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>
45 #define SDL_SetAlpha(surf, flag, alpha)
48 // ************************************* VARS
49 // SDL_Surface global variables
51 *surf_screen, // Screen
52 *surf_b_variations, // "variations" banner
53 *surf_b_on, // "on" banner
54 *surf_b_rockdodger, // "rockdodger" banner
55 *surf_b_game, // Title element "game"
56 *surf_b_over, // Title element "over"
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;
68 // Other global variables
72 struct ship ship = { SHIP, 0, NULL, XSIZE/2, YSIZE/2, SCREENDXMIN, 0.0 };
74 float screendx = SCREENDXMIN, screendy = 0.0;
77 // all movement is based on t_frame.
78 float t_frame; // length of this frame (in ticks = 1/20th second) adjusted for gamespeed
79 int ms_frame; // length of this frame (milliseconds)
80 int ms_end; // end of this frame (milliseconds)
83 float bangx, bangy, bangdx, bangdy;
87 float fadetimer = 0, faderate;
89 int pausedown = 0, paused = 0;
91 // bangdot start (bd1) and end (bd2) position:
102 enum states state = TITLE_PAGE;
103 float state_timeout = 600.0;
108 "Press SPACE for normal game",
109 "Press '1' for easy game",
110 "http://jasonwoof.org/vor"
113 "Press SPACE for easy game",
114 "Press '2' for normal game",
115 "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)
149 row_inc = s->pitch/sizeof(uint16_t) - s->w;
150 colorkey = s->format->colorkey;
156 for(y=0; y<s->h; y++) {
157 for(x = 0; x<s->w; x++) {
159 if(c && c != colorkey) {
160 theta = frnd()*M_PI*2;
161 r = frnd(); r = 1 - r*r;
163 bdot[bd2].dx = 45*r*cos(theta) + dx;
164 bdot[bd2].dy = 45*r*sin(theta) + dy;
165 bdot[bd2].x = x + xbang;
166 bdot[bd2].y = y + ybang;
167 bdot[bd2].c = (i < n-3) ? 0 : c;
168 bdot[bd2].life = 100;
169 bdot[bd2].decay = frnd()*3 + 1;
170 bdot[bd2].active = 1;
172 bd2 = (bd2+1) % MAXBANGDOTS;
179 SDL_UnlockSurface(s);
183 draw_bang_dots(SDL_Surface *s)
187 uint16_t *pixels, *pixel, c;
188 int row_inc = s->pitch/sizeof(uint16_t);
191 pixels = (uint16_t *) s->pixels;
195 for(i=0; i<MAXBANGDOTS; i++) {
196 if(!bdot[i].active) continue;
198 // decrement life and maybe kill
199 bdot[i].life -= bdot[i].decay;
200 if(bdot[i].life<0) { bdot[i].active = 0; continue; }
203 bdot[i].x += (bdot[i].dx - screendx)*t_frame;
204 bdot[i].y += (bdot[i].dy - screendy)*t_frame;
205 if(bdot[i].x < 0 || bdot[i].x >= XSIZE || bdot[i].y < 0 || bdot[i].y >= YSIZE) {
211 if((hit = pixel_collides(bdot[i].x, bdot[i].y))) {
212 if(hit->type != SHIP) { // they shouldn't hit the ship, but they do
214 hit->dx += ENGINE_DOT_WEIGHT * bdot[i].life * bdot[i].dx / sprite_mass(hit);
215 hit->dy += ENGINE_DOT_WEIGHT * bdot[i].life * bdot[i].dy / sprite_mass(hit);
220 pixel = pixels + row_inc*(int)(bdot[i].y) + (int)(bdot[i].x);
221 if(bdot[i].c) c = bdot[i].c; else c = heatcolor[(int)(bdot[i].life)*3];
228 new_engine_dots(float time_span, int dir) {
230 int n = time_span * ENGINE_DOTS_PER_TIC;
231 float a, r; // angle, random length
233 float hx, hy; // half ship width/height.
234 static const int s[4] = { 2, 1, 0, 1 };
236 float accelh, accelv, past_ship_dx, past_ship_dy;
238 hx = ship.image->w / 2;
239 hy = ship.image->h / 2;
241 for(i = 0; i<n; i++) {
242 if(dotptr->active == 0) {
243 a = frnd()*M_PI + (dir-1)*M_PI_2;
244 r = sin(frnd()*M_PI);
246 dy = r * -sin(a); // screen y is "backwards".
