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
36 #include <SDL/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_ship, // Spaceship element
55 *surf_life, // Indicator of number of ships remaining
56 *surf_rock[NROCKS], // THE ROCKS
57 *surf_font_big; // The big font
61 // Structure global variables
62 struct enginedots edot[MAXENGINEDOTS], *dotptr = edot;
63 struct bangdots bdot[MAXBANGDOTS], *bdotptr = bdot;
64 struct spacedot sdot[MAXSPACEDOTS];
66 // Other global variables
70 struct shape shipshape;
71 float shipx,shipy = 240.0; // X position, 0..XSIZE
72 float shipdx,shipdy; // Change in X position per tick.
73 float gamerate; // this controls the speed of everything that moves.
77 int nships,score,initticks,ticks_since_last, last_ticks;
80 int sound_flag, music_flag;
81 int tail_plume; // display big engine at the back?
82 int friction; // should there be friction?
83 float fadetimer = 0, faderate;
85 int pausedown = 0, paused = 0;
87 // bangdot start (bd1) and end (bd2) position:
98 enum states state = TITLE_PAGE;
99 float state_timeout = 600.0;
103 "Press SPACE to start",
104 "http://qualdan.com/vor/"
107 int bangdotlife, nbangdots;
108 Uint16 heatcolor[W*3];
112 extern int optind, opterr, optopt;
114 // ************************************* FUNCS
118 return (float)random()/(float)RAND_MAX;
124 for(i = 0; i<MAXENGINEDOTS; i++) {
132 for(i = 0; i<MAXSPACEDOTS; i++) {
135 sdot[i].x = rnd()*(XSIZE-5);
136 sdot[i].y = rnd()*(YSIZE-5);
142 intensity = (int)(r*180 + 70);
143 sdot[i].color = SDL_MapRGB(surf_screen->format,intensity,intensity,intensity);
149 makebangdots(int xbang, int ybang, int dx, int dy, SDL_Surface *s, int power) {
151 // TODO - stop generating dots after a certain amount of time has passed, to cope with slower CPUs.
152 // TODO - generate and display dots in a circular buffer
159 begin_generate = SDL_GetTicks();
162 rawpixel = (Uint16 *) s->pixels;
164 //for(n = 0; n <= power/2; n++) {
168 for(x = 0; x<s->w; x++) {
169 for(y = 0; y<s->h; y++) {
170 c = rawpixel[s->pitch/2*y + x];
171 if(c && c != s->format->colorkey) {
173 theta = rnd()*M_PI*2;
177 bdot[bd2].dx = (power/50.0)*45.0*cos(theta)*r + dx;
178 bdot[bd2].dy = (power/50.0)*45.0*sin(theta)*r + dy;
179 bdot[bd2].x = x + xbang;
180 bdot[bd2].y = y + ybang;
182 // Replace the last few bang dots with the pixels from the exploding object
183 bdot[bd2].c = (endcount>0)?c:0;
184 bdot[bd2].life = 100;
185 bdot[bd2].decay = rnd()*3 + 1;
186 bdot[bd2].active = 1;
191 // If the circular buffer is filled, who cares? They've had their chance.
