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;
81 float framelen; // this controls the speed of everything that moves.
83 float bangx, bangy, bangdx, bangdy;
85 int nships,score,ticks_since_last,last_ticks;
89 float fadetimer = 0, faderate;
91 int pausedown = 0, paused = 0;
93 // bangdot start (bd1) and end (bd2) position:
104 enum states state = TITLE_PAGE;
105 float state_timeout = 600.0;
109 "Press SPACE to start",
110 "http://herkamire.com/jason/vor"
113 int bangdotlife, nbangdots;
114 Uint16 heatcolor[W*3];
118 extern int optind, opterr, optopt;
120 #define TO_TICKS(seconds) ((seconds)*20*opt_gamespeed)
122 // ************************************* FUNCS
126 return (float)random()/(float)RAND_MAX;
132 for(i = 0; i<MAXENGINEDOTS; i++) {
140 for(i = 0; i<MAXSPACEDOTS; i++) {
141 sdot[i].x = rnd()*(XSIZE-5);
142 sdot[i].y = rnd()*(YSIZE-5);
143 sdot[i].z = MAXDUSTDEPTH*sqrt(rnd());
144 b = (MAXDUSTDEPTH - sdot[i].z) * 255.0 / MAXDUSTDEPTH;
145 sdot[i].color = SDL_MapRGB(surf_screen->format, b, b, b);
150 make_bang_dots(int xbang, int ybang, int dx, int dy, SDL_Surface *s, int power) {
152 // TODO - stop generating dots after a certain amount of time has passed, to cope with slower CPUs.
153 // TODO - generate and display dots in a circular buffer
160 begin_generate = SDL_GetTicks();
163 rawpixel = (Uint16 *) s->pixels;
165 //for(n = 0; n <= power/2; n++) {
169 for(x = 0; x<s->w; x++) {
170 for(y = 0; y<s->h; y++) {
171 c = rawpixel[s->pitch/2*y + x];
172 if(c && c != s->format->colorkey) {
174 theta = rnd()*M_PI*2;
178 bdot[bd2].dx = (power/50.0)*45.0*cos(theta)*r + dx;
179 bdot[bd2].dy = (power/50.0)*45.0*sin(theta)*r + dy;
180 bdot[bd2].x = x + xbang;
181 bdot[bd2].y = y + ybang;
183 // Replace the last few bang dots with the pixels from the exploding object
184 bdot[bd2].c = (endcount>0)?c:0;
185 bdot[bd2].life = 100;
186 bdot[bd2].decay = rnd()*3 + 1;
187 bdot[bd2].active = 1;
192 // If the circular buffer is filled, who cares? They've had their chance.
193 //if(bd2 == bd1-1) goto exitloop;
199 if(SDL_GetTicks() - begin_generate > 7) endcount++;
202 SDL_UnlockSurface(s);
207 draw_bang_dots(SDL_Surface *s) {
211 rawpixel = (Uint16 *) s->pixels;
216 for(i = bd1; (bd1 <= bd2)?(i<bd2):(i >= bd1 && i < bd2); last_i = ++i) {
220 if(bdot[i].x <= 0 || bdot[i].x >= XSIZE || bdot[i].y <= 0 || bdot[i].y >= YSIZE) {
221 // If the dot has drifted outside the perimeter, kill it
229 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)];
230 bdot[i].life -= bdot[i].decay;
231 bdot[i].x += bdot[i].dx*framelen - xscroll;
232 bdot[i].y += bdot[i].dy*framelen - yscroll;
252 draw_space_dots(SDL_Surface *s) {
255 rawpixel = (Uint16 *) s->pixels;
257 for(i = 0; i<MAXSPACEDOTS; i++) {
