1 /* Variations on RockDodger
2 * Space Rocks copyright (C) 2001 Paul Holt <pad@pcholt.com>
4 * Project fork 2004, Jason Woofenden and Joshua Grams.
5 * (a whole bunch of modifications and project rename)
7 * This program is free software; you can redistribute it and/or modify it
8 * under the terms of the GNU General Public License as published by the
9 * Free Software Foundation; either version 2 of the License, or (at your
10 * option) any later version.
12 * This program is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 * GNU General Public License for more details.
17 * You should have received a copy of the GNU General Public License
18 * along with this program; if not, write to the Free Software
19 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
36 #include <SDL/SDL_image.h>
45 // ************************************* VARS
46 // SDL_Surface global variables
48 *surf_screen, // Screen
49 *surf_b_variations, // "variations" banner
50 *surf_b_on, // "on" banner
51 *surf_b_rockdodger, // "rockdodger" banner
52 *surf_b_game, // Title element "game"
53 *surf_b_over, // Title element "over"
54 *surf_ship, // Spaceship element
55 *surf_life, // Indicator of number of ships remaining
56 *surf_rock[NROCKS], // THE ROCKS
57 *surf_font_big; // The big font
61 // Structure global variables
62 struct enginedots edot[MAXENGINEDOTS], *dotptr = edot;
63 struct bangdots bdot[MAXBANGDOTS], *bdotptr = bdot;
64 struct spacedot sdot[MAXSPACEDOTS];
66 // Other global variables
70 struct shape shipshape;
71 float shipx = 320.0, shipy = 240.0; // X position, 0..XSIZE
72 float shipdx,shipdy; // Change in X position per tick.
73 float screendx = 7.5, screendy = 0.0;
74 float xscroll, yscroll;
75 float gamerate; // this controls the speed of everything that moves.
77 int nships,score,initticks,ticks_since_last, last_ticks;
80 int sound_flag, music_flag;
81 int tail_plume; // display big engine at the back?
82 int friction; // should there be friction?
83 float fadetimer = 0, faderate;
85 int pausedown = 0, paused = 0;
87 // bangdot start (bd1) and end (bd2) position:
98 enum states state = TITLE_PAGE;
99 float state_timeout = 600.0;
103 "Press SPACE to start",
104 "http://qualdan.com/vor/"
107 int bangdotlife, nbangdots;
108 Uint16 heatcolor[W*3];
112 extern int optind, opterr, optopt;
114 // ************************************* FUNCS
118 return (float)random()/(float)RAND_MAX;
124 for(i = 0; i<MAXENGINEDOTS; i++) {
132 for(i = 0; i<MAXSPACEDOTS; i++) {
133 sdot[i].x = rnd()*(XSIZE-5);
134 sdot[i].y = rnd()*(YSIZE-5);
135 sdot[i].z = MAXDUSTDEPTH*sqrt(rnd());
136 b = (MAXDUSTDEPTH - sdot[i].z) * 255.0 / MAXDUSTDEPTH;
137 sdot[i].color = SDL_MapRGB(surf_screen->format, b, b, b);
142 make_bang_dots(int xbang, int ybang, int dx, int dy, SDL_Surface *s, int power) {
144 // TODO - stop generating dots after a certain amount of time has passed, to cope with slower CPUs.
145 // TODO - generate and display dots in a circular buffer
152 begin_generate = SDL_GetTicks();
155 rawpixel = (Uint16 *) s->pixels;
157 //for(n = 0; n <= power/2; n++) {
161 for(x = 0; x<s->w; x++) {
162 for(y = 0; y<s->h; y++) {
163 c = rawpixel[s->pitch/2*y + x];
164 if(c && c != s->format->colorkey) {
166 theta = rnd()*M_PI*2;
170 bdot[bd2].dx = (power/50.0)*45.0*cos(theta)*r + dx;
171 bdot[bd2].dy = (power/50.0)*45.0*sin(theta)*r + dy;
172 bdot[bd2].x = x + xbang;
173 bdot[bd2].y = y + ybang;
175 // Replace the last few bang dots with the pixels from the exploding object
176 bdot[bd2].c = (endcount>0)?c:0;
177 bdot[bd2].life = 100;
178 bdot[bd2].decay = rnd()*3 + 1;
179 bdot[bd2].active = 1;
184 // If the circular buffer is filled, who cares? They've had their chance.
