home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
DP Tool Club 8
/
CDASC08.ISO
/
VRAC
/
XASTER.ZIP
/
XASTER
< prev
Wrap
Text File
|
1992-11-19
|
34KB
|
1,050 lines
Here is the source to Xasteroids, version 4.2. Changes include better
collision detection, shields, & explosions. Many thanks to Peter
Phillips. If anyone wants the shorter & simpler version 3.1, write me.
This program runs under UNIX in the X-Windows or OpenWindows
environment. It could probably be modified for other operating systems
without difficulty. I compile it under quasi-BSD with this command:
cc -I/util/X11/include -L/util/X11/lib ast.c -lm -lX11 -o ast.out -O
That is, include files /util/X11/include, use the library in /util/X11/lib,
source file ast.c, use the math and X11 libraries, object file will
be ast.out, and Optimize.
Cut the stuff below into ast.docs and ast.c. Then compile ast.c.
I know it is bad practice to put everything in one file, but I wanted to
make it easy to compile.
If you like the game, please send $5 to
Phil Goetz
4023 Huckleberry Row
Ellicott City, MD 21043
Even if you don't register, please send a note to my e-mail address
so I know how many people use Xasteroids. Then I may be motivated to
update it again, or write new programs...
Send any comments, suggestions, bug reports, modifications, etc., to
goetz@cs.buffalo.EDU
Lots of people have complained that Xasteroids wouldn't run fast
enough on their display. I had different ideas on how to affect the speed,
and implemented all of them. So Version 3 came with more speed controls
than most people like to think about:
1 2: Scale of movement (default 1): Increasing this causes each object to
move further every turn.
Advantage: Can be changed in smaller amounts than moves/frame.
Disadvantage: Increasing it too much can cause bullets to fly through
asteroids without hitting them. Looks jerky.
v b: Moves per frame (default 1): Increasing this causes the main loop to
execute more times before updating the display.
Advantages: Avoids the problem of bullets flying through asteroids.
Disadvantages: Increases only by integer amounts.
, .: Delay: Used when your client runs too fast to play comfortably.
n m: Object size: If your client is too slow, decrease the size and resize
the window to a smaller size. Then type 'x' to use XFillRectangle erase.
Playing with scale of movement, object size, and window size can give you
very different games.
Known bugs:
David Elliot (dce@sonyusa.sony.com) says that he had to put an
XSync(disp) after the XDrawLines call or he would get protocol errors.
On anything slower than a SPARCstation 1, or on any color screen,
it will really drag. There should be a way to set color screens to use
a bitmap of depth 1, but I don't know how. Please tell me if you do.
The code is not optimized because the XWindows
calls take the vast majority of the time. I tried, for instance,
reading sines and cosines from a table instead of calculating them -
it made no noticeable difference in speed. Similarly, the collision
detection could be optimized only to check objects nearby - but why
bother. Same goes for using registers, pointers to frequently-referenced
array elements, etc. It MIGHT make a significant difference in runtime
if you replace the vector drawing with bitmaps. It runs a LOT slower on
color displays.
The vast majority of time seems to be used in erasing the pixmap
each round, & there isn't much to do about that. My tests have indicated
that blanking individual asteroids rather than the whole screen would
take comparable time, unless you had a complicated routine to optimize
blanking.
If you modify this program, please send me a copy. Modifications
I would like to see include: sound (esp. for Sparcstations), drawing
the asteroids to pixmaps so they can be put on the screen quicker
(though not much quicker - the X calls seem to take most of the time),
an options screen to set parameters such as speed, whether bullets
can be fired before your current ones are dead, whether to start in the
center of the screen between levels), a permanent high score file
to be displayed sometimes between games, and jagged fractal asteroids
(not just removal of the lines to the center; I like those).
