X-Git-Url: https://jasonwoof.com/gitweb/?p=vor.git;a=blobdiff_plain;f=main.c;h=927d2bb812234c8c12f2862d61ca94ba3cec0b13;hp=04f65036e132e34331dc54b8324836915acd17d1;hb=148882a3cc520f34616a1175ed157fe258d68dcc;hpb=dfbd909f8f87040e9c19f45462b216f4fc5739d7 diff --git a/main.c b/main.c index 04f6503..927d2bb 100644 --- a/main.c +++ b/main.c @@ -1,190 +1,119 @@ -/* - Space Rocks! Avoid the rocks as long as you can! {{{ - Copyright (C) 2001 Paul Holt - - 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 Free Software Foundation; either version 2 of the License, or - (at your option) any later version. - - 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 - 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 - }}} -*/ -#undef DEBUG - -extern int font_height; -void clearBuffer(); - -// includes {{{ -#include -#include +/* Variations on RockDodger + * Space Rocks copyright (C) 2001 Paul Holt + * + * Project fork 2004, Jason Woofenden and Joshua Grams. + * (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 + * Free Software Foundation; either version 2 of the License, or (at your + * option) any later version. + * + * 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 + * 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 + */ + +#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 "args.h" +#include "common.h" +#include "config.h" +#include "dust.h" +#include "file.h" +#include "globals.h" +#include "mt.h" +#include "rocks.h" +#include "score.h" +#include "sprite.h" +#include "sound.h" // ************************************* VARS -// SDL_Surface global variables {{{ +// SDL_Surface global variables SDL_Surface - *surf_screen, // Screen - *surf_b_rock, // Title element "rock" - *surf_b_dodgers, // Title element "dodgers" - *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 {{{ + *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_life, // Indicator of number of ships remaining + *surf_rock[NROCKS], // THE ROCKS + *surf_font_big; // The big font + + +SFont_Font *g_font; + +// Structure global variables +struct enginedots edot[MAXENGINEDOTS], *dotptr = edot; +struct bangdots bdot[MAXBANGDOTS], *bdotptr = bdot; + +// 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, SCREENDXMIN, 0.0 }; + +float screendx = SCREENDXMIN, screendy = 0.0; +float back_dist; + +// all movement is based on t_frame. +float t_frame; // length of this frame (in ticks = 1/20th second) +int ms_frame; // length of this frame (milliseconds) +int ms_end; // end of this frame (milliseconds) + +int bang = false; +float bangx, bangy, bangdx, bangdy; + +int score; + +float fadetimer = 0, faderate; + +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 5 +char *space_msgs[3] = { + "Press SPACE to start a new game", + "Press SPACE for easy game", + "Press SPACE for normal game" +}; + +char *other_msgs[2] = { + "Press 'e' for easy game", + "Press 'n' for normal game" +}; +#define NSEQUENCE 3 char *sequence[] = { - "Press SPACE to start", - "http://spacerocks.sourceforge.net", - "G'day tesmako", - "G'day overcode", - "S=shield D=laser" + "Press SPACE for normal game", + "Press 'e' for easy game", + "http://jasonwoof.org/vor" }; int bangdotlife, nbangdots; @@ -193,1285 +122,661 @@ 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*opt_gamespeed) - return; -}/*}}}*/ -#endif +// ************************************* FUNCS -FILE *hs_fopen(char *mode) {/*{{{*/ - FILE *f; - mode_t mask; - mask = umask(0111); - if (f=fopen("/usr/share/rockdodger/.highscore",mode)) { - umask(mask); - return f; - } - else { - char s[1024]; - umask(0177); - sprintf(s,"%s/.rockdodger_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() {/*{{{*/ - 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; - } +void +init_engine_dots() { + int i; + for(i = 0; i=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); -}/*}}}*/ +} +void +new_bang_dots(int xbang, int ybang, int dx, int dy, SDL_Surface *s) +{ + int x,y,endcount; + uint16_t *pixel,c; + uint32_t colorkey; + int row_inc; + double theta,r; + int begin_generate; + + begin_generate = SDL_GetTicks(); + pixel = s->pixels; + row_inc = s->pitch/sizeof(uint16_t) - s->w; + colorkey = s->format->colorkey; -int makebangdots(int xbang, int ybang, int xvel, int yvel, SDL_Surface *s, int power) {/*{{{*/ + SDL_LockSurface(s); - // 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 + endcount = 0; + while (endcount<3) { + pixel = s->pixels; + 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; + // r = 1 - frnd()*frnd(); + + bdot[bd2].dx = 45*r*cos(theta) + dx; + bdot[bd2].dy = 45*r*sin(theta) + dy; + bdot[bd2].x = x + xbang; + bdot[bd2].y = y + ybang; + bdot[bd2].c = 0; + bdot[bd2].life = 100; + bdot[bd2].decay = frnd()*3 + 1; + bdot[bd2].active = 1; + + // Replace the last few bang dots with the pixels from the exploding object + if(endcount>0) bdot[bd2].c = c; + + bd2 = (bd2+1) % MAXBANGDOTS; + } + pixel += row_inc; + } + } + if(SDL_GetTicks() - begin_generate > 7) endcount++; + } - int i,x,y,n,endcount; - Uint16 *rawpixel,c; - double theta,r,dx,dy; - int begin_generate; + SDL_UnlockSurface(s); +} - begin_generate = SDL_GetTicks(); +void +draw_bang_dots(SDL_Surface *s) +{ + int i; + int first_i, last_i; + uint16_t *pixels, *pixel, c; + int row_inc = s->pitch/sizeof(uint16_t); + + pixels = (uint16_t *) s->pixels; + first_i = -1; + last_i = 0; + + for(i=0; i= XSIZE || bdot[i].y < 0 || bdot[i].y >= YSIZE) { + bdot[i].active = 0; + continue; + } - SDL_LockSurface(s); - rawpixel = (Uint16 *) s->pixels; + // check collisions + if(pixel_collides(bdot[i].x, bdot[i].y)) { bdot[i].active = 0; continue; } - //for (n=0; n<=power/2; n++) { + pixel = pixels + row_inc*(int)(bdot[i].y) + (int)(bdot[i].x); + if(bdot[i].c) c = bdot[i].c; else c = heatcolor[(int)(bdot[i].life)*3]; + *pixel = c; + } +} - 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 != SDL_MapRGB(s->format,0,255,0)) { +void +new_engine_dots(int n, int dir) { + int i; + 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 }; + + hx = ship.image->w / 2; + hy = ship.image->h / 2; + + 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->active = 1; + dotptr->x = ship.x + s[dir]*hx + (frnd()-0.5)*3; + dotptr->y = ship.y + s[(dir+1)&3]*hy + (frnd()-0.5)*3; + if(dir&1) { + dotptr->dx = ship.dx + 2*dx; + dotptr->dy = ship.dy + 20*dy; + dotptr->life = 60 * fabs(dy); + } else { + dotptr->dx = ship.dx + 20*dx; + dotptr->dy = ship.dy + 2*dy; + dotptr->life = 60 * fabs(dx); + } - theta = rnd()*M_PI*2; + if(dotptr - edot < MAXENGINEDOTS-1) dotptr++; + else dotptr = edot; + } + } +} - r = 1-(rnd()*rnd()); +void +draw_engine_dots(SDL_Surface *s) { + int i; + uint16_t c; + uint16_t *pixels = (uint16_t *) s->pixels; + int row_inc = s->pitch/sizeof(uint16_t); + int heatindex; + Sprite *hit; + + for(i = 0; i= XSIZE + || edot[i].y<0 || edot[i].y >= YSIZE) { + edot[i].active = 0; + continue; + } + // check collisions + if((hit = pixel_collides(edot[i].x, edot[i].y))) { + if(hit->type != SHIP) { // they shouldn't hit the ship, but they do + edot[i].active = 0; + hit->dx += ENGINE_DOT_WEIGHT * edot[i].life * edot[i].dx / sprite_mass(hit); + hit->dy += ENGINE_DOT_WEIGHT * edot[i].life * edot[i].dy / sprite_mass(hit); + continue; + } + } + heatindex = edot[i].life * 6; + c = heatindex>3*W ? heatcolor[3*W-1] : heatcolor[heatindex]; + pixels[row_inc*(int)(edot[i].y) + (int)(edot[i].x)] = c; + } +} - 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; +void +drawdots(SDL_Surface *s) { + int m; - // 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; + // Create engine dots out the side we're moving from + for(m = 0; m<4; m++) { + if(ship.jets & 1< 7) endcount++; - - } -exitloop: - - SDL_UnlockSurface(s); +void +load_ship(void) +{ + load_sprite(SPRITE(&ship), "sprites/ship.png"); +} -}/*}}}*/ +int +init(void) { + + int i; + char *s; + Uint32 flag; + + // Where are our data files? + if(!find_files()) exit(1); + read_high_score_table(); + + 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 { + atexit(SDL_Quit); + atexit(SDL_CloseAudio); + opt_sound = init_sound(); + } + } else { + // Initialize with video only + CONDERROR(SDL_Init(SDL_INIT_VIDEO) != 0); + atexit(SDL_Quit); + } -void draw_bang_dots(SDL_Surface *s) {/*{{{*/ - int i; - int first_i, last_i; - Uint16 *rawpixel; - rawpixel = (Uint16 *) s->pixels; + play_tune(TUNE_TITLE_PAGE); - first_i = -1; + // Attempt to get the required video size + flag = SDL_DOUBLEBUF | SDL_HWSURFACE; + if(opt_fullscreen) flag |= SDL_FULLSCREEN; + surf_screen = SDL_SetVideoMode(XSIZE,YSIZE,16,flag); - 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; + // Set the heat color from the range 0 (cold) to 300 (blue-white) + for(i = 0; iformat, + (ipitch/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; + // Load the life indicator (small ship) graphic. + NULLERROR(surf_life = load_image("indicators/life.png")); - if (bdot[i].life<0) - bdot[i].active = 0; + // Load the font image + s = add_data_path(BIG_FONT_FILE); + if(s) { + NULLERROR(surf_font_big = IMG_Load(s)); + free(s); + g_font = SFont_InitFont(surf_font_big); } - //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 create_engine_dots(int newdots) { - int i; - double theta,r,dx,dy; + init_engine_dots(); + init_dust(); - if(!tail_plume) return; + init_sprites(); + add_sprite(SPRITE(&ship)); - if (state==GAMEPLAY) - for (i=0; iactive==0) { - - theta = rnd()*M_PI*2; - r = rnd(); - dx = cos(theta)*r; - dy = sin(theta)*r; + // Remove the mouse cursor +#ifdef SDL_DISABLE + SDL_ShowCursor(SDL_DISABLE); +#endif - 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; + return 0; +} - dotptr++; - if (dotptr-edot>=MAXENGINEDOTS) dotptr = edot; +void +show_lives(void) +{ + int i; + SDL_Rect dest; - } + for(i=0; iw + 10); + dest.y = 20; + SDL_BlitSurface(surf_life, NULL, surf_screen, &dest); } } -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 +draw_game_over(void) +{ + int x; + char *text0, *text1; + SDL_Rect dest; + float a_game = 0, a_over = 0; + + // fade in "GAME", then "OVER". + a_game = min(1.0, faderate*fadetimer/3.0); + if(a_game == 1.0) a_over = min(1.0, faderate*fadetimer/3.0 - 1); + + fadetimer += t_frame; + + dest.x = (XSIZE-surf_b_game->w)/2; + dest.y = (YSIZE-surf_b_game->h)/2-40; + SDL_SetAlpha(surf_b_game, SDL_SRCALPHA, (int)(a_game*(200 + 55*cos(fadetimer)))); + SDL_BlitSurface(surf_b_game,NULL,surf_screen,&dest); + + dest.x = (XSIZE-surf_b_over->w)/2; + dest.y = (YSIZE-surf_b_over->h)/2 + 40; + SDL_SetAlpha(surf_b_over, SDL_SRCALPHA, (int)(a_over*(200 + 55*sin(fadetimer)))); + SDL_BlitSurface(surf_b_over,NULL,surf_screen,&dest); + + if(new_high_score(score)) { + text0 = "New High Score!"; + text1 = "Press SPACE to continue"; + } else if(initial_rocks == EASY_I_ROCKS) { + text0 = space_msgs[1]; sequence[0] = text0; + text1 = other_msgs[1]; sequence[1] = text1; + } else { + text0 = space_msgs[0]; sequence[0] = space_msgs[2]; + text1 = other_msgs[0]; sequence[1] = text1; } - } -} - -int drawdots(SDL_Surface *s) {/*{{{*/ - int m, scorepos, n; - SDL_LockSurface(s); - // Draw the background stars aka space dots - draw_space_dots(s); + x = (XSIZE-SFont_TextWidth(g_font,text0))/2 + cos(fadetimer/9)*10; + SFont_Write(surf_screen,g_font,x,YSIZE-100 + cos(fadetimer/6)*5,text0); - // 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); + x = (XSIZE-SFont_TextWidth(g_font,text1))/2 + sin(fadetimer/9)*10; + SFont_Write(surf_screen,g_font,x,YSIZE-50 + sin(fadetimer/4)*5,text1); +} - SDL_LockSurface(s); +void +draw_title_page(void) +{ + int x; + char *text; + SDL_Rect dest; + + fadetimer += t_frame/2.0; + + 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_SetAlpha(surf_b_variations, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer))); + SDL_BlitSurface(surf_b_variations,NULL,surf_screen,&dest); + + 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_SetAlpha(surf_b_on, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer-1.0))); + SDL_BlitSurface(surf_b_on,NULL,surf_screen,&dest); + + 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_SetAlpha(surf_b_rockdodger, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer-2.0))); + SDL_BlitSurface(surf_b_rockdodger,NULL,surf_screen,&dest); + + text = sequence[(int)(fadetimer/35)%NSEQUENCE]; + 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); + + 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); +} - } +void +draw(void) { - // Draw all the engine dots - draw_engine_dots(s); + SDL_FillRect(surf_screen,NULL,0); // black background + drawdots(surf_screen); // background dots + draw_sprite(SPRITE(&ship)); + draw_rocks(); - // Create more engine dots comin out da back - if (!gameover) - create_engine_dots(200); + show_lives(); + show_score(); - // Create engine dots out the side we're moving from - for (m=0; m<4; m++) - if (maneuver & 1< 0) - draw_bang_dots(s); + case TITLE_PAGE: draw_title_page(); break; - SDL_UnlockSurface(s); -}/*}}}*/ -char * load_file(char *s) {/*{{{*/ - static char retval[1024]; - snprintf(retval, 1024, "%s/%s", data_dir, s); - return retval; -} -/*}}}*/ -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/rockdodger - 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/rockdodger"); - if (missing(data_dir)) { - fprintf (stderr,"Cannot find data in %s\n", data_dir); - exit(-2); - } - } - } + case HIGH_SCORE_ENTRY: + play_tune(TUNE_HIGH_SCORE_ENTRY); + if(!process_score_input()) { // done inputting name - if (oss_sound_flag) { + // Change state to briefly show high scores page + state = HIGH_SCORE_DISPLAY; + state_timeout = 200; - // 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(); + // Write the high score table to the file + write_high_score_table(); + + play_tune(TUNE_TITLE_PAGE); + } + // 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 } - } - 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); - - // Set the title bar text - SDL_WM_SetCaption("Rock Dodgers", "rockdodgers"); - - NULLERROR(surf_screen); - - // Set the heat color from the range 0 (cold) to 300 (blue-white) - for (i=0; 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)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); - } + ms_frame = SDL_GetTicks() - ms_end; + ms_end += ms_frame; + t_frame = opt_gamespeed * ms_frame / 50; + if(state == GAMEPLAY) score += ms_frame; - } - } - - // 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_rock->w; - src.h = surf_b_rock->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)*10; - SDL_SetAlpha(surf_b_rock, SDL_SRCALPHA, (int)(200+55*sin(fadetimer+=movementrate/2.0))); - SDL_BlitSurface(surf_b_rock,&src,surf_screen,&dest); - src.w = surf_b_dodgers->w; - src.h = surf_b_dodgers->h; - dest.w = src.w; - dest.h = src.h; - dest.x = (XSIZE-src.w)/2+sin(fadetimer/6.5)*10; - dest.y = (YSIZE/2-src.h)/2 + surf_b_rock->h + 20 + sin((fadetimer+1)/5)*10; - SDL_SetAlpha(surf_b_dodgers, SDL_SRCALPHA, (int)(200+55*sin(fadetimer-1.0))); - SDL_BlitSurface(surf_b_dodgers,&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; - } - } - } - 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); - } + // Update the surface + SDL_Flip(surf_screen); +} -#ifdef DOTCOLLISION - dotcollision(surf_screen); // Kill dots that are not on their spots -#endif +static inline void +kill_ship(Sprite *ship) +{ + ship->flags = MOVE; + // ship->flags = MOVE|DRAW; // FADE SHIP + // SDL_SetAlpha(ship->image, SDL_SRCALPHA, 0); // FADE SHIP + bang = true; +} - // 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); - } +void +do_collision(Sprite *a, Sprite *b) +{ + if(a->type == SHIP) kill_ship(a); + else if (b->type == SHIP) kill_ship(b); + else bounce(a, b); +} +void +init_score_entry(void) +{ + SDL_Event e; + state = HIGH_SCORE_ENTRY; + state_timeout = 5.0e6; + SDL_EnableUNICODE(1); + while(SDL_PollEvent(&e)) + ; +} - // 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; +void +gameloop() { + Uint8 *keystate = SDL_GetKeyState(NULL); + float tmp; + + + for(;;) { + SDL_PumpEvents(); + keystate = SDL_GetKeyState(NULL); + + if(!paused) { + // Count down the game loop timer, and change state when it gets to zero or less; + + if((state_timeout -= t_frame*3) < 0) { + switch(state) { + 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; + case GAMEPLAY: + ; // no action necessary + } + } else { + if(state == DEAD_PAUSE) { + float blast_radius; + // float alpha; // FADE SHIP + if(state_timeout >= DEAD_PAUSE_LENGTH - 20.0) { + blast_radius = BLAST_RADIUS * (DEAD_PAUSE_LENGTH - state_timeout) / 20.0; + blast_rocks(bangx, bangy, blast_radius); + } + + if(bangx < 60) bangx = 60; + + // FADE SHIP + // alpha = 255.0 * (DEAD_PAUSE_LENGTH - state_timeout) / DEAD_PAUSE_LENGTH; + // SDL_SetAlpha(ship.image, SDL_SRCALPHA, (uint8_t)alpha); } - } - - // 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; } - 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 - 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); + new_rocks(); - if (state!=HIGH_SCORE_ENTRY && (keystate[SDLK_q] || keystate[SDLK_ESCAPE])) - return 0; + // SCROLLING + tmp = (ship.y+ship.dy*t_frame-YSCROLLTO)/25 + (ship.dy-screendy); + screendy += tmp * t_frame/12; + tmp = (ship.x+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(back_dist + (screendx - SCREENDXMIN)*TO_TICKS(2) < 0) + screendx = SCREENDXMIN - (back_dist/TO_TICKS(2)); + back_dist += (screendx - SCREENDXMIN)*t_frame; + if(opt_max_lead >= 0) back_dist = min(back_dist, opt_max_lead); - if (keystate[SDLK_SPACE] && (state==HIGH_SCORE_DISPLAY || state==TITLE_PAGE || state==DEMO)) { + // move bang center + bangx += (bangdx - screendx)*t_frame; + bangy += (bangdy - screendy)*t_frame; - for (i=0; i XSIZE) { + ship.x -= (ship.dx-screendx)*t_frame; + ship.dx = screendx - (ship.dx-screendx)*opt_bounciness; + } - xvel=-1; - gameover=0; - yvel=0; - xship=0; - yship=YSIZE/2; - shieldlevel = 3*W; - initialshield = 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)*opt_bounciness; + } - } + draw(); + + if(state == GAMEPLAY && bang) { + // Died + bang = false; + play_sound(SOUND_BANG); // Play the explosion sound + bangx = ship.x; bangy = ship.y; bangdx = ship.dx; bangdy = ship.dy; + new_bang_dots(ship.x,ship.y,ship.dx,ship.dy,ship.image); + + if(--ship.lives) { + state = DEAD_PAUSE; + state_timeout = DEAD_PAUSE_LENGTH; + 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 < SCREENDXMIN) ship.dx = SCREENDXMIN; + } else { + state = GAME_OVER; + ship.dx = SCREENDXMIN; ship.dy = 0; + state_timeout = 200.0; + fadetimer = 0.0; + faderate = t_frame; + } + } - maneuver=0; - laser=0; - } - else { - SDL_PumpEvents(); - keystate = SDL_GetKeyState(NULL); - } + // new game + if((keystate[SDLK_SPACE] || keystate[SDLK_e] || keystate[SDLK_n]) + && (state == HIGH_SCORE_DISPLAY + || state == TITLE_PAGE + || state == GAME_OVER)) { + if(state == GAME_OVER && new_high_score(score)) + init_score_entry(); + else { + if((keystate[SDLK_SPACE] && !initial_rocks) || keystate[SDLK_n]) { + initial_rocks = NORMAL_I_ROCKS; + final_rocks = NORMAL_F_ROCKS; + if(opt_gamespeed == EASY_GAMESPEED) + opt_gamespeed = NORMAL_GAMESPEED; + } else if(keystate[SDLK_e]) { + initial_rocks = EASY_I_ROCKS; + final_rocks = EASY_F_ROCKS; + opt_gamespeed = EASY_GAMESPEED; + } + reset_sprites(); + reset_rocks(); + screendx = SCREENDXMIN; screendy = 0; + + ship.x = XSIZE/2.2; ship.y = YSIZE/2; + ship.dx = screendx; ship.dy = screendy; + ship.lives = 4; + ship.flags = MOVE|DRAW|COLLIDE; + // SDL_SetAlpha(ship.image, SDL_SRCALPHA, SDL_ALPHA_OPAQUE); // FADE SHIP + add_sprite(SPRITE(&ship)); + + score = 0; + + state = GAMEPLAY; + play_tune(TUNE_GAMEPLAY); + } + } - if (state==GAMEPLAY) { - if (!gameover) { - - if (!paused) { - if (keystate[SDLK_UP]) { yvel -= 1.5*movementrate; maneuver|=1<<3;} - if (keystate[SDLK_DOWN]) { yvel += 1.5*movementrate; maneuver|=1<<1;} - if (keystate[SDLK_LEFT]) { xvel -= 1.5*movementrate; maneuver|=1<<2;} - if (keystate[SDLK_RIGHT]) { xvel += 1.5*movementrate; maneuver|=1;} - if (keystate[SDLK_d]) { laser=1; } - if (keystate[SDLK_1]) { fast=1; } - if (keystate[SDLK_2]) { fast=0; } - if (keystate[SDLK_3]) { SDL_SaveBMP(surf_screen, "snapshot.bmp"); } - shieldsup = keystate[SDLK_s]; + ship.jets = 0; } - if (keystate[SDLK_p]) { - if (!pausedown) { - paused = !paused; - if (paused) { - SDL_Rect src,dest; - src.w = surf_b_rock->w; - src.h = surf_b_rock->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_rock,&src,surf_screen,&dest); - // Update the surface - SDL_Flip(surf_screen); - printf("paused\n"); + if(state == GAMEPLAY) { + if(!paused) { + if(keystate[SDLK_LEFT] | keystate[SDLK_h]) { ship.dx -= 1.5*t_frame; ship.jets |= 1<<0;} + if(keystate[SDLK_DOWN] | keystate[SDLK_t]) { ship.dy += 1.5*t_frame; ship.jets |= 1<<1;} + if(keystate[SDLK_RIGHT] | keystate[SDLK_n]) { ship.dx += 1.5*t_frame; ship.jets |= 1<<2;} + if(keystate[SDLK_UP] | keystate[SDLK_c]) { ship.dy -= 1.5*t_frame; ship.jets |= 1<<3;} + if(keystate[SDLK_3]) { SDL_SaveBMP(surf_screen, "snapshot.bmp"); } } - else { - printf ("not paused\n"); + + if(keystate[SDLK_p] | keystate[SDLK_s]) { + if(!pausedown) { + paused = !paused; + pausedown = 1; + if(!paused) ms_end = SDL_GetTicks(); + } + } else { + pausedown = 0; } - pausedown=1; - } - } - else { - pausedown=0; } - } - else { - shieldsup = 0; - paused = 0; - pausedown = 0; - } + if(state != HIGH_SCORE_ENTRY && (keystate[SDLK_q] || keystate[SDLK_ESCAPE])) + return; + } +} - // 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; - break; - 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); - break; - case 'p': // physics - friction = 1; - break; - case 's': // silent - oss_sound_flag = 0; - break; +int +main(int argc, char **argv) { + init_opts(); + argp_parse(&argp, argc, argv, 0, 0, 0); + + if(init()) { + printf ("ta: '%s'\n",initerror); + return 1; } - if (init(fullscreen)) { - printf ("ta: '%s'\n",initerror); - return 1; - } - - while(1) { - for (i=0; i