261 rawpixel[(int)(s->pitch/2*(int)sdot[i].y) + (int)(sdot[i].x)] = sdot[i].color;
262 sdot[i].x -= xscroll / (1.3 + sdot[i].z);
263 sdot[i].y -= yscroll / (1.3 + sdot[i].z);
264 if(sdot[i].y >= XSIZE) sdot[i].x -= XSIZE;
265 else if(sdot[i].x < 0) sdot[i].x = XSIZE-1;
266 if(sdot[i].y > YSIZE) sdot[i].y -= YSIZE;
267 else if(sdot[i].y < 0) sdot[i].y += YSIZE-1;
272 draw_engine_dots(SDL_Surface *s) {
275 rawpixel = (Uint16 *) s->pixels;
277 for(i = 0; i<MAXENGINEDOTS; i++) {
279 edot[i].x += edot[i].dx*framelen - xscroll;
280 edot[i].y += edot[i].dy*framelen - yscroll;
281 if((edot[i].life -= framelen*3)<0 || edot[i].y<0 || edot[i].y>YSIZE) {
283 } else if(edot[i].x<0 || edot[i].x>XSIZE) {
287 heatindex = edot[i].life * 6;
288 //rawpixel[(int)(s->pitch/2*(int)(edot[i].y)) + (int)(edot[i].x)] = lifecolor[(int)(edot[i].life)];
289 rawpixel[(int)(s->pitch/2*(int)(edot[i].y)) + (int)(edot[i].x)] = heatindex>3*W ? heatcolor[3*W-1] : heatcolor[heatindex];
296 create_engine_dots(int newdots) {
298 double theta,r,dx,dy;
300 if(!opt_tail_engine) return;
302 if(state == GAMEPLAY) {
303 for(i = 0; i<newdots*framelen; i++) {
304 if(dotptr->active == 0) {
305 theta = rnd()*M_PI*2;
311 dotptr->x = shipx + surf_ship->w/2-14;
312 dotptr->y = shipy + surf_ship->h/2 + (rnd()-0.5)*5-1;
313 dotptr->dx = 10*(dx-1.5) + shipdx;
314 dotptr->dy = 1*dy + shipdy;
315 dotptr->life = 45 + rnd(1)*5;
318 if(dotptr-edot >= MAXENGINEDOTS) {
327 create_engine_dots2(int newdots, int m) {
329 double theta, theta2, dx, dy, adx, ady;
331 // Don't create fresh engine dots when
332 // the game is not being played and a demo is not beng shown
333 if(state != GAMEPLAY) return;
335 for(i = 0; i<newdots; i++) {
336 if(dotptr->active == 0) {
337 theta = rnd()*M_PI*2;
338 theta2 = rnd()*M_PI*2;
340 dx = cos(theta) * fabs(cos(theta2));
341 dy = sin(theta) * fabs(cos(theta2));
347 dotptr->x = shipx + surf_ship->w/2 + (rnd()-0.5)*3;
348 dotptr->y = shipy + surf_ship->h/2 + (rnd()-0.5)*3;
353 dotptr->dx = -20*adx + shipdx;
354 dotptr->dy = 2*dy + shipdy;
355 dotptr->life = 60 * adx;
358 dotptr->dx = 2*dx + shipdx;
359 dotptr->dy = -20*ady + shipdy;
360 dotptr->life = 60 * ady;
364 dotptr->dx = 20*adx + shipdx;
365 dotptr->dy = 2*dy + shipdy;
366 dotptr->life = 60 * adx;
369 dotptr->dx = 2*dx + shipdx;
370 dotptr->dy = 20*ady + shipdy;
371 dotptr->life = 60 * ady;
375 if(dotptr-edot >= MAXENGINEDOTS) {
383 drawdots(SDL_Surface *s) {
386 // Create more engine dots comin' out da back
387 if(!gameover) create_engine_dots(200);
389 // Create engine dots out the side we're moving from
390 for(m = 0; m<4; m++) {
391 if(maneuver & 1<<m) { // 'maneuver' is a bit field
392 create_engine_dots2(80,m);
400 SDL_UnlockSurface(s);
410 // Where are our data files?
