File:  [Local Repository] / froggix / src / froggix.c
Revision 1.6: download - view: text, annotated - select for diffs
Wed Apr 22 03:54:22 2009 UTC (15 years, 6 months ago) by nick
Branches: MAIN
CVS tags: HEAD
Added graphic for "Happy" frog, this displays when all 5 frogs have been
rescued before going to the next level.

Added graphics for the gator in the goal area and the gator "log".

Added code to manage the new gator in the goal images appropriatly and
fixed the offset for the fly to compensate for the happy frog.

/*
 * Froggix 
 *
 * Nicholas DeClario 2009
 * <nick@declario.com>
 *
 * This program is distributed under the GNU Public License
 *   <Insert GNU license blurb here>
 */


/*
 * Our pretty standard includes
 */
#include <stdio.h>
#include <stdlib.h>
#include <unistd.h>
#include <time.h>

#include <SDL.h>
#include <SDL_mixer.h>
#include <SDL_image.h>
#include <SDL_ttf.h>

/* 
 * Set some basic definitions
 */
#define VER "$Id: froggix.c,v 1.6 2009/04/22 03:54:22 nick Exp $"
#define TITLE "Froggix"
#define SCREEN_WIDTH 640
#define SCREEN_HEIGHT 480
#define FALSE 0
#define TRUE 1
#define LIVES 3
#define COLORKEY 255, 0, 255
#define BGCOLOR 0, 0, 0
#define FROGGER_START_X 290
#define FROGGER_START_Y 425
#define UP 1
#define DOWN 2
#define LEFT 3
#define RIGHT 4
#define X 0
#define Y 1
#define FRAME 24
#define HFRAME 12
#define HOP_DISTANCE 30
#define HOP_SPEED 3
#define ROW_BASE 425
#define LEFT_SIDE 115
#define RIGHT_SIDE 525
#define SPLASH 1	/* Death types */
#define SPLAT 2

/* Point table */
#define SCORE_HOP 10
#define SCORE_GOAL 50
#define SCORE_LEVEL 1000
#define SCORE_FLY 150
#define SCORE_PINK 200
#define SCORE_SECONDS 10
#define HIGH_SCORE 4630
#define SCORE_FREE_FROG 2000

/* The green game timer */
#define MAX_TIMER 350
#define TIMER_SIZE 150
#define TIMER_COLOR 32, 211, 0
#define TIMER_LOW_COLOR 255, 0, 0
#define FLY_MAX_TIME 50
#define GATOR_MAX_TIME 70

/* baddies */
#define VEHICLE 0
#define LOG 1
#define TURTLE 2
#define GATOR 3
#define SNAKE 4
#define BEAVER 5

/* Goal areas */
#define MAX_GOALS 5 

/* logs */
#define SHORT_LOG 4
#define MEDIUM_LOG 6
#define LONG_LOG 9
#define MAX_WOOD 7

/* Turtles */
#define DIVE_START_TIME 50
#define DIVE_PHASE_TIME 20
#define MAX_TURTLES 9
#define TURTLE_ANIM_TIME 5

/* Vehicles */
#define MAX_VEHICLES 40


/*
 * Froggers dstruct
 */
typedef struct {
	int placement[2];
	int oldPlacement[2];
	int direction;
	int location; 
	int hopCount;
	int currentRow;
	int alive;
	int riding;
	int ridingIdx;
	int ridingType;
	int frogger;	/* Are we frogger or bonus frog */
	int deathType;
	int deathCount;

	SDL_Rect src;
	SDL_Rect dst;

	Mix_Chunk *s_hop;
	Mix_Chunk *s_squash;
	Mix_Chunk *s_splash;
	Mix_Chunk *s_extra;
} froggerObj;

/*
 * Goals
 */
typedef struct {
	int x, y, w, h;
	int occupied;
	int fly;
	int gator;
} goalObj;

/*
 * Vehicles
 */
typedef struct {
	int placement[2];
	int oldPlacement[2];
	int direction; 	// LEFT or RIGHT
	int row;  	// row
	int speed;	// How fast are we traveling
	int level;	// Must be >= this level to display
		
	SDL_Rect src;
} vehicleObj;

/*
 * It's Log!
 */
typedef struct {
	int placement[2];
	int oldPlacement[2];
	int row;       /* Current row we are in */
	int type;      /* SHORT, MEDIUM, or LONG */
	int speed;     /* What speed does the log move at */
	int hasPink;   // Is bonus frog riding
	int isGator;   /* Are we a gator?  if > 1 we have an open mouth */

	SDL_Rect src;
} logObj;

/*
 * Turtles
 */
typedef struct {
	int placement[2];
	int oldPlacement[2];
	int row;	/* Which row are the turtles in? */
	int count;	/* How many turtles in this group? */
	int speed;	/* How fast are they swimming */
	int canDive;	/* Can this group dive */
	int diveStep;   /* If they can dive, what diving step are then in */
	int diveTime;	/* Current dive time */
	int animStep;	/* Current animation frame */
	int animDelay;  /* The number of ticks to wait between frames */

	SDL_Rect src;
} turtleObj;

int keyEvents( SDL_Event event );
int mySDLInit( void );
void beginGame( void );
int loadMedia( void );
int heartbeat( void );
int updateGameState( void );
void checkFly( void );
void checkGator( void );
void configGameScreen( void );
void drawGameScreen( void );
void drawBackground( void );
int getRowPixel ( int row );
int collisionRow ( void );
int freeFrog( int score );
int collideFrogger ( int x, int y, int h, int w );
void checkFroggerBorder( void );
void levelUp( void );
int checkGoals( void );
void froggerReset( void );
logObj setWood( int type, int speed, int row, int startX );
turtleObj setTurtle( int dive, int diveTimer, int speed, int row, int startX, int count );
vehicleObj setVehicle( int row, int startX, int speed, int level );
goalObj setGoal( int x, int y, int w, int h );
void moveFrogger( void );
void ridingFrogger( );
void drawTitleScreen( void );
void drawPauseScreen( void );
void drawGameOver( void );
int drawDeathSequence( int deathType );
int checkTimer( void );
void drawScore( int high, int score );
void drawNumbers( int num, int x, int y );
void drawGoals( void );
void drawTimer( int length );
void drawLives( int lives );
void drawLevel( int level );
void drawWood( void );
void drawTurtles( void );
void drawVehicles( void );
void drawImage(SDL_Surface *srcimg, int sx, int sy, int sw, int sh, SDL_Surface *dstimg, int dx, int dy, int alpha );
void playSound( Mix_Chunk *sound );
void setFullScreenMode( void );

