X-Git-Url: https://jasonwoof.com/gitweb/?p=vor.git;a=blobdiff_plain;f=main.c;h=8e413bd2e4dcb0355dbf654d8e5f00d629d72d6d;hp=a1864319ddfa3548cc6a84cf0541773e9ad4d055;hb=fd76673983c406545f8fe1c89a9202760f30e4e9;hpb=b5a8e092201fa4c7c95a00dee56abe228fe60fdd diff --git a/main.c b/main.c index a186431..91af524 100644 --- a/main.c +++ b/main.c @@ -19,103 +19,32 @@ * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ -#undef DEBUG - -extern int font_height; -void clearBuffer(); - -// includes {{{ -#include -#include +#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) -// }}} - -// ************************************* 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} -}; -// }}} +#include "font.h" + +#include "args.h" +#include "common.h" +#include "config.h" +#include "dust.h" +#include "file.h" +#include "float.h" +#include "globals.h" +#include "mt.h" +#include "rocks.h" +#include "score.h" +#include "sprite.h" +#include "sound.h" +#include "autopilot.h" // ************************************* VARS -// SDL_Surface global variables {{{ +// SDL_Surface global variables SDL_Surface *surf_screen, // Screen *surf_b_variations, // "variations" banner @@ -123,68 +52,74 @@ SDL_Surface *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; -struct spacedot sdot[MAXSPACEDOTS]; -// }}} -// Other global variables {{{ + + +font *g_font; + +struct dot { + int active; + float x, y; + float dx, dy; + float mass; // in DOT_MASS_UNITs + float decay; // rate at which to reduce mass. + int heat; // heat multiplier (color). +}; + +struct dot edot[MAXENGINEDOTS], *dotptr = edot; +struct dot bdot[MAXBANGDOTS]; + +// 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 shieldlevel, shieldpulse = 0; -float yscroll; - -int nships,score,initticks,ticks_since_last, last_ticks; -int initialshield, gameover, fast; -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 pausedown = 0,paused = 0; + +struct ship ship = { SHIP, 0, NULL, XSIZE/2, YSIZE/2, BARRIER_SPEED, 0.0 }; + +float screendx = BARRIER_SPEED, screendy = 0.0; +float dist_ahead; + +// all movement is based on t_frame. +unsigned long frames, start, end; +float t_frame; // length of this frame (in ticks = 1/20th second) adjusted for gamespeed +int ms_frame; // length of this frame (milliseconds) +int ms_end; // end of this frame (milliseconds) + +float gamespeed = 1.00; + +int score; + +float fadetimer = 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", - "http://qualdan.com/vor/" +#define NSEQUENCE 3 +char *msgs[2][3] = { + { + "Press SPACE for normal game", + "Press '1' for easy game", + "http://jasonwoof.org/vor" + }, + { + "Press SPACE for easy game", + "Press '2' for normal game", + "http://jasonwoof.org/vor" + } }; int bangdotlife, nbangdots; @@ -193,510 +128,262 @@ Uint16 heatcolor[W*3]; char *data_dir; extern char *optarg; 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; 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); +#define TO_TICKS(seconds) ((seconds)*20*gamespeed) - return; -} -#endif +// ************************************* 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() { - return (float)random()/(float)RAND_MAX; -} -void init_engine_dots() { +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); - - 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. - // TODO - generate and display dots in a circular buffer - - int i,x,y,n,endcount; - Uint16 *rawpixel,c; - double theta,r,dx,dy; - int begin_generate; - - begin_generate = SDL_GetTicks(); - - SDL_LockSurface(s); - rawpixel = (Uint16 *) s->pixels; - //for(n = 0; n <= power/2; n++) { - endcount = 0; - while (endcount<3) { +void +new_engine_dots(void) { + int dir, i; + int n = t_frame * ENGINE_DOTS_PER_TIC; + float a, r; // angle, random length + float dx, dy; + float hx, hy; // half ship width/height. + static const int s[4] = { 2, 1, 0, 1 }; + float time; + float accelh, accelv, past_ship_dx, past_ship_dy; - 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)) { + hx = ship.image->w / 2; + hy = ship.image->h / 2; - theta = rnd()*M_PI*2; + for(dir=0; dir<4; dir++) { + if(!