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
24 #include <SDL_image.h>
44 #include "autopilot.h"
46 // ************************************* VARS
47 // SDL_Surface global variables
49 *surf_screen, // Screen
50 *surf_b_variations, // "variations" banner
51 *surf_b_on, // "on" banner
52 *surf_b_rockdodger, // "rockdodger" banner
53 *surf_b_game, // Title element "game"
54 *surf_b_over, // Title element "over"
55 *surf_life, // Indicator of number of ships remaining
56 *surf_rock[NROCKS], // THE ROCKS
57 *surf_font_big; // The big font
66 float mass; // in DOT_MASS_UNITs
67 float decay; // rate at which to reduce mass.
68 int heat; // heat multiplier (color).
71 struct dot edot[MAXENGINEDOTS], *dotptr = edot;
72 struct dot bdot[MAXBANGDOTS];
74 // Other global variables
78 struct ship ship = { SHIP, 0, NULL, XSIZE/2, YSIZE/2, BARRIER_SPEED, 0.0 };
80 float screendx = BARRIER_SPEED, screendy = 0.0;
83 // all movement is based on t_frame.
84 unsigned long frames, start, end;
85 float t_frame; // length of this frame (in ticks = 1/20th second) adjusted for gamespeed
86 int ms_frame; // length of this frame (milliseconds)
87 int ms_end; // end of this frame (milliseconds)
89 float gamespeed = 1.00;
97 // bangdot start (bd1) and end (bd2) position:
108 enum states state = TITLE_PAGE;
109 float state_timeout = 600.0;
114 "Press SPACE for normal game",
115 "Press '1' for easy game",
116 "http://jasonwoof.org/vor"
119 "Press SPACE for easy game",
120 "Press '2' for normal game",
121 "http://jasonwoof.org/vor"
125 int bangdotlife, nbangdots;
126 Uint16 heatcolor[W*3];
130 extern int optind, opterr, optopt;
132 #define TO_TICKS(seconds) ((seconds)*20*gamespeed)
134 // ************************************* FUNCS
139 for(i = 0; i<MAXENGINEDOTS; i++) {
146 new_engine_dots(void) {
148 int n = t_frame * ENGINE_DOTS_PER_TIC;
149 float a, r; // angle, random length
151 float hx, hy; // half ship width/height.
152 static const int s[4] = { 2, 1, 0, 1 };
154 float accelh, accelv, past_ship_dx, past_ship_dy;
156 hx = ship.image->w / 2;
157 hy = ship.image->h / 2;
159 for(dir=0; dir<4; dir++) {
160 if(!(ship.jets & 1<<dir)) continue;
162 for(i = 0; i<n; i++) {
163 if(dotptr->active == 0) {
164 a = frnd()*M_PI + (dir-1)*M_PI_2;
165 r = sin(frnd()*M_PI);
167 dy = r * -sin(a); // screen y is "backwards".