int flyTimer = 0;
int gatorTimer = 0;
int level = 0;
int playing = 0;
int lives = 0;
int players = 0;
int score = 0;
int givenFreeFrog = 0;
int hScore = HIGH_SCORE;
int redraw_all = 0;
int fullscreen = 0;
int drawBG = 0;
int goDelay;
float timeLeft;
froggerObj frogger;
logObj wood[MAX_WOOD];
turtleObj turtle[MAX_TURTLES];
vehicleObj vehicle[MAX_VEHICLES];
goalObj goals[MAX_GOALS];

Mix_Chunk  *s_freeFrog;
SDL_Surface *gfx;
SDL_Surface *background; // This is the frogger back drop
SDL_Rect backgroundRect;
SDL_Surface *titleSurface; // Title 'Froggix' image
SDL_Surface *screen; //This pointer will reference the backbuffer 
SDL_Rect leftBorderRect;
SDL_Rect rightBorderRect;
TTF_Font *font;

int debugBorder = 0;

/*
 * int mySDLInit(void);
 *
 * This starts the basic SDL initialization for everything we'll need
 * 	
 */
int mySDLInit( void ) {
	int result = 1;

	if( SDL_Init( SDL_INIT_VIDEO ) != 0 ) {
		fprintf( stderr, "Warning: Unable to initialize video: %s\n", SDL_GetError( ) );
		result--;
	}

	if( TTF_Init( ) == -1 ) {
		fprintf( stderr, "Warning: Unable to initialize font engine: %s\n", TTF_GetError( ) );
		result--;
	}

	if( SDL_Init( SDL_INIT_AUDIO ) != 0 ) {
		fprintf( stderr, "Warning: Unable to initialize audio: %s\n", SDL_GetError( ) );
		result--;
	}
	
	if( Mix_OpenAudio( 11025, AUDIO_S16, 2, 512 ) < 0 ) {
		fprintf( stderr, "Warning: Audio set failed: %s\n", SDL_GetError( ) );
		result--;
	}

	screen = SDL_SetVideoMode( SCREEN_WIDTH, SCREEN_HEIGHT, 16, SDL_HWSURFACE );

	if ( screen == NULL ) {
		fprintf( stderr, "Error: Unable to set video mode: %s\n", SDL_GetError( ) );
		result--;
	}

	SDL_WM_SetCaption( TITLE, NULL );

	return result;
}

/*
 * void beginGame( void );
 *
 * Main game routine
 */
void beginGame( void ) {
	float	next_heartbeat = 0;
	SDL_Event event;
	int 	done = 0;

	printf ( "D: Starting main game loop\n" );

	if ( loadMedia( ) <= 0 ) {
		fprintf( stderr, "Error: Failed to load graphics and audio!\n" );
		return;
	}

	drawBackground( );

	while( ! done ) {
		while( SDL_PollEvent( &event ) ) {
			done = keyEvents( event );
		}

		/* Check the heartbeat to see if we're ready */
		if ( SDL_GetTicks( ) >= next_heartbeat ) {
			next_heartbeat = SDL_GetTicks( ) + heartbeat( );
		}
		SDL_Delay( 30 );
	}

	SDL_FreeSurface( gfx );
}

int loadMedia( void ) {
	int result = 1;

	/*
 	 * Load frogger's textures and sounds
 	 */
	gfx = IMG_Load( "images/frogger.png" );
	if ( gfx == NULL ) {
		fprintf( stderr, "Error: 'images/frogger.bmp' could not be open: %s\n", SDL_GetError( ) );
		result--;
	}

	if ( SDL_SetColorKey( gfx, SDL_SRCCOLORKEY | SDL_RLEACCEL, SDL_MapRGB( gfx->format, COLORKEY ) ) == -1 ) 
		fprintf( stderr, "Warning: colorkey will not be used, reason: %s\n", SDL_GetError( ) );

	background = IMG_Load( "images/gameboard.png" );

	if ( gfx == NULL ) {
		fprintf( stderr, "Error: 'images/gameboard.png' could not be open: %s\n", SDL_GetError( ) );
		result--;
	}

	titleSurface = IMG_Load( "images/froggix-title.png" );
	if ( titleSurface == NULL ) {
		fprintf( stderr, "Error: 'images/froggix-title.png' could not be open: %s\n", SDL_GetError( ) );
		result--;
	}

	font = TTF_OpenFont( "fonts/CourierNew-Bold.ttf", 22 );
	if ( font == NULL ) {
		printf( "TTF_OpenFont: %s\n", TTF_GetError( ) );
		result--;
	}

	frogger.s_hop = Mix_LoadWAV( "sounds/froggix-hop.wav" );

	if ( frogger.s_hop == NULL ) 
		fprintf( stderr, "Warning: dp_frogger_hop.wav could not be opened: %s\n", SDL_GetError( ) );

	frogger.s_squash = Mix_LoadWAV( "sounds/dp_frogger_squash.wav" );
	if ( frogger.s_squash == NULL )
		fprintf( stderr, "Warning: dp_frogger_plunk could not be opened %s\n", SDL_GetError( ));

	frogger.s_splash = Mix_LoadWAV( "sounds/dp_frogger_plunk.wav" );
	if ( frogger.s_splash == NULL )
		fprintf( stderr, "Warning: dp_frogger_splash could not be opened %s\n", SDL_GetError( ));

	s_freeFrog = Mix_LoadWAV( "sounds/dp_frogger_extra.wav" );
	if ( s_freeFrog == NULL )
		fprintf( stderr, "Warning: dp_frogger_extra could not be opened %s\n", SDL_GetError( ));

	return result;
}

/*
 * void keyEvents( void );
 *
 * Process the incoming keyboard and mouse events
 *
 */
int keyEvents( SDL_Event event ) {
	int done = 0;