411 if(!find_files()) exit(1);
412 read_high_score_table();
415 // Initialize SDL with audio and video
416 if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) != 0) {
418 printf ("Can't open sound, starting without it\n");
422 atexit(SDL_CloseAudio);
423 opt_sound = init_sound();
426 // Initialize with video only
427 CONDERROR(SDL_Init(SDL_INIT_VIDEO) != 0);
433 // Attempt to get the required video size
434 flag = SDL_DOUBLEBUF | SDL_HWSURFACE;
435 if(opt_fullscreen) flag |= SDL_FULLSCREEN;
436 surf_screen = SDL_SetVideoMode(XSIZE,YSIZE,16,flag);
438 // Set the title bar text
439 SDL_WM_SetCaption("Variations on Rockdodger", "VoR");
441 NULLERROR(surf_screen);
443 // Set the heat color from the range 0 (cold) to 300 (blue-white)
444 for(i = 0; i<W*3; i++) {
445 heatcolor[i] = SDL_MapRGB(
447 (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?
452 NULLERROR(temp = IMG_Load(add_path("banners/variations.png")));
453 NULLERROR(surf_b_variations = SDL_DisplayFormat(temp));
455 NULLERROR(temp = IMG_Load(add_path("banners/on.png")));
456 NULLERROR(surf_b_on = SDL_DisplayFormat(temp));
458 NULLERROR(temp = IMG_Load(add_path("banners/rockdodger.png")));
459 NULLERROR(surf_b_rockdodger = SDL_DisplayFormat(temp));
461 NULLERROR(temp = IMG_Load(add_path("banners/game.png")));
462 NULLERROR(surf_b_game = SDL_DisplayFormat(temp));
464 NULLERROR(temp = IMG_Load(add_path("banners/over.png")));
465 NULLERROR(surf_b_over = SDL_DisplayFormat(temp));
467 surf_font_big = IMG_Load(add_path(BIG_FONT_FILE));
468 g_font = SFont_InitFont(surf_font_big);
470 // Load the spaceship graphic.
471 NULLERROR(temp = IMG_Load(add_path("sprites/ship.png")));
472 NULLERROR(surf_ship = SDL_DisplayFormat(temp));
473 get_shape(surf_ship, &shipshape);
475 // Load the life indicator (small ship) graphic.
476 NULLERROR(temp = IMG_Load(add_path("indicators/life.png")));
477 NULLERROR(surf_life = SDL_DisplayFormat(temp));
484 // Remove the mouse cursor
486 SDL_ShowCursor(SDL_DISABLE);
498 float fadegame,fadeover;
502 // Draw a fully black background
503 SDL_FillRect(surf_screen,NULL,0);
505 // Draw the background dots
506 drawdots(surf_screen);
509 if(!gameover && state == GAMEPLAY ) {
512 SDL_BlitSurface(surf_ship,NULL,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 dest.x = (i + 1)*(surf_life->w + 10);
522 SDL_BlitSurface(surf_life, NULL, surf_screen, &dest);
526 snprintscore_line(topline, 50, score);
527 SFont_Write(surf_screen, g_font, XSIZE-250, 0, topline);
529 // If it's game over, show the game over graphic in the dead centre
532 if(fadetimer<3.0/faderate) {
533 fadegame = fadetimer/(3.0/faderate);
538 if(fadetimer<3.0/faderate) {
540 } else if(fadetimer<6.0/faderate) {
541 fadeover = ((3.0/faderate)-fadetimer)/(6.0/faderate);
546 dest.x = (XSIZE-surf_b_game->w)/2;
547 dest.y = (YSIZE-surf_b_game->h)/2-40;
548 SDL_SetAlpha(surf_b_game, SDL_SRCALPHA, (int)(fadegame*(200 + 55*cos(fadetimer += framelen/1.0))));
549 SDL_BlitSurface(surf_b_game,NULL,surf_screen,&dest);
551 dest.x = (XSIZE-surf_b_over->w)/2;
552 dest.y = (YSIZE-surf_b_over->h)/2 + 40;
553 SDL_SetAlpha(surf_b_over, SDL_SRCALPHA, (int)(fadeover*(200 + 55*sin(fadetimer))));
554 SDL_BlitSurface(surf_b_over,NULL,surf_screen,&dest);
559 dest.x = (XSIZE-surf_b_variations->w)/2 + cos(fadetimer/6.5)*10;
560 dest.y = (YSIZE/2-surf_b_variations->h)/2 + sin(fadetimer/5.0)*10;
