X-Git-Url: https://jasonwoof.com/gitweb/?p=vor.git;a=blobdiff_plain;f=main.c;h=5341e289c380fef401b7b141549083d20ab2060a;hp=ea91e0c8104e666bdb1001e35634efb427a20b8d;hb=7e7335ed9dcf2b1484543fec9bfa196bdc658fd5;hpb=dbca4f70bb870b839c5509928b8c749db304ecb8 diff --git a/main.c b/main.c index ea91e0c..5341e28 100644 --- a/main.c +++ b/main.c @@ -1,8 +1,8 @@ /* Variations on RockDodger - * Space Rocks copyright (C) 2001 Paul Holt + * Space Rocks copyright (C) 2001 Paul Holt * * Project fork 2004, Jason Woofenden and Joshua Grams. - * (a whole bunch of modifications and project rename) + * (a whole bunch of modifications and project rename) * This program is free software; you can redistribute it and/or modify it * under the terms of the GNU General Public License as published by the @@ -11,180 +11,138 @@ * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software - * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA + * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ -#undef DEBUG +#ifdef DEBUG +#include "debug.h" +#endif -extern int font_height; -void clearBuffer(); +#include "config.h" +#include "file.h" +#include "score.h" +#include "shape.h" +#include "sound.h" -// includes {{{ +#include #include #include +#include #include #include #include -#include -#include - -#include -#include #include #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;} -#define NULLERROR(a) CONDERROR((a)==NULL) -// }}} + +#define CONDERROR(a) if((a)) {initerror = strdup(SDL_GetError());return 1;} +#define NULLERROR(a) CONDERROR((a) == NULL) // ************************************* STRUCTS -struct rock_struct {/*{{{*/ - // Array of black pixel coordinates. This is scanned - // every frame to see if it's still black, and as - // soon as it isn't we BLOW UP - float x,y,xvel,yvel; - int active; - SDL_Surface *image; - int type_number; - float heat; -}; /*}}}*/ -struct black_point_struct {/*{{{*/ - int x,y; -};/*}}}*/ -struct bangdots {/*{{{*/ - // Bang dots have the same colour as shield dots. - // Bang dots get darker as they age. - // Some are coloured the same as the ex-ship. - float x,y,dx,dy; - Uint16 c; // when zero, use heatcolor[bangdotlife] - float life; // When reduced to 0, set active=0 - int active; - float decay;// Amount by which to reduce life each time dot is drawn -};/*}}}*/ -struct enginedots {/*{{{*/ - // Engine dots stream out the back of the ship, getting darker as they go. - int active; - float x,y,dx,dy; - // The life of an engine dot - // is a number starting at between 0 and 50 and counting backward. - float life; // When reduced to 0, set active=0 -};/*}}}*/ -struct spacedot {/*{{{*/ - // Space dots are harmless background items - // All are active. When one falls off the edge, another is created at the start. - float x,y,dx; - Uint16 color; -};/*}}}*/ -// High score table {{{ -struct highscore { - int score; - char *name; - int allocated; -} high[] = { - {13000,"Pad",0}, - {12500,"Pad",0}, - {6500,"Pad",0}, - {5000,"Pad",0}, - {3000,"Pad",0}, - {2500,"Pad",0}, - {2000,"Pad",0}, - {1500,"Pad",0} +struct rock_struct { + float x,y,dx,dy; + int active; + int dead; // has been blown out of the way + // to make room for a new ship appearing. + SDL_Surface *image; + struct shape *shape; + int type_number; +}; +struct bangdots { + // Bang dots have the same colour as shield dots. + // Bang dots get darker as they age. + // Some are coloured the same as the ex-ship. + float x,y,dx,dy; + Uint16 c; // when zero, use heatcolor[bangdotlife] + float life; // When reduced to 0, set active = 0 + int active; + float decay;// Amount by which to reduce life each time dot is drawn +}; +struct enginedots { + // Engine dots stream out the back of the ship, getting darker as they go. + int active; + float x,y,dx,dy; + // The life of an engine dot + // is a number starting at between 0 and 50 and counting backward. + float life; // When reduced to 0, set active = 0 +}; +struct spacedot { + // Space dots are harmless background items + // All are active. When one falls off the edge, another is created at the start. + float x,y,dx; + Uint16 color; }; -// }}} // ************************************* VARS -// SDL_Surface global variables {{{ +// SDL_Surface global variables SDL_Surface - *surf_screen, // Screen - *surf_b_variations, // "variations" banner - *surf_b_on, // "on" banner - *surf_b_rockdodger, // "rockdodger" banner - *surf_b_game, // Title element "game" - *surf_b_over, // Title element "over" - *surf_ship, // Spaceship element - *surf_life, // Indicator of number of ships remaining - *surf_rock[NROCKS], // THE ROCKS - *surf_deadrock[NROCKS], // THE DEAD ROCKS - *surf_font_big; // The big font -// }}} -// Structure global variables {{{ -struct enginedots edot[MAXENGINEDOTS], *dotptr=edot; -struct rock_struct rock[MAXROCKS], *rockptr=rock; -struct black_point_struct black_point[MAXBLACKPOINTS], *blackptr=black_point; -struct bangdots bdot[MAXBANGDOTS], *bdotptr=bdot; + *surf_screen, // Screen + *surf_b_variations, // "variations" banner + *surf_b_on, // "on" banner + *surf_b_rockdodger, // "rockdodger" banner + *surf_b_game, // Title