void clearBuffer();
// includes {{{
+#include "config.h"
#include <SDL/SDL.h>
#include <SDL/SDL_image.h>
#include <stdio.h>
#include "SFont.h"
// }}}
// constants {{{
-#define XSIZE 640
-#define YSIZE 480
-#define NROCKS 6 // Number of rock image files, not number of rocks visible
-#define MAXROCKS 120 // MAX Rocks
-#define MAXROCKHEIGHT 100
-#define ROCKRATE 2
-#define MAXBLACKPOINTS 500
-#define MAXENGINEDOTS 5000
-#define MAXBANGDOTS 50000
-#define MAXSPACEDOTS 2000
-#define W 100
-#define M 255
-#define BIG_FONT_FILE "fonts/score.png"
// }}}
// macros {{{
#define CONDERROR(a) if((a)) {initerror = strdup(SDL_GetError());return 1;}
// soon as it isn't we BLOW UP
float x,y,xvel,yvel;
int active;
+ int dead; // has been blown out of the way
+ // to make room for a new ship appearing.
SDL_Surface *image;
int type_number;
float heat;
float xvel,yvel; // Change in X position per tick.
float rockrate,rockspeed;
float movementrate;
-float shieldlevel, shieldpulse = 0;
float yscroll;
+float scrollvel;
int nships,score,initticks,ticks_since_last, last_ticks;
-int initialshield, gameover, fast;
+int gameover;
int countdown = 0;
int maneuver = 0;
-int laser = 0;
-int shieldsup = 0;
int oss_sound_flag = 0;
int tail_plume = 0; // display big engine at the back?
int friction = 0; // should there be friction?
extern int optind, opterr, optopt;
// }}}
-// ************************************* FUNCS
-#ifdef DOTCOLLISION
-int dotcollision(SDL_Surface *s) {
- int i,j,m;
- Uint16 *rawpixel, *r;
-
- /*
- * Kill all the dots which collide with other objects.
- * This does not work, it's probably in the wrong place or something.
- */
- SDL_LockSurface(s);
- rawpixel = (Uint16 *) s->pixels;
- if(bangdotlife > 0 && bangdotlife<80) {
- for(i = 0; i<nbangdots; i ++ ) {
- if(bdot[i].x>0 && bdot[i].x<XSIZE && bdot[i].y>0 && bdot[i].y<YSIZE) {
- r = &rawpixel[(int)(s->pitch/2*(int)(bdot[i].y)) + (int)(bdot[i].x)];
- if(*r != (bdot[i].c ? bdot[i].c : heatcolor[bangdotlife*2]))
- bdot[i].active = 0;
- }
- }
- }
- SDL_UnlockSurface(s);
-
- return;
+float dist_sq(float x1, float y1, float x2, float y2)
+{
+ return (x2-x1)*(x2-x1) + (y2-y1)*(y2-y1);
}
-#endif
+
+// ************************************* FUNCS
FILE *hs_fopen(char *mode) {
FILE *f;
int i;
if(f = hs_fopen("r")) {
// If the file exists, read from it
- for(i = 0; i<8; i ++ ) {
+ for(i = 0; i<8; i++) {
char s[1024];
int highscore;
- if(fscanf (f, "%d %[^\n]", &highscore, s)!= 2) {
