* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
-#undef DEBUG
-
-extern int font_height;
-void clearBuffer();
-
-// includes {{{
-#include "config.h"
+#include <argp.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 {{{
-// }}}
-// macros {{{
-#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}
-};
-// }}}
+
+#include "args.h"
+#include "common.h"
+#include "config.h"
+#include "dust.h"
+#include "file.h"
+#include "globals.h"
+#include "mt.h"
+#include "rocks.h"
+#include "score.h"
+#include "shape.h"
+#include "sound.h"
// ************************************* VARS
-// SDL_Surface global variables {{{
+// SDL_Surface global variables
SDL_Surface
*surf_screen, // Screen
*surf_b_variations, // "variations" banner
*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 {{{
+
+
+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.
-float rockrate,rockspeed;
-float movementrate;
-float yscroll;
-float scrollvel;
-
-int nships,score,initticks,ticks_since_last, last_ticks;
-int gameover;
-int countdown = 0;
-int maneuver = 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 pausedown = 0,paused = 0;
+
+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.
+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)
+int ms_frame; // length of this frame (milliseconds)
+int ms_end; // end of this frame (milliseconds)
+
+float bangx, bangy, bangdx, bangdy;
+
+int nships,score;
+int jets = 0;
+
+float fadetimer = 0, faderate;
+
+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
+ 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 2
char *sequence[] = {
"Press SPACE to start",
- "http://qualdan.com/vor/"
+ "http://herkamire.com/jason/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);
-}
+#define TO_TICKS(seconds) ((seconds)*20*opt_gamespeed)
// ************************************* FUNCS
-FILE *hs_fopen(char *mode) {
- FILE *f;
- mode_t mask;
- mask = umask(0111);
- if(f = fopen("/usr/share/vor/.highscore",mode)) {
- umask(mask);
- return f;
- }
- else {
- char s[1024];
- umask(0177);
- sprintf(s,"%s/.vor-high",getenv("HOME"));
- if(f = fopen(s,mode)) {
- umask(mask);
- return f;
- }
- else {
- umask(mask);
- return 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() {
+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 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
-
- int i,x,y,n,endcount;
- Uint16 *rawpixel,c;
- double theta,r,dx,dy;
+void
+new_bang_dots(int xbang, int ybang, int dx, int dy, SDL_Surface *s)
+{
+ int x,y,endcount;
+ 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 != SDL_MapRGB(s->format,0,255,0)) {
-
- theta = rnd()*M_PI*2;
-
- 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;
-
- // 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;
-
- // If the circular buffer is filled, who cares? They've had their chance.
- //if(bd2 == bd1-1) goto exitloop;
-
+ 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;
+
+ 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;
+ bdot[bd2].c = 0;
+ bdot[bd2].life = 100;
+ bdot[bd2].decay = frnd()*3 + 1;
+ bdot[bd2].active = 1;
+
+ // 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++;
}
- if(SDL_GetTicks() - begin_generate > 7) endcount++;
-
- }
-exitloop:
-
SDL_UnlockSurface(s);
-
}
-void draw_bang_dots(SDL_Surface *s) {
+void
+draw_bang_dots(SDL_Surface *s) {
int i;
int first_i, last_i;
Uint16 *rawpixel;
rawpixel = (Uint16 *) s->pixels;
first_i = -1;
+ last_i = 0;
for(i = bd1; (bd1 <= bd2)?(i<bd2):(i >= bd1 && i < bd2); last_i = ++i) {
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;
+ bdot[i].x += bdot[i].dx*t_frame - xscroll;
+ bdot[i].y += bdot[i].dy*t_frame - yscroll;
- if(bdot[i].life<0)
- bdot[i].active = 0;
+ if(bdot[i].life<0) bdot[i].active = 0;
}
}
}
-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) {
+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].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;
}
}
-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;
- }
- }
- }
- }
-}
-
-void create_engine_dots2(int newdots, int m) {
+void
+new_engine_dots(int n, int dir) {
int i;
- double theta, theta2, dx, dy, adx, ady;
+ float a, r; // angle, random length
+ float dx, dy;
+ float hx, hy; // half ship width/height.
