+/*
+ Space Rocks! Avoid the rocks as long as you can! {{{
+ Copyright (C) 2001 Paul Holt <pad@pcholt.com>
+
+ 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 <SDL/SDL.h>
+#include <SDL/SDL_image.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include <math.h>
+#include <stdarg.h>
+
+#include <sys/types.h>
+#include <sys/stat.h>
+#include <unistd.h>
+
+#include "SFont.h"
+// }}}
+// constants {{{
+#define XSIZE 640
+#define YSIZE 480
+#define NROCKS 6 // Number of rock image files, not number of rocks visible
+#define MAXROCKS 120 // MAX Rocks
+#define MAXROCKHEIGHT 100
+#define ROCKRATE 2
+#define MAXBLACKPOINTS 500
+#define MAXENGINEDOTS 5000
+#define MAXBANGDOTS 50000
+#define MAXSPACEDOTS 2000
+#define W 100
+#define M 255
+#define BIG_FONT_FILE "fonts/score.png"
+// }}}
+// macros {{{
+#define CONDERROR(a) if ((a)) {initerror=strdup(SDL_GetError());return 1;}
+#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}
+};
+// }}}
+
+// ************************************* VARS
+// 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 {{{
+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;
+
+// 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;
+float state_timeout = 600.0;
+
+const int fakesin[] = {0,1,0,-1};
+const int fakecos[] = {1,0,-1,0};
+#define NSEQUENCE 5
+char *sequence[] = {
+ "Press SPACE to start",
+ "http://spacerocks.sourceforge.net",
+ "G'day tesmako",
+ "G'day overcode",
+ "S=shield D=laser"
+};
+
+int bangdotlife, nbangdots;
+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; i<nbangdots; i++) {
+ if (bdot[i].x>0 && bdot[i].x<XSIZE && bdot[i].y>0 && bdot[i].y<YSIZE) {
+ r = &rawpixel[(int)(s->pitch/2*(int)(bdot[i].y))+(int)(bdot[i].x)];
+ if (*r != (bdot[i].c ? bdot[i].c : heatcolor[bangdotlife*2]))
+ bdot[i].active=0;
+ }
+ }
+ }
+ SDL_UnlockSurface(s);
+
+ return;
+}/*}}}*/
+#endif
+
+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; i<MAXENGINEDOTS; i++) {
+ edot[i].active=0;
+ }
+}/*}}}*/
+void init_space_dots() {/*{{{*/
+ int i,intensity;
+ for (i=0; i<MAXSPACEDOTS; i++) {
+ float r;
+
+ sdot[i].x = rnd()*(XSIZE-5);
+ sdot[i].y = rnd()*(YSIZE-5);
+
+ r = rnd()*rnd();
+
+ sdot[i].dx = -r*4;
+ // -1/((1-r)+.3);
+ intensity = (int)(r*180+70);
+ sdot[i].color = SDL_MapRGB(surf_screen->format,intensity,intensity,intensity);
+
+ }
+}/*}}}*/
+
+int drawlaser() {/*{{{*/
+ int i,xc,hitrock;
+ Uint16 c, *rawpixel;
+
+ hitrock = -1;
+ xc = XSIZE;
+ // let xc = x coordinate of the collision between the laser and a space rock
+ // 1. Calculate xc and determine the asteroid that was hit
+ for (i=0; i<MAXROCKS; i++) {
+ if (rock[i].active) {
+ if (yship+12>rock[i].y && yship+12<rock[i].y+rock[i].image->h && xship+32<rock[i].x+(rock[i].image->w/2) && rock[i].x+(rock[i].image->w/2) < xc) {
+ xc = rock[i].x+(rock[i].image->w/2);
+ hitrock = i;
+ }
+ }
+ }
+
+ if (hitrock>=0) {
+ rock[hitrock].heat += movementrate*3;
+ }
+
+ // Plot a number of random dots between xship and XSIZE
+ SDL_LockSurface(surf_screen);
+ rawpixel = (Uint16 *) surf_screen->pixels;
+ c = SDL_MapRGB(surf_ship->format,rnd()*128,128+rnd()*120,rnd()*128);
+
+ for (i=0; i<(xc-xship)*5; i+=10) {
+ int x,y;
+ x = rnd()*(xc-(xship+32))+xship+32;
+ y = yship+12+(rnd()-0.5)*1.5;
+ rawpixel[surf_screen->pitch/2*y+x]=c;
+ }
+
+ SDL_UnlockSurface(surf_screen);
+}/*}}}*/
+
+
+int makebangdots(int xbang, int ybang, int xvel, int yvel, SDL_Surface *s, int power) {/*{{{*/
+
+ // TODO - stop generating dots after a certain amount of time has passed, to cope with slower CPUs.