185 //if(bd2 == bd1-1) goto exitloop;
191 if(SDL_GetTicks() - begin_generate > 7) endcount++;
194 SDL_UnlockSurface(s);
199 draw_bang_dots(SDL_Surface *s) {
203 rawpixel = (Uint16 *) s->pixels;
207 for(i = bd1; (bd1 <= bd2)?(i<bd2):(i >= bd1 && i < bd2); last_i = ++i) {
211 if(bdot[i].x <= 0 || bdot[i].x >= XSIZE || bdot[i].y <= 0 || bdot[i].y >= YSIZE) {
212 // If the dot has drifted outside the perimeter, kill it
220 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)];
221 bdot[i].life -= bdot[i].decay;
222 bdot[i].x += bdot[i].dx*gamerate - xscroll;
223 bdot[i].y += bdot[i].dy*gamerate - yscroll;
243 draw_space_dots(SDL_Surface *s) {
246 rawpixel = (Uint16 *) s->pixels;
248 for(i = 0; i<MAXSPACEDOTS; i++) {
252 rawpixel[(int)(s->pitch/2*(int)sdot[i].y) + (int)(sdot[i].x)] = sdot[i].color;
253 sdot[i].x -= xscroll / (1 + sdot[i].z);
254 sdot[i].y -= yscroll / (1 + sdot[i].z);
255 if(sdot[i].y >= XSIZE) sdot[i].x -= XSIZE;
256 else if(sdot[i].x < 0) sdot[i].x = XSIZE-1;
257 if(sdot[i].y > YSIZE) sdot[i].y -= YSIZE;
258 else if(sdot[i].y < 0) sdot[i].y += YSIZE-1;
263 draw_engine_dots(SDL_Surface *s) {
266 rawpixel = (Uint16 *) s->pixels;
268 for(i = 0; i<MAXENGINEDOTS; i++) {
270 edot[i].x += edot[i].dx*gamerate - xscroll;
271 edot[i].y += edot[i].dy*gamerate - yscroll;
272 if((edot[i].life -= gamerate*3)<0 || edot[i].y<0 || edot[i].y>YSIZE) {
274 } else if(edot[i].x<0 || edot[i].x>XSIZE) {
278 heatindex = edot[i].life * 6;
279 //rawpixel[(int)(s->pitch/2*(int)(edot[i].y)) + (int)(edot[i].x)] = lifecolor[(int)(edot[i].life)];
280 rawpixel[(int)(s->pitch/2*(int)(edot[i].y)) + (int)(edot[i].x)] = heatindex>3*W ? heatcolor[3*W-1] : heatcolor[heatindex];
287 create_engine_dots(int newdots) {
289 double theta,r,dx,dy;
291 if(!tail_plume) return;
293 if(state == GAMEPLAY) {
294 for(i = 0; i<newdots*gamerate; i++) {
295 if(dotptr->active == 0) {
296 theta = rnd()*M_PI*2;
302 dotptr->x = shipx + surf_ship->w/2-14;
303 dotptr->y = shipy + surf_ship->h/2 + (rnd()-0.5)*5-1;
304 dotptr->dx = 10*(dx-1.5) + shipdx;
305 dotptr->dy = 1*dy + shipdy;
306 dotptr->life = 45 + rnd(1)*5;
309 if(dotptr-edot >= MAXENGINEDOTS) {
318 create_engine_dots2(int newdots, int m) {
320 double theta, theta2, dx, dy, adx, ady;
322 // Don't create fresh engine dots when
323 // the game is not being played and a demo is not beng shown
324 if(state != GAMEPLAY) return;
326 for(i = 0; i<newdots; i++) {
327 if(dotptr->active == 0) {
328 theta = rnd()*M_PI*2;
329 theta2 = rnd()*M_PI*2;
331 dx = cos(theta) * fabs(cos(theta2));
332 dy = sin(theta) * fabs(cos(theta2));
338 dotptr->x = shipx + surf_ship->w/2 + (rnd()-0.5)*3;
339 dotptr->y = shipy + surf_ship->h/2 + (rnd()-0.5)*3;
344 dotptr->dx = -20*adx + shipdx;
345 dotptr->dy = 2*dy + shipdy;
346 dotptr->life = 60 * adx;
349 dotptr->dx = 2*dx + shipdx;
350 dotptr->dy = -20*ady + shipdy;
351 dotptr->life = 60 * ady;
355 dotptr->dx = 20*adx + shipdx;
356 dotptr->dy = 2*dy + shipdy;
357 dotptr->life = 60 * adx;
360 dotptr->dx = 2*dx + shipdx;
361 dotptr->dy = 20*ady + shipdy;
362 dotptr->life = 60 * ady;
366 if(dotptr-edot >= MAXENGINEDOTS) {
374 drawdots(SDL_Surface *s) {
377 // Create more engine dots comin' out da back
378 if(!gameover) create_engine_dots(200);
380 // Create engine dots out the side we're moving from
381 for(m = 0; m<4; m++) {
382 if(maneuver & 1<<m) { // 'maneuver' is a bit field
383 create_engine_dots2(80,m);
391 SDL_UnlockSurface(s);
395 init(int fullscreen) {
401 // Where are our data files?
