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
25 #include <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_life, // Indicator of number of ships remaining
55 *surf_rock[NROCKS], // THE ROCKS
56 *surf_font_big; // The big font
61 // Structure global variables
62 struct enginedots edot[MAXENGINEDOTS], *dotptr = edot;
63 struct bangdots bdot[MAXBANGDOTS], *bdotptr = bdot;
65 // Other global variables
69 struct ship ship = { SHIP, 0, NULL, XSIZE/2, YSIZE/2, SCREENDXMIN, 0.0 };
71 float screendx = SCREENDXMIN, screendy = 0.0;
74 // all movement is based on t_frame.
75 float t_frame; // length of this frame (in ticks = 1/20th second)
76 int ms_frame; // length of this frame (milliseconds)
77 int ms_end; // end of this frame (milliseconds)
80 float bangx, bangy, bangdx, bangdy;
84 float fadetimer = 0, faderate;
86 int pausedown = 0, paused = 0;
88 // bangdot start (bd1) and end (bd2) position:
99 enum states state = TITLE_PAGE;
100 float state_timeout = 600.0;
102 char *space_msgs[3] = {
103 "Press SPACE to start a new game",
104 "Press SPACE for easy game",
105 "Press SPACE for normal game"
108 char *other_msgs[2] = {
109 "Press 'e' for easy game",
110 "Press 'n' for normal game"
114 "Press SPACE for normal game",
115 "Press 'e' for easy game",
116 "http://jasonwoof.org/vor"
119 int bangdotlife, nbangdots;
120 Uint16 heatcolor[W*3];
124 extern int optind, opterr, optopt;
126 #define TO_TICKS(seconds) ((seconds)*20*opt_gamespeed)
128 // ************************************* FUNCS
133 for(i = 0; i<MAXENGINEDOTS; i++) {
139 new_bang_dots(int xbang, int ybang, int dx, int dy, SDL_Surface *s)
148 begin_generate = SDL_GetTicks();
150 row_inc = s->pitch/sizeof(uint16_t) - s->w;
151 colorkey = s->format->colorkey;
158 for(y=0; y<s->h; y++) {
159 for(x = 0; x<s->w; x++) {
161 if(c && c != colorkey) {
162 theta = frnd()*M_PI*2;
163 r = frnd(); r = 1 - r*r;
164 // r = 1 - frnd()*frnd();
166 bdot[bd2].dx = 45*r*cos(theta) + dx;
167 bdot[bd2].dy = 45*r*sin(theta) + dy;
168 bdot[bd2].x = x + xbang;
169 bdot[bd2].y = y + ybang;
171 bdot[bd2].life = 100;
172 bdot[bd2].decay = frnd()*3 + 1;
173 bdot[bd2].active = 1;
175 // Replace the last few bang dots with the pixels from the exploding object
176 if(endcount>0) bdot[bd2].c = c;
178 bd2 = (bd2+1) % MAXBANGDOTS;
183 if(SDL_GetTicks() - begin_generate > 7) endcount++;
186 SDL_UnlockSurface(s);
190 draw_bang_dots(SDL_Surface *s)
194 uint16_t *pixels, *pixel, c;
195 int row_inc = s->pitch/sizeof(uint16_t);
197 pixels = (uint16_t *) s->pixels;
201 for(i=0; i<MAXBANGDOTS; i++) {
202 if(!bdot[i].active) continue;
204 // decrement life and maybe kill
205 bdot[i].life -= bdot[i].decay;
206 if(bdot[i].life<0) { bdot[i].active = 0; continue; }
209 bdot[i].x += (bdot[i].dx - screendx)*t_frame;
210 bdot[i].y += (bdot[i].dy - screendy)*t_frame;
211 if(bdot[i].x < 0 || bdot[i].x >= XSIZE || bdot[i].y < 0 || bdot[i].y >= YSIZE) {
217 if(pixel_collides(bdot[i].x, bdot[i].y)) { bdot[i].active = 0; continue; }
219 pixel = pixels + row_inc*(int)(bdot[i].y) + (int)(bdot[i].x);
220 if(bdot[i].c) c = bdot[i].c; else c = heatcolor[(int)(bdot[i].life)*3];
227 new_engine_dots(int n, int dir) {
229 float a, r; // angle, random length
231 float hx, hy; // half ship width/height.