+ // 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) {
+
+ for (x=0; x<s->w; x++) {
+ for (y=0; y<s->h; y++) {
+ c = rawpixel[s->pitch/2*y+x];
+ if (c && c != SDL_MapRGB(s->format,0,255,0)) {
+
+ theta = rnd()*M_PI*2;
+
+ 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;
+
+ // 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;
+
+ // 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++;
+
+ }
+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<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) {
+
+ //printf("%d %d\n",bd1,bd2);
+
+ if (first_i < 0)
+ first_i = i;
+ //last_i = i+1;
+ rawpixel[(int)(s->pitch/2*(int)(bdot[i].y))+(int)(bdot[i].x)]
+ = bdot[i].c ? bdot[i].c : heatcolor[(int)(bdot[i].life*3)];
+ bdot[i].life-=bdot[i].decay;
+ bdot[i].x += bdot[i].dx*movementrate;
+ bdot[i].y += bdot[i].dy*movementrate + yscroll;
+
+ if (bdot[i].life<0)
+ bdot[i].active = 0;
+ }
+
+ //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; i<MAXSPACEDOTS; i++) {
+ if (sdot[i].y<0) 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;
+ }
+}/*}}}*/
+void draw_engine_dots(SDL_Surface *s) {/*{{{*/
+ int i;
+ Uint16 *rawpixel;
+ rawpixel = (Uint16 *) s->pixels;
+
+ for (i=0; i<MAXENGINEDOTS; i++) {
+ if (edot[i].active) {
+ edot[i].x += edot[i].dx*movementrate;
+ edot[i].y += edot[i].dy*movementrate + yscroll;
+ if ((edot[i].life-=movementrate*3)<0 || edot[i].y<0 || edot[i].y>YSIZE)
+ 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;
+
+ if(!tail_plume) return;
+
+ if (state==GAMEPLAY)
+ for (i=0; i<newdots*movementrate; i++) {
+ if (dotptr->active==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;
+
+ }
+ }
+}
+
+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; i<newdots; i++) {
+ if (dotptr->active==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;
+ }
+ }
+}
+
+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);
+
+ // Create engine dots out the side we're moving from
+ for (m=0; m<4; m++)
+ if (maneuver & 1<<m) // 'maneuver' is a bit field
+ create_engine_dots2(80,m);
+
+ // Draw all outstanding bang dots
+ //if (bangdotlife-- > 0)
+ draw_bang_dots(s);
+
+ SDL_UnlockSurface(s);
+}/*}}}*/
+char * load_file(char *s) {/*{{{*/
+ static char retval[1024];
+ snprintf(retval, 1024, "%s/%s", data_dir, s);
+ return retval;
+}
+/*}}}*/
+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);
+ }
+ }
+ }
+
+ 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
+ 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; i<W*3; i++)
+ heatcolor[i] = SDL_MapRGB(
+ surf_screen->format,
+ (i<W)?(i*M/W):(M),(i<W)?0:(i<2*W)?((i-W)*M/W):M,(i<2*W)?0:((i-W)*M/W) // Got that?