192 //if(bd2 == bd1-1) goto exitloop;
198 if(SDL_GetTicks() - begin_generate > 7) endcount++;
201 SDL_UnlockSurface(s);
206 draw_bang_dots(SDL_Surface *s) {
210 rawpixel = (Uint16 *) s->pixels;
214 for(i = bd1; (bd1 <= bd2)?(i<bd2):(i >= bd1 && i < bd2); last_i = ++i) {
218 if(bdot[i].x <= 0 || bdot[i].x >= XSIZE || bdot[i].y <= 0 || bdot[i].y >= YSIZE) {
219 // If the dot has drifted outside the perimeter, kill it
227 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)];
228 bdot[i].life -= bdot[i].decay;
229 bdot[i].x += bdot[i].dx*gamerate;
230 bdot[i].y += bdot[i].dy*gamerate + yscroll;
250 draw_space_dots(SDL_Surface *s) {
253 rawpixel = (Uint16 *) s->pixels;
255 for(i = 0; i<MAXSPACEDOTS; i++) {
259 rawpixel[(int)(s->pitch/2*(int)sdot[i].y) + (int)(sdot[i].x)] = sdot[i].color;
260 sdot[i].x += sdot[i].dx*gamerate;
261 sdot[i].y += yscroll;
262 if(sdot[i].y > YSIZE) {
264 } else if(sdot[i].y < 0) {
274 draw_engine_dots(SDL_Surface *s) {
277 rawpixel = (Uint16 *) s->pixels;
279 for(i = 0; i<MAXENGINEDOTS; i++) {
281 edot[i].x += edot[i].dx*gamerate;
282 edot[i].y += edot[i].dy*gamerate + yscroll;
283 if((edot[i].life -= gamerate*3)<0 || edot[i].y<0 || edot[i].y>YSIZE) {
285 } else if(edot[i].x<0 || edot[i].x>XSIZE) {
289 heatindex = edot[i].life * 6;
290 //rawpixel[(int)(s->pitch/2*(int)(edot[i].y)) + (int)(edot[i].x)] = lifecolor[(int)(edot[i].life)];
291 rawpixel[(int)(s->pitch/2*(int)(edot[i].y)) + (int)(edot[i].x)] = heatindex>3*W ? heatcolor[3*W-1] : heatcolor[heatindex];
298 create_engine_dots(int newdots) {
300 double theta,r,dx,dy;
302 if(!tail_plume) return;
304 if(state == GAMEPLAY) {
305 for(i = 0; i<newdots*gamerate; i++) {
306 if(dotptr->active == 0) {
307 theta = rnd()*M_PI*2;
313 dotptr->x = shipx + surf_ship->w/2-14;
314 dotptr->y = shipy + surf_ship->h/2 + (rnd()-0.5)*5-1;
315 dotptr->dx = 10*(dx-1.5) + shipdx;
316 dotptr->dy = 1*dy + shipdy;
317 dotptr->life = 45 + rnd(1)*5;
320 if(dotptr-edot >= MAXENGINEDOTS) {
329 create_engine_dots2(int newdots, int m) {
331 double theta, theta2, dx, dy, adx, ady;
333 // Don't create fresh engine dots when
334 // the game is not being played and a demo is not beng shown
335 if(state != GAMEPLAY) return;
337 for(i = 0; i<newdots; i++) {
338 if(dotptr->active == 0) {
339 theta = rnd()*M_PI*2;
340 theta2 = rnd()*M_PI*2;
342 dx = cos(theta) * fabs(cos(theta2));
343 dy = sin(theta) * fabs(cos(theta2));
349 dotptr->x = shipx + surf_ship->w/2 + (rnd()-0.5)*3;
350 dotptr->y = shipy + surf_ship->h/2 + (rnd()-0.5)*3;
355 dotptr->dx = -20*adx + shipdx;
356 dotptr->dy = 2*dy + shipdy;
357 dotptr->life = 60 * adx;
360 dotptr->dx = 2*dx + shipdx;
361 dotptr->dy = -20*ady + shipdy;
362 dotptr->life = 60 * ady;
366 dotptr->dx = 20*adx + shipdx;
367 dotptr->dy = 2*dy + shipdy;
368 dotptr->life = 60 * adx;
371 dotptr->dx = 2*dx + shipdx;
372 dotptr->dy = 20*ady + shipdy;
373 dotptr->life = 60 * ady;
377 if(dotptr-edot >= MAXENGINEDOTS) {
385 drawdots(SDL_Surface *s) {
388 // Create more engine dots comin' out da back
389 if(!gameover) create_engine_dots(200);
391 // Create engine dots out the side we're moving from
392 for(m = 0; m<4; m++) {
393 if(maneuver & 1<<m) { // 'maneuver' is a bit field
394 create_engine_dots2(80,m);
402 SDL_UnlockSurface(s);
406 init(int fullscreen) {
412 // Where are our data files?
