* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
+#include <argp.h>
+#include <math.h>
+#include <SDL/SDL.h>
+#include <SDL/SDL_image.h>
+#include <stdarg.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+
+#include "SFont.h"
+
#ifdef DEBUG
#include "debug.h"
#endif
+#include "args.h"
+#include "common.h"
#include "config.h"
#include "file.h"
#include "globals.h"
#include "shape.h"
#include "sound.h"
-#include <argp.h>
-#include <math.h>
-#include <SDL/SDL.h>
-#include <SDL/SDL_image.h>
-#include <stdarg.h>
-#include <stdio.h>
-#include <stdlib.h>
-#include <string.h>
-
-#include "SFont.h"
-
// ************************************* VARS
// SDL_Surface global variables
SDL_Surface
char topline[1024];
char *initerror = "";
-// Command-line argument parsing
-int opt_fullscreen;
-int opt_sound;
-int opt_music;
-float opt_gamespeed;
-int opt_tail_engine;
-int opt_friction;
-
-const char *argp_program_version = "Variations on Rockdodger " VERSION;
-const char *argp_program_bug_address = "<josh@qualdan.com>";
-static char doc[] = "VoR: Dodge the rocks until you die.";
-static struct argp_option opts[] = {
- {0, 0, 0, 0, "Basic Options:"},
- {"full-screen", 'f', 0, 0, ""},
- {"music", 'm', 0, 0, "Enable music"},
- {"silent", 's', 0, 0, "Turn off explosion sounds"},
- {0, 0, 0, 0, "Gameplay Options:"},
- {"game-speed", 'g', "N%", 0, "Game speed [50-100%]"},
- {"engine", 'e', 0, 0, "Display large tail plume"},
- {"old-physics", 'p', 0, 0, "Original physics (i.e. friction)."},
- {0}
-};
-error_t parse_opt(int, char*, struct argp_state *);
-static struct argp argp = { opts, &parse_opt, 0, doc };
struct shape shipshape;
float shipdx = SCREENDXMIN, shipdy = 0.0; // Change in X position per tick.
float screendx = SCREENDXMIN, screendy = 0.0;
float xscroll, yscroll;
-float gamerate; // this controls the speed of everything that moves.
+float back_dist;
+
+// all movement is based on t_frame.
+float t_frame; // length of this frame (in ticks = 1/20th second)
+float s_frame; // length of this frame (seconds)
+int ms_frame; // length of this frame (milliseconds)
+int ms_end; // end of this frame (milliseconds)
float bangx, bangy, bangdx, bangdy;
-int nships,score,ticks_since_last,last_ticks;
+int nships,score;
int gameover;
-int maneuver = 0;
+int jets = 0;
float fadetimer = 0, faderate;
extern char *optarg;
extern int optind, opterr, optopt;
-// ************************************* FUNCS
-
-void
-init_opts(void)
-{
- opt_fullscreen = 0;
- opt_sound = 1;
- opt_music = 0;
- opt_gamespeed = 1.00; // Run game at full speed.
- // These switch back to the old gameplay and are off by default.