+ if(fscanf (f, "%d %[^\n]", &highscore, s) != 2) {
break;
}
if(high[i].allocated) {
int i;
if(f = hs_fopen("w")) {
// If the file exists, write to it
- for(i = 0; i<8; i ++ ) {
+ for(i = 0; i<8; i++) {
fprintf (f, "%d %s\n", high[i].score, high[i].name);
}
fclose(f);
if(min) {
snprintf(s, n, "%2d:%.2d.%d", min, sec, tenths);
} else {
- snprintf(s, n, " %2d.%d", sec, tenths);
+ snprintf(s, n, " %2d.%d", sec, tenths);
}
}
float rnd() {
}
void init_engine_dots() {
int i;
- for(i = 0; i<MAXENGINEDOTS; i ++ ) {
+ for(i = 0; i<MAXENGINEDOTS; i++) {
edot[i].active = 0;
}
}
void init_space_dots() {
int i,intensity;
- for(i = 0; i<MAXSPACEDOTS; i ++ ) {
+ for(i = 0; i<MAXSPACEDOTS; i++) {
float r;
sdot[i].x = rnd()*(XSIZE-5);
}
}
-int drawlaser() {
- int i,xc,hitrock;
- Uint16 c, *rawpixel;
-
- hitrock = -1;
- xc = XSIZE;
- // let xc = x coordinate of the collision between the laser and a space rock
- // 1. Calculate xc and determine the asteroid that was hit
- for(i = 0; i<MAXROCKS; i ++ ) {
- if(rock[i].active) {
- if(yship + 12>rock[i].y && yship + 12<rock[i].y + rock[i].image->h && xship + 32<rock[i].x + (rock[i].image->w/2) && rock[i].x + (rock[i].image->w/2) < xc) {
- xc = rock[i].x + (rock[i].image->w/2);
- hitrock = i;
- }
- }
- }
-
- if(hitrock>= 0) {
- rock[hitrock].heat += movementrate*3;
- }
-
- // Plot a number of random dots between xship and XSIZE
- SDL_LockSurface(surf_screen);
- rawpixel = (Uint16 *) surf_screen->pixels;
- c = SDL_MapRGB(surf_ship->format,rnd()*128,128 + rnd()*120,rnd()*128);
-
- for(i = 0; i<(xc-xship)*5; i += 10) {
- int x,y;
- x = rnd()*(xc-(xship + 32)) + xship + 32;
- y = yship + 12 + (rnd()-0.5)*1.5;
- rawpixel[surf_screen->pitch/2*y + x] = c;
- }
-
- SDL_UnlockSurface(surf_screen);
-}
-
-
int makebangdots(int xbang, int ybang, int xvel, int yvel, SDL_Surface *s, int power) {
// TODO - stop generating dots after a certain amount of time has passed, to cope with slower CPUs.
SDL_LockSurface(s);
rawpixel = (Uint16 *) s->pixels;
- //for(n = 0; n<= power/2; n ++ ) {
+ //for(n = 0; n <= power/2; n++) {
endcount = 0;
while (endcount<3) {
- for(x = 0; x<s->w; x ++ ) {
- for(y = 0; y<s->h; y ++ ) {
+ for(x = 0; x<s->w; x++) {
+ for(y = 0; y<s->h; y++) {
c = rawpixel[s->pitch/2*y + x];
if(c && c != SDL_MapRGB(s->format,0,255,0)) {
bdot[bd2].decay = rnd()*3 + 1;
bdot[bd2].active = 1;
- bd2 ++ ;
+ bd2++;
bd2 %= MAXBANGDOTS;
// If the circular buffer is filled, who cares? They've had their chance.