402 if(!find_files()) exit(1);
403 read_high_score_table();
406 // Initialize SDL with audio and video
407 if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) != 0) {
409 printf ("Can't open sound, starting without it\n");
413 atexit(SDL_CloseAudio);
414 sound_flag = init_sound();
417 // Initialize with video only
418 CONDERROR(SDL_Init(SDL_INIT_VIDEO) != 0);
424 // Attempt to get the required video size
425 flag = SDL_DOUBLEBUF | SDL_HWSURFACE;
426 if(fullscreen) flag |= SDL_FULLSCREEN;
427 surf_screen = SDL_SetVideoMode(XSIZE,YSIZE,16,flag);
429 // Set the title bar text
430 SDL_WM_SetCaption("Variations on Rockdodger", "VoR");
432 NULLERROR(surf_screen);
434 // Set the heat color from the range 0 (cold) to 300 (blue-white)
435 for(i = 0; i<W*3; i++) {
436 heatcolor[i] = SDL_MapRGB(
438 (i<W)?(i*M/W):(M),(i<W)?0:(i<2*W)?((i-W)*M/W):M,(i<2*W)?0:((i-W)*M/W) // Got that?
443 NULLERROR(temp = IMG_Load(add_path("banners/variations.png")));
444 NULLERROR(surf_b_variations = SDL_DisplayFormat(temp));
446 NULLERROR(temp = IMG_Load(add_path("banners/on.png")));
447 NULLERROR(surf_b_on = SDL_DisplayFormat(temp));
449 NULLERROR(temp = IMG_Load(add_path("banners/rockdodger.png")));
450 NULLERROR(surf_b_rockdodger = SDL_DisplayFormat(temp));
452 NULLERROR(temp = IMG_Load(add_path("banners/game.png")));
453 NULLERROR(surf_b_game = SDL_DisplayFormat(temp));
455 NULLERROR(temp = IMG_Load(add_path("banners/over.png")));
456 NULLERROR(surf_b_over = SDL_DisplayFormat(temp));
458 surf_font_big = IMG_Load(add_path(BIG_FONT_FILE));
459 g_font = SFont_InitFont(surf_font_big);
461 // Load the spaceship graphic.
462 NULLERROR(temp = IMG_Load(add_path("sprites/ship.png")));
463 NULLERROR(surf_ship = SDL_DisplayFormat(temp));
464 get_shape(surf_ship, &shipshape);
466 // Load the life indicator (small ship) graphic.
467 NULLERROR(temp = IMG_Load(add_path("indicators/life.png")));
468 NULLERROR(surf_life = SDL_DisplayFormat(temp));
475 // Remove the mouse cursor
477 SDL_ShowCursor(SDL_DISABLE);
489 float fadegame,fadeover;
498 // Draw a fully black background
499 SDL_FillRect(surf_screen,NULL,0);
501 // Draw the background dots
502 drawdots(surf_screen);
505 if(!gameover && state == GAMEPLAY ) {
506 src.w = surf_ship->w;
507 src.h = surf_ship->h;
512 SDL_BlitSurface(surf_ship,&src,surf_screen,&dest);
517 // Draw the life indicators.
