- // final alternative: /usr/share/rockdodger
- data_dir = strdup("./data");
- if (missing(data_dir)) {
- char *env;
- env = getenv("RD_DATADIR");
- if (env != NULL) {
- data_dir = strdup(env);
- if (missing(data_dir)) {
- fprintf (stderr,"Cannot find data directory $RD_DATADIR\n");
- exit(-1);
- }
- }
- else {
- data_dir = strdup("/usr/share/rockdodger");
- if (missing(data_dir)) {
- fprintf (stderr,"Cannot find data in %s\n", data_dir);
- exit(-2);
- }
- }
- }
-
- if (oss_sound_flag) {
- // Initialise SDL with audio and video
- if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO)!=0) {
- oss_sound_flag=0;
- printf ("Can't open sound, starting without it\n");
- atexit(SDL_Quit);
- }
- else {
- atexit(SDL_Quit);
- atexit(SDL_CloseAudio);
- oss_sound_flag = init_sound();
+ char a[MAX_PATH_LEN];
+int
+init(int fullscreen) {
+
+ int i,j;
+ SDL_Surface *temp;
+ Uint16 *raw_pixels;
+ Uint32 flag;
+
+ // Where are our data files?
+ if(!find_files()) exit(1);
+ read_high_score_table();
+
+ if(sound_flag) {
+ // Initialize SDL with audio and video
+ if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) != 0) {
+ sound_flag = 0;
+ printf ("Can't open sound, starting without it\n");
+ atexit(SDL_Quit);
+ } else {
+ atexit(SDL_Quit);
+ atexit(SDL_CloseAudio);
+ sound_flag = init_sound();
+ }
+ } else {
+ // Initialize with video only
+ CONDERROR(SDL_Init(SDL_INIT_VIDEO) != 0);
+ atexit(SDL_Quit);
}
- }
- else {
- // Initialise with video only
- CONDERROR(SDL_Init(SDL_INIT_VIDEO)!=0);
- atexit(SDL_Quit);
- }
-
- if (oss_sound_flag)
play_tune(0);
- // Attempt to get the required video size
- flag = SDL_DOUBLEBUF | SDL_HWSURFACE;
- if (fullscreen) flag |= SDL_FULLSCREEN;
- surf_screen = SDL_SetVideoMode(XSIZE,YSIZE,16,flag);
+ // Attempt to get the required video size
+ flag = SDL_DOUBLEBUF | SDL_HWSURFACE;
+ if(fullscreen) flag |= SDL_FULLSCREEN;
+ surf_screen = SDL_SetVideoMode(XSIZE,YSIZE,16,flag);
+
+ // Set the title bar text
+ SDL_WM_SetCaption("Variations on Rockdodger", "VoR");
- // Set the title bar text
- SDL_WM_SetCaption("Rock Dodgers", "rockdodgers");
+ NULLERROR(surf_screen);
- NULLERROR(surf_screen);
+ // Set the heat color from the range 0 (cold) to 300 (blue-white)
+ for(i = 0; i<W*3; i++) {
+ heatcolor[i] = SDL_MapRGB(
+ surf_screen->format,
+ (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?
+ );
+ }
- // Set the heat color from the range 0 (cold) to 300 (blue-white)
- for (i=0; i<W*3; i++)
- heatcolor[i] = SDL_MapRGB(
- surf_screen->format,
- (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?
- );
+ // Load the banners
+ NULLERROR(temp = IMG_Load(add_path("banners/variations.png")));
+ NULLERROR(surf_b_variations = SDL_DisplayFormat(temp));
- // Load the banners
- NULLERROR(temp = IMG_Load(load_file("banners/rock.png")));
- NULLERROR(surf_b_rock = SDL_DisplayFormat(temp));
+ NULLERROR(temp = IMG_Load(add_path("banners/on.png")));
+ NULLERROR(surf_b_on = SDL_DisplayFormat(temp));
- NULLERROR(temp = IMG_Load(load_file("banners/dodgers.png")));
- NULLERROR(surf_b_dodgers = SDL_DisplayFormat(temp));
+ NULLERROR(temp = IMG_Load(add_path("banners/rockdodger.png")));
+ NULLERROR(surf_b_rockdodger = SDL_DisplayFormat(temp));
- NULLERROR(temp = IMG_Load(load_file("banners/game.png")));
- NULLERROR(surf_b_game = SDL_DisplayFormat(temp));
+ NULLERROR(temp = IMG_Load(add_path("banners/game.png")));
+ NULLERROR(surf_b_game = SDL_DisplayFormat(temp));
- NULLERROR(temp = IMG_Load(load_file("banners/over.png")));
- NULLERROR(surf_b_over = SDL_DisplayFormat(temp));
+ NULLERROR(temp = IMG_Load(add_path("banners/over.png")));
+ NULLERROR(surf_b_over = SDL_DisplayFormat(temp));
- surf_font_big = IMG_Load(load_file(BIG_FONT_FILE));
- InitFont(surf_font_big);
+ surf_font_big = IMG_Load(add_path(BIG_FONT_FILE));
+ g_font = SFont_InitFont(surf_font_big);
- // Load the spaceship graphic.
- NULLERROR(temp = IMG_Load(load_file("sprites/ship.png")));
+ // Load the spaceship graphic.
+ NULLERROR(temp = IMG_Load(add_path("sprites/ship.png")));
NULLERROR(surf_ship = SDL_DisplayFormat(temp));
+ get_shape(surf_ship, &shipshape);
- // Load the life indicator (small ship) graphic.
- NULLERROR(temp = IMG_Load(load_file("indicators/life.png")));
+ // Load the life indicator (small ship) graphic.
