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 float dist_sq(float x1, float y1, float x2, float y2)
116 return (x2-x1)*(x2-x1) + (y2-y1)*(y2-y1);
119 // ************************************* FUNCS
123 return (float)random()/(float)RAND_MAX;
129 for(i = 0; i<MAXENGINEDOTS; i++) {
137 for(i = 0; i<MAXSPACEDOTS; i++) {
140 sdot[i].x = rnd()*(XSIZE-5);
141 sdot[i].y = rnd()*(YSIZE-5);
147 intensity = (int)(r*180 + 70);
148 sdot[i].color = SDL_MapRGB(surf_screen->format,intensity,intensity,intensity);
154 makebangdots(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;
219 for(i = bd1; (bd1 <= bd2)?(i<bd2):(i >= bd1 && i < bd2); last_i = ++i) {
223 if(bdot[i].x <= 0 || bdot[i].x >= XSIZE || bdot[i].y <= 0 || bdot[i].y >= YSIZE) {
224 // If the dot has drifted outside the perimeter, kill it
232 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)];
233 bdot[i].life -= bdot[i].decay;
234 bdot[i].x += bdot[i].dx*gamerate;
235 bdot[i].y += bdot[i].dy*gamerate + yscroll;
255 draw_space_dots(SDL_Surface *s) {
258 rawpixel = (Uint16 *) s->pixels;
260 for(i = 0; i<MAXSPACEDOTS; i++) {
264 rawpixel[(int)(s->pitch/2*(int)sdot[i].y) + (int)(sdot[i].x)] = sdot[i].color;
265 sdot[i].x += sdot[i].dx*gamerate;
266 sdot[i].y += yscroll;
267 if(sdot[i].y > YSIZE) {
269 } else if(sdot[i].y < 0) {
279 draw_engine_dots(SDL_Surface *s) {
282 rawpixel = (Uint16 *) s->pixels;
284 for(i = 0; i<MAXENGINEDOTS; i++) {
286 edot[i].x += edot[i].dx*gamerate;
287 edot[i].y += edot[i].dy*gamerate + yscroll;
288 if((edot[i].life -= gamerate*3)<0 || edot[i].y<0 || edot[i].y>YSIZE) {
290 } else if(edot[i].x<0 || edot[i].x>XSIZE) {
294 heatindex = edot[i].life * 6;
295 //rawpixel[(int)(s->pitch/2*(int)(edot[i].y)) + (int)(edot[i].x)] = lifecolor[(int)(edot[i].life)];
296 rawpixel[(int)(s->pitch/2*(int)(edot[i].y)) + (int)(edot[i].x)] = heatindex>3*W ? heatcolor[3*W-1] : heatcolor[heatindex];
303 create_engine_dots(int newdots) {
305 double theta,r,dx,dy;
307 if(!tail_plume) return;
309 if(state == GAMEPLAY) {
310 for(i = 0; i<newdots*gamerate; i++) {
311 if(dotptr->active == 0) {
312 theta = rnd()*M_PI*2;
318 dotptr->x = shipx + surf_ship->w/2-14;
319 dotptr->y = shipy + surf_ship->h/2 + (rnd()-0.5)*5-1;
320 dotptr->dx = 10*(dx-1.5) + shipdx;
321 dotptr->dy = 1*dy + shipdy;
322 dotptr->life = 45 + rnd(1)*5;
325 if(dotptr-edot >= MAXENGINEDOTS) {
334 create_engine_dots2(int newdots, int m) {
336 double theta, theta2, dx, dy, adx, ady;
338 // Don't create fresh engine dots when
339 // the game is not being played and a demo is not beng shown
340 if(state != GAMEPLAY) return;
342 for(i = 0; i<newdots; i++) {
343 if(dotptr->active == 0) {
344 theta = rnd()*M_PI*2;
345 theta2 = rnd()*M_PI*2;
347 dx = cos(theta) * fabs(cos(theta2));
348 dy = sin(theta) * fabs(cos(theta2));
354 dotptr->x = shipx + surf_ship->w/2 + (rnd()-0.5)*3;
355 dotptr->y = shipy + surf_ship->h/2 + (rnd()-0.5)*3;
360 dotptr->dx = -20*adx + shipdx;
361 dotptr->dy = 2*dy + shipdy;
362 dotptr->life = 60 * adx;
365 dotptr->dx = 2*dx + shipdx;
366 dotptr->dy = -20*ady + shipdy;
367 dotptr->life = 60 * ady;
371 dotptr->dx = 20*adx + shipdx;
372 dotptr->dy = 2*dy + shipdy;
373 dotptr->life = 60 * adx;
376 dotptr->dx = 2*dx + shipdx;
377 dotptr->dy = 20*ady + shipdy;
378 dotptr->life = 60 * ady;
382 if(dotptr-edot >= MAXENGINEDOTS) {
390 drawdots(SDL_Surface *s) {
393 // Create more engine dots comin' out da back
394 if(!gameover) create_engine_dots(200);
396 // Create engine dots out the side we're moving from
397 for(m = 0; m<4; m++) {
398 if(maneuver & 1<<m) { // 'maneuver' is a bit field
399 create_engine_dots2(80,m);
407 SDL_UnlockSurface(s);
411 init(int fullscreen) {
417 // Where are our data files?