561 SDL_SetAlpha(surf_b_variations, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer += framelen/2.0)));
562 SDL_BlitSurface(surf_b_variations,NULL,surf_screen,&dest);
564 dest.x = (XSIZE-surf_b_on->w)/2 + cos((fadetimer + 1.0)/6.5)*10;
565 dest.y = (YSIZE/2-surf_b_on->h)/2 + surf_b_variations->h + 20 + sin((fadetimer + 1.0)/5.0)*10;
566 SDL_SetAlpha(surf_b_on, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer-1.0)));
567 SDL_BlitSurface(surf_b_on,NULL,surf_screen,&dest);
569 dest.x = (XSIZE-surf_b_rockdodger->w)/2 + cos((fadetimer + 2.0)/6.5)*10;
570 dest.y = (YSIZE/2-surf_b_rockdodger->h)/2 + surf_b_variations->h + surf_b_on->h + 40 + sin((fadetimer + 2.0)/5)*10;
571 SDL_SetAlpha(surf_b_rockdodger, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer-2.0)));
572 SDL_BlitSurface(surf_b_rockdodger,NULL,surf_screen,&dest);
574 text = "Version " VERSION;
575 x = (XSIZE-SFont_TextWidth(g_font,text))/2 + sin(fadetimer/4.5)*10;
576 SFont_Write(surf_screen,g_font,x,YSIZE-50 + sin(fadetimer/2)*5,text);
578 text = sequence[(int)(fadetimer/40)%NSEQUENCE];
579 //text = "Press SPACE to start!";
580 x = (XSIZE-SFont_TextWidth(g_font,text))/2 + cos(fadetimer/4.5)*10;
581 SFont_Write(surf_screen,g_font,x,YSIZE-100 + cos(fadetimer/3)*5,text);
584 case HIGH_SCORE_ENTRY:
586 if(!process_score_input()) { // done inputting name
588 // Change state to briefly show high scores page
589 state = HIGH_SCORE_DISPLAY;
592 // Write the high score table to the file
593 write_high_score_table();
595 // Play the title page tune
599 case HIGH_SCORE_DISPLAY:
600 // Display de list o high scores mon.
601 display_scores(surf_screen, 150,50);
605 ; // no action necessary
608 if(!gameover && state == GAMEPLAY) {
609 bang = hit_rocks(shipx, shipy, &shipshape);
612 ticks_since_last = SDL_GetTicks()-last_ticks;
613 last_ticks = SDL_GetTicks();
614 if(ticks_since_last>200 || ticks_since_last<0) {
615 // We won't run at all below 5 frames per second.
618 framelen = opt_gamespeed*ticks_since_last/50.0;
619 if(state == GAMEPLAY) {
620 score += ticks_since_last;
624 // Update the surface
625 SDL_Flip(surf_screen);
639 // Count down the game loop timer, and change state when it gets to zero or less;
641 if((state_timeout -= framelen*3) < 0) {
644 // Create a new ship and start all over again
649 if(new_high_score(score)) {
651 state = HIGH_SCORE_ENTRY;
652 state_timeout = 5.0e6;
653 SDL_EnableUNICODE(1);
654 while(SDL_PollEvent(&e))
656 } else if(!keystate[SDLK_SPACE]) {
657 state = HIGH_SCORE_DISPLAY;
661 case HIGH_SCORE_DISPLAY:
663 state_timeout = 500.0;
665 case HIGH_SCORE_ENTRY:
666 // state = TITLE_PAGE;
668 // state_timeout = 100.0;
671 state = HIGH_SCORE_DISPLAY;
672 state_timeout = 200.0;
675 ; // no action necessary
678 if(state == DEAD_PAUSE) {
682 if(state_timeout < DEAD_PAUSE_LENGTH - 20.0) {
683 blast_radius = BLAST_RADIUS * 1.3;
686 blast_radius = BLAST_RADIUS * (DEAD_PAUSE_LENGTH - state_timeout) / 20.0;
689 blast_rocks(bangx, bangy, blast_radius, fixonly);
691 if(bangx < 60) bangx = 60;
699 shipdx *= pow((double)0.9,(double)framelen);
700 shipdy *= pow((double)0.9,(double)framelen);
704 shipx += shipdx*framelen;
705 shipy += shipdy*framelen;
708 tmp = shipy - (YSIZE / 2);
711 tmp = ((screendy * (framelen - 12)) + (tmp * framelen)) / 12;
713 tmp = shipx - (XSIZE / 3);
716 tmp = ((screendx * (framelen - 12)) + (tmp * framelen)) / 12;
719 // taper off if we would hit the barrier in under 2 seconds.