element "game" + *surf_b_over, // Title element "over" + *surf_ship, // Spaceship element + *surf_life, // Indicator of number of ships remaining + *surf_rock[NROCKS], // THE ROCKS + *surf_font_big; // The big font + +struct shape rock_shapes[NROCKS]; + +SFont_Font *g_font; + +// Structure global variables +struct enginedots edot[MAXENGINEDOTS], *dotptr = edot; +struct rock_struct rock[MAXROCKS], *rockptr = rock; +struct bangdots bdot[MAXBANGDOTS], *bdotptr = bdot; struct spacedot sdot[MAXSPACEDOTS]; -// }}} -// Other global variables {{{ + +// Other global variables char topline[1024]; char *initerror = ""; -char name[1024], debug1[1024]; -float xship,yship = 240.0; // X position, 0..XSIZE -float xvel,yvel; // Change in X position per tick. +struct shape shipshape; +float shipx,shipy = 240.0; // X position, 0..XSIZE +float shipdx,shipdy; // Change in X position per tick. float rockrate,rockspeed; -float movementrate; -float shieldlevel, shieldpulse=0; +float movementrate; // this controls the speed of everything that moves. float yscroll; +float scrollvel; int nships,score,initticks,ticks_since_last, last_ticks; -int initialshield, gameover, fast; -int countdown=0; +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? -int scorerank; -float fadetimer=0,faderate; +int sound_flag = 1, music_flag = 0; +int tail_plume = 0; // display big engine at the back? +int friction = 0; // should there be friction? +float fadetimer = 0, faderate; -int pausedown=0,paused=0; +int pausedown = 0, paused = 0; // bangdot start (bd1) and end (bd2) position: -int bd1=0, bd2=0; - -int xoffset[NROCKS][MAXROCKHEIGHT]; - -enum states {/*{{{*/ - TITLE_PAGE, - GAMEPLAY, - DEAD_PAUSE, - GAME_OVER, - HIGH_SCORE_ENTRY, - HIGH_SCORE_DISPLAY, - DEMO -};/*}}}*/ -enum states state=TITLE_PAGE; +int bd1 = 0, bd2 = 0; + +enum states { + TITLE_PAGE, + GAMEPLAY, + DEAD_PAUSE, + GAME_OVER, + HIGH_SCORE_ENTRY, + HIGH_SCORE_DISPLAY +}; +enum states state = TITLE_PAGE; float state_timeout = 600.0; -const int fakesin[] = {0,1,0,-1}; -const int fakecos[] = {1,0,-1,0}; #define NSEQUENCE 2 char *sequence[] = { - "Press SPACE to start", - "http://qualdan.com/vor/" + "Press SPACE to start", + "http://qualdan.com/vor/" }; int bangdotlife, nbangdots; @@ -193,1214 +151,922 @@ Uint16 heatcolor[W*3]; char *data_dir; extern char *optarg; extern int optind, opterr, optopt; -// }}} + +float dist_sq(float x1, float y1, float x2, float y2) +{ + return (x2-x1)*(x2-x1) + (y2-y1)*(y2-y1); +} // ************************************* 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; i0 && bdot[i].x0 && bdot[i].ypitch/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; -}/*}}}*/ -#endif +float +rnd() { + return (float)random()/(float)RAND_MAX; +} -FILE *hs_fopen(char *mode) {/*{{{*/ - FILE *f; - mode_t mask; - mask = umask(0111); - if (f=fopen("/usr/share/vor/.highscore",mode)) { - umask(mask); - return f; - } - else { - char s[1024]; - umask(0177); - sprintf(s,"%s/.vor-high",getenv("HOME")); - if (f=fopen(s,mode)) { - umask(mask); - return f; - } - else { - umask(mask); - return 0; - } - } -}/*}}}*/ -void read_high_score_table() {/*{{{*/ - FILE *f; - int i; - if (f=hs_fopen("r")) { - // If the file exists, read from it - for (i=0; i<8; i++) { - char s[1024]; - int highscore; - if (fscanf (f, "%d %[^\n]", &highscore, s)!=2) - break; - if (high[i].allocated) - free(high[i].name); - high[i].name = strdup(s); - high[i].score = highscore; - high[i].allocated = 1; +void +init_engine_dots() { + int i; + for(i = 0; iformat,intensity,intensity,intensity); - - } -}/*}}}*/ - -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; irock[i].y && yship+12h && xship+32w/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); +void +init_space_dots() { + int i,intensity; + for(i = 0; ipitch/2*y+x]=c; - } + sdot[i].x = rnd()*(XSIZE-5); + sdot[i].y = rnd()*(YSIZE-5); - SDL_UnlockSurface(surf_screen); -}/*}}}*/ + r = rnd()*rnd(); + sdot[i].dx = -r*4; + // -1/((1-r) + .3); + intensity = (int)(r*180 + 70); + sdot[i].color = SDL_MapRGB(surf_screen->format,intensity,intensity,intensity); -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. - // TODO - generate and display dots in a circular buffer +void +makebangdots(int xbang, int ybang, int dx, int dy, SDL_Surface *s, int power) { - int i,x,y,n,endcount; - Uint16 *rawpixel,c; - double theta,r,dx,dy; - int begin_generate; + // TODO - stop generating dots after a certain amount of time has passed, to cope with slower CPUs. + // TODO - generate and display dots in a circular buffer - begin_generate = SDL_GetTicks(); + int x,y,endcount; + Uint16 *rawpixel,c; + double theta,r; + int begin_generate; - SDL_LockSurface(s); - rawpixel = (Uint16 *) s->pixels; + begin_generate = SDL_GetTicks(); - //for (n=0; n<=power/2; n++) { + SDL_LockSurface(s); + rawpixel = (Uint16 *) s->pixels; - endcount = 0; - while (endcount<3) { + //for(n = 0; n <= power/2; n++) { - for (x=0; xw; x++) { - for (y=0; yh; y++) { - c = rawpixel[s->pitch/2*y+x]; - if (c && c != SDL_MapRGB(s->format,0,255,0)) { + endcount = 0; + while (endcount<3) { + for(x = 0; xw; x++) { + for(y = 