#include <argp.h>
#include <math.h>
-#include <SDL/SDL.h>
-#include <SDL/SDL_image.h>
+#include <SDL.h>
+#include <SDL_image.h>
#include <stdarg.h>
#include <stdio.h>
#include <stdlib.h>
#include "SFont.h"
-#ifdef DEBUG
-#include "debug.h"
-#endif
-
#include "args.h"
#include "common.h"
#include "config.h"
#include "mt.h"
#include "rocks.h"
#include "score.h"
-#include "shape.h"
+#include "sprite.h"
#include "sound.h"
// ************************************* VARS
*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
char topline[1024];
char *initerror = "";
-
-
-struct shape shipshape;
-float shipx = XSIZE/2, shipy = YSIZE/2; // X position, 0..XSIZE
-float shipdx = SCREENDXMIN, shipdy = 0.0; // Change in X position per tick.
+struct ship ship = { SHIP, NULL, XSIZE/2, YSIZE/2, SCREENDXMIN, 0.0 };
+
float screendx = SCREENDXMIN, screendy = 0.0;
float xscroll, yscroll;
float back_dist;
// all movement is based on t_frame.
float t_frame; // length of this frame (in ticks = 1/20th second)
-float s_frame; // length of this frame (seconds)
int ms_frame; // length of this frame (milliseconds)
int ms_end; // end of this frame (milliseconds)
+int bang = false;
float bangx, bangy, bangdx, bangdy;
-int nships,score;
-int gameover;
-int jets = 0;
+int score;
float fadetimer = 0, faderate;
#define NSEQUENCE 2
char *sequence[] = {
"Press SPACE to start",
- "http://herkamire.com/jason/vor"
+ "http://jasonwoof.org/vor"
};
int bangdotlife, nbangdots;
}
void
-new_bang_dots(int xbang, int ybang, int dx, int dy, SDL_Surface *s, int power)
+new_bang_dots(int xbang, int ybang, int dx, int dy, SDL_Surface *s)
{
int x,y,endcount;
- Uint16 *rawpixel,c;
+ uint16_t *pixel,c;
+ uint32_t colorkey;
+ int row_inc;
double theta,r;
int begin_generate;
begin_generate = SDL_GetTicks();
+ pixel = s->pixels;
+ row_inc = s->pitch/sizeof(uint16_t) - s->w;
+ colorkey = s->format->colorkey;
SDL_LockSurface(s);
- rawpixel = (Uint16 *) s->pixels;
-
- //for(n = 0; n <= power/2; n++) {
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) {
-
+ pixel = s->pixels;
+ for(y=0; y<s->h; y++) {
+ for(x = 0; x<s->w; x++) {
+ c = *pixel++;
+ if(c && c != colorkey) {
theta = frnd()*M_PI*2;
+ r = frnd(); r = 1 - r*r;
+ // r = 1 - frnd()*frnd();
- r = 1-(frnd()*frnd());
-
- 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].dx = 45*r*cos(theta) + dx;
+ bdot[bd2].dy = 45*r*sin(theta) + 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].c = 0;
bdot[bd2].life = 100;
bdot[bd2].decay = frnd()*3 + 1;
bdot[bd2].active = 1;
- bd2++;
- bd2 %= MAXBANGDOTS;
-
- // If the circular buffer is filled, who cares? They've had their chance.