+ NULLERROR(temp = IMG_Load(add_path("indicators/life.png")));
NULLERROR(surf_life = SDL_DisplayFormat(temp));
- // Create the array of black points;
- SDL_LockSurface(surf_ship);
- raw_pixels = (Uint16 *) surf_ship->pixels;
- for (i=0; i<surf_ship->w; i++)
- for (j=0; j<surf_ship->h; j++)
- if (raw_pixels[j*(surf_ship->pitch)/2+i] == 0) {
- blackptr->x = i;
- blackptr->y = j;
- blackptr++;
- }
- SDL_UnlockSurface(surf_ship);
-
- init_engine_dots();
- init_space_dots();
-
- // Load all our lovely rocks
- for (i=0; i<NROCKS; i++) {
- char a[100];
-
- sprintf(a,load_file("sprites/rock%d.png"),i);
- NULLERROR(temp = IMG_Load(a));
- NULLERROR(surf_rock[i] = SDL_DisplayFormat(temp));
+ // Create the array of black points;
+ SDL_LockSurface(surf_ship);
+ raw_pixels = (Uint16 *) surf_ship->pixels;
+ for(i = 0; i<surf_ship->w; i++) {
+ for(j = 0; j<surf_ship->h; j++) {
+ if(raw_pixels[j*(surf_ship->pitch)/2 + i] == 0) {
+ blackptr->x = i;
+ blackptr->y = j;
+ blackptr++;
+ }
+ }
+ }
+
+ SDL_UnlockSurface(surf_ship);
- sprintf(a,load_file("sprites/deadrock%d.png"),i);
+ init_engine_dots();
+ init_space_dots();
+
+ // Load all our lovely rocks
+ for(i = 0; i<NROCKS; i++) {
+ snprintf(a,MAX_PATH_LEN,add_path("sprites/rock%02d.png"),i);
NULLERROR(temp = IMG_Load(a));
- NULLERROR(surf_deadrock[i] = SDL_DisplayFormat(temp));
- }
+ NULLERROR(surf_rock[i] = SDL_DisplayFormat(temp));
+ get_shape(surf_rock[i], &rock_shapes[i]);
+ }
- // Remove the mouse cursor
+ // Remove the mouse cursor
#ifdef SDL_DISABLE
- SDL_ShowCursor(SDL_DISABLE);
+ SDL_ShowCursor(SDL_DISABLE);
#endif
- return 0;
-}/*}}}*/
-int draw() {/*{{{*/
- int i,n;
- SDL_Rect src,dest;
- struct black_point_struct *p;
- Uint16 *raw_pixels;
- int bang, offset, x;
- char *text;
- float fadegame,fadeover;
+ return 0;
+}
- char *statedisplay, buf[1024];
-
- bang=0;
+int
+draw() {
+ int i;
+ SDL_Rect src,dest;
+ struct black_point_struct *p;
+ Uint16 *raw_pixels;
+ int bang, offset, x;
+ char *text;
+ float fadegame,fadeover;
+
+ bang = 0;
+
+ src.x = 0;
+ src.y = 0;
+ dest.x = 0;
+ dest.y = 0;
+
+ // Draw a fully black background
+ SDL_FillRect(surf_screen,NULL,0);
+
+ // Draw the background dots
+ drawdots(surf_screen);
+
+ // Draw ship
+ if(!gameover && state == GAMEPLAY ) {
+ src.w = surf_ship->w;
+ src.h = surf_ship->h;
+ dest.w = src.w;
+ dest.h = src.h;
+ dest.x = (int)shipx;
+ dest.y = (int)shipy;
+ SDL_BlitSurface(surf_ship,&src,surf_screen,&dest);
+ }
- src.x=0;
- src.y=0;
- dest.x=0;
- dest.y=0;
+ // Draw all the rocks, in all states
+ for(i = 0; i<MAXROCKS; i++) {
+ if(rock[i].active) {
- // Draw a fully black background
- SDL_FillRect(surf_screen,NULL,0);
+ src.w = rock[i].image->w;
+ src.h = rock[i].image->h;
+ dest.w = src.w;
+ dest.h = src.h;
+ dest.x = (int) rock[i].x;
+ dest.y = (int) rock[i].y;
+ // Draw the rock
+ SDL_BlitSurface(rock[i].image,&src,surf_screen,&dest);
-#ifdef DEBUG
- // DEBUG {{{
- // Show the current state
- switch (state) {
- case TITLE_PAGE:
- statedisplay = "title_page";
- break;
- case GAMEPLAY:
- statedisplay = "gameplay";
- break;
- case DEAD_PAUSE:
- statedisplay = "dead_pause";
- break;
- case GAME_OVER:
- statedisplay = "game_over";
- break;
- case HIGH_SCORE_ENTRY:
- statedisplay = "high_score_entry";
- break;
- case HIGH_SCORE_DISPLAY:
- statedisplay = "high_score_display";
- break;
- case DEMO:
- statedisplay = "demo";
- break;
- }
- snprintf(buf,1024, "mode=%s", statedisplay);
- PutString(surf_screen,0,YSIZE-50,buf);
- // }}}
-#endif
-
- // Draw the background dots
- drawdots(surf_screen);
-
- // If it's firing, draw the laser
- if (laser)
- drawlaser();
-
- // Draw ship
- if (!gameover && (state==GAMEPLAY || state==DEMO) ) {
- src.w = surf_ship->w;
- src.h = surf_ship->h;
- dest.w = src.w;
- dest.h = src.h;
- dest.x = (int)xship;
- dest.y = (int)yship;
- SDL_BlitSurface(surf_ship,&src,surf_screen,&dest);
- }
-
- // Draw all the rocks, in all states
- for (i=0; i<MAXROCKS; i++) {
- if (rock[i].active) {
-
- src.w = rock[i].image->w;
- src.h = rock[i].image->h;
- dest.w = src.w;
- dest.h = src.h;
- dest.x = (int) rock[i].x;
- dest.y = (int) rock[i].y;
-
- // Draw the rock
- SDL_BlitSurface(rock[i].image,&src,surf_screen,&dest);
-
- // Draw the heated part of the rock, in an alpha which reflects the
- // amount of heat in the rock.