250 // dot was created at a random time during the time span
251 time = frnd() * time_span; // this is how long ago
253 // calculate how fast the ship was going when this engine dot was
254 // created (as if it had a smoothe accelleration). This is used in
255 // determining the velocity of the dots, but not their starting
257 accelh = ((ship.jets >> 2) & 1) - (ship.jets & 1);
258 accelh *= THRUSTER_STRENGTH * time;
259 past_ship_dx = ship.dx - accelh;
260 accelv = ((ship.jets >> 1) & 1) - ((ship.jets >> 3) & 1);
261 accelv *= THRUSTER_STRENGTH * time;
262 past_ship_dy = ship.dy - accelv;
264 // the starting position (not speed) of the dot is calculated as
265 // though the ship were traveling at a constant speed for this
267 dotptr->x = (ship.x - (ship.dx - screendx) * time) + s[dir]*hx;
268 dotptr->y = (ship.y - (ship.dy - screendy) * time) + s[(dir+1)&3]*hy;
270 dotptr->dx = past_ship_dx + 2*dx;
271 dotptr->dy = past_ship_dy + 20*dy;
272 dotptr->life = 60 * fabs(dy);
274 dotptr->dx = past_ship_dx + 20*dx;
275 dotptr->dy = past_ship_dy + 2*dy;
276 dotptr->life = 60 * fabs(dx);
279 // move the dot as though it were created in the past
280 dotptr->x += (dotptr->dx - screendx) * time;
281 dotptr->y += (dotptr->dy - screendy) * time;
283 if(dotptr - edot < MAXENGINEDOTS-1) dotptr++;
292 for(i = 0; i<MAXENGINEDOTS; i++) {
293 if(!edot[i].active) {
296 edot[i].x += (edot[i].dx - screendx)*t_frame;
297 edot[i].y += (edot[i].dy - screendy)*t_frame;
298 edot[i].life -= t_frame*3;
299 if(edot[i].life < 0 || edot[i].x<0 || edot[i].x >= XSIZE || edot[i].y < 0 || edot[i].y >= YSIZE) {
306 draw_engine_dots(SDL_Surface *s) {
309 uint16_t *pixels = (uint16_t *) s->pixels;
310 int row_inc = s->pitch/sizeof(uint16_t);
314 for(i = 0; i<MAXENGINEDOTS; i++) {
315 if(!edot[i].active) {
319 if((hit = pixel_collides(edot[i].x, edot[i].y))) {
320 if(hit->type != SHIP) { // they shouldn't hit the ship, but they do
322 hit->dx += ENGINE_DOT_WEIGHT * edot[i].life * edot[i].dx / sprite_mass(hit);
323 hit->dy += ENGINE_DOT_WEIGHT * edot[i].life * edot[i].dy / sprite_mass(hit);
327 heatindex = edot[i].life * 6;
328 c = heatindex>3*W ? heatcolor[3*W-1] : heatcolor[heatindex];
329 pixels[row_inc*(int)(edot[i].y) + (int)(edot[i].x)] = c;
334 drawdots(SDL_Surface *s) {
339 // Create engine dots
340 for(m = 0; m<4; m++) {
341 if(ship.jets & 1<<m) { // 'jets' is a bit field
342 new_engine_dots(t_frame,m);
352 SDL_UnlockSurface(s);
356 load_image(char *filename)
358 SDL_Surface *tmp, *img = NULL;
359 char *s = add_data_path(filename);
364 img = SDL_DisplayFormat(tmp);
365 SDL_FreeSurface(tmp);
374 load_sprite(SPRITE(&ship), "ship.png");
384 // Where are our data files?