+ static const int s[4] = { 2, 1, 0, 1 };
- // 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;
+ hx = surf_ship->w / 2;
+ hy = surf_ship->h / 2;
- for(i = 0; i<newdots; i++) {
+ for(i = 0; i<n; 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);
-
+ a = frnd()*M_PI + (dir-1)*M_PI_2;
+ r = sin(frnd()*M_PI);
+ dx = r * cos(a);
+ dy = r * -sin(a); // screen y is "backwards".
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++;
- if(dotptr-edot >= MAXENGINEDOTS) {
- dotptr = edot;
+ dotptr->x = shipx + s[dir]*hx + (frnd()-0.5)*3;
+ dotptr->y = shipy + s[(dir+1)&3]*hy + (frnd()-0.5)*3;
+ if(dir&1) {
+ dotptr->dx = shipdx + 2*dx;
+ dotptr->dy = shipdy + 20*dy;
+ dotptr->life = 60 * fabs(dy);
+ } else {
+ dotptr->dx = shipdx + 20*dx;
+ dotptr->dy = shipdy + 2*dy;
+ dotptr->life = 60 * fabs(dx);
}
+
+ if(dotptr - edot < MAXENGINEDOTS) dotptr++;
+ else 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);
-
- // 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);
-
- scorepos = XSIZE-250;
- n = snprintf(topline, 50, "Time: ");
- snprintscore(topline + n, 50-n, score);
- PutString(s,scorepos,0,topline);
-
- SDL_LockSurface(s);
- }
-
- // Draw all the engine dots
- draw_engine_dots(s);
-
- // Create more engine dots comin out da back
- if(!gameover)
- create_engine_dots(200);
+void
+drawdots(SDL_Surface *s) {
+ int 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);
+ if(jets & 1<<m) { // 'jets' is a bit field
+ new_engine_dots(80,m);
}
}
- // Draw all outstanding bang dots
- //if(bangdotlife-- > 0)
- draw_bang_dots(s);
+ move_dust();
+ SDL_LockSurface(s);
+ draw_dust(s);
+ draw_engine_dots(s);
+ 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;
-}
-
-
-int missing(char *dirname) {
- struct stat buf;
- stat(dirname, &buf);
- return (!S_ISDIR(buf.st_mode));
-}
-
-int init(int fullscreen) {
+int
+init(void) {
- int i,j;
+ int i;
SDL_Surface *temp;
- Uint16 *raw_pixels;
Uint32 flag;
+ // Where are our data files?
+ if(!find_files()) exit(1);
read_high_score_table();
- // Where are our data files?