- if (rock[i].heat>0) {
- SDL_Surface *deadrock;
- deadrock = surf_deadrock[rock[i].type_number];
- SDL_SetAlpha(deadrock,SDL_SRCALPHA,rock[i].heat*255/rock[i].image->h);
- dest.x = (int) rock[i].x; // kludge
- SDL_BlitSurface(deadrock,&src,surf_screen,&dest);
- if (rnd()<0.3) rock[i].heat-=movementrate;
- }
-
- // If the rock is heated past a certain point, the water content of
- // the rock flashes to steam, releasing enough energy to destroy
- // the rock in spectacular fashion.
- if (rock[i].heat>rock[i].image->h) {
- rock[i].active=0;
- play_sound(1+(int)(rnd()*3));
- makebangdots(rock[i].x,rock[i].y,rock[i].xvel,rock[i].yvel,rock[i].image,10);
- }
+ }
+ }
+
+ // If it's game over, show the game over graphic in the dead centre
+ switch (state) {
+ case GAME_OVER:
+ if(fadetimer<3.0/faderate) {
+ fadegame = fadetimer/(3.0/faderate);
+ } else {
+ fadegame = 1.0;
+ }
+
+ if(fadetimer<3.0/faderate) {
+ fadeover = 0.0;
+ } else if(fadetimer<6.0/faderate) {
+ fadeover = ((3.0/faderate)-fadetimer)/(6.0/faderate);
+ } else {
+ fadeover = 1.0;
+ }
+
+ src.w = surf_b_game->w;
+ src.h = surf_b_game->h;
+ dest.w = src.w;
+ dest.h = src.h;
+ dest.x = (XSIZE-src.w)/2;
+ dest.y = (YSIZE-src.h)/2-40;
+ SDL_SetAlpha(surf_b_game, SDL_SRCALPHA, (int)(fadegame*(200 + 55*cos(fadetimer += movementrate/1.0))));
+ SDL_BlitSurface(surf_b_game,&src,surf_screen,&dest);
+
+ src.w = surf_b_over->w;
+ src.h = surf_b_over->h;
+ dest.w = src.w;
+ dest.h = src.h;
+ dest.x = (XSIZE-src.w)/2;
+ dest.y = (YSIZE-src.h)/2 + 40;
+ SDL_SetAlpha(surf_b_over, SDL_SRCALPHA, (int)(fadeover*(200 + 55*sin(fadetimer))));
+ SDL_BlitSurface(surf_b_over,&src,surf_screen,&dest);
+ break;
+
+ case TITLE_PAGE:
+
+ src.w = surf_b_variations->w;
+ src.h = surf_b_variations->h;
+ dest.w = src.w;
+ dest.h = src.h;
+ dest.x = (XSIZE-src.w)/2 + cos(fadetimer/6.5)*10;
+ dest.y = (YSIZE/2-src.h)/2 + sin(fadetimer/5.0)*10;
+ SDL_SetAlpha(surf_b_variations, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer += movementrate/2.0)));
+ SDL_BlitSurface(surf_b_variations,&src,surf_screen,&dest);
+
+ src.w = surf_b_on->w;
+ src.h = surf_b_on->h;
+ dest.w = src.w;
+ dest.h = src.h;
+ dest.x = (XSIZE-src.w)/2 + cos((fadetimer + 1.0)/6.5)*10;
+ dest.y = (YSIZE/2-src.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,&src,surf_screen,&dest);
+
+ src.w = surf_b_rockdodger->w;
+ src.h = surf_b_rockdodger->h;
+ dest.w = src.w;
+ dest.h = src.h;
+ dest.x = (XSIZE-src.w)/2 + cos((fadetimer + 2.0)/6.5)*10;
+ dest.y = (YSIZE/2-src.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,&src,surf_screen,&dest);
+
+ 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 = sequence[(int)(fadetimer/40)%NSEQUENCE];
+ //text = "Press SPACE to start!";
+ 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);
+ break;
+
+ case HIGH_SCORE_ENTRY:
+ play_tune(2);
+ 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 the title page tune
+ play_tune(0);
+ }
+ // FALL THROUGH TO
+ case HIGH_SCORE_DISPLAY:
+ // Display de list o high scores mon.
