void clearBuffer();
// includes {{{
+#include "config.h"
#include <SDL/SDL.h>
#include <SDL/SDL_image.h>
#include <stdio.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"
-#define STARTSPACE 430 // pixels from the left which will be cleared of rocks when you die
// }}}
// macros {{{
#define CONDERROR(a) if((a)) {initerror = strdup(SDL_GetError());return 1;}
// soon as it isn't we BLOW UP
float x,y,xvel,yvel;
int active;
+ int dead; // has been blown out of the way
+ // to make room for a new ship appearing.
SDL_Surface *image;
int type_number;
float heat;
float xvel,yvel; // Change in X position per tick.
float rockrate,rockspeed;
float movementrate;
-float shieldlevel, shieldpulse = 0;
float yscroll;
+float scrollvel;
int nships,score,initticks,ticks_since_last, last_ticks;
-int initialshield, gameover, fast;
+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?
extern int optind, opterr, optopt;
// }}}
-// ************************************* 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;
+float dist_sq(float x1, float y1, float x2, float y2)
+{
+ return (x2-x1)*(x2-x1) + (y2-y1)*(y2-y1);
}
-#endif
+
+// ************************************* FUNCS
FILE *hs_fopen(char *mode) {
FILE *f;
}
}
-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);
-
- 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;
- }
-
- SDL_UnlockSurface(surf_screen);
-}
-
-
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.
// 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;
}
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;
- }
- }
- } 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;
- }
+ // 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;
}
}
SDL_UnlockSurface(surf_screen);
}
-#ifdef DOTCOLLISION
- dotcollision(surf_screen); // Kill dots that are not on their spots
-#endif
-
// Draw all the little ships
if(state == GAMEPLAY || state == DEAD_PAUSE || state == GAME_OVER)
for(i = 0; i<nships-1; i++) {
// Create a new ship and start all over again
state = GAMEPLAY;
play_tune(1);
- initialshield = 0;
- xship = 10;
- yship = YSIZE/2;
- xvel = 3;
- yvel = 0;
- shieldlevel = 3*W;
- for(i = 0; i<MAXROCKS; i++ ) {
- if(rock[i].x < STARTSPACE) {
- rock[i].active = 0;
- }
- }
+ xship -= 50;
break;
case GAME_OVER:
state = HIGH_SCORE_ENTRY;
state_timeout = 200.0;
break;
}
+ } else {
+ if(state == DEAD_PAUSE) {
+ float blast_radius = START_RAD * state_timeout / 20.0;
+ if(xship < 60) xship = 60;
+ for(i = 0; i<MAXROCKS; i++ ) {
+ float dx, dy, n;
+ if(rock[i].x <= 0) continue;
+ dx = rock[i].x - xship;
+ dy = rock[i].y - yship;
+ n = sqrt(dx*dx + dy*dy);
+ if(n < blast_radius) {
+ n *= 20;
+ rock[i].xvel += rockrate*(dx+30)/n;
+ rock[i].yvel += rockrate*dy/n;
+ rock[i].dead = 1;
+ }
+ }
+ }
}
if(--countdown <= 0 && (rnd()*100.0<(rockrate += 0.025))) {
// SCROLLING
yscroll = yship - (YSIZE / 2);
- yscroll /= -15;
+ yscroll += yvel * 25;
+ yscroll /= -25;
+ yscroll = ((scrollvel * (12 - movementrate)) + (yscroll * movementrate)) / 12;
+ scrollvel = yscroll;
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;
+ 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].yvel > 0) || (rock[i].y < -rock[i].image->h && rock[i].yvel < 0)) {
+ 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].yvel*movementrate + yscroll) * 2;
+ }
+ }
+ if(rock[i].x < -32.0 || rock[i].x > XSIZE + 32.0) {
+ rock[i].active = 0;
+ rock[i].dead = 0;
+ }
+ }
}
}
else {
state = DEAD_PAUSE;
- state_timeout = 50.0;
-
+ state_timeout = 20.0;
+ xvel = 0;
+ yvel = 0;
}
}
for(i = 0; i<MAXROCKS; i++ ) {
rock[i].active = 0;
+ rock[i].dead = 0;
}
rockrate = 54.0;
yvel = 0;
xship = 0;
yship = YSIZE/2;
- shieldlevel = 3*W;
- initialshield = 0;
}
maneuver = 0;
- laser = 0;
} else {
SDL_PumpEvents();
keystate = SDL_GetKeyState(NULL);
}
else {
- shieldsup = 0;
paused = 0;
pausedown = 0;
}
break;
case 'h': // help
printf("Variations on RockDodger\n"
- " -e Big tail [E]ngine\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"
+ " -h this [H]elp message\n"
+ " -p original [P]hysics (friction)\n"
" -s [S]ilent (no sound)\n");
exit(0);
break;
while(1) {
for(i = 0; i<MAXROCKS; i++) {
rock[i].active = 0;
+ rock[i].dead = 0;
}
rockrate = 54.0;
rockspeed = 5.0;