}
}
- if(SDL_GetTicks() - begin_generate > 7) endcount ++ ;
+ if(SDL_GetTicks() - begin_generate > 7) endcount++;
}
exitloop:
first_i = -1;
- for(i = bd1; (bd1 <= bd2)?(i<bd2):(i >= bd1 && i < bd2); last_i = ++i) {
+ for(i = bd1; (bd1 <= bd2)?(i<bd2):(i >= bd1 && i < bd2); last_i = ++i) {
i %= MAXBANGDOTS;
- if(bdot[i].x<= 0 || bdot[i].x>= XSIZE || bdot[i].y<= 0 || bdot[i].y>= YSIZE) {
+ if(bdot[i].x <= 0 || bdot[i].x >= XSIZE || bdot[i].y <= 0 || bdot[i].y >= YSIZE) {
// If the dot has drifted outside the perimeter, kill it
bdot[i].active = 0;
}
first_i = i;
//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].life -= bdot[i].decay;
bdot[i].x += bdot[i].dx*movementrate;
bdot[i].y += bdot[i].dy*movementrate + yscroll;
}
}
- if(first_i>= 0) {
+ if(first_i >= 0) {
bd1 = first_i;
bd2 = last_i;
}
Uint16 *rawpixel;
rawpixel = (Uint16 *) s->pixels;
- for(i = 0; i<MAXSPACEDOTS; i ++ ) {
+ for(i = 0; i<MAXSPACEDOTS; i++) {
if(sdot[i].y<0) {
sdot[i].y = 0;
}
Uint16 *rawpixel;
rawpixel = (Uint16 *) s->pixels;
- for(i = 0; i<MAXENGINEDOTS; i ++ ) {
+ for(i = 0; i<MAXENGINEDOTS; i++) {
if(edot[i].active) {
edot[i].x += edot[i].dx*movementrate;
edot[i].y += edot[i].dy*movementrate + yscroll;
- if((edot[i].life-= movementrate*3)<0 || edot[i].y<0 || edot[i].y>YSIZE) {
+ if((edot[i].life -= movementrate*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;
if(!tail_plume) return;
if(state == GAMEPLAY) {
- for(i = 0; i<newdots*movementrate; i ++ ) {
+ for(i = 0; i<newdots*movementrate; i++) {
if(dotptr->active == 0) {
theta = rnd()*M_PI*2;
r = rnd();
dotptr->dy = 1*dy + yvel;
dotptr->life = 45 + rnd(1)*5;
- dotptr ++ ;
- if(dotptr-edot>= MAXENGINEDOTS) {
+ dotptr++;
+ if(dotptr-edot >= MAXENGINEDOTS) {
dotptr = edot;
}
}
// Don't create fresh engine dots when
// the game is not being played and a demo is not beng shown
- if(state!= GAMEPLAY && state!= DEMO) return;
+ if(state != GAMEPLAY && state != DEMO) return;
- for(i = 0; i<newdots; i ++ ) {
+ for(i = 0; i<newdots; i++) {
if(dotptr->active == 0) {
theta = rnd()*M_PI*2;
theta2 = rnd()*M_PI*2;
switch(m) {
case 0:
- dotptr->x-= 14;
+ dotptr->x -= 14;
dotptr->dx = -20*adx + xvel;
dotptr->dy = 2*dy + yvel;
dotptr->life = 60 * adx;
dotptr->life = 60 * ady;
break;
}
- dotptr ++ ;
- if(dotptr-edot>= MAXENGINEDOTS) {
+ dotptr++;
+ if(dotptr-edot >= MAXENGINEDOTS) {
dotptr = edot;
}
}
create_engine_dots(200);
// Create engine dots out the side we're moving from
- for(m = 0; m<4; m ++ ) {
+ for(m = 0; m<4; m++) {
if(maneuver & 1<<m) { // 'maneuver' is a bit field
create_engine_dots2(80,m);
}
if(oss_sound_flag) {
// Initialise SDL with audio and video
- if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO)!= 0) {
+ if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) != 0) {
oss_sound_flag = 0;
printf ("Can't open sound, starting without it\n");
atexit(SDL_Quit);
} else {
// Initialise with video only
- CONDERROR(SDL_Init(SDL_INIT_VIDEO)!= 0);
+ CONDERROR(SDL_Init(SDL_INIT_VIDEO) != 0);
atexit(SDL_Quit);
}
NULLERROR(surf_screen);
// Set the heat color from the range 0 (cold) to 300 (blue-white)
- for(i = 0; i<W*3; i ++ ) {
+ for(i = 0; i<W*3; i++) {
heatcolor[i] = SDL_MapRGB(
surf_screen->format,
(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?