- opt_tail_engine = 0;
- opt_friction = 0;
-}
-
-error_t
-parse_opt(int key, char *arg, struct argp_state *state)
-{
- int i;
+#define TO_TICKS(seconds) ((seconds)*20*opt_gamespeed)
- switch(key) {
- case 'f': opt_fullscreen = 1; break;
- case 'm': opt_music = 1; break;
- case 's': opt_sound = 0; opt_music = 0; break;
- case 'g': sscanf(arg, "%d%%", &i);
- if(i < 50) i = 50; else if(i > 100) i = 100;
- opt_gamespeed = (float)i / 100;
- break;
- case 'e': opt_tail_engine = 1; break;
- case 'p': opt_friction = 1; break;
- default: break;
- }
- return 0;
-}
+// ************************************* FUNCS
float
rnd() {
//last_i = i + 1;
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)];
bdot[i].life -= bdot[i].decay;
- bdot[i].x += bdot[i].dx*gamerate - xscroll;
- bdot[i].y += bdot[i].dy*gamerate - yscroll;
+ bdot[i].x += bdot[i].dx*t_frame - xscroll;
+ bdot[i].y += bdot[i].dy*t_frame - yscroll;
if(bdot[i].life<0)
bdot[i].active = 0;
for(i = 0; i<MAXENGINEDOTS; i++) {
if(edot[i].active) {
- edot[i].x += edot[i].dx*gamerate - xscroll;
- edot[i].y += edot[i].dy*gamerate - yscroll;
- if((edot[i].life -= gamerate*3)<0 || edot[i].y<0 || edot[i].y>YSIZE) {
+ edot[i].x += edot[i].dx*t_frame - xscroll;
+ edot[i].y += edot[i].dy*t_frame - yscroll;
+ if((edot[i].life -= t_frame*3)<0 || edot[i].y<0 || edot[i].y>YSIZE) {
edot[i].active = 0;
} else if(edot[i].x<0 || edot[i].x>XSIZE) {
edot[i].active = 0;
}
void
-create_engine_dots(int newdots) {
+new_engine_dots(int n, int dir) {
int i;
- double theta,r,dx,dy;
-
- if(!opt_tail_engine) return;
-
- if(state == GAMEPLAY) {
- for(i = 0; i<newdots*gamerate; i++) {
- if(dotptr->active == 0) {
- theta = rnd()*M_PI*2;
- r = rnd();
- dx = cos(theta)*r;
- dy = sin(theta)*r;
-
- dotptr->active = 1;
- dotptr->x = shipx + surf_ship->w/2-14;
- dotptr->y = shipy + surf_ship->h/2 + (rnd()-0.5)*5-1;
- dotptr->dx = 10*(dx-1.5) + shipdx;
- dotptr->dy = 1*dy + shipdy;
- dotptr->life = 45 + rnd(1)*5;
-
- dotptr++;
- if(dotptr-edot >= MAXENGINEDOTS) {
- dotptr = edot;
- }
- }
- }
- }
-}
+ float a, r; // angle, random length
+ float dx, dy;
+ float hx, hy; // half ship width/height.
+ static const int s[4] = { 2, 1, 0, 1 };
-void
-create_engine_dots2(int newdots, int m) {
- int i;
- double theta, theta2, dx, dy, adx, ady;
+ hx = surf_ship->w / 2;
+ hy = surf_ship->h / 2;
- // Don't create fresh engine dots when
- // the game is not being played and a demo is not beng shown
- if(state != GAMEPLAY) return;
-
- for(i = 0; i<newdots; i++) {
+ for(i = 0; i<n; i++) {
if(dotptr->active == 0) {
- theta = rnd()*M_PI*2;
- theta2 = rnd()*M_PI*2;
-
- dx = cos(theta) * fabs(cos(theta2));
- dy = sin(theta) * fabs(cos(theta2));
- adx = fabs(dx);
- ady = fabs(dy);
-
+ a = rnd()*M_PI + (dir-1)*M_PI_2;
+ r = sin(rnd()*M_PI);
+ dx = r * cos(a);
+ dy = r * -sin(a); // screen y is "backwards".
dotptr->active = 1;
- dotptr->x = shipx + surf_ship->w/2 + (rnd()-0.5)*3;
- dotptr->y = shipy + surf_ship->h/2 + (rnd()-0.5)*3;
-
- switch(m) {
- case 0:
- dotptr->x -= 14;
- dotptr->dx = -20*adx + shipdx;
- dotptr->dy = 2*dy + shipdy;
- dotptr->life = 60 * adx;
- break;
- case 1:
- dotptr->dx = 2*dx + shipdx;
- dotptr->dy = -20*ady + shipdy;
