X-Git-Url: https://jasonwoof.com/gitweb/?p=vor.git;a=blobdiff_plain;f=main.c;h=61b2caa108a27aa843e1aa28a665f565fb3af67c;hp=de9534733e5d3623f79c475bc438b2193f4b6675;hb=13f67bd0888b8b4ccec1a1fb5516074423d0ec32;hpb=0b36c07b7161b0f4d5f1ffe7dceb16b759395672 diff --git a/main.c b/main.c index de95347..61b2caa 100644 --- a/main.c +++ b/main.c @@ -19,93 +19,31 @@ * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ -#undef DEBUG - -extern int font_height; -void clearBuffer(); +#ifdef DEBUG +#include "debug.h" +#endif -// includes {{{ #include "config.h" +#include "file.h" +#include "globals.h" +#include "rocks.h" +#include "score.h" +#include "shape.h" +#include "sound.h" + +#include #include #include +#include #include #include #include -#include -#include - -#include -#include #include #include "SFont.h" -// }}} -// constants {{{ -// }}} -// macros {{{ -#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; - 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; -}; -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} -}; -// }}} // ************************************* VARS -// SDL_Surface global variables {{{ +// SDL_Surface global variables SDL_Surface *surf_screen, // Screen *surf_b_variations, // "variations" banner @@ -116,59 +54,52 @@ SDL_Surface *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 {{{ + +SFont_Font *g_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; 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. -float rockrate,rockspeed; -float movementrate; -float yscroll; -float scrollvel; +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 xscroll, yscroll; +float gamerate; // this controls the speed of everything that moves. + +float bangx, bangy, bangdx, bangdy; -int nships,score,initticks,ticks_since_last, last_ticks; +int nships,score,ticks_since_last, last_ticks; int gameover; -int countdown = 0; int maneuver = 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, music_flag; +int tail_plume; // display big engine at the back? +int friction; // 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 + 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", @@ -181,114 +112,43 @@ 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 -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; - } - fclose(f); - } -} -void write_high_score_table() { - FILE *f; - int i; - if(f = hs_fopen("w")) { - // If the file exists, write to it - for(i = 0; i<8; i++) { - fprintf (f, "%d %s\n", high[i].score, high[i].name); - } - fclose(f); - } -} -void snprintscore(char *s, size_t n, int score) { - int min = score/60000; - int sec = score/1000%60; - int tenths = score%1000/100; - if(min) { - snprintf(s, n, "%2d:%.2d.%d", min, sec, tenths); - } else { - snprintf(s, n, " %2d.%d", sec, tenths); - } -} -float rnd() { +float +rnd() { return (float)random()/(float)RAND_MAX; } -void init_engine_dots() { + +void +init_engine_dots() { int i; for(i = 0; iformat,intensity,intensity,intensity); - + sdot[i].z = MAXDUSTDEPTH*sqrt(rnd()); + b = (MAXDUSTDEPTH - sdot[i].z) * 255.0 / MAXDUSTDEPTH; + sdot[i].color = SDL_MapRGB(surf_screen->format, b, b, b); } } -int makebangdots(int xbang, int ybang, int xvel, int yvel, SDL_Surface *s, int power) { +void +make_bang_dots(int xbang, int ybang, int dx, int dy, 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 - int i,x,y,n,endcount; + int x,y,endcount; Uint16 *rawpixel,c; - double theta,r,dx,dy; + double theta,r; int begin_generate; begin_generate = SDL_GetTicks(); @@ -300,47 +160,45 @@ int makebangdots(int xbang, int ybang, int xvel, int yvel, SDL_Surface *s, int p 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) { - 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)) { - - 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++; } -exitloop: SDL_UnlockSurface(s); } -void draw_bang_dots(SDL_Surface *s) { +void +draw_bang_dots(SDL_Surface *s) { int i; int first_i, last_i; Uint16 *rawpixel; @@ -363,8 +221,8 @@ void draw_bang_dots(SDL_Surface *s) { //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; + bdot[i].x += bdot[i].dx*gamerate - xscroll; + bdot[i].y += bdot[i].dy*gamerate - yscroll; if(bdot[i].life<0) bdot[i].active = 0; @@ -383,7 +241,8 @@ void draw_bang_dots(SDL_Surface *s) { } -void draw_space_dots(SDL_Surface *s) { +void +draw_space_dots(SDL_Surface *s) { int i; Uint16 *rawpixel; rawpixel = (Uint16 *) s->pixels; @@ -393,29 +252,26 @@ void draw_space_dots(SDL_Surface *s) { sdot[i].y = 0; } rawpixel[(int)(s->pitch/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; - } + sdot[i].x -= xscroll / (1.3 + sdot[i].z); + sdot[i].y -= yscroll / (1.3 + sdot[i].z); + if(sdot[i].y >= XSIZE) sdot[i].x -= XSIZE; + else if(sdot[i].x < 0) sdot[i].x = XSIZE-1; + if(sdot[i].y > YSIZE) sdot[i].y -= YSIZE; + else if(sdot[i].y < 0) sdot[i].y += YSIZE-1; } } -void draw_engine_dots(SDL_Surface *s) { +void +draw_engine_dots(SDL_Surface *s) { int i; Uint16 *rawpixel; rawpixel = (Uint16 *) s->pixels; for(i = 0; iYSIZE) { + 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].active = 0; } else if(edot[i].x<0 || edot[i].x>XSIZE) { edot[i].active = 0; @@ -429,14 +285,15 @@ void draw_engine_dots(SDL_Surface *s) { } } -void create_engine_dots(int newdots) { +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(); @@ -444,10 +301,10 @@ void create_engine_dots(int newdots) { 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->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++; @@ -459,13 +316,14 @@ void create_engine_dots(int newdots) { } } -void create_engine_dots2(int newdots, int m) { +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; + if(state != GAMEPLAY) return; for(i = 0; iactive == 0) { @@ -479,30 +337,30 @@ void create_engine_dots2(int newdots, int m) { 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; + 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 + xvel; - dotptr->dy = 2*dy + yvel; + dotptr->dx = -20*adx + shipdx; + dotptr->dy = 2*dy + shipdy; dotptr->life = 60 * adx; break; case 1: - dotptr->dx = 2*dx + xvel; - dotptr->dy = -20*ady + yvel; + dotptr->dx = 2*dx + shipdx; + dotptr->dy = -20*ady + shipdy; dotptr->life = 60 * ady; break; case 2: dotptr->x += 14; - dotptr->dx = 20*adx + xvel; - dotptr->dy = 2*dy + yvel; + dotptr->dx = 20*adx + shipdx; + dotptr->dy = 2*dy + shipdy; dotptr->life = 60 * adx; break; case 3: - dotptr->dx = 2*dx + xvel; - dotptr->dy = 20*ady + yvel; + dotptr->dx = 2*dx + shipdx; + dotptr->dy = 20*ady + shipdy; dotptr->life = 60 * ady; break; } @@ -514,31 +372,12 @@ void create_engine_dots2(int newdots, int m) { } } -int drawdots(SDL_Surface *s) { - int m, scorepos, n; - - 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 ) { - SDL_UnlockSurface(s); - - scorepos = XSIZE-250; - n = snprintf(topline, 50, "Time: "); - snprintscore(topline + n, 50-n, score); - PutString(s,scorepos,0,topline); - - SDL_LockSurface(s); - } - - // Draw all the engine dots - draw_engine_dots(s); +void +drawdots(SDL_Surface *s) { + int m; - // 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++) { @@ -547,78 +386,41 @@ int drawdots(SDL_Surface *s) { } } - // Draw all outstanding bang dots - //if(bangdotlife-- > 0) + SDL_LockSurface(s); + draw_space_dots(s); + draw_engine_dots(s); 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; -} - +int +init(int fullscreen) { -int missing(char *dirname) { - struct stat buf; - stat(dirname, &buf); - return (!S_ISDIR(buf.st_mode)); -} - -int init(int fullscreen) { - - int i,j; + int i; SDL_Surface *temp; - Uint16 *raw_pixels; Uint32 flag; + // Where are our data files? + if(!find_files()) exit(1); 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); - } + 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 { - data_dir = strdup("/usr/share/vor"); - if(missing(data_dir)) { - fprintf (stderr,"Cannot find data in %s\n", data_dir); - exit(-2); - } + atexit(SDL_Quit); + atexit(SDL_CloseAudio); + sound_flag = init_sound(); } - } - - 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(); - } - - } else { - // Initialise with video only + // Initialize 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 @@ -627,7 +429,7 @@ int init(int fullscreen) { surf_screen = SDL_SetVideoMode(XSIZE,YSIZE,16,flag); // Set the title bar text - SDL_WM_SetCaption("Rock Dodgers", "rockdodgers"); + SDL_WM_SetCaption("Variations on