(ship.jets & 1<0)?c:0; - bdot[bd2].life = 100; - bdot[bd2].decay = rnd()*3 + 1; - bdot[bd2].active = 1; - - bd2++; - bd2 %= MAXBANGDOTS; + for(i = 0; iactive == 0) { + a = frnd()*M_PI + (dir-1)*M_PI_2; + r = sin(frnd()*M_PI); + dx = r * cos(a); + dy = r * -sin(a); // screen y is "backwards". + + dotptr->decay = 3; + dotptr->heat = 6; + + // dot was created at a random time during the time span + time = frnd() * t_frame; // this is how long ago + + // calculate how fast the ship was going when this engine dot was + // created (as if it had a smooth acceleration). This is used in + // determining the velocity of the dots, but not their starting + // location. + accelh = ((ship.jets >> 2) & 1) - (ship.jets & 1); + accelh *= THRUSTER_STRENGTH * time; + past_ship_dx = ship.dx - accelh; + accelv = ((ship.jets >> 1) & 1) - ((ship.jets >> 3) & 1); + accelv *= THRUSTER_STRENGTH * time; + past_ship_dy = ship.dy - accelv; + + // the starting position (not speed) of the dot is calculated as + // though the ship were traveling at a constant speed for this + // t_frame. + dotptr->x = (ship.x - (ship.dx - screendx) * time) + s[dir]*hx; + dotptr->y = (ship.y - (ship.dy - screendy) * time) + s[(dir+1)&3]*hy; + if(dir&1) { + dotptr->dx = past_ship_dx + 2*dx; + dotptr->dy = past_ship_dy + 20*dy; + dotptr->mass = 60 * fabs(dy); + } else { + dotptr->dx = past_ship_dx + 20*dx; + dotptr->dy = past_ship_dy + 2*dy; + dotptr->mass = 60 * fabs(dx); + } - // If the circular buffer is filled, who cares? They've had their chance. - //if(bd2 == bd1-1) goto exitloop; + // move the dot as though it were created in the past + dotptr->x += (dotptr->dx - screendx) * time; + dotptr->y += (dotptr->dy - screendy) * time; + if(!fclip(dotptr->x, XSIZE) && !fclip(dotptr->y, YSIZE)) { + dotptr->active = 1; + if(dotptr - edot < MAXENGINEDOTS-1) { + dotptr++; + } else { + dotptr = edot; + } + } } } } - - if(SDL_GetTicks() - begin_generate > 7) endcount++; - - } -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; - for(i = bd1; (bd1 <= 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 the dot has drifted outside the perimeter, kill it - bdot[i].active = 0; - } - - 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; +void +new_bang_dots(struct sprite *s) +{ + int i, n, x, y; + uint16_t *pixel, c; + uint32_t colorkey; + int row_inc; + double theta, r; + SDL_Surface *img = s->image; + + n = 20; + pixel = img->pixels; + row_inc = img->pitch/sizeof(uint16_t) - img->w; + colorkey = img->format->colorkey; + + if(SDL_MUSTLOCK(img)) { SDL_LockSurface(img); } + + for(i=0; ipixels; + for(y=0; yh; y++) { + for(x = 0; xw; x++) { + c = *pixel++; + if(c && c != colorkey) { + theta = frnd()*M_PI*2; + r = frnd(); r = 1 - r*r; + + bdot[bd2].dx = 45*r*cos(theta) + s->dx; + bdot[bd2].dy = 45*r*sin(theta) + s->dy; + bdot[bd2].x = x + s->x; + bdot[bd2].y = y + s->y; + bdot[bd2].mass = frnd() * 99; + bdot[bd2].decay = frnd()*1.5 + 0.5; + bdot[bd2].heat = 3; + bdot[bd2].active = 1; + + bd2 = (bd2+1) % MAXBANGDOTS; + } + pixel += row_inc; + } } } - if(first_i >= 0) { - bd1 = first_i; - bd2 = last_i; - } - else { - bd1 = 0; - bd2 = 0; - } - + if(SDL_MUSTLOCK(img)) { SDL_UnlockSurface(img); } } -void draw_space_dots(SDL_Surface *s) { - int i; - Uint16 *rawpixel; - rawpixel = (Uint16 *) s->pixels; +void +move_dot(struct dot *d) +{ + Sprite *hit; + float mass; - 