#include "debug.h"
#endif
+#include "args.h"
#include "config.h"
#include "file.h"
#include "globals.h"
#include "shape.h"
#include "sound.h"
+#include <argp.h>
#include <math.h>
#include <SDL/SDL.h>
#include <SDL/SDL_image.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
-#include <unistd.h>
#include "SFont.h"
*surf_life, // Indicator of number of ships remaining
*surf_rock[NROCKS], // THE ROCKS
*surf_font_big; // The big font
+
SFont_Font *g_font;
char topline[1024];
char *initerror = "";
+
+
struct shape shipshape;
float shipx = XSIZE/2, shipy = YSIZE/2; // X position, 0..XSIZE
-float shipdx = 8, shipdy = 0; // Change in X position per tick.
-float screendx = 7.5, screendy = 0.0;
+float shipdx = SCREENDXMIN, shipdy = 0.0; // Change in X position per tick.
+float screendx = SCREENDXMIN, screendy = 0.0;
float xscroll, yscroll;
-float gamerate; // this controls the speed of everything that moves.
+float framelen; // this controls the speed of everything that moves.
float bangx, bangy, bangdx, bangdy;
-int nships,score,ticks_since_last, last_ticks;
+int nships,score,ticks_since_last,last_ticks;
int gameover;
int maneuver = 0;
-int sound_flag, music_flag;
-int tail_plume; // display big engine at the back?
-int friction; // should there be friction?
+
float fadetimer = 0, faderate;
int pausedown = 0, paused = 0;
#define NSEQUENCE 2
char *sequence[] = {
"Press SPACE to start",
- "http://qualdan.com/vor/"
+ "http://herkamire.com/jason/vor"
};
int bangdotlife, nbangdots;
rawpixel = (Uint16 *) s->pixels;
first_i = -1;
+ last_i = 0;
for(i = bd1; (bd1 <= bd2)?(i<bd2):(i >= bd1 && i < bd2); last_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*gamerate - xscroll;
- bdot[i].y += bdot[i].dy*gamerate - yscroll;
+ bdot[i].x += bdot[i].dx*framelen - xscroll;
+ bdot[i].y += bdot[i].dy*framelen - yscroll;
if(bdot[i].life<0)
bdot[i].active = 0;
for(i = 0; i<MAXENGINEDOTS; i++) {
if(edot[i].active) {
- edot[i].x += edot[i].dx*gamerate - xscroll;
- edot[i].y += edot[i].dy*gamerate - yscroll;
- if((edot[i].life -= gamerate*3)<0 || edot[i].y<0 || edot[i].y>YSIZE) {
+ edot[i].x += edot[i].dx*framelen - xscroll;
+ edot[i].y += edot[i].dy*framelen - yscroll;
+ if((edot[i].life -= framelen*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;
int i;
double theta,r,dx,dy;
- if(!tail_plume) return;
+ if(!opt_tail_engine) return;
if(state == GAMEPLAY) {
- for(i = 0; i<newdots*gamerate; i++) {
+ for(i = 0; i<newdots*framelen; i++) {
if(dotptr->active == 0) {
theta = rnd()*M_PI*2;
r = rnd();
}
int
-init(int fullscreen) {
+init(void) {
int i;
SDL_Surface *temp;
if(!find_files()) exit(1);
read_high_score_table();
- if(sound_flag) {
+ if(opt_sound) {
// Initialize SDL with audio and video
if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) != 0) {
- sound_flag = 0;
+ opt_sound = 0;
printf ("Can't open sound, starting without it\n");
atexit(SDL_Quit);
} else {
atexit(SDL_Quit);
atexit(SDL_CloseAudio);
- sound_flag = init_sound();
+ opt_sound = init_sound();
}
} else {
// Initialize with video only
// Attempt to get the required video size
flag = SDL_DOUBLEBUF | SDL_HWSURFACE;
- if(fullscreen) flag |= SDL_FULLSCREEN;
+ if(opt_fullscreen) flag |= SDL_FULLSCREEN;
surf_screen = SDL_SetVideoMode(XSIZE,YSIZE,16,flag);
// Set the title bar text
int
draw() {
int i;
- SDL_Rect src,dest;
+ SDL_Rect dest;
int bang, 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 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);
+ dest.x = shipx;
+ dest.y = shipy;
+ SDL_BlitSurface(surf_ship,NULL,surf_screen,&dest);
}
draw_rocks();
// Draw the life indicators.
