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/SDL_image.h>
47 // ************************************* VARS
48 // SDL_Surface global variables
50 *surf_screen, // Screen
51 *surf_b_variations, // "variations" banner
52 *surf_b_on, // "on" banner
53 *surf_b_rockdodger, // "rockdodger" banner
54 *surf_b_game, // Title element "game"
55 *surf_b_over, // Title element "over"
56 *surf_ship, // Spaceship element
57 *surf_life, // Indicator of number of ships remaining
58 *surf_rock[NROCKS], // THE ROCKS
59 *surf_font_big; // The big font
64 // Structure global variables
65 struct enginedots edot[MAXENGINEDOTS], *dotptr = edot;
66 struct bangdots bdot[MAXBANGDOTS], *bdotptr = bdot;
67 struct spacedot sdot[MAXSPACEDOTS];
69 // Other global variables
75 struct shape shipshape;
76 float shipx = XSIZE/2, shipy = YSIZE/2; // X position, 0..XSIZE
77 float shipdx = SCREENDXMIN, shipdy = 0.0; // Change in X position per tick.
78 float screendx = SCREENDXMIN, screendy = 0.0;
79 float xscroll, yscroll;
82 // all movement is based on t_frame.
83 float t_frame; // length of this frame (in ticks = 1/20th second)
84 int ms_frame; // length of this frame (milliseconds)
85 int ms_end; // end of this frame (milliseconds)
87 float bangx, bangy, bangdx, bangdy;
93 float fadetimer = 0, faderate;
95 int pausedown = 0, paused = 0;
97 // bangdot start (bd1) and end (bd2) position:
108 enum states state = TITLE_PAGE;
109 float state_timeout = 600.0;
113 "Press SPACE to start",
114 "http://herkamire.com/jason/vor"
117 int bangdotlife, nbangdots;
118 Uint16 heatcolor[W*3];
122 extern int optind, opterr, optopt;
124 #define TO_TICKS(seconds) ((seconds)*20*opt_gamespeed)
126 // ************************************* FUNCS
130 return (float)random()/(float)RAND_MAX;
136 for(i = 0; i<MAXENGINEDOTS; i++) {
144 for(i = 0; i<MAXSPACEDOTS; i++) {
145 sdot[i].x = rnd()*(XSIZE-5);
146 sdot[i].y = rnd()*(YSIZE-5);
147 sdot[i].z = MAXDUSTDEPTH*sqrt(rnd());
148 b = (MAXDUSTDEPTH - sdot[i].z) * 255.0 / MAXDUSTDEPTH;
149 sdot[i].color = SDL_MapRGB(surf_screen->format, b, b, b);
154 make_bang_dots(int xbang, int ybang, int dx, int dy, SDL_Surface *s, int power) {
156 // TODO - stop generating dots after a certain amount of time has passed, to cope with slower CPUs.
157 // TODO - generate and display dots in a circular buffer
164 begin_generate = SDL_GetTicks();
167 rawpixel = (Uint16 *) s->pixels;
169 //for(n = 0; n <= power/2; n++) {
173 for(x = 0; x<s->w; x++) {
174 for(y = 0; y<s->h; y++) {
175 c = rawpixel[s->pitch/2*y + x];
176 if(c && c != s->format->colorkey) {
178 theta = rnd()*M_PI*2;
182 bdot[bd2].dx = (power/50.0)*45.0*cos(theta)*r + dx;
183 bdot[bd2].dy = (power/50.0)*45.0*sin(theta)*r + dy;
184 bdot[bd2].x = x + xbang;
185 bdot[bd2].y = y + ybang;
187 // Replace the last few bang dots with the pixels from the exploding object
188 bdot[bd2].c = (endcount>0)?c:0;
189 bdot[bd2].life = 100;
190 bdot[bd2].decay = rnd()*3 + 1;
191 bdot[bd2].active = 1;
196 // If the circular buffer is filled, who cares? They've had their chance.