+ );
+
+ // Load the banners
+ NULLERROR(temp = IMG_Load(load_file("banners/rock.png")));
+ NULLERROR(surf_b_rock = SDL_DisplayFormat(temp));
+
+ NULLERROR(temp = IMG_Load(load_file("banners/dodgers.png")));
+ NULLERROR(surf_b_dodgers = SDL_DisplayFormat(temp));
+
+ 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));
+
+ // 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; i<surf_ship->w; i++)
+ for (j=0; j<surf_ship->h; j++)
+ if (raw_pixels[j*(surf_ship->pitch)/2+i] == 0) {
+ blackptr->x = i;
+ blackptr->y = j;
+ blackptr++;
+ }
+ SDL_UnlockSurface(surf_ship);
+
+ init_engine_dots();
+ init_space_dots();
+
+ // Load all our lovely rocks
+ for (i=0; i<NROCKS; i++) {
+ char a[100];
+
+ sprintf(a,load_file("sprites/rock%d.png"),i);
+ NULLERROR(temp = IMG_Load(a));
+ NULLERROR(surf_rock[i] = SDL_DisplayFormat(temp));
+
+ sprintf(a,load_file("sprites/deadrock%d.png"),i);
+ NULLERROR(temp = IMG_Load(a));
+ NULLERROR(surf_deadrock[i] = SDL_DisplayFormat(temp));
+ }
+
+ // Remove the mouse cursor
+#ifdef SDL_DISABLE
+ SDL_ShowCursor(SDL_DISABLE);
+#endif
+
+ return 0;
+}/*}}}*/
+int draw() {/*{{{*/
+ int i,n;
+ SDL_Rect src,dest;
+ struct black_point_struct *p;
+ Uint16 *raw_pixels;
+ int bang, offset, x;
+ char *text;
+ float fadegame,fadeover;
+
+ char *statedisplay, buf[1024];
+
+ bang=0;
+
+ src.x=0;
+ src.y=0;
+ dest.x=0;
+ dest.y=0;
+
+ // Draw a fully black background
+ SDL_FillRect(surf_screen,NULL,0);
+
+
+#ifdef DEBUG
+ // DEBUG {{{
+ // Show the current state
+ switch (state) {
+ case TITLE_PAGE:
+ statedisplay = "title_page";
+ break;
+ case GAMEPLAY:
+ statedisplay = "gameplay";
+ break;
+ case DEAD_PAUSE:
+ statedisplay = "dead_pause";
+ break;
+ case GAME_OVER:
+ statedisplay = "game_over";
+ break;
+ case HIGH_SCORE_ENTRY:
+ statedisplay = "high_score_entry";
+ break;
+ case HIGH_SCORE_DISPLAY:
+ statedisplay = "high_score_display";
+ break;
+ case DEMO:
+ statedisplay = "demo";
+ break;
+ }
+ snprintf(buf,1024, "mode=%s", statedisplay);
+ PutString(surf_screen,0,YSIZE-50,buf);
+ // }}}
+#endif
+
+ // Draw the background dots
+ drawdots(surf_screen);
+
+ // If it's firing, draw the laser
+ if (laser)
+ drawlaser();
+
+ // Draw ship
+ if (!gameover && (state==GAMEPLAY || state==DEMO) ) {
+ src.w = surf_ship->w;
+ src.h = surf_ship->h;
+ dest.w = src.w;
+ dest.h = src.h;
+ dest.x = (int)xship;
+ dest.y = (int)yship;
+ SDL_BlitSurface(surf_ship,&src,surf_screen,&dest);
+ }
+
+ // Draw all the rocks, in all states
+ for (i=0; i<MAXROCKS; i++) {
+ if (rock[i].active) {
+
+ src.w = rock[i].image->w;
+ src.h = rock[i].image->h;
+ dest.w = src.w;
+ dest.h = src.h;
+ dest.x = (int) rock[i].x;
+ dest.y = (int) rock[i].y;
+
+ // Draw the rock
+ SDL_BlitSurface(rock[i].image,&src,surf_screen,&dest);
+
+ // Draw the heated part of the rock, in an alpha which reflects the
+ // amount of heat in the rock.
+ if (rock[i].heat>0) {
+ SDL_Surface *deadrock;
+ deadrock = surf_deadrock[rock[i].type_number];
+ SDL_SetAlpha(deadrock,SDL_SRCALPHA,rock[i].heat*255/rock[i].image->h);
+ dest.x = (int) rock[i].x; // kludge
+ SDL_BlitSurface(deadrock,&src,surf_screen,&dest);
+ if (rnd()<0.3) rock[i].heat-=movementrate;
+ }
+
+ // If the rock is heated past a certain point, the water content of
+ // the rock flashes to steam, releasing enough energy to destroy
+ // the rock in spectacular fashion.