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.x = (i + 1)*(surf_life->w + 10);
dest.y = 20;
- SDL_BlitSurface(surf_life, &src, surf_screen, &dest);
+ SDL_BlitSurface(surf_life, NULL, surf_screen, &dest);
}
// Draw the score
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 += gamerate/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;
+ 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)(fadegame*(200 + 55*cos(fadetimer += framelen/1.0))));
+ 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)(fadeover*(200 + 55*sin(fadetimer))));
- SDL_BlitSurface(surf_b_over,&src,surf_screen,&dest);
+ SDL_BlitSurface(surf_b_over,NULL,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 += gamerate/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;
+ 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 += framelen/2.0)));
+ 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,&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_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,&src,surf_screen,&dest);
+ SDL_BlitSurface(surf_b_rockdodger,NULL,surf_screen,&dest);
text = "Version " VERSION;
x = (XSIZE-SFont_TextWidth(g_font,text))/2 + sin(fadetimer/4.5)*10;
ticks_since_last = SDL_GetTicks()-last_ticks;
last_ticks = SDL_GetTicks();
if(ticks_since_last>200 || ticks_since_last<0) {
- gamerate = 0;
- }
- else {
- gamerate = GAMESPEED*ticks_since_last/50.0;
+ // We won't run at all below 5 frames per second.
+ framelen = 0;
+ } else {
+ framelen = opt_gamespeed*ticks_since_last/50.0;
if(state == GAMEPLAY) {
score += ticks_since_last;
}
if(!paused) {
// Count down the game loop timer, and change state when it gets to zero or less;
- if((state_timeout -= gamerate*3) < 0) {
+ if((state_timeout -= framelen*3) < 0) {
switch(state) {
case DEAD_PAUSE:
// Create a new ship and start all over again
play_tune(1);
break;
case GAME_OVER:
- state = HIGH_SCORE_ENTRY;
- state_timeout = 5.0e6;
if(new_high_score(score)) {
SDL_Event e;
+ state = HIGH_SCORE_ENTRY;
+ state_timeout = 5.0e6;
SDL_EnableUNICODE(1);
while(SDL_PollEvent(&e))
;
- } else {
+ } else if(!keystate[SDLK_SPACE]) {
state = HIGH_SCORE_DISPLAY;
state_timeout = 400;
}
new_rocks();
// FRICTION?