418 if(!find_files()) exit(1);
419 read_high_score_table();
422 // Initialize SDL with audio and video
423 if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) != 0) {
425 printf ("Can't open sound, starting without it\n");
429 atexit(SDL_CloseAudio);
430 sound_flag = init_sound();
433 // Initialize with video only
434 CONDERROR(SDL_Init(SDL_INIT_VIDEO) != 0);
440 // Attempt to get the required video size
441 flag = SDL_DOUBLEBUF | SDL_HWSURFACE;
442 if(fullscreen) flag |= SDL_FULLSCREEN;
443 surf_screen = SDL_SetVideoMode(XSIZE,YSIZE,16,flag);
445 // Set the title bar text
446 SDL_WM_SetCaption("Variations on Rockdodger", "VoR");
448 NULLERROR(surf_screen);
450 // Set the heat color from the range 0 (cold) to 300 (blue-white)
451 for(i = 0; i<W*3; i++) {
452 heatcolor[i] = SDL_MapRGB(
454 (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?
459 NULLERROR(temp = IMG_Load(add_path("banners/variations.png")));
460 NULLERROR(surf_b_variations = SDL_DisplayFormat(temp));
462 NULLERROR(temp = IMG_Load(add_path("banners/on.png")));
463 NULLERROR(surf_b_on = SDL_DisplayFormat(temp));
465 NULLERROR(temp = IMG_Load(add_path("banners/rockdodger.png")));
466 NULLERROR(surf_b_rockdodger = SDL_DisplayFormat(temp));
468 NULLERROR(temp = IMG_Load(add_path("banners/game.png")));
469 NULLERROR(surf_b_game = SDL_DisplayFormat(temp));
471 NULLERROR(temp = IMG_Load(add_path("banners/over.png")));
472 NULLERROR(surf_b_over = SDL_DisplayFormat(temp));
474 surf_font_big = IMG_Load(add_path(BIG_FONT_FILE));
475 g_font = SFont_InitFont(surf_font_big);
477 // Load the spaceship graphic.
478 NULLERROR(temp = IMG_Load(add_path("sprites/ship.png")));
479 NULLERROR(surf_ship = SDL_DisplayFormat(temp));
480 get_shape(surf_ship, &shipshape);
482 // Load the life indicator (small ship) graphic.
483 NULLERROR(temp = IMG_Load(add_path("indicators/life.png")));
484 NULLERROR(surf_life = SDL_DisplayFormat(temp));
491 // Remove the mouse cursor
493 SDL_ShowCursor(SDL_DISABLE);
505 float fadegame,fadeover;
514 // Draw a fully black background
515 SDL_FillRect(surf_screen,NULL,0);
517 // Draw the background dots
518 drawdots(surf_screen);
521 if(!gameover && state == GAMEPLAY ) {
522 src.w = surf_ship->w;
523 src.h = surf_ship->h;
528 SDL_BlitSurface(surf_ship,&src,surf_screen,&dest);
533 // Draw the life indicators.