385 if(!find_files()) exit(1);
386 read_high_score_table();
389 // Initialize SDL with audio and video
390 if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) != 0) {
392 fputs("Can't open sound, starting without it\n", stderr);
396 atexit(SDL_CloseAudio);
397 opt_sound = init_sound();
400 // Initialize with video only
401 CONDERROR(SDL_Init(SDL_INIT_VIDEO) != 0);
405 play_tune(TUNE_TITLE_PAGE);
407 // Attempt to get the required video size
408 flag = SDL_DOUBLEBUF | SDL_HWSURFACE;
409 if(opt_fullscreen) flag |= SDL_FULLSCREEN;
410 surf_screen = SDL_SetVideoMode(XSIZE,YSIZE,16,flag);
412 // Set the title bar text
413 SDL_WM_SetCaption("Variations on Rockdodger", "VoR");
415 NULLERROR(surf_screen);
417 // Set the heat color from the range 0 (cold) to 300 (blue-white)
418 for(i = 0; i<W*3; i++) {
419 heatcolor[i] = SDL_MapRGB(
421 (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?
426 NULLERROR(surf_b_variations = load_image("b_variations.png"));
427 NULLERROR(surf_b_on = load_image("b_on.png"));
428 NULLERROR(surf_b_rockdodger = load_image("b_rockdodger.png"));
430 NULLERROR(surf_b_game = load_image("b_game.png"));
431 NULLERROR(surf_b_over = load_image("b_over.png"));
433 // Load the life indicator (small ship) graphic.
434 NULLERROR(surf_life = load_image("life.png"));
436 // Load the font image
437 s = add_data_path("font.png");
439 NULLERROR(surf_font_big = IMG_Load(s));
441 g_font = SFont_InitFont(surf_font_big);
448 add_sprite(SPRITE(&ship));
450 // Remove the mouse cursor
452 SDL_ShowCursor(SDL_DISABLE);
464 for(i=0; i<ship.lives-1; i++) {
465 dest.x = (i + 1)*(surf_life->w + 10);
467 SDL_BlitSurface(surf_life, NULL, surf_screen, &dest);
477 float a_game = 0, a_over = 0;
479 // fade in "GAME", then "OVER".
480 a_game = min(1.0, faderate*fadetimer/3.0);
481 if(a_game == 1.0) a_over = min(1.0, faderate*fadetimer/3.0 - 1);
483 fadetimer += t_frame;
485 dest.x = (XSIZE-surf_b_game->w)/2;
486 dest.y = (YSIZE-surf_b_game->h)/2-40;
487 SDL_SetAlpha(surf_b_game, SDL_SRCALPHA, (int)(a_game*(200 + 55*cos(fadetimer))));
488 SDL_BlitSurface(surf_b_game,NULL,surf_screen,&dest);
490 dest.x = (XSIZE-surf_b_over->w)/2;
491 dest.y = (YSIZE-surf_b_over->h)/2 + 40;
492 SDL_SetAlpha(surf_b_over, SDL_SRCALPHA, (int)(a_over*(200 + 55*sin(fadetimer))));
493 SDL_BlitSurface(surf_b_over,NULL,surf_screen,&dest);
495 if(new_high_score(score)) {
496 text0 = "New High Score!";
497 text1 = "Press SPACE to continue";
499 text0 = msgs[g_easy][0];
500 text1 = msgs[g_easy][1];
503 x = (XSIZE-SFont_TextWidth(g_font,text0))/2 + cos(fadetimer/9)*10;
504 SFont_Write(surf_screen,g_font,x,YSIZE-100 + cos(fadetimer/6)*5,text0);
506 x = (XSIZE-SFont_TextWidth(g_font,text1))/2 + sin(fadetimer/9)*10;
507 SFont_Write(surf_screen,g_font,x,YSIZE-50 + sin(fadetimer/4)*5,text1);
511 draw_title_page(void)
517 fadetimer += t_frame/2.0;
519 dest.x = (XSIZE-surf_b_variations->w)/2 + cos(fadetimer/6.5)*10;
520 dest.y = (YSIZE/2-surf_b_variations->h)/2 + sin(fadetimer/5.0)*10;
521 SDL_SetAlpha(surf_b_variations, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer)));
522 SDL_BlitSurface(surf_b_variations,NULL,surf_screen,&dest);
524 dest.x = (XSIZE-surf_b_on->w)/2 + cos((fadetimer + 1.0)/6.5)*10;