- //if(bd2 == bd1-1) goto exitloop;
+ // Replace the last few bang dots with the pixels from the exploding object
+ if(endcount>0) bdot[bd2].c = c;
+ bd2 = (bd2+1) % MAXBANGDOTS;
}
+ pixel += row_inc;
}
}
-
if(SDL_GetTicks() - begin_generate > 7) endcount++;
}
SDL_UnlockSurface(s);
-
}
void
-draw_bang_dots(SDL_Surface *s) {
+draw_bang_dots(SDL_Surface *s)
+{
int i;
int first_i, last_i;
- Uint16 *rawpixel;
- rawpixel = (Uint16 *) s->pixels;
+ 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 = bd1; (bd1 <= bd2)?(i<bd2):(i >= bd1 && i < bd2); last_i = ++i) {
+ for(i=0; i<MAXBANGDOTS; i++) {
+ if(!bdot[i].active) continue;
- i %= MAXBANGDOTS;
+ // decrement life and maybe kill
+ bdot[i].life -= bdot[i].decay;
+ if(bdot[i].life<0) { bdot[i].active = 0; continue; }
- 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
+ // move and clip
+ bdot[i].x += bdot[i].dx*t_frame - xscroll;
+ bdot[i].y += bdot[i].dy*t_frame - yscroll;
+ if(bdot[i].x < 0 || bdot[i].x >= XSIZE || bdot[i].y < 0 || bdot[i].y >= YSIZE) {
bdot[i].active = 0;
+ continue;
}
- 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*t_frame - xscroll;
- bdot[i].y += bdot[i].dy*t_frame - yscroll;
+ // check collisions
+ if(pixel_collides(bdot[i].x, bdot[i].y)) { bdot[i].active = 0; continue; }
- if(bdot[i].life<0)
- bdot[i].active = 0;
- }
+ 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;
}
-
- if(first_i >= 0) {
- bd1 = first_i;
- bd2 = last_i;
- }
- else {
- bd1 = 0;
- bd2 = 0;
- }
-
}
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*t_frame - xscroll;
- edot[i].y += edot[i].dy*t_frame - yscroll;
- if((edot[i].life -= t_frame*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
new_engine_dots(int n, int dir) {
int i;
float a, r; // angle, random length
float hx, hy; // half ship width/height.
static const int s[4] = { 2, 1, 0, 1 };
- hx = surf_ship->w / 2;
- hy = surf_ship->h / 2;
+ hx = ship.image->w / 2;
+ hy = ship.image->h / 2;
for(i = 0; i<n; i++) {
if(dotptr->active == 0) {
dy = r * -sin(a); // screen y is "backwards".
dotptr->active = 1;
- dotptr->x = shipx + s[dir]*hx + (frnd()-0.5)*3;
- dotptr->y = shipy + s[(dir+1)&3]*hy + (frnd()-0.5)*3;
+ 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 = shipdx + 2*dx;
- dotptr->dy = shipdy + 20*dy;
+ dotptr->dx = ship.dx + 2*dx;
+ dotptr->dy = ship.dy + 20*dy;
dotptr->life = 60 * fabs(dy);
} else {
- dotptr->dx = shipdx + 20*dx;
- dotptr->dy = shipdy + 2*dy;
+ dotptr->dx = ship.dx + 20*dx;
+ dotptr->dy = ship.dy + 2*dy;
dotptr->life = 60 * fabs(dx);
}
- dotptr++;
- if(dotptr-edot >= MAXENGINEDOTS) {
- dotptr = edot;
- }
+ if(dotptr - edot < MAXENGINEDOTS-1) dotptr++;
+ else dotptr = edot;
+ }
+ }
+}
+
+void
+draw_engine_dots(SDL_Surface *s) {
+ int i;
+ uint16_t c;
+ uint16_t *pixels = (uint16_t *) s->pixels;
+ int row_inc = s->pitch/sizeof(uint16_t);
+ int heatindex;
+
+ for(i = 0; i<MAXENGINEDOTS; i++) {
+ if(!edot[i].active) continue;
+ edot[i].x += edot[i].dx*t_frame - xscroll;
+ edot[i].y += edot[i].dy*t_frame - yscroll;
+ 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;
}
+ if(pixel_collides(edot[i].x, edot[i].y)) { edot[i].active = 0; 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;
}
}
// Create engine dots out the side we're moving from
for(m = 0; m<4; m++) {
- if(jets & 1<<m) { // 'jets' is a bit field
+ if(ship.jets & 1<<m) { // 'jets' is a bit field
new_engine_dots(80,m);
}
}
SDL_UnlockSurface(s);
}
+SDL_Surface *
+load_image(char *filename)
+{
+ SDL_Surface *tmp, *img = NULL;
+ char *s = add_data_path(filename);
+ if(s) {
+ tmp = IMG_Load(s);
+ free(s);
+ if(tmp) {
+ img = SDL_DisplayFormat(tmp);
+ SDL_FreeSurface(tmp);
+ }
+ }
+ return img;
+}
+
+void
+load_ship(void)
+{
+ load_sprite(SPRITE(&ship), "sprites/ship.png");
+}
+
int
init(void) {
int i;
- SDL_Surface *temp;
+ char *s;
Uint32 flag;
// Where are our data files?