534 if(state == GAMEPLAY || state == DEAD_PAUSE || state == GAME_OVER)
535 for(i = 0; i<nships-1; i++) {
536 src.w = surf_life->w;
537 src.h = surf_life->h;
540 dest.x = (i + 1)*(src.w + 10);
542 SDL_BlitSurface(surf_life, &src, surf_screen, &dest);
546 snprintscore_line(topline, 50, score);
547 SFont_Write(surf_screen, g_font, XSIZE-250, 0, topline);
549 // If it's game over, show the game over graphic in the dead centre
552 if(fadetimer<3.0/faderate) {
553 fadegame = fadetimer/(3.0/faderate);
558 if(fadetimer<3.0/faderate) {
560 } else if(fadetimer<6.0/faderate) {
561 fadeover = ((3.0/faderate)-fadetimer)/(6.0/faderate);
566 src.w = surf_b_game->w;
567 src.h = surf_b_game->h;
570 dest.x = (XSIZE-src.w)/2;
571 dest.y = (YSIZE-src.h)/2-40;
572 SDL_SetAlpha(surf_b_game, SDL_SRCALPHA, (int)(fadegame*(200 + 55*cos(fadetimer += gamerate/1.0))));
573 SDL_BlitSurface(surf_b_game,&src,surf_screen,&dest);
575 src.w = surf_b_over->w;
576 src.h = surf_b_over->h;
579 dest.x = (XSIZE-src.w)/2;
580 dest.y = (YSIZE-src.h)/2 + 40;
581 SDL_SetAlpha(surf_b_over, SDL_SRCALPHA, (int)(fadeover*(200 + 55*sin(fadetimer))));
582 SDL_BlitSurface(surf_b_over,&src,surf_screen,&dest);
587 src.w = surf_b_variations->w;
588 src.h = surf_b_variations->h;
591 dest.x = (XSIZE-src.w)/2 + cos(fadetimer/6.5)*10;
592 dest.y = (YSIZE/2-src.h)/2 + sin(fadetimer/5.0)*10;
593 SDL_SetAlpha(surf_b_variations, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer += gamerate/2.0)));
594 SDL_BlitSurface(surf_b_variations,&src,surf_screen,&dest);
596 src.w = surf_b_on->w;
597 src.h = surf_b_on->h;
600 dest.x = (XSIZE-src.w)/2 + cos((fadetimer + 1.0)/6.5)*10;
601 dest.y = (YSIZE/2-src.h)/2 + surf_b_variations->h + 20 + sin((fadetimer + 1.0)/5.0)*10;
602 SDL_SetAlpha(surf_b_on, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer-1.0)));
603 SDL_BlitSurface(surf_b_on,&src,surf_screen,&dest);
605 src.w = surf_b_rockdodger->w;
606 src.h = surf_b_rockdodger->h;
609 dest.x = (XSIZE-src.w)/2 + cos((fadetimer + 2.0)/6.5)*10;
610 dest.y = (YSIZE/2-src.h)/2 + surf_b_variations->h + surf_b_on->h + 40 + sin((fadetimer + 2.0)/5)*10;
611 SDL_SetAlpha(surf_b_rockdodger, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer-2.0)));
612 SDL_BlitSurface(surf_b_rockdodger,&src,surf_screen,&dest);
614 text = "Version " VERSION;
615 x = (XSIZE-SFont_TextWidth(g_font,text))/2 + sin(fadetimer/4.5)*10;
616 SFont_Write(surf_screen,g_font,x,YSIZE-50 + sin(fadetimer/2)*5,text);
618 text = sequence[(int)(fadetimer/40)%NSEQUENCE];
619 //text = "Press SPACE to start!";
620 x = (XSIZE-SFont_TextWidth(g_font,text))/2 + cos(fadetimer/4.5)*10;
621 SFont_Write(surf_screen,g_font,x,YSIZE-100 + cos(fadetimer/3)*5,text);
624 case HIGH_SCORE_ENTRY:
626 if(!process_score_input()) { // done inputting name
628 // Change state to briefly show high scores page
629 state = HIGH_SCORE_DISPLAY;
632 // Write the high score table to the file
633 write_high_score_table();
635 // Play the title page tune
639 case HIGH_SCORE_DISPLAY:
640 // Display de list o high scores mon.