172 // dot was created at a random time during the time span
173 time = frnd() * t_frame; // this is how long ago
175 // calculate how fast the ship was going when this engine dot was
176 // created (as if it had a smooth acceleration). This is used in
177 // determining the velocity of the dots, but not their starting
179 accelh = ((ship.jets >> 2) & 1) - (ship.jets & 1);
180 accelh *= THRUSTER_STRENGTH * time;
181 past_ship_dx = ship.dx - accelh;
182 accelv = ((ship.jets >> 1) & 1) - ((ship.jets >> 3) & 1);
183 accelv *= THRUSTER_STRENGTH * time;
184 past_ship_dy = ship.dy - accelv;
186 // the starting position (not speed) of the dot is calculated as
187 // though the ship were traveling at a constant speed for this
189 dotptr->x = (ship.x - (ship.dx - screendx) * time) + s[dir]*hx;
190 dotptr->y = (ship.y - (ship.dy - screendy) * time) + s[(dir+1)&3]*hy;
192 dotptr->dx = past_ship_dx + 2*dx;
193 dotptr->dy = past_ship_dy + 20*dy;
194 dotptr->mass = 60 * fabs(dy);
196 dotptr->dx = past_ship_dx + 20*dx;
197 dotptr->dy = past_ship_dy + 2*dy;
198 dotptr->mass = 60 * fabs(dx);
201 // move the dot as though it were created in the past
202 dotptr->x += (dotptr->dx - screendx) * time;
203 dotptr->y += (dotptr->dy - screendy) * time;
205 if(!fclip(dotptr->x, XSIZE) && !fclip(dotptr->y, YSIZE)) {
207 if(dotptr - edot < MAXENGINEDOTS-1) {
220 new_bang_dots(struct sprite *s)
227 SDL_Surface *img = s->image;
231 row_inc = img->pitch/sizeof(uint16_t) - img->w;
232 colorkey = img->format->colorkey;
234 if(SDL_MUSTLOCK(img)) { SDL_LockSurface(img); }
238 for(y=0; y<img->h; y++) {
239 for(x = 0; x<img->w; x++) {
241 if(c && c != colorkey) {
242 theta = frnd()*M_PI*2;
243 r = frnd(); r = 1 - r*r;
245 bdot[bd2].dx = 45*r*cos(theta) + s->dx;
246 bdot[bd2].dy = 45*r*sin(theta) + s->dy;
247 bdot[bd2].x = x + s->x;
248 bdot[bd2].y = y + s->y;
249 bdot[bd2].mass = frnd() * 99;
250 bdot[bd2].decay = frnd()*1.5 + 0.5;
252 bdot[bd2].active = 1;
254 bd2 = (bd2+1) % MAXBANGDOTS;
261 if(SDL_MUSTLOCK(img)) { SDL_UnlockSurface(img); }
266 move_dot(struct dot *d)
272 d->x += (d->dx - screendx) * t_frame;
273 d->y += (d->dy - screendy) * t_frame;
274 d->mass -= t_frame * d->decay;
275 if(d->mass < 0 || fclip(d->x, XSIZE) || fclip(d->y, YSIZE))
278 hit = pixel_collides(d->x, d->y);
279 if(hit) if(hit->type != SHIP) {
281 mass = sprite_mass(hit);
282 hit->dx += DOT_MASS_UNIT * d->mass * (d->dx - hit->dx) / mass;
283 hit->dy += DOT_MASS_UNIT * d->mass * (d->dy - hit->dy) / mass;
294 for(i=0; i<MAXBANGDOTS; i++) move_dot(&bdot[i]);
295 for(i=0; i<MAXENGINEDOTS; i++) move_dot(&edot[i]);
300 draw_dot(struct dot *d)
302 uint16_t *pixels, *pixel;
306 pixels = (uint16_t *) surf_screen->pixels;
307 row_inc = surf_screen->pitch / sizeof(uint16_t);
308 pixel = pixels + (int)d->y * row_inc + (int)d->x;
309 *pixel = heatcolor[min(3*W-1, (int)(d->mass * d->heat))];
317 if(SDL_MUSTLOCK(surf_screen)) { SDL_LockSurface(surf_screen); }
319 for(i=0; i<MAXBANGDOTS; i++) draw_dot(&bdot[i]);
320 for(i=0; i<MAXENGINEDOTS; i++) draw_dot(&edot[i]);
321 if(SDL_MUSTLOCK(surf_screen)) { SDL_UnlockSurface(surf_screen); }
325 load_image(char *filename)
327 SDL_Surface *tmp, *img = NULL;
328 char *s = add_data_path(filename);
333 img = SDL_DisplayFormat(tmp);
334 SDL_FreeSurface(tmp);
343 load_sprite(SPRITE(&ship), "ship.png");
346 void font_cleanup() {
354 // Attempt to get the required video size
355 flag = SDL_DOUBLEBUF | SDL_HWSURFACE;
356 if(opt_fullscreen) flag |= SDL_FULLSCREEN;
357 surf_screen = SDL_SetVideoMode(XSIZE,YSIZE,16,flag);
361 toggle_fullscreen() {
362 opt_fullscreen = 1 - opt_fullscreen;
373 // Where are our data files?