197 //if(bd2 == bd1-1) goto exitloop;
203 if(SDL_GetTicks() - begin_generate > 7) endcount++;
206 SDL_UnlockSurface(s);
211 draw_bang_dots(SDL_Surface *s) {
215 rawpixel = (Uint16 *) s->pixels;
220 for(i = bd1; (bd1 <= bd2)?(i<bd2):(i >= bd1 && i < bd2); last_i = ++i) {
224 if(bdot[i].x <= 0 || bdot[i].x >= XSIZE || bdot[i].y <= 0 || bdot[i].y >= YSIZE) {
225 // If the dot has drifted outside the perimeter, kill it
233 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)];
234 bdot[i].life -= bdot[i].decay;
235 bdot[i].x += bdot[i].dx*t_frame - xscroll;
236 bdot[i].y += bdot[i].dy*t_frame - yscroll;
256 draw_space_dots(SDL_Surface *s) {
259 rawpixel = (Uint16 *) s->pixels;
261 for(i = 0; i<MAXSPACEDOTS; i++) {
265 rawpixel[(int)(s->pitch/2*(int)sdot[i].y) + (int)(sdot[i].x)] = sdot[i].color;
266 sdot[i].x -= xscroll / (1.3 + sdot[i].z);
267 sdot[i].y -= yscroll / (1.3 + sdot[i].z);
268 if(sdot[i].y >= XSIZE) sdot[i].x -= XSIZE;
269 else if(sdot[i].x < 0) sdot[i].x = XSIZE-1;
270 if(sdot[i].y > YSIZE) sdot[i].y -= YSIZE;
271 else if(sdot[i].y < 0) sdot[i].y += YSIZE-1;
276 draw_engine_dots(SDL_Surface *s) {
279 rawpixel = (Uint16 *) s->pixels;
281 for(i = 0; i<MAXENGINEDOTS; i++) {
283 edot[i].x += edot[i].dx*t_frame - xscroll;
284 edot[i].y += edot[i].dy*t_frame - yscroll;
285 if((edot[i].life -= t_frame*3)<0 || edot[i].y<0 || edot[i].y>YSIZE) {
287 } else if(edot[i].x<0 || edot[i].x>XSIZE) {
291 heatindex = edot[i].life * 6;
292 //rawpixel[(int)(s->pitch/2*(int)(edot[i].y)) + (int)(edot[i].x)] = lifecolor[(int)(edot[i].life)];
293 rawpixel[(int)(s->pitch/2*(int)(edot[i].y)) + (int)(edot[i].x)] = heatindex>3*W ? heatcolor[3*W-1] : heatcolor[heatindex];
300 create_engine_dots(int newdots) {
302 double theta,r,dx,dy;
304 if(!opt_tail_engine) return;
306 if(state == GAMEPLAY) {
307 for(i = 0; i<newdots*t_frame; i++) {
308 if(dotptr->active == 0) {
309 theta = rnd()*M_PI*2;
315 dotptr->x = shipx + surf_ship->w/2-14;
316 dotptr->y = shipy + surf_ship->h/2 + (rnd()-0.5)*5-1;
317 dotptr->dx = 10*(dx-1.5) + shipdx;
318 dotptr->dy = 1*dy + shipdy;
319 dotptr->life = 45 + rnd(1)*5;
322 if(dotptr-edot >= MAXENGINEDOTS) {
331 create_engine_dots2(int newdots, int m) {
333 double theta, theta2, dx, dy, adx, ady;
335 // Don't create fresh engine dots when
336 // the game is not being played and a demo is not beng shown
337 if(state != GAMEPLAY) return;
339 for(i = 0; i<newdots; i++) {
340 if(dotptr->active == 0) {
341 theta = rnd()*M_PI*2;
342 theta2 = rnd()*M_PI*2;
344 dx = cos(theta) * fabs(cos(theta2));
345 dy = sin(theta) * fabs(cos(theta2));
351 dotptr->x = shipx + surf_ship->w/2 + (rnd()-0.5)*3;
352 dotptr->y = shipy + surf_ship->h/2 + (rnd()-0.5)*3;
357 dotptr->dx = -20*adx + shipdx;
358 dotptr->dy = 2*dy + shipdy;
359 dotptr->life = 60 * adx;
362 dotptr->dx = 2*dx + shipdx;
363 dotptr->dy = -20*ady + shipdy;
364 dotptr->life = 60 * ady;
368 dotptr->dx = 20*adx + shipdx;
369 dotptr->dy = 2*dy + shipdy;
370 dotptr->life = 60 * adx;
373 dotptr->dx = 2*dx + shipdx;
374 dotptr->dy = 20*ady + shipdy;
375 dotptr->life = 60 * ady;
379 if(dotptr-edot >= MAXENGINEDOTS) {
387 drawdots(SDL_Surface *s) {
390 // Create more engine dots comin' out da back
391 if(!gameover) create_engine_dots(200);
393 // Create engine dots out the side we're moving from
394 for(m = 0; m<4; m++) {
395 if(maneuver & 1<<m) { // 'maneuver' is a bit field
396 create_engine_dots2(80,m);
404 SDL_UnlockSurface(s);
414 // Where are our data files?