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; + if(d->active) { + d->x += (d->dx - screendx) * t_frame; + d->y += (d->dy - screendy) * t_frame; + d->mass -= t_frame * d->decay; + if(d->mass < 0 || fclip(d->x, XSIZE) || fclip(d->y, YSIZE)) + d->active = 0; + else { + hit = pixel_collides(d->x, d->y); + if(hit) if(hit->type != SHIP) { + d->active = 0; + mass = sprite_mass(hit); + hit->dx += DOT_MASS_UNIT * d->mass * (d->dx - hit->dx) / mass; + hit->dy += DOT_MASS_UNIT * d->mass * (d->dy - hit->dy) / mass; + } } } } -void draw_engine_dots(SDL_Surface *s) { +void +move_dots(void) +{ 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]; - } - } - } + 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(d->active) { + pixels = (uint16_t *) surf_screen->pixels; + row_inc = surf_screen->pitch / sizeof(uint16_t); + pixel = pixels + (int)d->y * row_inc + (int)d->x; + *pixel = heatcolor[min(3*W-1, (int)(d->mass * d->heat))]; } } -void create_engine_dots2(int newdots, int m) { +void +draw_dots(void) { 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++; - if(dotptr-edot >= MAXENGINEDOTS) { - dotptr = edot; - } - } - } -} - -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); - - // Create more engine dots comin out da back - if(!gameover) - create_engine_dots(200); + if(SDL_MUSTLOCK(surf_screen)) { SDL_LockSurface(surf_screen); } + draw_dust(); + for(i=0; i 0) - draw_bang_dots(s); - - SDL_UnlockSurface(s); + return img; } -char * load_file(char *s) { - static char retval[1024]; - snprintf(retval, 1024, "%s/%s", data_dir, s); - return retval; +void +load_ship(void) +{ + load_sprite(SPRITE(&ship), "ship.png"); } - -int missing(char *dirname) { - struct stat buf; - stat(dirname, &buf); - return (!S_ISDIR(buf.st_mode)); +void font_cleanup() { + font_free(g_font); } -int init(int fullscreen) { +int +init(void) { - int i,j; - SDL_Surface *temp; - Uint16 *raw_pixels; + int i; + char *s; 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(opt_sound) { + // Initialize SDL with audio and video + if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) != 0) { + opt_sound = 0; + fputs("Can't open sound, starting without it\n", stderr); + 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); + opt_sound = 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); + play_tune(TUNE_TITLE_PAGE); // Attempt to get the required video size flag = SDL_DOUBLEBUF | SDL_HWSURFACE; - if(fullscreen) flag |= SDL_FULLSCREEN; + if(opt_fullscreen) flag |= SDL_FULLSCREEN; surf_screen = SDL_SetVideoMode(XSIZE,YSIZE,16,flag); // Set the title bar text - SDL_WM_SetCaption("Rock Dodgers", "rockdodgers"); + SDL_WM_SetCaption("Variations on Rockdodger", "VoR"); NULLERROR(surf_screen); @@ -709,62 +396,31 @@ int init(int fullscreen) { } // Load the banners - NULLERROR(temp = IMG_Load(load_file("banners/variations.png"))); - NULLERROR(surf_b_variations = SDL_DisplayFormat(temp)); - - NULLERROR(temp = IMG_Load(load_file("banners/on.png"))); - NULLERROR(surf_b_on = SDL_DisplayFormat(temp)); - - NULLERROR(temp = IMG_Load(load_file("banners/rockdodger.png"))); - NULLERROR(surf_b_rockdodger = SDL_DisplayFormat(temp)); + NULLERROR(surf_b_variations = load_image("b_variations.png")); + NULLERROR(surf_b_on = load_image("b_on.png")); + NULLERROR(surf_b_rockdodger = load_image("b_rockdodger.png")); - NULLERROR(temp = IMG_Load(load_file("banners/game.png"))); - NULLERROR(surf_b_game = SDL_DisplayFormat(temp)); - - NULLERROR(temp = IMG_Load(load_file("banners/over.png"))); - NULLERROR(surf_b_over = SDL_DisplayFormat(temp)); - - surf_font_big = IMG_Load(load_file(BIG_FONT_FILE)); - InitFont(surf_font_big); - - // Load the spaceship graphic. - NULLERROR(temp = IMG_Load(load_file("sprites/ship.png"))); - NULLERROR(surf_ship = SDL_DisplayFormat(temp)); + NULLERROR(surf_b_game = load_image("b_game.png")); + NULLERROR(surf_b_over = load_image("b_over.png")); // Load the life indicator (small ship) graphic. - NULLERROR(temp = IMG_Load(load_file("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++; - } - } - } + NULLERROR(surf_life = load_image("life.png")); - SDL_UnlockSurface(surf_ship); + // Load the font image + s = add_data_path("font.png"); + if(s) { + g_font = font_load(s); + atexit(&font_cleanup); + } else { + fprintf(stderr, "could create path to font\n"); + exit(1); + } init_engine_dots(); - init_space_dots(); - - // Load all our lovely rocks - for(i = 0; iw + 10); + dest.y = 20; + SDL_BlitSurface(surf_life, NULL, surf_screen, &dest); + } +} - // Draw a fully black background - SDL_FillRect(surf_screen,NULL,0); +void +draw_game_over(void) +{ + int x; + char *text0, *text1; + SDL_Rect dest; + fadetimer += t_frame; -#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); + dest.x = (XSIZE-surf_b_game->w)/2; + dest.y = (YSIZE-surf_b_game->h)/2-40; + SDL_BlitSurface(surf_b_game,NULL,surf_screen,&dest); - // If it's firing, draw the laser - if(laser) { - drawlaser(); - } + dest.x = (XSIZE-surf_b_over->w)/2; + dest.y = (YSIZE-surf_b_over->h)/2 + 40; + SDL_BlitSurface(surf_b_over,NULL,surf_screen,&dest); - // 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); + if(new_high_score(score)) { + text0 = "New High Score!"; + text1 = "Press SPACE to continue"; + } else { + text0 = msgs[g_easy][0]; + text1 = msgs[g_easy][1]; } - // 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; - } - } + x = (XSIZE-font_width(text0))/2 + cos(fadetimer/9)*10; + font_write(x,YSIZE-100 + cos(fadetimer/6)*5,text0); - // 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); - } + x = (XSIZE-font_width(text1))/2 + sin(fadetimer/9)*10; + font_write(x,YSIZE-50 + sin(fadetimer/4)*5,text1); +} - } - } +void +draw_title_page(void) +{ + int x; + char *text; + SDL_Rect dest; - // 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; - } + fadetimer += t_frame/2.0; - 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; - } + dest.x = (XSIZE-surf_b_variations->w)/2 + cos(fadetimer/6.5)*10; + dest.y = (YSIZE/2-surf_b_variations->h)/2 + sin(fadetimer/5.0)*10; + SDL_BlitSurface(surf_b_variations,NULL,surf_screen,&dest); - 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; + dest.x = (XSIZE-surf_b_on->w)/2 + cos((fadetimer + 1.0)/6.5)*10; + dest.y = (YSIZE/2-surf_b_on->h)/2 + surf_b_variations->h + 20 + sin((fadetimer + 1.0)/5.0)*10; + SDL_BlitSurface(surf_b_on,NULL,surf_screen,&dest); - case TITLE_PAGE: + dest.x = (XSIZE-surf_b_rockdodger->w)/2 + cos((fadetimer + 2.0)/6.5)*10; + dest.y = (YSIZE/2-surf_b_rockdodger->h)/2 + surf_b_variations->h + surf_b_on->h + 40 + sin((fadetimer + 2.0)/5)*10; + SDL_BlitSurface(surf_b_rockdodger,NULL,surf_screen,&dest); - 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; + text = msgs[g_easy][(int)(fadetimer/35)%NSEQUENCE]; + x = (XSIZE-font_width(text))/2 + cos(fadetimer/4.5)*10; + font_write(x,YSIZE-100 + cos(fadetimer/3)*5,text); - case HIGH_SCORE_ENTRY: + text = "Version " VERSION; + x = (XSIZE-font_width(text))/2 + sin(fadetimer/4.5)*10; + font_write(x,YSIZE-50 + sin(fadetimer/2)*5,text); +} - 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; - } - // FALL THROUGH +void +draw(void) +{ + SDL_FillRect(surf_screen,NULL,0); // black background + draw_dots(); // background dots + draw_sprite(SPRITE(&ship)); + draw_rocks(); - 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); - } + show_lives(); + show_score(); - } + switch (state) { + case GAME_OVER: draw_game_over(); break; - 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; - } + case TITLE_PAGE: draw_title_page(); break; - 