+ if (rock[i].heat>rock[i].image->h) {
+ rock[i].active=0;
+ play_sound(1+(int)(rnd()*3));
+ makebangdots(rock[i].x,rock[i].y,rock[i].xvel,rock[i].yvel,rock[i].image,10);
+ }
+
+ }
+ }
+
+ // If it's game over, show the game over graphic in the dead centre
+ switch (state) {
+
+ case GAME_OVER:
+
+ if (fadetimer<3.0/faderate)
+ fadegame=fadetimer/(3.0/faderate);
+ else
+ fadegame=1.0;
+
+ if (fadetimer<3.0/faderate)
+ fadeover=0.0;
+ else
+ if (fadetimer<6.0/faderate)
+ fadeover = ((3.0/faderate)-fadetimer)/(6.0/faderate);
+ else
+ fadeover = 1.0;
+
+ src.w = surf_b_game->w;
+ src.h = surf_b_game->h;
+ dest.w = src.w;
+ dest.h = src.h;
+ dest.x = (XSIZE-src.w)/2;
+ dest.y = (YSIZE-src.h)/2-40;
+ SDL_SetAlpha(surf_b_game, SDL_SRCALPHA, (int)(fadegame*(200+55*cos(fadetimer+=movementrate/1.0))));
+ SDL_BlitSurface(surf_b_game,&src,surf_screen,&dest);
+
+ src.w = surf_b_over->w;
+ src.h = surf_b_over->h;
+ dest.w = src.w;
+ dest.h = src.h;
+ dest.x = (XSIZE-src.w)/2;
+ dest.y = (YSIZE-src.h)/2+40;
+ SDL_SetAlpha(surf_b_over, SDL_SRCALPHA, (int)(fadeover*(200+55*sin(fadetimer))));
+ SDL_BlitSurface(surf_b_over,&src,surf_screen,&dest);
+ break;
+
+ case TITLE_PAGE:
+ src.w = surf_b_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; p<blackptr; p++) {
+ x = p->x + (int)xship + (rnd()+rnd()-1)*sin(shieldpulse)*4 + 1;
+ y = p->y + (int)yship + (rnd()+rnd()-1)*sin(shieldpulse)*4 + 1;
+ if (x>0 && y>0 && x<XSIZE && y<YSIZE) {
+ offset = surf_screen->pitch/2 * y + x;
+ raw_pixels[offset] = c;
+ }
+ }
+ }
+ else {
+ // When the shields are off, check that the black points
+ // on the ship are still black, and not covered up by rocks
+ for (p=black_point; p<blackptr; p++) {
+ offset = surf_screen->pitch/2 * (p->y + (int)yship) + p->x + (int)xship;
+ if (raw_pixels[offset]) {
+ // Set the bang flag
+ bang = 1;
+ }
+ }
+ }
+ SDL_UnlockSurface(surf_screen);
+ }
+
+#ifdef DOTCOLLISION
+ dotcollision(surf_screen); // Kill dots that are not on their spots
+#endif
+
+ // Draw all the little ships
+ if (state==GAMEPLAY || state==DEAD_PAUSE || state==GAME_OVER)
+ for (i=0; i<nships-1; i++) {
+ src.w = surf_life->w;
+ src.h = surf_life->h;
+ dest.w = src.w;
+ dest.h = src.h;
+ dest.x = (i+1)*(src.w+10);
+ dest.y = 20;
+ SDL_BlitSurface(surf_life,&src,surf_screen,&dest);
+ }
+
+
+ // Update the score
+ /*
+ n=SDL_GetTicks()-initticks;
+ if (score)
+ ticks_since_last = n-score;
+ score = n;
+ */
+
+ ticks_since_last = SDL_GetTicks()-last_ticks;
+ last_ticks = SDL_GetTicks();
+ if (ticks_since_last>200 || ticks_since_last<0) {
+ movementrate = 0;
+ }
+ else {
+ 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;
+ }
+ }
+
+ // 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<MAXROCKS; i++) if (rock[i].active) {
+ rock[i].x += rock[i].xvel*movementrate;
+ rock[i].y += rock[i].yvel*movementrate + yscroll;
+ if(rock[i].y > YSIZE) {
+ rock[i].y -= YSIZE;
+ rock[i].y -= rock[i].image->w;
+ } else if(rock[i].y < -rock[i].image->w) {
+ rock[i].y += YSIZE;
+ rock[i].y += rock[i].image->w;
+ }
+ if (rock[i].x<-32.0)
+ rock[i].active=0;
+ }
+
+
+ // 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);
+
+ 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; i<MAXROCKS; i++) rock[i].active=0;
+
+ rockrate=54.0;
+ rockspeed=5.0;
+
+ nships = 4;
+ score = 0;
+
+ state = GAMEPLAY;
+ play_tune(1);
+
+ xvel=-1;
+ gameover=0;
+ yvel=0;
+ xship=0;
+ yship=YSIZE/2;
+ shieldlevel = 3*W;
+ initialshield = 0;
+
+ }
+
+ maneuver=0;
+ laser=0;