232 static const int s[4] = { 2, 1, 0, 1 };
234 hx = ship.image->w / 2;
235 hy = ship.image->h / 2;
237 for(i = 0; i<n; i++) {
238 if(dotptr->active == 0) {
239 a = frnd()*M_PI + (dir-1)*M_PI_2;
240 r = sin(frnd()*M_PI);
242 dy = r * -sin(a); // screen y is "backwards".
245 dotptr->x = ship.x + s[dir]*hx + (frnd()-0.5)*3;
246 dotptr->y = ship.y + s[(dir+1)&3]*hy + (frnd()-0.5)*3;
248 dotptr->dx = ship.dx + 2*dx;
249 dotptr->dy = ship.dy + 20*dy;
250 dotptr->life = 60 * fabs(dy);
252 dotptr->dx = ship.dx + 20*dx;
253 dotptr->dy = ship.dy + 2*dy;
254 dotptr->life = 60 * fabs(dx);
257 if(dotptr - edot < MAXENGINEDOTS-1) dotptr++;
264 draw_engine_dots(SDL_Surface *s) {
267 uint16_t *pixels = (uint16_t *) s->pixels;
268 int row_inc = s->pitch/sizeof(uint16_t);
272 for(i = 0; i<MAXENGINEDOTS; i++) {
273 if(!edot[i].active) continue;
274 edot[i].x += (edot[i].dx - screendx)*t_frame;
275 edot[i].y += (edot[i].dy - screendy)*t_frame;
276 edot[i].life -= t_frame*3;
278 || edot[i].x<0 || edot[i].x >= XSIZE
279 || edot[i].y<0 || edot[i].y >= YSIZE) {
284 if((hit = pixel_collides(edot[i].x, edot[i].y))) {
285 if(hit->type != SHIP) { // they shouldn't hit the ship, but they do
287 hit->dx += ENGINE_DOT_WEIGHT * edot[i].life * edot[i].dx / sprite_mass(hit);
288 hit->dy += ENGINE_DOT_WEIGHT * edot[i].life * edot[i].dy / sprite_mass(hit);
292 heatindex = edot[i].life * 6;
293 c = heatindex>3*W ? heatcolor[3*W-1] : heatcolor[heatindex];
294 pixels[row_inc*(int)(edot[i].y) + (int)(edot[i].x)] = c;
299 drawdots(SDL_Surface *s) {
302 // Create engine dots out the side we're moving from
303 for(m = 0; m<4; m++) {
304 if(ship.jets & 1<<m) { // 'jets' is a bit field
305 new_engine_dots(80,m);
315 SDL_UnlockSurface(s);
319 load_image(char *filename)
321 SDL_Surface *tmp, *img = NULL;
322 char *s = add_data_path(filename);
327 img = SDL_DisplayFormat(tmp);
328 SDL_FreeSurface(tmp);
337 load_sprite(SPRITE(&ship), "sprites/ship.png");
347 // Where are our data files?
348 if(!find_files()) exit(1);
349 read_high_score_table();
352 // Initialize SDL with audio and video
353 if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) != 0) {
355 fputs("Can't open sound, starting without it\n", stderr);
359 atexit(SDL_CloseAudio);
360 opt_sound = init_sound();
363 // Initialize with video only
364 CONDERROR(SDL_Init(SDL_INIT_VIDEO) != 0);
368 play_tune(TUNE_TITLE_PAGE);
370 // Attempt to get the required video size
371 flag = SDL_DOUBLEBUF | SDL_HWSURFACE;
372 if(opt_fullscreen) flag |= SDL_FULLSCREEN;
373 surf_screen = SDL_SetVideoMode(XSIZE,YSIZE,16,flag);
375 // Set the title bar text
376 SDL_WM_SetCaption("Variations on Rockdodger", "VoR");
378 NULLERROR(surf_screen);
380 // Set the heat color from the range 0 (cold) to 300 (blue-white)
381 for(i = 0; i<W*3; i++) {
382 heatcolor[i] = SDL_MapRGB(
384 (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?
389 NULLERROR(surf_b_variations = load_image("banners/variations.png"));
390 NULLERROR(surf_b_on = load_image("banners/on.png"));
391 NULLERROR(surf_b_rockdodger = load_image("banners/rockdodger.png"));
393 NULLERROR(surf_b_game = load_image("banners/game.png"));
394 NULLERROR(surf_b_over = load_image("banners/over.png"));
396 // Load the life indicator (small ship) graphic.