525 dest.y = (YSIZE/2-surf_b_on->h)/2 + surf_b_variations->h + 20 + sin((fadetimer + 1.0)/5.0)*10;
526 SDL_SetAlpha(surf_b_on, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer-1.0)));
527 SDL_BlitSurface(surf_b_on,NULL,surf_screen,&dest);
529 dest.x = (XSIZE-surf_b_rockdodger->w)/2 + cos((fadetimer + 2.0)/6.5)*10;
530 dest.y = (YSIZE/2-surf_b_rockdodger->h)/2 + surf_b_variations->h + surf_b_on->h + 40 + sin((fadetimer + 2.0)/5)*10;
531 SDL_SetAlpha(surf_b_rockdodger, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer-2.0)));
532 SDL_BlitSurface(surf_b_rockdodger,NULL,surf_screen,&dest);
534 text = msgs[g_easy][(int)(fadetimer/35)%NSEQUENCE];
535 x = (XSIZE-SFont_TextWidth(g_font,text))/2 + cos(fadetimer/4.5)*10;
536 SFont_Write(surf_screen,g_font,x,YSIZE-100 + cos(fadetimer/3)*5,text);
538 text = "Version " VERSION;
539 x = (XSIZE-SFont_TextWidth(g_font,text))/2 + sin(fadetimer/4.5)*10;
540 SFont_Write(surf_screen,g_font,x,YSIZE-50 + sin(fadetimer/2)*5,text);
546 SDL_FillRect(surf_screen,NULL,0); // black background
547 drawdots(surf_screen); // background dots
548 draw_sprite(SPRITE(&ship));
554 // If it's game over, show the game over graphic in the dead centre
556 case GAME_OVER: draw_game_over(); break;
558 case TITLE_PAGE: draw_title_page(); break;
560 case HIGH_SCORE_ENTRY:
561 play_tune(TUNE_HIGH_SCORE_ENTRY);
563 case HIGH_SCORE_DISPLAY:
564 // Display de list o high scores mon.
565 display_scores(surf_screen, 150,50);
569 ; // no action necessary
574 ms_frame = SDL_GetTicks() - ms_end;
576 t_frame = opt_gamespeed * ms_frame / 50;
577 if(state == GAMEPLAY) score += ms_frame;
579 // Update the surface
580 SDL_Flip(surf_screen);
584 kill_ship(Sprite *ship)
591 do_collision(Sprite *a, Sprite *b)
593 if(a->type == SHIP) kill_ship(a);
594 else if (b->type == SHIP) kill_ship(b);
599 init_score_entry(void)
602 state = HIGH_SCORE_ENTRY;
603 state_timeout = 5.0e6;
604 SDL_EnableUNICODE(1);
605 while(SDL_PollEvent(&e))
618 while(SDL_PollEvent(&e)) {
620 case SDL_QUIT: return;
622 if(e.key.keysym.sym == SDLK_ESCAPE
623 || e.key.keysym.sym == SDLK_q)
627 if(state == HIGH_SCORE_ENTRY)
628 if(!process_score_input(&e.key.keysym)) {
629 // Write the high score table to the file
630 write_high_score_table();
631 // continue to display the scores briefly
632 state = HIGH_SCORE_DISPLAY;
634 play_tune(TUNE_TITLE_PAGE);
639 keystate = SDL_GetKeyState(NULL);
642 // Count down the game loop timer, and change state when it gets to zero or less;
644 if((state_timeout -= t_frame*3) < 0) {
647 // Restore the ship and continue playing
648 ship.flags = DRAW|MOVE|COLLIDE;
650 play_tune(TUNE_GAMEPLAY);
653 if(new_high_score(score)) init_score_entry();
655 state = HIGH_SCORE_DISPLAY;
659 case HIGH_SCORE_DISPLAY:
661 state_timeout = 600.0;
664 case HIGH_SCORE_ENTRY:
667 state = HIGH_SCORE_DISPLAY;
668 state_timeout = 200.0;
671 ; // no action necessary
674 if(state == DEAD_PAUSE) {
675 if(bangx < 60) bangx = 60;
682 tmp = (ship.y+ship.dy*t_frame-YSCROLLTO)/25 + (ship.dy-screendy);
683 screendy += tmp * t_frame/12;
684 tmp = (ship.x+ship.dx*t_frame-XSCROLLTO)/25 + (ship.dx-screendx);
685 screendx += tmp * t_frame/12;
686 // taper off so we don't hit the barrier abruptly.