- if(friction) {
- shipdx *= pow((double)0.9,(double)gamerate);
- shipdy *= pow((double)0.9,(double)gamerate);
+ if(opt_friction) {
+ shipdx *= pow((double)0.9,(double)framelen);
+ shipdy *= pow((double)0.9,(double)framelen);
}
// INERTIA
- shipx += shipdx*gamerate;
- shipy += shipdy*gamerate;
+ shipx += shipdx*framelen;
+ shipy += shipdy*framelen;
// SCROLLING
tmp = shipy - (YSIZE / 2);
tmp += shipdy * 25;
tmp /= -25;
- tmp = ((screendy * (gamerate - 12)) + (tmp * gamerate)) / 12;
+ tmp = ((screendy * (framelen - 12)) + (tmp * framelen)) / 12;
screendy = -tmp;
tmp = shipx - (XSIZE / 3);
tmp += shipdx * 25;
tmp /= -25;
- tmp = ((screendx * (gamerate - 12)) + (tmp * gamerate)) / 12;
+ tmp = ((screendx * (framelen - 12)) + (tmp * framelen)) / 12;
screendx = -tmp;
+ if(screendx < SCREENDXMIN) screendx=SCREENDXMIN;
+
+ xscroll = screendx * framelen;
+ yscroll = screendy * framelen;
- xscroll = screendx * gamerate;
- yscroll = screendy * gamerate;
shipx -= xscroll;
shipy -= yscroll;
// move bang center
- bangx += bangdx*gamerate - xscroll;
- bangy += bangdy*gamerate - yscroll;
+ bangx += bangdx*framelen - xscroll;
+ bangy += bangdy*framelen - yscroll;
move_rocks();
// BOUNCE X
if(shipx<0 || shipx>XSIZE-surf_ship->w) {
// BOUNCE from left and right wall
- shipx -= shipdx*gamerate;
- shipdx *= -99;
+ shipx -= (shipdx-screendx)*framelen;
+ shipdx = screendx - (shipdx-screendx)*opt_bounciness;
}
// BOUNCE Y
if(shipy<0 || shipy>YSIZE-surf_ship->h) {
// BOUNCE from top and bottom wall
- shipy -= shipdy;
- shipdy *= -0.99;
+ shipy -= (shipdy-screendy)*framelen;
+ shipdy = screendy - (shipdy-screendy)*opt_bounciness;
}
bangx = shipx; bangy = shipy; bangdx = shipdx; bangdy = shipdy;
make_bang_dots(shipx,shipy,shipdx,shipdy,surf_ship,30);
shipdx *= 0.5; shipdy *= 0.5;
+ if(shipdx < SCREENDXMIN) shipdx = SCREENDXMIN;
if(--nships <= 0) {
state = GAME_OVER;
gameover = 1;
shipdx = 8; shipdy = 0;
state_timeout = 200.0;
fadetimer = 0.0;
- faderate = gamerate;
+ faderate = framelen;
}
else {
state = DEAD_PAUSE;
SDL_PumpEvents();
keystate = SDL_GetKeyState(NULL);
+ // new game
if(keystate[SDLK_SPACE] && (state == HIGH_SCORE_DISPLAY || state == TITLE_PAGE)) {
reset_rocks();
if(!gameover) {
if(!paused) {
- if(keystate[SDLK_UP] | keystate[SDLK_c]) { shipdy -= 1.5*gamerate; maneuver |= 1<<3;}
- if(keystate[SDLK_DOWN] | keystate[SDLK_t]) { shipdy += 1.5*gamerate; maneuver |= 1<<1;}
- if(keystate[SDLK_LEFT] | keystate[SDLK_h]) { shipdx -= 1.5*gamerate; maneuver |= 1<<2;}
- if(keystate[SDLK_RIGHT] | keystate[SDLK_n]) { shipdx += 1.5*gamerate; maneuver |= 1;}
+ if(keystate[SDLK_UP] | keystate[SDLK_c]) { shipdy -= 1.5*framelen; maneuver |= 1<<3;}
+ if(keystate[SDLK_DOWN] | keystate[SDLK_t]) { shipdy += 1.5*framelen; maneuver |= 1<<1;}
+ if(keystate[SDLK_LEFT] | keystate[SDLK_h]) { shipdx -= 1.5*framelen; maneuver |= 1<<2;}
+ if(keystate[SDLK_RIGHT] | keystate[SDLK_n]) { shipdx += 1.5*framelen; maneuver |= 1;}
if(keystate[SDLK_3]) { SDL_SaveBMP(surf_screen, "snapshot.bmp"); }
}
int
main(int argc, char **argv) {
- int 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;
- break;
- 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 'm': // music
- music_flag = 1;
- case 'p': // physics
- friction = 1;
- break;
- case 's': // silent
- sound_flag = 0;
- music_flag = 0;
- break;
- }
- }
+ init_opts();
+ argp_parse(&argp, argc, argv, 0, 0, 0);
- if(init(fullscreen)) {
+ if(init()) {
printf ("ta: '%s'\n",initerror);
return 1;
}