+ display_scores(surf_screen, 150,50);
+ break;
+ case GAMEPLAY:
+ case DEAD_PAUSE:
+ ; // no action necessary
}
- }
-
- // If it's game over, show the game over graphic in the dead centre
- switch (state) {
-
- case GAME_OVER:
-
- if (fadetimer<3.0/faderate)
- fadegame=fadetimer/(3.0/faderate);
- else
- fadegame=1.0;
-
- if (fadetimer<3.0/faderate)
- fadeover=0.0;
- else
- if (fadetimer<6.0/faderate)
- fadeover = ((3.0/faderate)-fadetimer)/(6.0/faderate);
- else
- fadeover = 1.0;
-
- src.w = surf_b_game->w;
- src.h = surf_b_game->h;
- dest.w = src.w;
- dest.h = src.h;
- dest.x = (XSIZE-src.w)/2;
- dest.y = (YSIZE-src.h)/2-40;
- SDL_SetAlpha(surf_b_game, SDL_SRCALPHA, (int)(fadegame*(200+55*cos(fadetimer+=movementrate/1.0))));
- SDL_BlitSurface(surf_b_game,&src,surf_screen,&dest);
-
- src.w = surf_b_over->w;
- src.h = surf_b_over->h;
- dest.w = src.w;
- dest.h = src.h;
- dest.x = (XSIZE-src.w)/2;
- dest.y = (YSIZE-src.h)/2+40;
- SDL_SetAlpha(surf_b_over, SDL_SRCALPHA, (int)(fadeover*(200+55*sin(fadetimer))));
- SDL_BlitSurface(surf_b_over,&src,surf_screen,&dest);
- break;
-
- case TITLE_PAGE:
- src.w = surf_b_rock->w;
- src.h = surf_b_rock->h;
- dest.w = src.w;
- dest.h = src.h;
- dest.x = (XSIZE-src.w)/2 + cos(fadetimer/6.5)*10;
- dest.y = (YSIZE/2-src.h)/2 + sin(fadetimer/5)*10;
- SDL_SetAlpha(surf_b_rock, SDL_SRCALPHA, (int)(200+55*sin(fadetimer+=movementrate/2.0)));
- SDL_BlitSurface(surf_b_rock,&src,surf_screen,&dest);
- src.w = surf_b_dodgers->w;
- src.h = surf_b_dodgers->h;
- dest.w = src.w;
- dest.h = src.h;
- dest.x = (XSIZE-src.w)/2+sin(fadetimer/6.5)*10;
- dest.y = (YSIZE/2-src.h)/2 + surf_b_rock->h + 20 + sin((fadetimer+1)/5)*10;
- SDL_SetAlpha(surf_b_dodgers, SDL_SRCALPHA, (int)(200+55*sin(fadetimer-1.0)));
- SDL_BlitSurface(surf_b_dodgers,&src,surf_screen,&dest);
-
- text = "Version " VERSION;
- x = (XSIZE-SFont_wide(text))/2 + sin(fadetimer/4.5)*10;
- PutString(surf_screen,x,YSIZE-50+sin(fadetimer/2)*5,text);
-
- text = sequence[(int)(fadetimer/40)%NSEQUENCE];
- //text = "Press SPACE to start!";
- x = (XSIZE-SFont_wide(text))/2 + cos(fadetimer/4.5)*10;
- PutString(surf_screen,x,YSIZE-100+cos(fadetimer/3)*5,text);
- break;
-
- case HIGH_SCORE_ENTRY:
-
- if (score >= high[7].score) {
- play_tune(2);
- if (SFont_Input (surf_screen, 330, 50+(scorerank+2)*font_height, 300, name)) {
- // Insert name into high score table
-
- // Lose the lowest name forever (loser!)
- //if (high[7].allocated)
- // free(high[7].name); // THIS WAS CRASHING SO I REMOVED IT
-
- // Insert new high score
- high[scorerank].score = score;
- high[scorerank].name = strdup(name); // MEMORY NEVER FREED!
- high[scorerank].allocated = 1;
-
- // Set the global name string to "", ready for the next winner
- name[0]=0;
-
- // 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 the title page tune
- play_tune(0);
+
+ if(!gameover && state == GAMEPLAY) {
+ for(i=0; i<MAXROCKS; i++) {
+ if(rock[i].active) {
+ if(collide(shipx-rock[i].x, shipy-rock[i].y, rock[i].shape, &shipshape))
+ bang = 1;
+ }
}
- }
- else {
- state = HIGH_SCORE_DISPLAY;
- state_timeout=400;
- }
-
- case HIGH_SCORE_DISPLAY:
- // Display de list o high scores mon.
- PutString(surf_screen,180,50,"High scores");
- for (i=0; i<8; i++) {
- char s[1024];
- sprintf(s, "#%1d",i+1);
- PutString(surf_screen, 150, 50+(i+2)*font_height,s);
- snprintscore(s, 1024, high[i].score);
- PutString(surf_screen, 200, 50+(i+2)*font_height,s);
- sprintf(s, "%3s", high[i].name);
- PutString(surf_screen, 330, 50+(i+2)*font_height,s);
- }
-
- }
-
- if (!gameover && state==GAMEPLAY) {
- // Show the freaky shields
- SDL_LockSurface(surf_screen);
- raw_pixels = (Uint16 *) surf_screen->pixels;
- if (initialshield>0 || shieldsup && shieldlevel>0) {
- int x,y,l;
- Uint16 c;
-
- if (initialshield>0) {
- initialshield-=movementrate;
- c = SDL_MapRGB(surf_screen->format,0,255,255);
- }
- else {
- c = heatcolor[(int)shieldlevel];
- shieldlevel-=movementrate;
- }
-
- shieldpulse += 0.2;
- for (p=black_point; p<blackptr; p++) {
- x = p->x + (int)xship + (rnd()+rnd()-1)*sin(shieldpulse)*4 + 1;
- y = p->y + (int)yship + (rnd()+rnd()-1)*sin(shieldpulse)*4 + 1;
- if (x>0 && y>0 && x<XSIZE && y<YSIZE) {
- offset = surf_screen->pitch/2 * y + x;
- raw_pixels[offset] = c;
+ /*
+ SDL_LockSurface(surf_screen);
+ raw_pixels = (Uint16 *) surf_screen->pixels;
+ // Check that the black points on the ship are
+ // still black, and not covered up by rocks.