397 NULLERROR(surf_life = load_image("indicators/life.png"));
399 // Load the font image
400 s = add_data_path(BIG_FONT_FILE);
402 NULLERROR(surf_font_big = IMG_Load(s));
404 g_font = SFont_InitFont(surf_font_big);
411 add_sprite(SPRITE(&ship));
413 // Remove the mouse cursor
415 SDL_ShowCursor(SDL_DISABLE);
427 for(i=0; i<ship.lives-1; i++) {
428 dest.x = (i + 1)*(surf_life->w + 10);
430 SDL_BlitSurface(surf_life, NULL, surf_screen, &dest);
440 float a_game = 0, a_over = 0;
442 // fade in "GAME", then "OVER".
443 a_game = min(1.0, faderate*fadetimer/3.0);
444 if(a_game == 1.0) a_over = min(1.0, faderate*fadetimer/3.0 - 1);
446 fadetimer += t_frame;
448 dest.x = (XSIZE-surf_b_game->w)/2;
449 dest.y = (YSIZE-surf_b_game->h)/2-40;
450 SDL_SetAlpha(surf_b_game, SDL_SRCALPHA, (int)(a_game*(200 + 55*cos(fadetimer))));
451 SDL_BlitSurface(surf_b_game,NULL,surf_screen,&dest);
453 dest.x = (XSIZE-surf_b_over->w)/2;
454 dest.y = (YSIZE-surf_b_over->h)/2 + 40;
455 SDL_SetAlpha(surf_b_over, SDL_SRCALPHA, (int)(a_over*(200 + 55*sin(fadetimer))));
456 SDL_BlitSurface(surf_b_over,NULL,surf_screen,&dest);
458 if(new_high_score(score)) {
459 text0 = "New High Score!";
460 text1 = "Press SPACE to continue";
461 } else if(initial_rocks == EASY_I_ROCKS) {
462 text0 = space_msgs[1]; sequence[0] = text0;
463 text1 = other_msgs[1]; sequence[1] = text1;
465 text0 = space_msgs[0]; sequence[0] = space_msgs[2];
466 text1 = other_msgs[0]; sequence[1] = text1;
469 x = (XSIZE-SFont_TextWidth(g_font,text0))/2 + cos(fadetimer/9)*10;
470 SFont_Write(surf_screen,g_font,x,YSIZE-100 + cos(fadetimer/6)*5,text0);
472 x = (XSIZE-SFont_TextWidth(g_font,text1))/2 + sin(fadetimer/9)*10;
473 SFont_Write(surf_screen,g_font,x,YSIZE-50 + sin(fadetimer/4)*5,text1);
477 draw_title_page(void)
483 fadetimer += t_frame/2.0;
485 dest.x = (XSIZE-surf_b_variations->w)/2 + cos(fadetimer/6.5)*10;
486 dest.y = (YSIZE/2-surf_b_variations->h)/2 + sin(fadetimer/5.0)*10;
487 SDL_SetAlpha(surf_b_variations, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer)));
488 SDL_BlitSurface(surf_b_variations,NULL,surf_screen,&dest);
490 dest.x = (XSIZE-surf_b_on->w)/2 + cos((fadetimer + 1.0)/6.5)*10;
491 dest.y = (YSIZE/2-surf_b_on->h)/2 + surf_b_variations->h + 20 + sin((fadetimer + 1.0)/5.0)*10;
492 SDL_SetAlpha(surf_b_on, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer-1.0)));
493 SDL_BlitSurface(surf_b_on,NULL,surf_screen,&dest);
495 dest.x = (XSIZE-surf_b_rockdodger->w)/2 + cos((fadetimer + 2.0)/6.5)*10;
496 dest.y = (YSIZE/2-surf_b_rockdodger->h)/2 + surf_b_variations->h + surf_b_on->h + 40 + sin((fadetimer + 2.0)/5)*10;
497 SDL_SetAlpha(surf_b_rockdodger, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer-2.0)));
498 SDL_BlitSurface(surf_b_rockdodger,NULL,surf_screen,&dest);
500 text = sequence[(int)(fadetimer/35)%NSEQUENCE];
501 x = (XSIZE-SFont_TextWidth(g_font,text))/2 + cos(fadetimer/4.5)*10;