- dotptr->life = 60 * ady;
- break;
- case 2:
- dotptr->x += 14;
- dotptr->dx = 20*adx + shipdx;
- dotptr->dy = 2*dy + shipdy;
- dotptr->life = 60 * adx;
- break;
- case 3:
- dotptr->dx = 2*dx + shipdx;
- dotptr->dy = 20*ady + shipdy;
- dotptr->life = 60 * ady;
- break;
+ dotptr->x = shipx + s[dir]*hx + (rnd()-0.5)*3;
+ dotptr->y = shipy + s[(dir+1)&3]*hy + (rnd()-0.5)*3;
+ if(dir&1) {
+ dotptr->dx = shipdx + 2*dx;
+ dotptr->dy = shipdy + 20*dy;
+ dotptr->life = 60 * fabs(dy);
+ } else {
+ dotptr->dx = shipdx + 20*dx;
+ dotptr->dy = shipdy + 2*dy;
+ dotptr->life = 60 * fabs(dx);
}
+
dotptr++;
if(dotptr-edot >= MAXENGINEDOTS) {
dotptr = edot;
drawdots(SDL_Surface *s) {
int m;
- // Create more engine dots comin' out da back
- if(!gameover) create_engine_dots(200);
-
// Create engine dots out the side we're moving from
for(m = 0; m<4; m++) {
- if(maneuver & 1<<m) { // 'maneuver' is a bit field
- create_engine_dots2(80,m);
+ if(jets & 1<<m) { // 'jets' is a bit field
+ new_engine_dots(80,m);
}
}
dest.x = (XSIZE-surf_b_game->w)/2;
dest.y = (YSIZE-surf_b_game->h)/2-40;
- SDL_SetAlpha(surf_b_game, SDL_SRCALPHA, (int)(fadegame*(200 + 55*cos(fadetimer += gamerate/1.0))));
+ SDL_SetAlpha(surf_b_game, SDL_SRCALPHA, (int)(fadegame*(200 + 55*cos(fadetimer += t_frame/1.0))));
SDL_BlitSurface(surf_b_game,NULL,surf_screen,&dest);
dest.x = (XSIZE-surf_b_over->w)/2;
dest.x = (XSIZE-surf_b_variations->w)/2 + cos(fadetimer/6.5)*10;
dest.y = (YSIZE/2-surf_b_variations->h)/2 + sin(fadetimer/5.0)*10;
- SDL_SetAlpha(surf_b_variations, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer += gamerate/2.0)));
+ SDL_SetAlpha(surf_b_variations, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer += t_frame/2.0)));
SDL_BlitSurface(surf_b_variations,NULL,surf_screen,&dest);
dest.x = (XSIZE-surf_b_on->w)/2 + cos((fadetimer + 1.0)/6.5)*10;
bang = hit_rocks(shipx, shipy, &shipshape);
}
- ticks_since_last = SDL_GetTicks()-last_ticks;
- last_ticks = SDL_GetTicks();
- if(ticks_since_last>200 || ticks_since_last<0) {
- gamerate = 0;
- }
- else {
- gamerate = opt_gamespeed*ticks_since_last/50.0;
- if(state == GAMEPLAY) {
- score += ticks_since_last;
- }
+ ms_frame = SDL_GetTicks() - ms_end;
+ ms_end += ms_frame;
+ if(ms_frame>200 || ms_frame<0) {
+ // We won't run at all below 5 frames per second.
+ // This also happens if we were paused, grr.
+ s_frame = 0;
+ ms_frame = 0;
+ } else {
+ s_frame = opt_gamespeed * ms_frame / 1000;
+ if(state == GAMEPLAY) score += ms_frame;
}
+ t_frame = s_frame * 20;
// Update the surface
SDL_Flip(surf_screen);
if(!paused) {
// Count down the game loop timer, and change state when it gets to zero or less;
- if((state_timeout -= gamerate*3) < 0) {
+ if((state_timeout -= t_frame*3) < 0) {
switch(state) {
case DEAD_PAUSE:
// Create a new ship and start all over again
play_tune(1);
break;
case GAME_OVER:
- state = HIGH_SCORE_ENTRY;
- state_timeout = 5.0e6;
if(new_high_score(score)) {
SDL_Event e;
+ state = HIGH_SCORE_ENTRY;
+ state_timeout = 5.0e6;
SDL_EnableUNICODE(1);
while(SDL_PollEvent(&e))
;
- } else {
+ } else if(!keystate[SDLK_SPACE]) {
state = HIGH_SCORE_DISPLAY;
state_timeout = 400;
}
new_rocks();
- // FRICTION?