415 if(!find_files()) exit(1);
416 read_high_score_table();
419 // Initialize SDL with audio and video
420 if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) != 0) {
422 printf ("Can't open sound, starting without it\n");
426 atexit(SDL_CloseAudio);
427 opt_sound = init_sound();
430 // Initialize with video only
431 CONDERROR(SDL_Init(SDL_INIT_VIDEO) != 0);
437 // Attempt to get the required video size
438 flag = SDL_DOUBLEBUF | SDL_HWSURFACE;
439 if(opt_fullscreen) flag |= SDL_FULLSCREEN;
440 surf_screen = SDL_SetVideoMode(XSIZE,YSIZE,16,flag);
442 // Set the title bar text
443 SDL_WM_SetCaption("Variations on Rockdodger", "VoR");
445 NULLERROR(surf_screen);
447 // Set the heat color from the range 0 (cold) to 300 (blue-white)
448 for(i = 0; i<W*3; i++) {
449 heatcolor[i] = SDL_MapRGB(
451 (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?
456 NULLERROR(temp = IMG_Load(add_path("banners/variations.png")));
457 NULLERROR(surf_b_variations = SDL_DisplayFormat(temp));
459 NULLERROR(temp = IMG_Load(add_path("banners/on.png")));
460 NULLERROR(surf_b_on = SDL_DisplayFormat(temp));
462 NULLERROR(temp = IMG_Load(add_path("banners/rockdodger.png")));
463 NULLERROR(surf_b_rockdodger = SDL_DisplayFormat(temp));
465 NULLERROR(temp = IMG_Load(add_path("banners/game.png")));
466 NULLERROR(surf_b_game = SDL_DisplayFormat(temp));
468 NULLERROR(temp = IMG_Load(add_path("banners/over.png")));
469 NULLERROR(surf_b_over = SDL_DisplayFormat(temp));
471 surf_font_big = IMG_Load(add_path(BIG_FONT_FILE));
472 g_font = SFont_InitFont(surf_font_big);
474 // Load the spaceship graphic.
475 NULLERROR(temp = IMG_Load(add_path("sprites/ship.png")));
476 NULLERROR(surf_ship = SDL_DisplayFormat(temp));
477 get_shape(surf_ship, &shipshape);
479 // Load the life indicator (small ship) graphic.
480 NULLERROR(temp = IMG_Load(add_path("indicators/life.png")));
481 NULLERROR(surf_life = SDL_DisplayFormat(temp));
488 // Remove the mouse cursor
490 SDL_ShowCursor(SDL_DISABLE);
502 float fadegame,fadeover;
506 // Draw a fully black background
507 SDL_FillRect(surf_screen,NULL,0);
509 // Draw the background dots
510 drawdots(surf_screen);
513 if(!gameover && state == GAMEPLAY ) {
516 SDL_BlitSurface(surf_ship,NULL,surf_screen,&dest);
521 // Draw the life indicators.