- // default: ./data
- // second alternative: RD_DATADIR
- // final alternative: /usr/share/vor
- 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);
- }
+ if(opt_sound) {
+ // 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");
+ atexit(SDL_Quit);
} else {
- data_dir = strdup("/usr/share/vor");
- if(missing(data_dir)) {
- fprintf (stderr,"Cannot find data in %s\n", data_dir);
- exit(-2);
- }
+ atexit(SDL_Quit);
+ atexit(SDL_CloseAudio);
+ opt_sound = init_sound();
}
- }
-
- 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();
- }
-
- } else {
- // Initialise with video only
+ // Initialize with video only
CONDERROR(SDL_Init(SDL_INIT_VIDEO) != 0);
atexit(SDL_Quit);
}
- if(oss_sound_flag)
- play_tune(0);
+ play_tune(TUNE_TITLE_PAGE);
// 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
- SDL_WM_SetCaption("Rock Dodgers", "rockdodgers");
+ SDL_WM_SetCaption("Variations on Rockdodger", "VoR");
NULLERROR(surf_screen);
}
// Load the banners
- NULLERROR(temp = IMG_Load(load_file("banners/variations.png")));
+ NULLERROR(temp = IMG_Load(add_path("banners/variations.png")));
NULLERROR(surf_b_variations = SDL_DisplayFormat(temp));
- NULLERROR(temp = IMG_Load(load_file("banners/on.png")));
+ NULLERROR(temp = IMG_Load(add_path("banners/on.png")));
NULLERROR(surf_b_on = SDL_DisplayFormat(temp));
- NULLERROR(temp = IMG_Load(load_file("banners/rockdodger.png")));
+ 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(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(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")));
+ 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")));
+ 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];
+ init_dust();
- sprintf(a,load_file("sprites/rock%d.png"),i);
- NULLERROR(temp = IMG_Load(a));
- NULLERROR(surf_rock[i] = SDL_DisplayFormat(temp));
-
- sprintf(a,load_file("sprites/deadrock%d.png"),i);
- NULLERROR(temp = IMG_Load(a));
- NULLERROR(surf_deadrock[i] = SDL_DisplayFormat(temp));
- }
+ init_rocks();
// Remove the mouse cursor
#ifdef SDL_DISABLE
return 0;
}
-int draw() {
- int i,n;
- SDL_Rect src,dest;
- struct black_point_struct *p;
- Uint16 *raw_pixels;
- int bang, offset, x;
+
+int
+draw() {
+ int i;
+ SDL_Rect dest;
+ int bang, x;
char *text;
float fadegame,fadeover;
- char *statedisplay, buf[1024];
-
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);
-
-#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);
// 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);
+ if(state == GAMEPLAY ) {
+ dest.x = shipx;
+ dest.y = shipy;
+ SDL_BlitSurface(surf_ship,NULL,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);
- }
+ 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);
}
}
+ // 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:
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;
+ 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 += t_frame/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 += 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;
+ 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 += t_frame/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_wide(text))/2 + sin(fadetimer/4.5)*10;
- PutString(surf_screen,x,YSIZE-50 + sin(fadetimer/2)*5,text);
+ 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_wide(text))/2 + cos(fadetimer/4.5)*10;
- PutString(surf_screen,x,YSIZE-100 + cos(fadetimer/3)*5,text);
+ 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(TUNE_HIGH_SCORE_ENTRY);
+ if(!process_score_input()) { // done inputting name
- 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);
- }
- } else {
+ // Change state to briefly show high scores page
state = HIGH_SCORE_DISPLAY;
- state_timeout = 400;
- }
- // FALL THROUGH
+ state_timeout = 200;
+ // Write the high score table to the file
+ write_high_score_table();
+
+ play_tune(TUNE_TITLE_PAGE);
+ }
+ // FALL THROUGH TO
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) {
- 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)yship) + p->x + (int)xship;
- if(raw_pixels[offset]) {
- // Set the bang flag
- bang = 1;
- }
- }
- SDL_UnlockSurface(surf_screen);
+ display_scores(surf_screen, 150,50);
+ break;
+ case GAMEPLAY:
+ case DEAD_PAUSE:
+ ; // no action necessary
}
- // 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);
+ if(state == GAMEPLAY) {
+ 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;
- }
- else {
- movementrate = ticks_since_last/50.0;
- if(state == GAMEPLAY) {
- score += ticks_since_last;
- }
+ 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.