374 if(!find_files()) exit(1);
375 read_high_score_table();
378 // Initialize SDL with audio and video
379 if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) != 0) {
381 fputs("Can't open sound, starting without it\n", stderr);
385 atexit(SDL_CloseAudio);
386 opt_sound = init_sound();
389 // Initialize with video only
390 CONDERROR(SDL_Init(SDL_INIT_VIDEO) != 0);
394 play_tune(TUNE_TITLE_PAGE);
397 // Attempt to get the required video size
400 // Set the title bar text
401 SDL_WM_SetCaption("Variations on Rockdodger", "VoR");
403 NULLERROR(surf_screen);
405 // Set the heat color from the range 0 (cold) to 300 (blue-white)
406 for(i = 0; i<W*3; i++) {
407 heatcolor[i] = SDL_MapRGB(
409 (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?
414 NULLERROR(surf_b_variations = load_image("b_variations.png"));
415 NULLERROR(surf_b_on = load_image("b_on.png"));
416 NULLERROR(surf_b_rockdodger = load_image("b_rockdodger.png"));
418 NULLERROR(surf_b_game = load_image("b_game.png"));
419 NULLERROR(surf_b_over = load_image("b_over.png"));
421 // Load the life indicator (small ship) graphic.
422 NULLERROR(surf_life = load_image("life.png"));
424 // Load the font image
425 s = add_data_path("font.png");
427 g_font = font_load(s);
428 atexit(&font_cleanup);
430 fprintf(stderr, "could create path to font\n");
438 add_sprite(SPRITE(&ship));
440 // Remove the mouse cursor
442 SDL_ShowCursor(SDL_DISABLE);
454 for(i=0; i<ship.lives-1; i++) {
455 dest.x = (i + 1)*(surf_life->w + 10);
457 SDL_BlitSurface(surf_life, NULL, surf_screen, &dest);
468 fadetimer += t_frame;
470 dest.x = (XSIZE-surf_b_game->w)/2;
471 dest.y = (YSIZE-surf_b_game->h)/2-40;
472 SDL_BlitSurface(surf_b_game,NULL,surf_screen,&dest);
474 dest.x = (XSIZE-surf_b_over->w)/2;
475 dest.y = (YSIZE-surf_b_over->h)/2 + 40;
476 SDL_BlitSurface(surf_b_over,NULL,surf_screen,&dest);
478 if(new_high_score(score)) {
479 text0 = "New High Score!";
480 text1 = "Press SPACE to continue";
482 text0 = msgs[g_easy][0];
483 text1 = msgs[g_easy][1];
486 x = (XSIZE-font_width(text0))/2 + cos(fadetimer/9)*10;
487 font_write(x,YSIZE-100 + cos(fadetimer/6)*5,text0);
489 x = (XSIZE-font_width(text1))/2 + sin(fadetimer/9)*10;
490 font_write(x,YSIZE-50 + sin(fadetimer/4)*5,text1);
494 draw_title_page(void)
500 fadetimer += t_frame/2.0;
502 dest.x = (XSIZE-surf_b_variations->w)/2 + cos(fadetimer/6.5)*10;
503 dest.y = (YSIZE/2-surf_b_variations->h)/2 + sin(fadetimer/5.0)*10;
504 SDL_BlitSurface(surf_b_variations,NULL,surf_screen,&dest);
506 dest.x = (XSIZE-surf_b_on->w)/2 + cos((fadetimer + 1.0)/6.5)*10;
507 dest.y = (YSIZE/2-surf_b_on->h)/2 + surf_b_variations->h + 20 + sin((fadetimer + 1.0)/5.0)*10;
508 SDL_BlitSurface(surf_b_on,NULL,surf_screen,&dest);
510 dest.x = (XSIZE-surf_b_rockdodger->w)/2 + cos((fadetimer + 2.0)/6.5)*10;
511 dest.y = (YSIZE/2-surf_b_rockdodger->h)/2 + surf_b_variations->h + surf_b_on->h + 40 + sin((fadetimer + 2.0)/5)*10;
512 SDL_BlitSurface(surf_b_rockdodger,NULL,surf_screen,&dest);
514 text = msgs[g_easy][(int)(fadetimer/35)%NSEQUENCE];
515 x = (XSIZE-font_width(text))/2 + cos(fadetimer/4.5)*10;
516 font_write(x,YSIZE-100 + cos(fadetimer/3)*5,text);
518 text = "Version " VERSION;
519 x = (XSIZE-font_width(text))/2 + sin(fadetimer/4.5)*10;
520 font_write(x,YSIZE-50 + sin(fadetimer/2)*5,text);
526 SDL_FillRect(surf_screen,NULL,0); // black background