687 // (if we would hit in < 2 seconds, adjust to 2 seconds).
688 if(back_dist + (screendx - SCREENDXMIN)*TO_TICKS(2) < 0)
689 screendx = SCREENDXMIN - (back_dist/TO_TICKS(2));
690 back_dist += (screendx - SCREENDXMIN)*t_frame;
691 if(opt_max_lead >= 0) back_dist = min(back_dist, opt_max_lead);
694 bangx += (bangdx - screendx)*t_frame;
695 bangy += (bangdy - screendy)*t_frame;
700 // BOUNCE off left or right edge of screen
701 if(ship.x < 0 || ship.x+ship.w > XSIZE) {
702 ship.x -= (ship.dx-screendx)*t_frame;
703 ship.dx = screendx - (ship.dx-screendx)*opt_bounciness;
706 // BOUNCE off top or bottom of screen
707 if(ship.y < 0 || ship.y+ship.h > YSIZE) {
708 ship.y -= (ship.dy-screendy)*t_frame;
709 ship.dy = screendy - (ship.dy-screendy)*opt_bounciness;
714 if(state == GAMEPLAY && bang) {
717 play_sound(SOUND_BANG); // Play the explosion sound
718 bangx = ship.x; bangy = ship.y; bangdx = ship.dx; bangdy = ship.dy;
719 new_bang_dots(ship.x,ship.y,ship.dx,ship.dy,ship.image);
723 state_timeout = DEAD_PAUSE_LENGTH;
724 ship.dx = (ship.dx < 0) ? -sqrt(-ship.dx) : sqrt(ship.dx);
725 ship.dy = (ship.dy < 0) ? -sqrt(-ship.dy) : sqrt(ship.dy);
726 if(ship.dx < SCREENDXMIN) ship.dx = SCREENDXMIN;
729 ship.dx = SCREENDXMIN; ship.dy = 0;
730 state_timeout = 200.0;
737 if((keystate[SDLK_SPACE] || keystate[SDLK_1] || keystate[SDLK_2])
738 && (state == HIGH_SCORE_DISPLAY
739 || state == TITLE_PAGE
740 || state == GAME_OVER)) {
741 if(state == GAME_OVER && new_high_score(score))
744 if((keystate[SDLK_SPACE] && !initial_rocks) || keystate[SDLK_2]) {
746 initial_rocks = NORMAL_I_ROCKS;
747 final_rocks = NORMAL_F_ROCKS;
748 if(opt_gamespeed == EASY_GAMESPEED)
749 opt_gamespeed = NORMAL_GAMESPEED;
750 } else if(keystate[SDLK_1]) {
752 initial_rocks = EASY_I_ROCKS;
753 final_rocks = EASY_F_ROCKS;
754 opt_gamespeed = EASY_GAMESPEED;
758 screendx = SCREENDXMIN; screendy = 0;
760 ship.x = XSIZE/2.2; ship.y = YSIZE/2;
761 ship.dx = screendx; ship.dy = screendy;
763 ship.flags = MOVE|DRAW|COLLIDE;
764 add_sprite(SPRITE(&ship));
769 play_tune(TUNE_GAMEPLAY);
776 if(state == GAMEPLAY) {
778 // FIXME why is this at the bottom? Shouldn't it be up before the ship movement?
779 if(keystate[SDLK_LEFT] || keystate[SDLK_h]) { ship.dx -= THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<0;}
780 if(keystate[SDLK_DOWN] || keystate[SDLK_t]) { ship.dy += THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<1;}
781 if(keystate[SDLK_RIGHT] || keystate[SDLK_n]) { ship.dx += THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<2;}
782 if(keystate[SDLK_UP] || keystate[SDLK_c]) { ship.dy -= THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<3;}
783 if(keystate[SDLK_3]) { SDL_SaveBMP(surf_screen, "snapshot.bmp"); }
786 if(keystate[SDLK_p] | keystate[SDLK_s]) {
790 if(!paused) ms_end = SDL_GetTicks();
797 if(state == TITLE_PAGE && keystate[SDLK_h]) {
798 state = HIGH_SCORE_DISPLAY;
805 main(int argc, char **argv) {
806 if(!parse_opts(argc, argv)) return 1;
809 printf ("ta: '%s'\n",initerror);