720 if(back_dist + (screendx - SCREENDXMIN)*TO_TICKS(2) < 0) {
721 screendx = SCREENDXMIN - (back_dist/TO_TICKS(2));
724 xscroll = screendx * framelen;
725 yscroll = screendy * framelen;
726 back_dist += (screendx - SCREENDXMIN)*framelen;
727 if(opt_max_lead >= 0) back_dist = min(back_dist, opt_max_lead);
733 bangx += bangdx*framelen - xscroll;
734 bangy += bangdy*framelen - yscroll;
740 if(shipx<0 || shipx>XSIZE-surf_ship->w) {
741 // BOUNCE from left and right wall
742 shipx -= (shipdx-screendx)*framelen;
743 shipdx = screendx - (shipdx-screendx)*opt_bounciness;
747 if(shipy<0 || shipy>YSIZE-surf_ship->h) {
748 // BOUNCE from top and bottom wall
749 shipy -= (shipdy-screendy)*framelen;
750 shipdy = screendy - (shipdy-screendy)*opt_bounciness;
754 if(draw() && state == GAMEPLAY) {
756 play_sound(0); // Play the explosion sound
757 bangx = shipx; bangy = shipy; bangdx = shipdx; bangdy = shipdy;
758 make_bang_dots(shipx,shipy,shipdx,shipdy,surf_ship,30);
759 shipdx *= 0.5; shipdy *= 0.5;
760 if(shipdx < SCREENDXMIN) shipdx = SCREENDXMIN;
764 shipdx = 8; shipdy = 0;
765 state_timeout = 200.0;
771 state_timeout = DEAD_PAUSE_LENGTH;
776 keystate = SDL_GetKeyState(NULL);
779 if(keystate[SDLK_SPACE] && (state == HIGH_SCORE_DISPLAY || state == TITLE_PAGE)) {
790 shipx = XSIZE/2.2; shipy = YSIZE/2;
791 shipdx = screendx; shipdy = screendy;
797 keystate = SDL_GetKeyState(NULL);
800 if(state == GAMEPLAY) {
804 if(keystate[SDLK_UP] | keystate[SDLK_c]) { shipdy -= 1.5*framelen; maneuver |= 1<<3;}
805 if(keystate[SDLK_DOWN] | keystate[SDLK_t]) { shipdy += 1.5*framelen; maneuver |= 1<<1;}
806 if(keystate[SDLK_LEFT] | keystate[SDLK_h]) { shipdx -= 1.5*framelen; maneuver |= 1<<2;}
807 if(keystate[SDLK_RIGHT] | keystate[SDLK_n]) { shipdx += 1.5*framelen; maneuver |= 1;}
808 if(keystate[SDLK_3]) { SDL_SaveBMP(surf_screen, "snapshot.bmp"); }
811 if(keystate[SDLK_p] | keystate[SDLK_s]) {
825 } else if(state == GAME_OVER) {
826 if(keystate[SDLK_SPACE]) {
831 if(state != HIGH_SCORE_ENTRY && (keystate[SDLK_q] || keystate[SDLK_ESCAPE])) {
839 main(int argc, char **argv) {
841 argp_parse(&argp, argc, argv, 0, 0, 0);
844 printf ("ta: '%s'\n",initerror);