- if(opt_friction) {
- shipdx *= pow((double)0.9,(double)gamerate);
- shipdy *= pow((double)0.9,(double)gamerate);
- }
-
// INERTIA
- shipx += shipdx*gamerate;
- shipy += shipdy*gamerate;
+ shipx += shipdx*t_frame;
+ shipy += shipdy*t_frame;
// SCROLLING
tmp = shipy - (YSIZE / 2);
tmp += shipdy * 25;
tmp /= -25;
- tmp = ((screendy * (gamerate - 12)) + (tmp * gamerate)) / 12;
+ tmp = ((screendy * (t_frame - 12)) + (tmp * t_frame)) / 12;
screendy = -tmp;
tmp = shipx - (XSIZE / 3);
tmp += shipdx * 25;
tmp /= -25;
- tmp = ((screendx * (gamerate - 12)) + (tmp * gamerate)) / 12;
+ tmp = ((screendx * (t_frame - 12)) + (tmp * t_frame)) / 12;
screendx = -tmp;
- if(screendx < SCREENDXMIN) screendx=SCREENDXMIN;
- xscroll = screendx * gamerate;
- yscroll = screendy * gamerate;
+ // taper off if we would hit the barrier in under 2 seconds.
+ if(back_dist + (screendx - SCREENDXMIN)*TO_TICKS(2) < 0) {
+ screendx = SCREENDXMIN - (back_dist/TO_TICKS(2));
+ }
+
+ xscroll = screendx * t_frame;
+ yscroll = screendy * t_frame;
+ back_dist += (screendx - SCREENDXMIN)*t_frame;
+ if(opt_max_lead >= 0) back_dist = min(back_dist, opt_max_lead);
+
shipx -= xscroll;
shipy -= yscroll;
// move bang center
- bangx += bangdx*gamerate - xscroll;
- bangy += bangdy*gamerate - yscroll;
+ bangx += bangdx*t_frame - xscroll;
+ bangy += bangdy*t_frame - yscroll;
move_rocks();
// BOUNCE X
if(shipx<0 || shipx>XSIZE-surf_ship->w) {
// BOUNCE from left and right wall
- shipx -= (shipdx-screendx)*gamerate;
- shipdx = 2*screendx-shipdx;
+ shipx -= (shipdx-screendx)*t_frame;
+ shipdx = screendx - (shipdx-screendx)*opt_bounciness;
}
// BOUNCE Y
if(shipy<0 || shipy>YSIZE-surf_ship->h) {
// BOUNCE from top and bottom wall
- shipy -= (shipdy-screendy)*gamerate;
- shipdy = 2*screendy-shipdy;
+ shipy -= (shipdy-screendy)*t_frame;
+ shipdy = screendy - (shipdy-screendy)*opt_bounciness;
}
shipdx = 8; shipdy = 0;
state_timeout = 200.0;
fadetimer = 0.0;
- faderate = gamerate;
+ faderate = t_frame;
}
else {
state = DEAD_PAUSE;
shipdx = screendx; shipdy = screendy;
}
- maneuver = 0;
+ jets = 0;
} else {
SDL_PumpEvents();
keystate = SDL_GetKeyState(NULL);
if(!gameover) {
if(!paused) {
- if(keystate[SDLK_UP] | keystate[SDLK_c]) { shipdy -= 1.5*gamerate; maneuver |= 1<<3;}
- if(keystate[SDLK_DOWN] | keystate[SDLK_t]) { shipdy += 1.5*gamerate; maneuver |= 1<<1;}
- if(keystate[SDLK_LEFT] | keystate[SDLK_h]) { shipdx -= 1.5*gamerate; maneuver |= 1<<2;}
- if(keystate[SDLK_RIGHT] | keystate[SDLK_n]) { shipdx += 1.5*gamerate; maneuver |= 1;}
+ if(keystate[SDLK_LEFT] | keystate[SDLK_h]) { shipdx -= 1.5*t_frame; jets |= 1<<0;}
+ if(keystate[SDLK_DOWN] | keystate[SDLK_t]) { shipdy += 1.5*t_frame; jets |= 1<<1;}
+ if(keystate[SDLK_RIGHT] | keystate[SDLK_n]) { shipdx += 1.5*t_frame; jets |= 1<<2;}
+ if(keystate[SDLK_UP] | keystate[SDLK_c]) { shipdy -= 1.5*t_frame; jets |= 1<<3;}
if(keystate[SDLK_3]) { SDL_SaveBMP(surf_screen, "snapshot.bmp"); }
}
int
main(int argc, char **argv) {
init_opts();
-
argp_parse(&argp, argc, argv, 0, 0, 0);
if(init()) {