413 if(!find_files()) exit(1);
414 read_high_score_table();
417 // Initialize SDL with audio and video
418 if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) != 0) {
420 printf ("Can't open sound, starting without it\n");
424 atexit(SDL_CloseAudio);
425 sound_flag = init_sound();
428 // Initialize with video only
429 CONDERROR(SDL_Init(SDL_INIT_VIDEO) != 0);
435 // Attempt to get the required video size
436 flag = SDL_DOUBLEBUF | SDL_HWSURFACE;
437 if(fullscreen) flag |= SDL_FULLSCREEN;
438 surf_screen = SDL_SetVideoMode(XSIZE,YSIZE,16,flag);
440 // Set the title bar text
441 SDL_WM_SetCaption("Variations on Rockdodger", "VoR");
443 NULLERROR(surf_screen);
445 // Set the heat color from the range 0 (cold) to 300 (blue-white)
446 for(i = 0; i<W*3; i++) {
447 heatcolor[i] = SDL_MapRGB(
449 (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?
454 NULLERROR(temp = IMG_Load(add_path("banners/variations.png")));
455 NULLERROR(surf_b_variations = SDL_DisplayFormat(temp));
457 NULLERROR(temp = IMG_Load(add_path("banners/on.png")));
458 NULLERROR(surf_b_on = SDL_DisplayFormat(temp));
460 NULLERROR(temp = IMG_Load(add_path("banners/rockdodger.png")));
461 NULLERROR(surf_b_rockdodger = SDL_DisplayFormat(temp));
463 NULLERROR(temp = IMG_Load(add_path("banners/game.png")));
464 NULLERROR(surf_b_game = SDL_DisplayFormat(temp));
466 NULLERROR(temp = IMG_Load(add_path("banners/over.png")));
467 NULLERROR(surf_b_over = SDL_DisplayFormat(temp));
469 surf_font_big = IMG_Load(add_path(BIG_FONT_FILE));
470 g_font = SFont_InitFont(surf_font_big);
472 // Load the spaceship graphic.
473 NULLERROR(temp = IMG_Load(add_path("sprites/ship.png")));
474 NULLERROR(surf_ship = SDL_DisplayFormat(temp));
475 get_shape(surf_ship, &shipshape);
477 // Load the life indicator (small ship) graphic.
478 NULLERROR(temp = IMG_Load(add_path("indicators/life.png")));
479 NULLERROR(surf_life = SDL_DisplayFormat(temp));
486 // Remove the mouse cursor
488 SDL_ShowCursor(SDL_DISABLE);
500 float fadegame,fadeover;
509 // Draw a fully black background
510 SDL_FillRect(surf_screen,NULL,0);
512 // Draw the background dots
513 drawdots(surf_screen);
516 if(!gameover && state == GAMEPLAY ) {
517 src.w = surf_ship->w;
518 src.h = surf_ship->h;
523 SDL_BlitSurface(surf_ship,&src,surf_screen,&dest);
528 // Draw the life indicators.