527 draw_dots(); // background dots
528 draw_sprite(SPRITE(&ship));
543 case HIGH_SCORE_ENTRY:
544 case HIGH_SCORE_DISPLAY:
545 display_scores(150,50);
550 ; // no action necessary
553 // Update the surface
554 SDL_Flip(surf_screen);
558 kill_ship(struct ship *ship)
560 play_sound(SOUND_BANG);
561 new_bang_dots(SPRITE(ship));
564 state_timeout = DEAD_PAUSE_LENGTH;
565 // want ship to be invisible, but keep drifting at sqrt(speed)
566 // to leave it in the middle of the space from the explosion.
568 ship->dx = (ship->dx < 0) ? -sqrt(-ship->dx) : sqrt(ship->dx);
569 ship->dy = (ship->dy < 0) ? -sqrt(-ship->dy) : sqrt(ship->dy);
570 if(ship->dx < BARRIER_SPEED) ship->dx = BARRIER_SPEED;
573 play_tune(TUNE_TITLE_PAGE);
574 state_timeout = 200.0;
577 // scrolling is based on the ship speed, so we need to reset it.
578 ship->dx = BARRIER_SPEED; ship->dy = 0;
583 do_collision(Sprite *a, Sprite *b)
585 if(a->type == SHIP) kill_ship((struct ship *)a);
586 else if(b->type == SHIP) kill_ship((struct ship *)b);
591 init_score_entry(void)
594 state = HIGH_SCORE_ENTRY;
595 state_timeout = 5.0e6;
596 SDL_EnableUNICODE(1);
597 while(SDL_PollEvent(&e))
602 // Count down the state timer, and change state when it gets to zero or less;
606 state_timeout -= t_frame*3;
607 if(state_timeout > 0) return;
610 case GAMEPLAY: break; // no action necessary
612 // Restore the ship and continue playing
613 ship.flags = DRAW|MOVE|COLLIDE;
617 if(new_high_score(score)) init_score_entry();
619 state = HIGH_SCORE_DISPLAY;
623 case HIGH_SCORE_DISPLAY:
625 state_timeout = 600.0;
628 case HIGH_SCORE_ENTRY:
631 state = HIGH_SCORE_DISPLAY;
632 state_timeout = 200.0;
644 ms_frame = SDL_GetTicks() - ms_end;
649 t_frame = gamespeed * ms_frame / 50;
656 while(paused ? SDL_WaitEvent(&e) : SDL_PollEvent(&e)) {
658 case SDL_QUIT: return;
660 // even during high-score entry
661 if(e.key.keysym.sym == SDLK_ESCAPE) {
665 if(state == HIGH_SCORE_ENTRY) {
666 if(!process_score_input(&e.key.keysym)) {
667 // Write the high score table to the file
668 write_high_score_table();
669 // continue to display the scores briefly
670 state = HIGH_SCORE_DISPLAY;
674 switch(e.key.keysym.sym) {
679 // FIXME make a unique filename like vor-screenshot-<pid>-<count>.bmp
680 SDL_SaveBMP(surf_screen, "snapshot.bmp");
689 ms_end = SDL_GetTicks();
697 // other keys are handled by checking keystate each frame
704 keystate = SDL_GetKeyState(NULL);
706 autopilot_fix_keystates(keystate);
709 if(state == GAMEPLAY) {
713 if(keystate[SDLK_LEFT] || keystate[SDLK_KP4]) {
714 ship.dx -= THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<0;
716 if(keystate[SDLK_DOWN] || keystate[SDLK_KP5] || keystate[SDLK_KP2]) {
717 ship.dy += THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<1;
719 if(keystate[SDLK_RIGHT] || keystate[SDLK_KP6]) {
720 ship.dx += THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<2;
722 if(keystate[SDLK_UP] || keystate[SDLK_KP8]) {
723 ship.dy -= THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<3;
726 ship.dx = fconstrain2(ship.dx, -50, 50);
727 ship.dy = fconstrain2(ship.dy, -50, 50);
737 tmp = (ship.y+ship.h/2 + ship.dy*t_frame - YSCROLLTO)/25 + (ship.dy-screendy);
738 screendy += tmp * t_frame/12;
739 tmp = (ship.x+ship.w/2 + ship.dx*t_frame - XSCROLLTO)/25 + (ship.dx-screendx);
740 screendx += tmp * t_frame/12;
741 // taper off so we don't hit the barrier abruptly.