522 if(state == GAMEPLAY || state == DEAD_PAUSE || state == GAME_OVER)
523 for(i = 0; i<nships-1; i++) {
524 dest.x = (i + 1)*(surf_life->w + 10);
526 SDL_BlitSurface(surf_life, NULL, 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 dest.x = (XSIZE-surf_b_game->w)/2;
551 dest.y = (YSIZE-surf_b_game->h)/2-40;
552 SDL_SetAlpha(surf_b_game, SDL_SRCALPHA, (int)(fadegame*(200 + 55*cos(fadetimer += t_frame/1.0))));
553 SDL_BlitSurface(surf_b_game,NULL,surf_screen,&dest);
555 dest.x = (XSIZE-surf_b_over->w)/2;
556 dest.y = (YSIZE-surf_b_over->h)/2 + 40;
557 SDL_SetAlpha(surf_b_over, SDL_SRCALPHA, (int)(fadeover*(200 + 55*sin(fadetimer))));
558 SDL_BlitSurface(surf_b_over,NULL,surf_screen,&dest);
563 dest.x = (XSIZE-surf_b_variations->w)/2 + cos(fadetimer/6.5)*10;
564 dest.y = (YSIZE/2-surf_b_variations->h)/2 + sin(fadetimer/5.0)*10;
565 SDL_SetAlpha(surf_b_variations, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer += t_frame/2.0)));
566 SDL_BlitSurface(surf_b_variations,NULL,surf_screen,&dest);
568 dest.x = (XSIZE-surf_b_on->w)/2 + cos((fadetimer + 1.0)/6.5)*10;
569 dest.y = (YSIZE/2-surf_b_on->h)/2 + surf_b_variations->h + 20 + sin((fadetimer + 1.0)/5.0)*10;
570 SDL_SetAlpha(surf_b_on, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer-1.0)));
571 SDL_BlitSurface(surf_b_on,NULL,surf_screen,&dest);
573 dest.x = (XSIZE-surf_b_rockdodger->w)/2 + cos((fadetimer + 2.0)/6.5)*10;
574 dest.y = (YSIZE/2-surf_b_rockdodger->h)/2 + surf_b_variations->h + surf_b_on->h + 40 + sin((fadetimer + 2.0)/5)*10;
575 SDL_SetAlpha(surf_b_rockdodger, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer-2.0)));
576 SDL_BlitSurface(surf_b_rockdodger,NULL,surf_screen,&dest);
578 text = "Version " VERSION;
579 x = (XSIZE-SFont_TextWidth(g_font,text))/2 + sin(fadetimer/4.5)*10;
580 SFont_Write(surf_screen,g_font,x,YSIZE-50 + sin(fadetimer/2)*5,text);
582 text = sequence[(int)(fadetimer/40)%NSEQUENCE];
583 //text = "Press SPACE to start!";
584 x = (XSIZE-SFont_TextWidth(g_font,text))/2 + cos(fadetimer/4.5)*10;
585 SFont_Write(surf_screen,g_font,x,YSIZE-100 + cos(fadetimer/3)*5,text);
588 case HIGH_SCORE_ENTRY:
590 if(!process_score_input()) { // done inputting name
592 // Change state to briefly show high scores page
593 state = HIGH_SCORE_DISPLAY;
596 // Write the high score table to the file
597 write_high_score_table();
599 // Play the title page tune
603 case HIGH_SCORE_DISPLAY:
604 // Display de list o high scores mon.
605 display_scores(surf_screen, 150,50);
609 ; // no action necessary
612 if(!gameover && state == GAMEPLAY) {
613 bang = hit_rocks(shipx, shipy, &shipshape);
616 ms_frame = SDL_GetTicks() - ms_end;
618 if(ms_frame>200 || ms_frame<0) {
619 // We won't run at all below 5 frames per second.
622 t_frame = opt_gamespeed*ms_frame/50.0;
623 if(state == GAMEPLAY) {
628 // Update the surface
629 SDL_Flip(surf_screen);
643 // Count down the game loop timer, and change state when it gets to zero or less;
645 if((state_timeout -= t_frame*3) < 0) {
648 // Create a new ship and start all over again
653 if(new_high_score(score)) {
655 state = HIGH_SCORE_ENTRY;
656 state_timeout = 5.0e6;
657 SDL_EnableUNICODE(1);
658 while(SDL_PollEvent(&e))
660 } else if(!keystate[SDLK_SPACE]) {
661 state = HIGH_SCORE_DISPLAY;
665 case HIGH_SCORE_DISPLAY:
667 state_timeout = 500.0;
669 case HIGH_SCORE_ENTRY:
670 // state = TITLE_PAGE;
672 // state_timeout = 100.0;
675 state = HIGH_SCORE_DISPLAY;
676 state_timeout = 200.0;
679 ; // no action necessary
682 if(state == DEAD_PAUSE) {
686 if(state_timeout < DEAD_PAUSE_LENGTH - 20.0) {
687 blast_radius = BLAST_RADIUS * 1.3;
690 blast_radius = BLAST_RADIUS * (DEAD_PAUSE_LENGTH - state_timeout) / 20.0;
693 blast_rocks(bangx, bangy, blast_radius, fixonly);
695 if(bangx < 60) bangx = 60;
703 shipdx *= pow((double)0.9,(double)t_frame);
704 shipdy *= pow((double)0.9,(double)t_frame);
708 shipx += shipdx*t_frame;
709 shipy += shipdy*t_frame;
712 tmp = shipy - (YSIZE / 2);
715 tmp = ((screendy * (t_frame - 12)) + (tmp * t_frame)) / 12;
717 tmp = shipx - (XSIZE / 3);
720 tmp = ((screendx * (t_frame - 12)) + (tmp * t_frame)) / 12;
723 // taper off if we would hit the barrier in under 2 seconds.