+ for(p = black_point; p<blackptr; p++) {
+ offset = surf_screen->pitch/2 * (p->y + (int)shipy) + p->x + (int)shipx;
+ if(raw_pixels[offset]) {
+ // Set the bang flag
+ bang = 1;
+ }
}
- }
+ SDL_UnlockSurface(surf_screen);
+ */
+ }
+
+ // Draw all the little ships
+ if(state == GAMEPLAY || state == DEAD_PAUSE || state == GAME_OVER)
+ for(i = 0; i<nships-1; i++) {
+ src.w = surf_life->w;
+ src.h = surf_life->h;
+ dest.w = src.w;
+ dest.h = src.h;
+ dest.x = (i + 1)*(src.w + 10);
+ dest.y = 20;
+ SDL_BlitSurface(surf_life,&src,surf_screen,&dest);
+ }
+
+
+ // Update the score
+ /*
+ n = SDL_GetTicks()-initticks;
+ if(score)
+ ticks_since_last = n-score;
+ score = n;
+ */
+
+ ticks_since_last = SDL_GetTicks()-last_ticks;
+ last_ticks = SDL_GetTicks();
+ if(ticks_since_last>200 || ticks_since_last<0) {
+ movementrate = 0;
}
else {
- // When the shields are off, check that the black points
- // on the ship are still black, and not covered up by rocks
- for (p=black_point; p<blackptr; p++) {
- offset = surf_screen->pitch/2 * (p->y + (int)yship) + p->x + (int)xship;
- if (raw_pixels[offset]) {
- // Set the bang flag
- bang = 1;
+ movementrate = ticks_since_last/50.0;
+ if(state == GAMEPLAY) {
+ score += ticks_since_last;
}
- }
}
- SDL_UnlockSurface(surf_screen);
- }
-#ifdef DOTCOLLISION
- dotcollision(surf_screen); // Kill dots that are not on their spots
-#endif
+ // Update the surface
+ SDL_Flip(surf_screen);
- // Draw all the little ships
- if (state==GAMEPLAY || state==DEAD_PAUSE || state==GAME_OVER)
- for (i=0; i<nships-1; i++) {
- src.w = surf_life->w;
- src.h = surf_life->h;
- dest.w = src.w;
- dest.h = src.h;
- dest.x = (i+1)*(src.w+10);
- dest.y = 20;
- SDL_BlitSurface(surf_life,&src,surf_screen,&dest);
- }
+ return bang;
+}
- // Update the score
- /*
- n=SDL_GetTicks()-initticks;
- if (score)
- ticks_since_last = n-score;
- score = n;
- */
-
- ticks_since_last = SDL_GetTicks()-last_ticks;
- last_ticks = SDL_GetTicks();
- if (ticks_since_last>200 || ticks_since_last<0) {
- movementrate = 0;
- }
- else {
- movementrate = ticks_since_last/50.0;
- if (state==GAMEPLAY)
- score += ticks_since_last;
- }
-
- // Update the surface
- SDL_Flip(surf_screen);
-
-
- return bang;
-}/*}}}*/
-int gameloop() {/*{{{*/
- int i=0;
- Uint8 *keystate;
-
-
- for(;;) {
-
- if (!paused) {
- // Count down the game loop timer, and change state when it gets to zero or less;
-
- if ((state_timeout -= movementrate*3) < 0) {
- switch(state) {
- case DEAD_PAUSE:
- // Create a new ship and start all over again
- state = GAMEPLAY;
- play_tune(1);
- initialshield = 150;
- xship = 10;
- yship = YSIZE/2;
- xvel=2;
- yvel=0;
- shieldlevel = 3*W;
- break;
- case GAME_OVER:
- state = HIGH_SCORE_ENTRY;
- clearBuffer();
- name[0]=0;
- state_timeout=5.0e6;
-
- if (score>=high[7].score) {
- // Read the high score table from the storage file
- read_high_score_table();
-
- // Find ranking of this score, store as scorerank
- for (i=0; i<8; i++) {
- if (high[i].score <= score) {
- scorerank = i;
- break;
+int
+gameloop() {
+ int i = 0;
+ Uint8 *keystate;
+
+
+ for(;;) {
+ if(!paused) {
+ // Count down the game loop timer, and change state when it gets to zero or less;
+
+ if((state_timeout -= movementrate*3) < 0) {
+ switch(state) {
+ case DEAD_PAUSE:
+ // Create a new ship and start all over again
+ state = GAMEPLAY;
+ play_tune(1);
+ shipx -= 50;
+ break;
+ case GAME_OVER:
+ state = HIGH_SCORE_ENTRY;
+ state_timeout = 5.0e6;
+ if(new_high_score(score)) {
+ SDL_Event e;
+ SDL_EnableUNICODE(1);
+ while(SDL_PollEvent(&e))
+ ;
+ } else {
+ state = HIGH_SCORE_DISPLAY;
+ state_timeout = 400;
+ }
+ break;
+ case HIGH_SCORE_DISPLAY:
+ state = TITLE_PAGE;
+ state_timeout = 500.0;
+ break;
+ case HIGH_SCORE_ENTRY:
+ // state = TITLE_PAGE;
+ // play_tune(1);
+ // state_timeout = 100.0;
+ 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;
+ int fixonly;
+
+ if(state_timeout < DEAD_PAUSE_LENGTH - 20.0) {
+ blast_radius = BLAST_RADIUS * 1.3;
+ fixonly = 1;
+ } else {
+ blast_radius = BLAST_RADIUS * (DEAD_PAUSE_LENGTH - state_timeout) / 20.0;
+ fixonly = 0;
+ }
+
+ if(shipx < 60) shipx = 60;
+ for(i = 0; i<MAXROCKS; i++ ) {
+ float dx, dy, n;
+ if(rock[i].x <= 0) continue;
+
+ // This makes it so your explosion from dying magically doesn't leave
+ // any rocks that aren't moving much on the x axis. After the first
+ // 20 tics, only rocks that are barely moving will be pushed.
+ if(fixonly && (!rock[i].dead || rock[i].dx < -4 || rock[i].dx > 3)) {
+ continue;
+ }
+
+ dx = rock[i].x - shipx;
+ dy = rock[i].y - shipy;
+
+ n = sqrt(dx*dx + dy*dy);
+ if(n < blast_radius) {
+ n *= 20;
+ rock[i].dx += rockrate*(dx+30)/n;
+ rock[i].dy += rockrate*dy/n;
+ rock[i].dead = 1;
+ }
+ }
+ }
+ }
- // Move all lower scores down a notch
- for (i=7; i>=scorerank; i--)
- high[i] = high[i-1];
+ if(--countdown <= 0 && (rnd()*100.0<(rockrate += 0.025))) {
+ // Create a rock
+ rockptr++;
+ if(rockptr-rock >= MAXROCKS) {
+ rockptr = rock;
+ }
+ if(!rockptr->active) {
+ rockptr->x = (float)XSIZE;
+ rockptr->dx = -(rockspeed)*(1 + rnd());
+ rockptr->dy = rnd()-0.5;
+ rockptr->type_number = random() % NROCKS;
+ rockptr->image = surf_rock[rockptr->type_number];// [random()%NROCKS];
+ rockptr->shape = &rock_shapes[rockptr->type_number];
+ rockptr->active = 1;
+ rockptr->y = rnd()*(YSIZE + rockptr->image->h);
+ }
+ if(movementrate>0.1) {
+ countdown = (int)(ROCKRATE/movementrate);
+ } else {
+ countdown = 0;
+ }
+ }
- // Insert blank high score
- high[scorerank].score = score;
- high[scorerank].name = "";
- high[scorerank].allocated = 0;
+ // FRICTION?