518 if(state == GAMEPLAY || state == DEAD_PAUSE || state == GAME_OVER)
519 for(i = 0; i<nships-1; i++) {
520 src.w = surf_life->w;
521 src.h = surf_life->h;
524 dest.x = (i + 1)*(src.w + 10);
526 SDL_BlitSurface(surf_life, &src, surf_screen, &dest);
530 snprintscore_line(topline, 50, score);
531 SFont_Write(surf_screen, g_font, XSIZE-250, 0, topline);
533 // If it's game over, show the game over graphic in the dead centre
536 if(fadetimer<3.0/faderate) {
537 fadegame = fadetimer/(3.0/faderate);
542 if(fadetimer<3.0/faderate) {
544 } else if(fadetimer<6.0/faderate) {
545 fadeover = ((3.0/faderate)-fadetimer)/(6.0/faderate);
550 src.w = surf_b_game->w;
551 src.h = surf_b_game->h;
554 dest.x = (XSIZE-src.w)/2;
555 dest.y = (YSIZE-src.h)/2-40;
556 SDL_SetAlpha(surf_b_game, SDL_SRCALPHA, (int)(fadegame*(200 + 55*cos(fadetimer += gamerate/1.0))));
557 SDL_BlitSurface(surf_b_game,&src,surf_screen,&dest);
559 src.w = surf_b_over->w;
560 src.h = surf_b_over->h;
563 dest.x = (XSIZE-src.w)/2;
564 dest.y = (YSIZE-src.h)/2 + 40;
565 SDL_SetAlpha(surf_b_over, SDL_SRCALPHA, (int)(fadeover*(200 + 55*sin(fadetimer))));
566 SDL_BlitSurface(surf_b_over,&src,surf_screen,&dest);
571 src.w = surf_b_variations->w;
572 src.h = surf_b_variations->h;
575 dest.x = (XSIZE-src.w)/2 + cos(fadetimer/6.5)*10;
576 dest.y = (YSIZE/2-src.h)/2 + sin(fadetimer/5.0)*10;
577 SDL_SetAlpha(surf_b_variations, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer += gamerate/2.0)));
578 SDL_BlitSurface(surf_b_variations,&src,surf_screen,&dest);
580 src.w = surf_b_on->w;
581 src.h = surf_b_on->h;
584 dest.x = (XSIZE-src.w)/2 + cos((fadetimer + 1.0)/6.5)*10;
585 dest.y = (YSIZE/2-src.h)/2 + surf_b_variations->h + 20 + sin((fadetimer + 1.0)/5.0)*10;
586 SDL_SetAlpha(surf_b_on, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer-1.0)));
587 SDL_BlitSurface(surf_b_on,&src,surf_screen,&dest);
589 src.w = surf_b_rockdodger->w;
590 src.h = surf_b_rockdodger->h;
593 dest.x = (XSIZE-src.w)/2 + cos((fadetimer + 2.0)/6.5)*10;
594 dest.y = (YSIZE/2-src.h)/2 + surf_b_variations->h + surf_b_on->h + 40 + sin((fadetimer + 2.0)/5)*10;
595 SDL_SetAlpha(surf_b_rockdodger, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer-2.0)));
596 SDL_BlitSurface(surf_b_rockdodger,&src,surf_screen,&dest);
598 text = "Version " VERSION;
599 x = (XSIZE-SFont_TextWidth(g_font,text))/2 + sin(fadetimer/4.5)*10;
600 SFont_Write(surf_screen,g_font,x,YSIZE-50 + sin(fadetimer/2)*5,text);
602 text = sequence[(int)(fadetimer/40)%NSEQUENCE];
603 //text = "Press SPACE to start!";
604 x = (XSIZE-SFont_TextWidth(g_font,text))/2 + cos(fadetimer/4.5)*10;
605 SFont_Write(surf_screen,g_font,x,YSIZE-100 + cos(fadetimer/3)*5,text);
608 case HIGH_SCORE_ENTRY:
610 if(!process_score_input()) { // done inputting name
612 // Change state to briefly show high scores page
613 state = HIGH_SCORE_DISPLAY;
616 // Write the high score table to the file
617 write_high_score_table();
619 // Play the title page tune
623 case HIGH_SCORE_DISPLAY:
624 // Display de list o high scores mon.