Rockdodger", "VoR"); NULLERROR(surf_screen); @@ -640,62 +442,37 @@ int init(int fullscreen) { } // Load the banners - NULLERROR(temp = IMG_Load(load_file("banners/variations.png"))); + NULLERROR(temp = IMG_Load(add_path("banners/variations.png"))); NULLERROR(surf_b_variations = SDL_DisplayFormat(temp)); - NULLERROR(temp = IMG_Load(load_file("banners/on.png"))); + NULLERROR(temp = IMG_Load(add_path("banners/on.png"))); NULLERROR(surf_b_on = SDL_DisplayFormat(temp)); - NULLERROR(temp = IMG_Load(load_file("banners/rockdodger.png"))); + NULLERROR(temp = IMG_Load(add_path("banners/rockdodger.png"))); NULLERROR(surf_b_rockdodger = SDL_DisplayFormat(temp)); - NULLERROR(temp = IMG_Load(load_file("banners/game.png"))); + NULLERROR(temp = IMG_Load(add_path("banners/game.png"))); NULLERROR(surf_b_game = SDL_DisplayFormat(temp)); - NULLERROR(temp = IMG_Load(load_file("banners/over.png"))); + NULLERROR(temp = IMG_Load(add_path("banners/over.png"))); NULLERROR(surf_b_over = SDL_DisplayFormat(temp)); - surf_font_big = IMG_Load(load_file(BIG_FONT_FILE)); - InitFont(surf_font_big); + surf_font_big = IMG_Load(add_path(BIG_FONT_FILE)); + g_font = SFont_InitFont(surf_font_big); // Load the spaceship graphic. - NULLERROR(temp = IMG_Load(load_file("sprites/ship.png"))); + NULLERROR(temp = IMG_Load(add_path("sprites/ship.png"))); NULLERROR(surf_ship = SDL_DisplayFormat(temp)); + get_shape(surf_ship, &shipshape); // Load the life indicator (small ship) graphic. - NULLERROR(temp = IMG_Load(load_file("indicators/life.png"))); + NULLERROR(temp = IMG_Load(add_path("indicators/life.png"))); NULLERROR(surf_life = SDL_DisplayFormat(temp)); - // Create the array of black points; - SDL_LockSurface(surf_ship); - raw_pixels = (Uint16 *) surf_ship->pixels; - 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)xship; - dest.y = (int)yship; + dest.x = (int)shipx; + dest.y = (int)shipy; 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); - } - - } + // Draw the life indicators. + 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); } + // Draw the score + snprintscore_line(topline, 50, score); + SFont_Write(surf_screen, g_font, XSIZE-250, 0, topline); + // If it's game over, show the game over graphic in the dead centre switch (state) { case GAME_OVER: @@ -833,7 +555,7 @@ int draw() { 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_SetAlpha(surf_b_game, SDL_SRCALPHA, (int)(fadegame*(200 + 55*cos(fadetimer += gamerate/1.0)))); SDL_BlitSurface(surf_b_game,&src,surf_screen,&dest); src.w = surf_b_over->w; @@ -854,7 +576,7 @@ int draw() { 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_SetAlpha(surf_b_variations, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer += gamerate/2.0))); SDL_BlitSurface(surf_b_variations,&src,surf_screen,&dest); src.w = surf_b_on->w; @@ -876,108 +598,50 @@ int draw() { 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); + 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_wide(text))/2 + cos(fadetimer/4.5)*10; - PutString(surf_screen,x,YSIZE-100 + cos(fadetimer/3)*5,text); + 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 - 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 { + // Change state to briefly show high scores page state = HIGH_SCORE_DISPLAY; - state_timeout = 400; - } - // FALL THROUGH + 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. - 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); - } - + display_scores(surf_screen, 150,50); + break; + case GAMEPLAY: + case DEAD_PAUSE: + ; // no action necessary } if(!gameover && state == GAMEPLAY) { - SDL_LockSurface(surf_screen); - raw_pixels = (Uint16 *) surf_screen->pixels; - // 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; - } - } - SDL_UnlockSurface(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); + bang = hit_rocks(shipx, shipy, &shipshape); } - - // 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; + gamerate = 0; } else { - movementrate = ticks_since_last/50.0; + gamerate = GAMESPEED*ticks_since_last/50.0; if(state == GAMEPLAY) { score += ticks_since_last; } @@ -989,198 +653,148 @@ int draw() { return bang; } -int gameloop() { - int i = 0; + +int +gameloop() { Uint8 *keystate; + float