* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
-#undef DEBUG
+#ifdef DEBUG
+#include "debug.h"
+#endif
#include "config.h"
#include "file.h"
#include "score.h"
+#include "shape.h"
#include "sound.h"
#include <math.h>
// ************************************* 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;
+ 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;
+ struct shape *shape;
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.
*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
+struct shape rock_shapes[NROCKS];
+
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];
char topline[1024];
char *initerror = "";
-float xship,yship = 240.0; // X position, 0..XSIZE
-float xvel,yvel; // Change in X position per tick.
+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;
DEAD_PAUSE,
GAME_OVER,
HIGH_SCORE_ENTRY,
- HIGH_SCORE_DISPLAY,
- DEMO
+ HIGH_SCORE_DISPLAY
};
enum states state = TITLE_PAGE;
float state_timeout = 600.0;
}
void
-makebangdots(int xbang, int ybang, int xvel, int yvel, SDL_Surface *s, int power) {
+makebangdots(int xbang, int ybang, int dx, int dy, 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
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;
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].dx = (power/50.0)*45.0*cos(theta)*r + dx;
+ bdot[bd2].dy = (power/50.0)*45.0*sin(theta)*r + dy;
bdot[bd2].x = x + xbang;
bdot[bd2].y = y + ybang;
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->x = shipx + surf_ship->w/2-14;
+ dotptr->y = shipy + surf_ship->h/2 + (rnd()-0.5)*5-1;
+ dotptr->dx = 10*(dx-1.5) + shipdx;
+ dotptr->dy = 1*dy + shipdy;
dotptr->life = 45 + rnd(1)*5;
dotptr++;
// 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;
+ if(state != GAMEPLAY) return;
for(i = 0; i<newdots; i++) {
if(dotptr->active == 0) {
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;
+ dotptr->x = shipx + surf_ship->w/2 + (rnd()-0.5)*3;
+ dotptr->y = shipy + 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->dx = -20*adx + shipdx;
+ dotptr->dy = 2*dy + shipdy;
dotptr->life = 60 * adx;
break;
case 1:
- dotptr->dx = 2*dx + xvel;
- dotptr->dy = -20*ady + yvel;
+ dotptr->dx = 2*dx + shipdx;
+ dotptr->dy = -20*ady + shipdy;
dotptr->life = 60 * ady;
break;
case 2:
dotptr->x += 14;
- dotptr->dx = 20*adx + xvel;
- dotptr->dy = 2*dy + yvel;
+ dotptr->dx = 20*adx + shipdx;
+ dotptr->dy = 2*dy + shipdy;
dotptr->life = 60 * adx;
break;
case 3:
- dotptr->dx = 2*dx + xvel;
- dotptr->dy = 20*ady + yvel;
+ dotptr->dx = 2*dx + shipdx;
+ dotptr->dy = 20*ady + shipdy;
dotptr->life = 60 * ady;
break;
}
SDL_UnlockSurface(s);
}
+ char a[MAX_PATH_LEN];
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[100];
-
- sprintf(a,add_path("sprites/rock%d.png"),i);
+ snprintf(a,MAX_PATH_LEN,add_path("sprites/rock%02d.png"),i);
NULLERROR(temp = IMG_Load(a));
NULLERROR(surf_rock[i] = SDL_DisplayFormat(temp));
-
- sprintf(a,add_path("sprites/deadrock%d.png"),i);
- NULLERROR(temp = IMG_Load(a));
- NULLERROR(surf_deadrock[i] = SDL_DisplayFormat(temp));
+ get_shape(surf_rock[i], &rock_shapes[i]);
}
// Remove the mouse cursor
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;
drawdots(surf_screen);
// Draw ship
- if(!gameover && (state == GAMEPLAY || state == DEMO) ) {
+ 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)xship;
- dest.y = (int)yship;
+ dest.x = (int)shipx;
+ dest.y = (int)shipy;
SDL_BlitSurface(surf_ship,&src,surf_screen,&dest);
}
case HIGH_SCORE_DISPLAY:
// Display de list o high scores mon.