	/* Always check for shutdown */
	switch( event.type ) {
		case SDL_QUIT:
			done = 1;
			break;
		case SDL_KEYDOWN:
			/* printf( "Found key: %i\n", event.key.keysym.sym );*/
			switch( event.key.keysym.sym ) {
				case SDLK_ESCAPE:
					done = 1;
					break;
				case 102:
					setFullScreenMode( );
					break;
				default: 
					break;
			}
			break;
		default: 	
			break;
	}
	/* We are playing the game */
	if ( level ) {
		/* Main game playing input */
		if ( playing ) {
			if ( event.type == SDL_KEYDOWN && frogger.alive ) {
				switch( event.key.keysym.sym ) {
					case SDLK_UP:
						if ( ! frogger.direction ) {
							frogger.hopCount = 0;
							frogger.direction = UP;
							frogger.currentRow++;
							playSound( frogger.s_hop );
						}
						break;
					case SDLK_DOWN:
						if ( ! frogger.direction ) {
							frogger.hopCount = 0;
							frogger.direction = DOWN;
							frogger.currentRow--;
							playSound( frogger.s_hop );
						}
						break;
					case SDLK_LEFT:
						if ( ! frogger.direction ) {
							frogger.hopCount = 0;
							frogger.direction = LEFT;
							playSound( frogger.s_hop );
						}
						break;
					case SDLK_RIGHT:
						if ( ! frogger.direction ) {
							frogger.hopCount = 0;
							frogger.direction = RIGHT;
							playSound( frogger.s_hop );
						}
						break;
					case 108:
						levelUp( );
						fprintf( stderr, "Increase level to %i.\n", level );
						break;
					default:
						break;
				}
/* Uncomment for positioning debug information
				printf( "x,y,d => %i,%i,%i,%i\n", frogger.placement[X],
							       frogger.placement[Y],
							       frogger.direction,
							       frogger.currentRow );
*/
			}
			/* Game over man, game over! */
			if ( ! lives ) {
		
			}
		}
		/* we're at the pause screen */
		else {

		}
	}
	/* Main intro screen input */
	else {
		if ( event.type == SDL_KEYUP ) {
			switch( event.key.keysym.sym ) {
				case SDLK_ESCAPE:
					done = 1;
					break;
				case SDLK_1:
					printf( "D: Starting single player game\n" );
					level = 1;
					lives = LIVES;
					playing = TRUE;
					score = 0;
					players = 1;
					redraw_all = 1;
					break;
				default:
					break;
			}
		}
	}

	return done;
}

int updateGameState( void ) {
	int i;

	if ( ! drawBG ) configGameScreen( );

	if ( lives <= 0 ) {
		goDelay++;
		drawGameOver( );
		/* Display game over screen for 50 ticks before returning
 		 * to the main screen */
		if ( goDelay > 7 ) {
			playing = 0;
			lives   = 0;
			level   = 0;
			score   = 0;
			givenFreeFrog = 0;
			drawBG  = 0;
			for ( i = 0; i < MAX_GOALS; i++ ) { goals[i].occupied = 0; }
			
		}
		return 500;
	}

	drawGameScreen( );

	return 50;
}

logObj setWood( int type, int speed, int row, int startX ) {
	logObj tempWood;
	int imgPixelSrc = 0;
	
	switch( type ) {
		case LONG_LOG:
			imgPixelSrc = 0;
			break;
		case MEDIUM_LOG:
			imgPixelSrc = FRAME * LONG_LOG;
			break;
		case SHORT_LOG:
			imgPixelSrc = FRAME * ( LONG_LOG + MEDIUM_LOG );
			break;
	}

        tempWood.row  = row;
        tempWood.type = type;
	tempWood.speed = speed;
	tempWood.hasPink = 0;
        tempWood.placement[X] = LEFT_SIDE + startX;
        tempWood.placement[Y] = getRowPixel( row );
        tempWood.oldPlacement[X] = LEFT_SIDE + startX;
        tempWood.oldPlacement[Y] = getRowPixel( row );
        tempWood.src.y = FRAME;
        tempWood.src.x = imgPixelSrc;
        tempWood.src.w = FRAME * tempWood.type;
        tempWood.src.h = FRAME;
	tempWood.isGator = 0;

	return tempWood;
}

turtleObj setTurtle( int dive, int diveTimer, int speed, int row, int startX, int count ) {
	turtleObj tt;

	tt.row = row;
	tt.canDive = dive;
	tt.diveStep = 0;
	tt.diveTime = diveTimer;
	tt.animStep = 0;
	tt.animDelay = 0;
	tt.speed = speed;
	tt.count = count;
	tt.placement[X] = LEFT_SIDE + startX;
	tt.placement[Y] = getRowPixel( row );
	tt.oldPlacement[X] = tt.placement[X];
	tt.oldPlacement[Y] = tt.placement[Y];
	tt.src.y = FRAME * 2;
	tt.src.x = 0;
	tt.src.w = FRAME;
	tt.src.h = FRAME;
	
	return tt;
}


vehicleObj setVehicle( int row, int startX, int speed, int level ) {
	vehicleObj v;

	v.direction = ( row % 2 ) ? LEFT : RIGHT; /* Odd rows travel left, evens go right */
	v.row = row;
	v.speed = speed;
	v.level = level;
	v.placement[X] = LEFT_SIDE + startX;
	v.placement[Y] = getRowPixel( row );
	v.oldPlacement[X] = v.placement[X];
	v.oldPlacement[Y] = v.placement[Y];
	v.src.y = FRAME * 2;
	v.src.x = FRAME * ( 4 + row );
	v.src.w = ( row == 5 ) ? FRAME * 2 : FRAME; /* Are we a truck? */
	v.src.h = FRAME;
	
	return v;
}

goalObj setGoals( int x, int y, int w, int h ) {
	goalObj g;

	g.x = x;
	g.y = y;
	g.w = w;
	g.h = h;
	g.occupied = 0;
	g.fly = 0;
	g.gator = 0;

	return g;
}

void configGameScreen( void ) {
	drawBG = 1;