502 SFont_Write(surf_screen,g_font,x,YSIZE-100 + cos(fadetimer/3)*5,text);
504 text = "Version " VERSION;
505 x = (XSIZE-SFont_TextWidth(g_font,text))/2 + sin(fadetimer/4.5)*10;
506 SFont_Write(surf_screen,g_font,x,YSIZE-50 + sin(fadetimer/2)*5,text);
512 SDL_FillRect(surf_screen,NULL,0); // black background
513 drawdots(surf_screen); // background dots
514 draw_sprite(SPRITE(&ship));
520 // If it's game over, show the game over graphic in the dead centre
522 case GAME_OVER: draw_game_over(); break;
524 case TITLE_PAGE: draw_title_page(); break;
526 case HIGH_SCORE_ENTRY:
527 play_tune(TUNE_HIGH_SCORE_ENTRY);
528 if(!process_score_input()) { // done inputting name
530 // Change state to briefly show high scores page
531 state = HIGH_SCORE_DISPLAY;
534 // Write the high score table to the file
535 write_high_score_table();
537 play_tune(TUNE_TITLE_PAGE);
540 case HIGH_SCORE_DISPLAY:
541 // Display de list o high scores mon.
542 display_scores(surf_screen, 150,50);
546 ; // no action necessary
551 ms_frame = SDL_GetTicks() - ms_end;
553 t_frame = opt_gamespeed * ms_frame / 50;
554 if(state == GAMEPLAY) score += ms_frame;
556 // Update the surface
557 SDL_Flip(surf_screen);
561 kill_ship(Sprite *ship)
564 // ship->flags = MOVE|DRAW; // FADE SHIP
565 // SDL_SetAlpha(ship->image, SDL_SRCALPHA, 0); // FADE SHIP
570 do_collision(Sprite *a, Sprite *b)
572 if(a->type == SHIP) kill_ship(a);
573 else if (b->type == SHIP) kill_ship(b);
578 init_score_entry(void)
581 state = HIGH_SCORE_ENTRY;
582 state_timeout = 5.0e6;
583 SDL_EnableUNICODE(1);
584 while(SDL_PollEvent(&e))
590 Uint8 *keystate = SDL_GetKeyState(NULL);
596 keystate = SDL_GetKeyState(NULL);
599 // Count down the game loop timer, and change state when it gets to zero or less;
601 if((state_timeout -= t_frame*3) < 0) {
604 // Restore the ship and continue playing
605 ship.flags = DRAW|MOVE|COLLIDE;
607 play_tune(TUNE_GAMEPLAY);
610 if(new_high_score(score)) init_score_entry();
612 state = HIGH_SCORE_DISPLAY;
616 case HIGH_SCORE_DISPLAY:
618 state_timeout = 600.0;
621 case HIGH_SCORE_ENTRY:
624 state = HIGH_SCORE_DISPLAY;
625 state_timeout = 200.0;
628 ; // no action necessary
631 if(state == DEAD_PAUSE) {
633 // float alpha; // FADE SHIP
634 if(state_timeout >= DEAD_PAUSE_LENGTH - 20.0) {
635 blast_radius = BLAST_RADIUS * (DEAD_PAUSE_LENGTH - state_timeout) / 20.0;
636 blast_rocks(bangx, bangy, blast_radius);
639 if(bangx < 60) bangx = 60;
642 // alpha = 255.0 * (DEAD_PAUSE_LENGTH - state_timeout) / DEAD_PAUSE_LENGTH;
643 // SDL_SetAlpha(ship.image, SDL_SRCALPHA, (uint8_t)alpha);
650 tmp = (ship.y+ship.dy*t_frame-YSCROLLTO)/25 + (ship.dy-screendy);
651 screendy += tmp * t_frame/12;
652 tmp = (ship.x+ship.dx*t_frame-XSCROLLTO)/25 + (ship.dx-screendx);
653 screendx += tmp * t_frame/12;
654 // taper off so we don't hit the barrier abruptly.
655 // (if we would hit in < 2 seconds, adjust to 2 seconds).