display_scores(surf_screen, 150,50);
-
+ break;
+ case GAMEPLAY:
+ case DEAD_PAUSE:
+ ; // no action necessary
}
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;
+ for(i=0; i<MAXROCKS; i++) {
+ if(rock[i].active) {
+ if(collide(shipx-rock[i].x, shipy-rock[i].y, rock[i].shape, &shipshape))
+ bang = 1;
}
}
- SDL_UnlockSurface(surf_screen);
}
// Draw all the little ships
// Create a new ship and start all over again
state = GAMEPLAY;
play_tune(1);
- xship -= 50;
+ shipx -= 50;
break;
case GAME_OVER:
state = HIGH_SCORE_ENTRY;
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 = BLAST_RADIUS * state_timeout / 20.0;
- if(xship < 60) xship = 60;
+ 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;
+ }
+
+ if(shipx < 60) shipx = 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;
+
+ // 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].xvel += rockrate*(dx+30)/n;
- rock[i].yvel += rockrate*dy/n;
+ rock[i].dx += rockrate*(dx+30)/n;
+ rock[i].dy += rockrate*dy/n;
rock[i].dead = 1;
}
}
}
if(!rockptr->active) {
rockptr->x = (float)XSIZE;
- rockptr->xvel = -(rockspeed)*(1 + rnd());
- rockptr->yvel = rnd()-0.5;
+ 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->shape = &rock_shapes[rockptr->type_number];
rockptr->active = 1;
rockptr->y = rnd()*(YSIZE + rockptr->image->h);
}
// 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;
+ 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;
}
// INERTIA
- xship += xvel*movementrate;
- yship += yvel*movementrate;
+ shipx += shipdx*movementrate;
+ shipy += shipdy*movementrate;
// SCROLLING
- yscroll = yship - (YSIZE / 2);
- yscroll += yvel * 25;
+ yscroll = shipy - (YSIZE / 2);
+ yscroll += shipdy * 25;
yscroll /= -25;
yscroll = ((scrollvel * (12 - movementrate)) + (yscroll * movementrate)) / 12;
scrollvel = yscroll;
yscroll = yscroll*movementrate;
- yship += yscroll;
+ shipy += 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;
+ 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;
} else {
// wrap
rock[i].y = (YSIZE - rock[i].image->h) - rock[i].y;
- rock[i].y += (rock[i].yvel*movementrate + yscroll) * 1.01;
+ rock[i].y += (rock[i].dy*movementrate + yscroll) * 1.01;
}
}
if(rock[i].x < -rock[i].image->w || rock[i].x > XSIZE) {
// 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*movementrate;
+ shipdx *= -0.99;
}
// 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;
+ shipdy *= -0.99;
}
if(draw() && state == GAMEPLAY) {
// Play the explosion sound
play_sound(0);
- makebangdots(xship,yship,xvel,yvel,surf_ship,30);
+ makebangdots(shipx,shipy,shipdx,shipdy,surf_ship,30);
if(--nships <= 0) {
gameover = 1;
state = GAME_OVER;
}
else {
state = DEAD_PAUSE;
- state_timeout = 20.0;
- xvel = 0;
- yvel = 0;
+ state_timeout = DEAD_PAUSE_LENGTH;
+ shipdx = 0;
+ shipdy = 0;
}
}
return 0;
}
- if(keystate[SDLK_SPACE] && (state == HIGH_SCORE_DISPLAY || state == TITLE_PAGE || state == DEMO)) {
+ if(keystate[SDLK_SPACE] && (state == HIGH_SCORE_DISPLAY || state == TITLE_PAGE)) {
for(i = 0; i<MAXROCKS; i++ ) {
rock[i].active = 0;
state = GAMEPLAY;
play_tune(1);
- xvel = -1;
gameover = 0;
- yvel = 0;
- xship = 0;
- yship = YSIZE/2;
-
+ shipx = 0;
+ shipy = YSIZE/2;
+ shipdx = -1;
+ shipdy = 0;
}
maneuver = 0;
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_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_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 {