/* 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 "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 *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 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 = ""; 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; 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; #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; Uint16 heatcolor[W*3]; char *data_dir; extern char *optarg; extern int optind, opterr, optopt; #define TO_TICKS(seconds) ((seconds)*20*gamespeed) // ************************************* FUNCS void init_engine_dots() { int i; for(i = 0; iw / 2; hy = ship.image->h / 2; for(dir=0; dir<4; dir++) { if(!(ship.jets & 1<active == 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); } // 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; } } } } } } 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(SDL_MUSTLOCK(img)) { SDL_UnlockSurface(img); } } void move_dot(struct dot *d) { Sprite *hit; float mass; 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 move_dots(void) { int i; for(i=0; iactive) { 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 draw_dots(void) { int i; if(SDL_MUSTLOCK(surf_screen)) { SDL_LockSurface(surf_screen); } draw_dust(); for(i=0; iformat, (iw + 10); dest.y = 20; SDL_BlitSurface(surf_life, NULL, surf_screen, &dest); } } void draw_game_over(void) { int x; char *text0, *text1; SDL_Rect dest; fadetimer += t_frame; 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); 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); 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]; } x = (XSIZE-font_width(text0))/2 + cos(fadetimer/9)*10; font_write(x,YSIZE-100 + cos(fadetimer/6)*5,text0); 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; 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_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_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_BlitSurface(surf_b_rockdodger,NULL,surf_screen,&dest); 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); text = "Version " VERSION; x = (XSIZE-font_width(text))/2 + sin(fadetimer/4.5)*10; font_write(x,YSIZE-50 + sin(fadetimer/2)*5,text); } void draw(void) { SDL_FillRect(surf_screen,NULL,0); // black background draw_dots(); // background dots draw_sprite(SPRITE(&ship)); draw_rocks(); show_lives(); show_score(); switch (state) { case GAME_OVER: draw_game_over(); break; case TITLE_PAGE: draw_title_page(); break; 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 } // Update the surface SDL_Flip(surf_screen); } 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); } 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; 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; } } void gameloop() { SDL_Event e; Uint8 *keystate; float tmp; for(;;) { 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; } } keystate = SDL_GetKeyState(NULL); if(opt_autopilot) { autopilot_fix_keystates(keystate); } 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"); } } if(keystate[SDLK_p] | keystate[SDLK_s]) { if(!pausedown) { paused = !paused; pausedown = 1; if(!paused) ms_end = SDL_GetTicks(); } } else { pausedown = 0; } } if(!paused) { update_state(); // SCROLLING 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(); new_rocks(); // 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); } // 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); } new_engine_dots(); collisions(); // must happen after ship bouncing because it puts pixels where the ship is (thus the ship must be on the screen) draw(); // new game if((keystate[SDLK_SPACE] || keystate[SDLK_1] || keystate[SDLK_2]) && (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_2]) { g_easy = 0; initial_rocks = NORMAL_I_ROCKS; final_rocks = NORMAL_F_ROCKS; if(gamespeed == EASY_GAMESPEED) gamespeed = NORMAL_GAMESPEED; } else if(keystate[SDLK_1]) { g_easy = 1; initial_rocks = EASY_I_ROCKS; final_rocks = EASY_F_ROCKS; gamespeed = EASY_GAMESPEED; } reset_sprites(); reset_rocks(); screendx = BARRIER_SPEED; screendy = 0; ship.x = XSIZE/2.2; ship.y = YSIZE/2 - ship.w/2; ship.dx = screendx; ship.dy = screendy; ship.lives = 4; ship.flags = MOVE|DRAW|COLLIDE; add_sprite(SPRITE(&ship)); score = 0; state = GAMEPLAY; play_tune(TUNE_GAMEPLAY); } } ship.jets = 0; } if(state == TITLE_PAGE && keystate[SDLK_h]) { state = HIGH_SCORE_DISPLAY; state_timeout = 400; } } } int main(int argc, char **argv) { if(!parse_opts(argc, argv)) return 1; if(init()) { printf ("vor: SDL error: '%s'\n",initerror); return 1; } start = SDL_GetTicks(); frames = 0; gameloop(); end = SDL_GetTicks(); // printf("%ld frames in %ld ms, %.2f fps.\n", frames, end-start, frames * 1000.0 / (end-start)); return 0; }