+ t_frame = 0;
+ ms_frame = 0;
+ } else {
+ t_frame = opt_gamespeed * ms_frame / 50;
+ if(state == GAMEPLAY) score += ms_frame;
}
// Update the surface
return bang;
}
-int gameloop() {
- int i = 0;
+
+int
+gameloop() {
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 -= t_frame*3) < 0) {
switch(state) {
case DEAD_PAUSE:
// Create a new ship and start all over again
state = GAMEPLAY;
- play_tune(1);
- xvel = 3;
- yvel = 0;
- break;
+ play_tune(TUNE_GAMEPLAY);
+ 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;
- }
- }
-
- // Move all lower scores down a notch
- for(i = 7; i >= scorerank; i--)
- high[i] = high[i-1];
-
- // Insert blank high score
- high[scorerank].score = score;
- high[scorerank].name = "";
- high[scorerank].allocated = 0;
+ if(new_high_score(score)) {
+ SDL_Event e;
+ state = HIGH_SCORE_ENTRY;
+ state_timeout = 5.0e6;
+ SDL_EnableUNICODE(1);
+ while(SDL_PollEvent(&e))
+ ;
+ } else if(!keystate[SDLK_SPACE]) {
+ state = HIGH_SCORE_DISPLAY;
+ state_timeout = 400;
}
-
- break;
+ break;
case HIGH_SCORE_DISPLAY:
state = TITLE_PAGE;
state_timeout = 500.0;
- break;
+ break;
case HIGH_SCORE_ENTRY:
- // state = TITLE_PAGE;
- // play_tune(1);
- // state_timeout = 100.0;
- break;
+ break;
case TITLE_PAGE:
state = HIGH_SCORE_DISPLAY;
state_timeout = 200.0;
- break;
+ break;
+ case GAMEPLAY:
+ ; // no action necessary
}
} else {
if(state == DEAD_PAUSE) {
- float blast_radius = START_RAD * state_timeout / 50.0;
- for(i = 0; i<MAXROCKS; i++ ) {
- float dx, dy, n;
- dx = rock[i].x - xship;
- dy = rock[i].y - yship;
- n = sqrt(dx*dx + dy*dy);
- if(n < blast_radius) {
- rock[i].xvel += rockrate*dx/n;
- rock[i].yvel += rockrate*dy/n;
- }
+ 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;
}
- }
- }
+ blast_rocks(bangx, bangy, blast_radius, fixonly);
- 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;
+ if(bangx < 60) bangx = 60;
}
}
- // 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;
- }
+ new_rocks();
// INERTIA
- xship += xvel*movementrate;
- yship += yvel*movementrate;
+ shipx += shipdx*t_frame;
+ shipy += shipdy*t_frame;
// SCROLLING
- yscroll = yship - (YSIZE / 2);
- 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;
+ tmp = (shipy-YSCROLLTO)/25 + (shipdy-screendy);
+ screendy += tmp * t_frame/12;
+ tmp = (shipx-XSCROLLTO)/25 + (shipdx-screendx);
+ screendx += tmp * t_frame/12;
+ // 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));
}
+ back_dist += (screendx - SCREENDXMIN)*t_frame;
+ if(opt_max_lead >= 0) back_dist = min(back_dist, opt_max_lead);
+
+ xscroll = screendx * t_frame;
+ yscroll = screendy * t_frame;
+
+ shipx -= xscroll;
+ shipy -= yscroll;
+
+ // move bang center
+ bangx += bangdx*t_frame - xscroll;
+ bangy += bangdy*t_frame - yscroll;
+
+ move_rocks();
+
// BOUNCE X
- if(xship<0 || xship>XSIZE-surf_ship->w) {
+ if(shipx<0 || shipx>XSIZE-surf_ship->w) {
// BOUNCE from left and right wall
- xship -= xvel*movementrate;
- xvel *= -0.99;
+ shipx -= (shipdx-screendx)*t_frame;
+ shipdx = screendx - (shipdx-screendx)*opt_bounciness;
}
// BOUNCE Y
- if(yship<0 || yship>YSIZE-surf_ship->h) {
+ if(shipy<0 || shipy>YSIZE-surf_ship->h) {