// Initialize SDL with audio and video
if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) != 0) {
opt_sound = 0;
- printf ("Can't open sound, starting without it\n");
+ fputs("Can't open sound, starting without it\n", stderr);
atexit(SDL_Quit);
} else {
atexit(SDL_Quit);
}
// Load the banners
- NULLERROR(temp = IMG_Load(add_path("banners/variations.png")));
- NULLERROR(surf_b_variations = SDL_DisplayFormat(temp));
-
- NULLERROR(temp = IMG_Load(add_path("banners/on.png")));
- NULLERROR(surf_b_on = SDL_DisplayFormat(temp));
-
- NULLERROR(temp = IMG_Load(add_path("banners/rockdodger.png")));
- NULLERROR(surf_b_rockdodger = SDL_DisplayFormat(temp));
-
- NULLERROR(temp = IMG_Load(add_path("banners/game.png")));
- NULLERROR(surf_b_game = SDL_DisplayFormat(temp));
-
- NULLERROR(temp = IMG_Load(add_path("banners/over.png")));
- NULLERROR(surf_b_over = SDL_DisplayFormat(temp));
-
- surf_font_big = IMG_Load(add_path(BIG_FONT_FILE));
- g_font = SFont_InitFont(surf_font_big);
+ 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"));
- // Load the spaceship graphic.
- NULLERROR(temp = IMG_Load(add_path("sprites/ship.png")));
- NULLERROR(surf_ship = SDL_DisplayFormat(temp));
- get_shape(surf_ship, &shipshape);
+ NULLERROR(surf_b_game = load_image("banners/game.png"));
+ NULLERROR(surf_b_over = load_image("banners/over.png"));
// Load the life indicator (small ship) graphic.
- NULLERROR(temp = IMG_Load(add_path("indicators/life.png")));
- NULLERROR(surf_life = SDL_DisplayFormat(temp));
+ NULLERROR(surf_life = load_image("indicators/life.png"));
+
+ // Load the font image
+ s = add_data_path(BIG_FONT_FILE);
+ if(s) {
+ NULLERROR(surf_font_big = IMG_Load(s));
+ free(s);
+ g_font = SFont_InitFont(surf_font_big);
+ }
init_engine_dots();
init_dust();
- init_rocks();
+ init_sprites();
+ add_sprite(SPRITE(&ship));
// Remove the mouse cursor
#ifdef SDL_DISABLE
return 0;
}
-int
-draw() {
+void
+draw(void) {
int i;
SDL_Rect dest;
- int bang, x;
+ int x;
char *text;
float fadegame,fadeover;
- bang = 0;
-
// Draw a fully black background
SDL_FillRect(surf_screen,NULL,0);
drawdots(surf_screen);
// Draw ship
- if(!gameover && state == GAMEPLAY ) {
- dest.x = shipx;
- dest.y = shipy;
- SDL_BlitSurface(surf_ship,NULL,surf_screen,&dest);
- }
+ if(state == GAMEPLAY) draw_sprite(SPRITE(&ship));
draw_rocks();
// Draw the life indicators.