	/*
 	 * Draw background map
 	 */
	//drawBackground( );
	drawImage( background, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, screen, 0, 0, 255 );

	/* Cars drive on rows 1 - 5
 	 * Logs are on rows 8, 9 and 11, 8 = short, 9 long, 11 medium
 	 * Turtles are on rows 7, 10
 	 * Frogger starts on Row 0, 
 	 * Sidewalk is row 6
 	 * and the goal is row 12
 	 */

	/* I MUST figure out a better way to handle the logs, turtles and cars */

	/* Set up the LONG logs on row 9 first */
	wood[0] = setWood( LONG_LOG, 3, 9, 0 );
	wood[1] = setWood( LONG_LOG, 3, 9, 305 );
	wood[2] = setWood( SHORT_LOG, 2, 8, 25 );
	wood[3] = setWood( SHORT_LOG, 2, 8, 160 );
	wood[4] = setWood( SHORT_LOG, 2, 8, 380 );
	wood[5] = setWood( MEDIUM_LOG, 4, 11, 140 );
	wood[6] = setWood( MEDIUM_LOG, 4, 11, 440 );

	drawWood( );

	/* Configure our turtles */
	turtle[0] = setTurtle( FALSE, 0, 1, 7, 0, 3 );
	turtle[1] = setTurtle( TRUE, 0, 1, 7, 125, 3 );
	turtle[2] = setTurtle( FALSE, 0, 1, 7, 250, 3 );
	turtle[3] = setTurtle( TRUE, 30, 1, 7, 375, 3 );
	turtle[4] = setTurtle( FALSE, 0, 2, 10, 100, 2 );
	turtle[5] = setTurtle( TRUE, 50, 2, 10, 200, 2 );
	turtle[6] = setTurtle( FALSE, 0, 2, 10, 300, 2 );
	turtle[7] = setTurtle( TRUE, 10, 2, 10, 400, 2 );
	turtle[8] = setTurtle( FALSE, 0, 2, 10, 500, 2 );

	drawTurtles( );

	/* Configure vehicles */
	/*			row, X, speed */
	/* Row 1 -- yellow car */
	vehicle[0] = setVehicle( 1, 0, 1, 1 );
	vehicle[1] = setVehicle( 1, 100, 1, 3 );
	vehicle[2] = setVehicle( 1, 200, 1, 1 );
	vehicle[3] = setVehicle( 1, 300, 1, 1 );
//	/* Row 2 -- tractor */
	vehicle[4] = setVehicle( 2, 0, 3, 1 );	
	vehicle[5] = setVehicle( 2, 100, 3, 2 );	
	vehicle[6] = setVehicle( 2, 200, 3, 1 );	
	vehicle[7] = setVehicle( 2, 300, 3, 3 );	
//	/* Row 3 -- pink car */
	vehicle[8] = setVehicle( 3, 75, 2,1  );	
	vehicle[9] = setVehicle( 3, 150, 2, 3 );	
	vehicle[10] = setVehicle( 3, 225, 2, 1 );	
	vehicle[11] = setVehicle( 3, 375, 2, 2 );	
//	/* Row 4 -- white car */
	vehicle[12] = setVehicle( 4, 75, 5, 1 );
	vehicle[13] = setVehicle( 4, 150, 5, 3 );
	vehicle[14] = setVehicle( 4, 225, 5, 2 );
	vehicle[15] = setVehicle( 4, 375, 5, 3 );
//	/* Row 5 -- Trucks */
	vehicle[16] = setVehicle( 5, 30, 3, 1 );
	vehicle[17] = setVehicle( 5, 150, 3, 1 );
	vehicle[18] = setVehicle( 5, 250, 3, 1 );
	vehicle[19] = setVehicle( 5, 350, 3, 3 );

	drawVehicles( );

	/* Configure the goals for frogger */
	goals[0] = setGoals( LEFT_SIDE + 3, 55, 43, 35 );
	goals[1] = setGoals( LEFT_SIDE + 91, 55, 43, 35 );
	goals[2] = setGoals( LEFT_SIDE + 179, 55, 43, 35 );
	goals[3] = setGoals( LEFT_SIDE + 267, 55, 43, 35 );
	goals[4] = setGoals( LEFT_SIDE + 355, 55, 43, 35 );

	/*
  	 * Configure the left and right side black borders to conceal logs, 
  	 * turtles, cars, etc. that go past their boundries
  	 */
	leftBorderRect.x = 0;
	leftBorderRect.y = 0;
	leftBorderRect.w = LEFT_SIDE;
	leftBorderRect.h = SCREEN_HEIGHT;

	rightBorderRect.x = RIGHT_SIDE;
	rightBorderRect.y = 0;
	rightBorderRect.w = SCREEN_WIDTH - RIGHT_SIDE;
	rightBorderRect.h = SCREEN_HEIGHT;

	/*
 	 *  We reset the flyTimer since this may not be the first game played
 	 */
	flyTimer = 0;

	/* 
 	 * Draw frogger in starting position 
 	 */
	froggerReset( );
}

void drawGameScreen( void ) {
	/* 
 	 * Update frogger
 	 */
	if ( frogger.direction ) moveFrogger( );
	if ( frogger.riding ) ridingFrogger( );

	/* Check for collisions with frogger */
	if ( frogger.alive ) {
		if ( frogger.currentRow > 6 && frogger.currentRow < 12 ) {
			if ( ( ! collisionRow( ) ) || ( frogger.riding == FALSE ) ) {
				playSound( frogger.s_splash );
				frogger.deathType = SPLASH;
				fprintf( stderr, "D: Frog in water!!\n" );
				frogger.alive = FALSE; 
			}
		}
		else if ( frogger.currentRow == 12 ) {
			if ( collisionRow( ) ) {
				playSound( frogger.s_squash );
				frogger.deathType = SPLAT;
				fprintf( stderr, "D: Frog in thorn bushes!\n" );
				frogger.alive = FALSE;
			}
		}
		else if( collisionRow( ) ) {
			playSound( frogger.s_squash );
			frogger.deathType = SPLAT;
			fprintf( stderr, "D: Frog Squashed!\n" );
			frogger.alive = FALSE;
		}
	}