tmp; 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) { + if((state_timeout -= gamerate*3) < 0) { switch(state) { case DEAD_PAUSE: // Create a new ship and start all over again state = GAMEPLAY; play_tune(1); - xship -= 50; - break; + 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; - } - } - - // Move all lower scores down a notch - for(i = 7; i >= scorerank; i--) - high[i] = high[i-1]; - - // Insert blank high score - high[scorerank].score = score; - high[scorerank].name = ""; - high[scorerank].allocated = 0; + if(new_high_score(score)) { + SDL_Event e; + SDL_EnableUNICODE(1); + while(SDL_PollEvent(&e)) + ; + } else { + state = HIGH_SCORE_DISPLAY; + state_timeout = 400; } - - break; + break; case HIGH_SCORE_DISPLAY: state = TITLE_PAGE; state_timeout = 500.0; - break; + break; case HIGH_SCORE_ENTRY: // state = TITLE_PAGE; // play_tune(1); // state_timeout = 100.0; - break; + break; case TITLE_PAGE: state = HIGH_SCORE_DISPLAY; state_timeout = 200.0; - break; + break; + case GAMEPLAY: + ; // no action necessary } } else { if(state == DEAD_PAUSE) { - float blast_radius = START_RAD * state_timeout / 50.0; - if(xship < 60) xship = 60; - for(i = 0; i= 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; + if(bangx < 60) bangx = 60; } } + new_rocks(); + // 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; + shipdx *= pow((double)0.9,(double)gamerate); + shipdy *= pow((double)0.9,(double)gamerate); } // INERTIA - xship += xvel*movementrate; - yship += yvel*movementrate; + shipx += shipdx*gamerate; + shipy += shipdy*gamerate; // SCROLLING - yscroll = yship - (YSIZE / 2); - 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 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; - } + tmp = shipy - (YSIZE / 2); + tmp += shipdy * 25; + tmp /= -25; + tmp = ((screendy * (gamerate - 12)) + (tmp * gamerate)) / 12; + screendy = -tmp; + tmp = shipx - (XSIZE / 3); + tmp += shipdx * 25; + tmp /= -25; + tmp = ((screendx * (gamerate - 12)) + (tmp * gamerate)) / 12; + screendx = -tmp; + + xscroll = screendx * gamerate; + yscroll = screendy * gamerate; + shipx -= xscroll; + shipy -= yscroll; + + // move bang center + bangx += bangdx*gamerate - xscroll; + bangy += bangdy*gamerate - yscroll; + + move_rocks(); // BOUNCE X - if(xship<0 || xship>XSIZE-surf_ship->w) { + if(shipx<0 || shipx>XSIZE-surf_ship->w) { // BOUNCE from left and right wall - xship -= xvel*movementrate; - xvel *= -0.99; + shipx -= shipdx*gamerate; + shipdx *= -99; } // BOUNCE Y - if(yship<0 || yship>YSIZE-surf_ship->h) { + if(shipy<0 || shipy>YSIZE-surf_ship->h) { // BOUNCE from top and bottom wall - yship -= yvel; - yvel *= -0.99; + shipy -= shipdy; + shipdy *= -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); + // Died + play_sound(0); // Play the explosion sound + 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(--nships <= 0) { - gameover = 1; state = GAME_OVER; + gameover = 1; + shipdx = 8; shipdy = 0; state_timeout = 200.0; fadetimer = 0.0; - faderate = movementrate; + faderate = gamerate; } else { state = DEAD_PAUSE; - state_timeout = 50.0; - xvel = 0; - yvel = 0; + state_timeout = DEAD_PAUSE_LENGTH; } } SDL_PumpEvents(); keystate = SDL_GetKeyState(NULL); - if(state != HIGH_SCORE_ENTRY && (keystate[SDLK_q] || keystate[SDLK_ESCAPE])) { - return 0; - } - - 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); - } pausedown = 1; } } else { @@ -1244,17 +843,25 @@ int gameloop() { state_timeout = -1; } } + + if(state != HIGH_SCORE_ENTRY && (keystate[SDLK_q] || keystate[SDLK_ESCAPE])) { + return 0; + } + } } + +int main(int argc, char **argv) { - int i, x, fullscreen; + int x, fullscreen; fullscreen = 0; tail_plume = 0; friction = 0; - oss_sound_flag = 1; + sound_flag = 1; + music_flag = 0; - while ((x = getopt(argc,argv,"efhsp")) >= 0) { + while ((x = getopt(argc,argv,"efhmps")) >= 0) { switch(x) { case 'e': // engine tail_plume = 1; @@ -1267,15 +874,19 @@ main(int argc, char **argv) { " -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 - oss_sound_flag = 0; + sound_flag = 0; + music_flag = 0; break; } } @@ -1285,20 +896,8 @@ main(int argc, char **argv) { return 1; } - while(1) { - for(i = 0; i