742 // (if we would hit in < 2 seconds, adjust to 2 seconds).
743 if(dist_ahead + (screendx - BARRIER_SPEED)*TO_TICKS(2) < 0)
744 screendx = BARRIER_SPEED - (dist_ahead/TO_TICKS(2));
745 dist_ahead += (screendx - BARRIER_SPEED)*t_frame;
746 if(MAX_DIST_AHEAD >= 0) dist_ahead = min(dist_ahead, MAX_DIST_AHEAD);
754 // BOUNCE off left or right edge of screen
755 if(ship.x < 0 || ship.x+ship.w > XSIZE) {
756 ship.x -= (ship.dx-screendx)*t_frame;
757 ship.dx = screendx - (ship.dx-screendx)*BOUNCINESS;
758 ship.x = fconstrain(ship.x, XSIZE - ship.w);
761 // BOUNCE off top or bottom of screen
762 if(ship.y < 0 || ship.y+ship.h > YSIZE) {
763 ship.y -= (ship.dy-screendy)*t_frame;
764 ship.dy = screendy - (ship.dy-screendy)*BOUNCINESS;
765 ship.y = fconstrain(ship.y, YSIZE - ship.h);
770 collisions(); // must happen after ship bouncing because it puts pixels where the ship is (thus the ship must be on the screen)
776 if((keystate[SDLK_SPACE] || keystate[SDLK_1] || keystate[SDLK_2])
777 && (state == HIGH_SCORE_DISPLAY
778 || state == TITLE_PAGE
779 || state == GAME_OVER)) {
780 if(state == GAME_OVER && new_high_score(score))
783 if((keystate[SDLK_SPACE] && !initial_rocks) || keystate[SDLK_2]) {
785 initial_rocks = NORMAL_I_ROCKS;
786 final_rocks = NORMAL_F_ROCKS;
787 if(gamespeed == EASY_GAMESPEED)
788 gamespeed = NORMAL_GAMESPEED;
789 } else if(keystate[SDLK_1]) {
791 initial_rocks = EASY_I_ROCKS;
792 final_rocks = EASY_F_ROCKS;
793 gamespeed = EASY_GAMESPEED;
797 screendx = BARRIER_SPEED; screendy = 0;
799 ship.x = XSIZE/2.2; ship.y = YSIZE/2 - ship.w/2;
800 ship.dx = screendx; ship.dy = screendy;
802 ship.flags = MOVE|DRAW|COLLIDE;
803 add_sprite(SPRITE(&ship));
808 play_tune(TUNE_GAMEPLAY);
815 if(state == TITLE_PAGE && keystate[SDLK_h]) {
816 state = HIGH_SCORE_DISPLAY;
823 main(int argc, char **argv) {
824 if(!parse_opts(argc, argv)) return 1;
827 printf ("vor: SDL error: '%s'\n",initerror);
831 start = SDL_GetTicks();
834 end = SDL_GetTicks();
835 // printf("%ld frames in %ld ms, %.2f fps.\n", frames, end-start, frames * 1000.0 / (end-start));