- if(state == GAMEPLAY || state == DEAD_PAUSE || state == GAME_OVER)
- for(i = 0; i<nships-1; i++) {
- dest.x = (i + 1)*(surf_life->w + 10);
- dest.y = 20;
- SDL_BlitSurface(surf_life, NULL, surf_screen, &dest);
+ if(state == GAMEPLAY || state == DEAD_PAUSE || state == GAME_OVER) {
+ for(i = 0; i<ship.lives-1; i++) {
+ dest.x = (i + 1)*(surf_life->w + 10);
+ dest.y = 20;
+ SDL_BlitSurface(surf_life, NULL, surf_screen, &dest);
+ }
}
// Draw the score
; // no action necessary
}
- if(!gameover && state == GAMEPLAY) {
- bang = hit_rocks(shipx, shipy, &shipshape);
- }
+ collisions();
ms_frame = SDL_GetTicks() - ms_end;
ms_end += ms_frame;
if(ms_frame>200 || ms_frame<0) {
// We won't run at all below 5 frames per second.
// This also happens if we were paused, grr.
- s_frame = 0;
+ t_frame = 0;
ms_frame = 0;
} else {
- s_frame = opt_gamespeed * ms_frame / 1000;
+ t_frame = opt_gamespeed * ms_frame / 50;
if(state == GAMEPLAY) score += ms_frame;
}
- t_frame = s_frame * 20;
// Update the surface
SDL_Flip(surf_screen);
+}
-
- return bang;
+void
+do_collision(Sprite *a, Sprite *b)
+{
+ if(a->type == SHIP) {
+ a->type = -SHIP; bang = true;
+ } else if (b->type == SHIP) {
+ b->type = -SHIP; bang = true;
+ } else {
+ bounce(a, b);
+ }
}
int
gameloop() {
- Uint8 *keystate;
+ Uint8 *keystate = SDL_GetKeyState(NULL);
float tmp;
switch(state) {
case DEAD_PAUSE:
// Create a new ship and start all over again
+ ship.sprite_type = SHIP;
state = GAMEPLAY;
play_tune(TUNE_GAMEPLAY);
break;
} 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 {
+ if(state_timeout >= DEAD_PAUSE_LENGTH - 20.0) {
blast_radius = BLAST_RADIUS * (DEAD_PAUSE_LENGTH - state_timeout) / 20.0;
- fixonly = 0;
+ blast_rocks(bangx, bangy, blast_radius);
}
- blast_rocks(bangx, bangy, blast_radius, fixonly);
if(bangx < 60) bangx = 60;
}
new_rocks();
- // INERTIA
- shipx += shipdx*t_frame;
- shipy += shipdy*t_frame;
-
// SCROLLING
- tmp = (shipy-YSCROLLTO)/25 + (shipdy-screendy);
+ tmp = (ship.y+ship.dy*t_frame-YSCROLLTO)/25 + (ship.dy-screendy);
screendy += tmp * t_frame/12;
- tmp = (shipx-XSCROLLTO)/25 + (shipdx-screendx);
+ tmp = (ship.x+ship.dx*t_frame-XSCROLLTO)/25 + (ship.dx-screendx);
screendx += tmp * t_frame/12;
-
- // taper off if we would hit the barrier in under 2 seconds.