// Create the array of black points;
SDL_LockSurface(surf_ship);
raw_pixels = (Uint16 *) surf_ship->pixels;
- for(i = 0; i<surf_ship->w; i ++ ) {
- for(j = 0; j<surf_ship->h; j ++ ) {
+ for(i = 0; i<surf_ship->w; i++) {
+ for(j = 0; j<surf_ship->h; j++) {
if(raw_pixels[j*(surf_ship->pitch)/2 + i] == 0) {
blackptr->x = i;
blackptr->y = j;
- blackptr ++ ;
+ blackptr++;
}
}
}
init_space_dots();
// Load all our lovely rocks
- for(i = 0; i<NROCKS; i ++ ) {
+ for(i = 0; i<NROCKS; i++) {
char a[100];
sprintf(a,load_file("sprites/rock%d.png"),i);
// Draw the background dots
drawdots(surf_screen);
- // If it's firing, draw the laser
- if(laser) {
- drawlaser();
- }
-
// Draw ship
if(!gameover && (state == GAMEPLAY || state == DEMO) ) {
src.w = surf_ship->w;
}
// Draw all the rocks, in all states
- for(i = 0; i<MAXROCKS; i ++ ) {
+ for(i = 0; i<MAXROCKS; i++) {
if(rock[i].active) {
src.w = rock[i].image->w;
SDL_Surface *deadrock;
deadrock = surf_deadrock[rock[i].type_number];
SDL_SetAlpha(deadrock,SDL_SRCALPHA,rock[i].heat*255/rock[i].image->h);
- dest.x = (int) rock[i].x; // kludge
+ dest.x = (int) rock[i].x; // kludge
SDL_BlitSurface(deadrock,&src,surf_screen,&dest);
if(rnd()<0.3) {
- rock[i].heat-= movementrate;
+ rock[i].heat -= movementrate;
}
}
case HIGH_SCORE_DISPLAY:
// Display de list o high scores mon.
PutString(surf_screen,180,50,"High scores");
- for(i = 0; i<8; i ++ ) {
+ for(i = 0; i<8; i++) {
char s[1024];
sprintf(s, "#%1d",i + 1);
PutString(surf_screen, 150, 50 + (i + 2)*font_height,s);
}
if(!gameover && state == GAMEPLAY) {
- // Show the freaky shields
SDL_LockSurface(surf_screen);
raw_pixels = (Uint16 *) surf_screen->pixels;
- if(initialshield>0 || shieldsup && shieldlevel>0) {
- int x,y,l;
- Uint16 c;
-
- if(initialshield>0) {
- initialshield-= movementrate;
- c = SDL_MapRGB(surf_screen->format,0,255,255);
- } else {
- c = heatcolor[(int)shieldlevel];
- shieldlevel-= movementrate;
- }
-
- shieldpulse += 0.2;
- for(p = black_point; p<blackptr; p ++ ) {
- x = p->x + (int)xship + (rnd() + rnd()-1)*sin(shieldpulse)*4 + 1;
- y = p->y + (int)yship + (rnd() + rnd()-1)*sin(shieldpulse)*4 + 1;
- if(x>0 && y>0 && x<XSIZE && y<YSIZE) {
- offset = surf_screen->pitch/2 * y + x;
- raw_pixels[offset] = c;
- }
- }
- } else {
- // When the shields are off, check that the black points
- // on the ship are still black, and not covered up by rocks
- for(p = black_point; p<blackptr; p ++ ) {
- offset = surf_screen->pitch/2 * (p->y + (int)yship) + p->x + (int)xship;
- if(raw_pixels[offset]) {
- // Set the bang flag
- bang = 1;
- }
+ // Check that the black points on the ship are
+ // still black, and not covered up by rocks.