	/*
 	 * Update and draw everthing else
 	 */
	checkFly( );
	checkGator( );
	drawImage( background, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, screen, 0, 0, 255 );
	drawScore( 0, score );
	drawScore( 1, hScore );
	drawGoals( );
	drawLives( lives );
	drawLevel( level );
	drawWood( );
	drawTurtles( );
	drawVehicles( );

	if ( frogger.alive == FALSE ) {
		frogger.riding = FALSE;
		if ( ! drawDeathSequence( frogger.deathType ) ) {
			lives--;
			if ( lives < 0 ) { drawGameOver( ); }
			else { froggerReset( ); }	
		}
	}

	if ( frogger.alive )  {
		frogger.alive = checkTimer( );
		drawImage( gfx, frogger.src.x, frogger.src.y, frogger.src.w,
			   frogger.src.h, screen, frogger.dst.x, frogger.dst.y, 255 );
	}
	if ( ! debugBorder ) {
		SDL_FillRect( screen, &leftBorderRect,  SDL_MapRGB( screen->format, BGCOLOR ) );
		SDL_FillRect( screen, &rightBorderRect, SDL_MapRGB( screen->format, BGCOLOR ) );
	}

	SDL_Flip( screen );
}

void drawBackground( void ) {
        /*
         * Draw background map
         */
        backgroundRect.x = 0;
        backgroundRect.y = 0;
        SDL_BlitSurface( background, NULL, screen, &backgroundRect );
	SDL_UpdateRect( screen, 0, 0, 0, 0 );
}

/*
 * This calculates the pixel top of the requested row 
 */
int getRowPixel ( int row ) {
	return ROW_BASE - ( row * HOP_DISTANCE );
}

/*
 * Check our fly timers to determine if we need to display or
 * remove a fly from the goal area
 */
void checkFly ( void ) {
	int i;

	for ( i = 0; i < MAX_GOALS; i++ ) {
		if ( goals[i].fly ) {
			goals[i].fly++;
			if ( goals[i].fly > FLY_MAX_TIME ) {
				goals[i].fly = 0;
				flyTimer = 0;
			}

			return;
		}
	}

	flyTimer++;

	if ( flyTimer > ( FLY_MAX_TIME ) ) {
		int randGoal = ( ( int ) timeLeft % 10 );
		if ( ( goals[randGoal].gator == 0 ) &&
		     ( goals[randGoal].occupied == 0 ) )  {
			printf( "Displaying fly in goal %i\n", randGoal );
			goals[randGoal].fly = 1;
		}
	}

	return;
}

/*
 * Check our gator timers.  Similiar to fly timers above, however, the gator
 * has an extra stage as it enters in to the goal area.
 */
void checkGator ( void ) {
	int i;

	for( i = 0; i < MAX_GOALS; i++ ) {
		if ( goals[i].gator ) {
			goals[i].gator++;
			if ( goals[i].gator > GATOR_MAX_TIME ) {
				goals[i].gator = 0;
				gatorTimer = 0;
			}	
	
			return;
		}
	}

	gatorTimer++;

	if ( gatorTimer > GATOR_MAX_TIME ) {
		int randGoal = ( ( int ) ( timeLeft * 2 ) % 10 );
		if ( ( goals[randGoal].fly == 0 ) &&
		     ( goals[randGoal].occupied == 0 ) )  {
			printf( "Displaying gator in goal %i\n", randGoal );
			goals[randGoal].gator = 1;
		}	
	}

	return;
}

/*
 * This does collision detection based on the row frogger
 * is in to help reduce overhead 
 */
int collisionRow ( void ) {
	int i;

	if ( frogger.currentRow <= 0 ) return 0;

	/* Check collision with cars */
	if ( frogger.currentRow < 6 ) {
		for( i = 0; i < MAX_VEHICLES; i++ ) {
			if ( level >= vehicle[i].level ) {
				int length = ( vehicle[i].row == 5 ) ? FRAME * 2 : FRAME; /* Trucks */
				if ( collideFrogger( vehicle[i].placement[X],
						     vehicle[i].placement[Y], FRAME,
						     length ) ) {
					return 1;
				}
			}
		}
		return 0;
	}
	/* check for collisions with turtles, logs, etc.. */
	else if ( frogger.currentRow > 6 && frogger.currentRow < 12 ) {
		/* here a collision is good, else death */
		for( i = 0; i < MAX_TURTLES; i++ ) {
			if ( collideFrogger( turtle[i].placement[X],
					     turtle[i].placement[Y], FRAME,
					     FRAME * turtle[i].count ) ) {
				frogger.riding = ( turtle[i].diveStep == 3 ) ? FALSE : LEFT;
				frogger.ridingIdx = i;
				frogger.ridingType = TURTLE;
				return 1;
			}
		}		
		for( i = 0; i < MAX_WOOD; i++ ) {
			if ( collideFrogger( wood[i].placement[X],
					     wood[i].placement[Y], FRAME,
					     FRAME * wood[i].type ) ) {
				frogger.riding = RIGHT;
				frogger.ridingIdx = i;
				frogger.ridingType = LOG;
				return 1;
			}
		}
	}
	/* We're on the path, if the snake is active, check that */
	else if ( frogger.currentRow == 6 ) {
		frogger.riding = FALSE;  /*in case we hopped off a turtle */
	}
	/* This leaves the goal area only */
	else {
		for ( i = 0; i < MAX_GOALS; i++ ) {
			if ( collideFrogger( goals[i].x, goals[i].y, goals[i].w, goals[i].h ) ) {
				if ( goals[i].occupied ) return 1;
				goals[i].occupied++;
				if ( goals[i].fly ) {
					goals[i].fly = 0;
					flyTimer = 0;
					score += SCORE_FLY;
				}
				/* playSound( s_goal ); */
				score += SCORE_GOAL;
				score += ( ( int ) ( timeLeft / 10 ) ) * 10;
				lives += freeFrog( score );
				froggerReset( );
				if ( checkGoals( ) ) levelUp( );
				return 0;
			}
		}
		return 1;
	}		

	return 0;
}

/* If the player gets enough points, award them a free frog */
int freeFrog ( int score ) {
	if ( givenFreeFrog ) return 0;
	if ( score >= SCORE_FREE_FROG ) {
		givenFreeFrog++;
		playSound( s_freeFrog );
		return 1;
	}
	return 0;
}