// BOUNCE from top and bottom wall
- yship -= yvel;
- yvel *= -0.99;
+ shipy -= (shipdy-screendy)*t_frame;
+ shipdy = screendy - (shipdy-screendy)*opt_bounciness;
}
if(draw() && state == GAMEPLAY) {
- if(oss_sound_flag) {
- // Play the explosion sound
- play_sound(0);
- }
- makebangdots(xship,yship,xvel,yvel,surf_ship,30);
+ // Died
+ 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);
+ shipdx *= 0.5; shipdy *= 0.5;
+ if(shipdx < SCREENDXMIN) shipdx = SCREENDXMIN;
if(--nships <= 0) {
- gameover = 1;
state = GAME_OVER;
+ shipdx = SCREENDXMIN; shipdy = 0;
state_timeout = 200.0;
fadetimer = 0.0;
- faderate = movementrate;
+ faderate = t_frame;
}
else {
state = DEAD_PAUSE;
- state_timeout = 50.0;
- xship = 10;
- yship = YSIZE/2;
- xvel = 0;
- yvel = 0;
+ state_timeout = DEAD_PAUSE_LENGTH;
}
}
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 || state == DEMO)) {
-
- for(i = 0; i<MAXROCKS; i++ ) {
- rock[i].active = 0;
- }
+ // new game
+ if(keystate[SDLK_SPACE] && (state == HIGH_SCORE_DISPLAY || state == TITLE_PAGE)) {
- rockrate = 54.0;
- rockspeed = 5.0;
+ reset_rocks();
nships = 4;
score = 0;
state = GAMEPLAY;
- play_tune(1);
-
- xvel = -1;
- gameover = 0;
- yvel = 0;
- xship = 0;
- yship = YSIZE/2;
+ play_tune(TUNE_GAMEPLAY);
+ shipx = XSIZE/2.2; shipy = YSIZE/2;
+ shipdx = screendx; shipdy = screendy;
}
- maneuver = 0;
+ jets = 0;
} else {
SDL_PumpEvents();
keystate = SDL_GetKeyState(NULL);
}
if(state == GAMEPLAY) {
- if(!gameover) {
-
- if(!paused) {
- if(keystate[SDLK_UP] | keystate[SDLK_c]) { yvel -= 1.5*movementrate; maneuver |= 1<<3;}
- if(keystate[SDLK_DOWN] | keystate[SDLK_t]) { yvel += 1.5*movementrate; maneuver |= 1<<1;}
- if(keystate[SDLK_LEFT] | keystate[SDLK_h]) { xvel -= 1.5*movementrate; maneuver |= 1<<2;}
- if(keystate[SDLK_RIGHT] | keystate[SDLK_n]) { xvel += 1.5*movementrate; maneuver |= 1;}
- if(keystate[SDLK_3]) { SDL_SaveBMP(surf_screen, "snapshot.bmp"); }
- }
+ 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(keystate[SDLK_p] | keystate[SDLK_s]) {
- if(!pausedown) {
- paused = !paused;
- if(paused) {
- SDL_Rect src,dest;
- 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;
- dest.y = (YSIZE-src.h)/2;
- SDL_BlitSurface(surf_b_variations,&src,surf_screen,&dest);
- // Update the surface
- SDL_Flip(surf_screen);
- }
- 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) {
state_timeout = -1;
}
}
- }
-}
-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;
- 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"
- " -p original [P]hysics (friction)\n"
- " -s [S]ilent (no sound)\n");
- exit(0);
- break;
- case 'p': // physics
- friction = 1;
- break;
- case 's': // silent
- oss_sound_flag = 0;
- break;
+ if(state != HIGH_SCORE_ENTRY && (keystate[SDLK_q] || keystate[SDLK_ESCAPE])) {
+ return 0;
}
+
}
+}
+
+int
+main(int argc, char **argv) {
+ init_opts();
+ argp_parse(&argp, argc, argv, 0, 0, 0);
- if(init(fullscreen)) {
+ if(init()) {
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;
- initticks = SDL_GetTicks();
- if(gameloop() == 0) {
- break;
- }
- printf ("score = %d\n",score);
- SDL_Delay(1000);
- }
+ gameloop();
return 0;
}