0; yh; y++) { + c = rawpixel[s->pitch/2*y + x]; + if(c && c != s->format->colorkey) { - theta = rnd()*M_PI*2; + theta = rnd()*M_PI*2; - r = 1-(rnd()*rnd()); + r = 1-(rnd()*rnd()); - bdot[bd2].dx = (power/50.0)*45.0*cos(theta)*r+xvel; - bdot[bd2].dy = (power/50.0)*45.0*sin(theta)*r+yvel; - bdot[bd2].x = x+xbang; - bdot[bd2].y = y+ybang; + bdot[bd2].dx = (power/50.0)*45.0*cos(theta)*r + dx; + bdot[bd2].dy = (power/50.0)*45.0*sin(theta)*r + dy; + bdot[bd2].x = x + xbang; + bdot[bd2].y = y + ybang; - // Replace the last few bang dots with the pixels from the exploding object - bdot[bd2].c = (endcount>0)?c:0; - bdot[bd2].life = 100; - bdot[bd2].decay = rnd()*3+1; - bdot[bd2].active = 1; + // Replace the last few bang dots with the pixels from the exploding object + bdot[bd2].c = (endcount>0)?c:0; + bdot[bd2].life = 100; + bdot[bd2].decay = rnd()*3 + 1; + bdot[bd2].active = 1; - bd2++; - bd2 %= MAXBANGDOTS; + bd2++; + bd2 %= MAXBANGDOTS; - // If the circular buffer is filled, who cares? They've had their chance. - //if (bd2==bd1-1) goto exitloop; + // If the circular buffer is filled, who cares? They've had their chance. + //if(bd2 == bd1-1) goto exitloop; + } + } } - } + + if(SDL_GetTicks() - begin_generate > 7) endcount++; } - if (SDL_GetTicks() - begin_generate > 7) endcount++; + SDL_UnlockSurface(s); - } -exitloop: +} - SDL_UnlockSurface(s); +void +draw_bang_dots(SDL_Surface *s) { + int i; + int first_i, last_i; + Uint16 *rawpixel; + rawpixel = (Uint16 *) s->pixels; -}/*}}}*/ + first_i = -1; -void draw_bang_dots(SDL_Surface *s) {/*{{{*/ - int i; - int first_i, last_i; - Uint16 *rawpixel; - rawpixel = (Uint16 *) s->pixels; + for(i = bd1; (bd1 <= bd2)?(i= bd1 && i < bd2); last_i = ++i) { - first_i = -1; + i %= MAXBANGDOTS; - for (i=bd1; (bd1<=bd2)?(i=bd1 && i= XSIZE || bdot[i].y <= 0 || bdot[i].y >= YSIZE) { + // If the dot has drifted outside the perimeter, kill it + bdot[i].active = 0; + } - i %= MAXBANGDOTS; + if(bdot[i].active) { + if(first_i < 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].x += bdot[i].dx*movementrate; + bdot[i].y += bdot[i].dy*movementrate + yscroll; + + if(bdot[i].life<0) + bdot[i].active = 0; + } + } - 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; + if(first_i >= 0) { + bd1 = first_i; + bd2 = last_i; + } + else { + bd1 = 0; + bd2 = 0; } - if (bdot[i].active) { +} - //printf("%d %d\n",bd1,bd2); - if (first_i < 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].x += bdot[i].dx*movementrate; - bdot[i].y += bdot[i].dy*movementrate + yscroll; +void +draw_space_dots(SDL_Surface *s) { + int i; + Uint16 *rawpixel; + rawpixel = (Uint16 *) s->pixels; - if (bdot[i].life<0) - bdot[i].active = 0; + for(i = 0; ipitch/2*(int)sdot[i].y) + (int)(sdot[i].x)] = sdot[i].color; + sdot[i].x += sdot[i].dx*movementrate; + sdot[i].y += yscroll; + if(sdot[i].y > YSIZE) { + sdot[i].y -= YSIZE; + } else if(sdot[i].y < 0) { + sdot[i].y += YSIZE; + } + if(sdot[i].x<0) { + sdot[i].x = XSIZE; + } } +} - //printf("/n"); - //exit(0); - - } - - if (first_i>=0) { - bd1 = first_i; - bd2 = last_i; - //printf("new %d %d\n",bd1,bd2); - //fprintf (stderr,"%d - %d\n", bd1,bd2); - } - else { - bd1 = 0; - bd2 = 0; - //fprintf (stderr,"reset\n"); - } - -}/*}}}*/ - - -void draw_space_dots(SDL_Surface *s) {/*{{{*/ - int i; - Uint16 *rawpixel; - rawpixel = (Uint16 *) s->pixels; - - for (i=0; ipitch/2*(int)sdot[i].y)+(int)(sdot[i].x)] = sdot[i].color; - sdot[i].x += sdot[i].dx*movementrate; - sdot[i].y += yscroll; - if(sdot[i].y > YSIZE) { - sdot[i].y -= YSIZE; - } else if(sdot[i].y < 0) { - sdot[i].y += YSIZE; - } - if (sdot[i].x<0) - sdot[i].x=XSIZE; - } -}/*}}}*/ -void draw_engine_dots(SDL_Surface *s) {/*{{{*/ - int i; - Uint16 *rawpixel; - rawpixel = (Uint16 *) s->pixels; - - for (i=0; iYSIZE) - edot[i].active=0; - else - if (edot[i].x<0 || edot[i].x>XSIZE) { - edot[i].active=0; - } - else { - int heatindex; - heatindex = edot[i].life * 6; - //rawpixel[(int)(s->pitch/2*(int)(edot[i].y))+(int)(edot[i].x)] = lifecolor[(int)(edot[i].life)]; - rawpixel[(int)(s->pitch/2*(int)(edot[i].y))+(int)(edot[i].x)] = heatindex>3*W ? heatcolor[3*W-1] : heatcolor[heatindex]; +void +draw_engine_dots(SDL_Surface *s) { + int i; + Uint16 *rawpixel; + rawpixel = (Uint16 *) s->pixels; + + for(i = 0; iYSIZE) { + edot[i].active = 0; + } else if(edot[i].x<0 || edot[i].x>XSIZE) { + edot[i].active = 0; + } else { + int heatindex; + heatindex = edot[i].life * 6; + //rawpixel[(int)(s->pitch/2*(int)(edot[i].y)) + (int)(edot[i].x)] = lifecolor[(int)(edot[i].life)]; + rawpixel[(int)(s->pitch/2*(int)(edot[i].y)) + (int)(edot[i].x)] = heatindex>3*W ? heatcolor[3*W-1] : heatcolor[heatindex]; + } } } - } -}/*}}}*/ +} -void create_engine_dots(int newdots) { - int i; - double theta,r,dx,dy; +void +create_engine_dots(int newdots) { + int i; + double theta,r,dx,dy; if(!tail_plume) return; - if (state==GAMEPLAY) - for (i=0; iactive==0) { - - theta = rnd()*M_PI*2; - r = rnd(); - dx = cos(theta)*r; - dy = sin(theta)*r; - - dotptr->active=1; - dotptr->x=xship+surf_ship->w/2-14; - dotptr->y=yship+surf_ship->h/2+(rnd()-0.5)*5-1; - dotptr->dx=10*(dx-1.5)+xvel; - dotptr->dy=1*dy+yvel; - dotptr->life=45+rnd(1)*5; - - dotptr++; - if (dotptr-edot>=MAXENGINEDOTS) dotptr = edot; - - } + if(state == GAMEPLAY) { + for(i = 0; iactive == 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) { - int i; - double theta, theta2, dx, dy, adx, ady; - - // 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; - - for (i=0; iactive==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); - - - dotptr->active=1; - dotptr->x=xship+surf_ship->w/2+(rnd()-0.5)*3; - dotptr->y=yship+surf_ship->h/2+(rnd()-0.5)*3; - - switch(m) { - case 0: - dotptr->x-=14; - dotptr->dx=-20*adx + xvel; - dotptr->dy=2*dy+yvel; - dotptr->life = 60 * adx; - break; - case 1: - dotptr->dx=2*dx+xvel; - dotptr->dy=-20*ady + yvel; - dotptr->life = 60 * ady; - break; - case 2: - dotptr->x+=14; - dotptr->dx=20*adx + xvel; - dotptr->dy=2*dy+yvel; - dotptr->life = 60 * adx; - break; - case 3: - dotptr->dx=2*dx+xvel; - dotptr->dy=20*ady + yvel; - dotptr->life = 60 * ady; - break; - } - //dotptr->life *= 0.5 + rnd(0.5); - //dotptr->life=45+rnd(1)*20; - dotptr++; - if (dotptr-edot>=MAXENGINEDOTS) - dotptr = edot; +void +create_engine_dots2(int newdots, int m) { + int i; + double theta, theta2, dx, dy, adx, ady; + + // 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; iactive == 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); + + + 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++; + if(dotptr-edot >= MAXENGINEDOTS) { + dotptr = edot; + } + } } - } } -int drawdots(SDL_Surface *s) {/*{{{*/ - int m, scorepos, n; +void +drawdots(SDL_Surface *s) { + int m; - SDL_LockSurface(s); - // Draw the background stars aka space dots - draw_space_dots(s); + SDL_LockSurface(s); + // Draw the background stars aka space dots + draw_space_dots(s); - // Draw the score when playing the game or whn the game is freshly over - if (1 || state==GAMEPLAY || state==DEAD_PAUSE || state==GAME_OVER ) { + // Draw the score when playing the game or whn the game is freshly over + if(1 || state == GAMEPLAY || state == DEAD_PAUSE || state == GAME_OVER ) { + SDL_UnlockSurface(s); - SDL_UnlockSurface(s); + snprintscore_line(topline, 50, score); + SFont_Write(s,g_font,XSIZE-250,0,topline); - scorepos = XSIZE-250; - n = snprintf(topline, 50, "Time: "); - snprintscore(topline+n, 50-n, score); - PutString(s,scorepos,0,topline); - - SDL_LockSurface(s); - - } + SDL_LockSurface(s); + } - // Draw all the engine dots - draw_engine_dots(s); + // Draw all the engine dots + draw_engine_dots(s); - // Create more engine dots comin out da back - if (!gameover) - create_engine_dots(200); + // 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< 0) + // Draw all outstanding bang dots + //if(bangdotlife-- > 0) draw_bang_dots(s); - SDL_UnlockSurface(s); -}/*}}}*/ -char * load_file(char *s) {/*{{{*/ - static char retval[1024]; - snprintf(retval, 1024, "%s/%s", data_dir, s); - return retval; + SDL_UnlockSurface(s); } -/*}}}*/ -int missing(char *dirname) {/*{{{*/ - struct stat buf; - stat(dirname, &buf); - return (!S_ISDIR(buf.st_mode)); -}/*}}}*/ - -int init(int fullscreen) {/*{{{*/ - - int i,j; - SDL_Surface *temp; - Uint16 *raw_pixels; - Uint32 flag; - - read_high_score_table(); - - // Where are our data files? - // default: ./data - // second alternative: RD_DATADIR - // final alternative: /usr/share/vor - data_dir = strdup("./data"); - if (missing(data_dir)) { - char *env; - env = getenv("RD_DATADIR"); - if (env != NULL) { - data_dir = strdup(env); - if (missing(data_dir)) { - fprintf (stderr,"Cannot find data directory $RD_DATADIR\n"); - exit(-1); - } - } - else { - data_dir = strdup("/usr/share/vor"); - if (missing(data_dir)) { - fprintf (stderr,"Cannot find data in %s\n", data_dir); - exit(-2); - } - } - } - if (oss_sound_flag) { - - // Initialise SDL with audio and video - 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 { - atexit(SDL_Quit); - atexit(SDL_CloseAudio); - oss_sound_flag = init_sound(); + char a[MAX_PATH_LEN]; +int +init(int fullscreen) { + + int i; + SDL_Surface *temp; + Uint32 flag; + + // Where are our data files? + if(!find_files()) exit(1); + read_high_score_table(); + + if(sound_flag) { + // Initialize SDL with audio and video + if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) != 0) { + sound_flag = 0; + printf ("Can't open sound, starting without it\n"); + atexit(SDL_Quit); + } else { + atexit(SDL_Quit); + atexit(SDL_CloseAudio); + sound_flag = init_sound(); + } + } else { + // Initialize with video only + CONDERROR(SDL_Init(SDL_INIT_VIDEO) != 0); + atexit(SDL_Quit); } - } - else { - // Initialise with video only - CONDERROR(SDL_Init(SDL_INIT_VIDEO)!