724 if(back_dist + (screendx - SCREENDXMIN)*TO_TICKS(2) < 0) {
725 screendx = SCREENDXMIN - (back_dist/TO_TICKS(2));
728 xscroll = screendx * t_frame;
729 yscroll = screendy * t_frame;
730 back_dist += (screendx - SCREENDXMIN)*t_frame;
731 if(opt_max_lead >= 0) back_dist = min(back_dist, opt_max_lead);
737 bangx += bangdx*t_frame - xscroll;
738 bangy += bangdy*t_frame - yscroll;
744 if(shipx<0 || shipx>XSIZE-surf_ship->w) {
745 // BOUNCE from left and right wall
746 shipx -= (shipdx-screendx)*t_frame;
747 shipdx = screendx - (shipdx-screendx)*opt_bounciness;
751 if(shipy<0 || shipy>YSIZE-surf_ship->h) {
752 // BOUNCE from top and bottom wall
753 shipy -= (shipdy-screendy)*t_frame;
754 shipdy = screendy - (shipdy-screendy)*opt_bounciness;
758 if(draw() && state == GAMEPLAY) {
760 play_sound(0); // Play the explosion sound
761 bangx = shipx; bangy = shipy; bangdx = shipdx; bangdy = shipdy;
762 make_bang_dots(shipx,shipy,shipdx,shipdy,surf_ship,30);
763 shipdx *= 0.5; shipdy *= 0.5;
764 if(shipdx < SCREENDXMIN) shipdx = SCREENDXMIN;
768 shipdx = 8; shipdy = 0;
769 state_timeout = 200.0;
775 state_timeout = DEAD_PAUSE_LENGTH;
780 keystate = SDL_GetKeyState(NULL);
783 if(keystate[SDLK_SPACE] && (state == HIGH_SCORE_DISPLAY || state == TITLE_PAGE)) {
794 shipx = XSIZE/2.2; shipy = YSIZE/2;
795 shipdx = screendx; shipdy = screendy;
801 keystate = SDL_GetKeyState(NULL);
804 if(state == GAMEPLAY) {
808 if(keystate[SDLK_UP] | keystate[SDLK_c]) { shipdy -= 1.5*t_frame; maneuver |= 1<<3;}
809 if(keystate[SDLK_DOWN] | keystate[SDLK_t]) { shipdy += 1.5*t_frame; maneuver |= 1<<1;}
810 if(keystate[SDLK_LEFT] | keystate[SDLK_h]) { shipdx -= 1.5*t_frame; maneuver |= 1<<2;}
811 if(keystate[SDLK_RIGHT] | keystate[SDLK_n]) { shipdx += 1.5*t_frame; maneuver |= 1;}
812 if(keystate[SDLK_3]) { SDL_SaveBMP(surf_screen, "snapshot.bmp"); }
815 if(keystate[SDLK_p] | keystate[SDLK_s]) {
829 } else if(state == GAME_OVER) {
830 if(keystate[SDLK_SPACE]) {
835 if(state != HIGH_SCORE_ENTRY && (keystate[SDLK_q] || keystate[SDLK_ESCAPE])) {
843 main(int argc, char **argv) {
845 argp_parse(&argp, argc, argv, 0, 0, 0);
848 printf ("ta: '%s'\n",initerror);