/* Check what frogger is colliding with */
int collideFrogger ( int x, int y, int h, int w ) {
	h++; w++;
	
        if ( ( frogger.placement[Y] >= ( y + h ) ) ||
             ( frogger.placement[X] >= ( x + w ) ) ||
             ( y >= ( frogger.placement[Y] + FRAME ) ) ||
             ( x >= ( frogger.placement[X] + FRAME ) ) ) {
                return( 0 );
        }
        return( 1 );
}

/* Check left and right borders */
void checkFroggerBorder( void ) {
	if ( frogger.placement[Y] - 5 >= getRowPixel( 0 ) ) {
		frogger.placement[Y] = frogger.oldPlacement[Y];
		frogger.currentRow = 0;
	}

	if ( ( frogger.placement[X] <= LEFT_SIDE ) ||
	     ( frogger.placement[X] + frogger.src.w >= RIGHT_SIDE ) ) {
		if ( ( frogger.currentRow == 0 ) ||
		     ( frogger.currentRow == 6 ) ) {
			frogger.placement[X] = frogger.oldPlacement[X];
		}
		else {
			frogger.alive = FALSE;
		}
	}
}

void levelUp ( void ) {
	int i;

	fprintf ( stderr, "Level %i beat!  ", level );

	level++;
	score += SCORE_LEVEL;
	lives += freeFrog( score );
	froggerReset( );
	/* Play sounds */

	/* Empty goals */
	for ( i = 0; i < MAX_GOALS; i++ ) goals[i].occupied = 0;

	/* Speed things up */
	vehicle[0].speed = level;
	vehicle[1].speed = level;
	vehicle[2].speed = level;
	vehicle[3].speed = level;
	
	fprintf (stderr, "Starting level %i!\n", level );
}

int checkGoals ( void ) {
	int savedFrogs = 0;
	int i;

	for ( i = 0; i < MAX_GOALS; i++ ) {
		if ( goals[i].occupied ) savedFrogs++;
	}

	drawGoals( );

	return ( savedFrogs >= 5 ) ? 1 : 0;
}

void froggerReset ( void ) {
	timeLeft = MAX_TIMER;

	frogger.placement[X] = FROGGER_START_X;
	frogger.placement[Y] = FROGGER_START_Y;
	frogger.oldPlacement[X] = FROGGER_START_X;
	frogger.oldPlacement[Y] = FROGGER_START_Y;
	frogger.hopCount   = 0;
	frogger.direction  = 0;
	frogger.currentRow = 0;
	frogger.alive      = TRUE;
	frogger.riding	   = FALSE;
	frogger.deathType  = 0; /* Death type SPLAT or SPLASH */
	frogger.deathCount = 0; /* death animation timer */

	frogger.src.y = 0; 
	frogger.src.x = 0;
	frogger.src.w = FRAME;
	frogger.src.h = FRAME;
	frogger.dst.y = frogger.placement[Y];
	frogger.dst.x = frogger.placement[X];

	drawImage( gfx, frogger.src.x, frogger.src.y, frogger.src.w,
		   frogger.src.h, screen, frogger.dst.x, frogger.dst.y, 255 );
}

/*
 * This actually moves frogger...  I need to come up with a better
 * algorithm for calculating the distance and time
 */
void moveFrogger( void ) {
	int x = 0;
	int y = 0;
	int h = FRAME;
	int w = FRAME;
	
	frogger.oldPlacement[Y] = frogger.placement[Y];
	frogger.oldPlacement[X] = frogger.placement[X];

	switch( frogger.direction ) {
		case UP:
			x = FRAME;
			frogger.placement[Y] -= ( HOP_DISTANCE / HOP_SPEED );
			break;
		case DOWN:
			x = ( 5 * FRAME );
			frogger.placement[Y] += ( HOP_DISTANCE / HOP_SPEED );
			break;
		case LEFT:
			x = ( 7 * FRAME );
			frogger.placement[X] -= ( HOP_DISTANCE / HOP_SPEED );
			break;
		case RIGHT:
			x = ( 3 * FRAME );
			frogger.placement[X] += ( HOP_DISTANCE / HOP_SPEED );
			break;	
	}

	checkFroggerBorder( );

	/* select the frame to display */
	frogger.src.y = y;
	frogger.src.x = x;
	frogger.src.w = w;
	frogger.src.h = h;

	/* Set the old place to be erased */
	frogger.dst.y = frogger.oldPlacement[Y];
	frogger.dst.x = frogger.oldPlacement[X];

	SDL_FillRect( screen, NULL, SDL_MapRGB( screen->format, BGCOLOR ) );