=0); - atexit(SDL_Quit); - } - - if (oss_sound_flag) play_tune(0); - // Attempt to get the required video size - flag = SDL_DOUBLEBUF | SDL_HWSURFACE; - if (fullscreen) flag |= SDL_FULLSCREEN; - surf_screen = SDL_SetVideoMode(XSIZE,YSIZE,16,flag); + // Attempt to get the required video size + flag = SDL_DOUBLEBUF | SDL_HWSURFACE; + if(fullscreen) flag |= SDL_FULLSCREEN; + surf_screen = SDL_SetVideoMode(XSIZE,YSIZE,16,flag); - // Set the title bar text - SDL_WM_SetCaption("Rock Dodgers", "rockdodgers"); + // Set the title bar text + SDL_WM_SetCaption("Variations on Rockdodger", "VoR"); - NULLERROR(surf_screen); + NULLERROR(surf_screen); - // Set the heat color from the range 0 (cold) to 300 (blue-white) - for (i=0; iformat, - (iformat, + (ipixels; - for (i=0; iw; i++) - for (j=0; jh; j++) - if (raw_pixels[j*(surf_ship->pitch)/2+i] == 0) { - blackptr->x = i; - blackptr->y = j; - blackptr++; - } - SDL_UnlockSurface(surf_ship); - - init_engine_dots(); - init_space_dots(); - - // Load all our lovely rocks - for (i=0; iw; + src.h = surf_ship->h; + dest.w = src.w; + dest.h = src.h; + dest.x = (int)shipx; + dest.y = (int)shipy; + SDL_BlitSurface(surf_ship,&src,surf_screen,&dest); + } - src.x=0; - src.y=0; - dest.x=0; - dest.y=0; + // Draw all the rocks, in all states + for(i = 0; iw; + src.h = rock[i].image->h; + dest.w = src.w; + dest.h = src.h; + dest.x = (int) rock[i].x; + dest.y = (int) rock[i].y; + // Draw the rock + SDL_BlitSurface(rock[i].image,&src,surf_screen,&dest); -#ifdef DEBUG - // DEBUG {{{ - // Show the current state - switch (state) { - case TITLE_PAGE: - statedisplay = "title_page"; - break; - case GAMEPLAY: - statedisplay = "gameplay"; - break; - case DEAD_PAUSE: - statedisplay = "dead_pause"; - break; - case GAME_OVER: - statedisplay = "game_over"; - break; - case HIGH_SCORE_ENTRY: - statedisplay = "high_score_entry"; - break; - case HIGH_SCORE_DISPLAY: - statedisplay = "high_score_display"; - break; - case DEMO: - statedisplay = "demo"; - break; - } - snprintf(buf,1024, "mode=%s", statedisplay); - PutString(surf_screen,0,YSIZE-50,buf); - // }}} -#endif - - // 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; - src.h = surf_ship->h; - dest.w = src.w; - dest.h = src.h; - dest.x = (int)xship; - dest.y = (int)yship; - SDL_BlitSurface(surf_ship,&src,surf_screen,&dest); - } - - // Draw all the rocks, in all states - for (i=0; iw; - src.h = rock[i].image->h; - dest.w = src.w; - dest.h = src.h; - dest.x = (int) rock[i].x; - dest.y = (int) rock[i].y; - - // Draw the rock - SDL_BlitSurface(rock[i].image,&src,surf_screen,&dest); - - // Draw the heated part of the rock, in an alpha which reflects the - // amount of heat in the rock. - if (rock[i].heat>0) { - 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 - SDL_BlitSurface(deadrock,&src,surf_screen,&dest); - if (rnd()<0.3) rock[i].heat-=movementrate; - } - - // If the rock is heated past a certain point, the water content of - // the rock flashes to steam, releasing enough energy to destroy - // the rock in spectacular fashion. - if (rock[i].heat>rock[i].image->h) { - rock[i].active=0; - play_sound(1+(int)(rnd()*3)); - makebangdots(rock[i].x,rock[i].y,rock[i].xvel,rock[i].yvel,rock[i].image,10); - } + } + } + + // If it's game over, show the game over graphic in the dead centre + switch (state) { + case GAME_OVER: + if(fadetimer<3.0/faderate) { + fadegame = fadetimer/(3.0/faderate); + } else { + fadegame = 1.0; + } + + if(fadetimer<3.0/faderate) { + fadeover = 0.0; + } else if(fadetimer<6.0/faderate) { + fadeover = ((3.0/faderate)-fadetimer)/(6.0/faderate); + } else { + fadeover = 1.0; + } + + src.w = surf_b_game->w; + src.h = surf_b_game->h; + dest.w = src.w; + dest.h = src.h; + dest.x = (XSIZE-src.w)/2; + dest.y = (YSIZE-src.h)/2-40; + SDL_SetAlpha(surf_b_game, SDL_SRCALPHA, (int)(fadegame*(200 + 55*cos(fadetimer += movementrate/1.0)))); + SDL_BlitSurface(surf_b_game,&src,surf_screen,&dest); + + src.w = surf_b_over->w; + src.h = surf_b_over->h; + dest.w = src.w; + dest.h = src.h; + dest.x = (XSIZE-src.w)/2; + dest.y = (YSIZE-src.h)/2 + 40; + SDL_SetAlpha(surf_b_over, SDL_SRCALPHA, (int)(fadeover*(200 + 55*sin(fadetimer)))); + SDL_BlitSurface(surf_b_over,&src,surf_screen,&dest); + break; + case TITLE_PAGE: + + src.w = surf_b_variations->w; + src.h = surf_b_variations->h; + dest.w = src.w; + dest.h = src.h; + dest.x = (XSIZE-src.w)/2 + cos(fadetimer/6.5)*10; + dest.y = (YSIZE/2-src.h)/2 + sin(fadetimer/5.0)*10; + SDL_SetAlpha(surf_b_variations, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer += movementrate/2.0))); + SDL_BlitSurface(surf_b_variations,&src,surf_screen,&dest); + + src.w = surf_b_on->w; + src.h = surf_b_on->h; + dest.w = src.w; + dest.h = src.h; + dest.x = (XSIZE-src.w)/2 + cos((fadetimer + 1.0)/6.5)*10; + dest.y = (YSIZE/2-src.h)/2 + surf_b_variations->h + 20 + sin((fadetimer + 1.0)/5.0)*10; + SDL_SetAlpha(surf_b_on, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer-1.0))); + SDL_BlitSurface(surf_b_on,&src,surf_screen,&dest); + + src.w = surf_b_rockdodger->w; + src.h = surf_b_rockdodger->h; + dest.w = src.w; + dest.h = src.h; + dest.x = (XSIZE-src.w)/2 + cos((fadetimer + 2.0)/6.5)*10; + dest.y = (YSIZE/2-src.h)/2 + surf_b_variations->h + surf_b_on->h + 40 + sin((fadetimer + 2.0)/5)*10; + SDL_SetAlpha(surf_b_rockdodger, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer-2.0))); + SDL_BlitSurface(surf_b_rockdodger,&src,surf_screen,&dest); + + text = "Version " VERSION; + x = (XSIZE-SFont_TextWidth(g_font,text))/2 + sin(fadetimer/4.5)*10; + SFont_Write(surf_screen,g_font,x,YSIZE-50 + sin(fadetimer/2)*5,text); + + text = sequence[(int)(fadetimer/40)%NSEQUENCE]; + //text = "Press SPACE to start!"; + x = (XSIZE-SFont_TextWidth(g_font,text))/2 + cos(fadetimer/4.5)*10; + SFont_Write(surf_screen,g_font,x,YSIZE-100 + cos(fadetimer/3)*5,text); + break; + + case HIGH_SCORE_ENTRY: + play_tune(2); + if(!process_score_input()) { // done inputting name + + // Change state to briefly show high scores page + state = HIGH_SCORE_DISPLAY; + state_timeout = 200; + + // Write the high score table to the file + write_high_score_table(); + + // Play the title page tune + play_tune(0); + } + // FALL THROUGH TO + case HIGH_SCORE_DISPLAY: + // Display de list o high scores mon. + display_scores(surf_screen, 150,50); + break; + case GAMEPLAY: + case DEAD_PAUSE: + ; // no action necessary } - } - - // If it's game over, show the game over graphic in the dead centre - switch (state) { - - case GAME_OVER: - - if (fadetimer<3.0/faderate) - fadegame=fadetimer/(3.0/faderate); - else - fadegame=1.0; - - if (fadetimer<3.0/faderate) - fadeover=0.0; - else - if (fadetimer<6.0/faderate) - fadeover = ((3.0/faderate)-fadetimer)/(6.0/faderate); - else - fadeover = 1.0; - - src.w = surf_b_game->w; - src.h = surf_b_game->h; - dest.w = src.w; - dest.h = src.h; - dest.x = (XSIZE-src.w)/2; - dest.y = (YSIZE-src.h)/2-40; - SDL_SetAlpha(surf_b_game, SDL_SRCALPHA, (int)(fadegame*(200+55*cos(fadetimer+=movementrate/1.0)))); - SDL_BlitSurface(surf_b_game,&src,surf_screen,&dest); - - src.w = surf_b_over->w; - src.h = surf_b_over->h; - dest.w = src.w; - dest.h = src.h; - dest.x = (XSIZE-src.w)/2; - dest.y = (YSIZE-src.h)/2+40; - SDL_SetAlpha(surf_b_over, SDL_SRCALPHA, (int)(fadeover*(200+55*sin(fadetimer)))); - SDL_BlitSurface(surf_b_over,&src,surf_screen,&dest); - break; - - case TITLE_PAGE: - src.w = surf_b_variations->w; - src.h = surf_b_variations->h; - dest.w = src.w; - dest.h = src.h; - dest.x = (XSIZE-src.w)/2 + cos(fadetimer/6.5)*10; - dest.y = (YSIZE/2-src.h)/2 + sin(fadetimer/5.0)*10; - SDL_SetAlpha(surf_b_variations, SDL_SRCALPHA, (int)(200+55*sin(fadetimer+=movementrate/2.0))); - SDL_BlitSurface(surf_b_variations,&src,surf_screen,&dest); - - src.w = surf_b_on->w; - src.h = surf_b_on->h; - dest.w = src.w; - dest.h = src.h; - dest.x = (XSIZE-src.w)/2 + cos((fadetimer+1.0)/6.5)*10; - dest.y = (YSIZE/2-src.h)/2 + surf_b_variations->h + 20 + sin((fadetimer+1.0)/5.0)*10; - SDL_SetAlpha(surf_b_on, SDL_SRCALPHA, (int)(200+55*sin(fadetimer-1.0))); - SDL_BlitSurface(surf_b_on,&src,surf_screen,&dest); - - src.w = surf_b_rockdodger->w; - src.h = surf_b_rockdodger->h; - dest.w = src.w; - dest.h = src.h; - dest.x = (XSIZE-src.w)/2 + cos((fadetimer+2.0)/6.5)*10; - dest.y = (YSIZE/2-src.h)/2 + surf_b_variations->h + surf_b_on->h + 40 + sin((fadetimer+2.0)/5)*10; - SDL_SetAlpha(surf_b_rockdodger, SDL_SRCALPHA, (int)(200+55*sin(fadetimer-2.0))); - SDL_BlitSurface(surf_b_rockdodger,&src,surf_screen,&dest); - - text = "Version " VERSION; - x = (XSIZE-SFont_wide(text))/2 + sin(fadetimer/4.5)*10; - PutString(surf_screen,x,YSIZE-50+sin(fadetimer/2)*5,text); - - text = sequence[(int)(fadetimer/40)%NSEQUENCE]; - //text = "Press SPACE to start!"; - x = (XSIZE-SFont_wide(text))/2 + cos(fadetimer/4.5)*10; - PutString(surf_screen,x,YSIZE-100+cos(fadetimer/3)*5,text); - break; - - case HIGH_SCORE_ENTRY: - - if (score >= high[7].score) { - play_tune(2); - if (SFont_Input (surf_screen, 330, 50+(scorerank+2)*font_height, 300, name)) { - // Insert name into high score table - - // Lose the lowest name forever (loser!) - //if (high[7].allocated) - // free(high[7].name); // THIS WAS CRASHING SO I REMOVED IT - - // Insert new high score - high[scorerank].score = score; - high[scorerank].name = strdup(name); // MEMORY NEVER FREED! - high[scorerank].allocated = 1; - - // Set the global name string to "", ready for the next winner - name[0]=0; - - // Change state to briefly show high scores page - state = HIGH_SCORE_DISPLAY; - state_timeout=200; - - // Write the high score table to the file - write_high_score_table(); - - // Play the title page tune - play_tune(0); - } - } - else { - state = HIGH_SCORE_DISPLAY; - state_timeout=400; - } - - case HIGH_SCORE_DISPLAY: - // Display de list o high scores mon. - PutString(surf_screen,180,50,"High scores"); - for (i=0; i<8; i++) { - char s[1024]; - sprintf(s, "#%1d",i+1); - PutString(surf_screen, 150, 50+(i+2)*font_height,s); - snprintscore(s, 1024, high[i].score); - PutString(surf_screen, 200, 50+(i+2)*font_height,s); - sprintf(s, "%3s", high[i].name); - PutString(surf_screen, 330, 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; px + (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 && xpitch/2 * y + x; - raw_pixels[offset] = c; + + if(!gameover && state == GAMEPLAY) { + for(i=0; iw; + src.h = surf_life->h; + dest.w = src.w; + dest.h = src.h; + dest.x = (i + 1)*(src.w + 10); + dest.y = 20; + SDL_BlitSurface(surf_life,&src,surf_screen,&dest); + } + + + // Update the score + /* + n = SDL_GetTicks()-initticks; + if(score) + ticks_since_last = n-score; + score = n; + */ + + ticks_since_last = SDL_GetTicks()-last_ticks; + last_ticks = SDL_GetTicks(); + if(ticks_since_last>200 || ticks_since_last<0) { + movementrate = 0; } 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; ppitch/2 * (p->y + (int)yship) + p->x + (int)xship; - if (raw_pixels[offset]) { - // Set the bang flag - bang = 1; + movementrate = GAMESPEED*ticks_since_last/50.0; + if(state == GAMEPLAY) { + score += ticks_since_last; } - } } - SDL_UnlockSurface(surf_screen); - } -#ifdef DOTCOLLISION - dotcollision(surf_screen); // Kill dots that are not on their spots -#endif + // Update the surface + SDL_Flip(surf_screen); - // Draw all the little ships - if (state==GAMEPLAY || state==DEAD_PAUSE || state==GAME_OVER) - for (i=0; iw; - src.h = surf_life->h; - dest.w = src.w; - dest.h = src.h; - dest.x = (i+1)*(src.w+10); - dest.y = 20; - SDL_BlitSurface(surf_life,&src,surf_screen,&dest); - } + return bang; +} - // Update the score - /* - n=SDL_GetTicks()-initticks; - if (score) - ticks_since_last = n-score; - score = n; - */ - - ticks_since_last = SDL_GetTicks()-last_ticks; - last_ticks = SDL_GetTicks(); - if (ticks_since_last>200 || ticks_since_last<0) { - movementrate = 0; - } - else { - movementrate = ticks_since_last/50.0; - if (state==GAMEPLAY) - score += ticks_since_last; - } - - // Update the surface - SDL_Flip(surf_screen); - - - return bang; -}/*}}}*/ -int gameloop() {/*{{{*/ - int i=0; - Uint8 *keystate; - - - for(;;) { - - if (!paused) { - // Count down the game loop timer, and change state when it gets to zero or less; - - if ((state_timeout -= movementrate*3) < 0) { - switch(state) { - case DEAD_PAUSE: - // 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; - break; - case GAME_OVER: - state = HIGH_SCORE_ENTRY; - clearBuffer(); - name[0]=0; - state_timeout=5.0e6; - - 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++) { - if (high[i].score <= score) { - scorerank = i; - break; +int +gameloop() { + int i = 0; + Uint8 *keystate; + + + for(;;) { + if(!paused) { + // Count down the game loop timer, and change state when it gets to zero or less; + + if((state_timeout -= movementrate*3) < 0) { + switch(state) { + case DEAD_PAUSE: + // Create a new ship and start all over again + state = GAMEPLAY; + play_tune(1); + shipx -= 50; + break; + case GAME_OVER: + state = HIGH_SCORE_ENTRY; + state_timeout = 5.0e6; + if(new_high_score(score)) { + SDL_Event e; + SDL_EnableUNICODE(1); + while(SDL_PollEvent(&e)) + ; + } else { + state = HIGH_SCORE_DISPLAY; + state_timeout = 400; + } + break; + case HIGH_SCORE_DISPLAY: + state = TITLE_PAGE; + state_timeout = 500.0; + break; + case HIGH_SCORE_ENTRY: + // state = TITLE_PAGE; + // play_tune(1); + // state_timeout = 100.0; + break; + case TITLE_PAGE: + state = HIGH_SCORE_DISPLAY; + state_timeout = 200.0; + break; + case GAMEPLAY: + ; // no action necessary + } + } else { + if(state == DEAD_PAUSE) { + float blast_radius; + int fixonly; + + if(state_timeout < DEAD_PAUSE_LENGTH - 20.0) { + blast_radius = BLAST_RADIUS * 1.3; + fixonly = 1; + } else { + blast_radius = BLAST_RADIUS * (DEAD_PAUSE_LENGTH - state_timeout) / 20.0; + fixonly = 0; + } + + if(shipx < 60) shipx = 60; + for(i = 0; i 3)) { + continue; + } + + dx = rock[i].x - shipx; + dy = rock[i].y - shipy; + + n = sqrt(dx*dx + dy*dy); + if(n < blast_radius) { + n *= 20; + rock[i].dx += rockrate*(dx+30)/n; + rock[i].dy += rockrate*dy/n; + rock[i].dead = 1; + } + } } - } + } - // Move all lower scores down a notch - for (i=7; i>=scorerank; i--) - high[i] = high[i-1]; + if(--countdown <= 0 && (rnd()*100.0<(rockrate += 0.025))) { + // Create a rock + rockptr++; + if(rockptr-rock >= MAXROCKS) { + rockptr = rock; + } + if(!rockptr->active) { + rockptr->x = (float)XSIZE; + rockptr->dx = -(rockspeed)*(1 + rnd()); + rockptr->dy = rnd()-0.5; + rockptr->type_number = random() % NROCKS; + rockptr->image = surf_rock[rockptr->type_number];// [random()%NROCKS]; + rockptr->shape = &rock_shapes[rockptr->type_number]; + rockptr->active = 1; + rockptr->y = rnd()*(YSIZE + rockptr->image->h); + } + if(movementrate>0.1) { + countdown = (int)(ROCKRATE/movementrate); + } else { + countdown = 0; + } + } - // Insert blank high score - high[scorerank].score = score; - high[scorerank].name = ""; - high[scorerank].allocated = 0; + // FRICTION? + if(friction) { + shipdx *= pow((double)0.9,(double)movementrate); + shipdy *= pow((double)0.9,(double)movementrate); + // if(abs(shipdx)<0.00001) shipdx = 0; + // if(abs(shipdy)<0.00001) shipdy = 0; } - break; - case HIGH_SCORE_DISPLAY: - state = TITLE_PAGE; - state_timeout=500.0; - break; - case HIGH_SCORE_ENTRY: - // state = TITLE_PAGE; - // play_tune(1); - // state_timeout=100.0; - break; -#ifdef DEMO_ENABLED - case TITLE_PAGE: - state = DEMO; - state_timeout=100.0; - break; - case DEMO: - state = HIGH_SCORE_DISPLAY; - state_timeout=100.0; - break; -#else - case TITLE_PAGE: - state = HIGH_SCORE_DISPLAY; - state_timeout=200.0; - break; -#endif - } - } - - if (--countdown<=0 && (rnd()*100.0<(rockrate+=0.025))) { - // Create a rock - rockptr++; - if (rockptr-rock>=MAXROCKS) - rockptr=rock; - if (!rockptr->active) { - rockptr->x = (float)XSIZE; - rockptr->xvel = -(rockspeed)*(1+rnd()); - rockptr->yvel = rnd()-0.5; - rockptr->type_number = random() % NROCKS; - rockptr->heat = 0; - rockptr->image = surf_rock[rockptr->type_number];// [random()%NROCKS]; - rockptr->active = 1; - rockptr->y = rnd()*(YSIZE + rockptr->image->h); - } - if (movementrate>0.1) - countdown = (int)(ROCKRATE/movementrate); - else - countdown=0; - } - - // FRICTION? - if(friction) { - xvel *= pow((double)0.9,(double)movementrate); - yvel *= pow((double)0.9,(double)movementrate); - // if (abs(xvel)<0.00001) xvel=0; - // if (abs(yvel)<0.00001) yvel=0; - } + // INERTIA + shipx += shipdx*movementrate; + shipy += shipdy*movementrate; + + // SCROLLING + yscroll = shipy - (YSIZE / 2); + yscroll += shipdy * 25; + yscroll /= -25; + yscroll = ((scrollvel * (12 - movementrate)) + (yscroll * movementrate)) / 12; + scrollvel = yscroll; + yscroll = yscroll*movementrate; + shipy += yscroll; + + // Move all the rocks + for(i = 0; i < MAXROCKS; i++) { + if(rock[i].active) { + rock[i].x += rock[i].dx*movementrate; + rock[i].y += rock[i].dy*movementrate + yscroll; + if(rock[i].y > YSIZE || rock[i].y < -rock[i].image->h) { + if(rock[i].dead) { + rock[i].dead = 0; + rock[i].active = 0; + } else { + // wrap + rock[i].y = (YSIZE - rock[i].image->h) - rock[i].y; + rock[i].y += (rock[i].dy*movementrate + yscroll) * 1.01; + } + } + if(rock[i].x < -rock[i].image->w || rock[i].x > XSIZE) { + rock[i].active = 0; + rock[i].dead = 0; + } + } + } - // INERTIA - xship += xvel*movementrate; - yship += yvel*movementrate; - - // SCROLLING - yscroll = yship - (YSIZE / 2); - yscroll /= -15; - yscroll = yscroll*movementrate; - yship += yscroll; - - // Move all the rocks - for (i=0; i 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; - } - - - // BOUNCE X - if (xship<0 || xship>XSIZE-surf_ship->w) { - // BOUNCE from left and right wall - xship -= xvel*movementrate; - xvel *= -0.99; - } - - // BOUNCE Y - if (yship<0 || yship>YSIZE-surf_ship->h) { - // BOUNCE from top and bottom wall - yship -= yvel; - yvel *= -0.99; - } - - - if (draw() && state==GAMEPLAY) { - if (oss_sound_flag) { - // Play the explosion sound - play_sound(0); - } - makebangdots(xship,yship,xvel,yvel,surf_ship,30); - if (--nships<=0) { - gameover=1; - state=GAME_OVER; - state_timeout = 200.0; - fadetimer=0.0; - faderate=movementrate; - } - else { - state=DEAD_PAUSE; - state_timeout = 100.0; - } - } - SDL_PumpEvents(); - keystate = SDL_GetKeyState(NULL); + // BOUNCE X + if(shipx<0 || shipx>XSIZE-surf_ship->w) { + // BOUNCE from left and right wall + shipx -= shipdx*movementrate; + shipdx *= -0.99; + } - if (state!=HIGH_SCORE_ENTRY && (keystate[SDLK_q] || keystate[SDLK_ESCAPE])) - return 0; + // BOUNCE Y + if(shipy<0 || shipy>YSIZE-surf_ship->h) { + // BOUNCE from top and bottom wall + shipy -= shipdy; + shipdy *= -0.99; + } - if (keystate[SDLK_SPACE] && (state==HIGH_SCORE_DISPLAY || state==TITLE_PAGE || state==DEMO)) { - for (i=0; iw; - src.h = surf_b_variations->h; - dest.w = src.w; - dest.h = src.h; - dest.x = (XSIZE-src.w)/2; - dest.y = (YSIZE-src.h)/2; - SDL_BlitSurface(surf_b_variations,&src,surf_screen,&dest); - // Update the surface - SDL_Flip(surf_screen); - printf("paused\n"); + if(state == GAMEPLAY) { + if(!gameover) { + + if(!paused) { + if(keystate[SDLK_UP] | keystate[SDLK_c]) { shipdy -= 1.5*movementrate; maneuver |= 1<<3;} + if(keystate[SDLK_DOWN] | keystate[SDLK_t]) { shipdy += 1.5*movementrate; maneuver |= 1<<1;} + if(keystate[SDLK_LEFT] | keystate[SDLK_h]) { shipdx -= 1.5*movementrate; maneuver |= 1<<2;} + if(keystate[SDLK_RIGHT] | keystate[SDLK_n]) { shipdx += 1.5*movementrate; maneuver |= 1;} + if(keystate[SDLK_3]) { SDL_SaveBMP(surf_screen, "snapshot.bmp"); } + } + + if(keystate[SDLK_p] | keystate[SDLK_s]) { + if(!pausedown) { + paused = !paused; + pausedown = 1; + } + } else { + pausedown = 0; + } + } else { - printf ("not paused\n"); + paused = 0; + pausedown = 0; + } + } else if(state == GAME_OVER) { + if(keystate[SDLK_SPACE]) { + state_timeout = -1; } - pausedown=1; - } - } - else { - pausedown=0; } - - } - else { - shieldsup = 0; - paused = 0; - pausedown = 0; - } } +} + +int +main(int argc, char **argv) { + int i, x, fullscreen; - // DEBUG mode to slow down the action, and see if this game is playable on a 486 - if (fast) - SDL_Delay (100); - } -}/*}}}*/ -main(int argc, char **argv) {/*{{{*/ - int i, x, fullscreen; - - fullscreen=0; - tail_plume=0; - friction=0; - oss_sound_flag=1; - - while ((x=getopt(argc,argv,"efhsp"))>=0) - switch(x) { - case 'e': // engine - tail_plume = 1; + 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; + case 'f': // fullscreen + fullscreen = 1; break; - case 'h': // help - printf ("Rock Dodgers\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"); - exit(0); + 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 'p': // physics - friction = 1; + case 'm': // music + music_flag = 1; + case 'p': // physics + friction = 1; break; - case 's': // silent - oss_sound_flag = 0; + case 's': // silent + sound_flag = 0; + music_flag = 0; break; + } } - if (init(fullscreen)) { - printf ("ta: '%s'\n",initerror); - return 1; - } + if(init(fullscreen)) { + printf ("ta: '%s'\n",initerror); + return 1; + } - while(1) { - for (i=0; i