+ }
+ else {
+ SDL_PumpEvents();
+ keystate = SDL_GetKeyState(NULL);
+ }
+
+ if (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];
+ }
+
+ 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");
+ }
+ else {
+ printf ("not paused\n");
+ }
+ pausedown=1;
+ }
+ }
+ else {
+ pausedown=0;
+ }
+
+ }
+ else {
+ shieldsup = 0;
+ paused = 0;
+ pausedown = 0;
+ }
+ }
+
+ // 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;
+ }
+
+ if (init(fullscreen)) {
+ printf ("ta: '%s'\n",initerror);
+ return 1;
+ }
+
+ while(1) {
+ for (i=0; i<MAXROCKS; i++)
+ rock[i].active=0;
+ rockrate=54.0;
+ rockspeed=5.0;
+ initticks = SDL_GetTicks();
+ if (gameloop()==0) break;
+ printf ("score=%d\n",score);
+ SDL_Delay(1000);
+ }
+
+ return 0;
+}/*}}}*/
+
+/*
+ * $Id: main.c,v 1.22 2002/02/15 20:26:45 pad Exp $
+ * $Log: main.c,v $
+ * Revision 1.22 2002/02/15 20:26:45 pad
+ * Update - explosion time limits (ergh) and stuff
+ *
+ * Revision 1.21 2002/01/26 14:13:27 pad
+ * Released to pcholt.com as 0.4.0a
+ *
+ * Revision 1.20 2002/01/20 22:24:41 pad
+ * No longer crashes on space bar in high score table
+ * Rocks make a random noise when they explode
+ *
+ * Revision 1.19 2002/01/17 19:38:45 pad
+ * Bang noise (must add more noises)
+ *
+ * Revision 1.18 2002/01/16 01:34:28 pad
+ * Rocks now change colour smoothly while being heated.
+ *
+ * Revision 1.17 2002/01/15 21:56:51 pad
+ * Lasers work, and rocks blow up, but unspectacularly.
+ *
+ * Revision 1.16 2001/10/21 22:08:41 pad
+ * Moving title screen,
+ * New game-over graphics
+ * High scores entered on the line of the new high score
+ *
+ * Revision 1.15 2001/10/11 22:25:10 pad
+ * High scores are saved!
+ * /usr/share/rockdodger/.highscore or, if this is impossible,
+ * $HOME/.rockdodger_high
+ *
+ * Revision 1.14 2001/10/09 22:29:38 pad
+ * Excellent! The game works, highscores are good, sound.c plays tunes,
+ * the SFont.c has been revamped, and the game looks good to go.
+ *
+ * Revision 1.13 2001/10/07 19:23:28 pad
+ * SDL_mixer, music and sound added
+ *
+ * Revision 1.12 2001/09/29 23:28:27 pad
+ * 0.1.8b release
+ * {{{
+ * Revision 1.11 2001/09/25 21:34:58 pad
+ * Test for SDL_DISABLE
+ * Something in sound.c I can't think what.
+ *
+ * Revision 1.10 2001/09/21 21:37:06 pad
+ * Donno. I canged something. Download it, it still works.
+ * The laser doesn't do anything, but you can fire it by pressing "d".
+ *
+ * Revision 1.9 2001/09/18 22:41:22 pad
+ * The score stays on the screen no matter what the game mode.
+ *
+ * Revision 1.7 2001/09/09 21:57:54 pad
+ * Starting to add sound. There will be a background Ogg Vorbis soudtrack,
+ * with a sample-driven sound effects engine.
+ *
+ * Revision 1.6 2001/09/08 23:01:02 pad
+ * Version number on start screen, from Makefile
+ * Makefile 'make package' works
+ *
+ * Revision 1.5 2001/09/08 00:13:03 pad
+ * State table
+ * Title screen
+ * Revamped scoring system
+ * Looks nice!
+ *
+ * Revision 1.4 2001/09/06 21:42:05 pad
+ * Score is displayed using the lovely SFont library.
+ *
+ * Revision 1.3 2001/09/03 22:50:34 pad
+ * Functions cut back, larger number of space rocks.
+ * Now it's an actual challenge.
+ *
+ * Functions normalised - aim should be to have each function perform
+ * one action and one action alone. This is not yet complete.
+ *
+ * The high-speed movementrate error is fixed, but there are still
+ * unexplained crashes. I must find out how to let SDL give me a core
+ * dump to work with..
+ *
+ }}}
+ */