* 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 <math.h>
-#include <SDL/SDL.h>
-#include <SDL/SDL_image.h>
-#include <stdarg.h>
-#include <stdio.h>
-#include <stdlib.h>
-#include <string.h>
-#include <unistd.h>
-
-#include "SFont.h"
-
// ************************************* VARS
// SDL_Surface global variables
SDL_Surface
*surf_b_over, // Title element "over"
*surf_ship, // Spaceship element
*surf_life, // Indicator of number of ships remaining
- *surf_speed, // Speed indicator
*surf_rock[NROCKS], // THE ROCKS
*surf_font_big; // The big font
char topline[1024];
char *initerror = "";
+
+
struct shape shipshape;
float shipx = XSIZE/2, shipy = YSIZE/2; // X position, 0..XSIZE
-float shipdx = 8, shipdy = 0; // Change in X position per tick.
-float screendx = 7.5, screendy = 0.0;
+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;
-float bangx, bangy, bangdx, bangdy;
+// 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 game_dist, avg_speed, cur_speed;
-uint16_t avg_speed_w, cur_speed_w; // [0, 74]
+float bangx, bangy, bangdx, bangdy;
-int nships,score,game_ticks,ticks_since_last,last_ticks;
+int nships,score;
int gameover;
-int maneuver = 0;
-int sound_flag, music_flag;
-int tail_plume; // display big engine at the back?
-int friction; // should there be friction?
+int jets = 0;
+
float fadetimer = 0, faderate;
int pausedown = 0, paused = 0;
#define NSEQUENCE 2
char *sequence[] = {
"Press SPACE to start",
- "http://qualdan.com/vor/"
+ "http://herkamire.com/jason/vor"
};
int bangdotlife, nbangdots;
extern char *optarg;
extern int optind, opterr, optopt;
+#define TO_TICKS(seconds) ((seconds)*20*opt_gamespeed)
+
// ************************************* FUNCS
float
//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) {
- int i;
- double theta,r,dx,dy;
-
- if(!tail_plume) 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;
- }
- }
- }
- }
-}
-
-void
-create_engine_dots2(int newdots, int m) {
+new_engine_dots(int n, int dir) {
int i;
- double theta, theta2, dx, dy, adx, ady;
+ 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 };
- // Don't create fresh engine dots when
- // the game is not being played and a demo is not beng shown
- if(state != GAMEPLAY) return;
+ hx = surf_ship->w / 2;
+ hy = surf_ship->h / 2;
- 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);
}
}
}
int
-init(int fullscreen) {
+init(void) {
int i;
SDL_Surface *temp;
if(!find_files()) exit(1);
read_high_score_table();
- if(sound_flag) {
+ if(opt_sound) {
// Initialize SDL with audio and video
if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) != 0) {
- sound_flag = 0;
+ opt_sound = 0;
printf ("Can't open sound, starting without it\n");
atexit(SDL_Quit);
} else {
atexit(SDL_Quit);
atexit(SDL_CloseAudio);
- sound_flag = init_sound();
+ opt_sound = init_sound();
}
} else {
// Initialize with video only
// Attempt to get the required video size
flag = SDL_DOUBLEBUF | SDL_HWSURFACE;
- if(fullscreen) flag |= SDL_FULLSCREEN;
+ if(opt_fullscreen) flag |= SDL_FULLSCREEN;
surf_screen = SDL_SetVideoMode(XSIZE,YSIZE,16,flag);
// Set the title bar text
NULLERROR(temp = IMG_Load(add_path("indicators/life.png")));
NULLERROR(surf_life = SDL_DisplayFormat(temp));
- NULLERROR(temp = IMG_Load(add_path("indicators/speed.png")));
- NULLERROR(surf_speed = SDL_DisplayFormat(temp));
-
init_engine_dots();
init_space_dots();
int
draw() {
int i;
- SDL_Rect src, dest;
+ SDL_Rect dest;
int bang, x;
char *text;
float fadegame,fadeover;
SDL_BlitSurface(surf_life, NULL, surf_screen, &dest);
}
- if(state == GAMEPLAY) {
- // Update speeds.
- cur_speed = shipdx;
- if(shipdx < 0) cur_speed = 0;
- if(shipdx > 20) cur_speed = 20;
- game_dist += cur_speed*ticks_since_last;
- game_ticks += ticks_since_last;
- if(game_ticks < 2*1000) avg_speed = cur_speed;
- else avg_speed = game_dist/game_ticks;
- //printf("avg=%.2f, cur=%.2f. shipdx=%.2f\n", avg_speed, cur_speed, shipdx);
- avg_speed_w = 2 + 64*avg_speed/20;
- cur_speed_w = 2 + 64*cur_speed/20;
- }
-
- if(state == GAMEPLAY || state == DEAD_PAUSE) {
- // Draw the speed indicators.
- src.x = 0; src.y = 0;
- src.h = surf_speed->h;
- dest.x = 240;
- src.w = avg_speed_w; dest.y = 10;
- SDL_BlitSurface(surf_speed, &src, surf_screen, &dest);
- src.w = cur_speed_w; dest.y = 20;
- SDL_BlitSurface(surf_speed, &src, surf_screen, &dest);
- }
-
// Draw the score
snprintscore_line(topline, 50, score);
SFont_Write(surf_screen, g_font, XSIZE-250, 0, topline);
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 = 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(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;
- 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*gamerate;
- shipdx *= -0.99;
+ 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;
- shipdy *= -0.99;
+ shipy -= (shipdy-screendy)*t_frame;
+ shipdy = screendy - (shipdy-screendy)*opt_bounciness;
}
bangx = shipx; bangy = shipy; bangdx = shipdx; bangdy = shipdy;
make_bang_dots(shipx,shipy,shipdx,shipdy,surf_ship,30);
shipdx *= 0.5; shipdy *= 0.5;
+ if(shipdx < SCREENDXMIN) shipdx = SCREENDXMIN;
if(--nships <= 0) {
state = GAME_OVER;
gameover = 1;
shipdx = 8; shipdy = 0;
state_timeout = 200.0;
fadetimer = 0.0;
- faderate = gamerate;
+ faderate = t_frame;
}
else {
state = DEAD_PAUSE;
reset_rocks();
- game_ticks = 0;
- game_dist = 0;
-
nships = 4;
score = 0;
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) {
- int x, fullscreen;
-
- fullscreen = 0;
- tail_plume = 0;
- friction = 0;
- sound_flag = 1;
- music_flag = 0;
-
- while ((x = getopt(argc,argv,"efhmps")) >= 0) {
- switch(x) {
- case 'e': // engine
- tail_plume = 1;
- break;
- case 'f': // fullscreen
- fullscreen = 1;
- break;
- case 'h': // help
- printf("Variations on RockDodger\n"
- " -e big tail [E]ngine\n"
- " -f [F]ull screen\n"
- " -h this [H]elp message\n"
- " -m enable [M]usic\n"
- " -p original [P]hysics (friction)\n"
- " -s [S]ilent (no sound)\n");
- exit(0);
- break;
- case 'm': // music
- music_flag = 1;
- case 'p': // physics
- friction = 1;
- break;
- case 's': // silent
- sound_flag = 0;
- music_flag = 0;
- break;
- }
- }
+ init_opts();
+ argp_parse(&argp, argc, argv, 0, 0, 0);
- if(init(fullscreen)) {
+ if(init()) {
printf ("ta: '%s'\n",initerror);
return 1;
}