529 if(state == GAMEPLAY || state == DEAD_PAUSE || state == GAME_OVER)
530 for(i = 0; i<nships-1; i++) {
531 src.w = surf_life->w;
532 src.h = surf_life->h;
535 dest.x = (i + 1)*(src.w + 10);
537 SDL_BlitSurface(surf_life, &src, surf_screen, &dest);
541 snprintscore_line(topline, 50, score);
542 SFont_Write(surf_screen, g_font, XSIZE-250, 0, topline);
544 // If it's game over, show the game over graphic in the dead centre
547 if(fadetimer<3.0/faderate) {
548 fadegame = fadetimer/(3.0/faderate);
553 if(fadetimer<3.0/faderate) {
555 } else if(fadetimer<6.0/faderate) {
556 fadeover = ((3.0/faderate)-fadetimer)/(6.0/faderate);
561 src.w = surf_b_game->w;
562 src.h = surf_b_game->h;
565 dest.x = (XSIZE-src.w)/2;
566 dest.y = (YSIZE-src.h)/2-40;
567 SDL_SetAlpha(surf_b_game, SDL_SRCALPHA, (int)(fadegame*(200 + 55*cos(fadetimer += gamerate/1.0))));
568 SDL_BlitSurface(surf_b_game,&src,surf_screen,&dest);
570 src.w = surf_b_over->w;
571 src.h = surf_b_over->h;
574 dest.x = (XSIZE-src.w)/2;
575 dest.y = (YSIZE-src.h)/2 + 40;
576 SDL_SetAlpha(surf_b_over, SDL_SRCALPHA, (int)(fadeover*(200 + 55*sin(fadetimer))));
577 SDL_BlitSurface(surf_b_over,&src,surf_screen,&dest);
582 src.w = surf_b_variations->w;
583 src.h = surf_b_variations->h;
586 dest.x = (XSIZE-src.w)/2 + cos(fadetimer/6.5)*10;
587 dest.y = (YSIZE/2-src.h)/2 + sin(fadetimer/5.0)*10;
588 SDL_SetAlpha(surf_b_variations, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer += gamerate/2.0)));
589 SDL_BlitSurface(surf_b_variations,&src,surf_screen,&dest);
591 src.w = surf_b_on->w;
592 src.h = surf_b_on->h;
595 dest.x = (XSIZE-src.w)/2 + cos((fadetimer + 1.0)/6.5)*10;
596 dest.y = (YSIZE/2-src.h)/2 + surf_b_variations->h + 20 + sin((fadetimer + 1.0)/5.0)*10;
597 SDL_SetAlpha(surf_b_on, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer-1.0)));
598 SDL_BlitSurface(surf_b_on,&src,surf_screen,&dest);
600 src.w = surf_b_rockdodger->w;
601 src.h = surf_b_rockdodger->h;
604 dest.x = (XSIZE-src.w)/2 + cos((fadetimer + 2.0)/6.5)*10;
605 dest.y = (YSIZE/2-src.h)/2 + surf_b_variations->h + surf_b_on->h + 40 + sin((fadetimer + 2.0)/5)*10;
606 SDL_SetAlpha(surf_b_rockdodger, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer-2.0)));
607 SDL_BlitSurface(surf_b_rockdodger,&src,surf_screen,&dest);
609 text = "Version " VERSION;
610 x = (XSIZE-SFont_TextWidth(g_font,text))/2 + sin(fadetimer/4.5)*10;
611 SFont_Write(surf_screen,g_font,x,YSIZE-50 + sin(fadetimer/2)*5,text);
613 text = sequence[(int)(fadetimer/40)%NSEQUENCE];
614 //text = "Press SPACE to start!";
615 x = (XSIZE-SFont_TextWidth(g_font,text))/2 + cos(fadetimer/4.5)*10;
616 SFont_Write(surf_screen,g_font,x,YSIZE-100 + cos(fadetimer/3)*5,text);
619 case HIGH_SCORE_ENTRY:
621 if(!process_score_input()) { // done inputting name
623 // Change state to briefly show high scores page
624 state = HIGH_SCORE_DISPLAY;
627 // Write the high score table to the file
628 write_high_score_table();
630 // Play the title page tune
634 case HIGH_SCORE_DISPLAY:
635 // Display de list o high scores mon.