	/* Place the new position */
	frogger.dst.y = frogger.placement[Y];
	frogger.dst.x = frogger.placement[X];

	frogger.hopCount++;

	if ( frogger.hopCount >= HOP_SPEED ) {
		frogger.hopCount  = 0;
		frogger.direction = FALSE;
		score += SCORE_HOP;
		lives += freeFrog( score );
		frogger.src.x -= FRAME;
	}
}

void ridingFrogger( void ) {
	int speed = 0;

	if ( frogger.hopCount > 0 ) return;

	switch( frogger.ridingType ) {
		case LOG:
			speed = wood[frogger.ridingIdx].speed;
			break;
		case TURTLE:
			speed = turtle[frogger.ridingIdx].speed + 2;
			break;
	}

	switch( frogger.riding ) {
		case LEFT:
			frogger.oldPlacement[X] = frogger.placement[X];
			frogger.placement[X] -= speed;
			frogger.dst.x = frogger.placement[X];
			break;
		case RIGHT:
			frogger.oldPlacement[X] = frogger.placement[X];
			frogger.placement[X] += speed;
			frogger.dst.x = frogger.placement[X];
			break;
	}

	checkFroggerBorder( );
}

void drawTitleScreen( void ) {
	SDL_Surface *introText;
	SDL_Color fontColor = { 123, 158, 53, 255 };
	int center = ( SCREEN_WIDTH / 2 ) - ( titleSurface->w / 2 );
	int i;
	char *txt[] = { "Press 1 for single player game",
		        "Press 2 for two player games",
		        "Press F for full screen mode",
		        "Press ESC to quit" };

	// drawBackground( );

	drawImage( titleSurface, 0, 0, titleSurface->w, 
		   titleSurface->h, screen, center, 100, 255 );

	for( i = 0; i <= 3; i++ ) {
		introText = TTF_RenderText_Solid( font, txt[i], fontColor );
		drawImage( introText, 0, 0, introText->w, introText->h, screen, 
			   140, 300 + ( i * introText->h ), 255 );
	}

	SDL_Flip( screen );
}

void drawPauseScreen( void ) {
	printf( "D: Draw Pause Screen\n" );

}

void drawGameOver( void ) {
	printf( "D: Game Over\n" );
}

void playSound( Mix_Chunk *sound ) {
	Mix_PlayChannel( -1, sound, 0 );
}

void setFullScreenMode( void ) {
	/* Lets give fullscreen mode a try */
	if ( ! fullscreen ) {
		screen = SDL_SetVideoMode( SCREEN_WIDTH, SCREEN_HEIGHT, 16, SDL_HWSURFACE | SDL_FULLSCREEN );
		fullscreen = TRUE;
	}
	/* Switch back to window mode */
	else {
		screen = SDL_SetVideoMode( SCREEN_WIDTH, SCREEN_HEIGHT, 16, SDL_HWSURFACE );
		fullscreen = FALSE;
	}

	printf( "D: Fullscreen : %i\n", fullscreen );
}

int drawDeathSequence( int deathType ) {
	int animDelay = 55;
	int animOffset = ( deathType == SPLAT ) ? 8 : 11;
	int dFrame = 0;

	if ( frogger.deathCount < 7 ) dFrame = 0;
	if ( frogger.deathCount >= 7 ) dFrame = 1;
	if ( frogger.deathCount >= 14) dFrame = 2;
	if ( frogger.deathCount > 20 ) animOffset = 12;

	frogger.deathCount++;
	if ( frogger.deathCount >= animDelay ) 
		return 0;  /* we're done with death */

	drawImage( gfx, FRAME * ( animOffset + dFrame ), 0, FRAME, FRAME, 
		   screen, frogger.placement[X], frogger.placement[Y], 255 );
	
	return 1;
}

/* draw green timer and return 0 if out of time */
int checkTimer( void ) {
	float lvl = level;
	int step = ( int ) ( lvl / 2 );
	if ( step < 1 ) step = 1;
	if ( step > 3 ) step = 3;
	timeLeft -= step;

	drawTimer( (int) ( ( timeLeft / MAX_TIMER ) * TIMER_SIZE ) );
	
	if ( timeLeft <= 0 ) return 0;
	return 1;
}

void drawScore( int high, int score ) {
	int x = 169;
	int y = 14;

	if ( score > hScore ) hScore = score;	
	if ( high ) x = 260;
		
	drawNumbers( score, x, y );		
}

void drawNumbers( int num, int x, int y ) {
	char numStr[6] = "00000";
	int i;

	/* Assume anything less than 50 pixels location is a score and
         * pad with '0'.
         */
	if ( y <= 15 ) sprintf( numStr, "%05i", num );
	else  	       sprintf( numStr, "%i", num );

	for ( i = 0; i <= 4; i++ ) {
		char c = numStr[i];
		int n = atoi( &c );

		drawImage( gfx, n * HFRAME, FRAME * 3 , HFRAME, FRAME, 
			   screen, x + ( i * HFRAME ) + 2, y, 255 );
	}
}

/* Normally this functions manages and draws the flys, gators and saved frogs
 * but if drawDebugRect below is turned on it will draw the rectangle
 * used for collision detectiong for debuggin purposes in timer green
 */
void drawGoals( void ) {
	int drawDebugRect = 0;
	int i;

	for ( i = 0; i < MAX_GOALS; i++ ) {
		if ( drawDebugRect ) {
			SDL_Rect d;
			d.x = goals[i].x;	
			d.y = goals[i].y;	
			d.w = goals[i].w;	
			d.h = goals[i].h;	
	
			SDL_FillRect( screen, &d, SDL_MapRGB( screen->format, TIMER_COLOR ) );
		}

		if ( goals[i].occupied ) 
			drawImage( gfx, FRAME * 15, 0, FRAME, FRAME, 
				   screen, goals[i].x + 13, goals[i].y + 5, 255 );
		if( goals[i].fly ) {
			drawImage( gfx, FRAME * 17, 0, FRAME, FRAME, 
				   screen, goals[i].x + 13, goals[i].y + 5, 255 );
		}
		if( goals[i].gator ) {
			int frame = 18;
			int diff = 10;

			if ( goals[i].gator > ( ( int ) GATOR_MAX_TIME / 2 ) )
				diff = 0;
			
			drawImage( gfx, FRAME * frame + diff, 0, FRAME, FRAME, 
				   screen, goals[i].x + 13, goals[i].y + 5, 255 );
		}		
	}
}

void drawTimer( int length ) {
	SDL_Rect timerRect;

	timerRect.x = RIGHT_SIDE - 60 - length;
	timerRect.y = 465;
	timerRect.w = length;
	timerRect.h = 15;