625 display_scores(surf_screen, 150,50);
629 ; // no action necessary
632 if(!gameover && state == GAMEPLAY) {
633 bang = hit_rocks(shipx, shipy, &shipshape);
636 ticks_since_last = SDL_GetTicks()-last_ticks;
637 last_ticks = SDL_GetTicks();
638 if(ticks_since_last>200 || ticks_since_last<0) {
642 gamerate = GAMESPEED*ticks_since_last/50.0;
643 if(state == GAMEPLAY) {
644 score += ticks_since_last;
648 // Update the surface
649 SDL_Flip(surf_screen);
663 // Count down the game loop timer, and change state when it gets to zero or less;
665 if((state_timeout -= gamerate*3) < 0) {
668 // Create a new ship and start all over again
674 state = HIGH_SCORE_ENTRY;
675 state_timeout = 5.0e6;
676 if(new_high_score(score)) {
678 SDL_EnableUNICODE(1);
679 while(SDL_PollEvent(&e))
682 state = HIGH_SCORE_DISPLAY;
686 case HIGH_SCORE_DISPLAY:
688 state_timeout = 500.0;
690 case HIGH_SCORE_ENTRY:
691 // state = TITLE_PAGE;
693 // state_timeout = 100.0;
696 state = HIGH_SCORE_DISPLAY;
697 state_timeout = 200.0;
700 ; // no action necessary
703 if(state == DEAD_PAUSE) {
707 if(state_timeout < DEAD_PAUSE_LENGTH - 20.0) {
708 blast_radius = BLAST_RADIUS * 1.3;
711 blast_radius = BLAST_RADIUS * (DEAD_PAUSE_LENGTH - state_timeout) / 20.0;
714 blast_rocks(shipx, shipy, blast_radius, fixonly);
716 if(shipx < 60) shipx = 60;
724 shipdx *= pow((double)0.9,(double)gamerate);
725 shipdy *= pow((double)0.9,(double)gamerate);
729 tmp = shipy - (YSIZE / 2);
732 tmp = ((screendy * (gamerate - 12)) + (tmp * gamerate)) / 12;
734 if(state == GAMEPLAY) {
735 tmp = shipx - (XSIZE / 2);
738 tmp = ((screendx * (gamerate - 12)) + (tmp * gamerate)) / 12;
740 } else screendx = 7.5;
742 xscroll = screendx * gamerate;
743 yscroll = screendy * gamerate;
746 shipx += shipdx*gamerate - xscroll;
747 shipy += shipdy*gamerate - yscroll;
753 if(shipx<0 || shipx>XSIZE-surf_ship->w) {
754 // BOUNCE from left and right wall
755 shipx -= shipdx*gamerate;
760 if(shipy<0 || shipy>YSIZE-surf_ship->h) {
761 // BOUNCE from top and bottom wall
762 printf("bouncing top/bottom.\n");
768 if(draw() && state == GAMEPLAY) {
769 // Play the explosion sound
771 make_bang_dots(shipx,shipy,shipdx,shipdy,surf_ship,30);
777 state_timeout = 200.0;
783 state_timeout = DEAD_PAUSE_LENGTH;
788 keystate = SDL_GetKeyState(NULL);
790 if(keystate[SDLK_SPACE] && (state == HIGH_SCORE_DISPLAY || state == TITLE_PAGE)) {
810 keystate = SDL_GetKeyState(NULL);
813 if(state == GAMEPLAY) {
817 if(keystate[SDLK_UP] | keystate[SDLK_c]) { shipdy -= 1.5*gamerate; maneuver |= 1<<3;}
818 if(keystate[SDLK_DOWN] | keystate[SDLK_t]) { shipdy += 1.5*gamerate; maneuver |= 1<<1;}
819 if(keystate[SDLK_LEFT] | keystate[SDLK_h]) { shipdx -= 1.5*gamerate; maneuver |= 1<<2;}
820 if(keystate[SDLK_RIGHT] | keystate[SDLK_n]) { shipdx += 1.5*gamerate; maneuver |= 1;}
821 if(keystate[SDLK_3]) { SDL_SaveBMP(surf_screen, "snapshot.bmp"); }
824 if(keystate[SDLK_p] | keystate[SDLK_s]) {
838 } else if(state == GAME_OVER) {
839 if(keystate[SDLK_SPACE]) {
844 if(state != HIGH_SCORE_ENTRY && (keystate[SDLK_q] || keystate[SDLK_ESCAPE])) {
852 main(int argc, char **argv) {
861 while ((x = getopt(argc,argv,"efhmps")) >= 0) {
866 case 'f': // fullscreen
870 printf("Variations on RockDodger\n"
871 " -e big tail [E]ngine\n"
872 " -f [F]ull screen\n"
873 " -h this [H]elp message\n"
874 " -m enable [M]usic\n"
875 " -p original [P]hysics (friction)\n"
876 " -s [S]ilent (no sound)\n");
891 if(init(fullscreen)) {
892 printf ("ta: '%s'\n",initerror);
897 initticks = SDL_GetTicks();