+ if(friction) {
+ shipdx *= pow((double)0.9,(double)movementrate);
+ shipdy *= pow((double)0.9,(double)movementrate);
+ // if(abs(shipdx)<0.00001) shipdx = 0;
+ // if(abs(shipdy)<0.00001) shipdy = 0;
}
- break;
- case HIGH_SCORE_DISPLAY:
- state = TITLE_PAGE;
- state_timeout=500.0;
- break;
- case HIGH_SCORE_ENTRY:
- // state = TITLE_PAGE;
- // play_tune(1);
- // state_timeout=100.0;
- break;
-#ifdef DEMO_ENABLED
- case TITLE_PAGE:
- state = DEMO;
- state_timeout=100.0;
- break;
- case DEMO:
- state = HIGH_SCORE_DISPLAY;
- state_timeout=100.0;
- break;
-#else
- case TITLE_PAGE:
- state = HIGH_SCORE_DISPLAY;
- state_timeout=200.0;
- break;
-#endif
- }
- }
-
- if (--countdown<=0 && (rnd()*100.0<(rockrate+=0.025))) {
- // Create a rock
- rockptr++;
- if (rockptr-rock>=MAXROCKS)
- rockptr=rock;
- if (!rockptr->active) {
- rockptr->x = (float)XSIZE;
- rockptr->xvel = -(rockspeed)*(1+rnd());
- rockptr->yvel = rnd()-0.5;
- rockptr->type_number = random() % NROCKS;
- rockptr->heat = 0;
- rockptr->image = surf_rock[rockptr->type_number];// [random()%NROCKS];
- rockptr->active = 1;
- rockptr->y = rnd()*(YSIZE + rockptr->image->h);
- }
- if (movementrate>0.1)
- countdown = (int)(ROCKRATE/movementrate);
- else
- countdown=0;
- }
-
- // FRICTION?
- if(friction) {
- xvel *= pow((double)0.9,(double)movementrate);
- yvel *= pow((double)0.9,(double)movementrate);
- // if (abs(xvel)<0.00001) xvel=0;
- // if (abs(yvel)<0.00001) yvel=0;
- }
+ // INERTIA
+ shipx += shipdx*movementrate;
+ shipy += shipdy*movementrate;
+
+ // SCROLLING
+ yscroll = shipy - (YSIZE / 2);
+ yscroll += shipdy * 25;
+ yscroll /= -25;
+ yscroll = ((scrollvel * (12 - movementrate)) + (yscroll * movementrate)) / 12;
+ scrollvel = yscroll;
+ yscroll = yscroll*movementrate;
+ shipy += yscroll;
+
+ // Move all the rocks
+ for(i = 0; i < MAXROCKS; i++) {
+ if(rock[i].active) {
+ rock[i].x += rock[i].dx*movementrate;
+ rock[i].y += rock[i].dy*movementrate + yscroll;
+ if(rock[i].y > YSIZE || rock[i].y < -rock[i].image->h) {
+ if(rock[i].dead) {
+ rock[i].dead = 0;
+ rock[i].active = 0;
+ } else {
+ // wrap
+ rock[i].y = (YSIZE - rock[i].image->h) - rock[i].y;
+ rock[i].y += (rock[i].dy*movementrate + yscroll) * 1.01;
+ }
+ }
+ if(rock[i].x < -rock[i].image->w || rock[i].x > XSIZE) {
+ rock[i].active = 0;
+ rock[i].dead = 0;
+ }
+ }
+ }
- // INERTIA
- xship += xvel*movementrate;
- yship += yvel*movementrate;
-
- // SCROLLING
- yscroll = yship - (YSIZE / 2);
- yscroll /= -15;
- yscroll = yscroll*movementrate;
- yship += yscroll;
-
- // Move all the rocks
- for (i=0; i<MAXROCKS; i++) if (rock[i].active) {
- rock[i].x += rock[i].xvel*movementrate;
- rock[i].y += rock[i].yvel*movementrate + yscroll;
- if(rock[i].y > YSIZE) {
- rock[i].y -= YSIZE;
- rock[i].y -= rock[i].image->w;
- } else if(rock[i].y < -rock[i].image->w) {
- rock[i].y += YSIZE;
- rock[i].y += rock[i].image->w;
- }
- if (rock[i].x<-32.0)
- rock[i].active=0;
- }
-
-
- // BOUNCE X
- if (xship<0 || xship>XSIZE-surf_ship->w) {
- // BOUNCE from left and right wall
- xship -= xvel*movementrate;
- xvel *= -0.99;
- }
-
- // BOUNCE Y
- if (yship<0 || yship>YSIZE-surf_ship->h) {
- // BOUNCE from top and bottom wall
- yship -= yvel;
- yvel *= -0.99;
- }
-
-
- if (draw() && state==GAMEPLAY) {
- if (oss_sound_flag) {
- // Play the explosion sound
- play_sound(0);
- }
- makebangdots(xship,yship,xvel,yvel,surf_ship,30);
- if (--nships<=0) {
- gameover=1;
- state=GAME_OVER;
- state_timeout = 200.0;
- fadetimer=0.0;
- faderate=movementrate;
- }
- else {
- state=DEAD_PAUSE;
- state_timeout = 100.0;
- }
- }
- SDL_PumpEvents();
- keystate = SDL_GetKeyState(NULL);
+ // BOUNCE X
+ if(shipx<0 || shipx>XSIZE-surf_ship->w) {
+ // BOUNCE from left and right wall
+ shipx -= shipdx*movementrate;
+ shipdx *= -0.99;
+ }
- if (state!=HIGH_SCORE_ENTRY && (keystate[SDLK_q] || keystate[SDLK_ESCAPE]))
- return 0;
+ // BOUNCE Y
+ if(shipy<0 || shipy>YSIZE-surf_ship->h) {
+ // BOUNCE from top and bottom wall
+ shipy -= shipdy;
+ shipdy *= -0.99;