+ for(p = black_point; p<blackptr; p++) {
+ offset = surf_screen->pitch/2 * (p->y + (int)yship) + p->x + (int)xship;
+ if(raw_pixels[offset]) {
+ // Set the bang flag
+ bang = 1;
}
}
SDL_UnlockSurface(surf_screen);
}
-#ifdef DOTCOLLISION
- dotcollision(surf_screen); // Kill dots that are not on their spots
-#endif
-
// Draw all the little ships
if(state == GAMEPLAY || state == DEAD_PAUSE || state == GAME_OVER)
- for(i = 0; i<nships-1; i ++ ) {
+ for(i = 0; i<nships-1; i++) {
src.w = surf_life->w;
src.h = surf_life->h;
dest.w = src.w;
// Create a new ship and start all over again
state = GAMEPLAY;
play_tune(1);
- initialshield = 150;
- xship = 10;
- yship = YSIZE/2;
- xvel = 2;
- yvel = 0;
- shieldlevel = 3*W;
+ xship -= 50;
break;
case GAME_OVER:
state = HIGH_SCORE_ENTRY;
name[0] = 0;
state_timeout = 5.0e6;
- if(score>= high[7].score) {
+ if(score >= high[7].score) {
// Read the high score table from the storage file
read_high_score_table();
// Find ranking of this score, store as scorerank
- for(i = 0; i<8; i ++ ) {
+ for(i = 0; i<8; i++) {
if(high[i].score <= score) {
scorerank = i;
break;
}
// Move all lower scores down a notch
- for(i = 7; i>= scorerank; i--)
+ for(i = 7; i >= scorerank; i--)
high[i] = high[i-1];
// Insert blank high score
state_timeout = 200.0;
break;
}
+ } else {
+ if(state == DEAD_PAUSE) {
+ float blast_radius = START_RAD * state_timeout / 50.0;
+ if(xship < 60) xship = 60;
+ for(i = 0; i<MAXROCKS; i++ ) {
+ float dx, dy, n;
+ if(rock[i].x <= 0) continue;
+ dx = rock[i].x - xship;
+ dy = rock[i].y - yship;
+ n = sqrt(dx*dx + dy*dy);
+ if(n < blast_radius) {
+ n *= 50;
+ rock[i].xvel += rockrate*(dx+30)/n;
+ rock[i].yvel += rockrate*dy/n;
+ rock[i].dead = 1;
+ }
+ }
+ }
}
- if(--countdown<= 0 && (rnd()*100.0<(rockrate += 0.025))) {
+ if(--countdown <= 0 && (rnd()*100.0<(rockrate += 0.025))) {
// Create a rock
- rockptr ++ ;
- if(rockptr-rock>= MAXROCKS) {
+ rockptr++;
+ if(rockptr-rock >= MAXROCKS) {
rockptr = rock;
}
if(!rockptr->active) {
// SCROLLING
yscroll = yship - (YSIZE / 2);
- yscroll /= -15;
+ yscroll += yvel * 25;
+ yscroll /= -25;
+ yscroll = ((scrollvel * (12 - movementrate)) + (yscroll * movementrate)) / 12;
+ scrollvel = yscroll;
yscroll = yscroll*movementrate;
yship += yscroll;
// Move all the rocks
- for(i = 0; i<MAXROCKS; i ++ ) if(rock[i].active) {
+ for(i = 0; i<MAXROCKS; i++) if(rock[i].active) {
rock[i].x += rock[i].xvel*movementrate;
rock[i].y += rock[i].yvel*movementrate + yscroll;
- if(rock[i].y > YSIZE) {
- rock[i].y -= YSIZE;
- rock[i].y -= rock[i].image->w;
- } else if(rock[i].y < -rock[i].image->w) {
- rock[i].y += YSIZE;
- rock[i].y += rock[i].image->w;
