/*
* 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: talos.c,v 1.1 2009/06/30 01:53:13 nick Exp $";
#define TITLE "Talos"
#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 TALOS_START_X 290
#define TALOS_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
/* Point table */
#define HIGH_SCORE 4630
/* baddies */
#define VEHICLE 0
#define LOG 1
#define TURTLE 2
#define GATOR 3
#define SNAKE 4
#define BEAVER 5
/* 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 talos; /* Are we talos or bonus talos */
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;
} talosObj;
/*
* 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;
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 talosReset( void );
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;
talosObj talos;
Mix_Chunk *s_freeFrog;
SDL_Surface *gfx;
SDL_Surface *background; // This is the talos 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 talos's textures and sounds
*/
gfx = IMG_Load( "images/talos.png" );
if ( gfx == NULL ) {
fprintf( stderr, "Error: 'images/talos.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/talos-title.png" );
if ( titleSurface == NULL ) {
fprintf( stderr, "Error: 'images/talos-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--;
}
talos.s_hop = Mix_LoadWAV( "sounds/talos-hop.wav" );
if ( talos.s_hop == NULL )
fprintf( stderr, "Warning: dp_talos_hop.wav could not be opened: %s\n", SDL_GetError( ) );
talos.s_squash = Mix_LoadWAV( "sounds/dp_talos_squash.wav" );
if ( talos.s_squash == NULL )
fprintf( stderr, "Warning: dp_talos_plunk could not be opened %s\n", SDL_GetError( ));
talos.s_splash = Mix_LoadWAV( "sounds/dp_talos_plunk.wav" );
if ( talos.s_splash == NULL )
fprintf( stderr, "Warning: dp_talos_splash could not be opened %s\n", SDL_GetError( ));
s_freeFrog = Mix_LoadWAV( "sounds/dp_talos_extra.wav" );
if ( s_freeFrog == NULL )
fprintf( stderr, "Warning: dp_talos_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 && talos.alive ) {
switch( event.key.keysym.sym ) {
case SDLK_UP:
if ( ! talos.direction ) {
talos.hopCount = 0;
talos.direction = UP;
talos.currentRow++;
playSound( talos.s_hop );
}
break;
case SDLK_DOWN:
if ( ! talos.direction ) {
talos.hopCount = 0;
talos.direction = DOWN;
talos.currentRow--;
playSound( talos.s_hop );
}
break;
case SDLK_LEFT:
if ( ! talos.direction ) {
talos.hopCount = 0;
talos.direction = LEFT;
playSound( talos.s_hop );
}
break;
case SDLK_RIGHT:
if ( ! talos.direction ) {
talos.hopCount = 0;
talos.direction = RIGHT;
playSound( talos.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", talos.placement[X],
talos.placement[Y],
talos.direction,
talos.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 ) {
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;
}
return 500;
}
drawGameScreen( );
return 50;
}
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 */
/*
* Draw talos in starting position
*/
talosReset( );
}
void drawGameScreen( void ) {
/*
* Update talos
*/
if ( talos.direction ) moveFrogger( );
if ( talos.riding ) ridingFrogger( );
/*
* 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 ( talos.alive == FALSE ) {
talos.riding = FALSE;
if ( ! drawDeathSequence( talos.deathType ) ) {
lives--;
if ( lives < 0 ) { drawGameOver( ); }
else { talosReset( ); }
}
}
if ( talos.alive ) {
talos.alive = checkTimer( );
drawImage( gfx, talos.src.x, talos.src.y, talos.src.w,
talos.src.h, screen, talos.dst.x, talos.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 0;//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 ) {
}
/*
* 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 ) {
}
/*
* This does collision detection based on the row talos
* is in to help reduce overhead
*/
int collisionRow ( void ) {
return 0;
}
/* If the player gets enough points, award them a free talos */
int freeFrog ( int score ) {
return 0;
}
/* Check what talos is colliding with */
int collideFrogger ( int x, int y, int h, int w ) {
h++; w++;
if ( ( talos.placement[Y] >= ( y + h ) ) ||
( talos.placement[X] >= ( x + w ) ) ||
( y >= ( talos.placement[Y] + FRAME ) ) ||
( x >= ( talos.placement[X] + FRAME ) ) ) {
return( 0 );
}
return( 1 );
}
/* Check left and right borders */
void checkFroggerBorder( void ) {
}
void levelUp ( void ) {
}
int checkGoals ( void ) {
return 0;
}
void talosReset ( void ) {
}
/*
* This actually moves talos... 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;
talos.oldPlacement[Y] = talos.placement[Y];
talos.oldPlacement[X] = talos.placement[X];
switch( talos.direction ) {
case UP:
x = FRAME;
// talos.placement[Y] -= ( HOP_DISTANCE / HOP_SPEED );
break;
case DOWN:
x = ( 5 * FRAME );
// talos.placement[Y] += ( HOP_DISTANCE / HOP_SPEED );
break;
case LEFT:
x = ( 7 * FRAME );
// talos.placement[X] -= ( HOP_DISTANCE / HOP_SPEED );
break;
case RIGHT:
x = ( 3 * FRAME );
//talos.placement[X] += ( HOP_DISTANCE / HOP_SPEED );
break;
}
checkFroggerBorder( );
/* select the frame to display */
talos.src.y = y;
talos.src.x = x;
talos.src.w = w;
talos.src.h = h;
/* Set the old place to be erased */
talos.dst.y = talos.oldPlacement[Y];
talos.dst.x = talos.oldPlacement[X];
SDL_FillRect( screen, NULL, SDL_MapRGB( screen->format, BGCOLOR ) );
/* Place the new position */
talos.dst.y = talos.placement[Y];
talos.dst.x = talos.placement[X];
talos.hopCount++;
}
void ridingFrogger( void ) {
}
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 ) {
return 1;
}
/* draw green timer and return 0 if out of time */
int checkTimer( void ) {
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 taloss
* 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 ) {
}
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 ) {
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 %s\n", TITLE );
return 255;
}
beginGame( );
SDL_Quit( );
return 0;
}
FreeBSD-CVSweb <freebsd-cvsweb@FreeBSD.org>