+ }
- if (keystate[SDLK_SPACE] && (state==HIGH_SCORE_DISPLAY || state==TITLE_PAGE || state==DEMO)) {
- for (i=0; i<MAXROCKS; i++) rock[i].active=0;
+ if(draw() && state == GAMEPLAY) {
+ // Play the explosion sound
+ play_sound(0);
+ makebangdots(shipx,shipy,shipdx,shipdy,surf_ship,30);
+ if(--nships <= 0) {
+ gameover = 1;
+ state = GAME_OVER;
+ state_timeout = 200.0;
+ fadetimer = 0.0;
+ faderate = movementrate;
+ }
+ else {
+ state = DEAD_PAUSE;
+ state_timeout = DEAD_PAUSE_LENGTH;
+ shipdx = 0;
+ shipdy = 0;
+ }
+ }
- rockrate=54.0;
- rockspeed=5.0;
+ SDL_PumpEvents();
+ keystate = SDL_GetKeyState(NULL);
- nships = 4;
- score = 0;
+ if(state != HIGH_SCORE_ENTRY && (keystate[SDLK_q] || keystate[SDLK_ESCAPE])) {
+ return 0;
+ }
- state = GAMEPLAY;
- play_tune(1);
+ if(keystate[SDLK_SPACE] && (state == HIGH_SCORE_DISPLAY || state == TITLE_PAGE)) {
- xvel=-1;
- gameover=0;
- yvel=0;
- xship=0;
- yship=YSIZE/2;
- shieldlevel = 3*W;
- initialshield = 0;
+ for(i = 0; i<MAXROCKS; i++ ) {
+ rock[i].active = 0;
+ rock[i].dead = 0;
+ }
- }
+ rockrate = 54.0;
+ rockspeed = 5.0;
- maneuver=0;
- laser=0;
- }
- else {
- SDL_PumpEvents();
- keystate = SDL_GetKeyState(NULL);
- }
+ nships = 4;
+ score = 0;
+
+ state = GAMEPLAY;
+ play_tune(1);
+
+ gameover = 0;
+ shipx = 0;
+ shipy = YSIZE/2;
+ shipdx = -1;
+ shipdy = 0;
+ }
- if (state==GAMEPLAY) {
- if (!gameover) {
-
- if (!paused) {
- if (keystate[SDLK_UP]) { yvel -= 1.5*movementrate; maneuver|=1<<3;}
- if (keystate[SDLK_DOWN]) { yvel += 1.5*movementrate; maneuver|=1<<1;}
- if (keystate[SDLK_LEFT]) { xvel -= 1.5*movementrate; maneuver|=1<<2;}
- if (keystate[SDLK_RIGHT]) { xvel += 1.5*movementrate; maneuver|=1;}
- if (keystate[SDLK_d]) { laser=1; }
- if (keystate[SDLK_1]) { fast=1; }
- if (keystate[SDLK_2]) { fast=0; }
- if (keystate[SDLK_3]) { SDL_SaveBMP(surf_screen, "snapshot.bmp"); }
- shieldsup = keystate[SDLK_s];
+ maneuver = 0;
+ } else {
+ SDL_PumpEvents();
+ keystate = SDL_GetKeyState(NULL);
}
- if (keystate[SDLK_p]) {
- if (!pausedown) {
- paused = !paused;
- if (paused) {
- SDL_Rect src,dest;
- src.w = surf_b_rock->w;
- src.h = surf_b_rock->h;
- dest.w = src.w;
- dest.h = src.h;
- dest.x = (XSIZE-src.w)/2;
- dest.y = (YSIZE-src.h)/2;
- SDL_BlitSurface(surf_b_rock,&src,surf_screen,&dest);
- // Update the surface
- SDL_Flip(surf_screen);
- printf("paused\n");
+ if(state == GAMEPLAY) {
+ if(!gameover) {
+
+ if(!paused) {
+ if(keystate[SDLK_UP] | keystate[SDLK_c]) { shipdy -= 1.5*movementrate; maneuver |= 1<<3;}
+ if(keystate[SDLK_DOWN] | keystate[SDLK_t]) { shipdy += 1.5*movementrate; maneuver |= 1<<1;}
+ if(keystate[SDLK_LEFT] | keystate[SDLK_h]) { shipdx -= 1.5*movementrate; maneuver |= 1<<2;}
+ if(keystate[SDLK_RIGHT] | keystate[SDLK_n]) { shipdx += 1.5*movementrate; maneuver |= 1;}
+ if(keystate[SDLK_3]) { SDL_SaveBMP(surf_screen, "snapshot.bmp"); }
+ }
+
+ if(keystate[SDLK_p] | keystate[SDLK_s]) {
+ if(!pausedown) {
+ paused = !paused;
+ pausedown = 1;
+ }
+ } else {
+ pausedown = 0;
+ }
+
}
else {
- printf ("not paused\n");
+ paused = 0;
+ pausedown = 0;
+ }
+ } else if(state == GAME_OVER) {
+ if(keystate[SDLK_SPACE]) {
+ state_timeout = -1;
}
- pausedown=1;
- }
- }
- else {
- pausedown=0;
}
-
- }
- else {
- shieldsup = 0;
- paused = 0;
- pausedown = 0;
- }
}
+}
- // DEBUG mode to slow down the action, and see if this game is playable on a 486
- if (fast)
- SDL_Delay (100);
- }
-}/*}}}*/
-main(int argc, char **argv) {/*{{{*/
- int i, x, fullscreen;
-
- fullscreen=0;
- tail_plume=0;
- friction=0;
- oss_sound_flag=1;
-
- while ((x=getopt(argc,argv,"efhsp"))>=0)
- switch(x) {
- case 'e': // engine
- tail_plume = 1;
+int
+main(int argc, char **argv) {
+ int i, x, fullscreen;
+
+ fullscreen = 0;
+ tail_plume = 0;
+ friction = 0;
+ sound_flag = 1;
+ music_flag = 0;
+
+ while ((x = getopt(argc,argv,"efhmps")) >= 0) {
+ switch(x) {
+ case 'e': // engine
+ tail_plume = 1;
break;
- case 'f': // fullscreen
- fullscreen = 1;
+ case 'f': // fullscreen
+ fullscreen = 1;