- }
- if(rock[i].x<-32.0)
- rock[i].active = 0;
+ if(rock[i].dead && (rock[i].y < 0 || rock[i].y > YSIZE)) rock[i].active = 0;
+ if(rock[i].y > YSIZE) {
+ rock[i].y -= YSIZE;
+ rock[i].y -= rock[i].image->w;
+ } else if(rock[i].y < -rock[i].image->w) {
+ rock[i].y += YSIZE;
+ rock[i].y += rock[i].image->w;
+ }
+ if(rock[i].x < -32.0) rock[i].active = 0;
}
play_sound(0);
}
makebangdots(xship,yship,xvel,yvel,surf_ship,30);
- if(--nships<= 0) {
+ if(--nships <= 0) {
gameover = 1;
state = GAME_OVER;
state_timeout = 200.0;
}
else {
state = DEAD_PAUSE;
- state_timeout = 100.0;
+ state_timeout = 50.0;
+ xvel = 0;
+ yvel = 0;
}
}
SDL_PumpEvents();
keystate = SDL_GetKeyState(NULL);
- if(state!= HIGH_SCORE_ENTRY && (keystate[SDLK_q] || keystate[SDLK_ESCAPE])) {
+ if(state != HIGH_SCORE_ENTRY && (keystate[SDLK_q] || keystate[SDLK_ESCAPE])) {
return 0;
}
for(i = 0; i<MAXROCKS; i++ ) {
rock[i].active = 0;
+ rock[i].dead = 0;
}
rockrate = 54.0;
yvel = 0;
xship = 0;
yship = YSIZE/2;
- shieldlevel = 3*W;
- initialshield = 0;
}
maneuver = 0;
- laser = 0;
} else {
SDL_PumpEvents();
keystate = SDL_GetKeyState(NULL);
if(!gameover) {
if(!paused) {
- if(keystate[SDLK_UP] | keystate[SDLK_c]) { yvel -= 1.5*movementrate; maneuver|= 1<<3;}
- if(keystate[SDLK_DOWN] | keystate[SDLK_t]) { yvel += 1.5*movementrate; maneuver|= 1<<1;}
- if(keystate[SDLK_LEFT] | keystate[SDLK_h]) { xvel -= 1.5*movementrate; maneuver|= 1<<2;}
- if(keystate[SDLK_RIGHT] | keystate[SDLK_n]) { xvel += 1.5*movementrate; maneuver|= 1;}
+ if(keystate[SDLK_UP] | keystate[SDLK_c]) { yvel -= 1.5*movementrate; maneuver |= 1<<3;}
+ if(keystate[SDLK_DOWN] | keystate[SDLK_t]) { yvel += 1.5*movementrate; maneuver |= 1<<1;}
+ if(keystate[SDLK_LEFT] | keystate[SDLK_h]) { xvel -= 1.5*movementrate; maneuver |= 1<<2;}
+ if(keystate[SDLK_RIGHT] | keystate[SDLK_n]) { xvel += 1.5*movementrate; maneuver |= 1;}
if(keystate[SDLK_3]) { SDL_SaveBMP(surf_screen, "snapshot.bmp"); }
}
}
else {
- shieldsup = 0;
paused = 0;
pausedown = 0;
}
friction = 0;
oss_sound_flag = 1;
- while ((x = getopt(argc,argv,"efhsp"))>= 0) {
+ while ((x = getopt(argc,argv,"efhsp")) >= 0) {
switch(x) {
case 'e': // engine
tail_plume = 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"
- " -p Stupid original [P]hysics (friction)\n"
- " -s [S]ilent (no sound)\n");
+ " -e big tail [E]ngine\n"
+ " -f [F]ull screen\n"
+ " -h this [H]elp message\n"
+ " -p original [P]hysics (friction)\n"
+ " -s [S]ilent (no sound)\n");
exit(0);
break;
case 'p': // physics
}
while(1) {
- for(i = 0; i<MAXROCKS; i ++ ) {
+ for(i = 0; i<MAXROCKS; i++) {
rock[i].active = 0;
+ rock[i].dead = 0;
}
rockrate = 54.0;
rockspeed = 5.0;