641 display_scores(surf_screen, 150,50);
645 ; // no action necessary
648 if(!gameover && state == GAMEPLAY) {
649 bang = hit_rocks(shipx, shipy, &shipshape);
652 ticks_since_last = SDL_GetTicks()-last_ticks;
653 last_ticks = SDL_GetTicks();
654 if(ticks_since_last>200 || ticks_since_last<0) {
658 gamerate = GAMESPEED*ticks_since_last/50.0;
659 if(state == GAMEPLAY) {
660 score += ticks_since_last;
664 // Update the surface
665 SDL_Flip(surf_screen);
678 // Count down the game loop timer, and change state when it gets to zero or less;
680 if((state_timeout -= gamerate*3) < 0) {
683 // Create a new ship and start all over again
689 state = HIGH_SCORE_ENTRY;
690 state_timeout = 5.0e6;
691 if(new_high_score(score)) {
693 SDL_EnableUNICODE(1);
694 while(SDL_PollEvent(&e))
697 state = HIGH_SCORE_DISPLAY;
701 case HIGH_SCORE_DISPLAY:
703 state_timeout = 500.0;
705 case HIGH_SCORE_ENTRY:
706 // state = TITLE_PAGE;
708 // state_timeout = 100.0;
711 state = HIGH_SCORE_DISPLAY;
712 state_timeout = 200.0;
715 ; // no action necessary
718 if(state == DEAD_PAUSE) {
722 if(state_timeout < DEAD_PAUSE_LENGTH - 20.0) {
723 blast_radius = BLAST_RADIUS * 1.3;
726 blast_radius = BLAST_RADIUS * (DEAD_PAUSE_LENGTH - state_timeout) / 20.0;
729 blast_rocks(shipx, shipy, blast_radius, fixonly);
731 if(shipx < 60) shipx = 60;
739 shipdx *= pow((double)0.9,(double)gamerate);
740 shipdy *= pow((double)0.9,(double)gamerate);
744 shipx += shipdx*gamerate;
745 shipy += shipdy*gamerate;
748 yscroll = shipy - (YSIZE / 2);
749 yscroll += shipdy * 25;
751 yscroll = ((scrollvel * (12 - gamerate)) + (yscroll * gamerate)) / 12;
753 yscroll = yscroll*gamerate;
760 if(shipx<0 || shipx>XSIZE-surf_ship->w) {
761 // BOUNCE from left and right wall
762 shipx -= shipdx*gamerate;
767 if(shipy<0 || shipy>YSIZE-surf_ship->h) {
768 // BOUNCE from top and bottom wall
774 if(draw() && state == GAMEPLAY) {
775 // Play the explosion sound
777 makebangdots(shipx,shipy,shipdx,shipdy,surf_ship,30);
781 state_timeout = 200.0;
787 state_timeout = DEAD_PAUSE_LENGTH;
794 keystate = SDL_GetKeyState(NULL);
796 if(state != HIGH_SCORE_ENTRY && (keystate[SDLK_q] || keystate[SDLK_ESCAPE])) {
800 if(keystate[SDLK_SPACE] && (state == HIGH_SCORE_DISPLAY || state == TITLE_PAGE)) {
820 keystate = SDL_GetKeyState(NULL);
823 if(state == GAMEPLAY) {
827 if(keystate[SDLK_UP] | keystate[SDLK_c]) { shipdy -= 1.5*gamerate; maneuver |= 1<<3;}
828 if(keystate[SDLK_DOWN] | keystate[SDLK_t]) { shipdy += 1.5*gamerate; maneuver |= 1<<1;}
829 if(keystate[SDLK_LEFT] | keystate[SDLK_h]) { shipdx -= 1.5*gamerate; maneuver |= 1<<2;}
830 if(keystate[SDLK_RIGHT] | keystate[SDLK_n]) { shipdx += 1.5*gamerate; maneuver |= 1;}
831 if(keystate[SDLK_3]) { SDL_SaveBMP(surf_screen, "snapshot.bmp"); }
834 if(keystate[SDLK_p] | keystate[SDLK_s]) {
848 } else if(state == GAME_OVER) {
849 if(keystate[SDLK_SPACE]) {
857 main(int argc, char **argv) {
866 while ((x = getopt(argc,argv,"efhmps")) >= 0) {
871 case 'f': // fullscreen
875 printf("Variations on RockDodger\n"
876 " -e big tail [E]ngine\n"
877 " -f [F]ull screen\n"
878 " -h this [H]elp message\n"
879 " -m enable [M]usic\n"
880 " -p original [P]hysics (friction)\n"
881 " -s [S]ilent (no sound)\n");
896 if(init(fullscreen)) {
897 printf ("ta: '%s'\n",initerror);
902 initticks = SDL_GetTicks();