636 display_scores(surf_screen, 150,50);
640 ; // no action necessary
643 if(!gameover && state == GAMEPLAY) {
644 bang = hit_rocks(shipx, shipy, &shipshape);
647 ticks_since_last = SDL_GetTicks()-last_ticks;
648 last_ticks = SDL_GetTicks();
649 if(ticks_since_last>200 || ticks_since_last<0) {
653 gamerate = GAMESPEED*ticks_since_last/50.0;
654 if(state == GAMEPLAY) {
655 score += ticks_since_last;
659 // Update the surface
660 SDL_Flip(surf_screen);
673 // Count down the game loop timer, and change state when it gets to zero or less;
675 if((state_timeout -= gamerate*3) < 0) {
678 // Create a new ship and start all over again
684 state = HIGH_SCORE_ENTRY;
685 state_timeout = 5.0e6;
686 if(new_high_score(score)) {
688 SDL_EnableUNICODE(1);
689 while(SDL_PollEvent(&e))
692 state = HIGH_SCORE_DISPLAY;
696 case HIGH_SCORE_DISPLAY:
698 state_timeout = 500.0;
700 case HIGH_SCORE_ENTRY:
701 // state = TITLE_PAGE;
703 // state_timeout = 100.0;
706 state = HIGH_SCORE_DISPLAY;
707 state_timeout = 200.0;
710 ; // no action necessary
713 if(state == DEAD_PAUSE) {
717 if(state_timeout < DEAD_PAUSE_LENGTH - 20.0) {
718 blast_radius = BLAST_RADIUS * 1.3;
721 blast_radius = BLAST_RADIUS * (DEAD_PAUSE_LENGTH - state_timeout) / 20.0;
724 blast_rocks(shipx, shipy, blast_radius, fixonly);
726 if(shipx < 60) shipx = 60;
734 shipdx *= pow((double)0.9,(double)gamerate);
735 shipdy *= pow((double)0.9,(double)gamerate);
739 shipx += shipdx*gamerate;
740 shipy += shipdy*gamerate;
743 yscroll = shipy - (YSIZE / 2);
744 yscroll += shipdy * 25;
746 yscroll = ((scrollvel * (12 - gamerate)) + (yscroll * gamerate)) / 12;
748 yscroll = yscroll*gamerate;
755 if(shipx<0 || shipx>XSIZE-surf_ship->w) {
756 // BOUNCE from left and right wall
757 shipx -= shipdx*gamerate;
762 if(shipy<0 || shipy>YSIZE-surf_ship->h) {
763 // BOUNCE from top and bottom wall
769 if(draw() && state == GAMEPLAY) {
770 // Play the explosion sound
772 makebangdots(shipx,shipy,shipdx,shipdy,surf_ship,30);
778 state_timeout = 200.0;
784 state_timeout = DEAD_PAUSE_LENGTH;
789 keystate = SDL_GetKeyState(NULL);
791 if(keystate[SDLK_SPACE] && (state == HIGH_SCORE_DISPLAY || state == TITLE_PAGE)) {
811 keystate = SDL_GetKeyState(NULL);
814 if(state == GAMEPLAY) {
818 if(keystate[SDLK_UP] | keystate[SDLK_c]) { shipdy -= 1.5*gamerate; maneuver |= 1<<3;}
819 if(keystate[SDLK_DOWN] | keystate[SDLK_t]) { shipdy += 1.5*gamerate; maneuver |= 1<<1;}
820 if(keystate[SDLK_LEFT] | keystate[SDLK_h]) { shipdx -= 1.5*gamerate; maneuver |= 1<<2;}
821 if(keystate[SDLK_RIGHT] | keystate[SDLK_n]) { shipdx += 1.5*gamerate; maneuver |= 1;}
822 if(keystate[SDLK_3]) { SDL_SaveBMP(surf_screen, "snapshot.bmp"); }
825 if(keystate[SDLK_p] | keystate[SDLK_s]) {
839 } else if(state == GAME_OVER) {
840 if(keystate[SDLK_SPACE]) {
845 if(state != HIGH_SCORE_ENTRY && (keystate[SDLK_q] || keystate[SDLK_ESCAPE])) {
853 main(int argc, char **argv) {
862 while ((x = getopt(argc,argv,"efhmps")) >= 0) {
867 case 'f': // fullscreen
871 printf("Variations on RockDodger\n"
872 " -e big tail [E]ngine\n"
873 " -f [F]ull screen\n"
874 " -h this [H]elp message\n"
875 " -m enable [M]usic\n"
876 " -p original [P]hysics (friction)\n"
877 " -s [S]ilent (no sound)\n");
892 if(init(fullscreen)) {
893 printf ("ta: '%s'\n",initerror);
898 initticks = SDL_GetTicks();