+ // 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));
}
- xscroll = screendx * t_frame;
- yscroll = screendy * t_frame;
back_dist += (screendx - SCREENDXMIN)*t_frame;
if(opt_max_lead >= 0) back_dist = min(back_dist, opt_max_lead);
- shipx -= xscroll;
- shipy -= yscroll;
+ xscroll = screendx * t_frame;
+ yscroll = screendy * t_frame;
// move bang center
bangx += bangdx*t_frame - xscroll;
bangy += bangdy*t_frame - yscroll;
- move_rocks();
+ move_sprites();
// BOUNCE X
- if(shipx<0 || shipx>XSIZE-surf_ship->w) {
+ if(ship.x<0 || ship.x>XSIZE-ship.image->w) {
// BOUNCE from left and right wall
- shipx -= (shipdx-screendx)*t_frame;
- shipdx = screendx - (shipdx-screendx)*opt_bounciness;
+ ship.x -= (ship.dx-screendx)*t_frame;
+ ship.dx = screendx - (ship.dx-screendx)*opt_bounciness;
}
// BOUNCE Y
- if(shipy<0 || shipy>YSIZE-surf_ship->h) {
+ if(ship.y<0 || ship.y>YSIZE-ship.image->h) {
// BOUNCE from top and bottom wall
- shipy -= (shipdy-screendy)*t_frame;
- shipdy = screendy - (shipdy-screendy)*opt_bounciness;
+ ship.y -= (ship.dy-screendy)*t_frame;
+ ship.dy = screendy - (ship.dy-screendy)*opt_bounciness;
}
+ draw();
- if(draw() && state == GAMEPLAY) {
+ if(state == GAMEPLAY && bang) {
// Died
+ bang = false;
play_sound(SOUND_BANG); // Play the explosion sound
- bangx = shipx; bangy = shipy; bangdx = shipdx; bangdy = shipdy;
- new_bang_dots(shipx,shipy,shipdx,shipdy,surf_ship,30);
- shipdx *= 0.5; shipdy *= 0.5;
- if(shipdx < SCREENDXMIN) shipdx = SCREENDXMIN;
- if(--nships <= 0) {
+ 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);
+ ship.dx *= 0.5; ship.dy *= 0.5;
+ if(ship.dx < SCREENDXMIN) ship.dx = SCREENDXMIN;
+ if(--ship.lives <= 0) {
state = GAME_OVER;
- gameover = 1;
- shipdx = 8; shipdy = 0;
+ ship.dx = SCREENDXMIN; ship.dy = 0;
state_timeout = 200.0;
fadetimer = 0.0;
faderate = t_frame;
- }
- else {
+ } else {
state = DEAD_PAUSE;
state_timeout = DEAD_PAUSE_LENGTH;
}
// new game
if(keystate[SDLK_SPACE] && (state == HIGH_SCORE_DISPLAY || state == TITLE_PAGE)) {
-
+ reset_sprites();
reset_rocks();
- nships = 4;
+ ship.x = XSIZE/2.2; ship.y = YSIZE/2;
+ ship.dx = screendx; ship.dy = screendy;
+ ship.lives = 4;
+ add_sprite(SPRITE(&ship));
+
score = 0;
state = GAMEPLAY;
play_tune(TUNE_GAMEPLAY);
-
- gameover = 0;
- shipx = XSIZE/2.2; shipy = YSIZE/2;
- shipdx = screendx; shipdy = screendy;
}
- jets = 0;
+ ship.jets = 0;
} else {
SDL_PumpEvents();
keystate = SDL_GetKeyState(NULL);
}
if(state == GAMEPLAY) {
- if(!gameover) {
-
- if(!paused) {
- if(keystate[SDLK_LEFT] | keystate[SDLK_h]) { shipdx -= 1.5*t_frame; jets |= 1<<0;}
- if(keystate[SDLK_DOWN] | keystate[SDLK_t]) { shipdy += 1.5*t_frame; jets |= 1<<1;}
- if(keystate[SDLK_RIGHT] | keystate[SDLK_n]) { shipdx += 1.5*t_frame; jets |= 1<<2;}
- if(keystate[SDLK_UP] | keystate[SDLK_c]) { shipdy -= 1.5*t_frame; jets |= 1<<3;}
- if(keystate[SDLK_3]) { SDL_SaveBMP(surf_screen, "snapshot.bmp"); }
- }
+ 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;
- }
- } else {
- pausedown = 0;
+ if(keystate[SDLK_p] | keystate[SDLK_s]) {
+ if(!pausedown) {
+ paused = !paused;
+ pausedown = 1;
}
-
- }
- else {
- paused = 0;
+ } else {
pausedown = 0;
}
} else if(state == GAME_OVER) {