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; - } - } - } 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; - } - } - } - SDL_UnlockSurface(surf_screen); + case HIGH_SCORE_ENTRY: play_tune(TUNE_HIGH_SCORE_ENTRY); + // and fall through to + case HIGH_SCORE_DISPLAY: + // Display de list o high scores mon. + display_scores(150,50); + break; + case GAMEPLAY: + case DEAD_PAUSE: + ; // no action necessary } -#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); +static inline void +kill_ship(struct ship *ship) +{ + play_sound(SOUND_BANG); + new_bang_dots(SPRITE(ship)); + if(--ship->lives) { + state = DEAD_PAUSE; + state_timeout = DEAD_PAUSE_LENGTH; + // want ship to be invisible, but keep drifting at sqrt(speed) + // to leave it in the middle of the space from the explosion. + ship->flags = MOVE; + ship->dx = (ship->dx < 0) ? -sqrt(-ship->dx) : sqrt(ship->dx); + ship->dy = (ship->dy < 0) ? -sqrt(-ship->dy) : sqrt(ship->dy); + if(ship->dx < BARRIER_SPEED) ship->dx = BARRIER_SPEED; + } else { + state = GAME_OVER; + state_timeout = 200.0; + fadetimer = 0.0; + ship->flags = 0; + // scrolling is based on the ship speed, so we need to reset it. + ship->dx = BARRIER_SPEED; ship->dy = 0; } +} +void +do_collision(Sprite *a, Sprite *b) +{ + if(a->type == SHIP) kill_ship((struct ship *)a); + else if(b->type == SHIP) kill_ship((struct ship *)b); + else bounce(a, b); +} - // 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); +void +init_score_entry(void) +{ + SDL_Event e; + state = HIGH_SCORE_ENTRY; + state_timeout = 5.0e6; + SDL_EnableUNICODE(1); + while(SDL_PollEvent(&e)) + ; + insert_score(score); +} +// Count down the state timer, and change state when it gets to zero or less; +void +update_state(void) +{ + state_timeout -= t_frame*3; + if(state_timeout > 0) return; - return bang; + switch(state) { + case GAMEPLAY: break; // no action necessary + case DEAD_PAUSE: + // Restore the ship and continue playing + ship.flags = DRAW|MOVE|COLLIDE; + state = GAMEPLAY; + play_tune(TUNE_GAMEPLAY); + break; + case GAME_OVER: + if(new_high_score(score)) init_score_entry(); + else { + state = HIGH_SCORE_DISPLAY; + state_timeout = 400; + } + break; + case HIGH_SCORE_DISPLAY: + state = TITLE_PAGE; + state_timeout = 600.0; + fadetimer = 0.0; + break; + case HIGH_SCORE_ENTRY: + break; + case TITLE_PAGE: + state = HIGH_SCORE_DISPLAY; + state_timeout = 200.0; + break; + } } -int gameloop() { - int i = 0; - Uint8 *keystate; +void +gameloop() { + SDL_Event e; + 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) { - 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; - } - } - - // 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; + ms_frame = SDL_GetTicks() - ms_end; + ms_end += ms_frame; + if(ms_frame > 50) { + ms_frame = 50; + } + t_frame = gamespeed * ms_frame / 50; + frames++; + + if(opt_autopilot) { + autopilot(t_frame); + } + + while(SDL_PollEvent(&e)) { + switch(e.type) { + case SDL_QUIT: return; + case SDL_KEYDOWN: + if(state == HIGH_SCORE_ENTRY) { + if(!process_score_input(&e.key.keysym)) { + // Write the high score table to the file + write_high_score_table(); + // continue to display the scores briefly + state = HIGH_SCORE_DISPLAY; + state_timeout = 200; + play_tune(TUNE_TITLE_PAGE); } + } else if(e.key.keysym.sym == SDLK_q) { + return; + } + if(e.key.keysym.sym == SDLK_ESCAPE) { + return; + } 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; - } } + } + keystate = SDL_GetKeyState(NULL); + if(opt_autopilot) { + autopilot_fix_keystates(keystate); + } - 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; + if(state == GAMEPLAY) { + if(!paused) { + score += ms_frame; + + if(keystate[SDLK_LEFT] || keystate[SDLK_h]) { ship.dx -= THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<0;} + if(keystate[SDLK_DOWN] || keystate[SDLK_t]) { ship.dy += THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<1;} + if(keystate[SDLK_RIGHT] || keystate[SDLK_n]) { ship.dx += THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<2;} + if(keystate[SDLK_UP] || keystate[SDLK_c]) { ship.dy -= THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<3;} + if(ship.jets) { + ship.dx = fconstrain2(ship.dx, -50, 50); + ship.dy = fconstrain2(ship.dy, -50, 50); } + if(keystate[SDLK_3]) { SDL_SaveBMP(surf_screen, "snapshot.bmp"); } } - // 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; + if(keystate[SDLK_p] | keystate[SDLK_s]) { + if(!pausedown) { + paused = !paused; + pausedown = 1; + if(!paused) ms_end = SDL_GetTicks(); + } + } else { + pausedown = 0; } + } - // INERTIA - xship += xvel*movementrate; - yship += yvel*movementrate; + if(!paused) { + update_state(); // 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; - } + tmp = (ship.y+ship.h/2 + ship.dy*t_frame - YSCROLLTO)/25 + (ship.dy-screendy); + screendy += tmp * t_frame/12; + tmp = (ship.x+ship.w/2 + ship.dx*t_frame - XSCROLLTO)/25 + (ship.dx-screendx); + screendx += tmp * t_frame/12; + // taper off so we don't hit the barrier abruptly. + // (if we would hit in < 2 seconds, adjust to 2 seconds). + if(dist_ahead + (screendx - BARRIER_SPEED)*TO_TICKS(2) < 0) + screendx = BARRIER_SPEED - (dist_ahead/TO_TICKS(2)); + dist_ahead += (screendx - BARRIER_SPEED)*t_frame; + if(MAX_DIST_AHEAD >= 0) dist_ahead = min(dist_ahead, MAX_DIST_AHEAD); + move_sprites(); + move_dots(); + move_dust(); - // BOUNCE X - if(xship<0 || xship>XSIZE-surf_ship->w) { - // BOUNCE from left and right wall - xship -= xvel*movementrate; - xvel *= -0.99; - } + new_rocks(); - // BOUNCE Y - if(yship<0 || yship>YSIZE-surf_ship->h) { - // BOUNCE from top and bottom wall - yship -= yvel; - yvel *= -0.99; + // BOUNCE off left or right edge of screen + if(ship.x < 0 || ship.x+ship.w > XSIZE) { + ship.x -= (ship.dx-screendx)*t_frame; + ship.dx = screendx - (ship.dx-screendx)*BOUNCINESS; + ship.x = fconstrain(ship.x, XSIZE - ship.w); } - - 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; - } + // BOUNCE off top or bottom of screen + if(ship.y < 0 || ship.y+ship.h > YSIZE) { + ship.y -= (ship.dy-screendy)*t_frame; + ship.dy = screendy - (ship.dy-screendy)*BOUNCINESS; + ship.y = fconstrain(ship.y, YSIZE - ship.h); } - SDL_PumpEvents(); - keystate = SDL_GetKeyState(NULL); + new_engine_dots(); - 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)) { + collisions(); // must happen after ship bouncing because it puts pixels where the ship is (thus the ship must be on the screen) - 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 { - pausedown = 0; - } - - } - else { - shieldsup = 0; - paused = 0; - pausedown = 0; - } - } else if(state == GAME_OVER) { - if(keystate[SDLK_SPACE]) { - state_timeout = -1; - } + if(state == TITLE_PAGE && keystate[SDLK_h]) { + state = HIGH_SCORE_DISPLAY; + state_timeout = 400; } } } -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; - break; - case 'f': // fullscreen - fullscreen = 1; - break; - case 'h': // help - printf("Variations on RockDodger\n" - " -e Big tail [E]ngine\n" - " -f [F]ull screen\n" - " -h This [H]elp message\n" - " -p Stupid original [P]hysics (friction)\n" - " -s [S]ilent (no sound)\n"); - exit(0); - break; - case 'p': // physics - friction = 1; - break; - case 's': // silent - oss_sound_flag = 0; - break; - } - } +int +main(int argc, char **argv) { + if(!parse_opts(argc, argv)) return 1; - if(init(fullscreen)) { - printf ("ta: '%s'\n",initerror); + if(init()) { + printf ("vor: SDL error: '%s'\n",initerror); return 1; } - while(1) { - for(i = 0; i