break;
- case 'h': // help
- printf ("Rock Dodgers\n"
- " -e Big tail [E]ngine\n"
- " -f [F]ull screen\n"
- " -h This [H]elp message\n"
- " -p Stupid original [P]hysics (friction)\n"
- " -s [S]ilent (no sound)\n");
- exit(0);
+ case 'h': // help
+ printf("Variations on RockDodger\n"
+ " -e big tail [E]ngine\n"
+ " -f [F]ull screen\n"
+ " -h this [H]elp message\n"
+ " -m enable [M]usic\n"
+ " -p original [P]hysics (friction)\n"
+ " -s [S]ilent (no sound)\n");
+ exit(0);
break;
- case 'p': // physics
- friction = 1;
+ case 'm': // music
+ music_flag = 1;
+ case 'p': // physics
+ friction = 1;
break;
- case 's': // silent
- oss_sound_flag = 0;
+ case 's': // silent
+ sound_flag = 0;
+ music_flag = 0;
break;
+ }
}
- if (init(fullscreen)) {
- printf ("ta: '%s'\n",initerror);
- return 1;
- }
+ if(init(fullscreen)) {
+ printf ("ta: '%s'\n",initerror);
+ return 1;
+ }
- while(1) {
- for (i=0; i<MAXROCKS; i++)
- rock[i].active=0;
- rockrate=54.0;
- rockspeed=5.0;
+ for(i = 0; i<MAXROCKS; i++) {
+ rock[i].active = 0;
+ rock[i].dead = 0;
+ }
+ rockrate = 54.0;
+ rockspeed = 5.0;
initticks = SDL_GetTicks();
- if (gameloop()==0) break;
- printf ("score=%d\n",score);
- SDL_Delay(1000);
- }
-
- return 0;
-}/*}}}*/
-
-/*
- * $Id: main.c,v 1.22 2002/02/15 20:26:45 pad Exp $
- * $Log: main.c,v $
- * Revision 1.22 2002/02/15 20:26:45 pad
- * Update - explosion time limits (ergh) and stuff
- *
- * Revision 1.21 2002/01/26 14:13:27 pad
- * Released to pcholt.com as 0.4.0a
- *
- * Revision 1.20 2002/01/20 22:24:41 pad
- * No longer crashes on space bar in high score table
- * Rocks make a random noise when they explode
- *
- * Revision 1.19 2002/01/17 19:38:45 pad
- * Bang noise (must add more noises)
- *
- * Revision 1.18 2002/01/16 01:34:28 pad
- * Rocks now change colour smoothly while being heated.
- *
- * Revision 1.17 2002/01/15 21:56:51 pad
- * Lasers work, and rocks blow up, but unspectacularly.
- *
- * Revision 1.16 2001/10/21 22:08:41 pad
- * Moving title screen,
- * New game-over graphics
- * High scores entered on the line of the new high score
- *
- * Revision 1.15 2001/10/11 22:25:10 pad
- * High scores are saved!
- * /usr/share/rockdodger/.highscore or, if this is impossible,
- * $HOME/.rockdodger_high
- *
- * Revision 1.14 2001/10/09 22:29:38 pad
- * Excellent! The game works, highscores are good, sound.c plays tunes,
- * the SFont.c has been revamped, and the game looks good to go.
- *
- * Revision 1.13 2001/10/07 19:23:28 pad
- * SDL_mixer, music and sound added
- *
- * Revision 1.12 2001/09/29 23:28:27 pad
- * 0.1.8b release
- * {{{
- * Revision 1.11 2001/09/25 21:34:58 pad
- * Test for SDL_DISABLE
- * Something in sound.c I can't think what.
- *
- * Revision 1.10 2001/09/21 21:37:06 pad
- * Donno. I canged something. Download it, it still works.
- * The laser doesn't do anything, but you can fire it by pressing "d".
- *
- * Revision 1.9 2001/09/18 22:41:22 pad
- * The score stays on the screen no matter what the game mode.
- *
- * Revision 1.7 2001/09/09 21:57:54 pad
- * Starting to add sound. There will be a background Ogg Vorbis soudtrack,
- * with a sample-driven sound effects engine.
- *
- * Revision 1.6 2001/09/08 23:01:02 pad
- * Version number on start screen, from Makefile
- * Makefile 'make package' works
- *
- * Revision 1.5 2001/09/08 00:13:03 pad
- * State table
- * Title screen
- * Revamped scoring system
- * Looks nice!
- *
- * Revision 1.4 2001/09/06 21:42:05 pad
- * Score is displayed using the lovely SFont library.
- *
- * Revision 1.3 2001/09/03 22:50:34 pad
- * Functions cut back, larger number of space rocks.
- * Now it's an actual challenge.
- *
- * Functions normalised - aim should be to have each function perform
- * one action and one action alone. This is not yet complete.
- *
- * The high-speed movementrate error is fixed, but there are still
- * unexplained crashes. I must find out how to let SDL give me a core
- * dump to work with..
- *
- }}}
- */
+ gameloop();
+
+ return 0;
+}