#include "config.h"
#include "file.h"
+#include "globals.h"
+#include "rocks.h"
#include "score.h"
+#include "shape.h"
#include "sound.h"
#include <math.h>
#include "SFont.h"
-#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,dx,dy;
- 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;
-};
-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
// 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];
char topline[1024];
char *initerror = "";
+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; // this controls the speed of everything that moves.
-float yscroll;
-float scrollvel;
+float screendx = 7.5, screendy = 0.0;
+float xscroll, yscroll;
+float gamerate; // this controls the speed of everything that moves.
int nships,score,initticks,ticks_since_last, last_ticks;
int gameover;
-int countdown = 0;
int maneuver = 0;
-int sound_flag = 1, music_flag = 0;
-int tail_plume = 0; // display big engine at the back?
-int friction = 0; // should there be friction?
+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;
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
float
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)) {
+ if(c && c != s->format->colorkey) {
theta = rnd()*M_PI*2;
//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;
+ bdot[i].x += bdot[i].dx*gamerate;
+ bdot[i].y += bdot[i].dy*gamerate-yscroll;
if(bdot[i].life<0)
bdot[i].active = 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;
+ sdot[i].x += sdot[i].dx*gamerate;
+ sdot[i].y -= yscroll;
if(sdot[i].y > YSIZE) {
sdot[i].y -= YSIZE;
} else if(sdot[i].y < 0) {
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].x += edot[i].dx*gamerate;
+ 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].active = 0;
} else if(edot[i].x<0 || edot[i].x>XSIZE) {
edot[i].active = 0;
if(!tail_plume) return;
if(state == GAMEPLAY) {
- for(i = 0; i<newdots*movementrate; i++) {
+ for(i = 0; i<newdots*gamerate; i++) {
if(dotptr->active == 0) {
theta = rnd()*M_PI*2;
r = rnd();
drawdots(SDL_Surface *s) {
int m;
- SDL_LockSurface(s);
- // Draw the background stars aka space dots
- draw_space_dots(s);
-
- // 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);
-
- 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);
-
- // Create more engine dots comin out da back
+ // Create more engine dots comin' out da back
if(!gameover) create_engine_dots(200);
// Create engine dots out the side we're moving from
}
}
- // Draw all outstanding bang dots
- //if(bangdotlife-- > 0)
+ SDL_LockSurface(s);
+ draw_space_dots(s);
+ draw_engine_dots(s);
draw_bang_dots(s);
-
SDL_UnlockSurface(s);
}
int
init(int fullscreen) {
- int i,j;
+ int i;
SDL_Surface *temp;
- Uint16 *raw_pixels;
Uint32 flag;
// Where are our data files?
// 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(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[MAX_PATH_LEN];
-
- snprintf(a,MAX_PATH_LEN,add_path("sprites/rock%d.png"),i);
- NULLERROR(temp = IMG_Load(a));
- NULLERROR(surf_rock[i] = SDL_DisplayFormat(temp));
- }
+ init_rocks();
// Remove the mouse cursor
#ifdef SDL_DISABLE
draw() {
int i;
SDL_Rect src,dest;
- struct black_point_struct *p;
- Uint16 *raw_pixels;
- int bang, offset, x;
+ int bang, x;
char *text;
float fadegame,fadeover;
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) {
+ draw_rocks();
- 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 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.y = 20;
+ SDL_BlitSurface(surf_life, &src, surf_screen, &dest);
}
+ // Draw the score
+ snprintscore_line(topline, 50, score);
+ SFont_Write(surf_screen, g_font, XSIZE-250, 0, topline);
+
// If it's game over, show the game over graphic in the dead centre
switch (state) {
case GAME_OVER:
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_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;
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_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;
}
if(!gameover && state == GAMEPLAY) {
- 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);
+ bang = hit_rocks(shipx, shipy, &shipshape);
}
-
- // 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;
+ gamerate = 0;
}
else {
- movementrate = ticks_since_last/50.0;
+ gamerate = GAMESPEED*ticks_since_last/50.0;
if(state == GAMEPLAY) {
score += ticks_since_last;
}
int
gameloop() {
- int i = 0;
Uint8 *keystate;
+ float tmp;
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) {
+ if((state_timeout -= gamerate*3) < 0) {
switch(state) {
case DEAD_PAUSE:
// Create a new ship and start all over again
blast_radius = BLAST_RADIUS * (DEAD_PAUSE_LENGTH - state_timeout) / 20.0;
fixonly = 0;
}
+ blast_rocks(shipx, shipy, blast_radius, fixonly);
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;
- }
- }
}
}
- 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->active = 1;
- rockptr->y = rnd()*(YSIZE + rockptr->image->h);
- }
- if(movementrate>0.1) {
- countdown = (int)(ROCKRATE/movementrate);
- } else {
- countdown = 0;
- }
- }
+ new_rocks();
// 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;
+ shipdx *= pow((double)0.9,(double)gamerate);
+ shipdy *= pow((double)0.9,(double)gamerate);
}
- // 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;
+ tmp = shipy - (YSIZE / 2);
+ tmp += 25 * shipdy;
+ tmp /= -25;
+ tmp = ((screendy * (gamerate - 12)) + (tmp * gamerate)) / 12;
+ screendy = -tmp;
+ xscroll = screendx * gamerate;
+ yscroll = screendy * gamerate;
+
+ // INERTIA
+ shipx += shipdx*gamerate;
+ shipy += shipdy*gamerate - 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;
- }
- }
- }
+ move_rocks();
// BOUNCE X
if(shipx<0 || shipx>XSIZE-surf_ship->w) {
// BOUNCE from left and right wall
- shipx -= shipdx*movementrate;
+ shipx -= shipdx*gamerate;
shipdx *= -0.99;
}
// Play the explosion sound
play_sound(0);
makebangdots(shipx,shipy,shipdx,shipdy,surf_ship,30);
+ shipdx = 0;
+ shipdy = 0;
if(--nships <= 0) {
gameover = 1;
state = GAME_OVER;
state_timeout = 200.0;
fadetimer = 0.0;
- faderate = movementrate;
+ faderate = gamerate;
}
else {
state = DEAD_PAUSE;
state_timeout = DEAD_PAUSE_LENGTH;
- shipdx = 0;
- shipdy = 0;
}
}
SDL_PumpEvents();
keystate = SDL_GetKeyState(NULL);
- if(state != HIGH_SCORE_ENTRY && (keystate[SDLK_q] || keystate[SDLK_ESCAPE])) {
- return 0;
- }
-
if(keystate[SDLK_SPACE] && (state == HIGH_SCORE_DISPLAY || state == TITLE_PAGE)) {
- for(i = 0; i<MAXROCKS; i++ ) {
- rock[i].active = 0;
- rock[i].dead = 0;
- }
-
- rockrate = 54.0;
- rockspeed = 5.0;
+ reset_rocks();
nships = 4;
score = 0;
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_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_3]) { SDL_SaveBMP(surf_screen, "snapshot.bmp"); }
}
state_timeout = -1;
}
}
+
+ if(state != HIGH_SCORE_ENTRY && (keystate[SDLK_q] || keystate[SDLK_ESCAPE])) {
+ return 0;
+ }
+
}
}
int
main(int argc, char **argv) {
- int i, x, fullscreen;
+ int x, fullscreen;
fullscreen = 0;
tail_plume = 0;
return 1;
}
- for(i = 0; i<MAXROCKS; i++) {
- rock[i].active = 0;
- rock[i].dead = 0;
- }
- rockrate = 54.0;
- rockspeed = 5.0;
+ reset_rocks();
initticks = SDL_GetTicks();
gameloop();