656 if(back_dist + (screendx - SCREENDXMIN)*TO_TICKS(2) < 0)
657 screendx = SCREENDXMIN - (back_dist/TO_TICKS(2));
658 back_dist += (screendx - SCREENDXMIN)*t_frame;
659 if(opt_max_lead >= 0) back_dist = min(back_dist, opt_max_lead);
662 bangx += (bangdx - screendx)*t_frame;
663 bangy += (bangdy - screendy)*t_frame;
668 // BOUNCE off left or right edge of screen
669 if(ship.x < 0 || ship.x+ship.w > XSIZE) {
670 ship.x -= (ship.dx-screendx)*t_frame;
671 ship.dx = screendx - (ship.dx-screendx)*opt_bounciness;
674 // BOUNCE off top or bottom of screen
675 if(ship.y < 0 || ship.y+ship.h > YSIZE) {
676 ship.y -= (ship.dy-screendy)*t_frame;
677 ship.dy = screendy - (ship.dy-screendy)*opt_bounciness;
682 if(state == GAMEPLAY && bang) {
685 play_sound(SOUND_BANG); // Play the explosion sound
686 bangx = ship.x; bangy = ship.y; bangdx = ship.dx; bangdy = ship.dy;
687 new_bang_dots(ship.x,ship.y,ship.dx,ship.dy,ship.image);
691 state_timeout = DEAD_PAUSE_LENGTH;
692 ship.dx = (ship.dx < 0) ? -sqrt(-ship.dx) : sqrt(ship.dx);
693 ship.dy = (ship.dy < 0) ? -sqrt(-ship.dy) : sqrt(ship.dy);
694 if(ship.dx < SCREENDXMIN) ship.dx = SCREENDXMIN;
697 ship.dx = SCREENDXMIN; ship.dy = 0;
698 state_timeout = 200.0;
705 if((keystate[SDLK_SPACE] || keystate[SDLK_e] || keystate[SDLK_n])
706 && (state == HIGH_SCORE_DISPLAY
707 || state == TITLE_PAGE
708 || state == GAME_OVER)) {
709 if(state == GAME_OVER && new_high_score(score))
712 if((keystate[SDLK_SPACE] && !initial_rocks) || keystate[SDLK_n]) {
713 initial_rocks = NORMAL_I_ROCKS;
714 final_rocks = NORMAL_F_ROCKS;
715 if(opt_gamespeed == EASY_GAMESPEED)
716 opt_gamespeed = NORMAL_GAMESPEED;
717 } else if(keystate[SDLK_e]) {
718 initial_rocks = EASY_I_ROCKS;
719 final_rocks = EASY_F_ROCKS;
720 opt_gamespeed = EASY_GAMESPEED;
724 screendx = SCREENDXMIN; screendy = 0;
726 ship.x = XSIZE/2.2; ship.y = YSIZE/2;
727 ship.dx = screendx; ship.dy = screendy;
729 ship.flags = MOVE|DRAW|COLLIDE;
730 // SDL_SetAlpha(ship.image, SDL_SRCALPHA, SDL_ALPHA_OPAQUE); // FADE SHIP
731 add_sprite(SPRITE(&ship));
736 play_tune(TUNE_GAMEPLAY);
743 if(state == GAMEPLAY) {
745 if(keystate[SDLK_LEFT] | keystate[SDLK_h]) { ship.dx -= 1.5*t_frame; ship.jets |= 1<<0;}
746 if(keystate[SDLK_DOWN] | keystate[SDLK_t]) { ship.dy += 1.5*t_frame; ship.jets |= 1<<1;}
747 if(keystate[SDLK_RIGHT] | keystate[SDLK_n]) { ship.dx += 1.5*t_frame; ship.jets |= 1<<2;}
748 if(keystate[SDLK_UP] | keystate[SDLK_c]) { ship.dy -= 1.5*t_frame; ship.jets |= 1<<3;}
749 if(keystate[SDLK_3]) { SDL_SaveBMP(surf_screen, "snapshot.bmp"); }
752 if(keystate[SDLK_p] | keystate[SDLK_s]) {
756 if(!paused) ms_end = SDL_GetTicks();
763 if(state != HIGH_SCORE_ENTRY && (keystate[SDLK_q] || keystate[SDLK_ESCAPE]))
770 main(int argc, char **argv) {
772 argp_parse(&argp, argc, argv, 0, 0, 0);
775 printf ("ta: '%s'\n",initerror);