	SDL_FillRect( screen, &timerRect,  SDL_MapRGB( screen->format, TIMER_COLOR ) );
}

void drawLives( int lives ) {
	int i;
	int lifeFroggerSize = 16;

	for( i = 0; i <= lives - 2; i++ ) {
		drawImage( gfx, FRAME * 11, FRAME * 2, lifeFroggerSize, FRAME,
			   screen, LEFT_SIDE + ( lifeFroggerSize * i ), 450, 255 );
	}
}

void drawLevel( int level ) {
	int i;
	int levelImageSize = 12;

	for( i = 0; i <= level - 1; i++ ) {
		drawImage( gfx, FRAME * 12, FRAME * 2, levelImageSize, FRAME,
			   screen, RIGHT_SIDE - levelImageSize - ( levelImageSize * i ),			   450, 255 );
	}
}

void drawWood ( void ) {
	int i;

        for ( i = 0; i < MAX_WOOD; i++ ) {
		if ( wood[i].placement[X] > ( RIGHT_SIDE + 5 ) )
			wood[i].placement[X] = LEFT_SIDE - wood[i].src.w - 5;
		wood[i].placement[X] += wood[i].speed;
		drawImage( gfx, wood[i].src.x, wood[i].src.y,
			wood[i].src.w, wood[i].src.h,
			screen, wood[i].placement[X],
			wood[i].placement[Y], 255 );
        }
}

void drawTurtles ( void ) {
	int i = 0;
	int n = 0;
	int animFrame = 0;

	for ( i = 0; i < MAX_TURTLES; i++ ) {
		/* This managed the turtles basic 3 frames of animation */
		animFrame = turtle[i].animStep;
		if ( turtle[i].animDelay >= TURTLE_ANIM_TIME ) {	
			turtle[i].animDelay = 0;
			turtle[i].animStep++;
			if ( turtle[i].animStep > 2 ) turtle[i].animStep = 0;
		}
		else {
			turtle[i].animDelay++;
		}

		/* If a set of turtles have dive capability, this enables that */
		if ( turtle[i].canDive ) {
			turtle[i].diveTime++;
			/* Check if turtle is diving */
			if ( turtle[i].diveStep > 0 ) {
				switch( turtle[i].diveStep ) {
					case 1:
						animFrame = 3;
						break;
					case 2: 
						animFrame = 4;
						break;
					case 4: 
						animFrame = 4;
						break;
					case 5: 
						animFrame = 3;	
						break;
					case 6:
						turtle[i].diveStep = 0;
						turtle[i].diveTime = 0;
						break;
					default:
						animFrame = 4;
						break;
				}
			
				if ( turtle[i].diveTime > DIVE_START_TIME + ( DIVE_PHASE_TIME * turtle[i].diveStep ) )
					turtle[i].diveStep++;
	
			}
			else {
				if ( turtle[i].diveTime > DIVE_START_TIME ) 
					turtle[i].diveStep++;
			}
		}

		/* Display out turtles */
		for ( n = 0; n <= ( turtle[i].count - 1 ); n++ ) {
			turtle[i].placement[X] -= turtle[i].speed;
			if ( turtle[i].placement[X] <= LEFT_SIDE - ( turtle[i].count * FRAME ) + 10 ) 
				turtle[i].placement[X] = RIGHT_SIDE + 10;
			if ( turtle[i].diveStep != 4 ) 
				drawImage( gfx, turtle[i].src.x + ( FRAME * animFrame ), 
				   turtle[i].src.y, turtle[i].src.w, turtle[i].src.h,
				   screen, turtle[i].placement[X] + ( ( FRAME + 3 ) * n ),
				   turtle[i].placement[Y], 255 );
		}
	}
}

void drawVehicles ( void ) {
	int i;

        for ( i = 0; i < MAX_VEHICLES; i++ ) {
		if ( vehicle[i].direction == RIGHT ) {	
			if ( vehicle[i].placement[X] > ( RIGHT_SIDE + 5 ) )
				vehicle[i].placement[X] = LEFT_SIDE - vehicle[i].src.w - 5;
			vehicle[i].placement[X] += vehicle[i].speed;
		}
		else {	
			if ( vehicle[i].placement[X] < ( LEFT_SIDE - 5 ) )
				vehicle[i].placement[X] = RIGHT_SIDE + vehicle[i].src.w + 5;
			vehicle[i].placement[X] -= vehicle[i].speed;
		}

		if ( level >= vehicle[i].level )
			drawImage( gfx, vehicle[i].src.x, vehicle[i].src.y,
				vehicle[i].src.w, vehicle[i].src.h,
				screen, vehicle[i].placement[X],
				vehicle[i].placement[Y], 255 );
        }
}

void drawImage( SDL_Surface *srcimg, int sx, int sy, int sw, int sh, 
		SDL_Surface *dstimg, int dx, int dy, int alpha ) {
  if ((!srcimg) || (alpha == 0)) return; 
  SDL_Rect src, dst;        

  src.x = sx;  src.y = sy;  src.w = sw;     src.h = sh;
  dst.x = dx;  dst.y = dy;  dst.w = src.w;  dst.h = src.h;

  if (alpha != 255) SDL_SetAlpha(srcimg, SDL_SRCALPHA, alpha); 
  SDL_BlitSurface(srcimg, &src, dstimg, &dst);                
}

int heartbeat ( void ) {
	int ticks;
	if ( level ) {
		if ( playing ) {
			ticks = updateGameState( );
			if ( ticks <= 0 ) ticks = 50;
			return ticks;		
		}
		else {
			drawPauseScreen( );
			return 500;
		}
	}
	else {
		drawTitleScreen( );
		return 500;
	}

	return 50;
}

/*
 * Main program starts here.  We'll init the video and audio
 * and then begin our main program loop here
 *
 */
int main ( int argc, char **argv ) {
	if ( mySDLInit( ) <= 0 ) {
		fprintf( stderr, "Failure to start froggix\n" );
		return 255;
	}

	beginGame( );

	SDL_Quit( );
	
	return 0;
}

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