---------------------
ast.docs:
Xasteroids
Copyright 1990 by Phil Goetz
goetz@cs.Buffalo.EDU
Keypress Command
-------- -------
e Rotate counterclockwise ("left")
r Rotate clockwise ("right")
w Rotate 45 degrees counterclockwise
t Rotate 45 degrees clockwise
d Increase counterclockwise rotational velocity
f Increase clockwise rotational velocity
o Thrust
p Fire
` Shields
space Hyperspace
s Start new ship in center of playing field
(Also used to start a new game)
esc Pause
Q Quit
Speed commands: Key associated with faster speed is to the right of its
corresponding key associated with slower speed.
. Decrease delay: Speed game up
, Increase delay: Slow the game down
m Decrease size ("Minimize")
n Increase size
b Increase # of moves/frame
v Decrease # of moves/frame
2 Increase scale of movement
1 Decrease scale of movement
Object Score
------- -----
Big asteroid 25
Medium asteroid 50
Little asteroid 100
Enemy spaceship 500
Enemy bullet 500
Commands can only be entered when the mouse pointer is in the
asteroids window.
Resize the window with your window manager
at any time for a different playing field.
---------------------
ast.c:
/* Xasteroids
Copyright 1990 by Phil Goetz
goetz@cs.buffalo.EDU
Version 4.2, 4/1/92
Changes from version 3.1:
Better collision detection: Actually checks for intersection
of line segments if non-round objects are very close.
Explosions! (Thanks to Peter Phillips.)
Fine rotation repeating detected using KeyRelease.
Thrust indicator behind ship. (Thanks to Peter Phillips.)
Doesn't place ship in center of screen for new levels.
Seeds random-number generator with time.
(Thanks to Craig Smith.)
Shields! (Thanks to Peter Phillips. I rewrote the bounce code
& added the energy bar & other refinements.)
Solved won't-take-input bug. (Thanks to Doug Merritt.)
Detects failure of XOpenDisplay. (Thanks to Pat Ryan.)
Contributors: Peter Phillips <pphillip@cs.ubc.ca>
Pat Ryan <pat@jaameri.gsfc.nasa.gov>
Craig Smith <csmith@cscs.UUCP>
Doug Merritt <doug@netcom.com>
*/
#include <stdio.h> /* For NULL */
#include <X11/Xlib.h>
#include <X11/Xutil.h>
#include <X11/cursorfont.h> /* For erasing cursor - not important */
#include <math.h>
/* Indexes for 1st dimension of obj */
/* The order they are in is important */
#define AST 0
#define ENEMY 96
#define ENEMYBUL 97
#define FBUL 98
#define LASTBUL 102
#define SHIP 103
#define LASTOBJ 103 /* Must be ship! See makeasts(). */
/* Shapes */
/* Order is important! See collide(). */
#define ASTSHAPE1 0
#define ASTSHAPE2 1
#define ASTSHAPE3 2
#define ENBULSH 3
#define BULSHAPE 4
#define SHIPSHAPE 5
#define SHIPTHRSHAPE 6
#define ENEMYSHAPE 7
#define LASTSHAPE 7
/* Masses */
#define M_BIG 8.0
#define M_MED 4.0
#define M_SMALL 1.0
#define M_SHIP 1.5
#define M_ENEMY 1.0
#define M_BULLET 0.1
/* Keys */
#define FIRE 'p'
#define PAUSE 27 /* escape */
#define SHIELD '`'
#define THRUST 'o'
#define BMAX 300 /* Max particles in a "boom" + 1 */
#define letheight 20 /* height of font */
#define pi 3.1415926535897932384
#define SHIPSIZE 28
typedef struct _Boom *Boom;
struct _Boom {Boom next; int dur, part; double bcoord[BMAX][2], bvec[BMAX][2]};
typedef struct {int shape, alive, time;
double mass, x, y, xvel, yvel, rot, rotvel} Objtype;
typedef struct {double angle; int length} PolarPair;
typedef struct {double x, y, mag} Vector;
/* Global variables: */
Objtype obj[SHIP+1];
/* In shapes pairs, 1st # is radians, 2nd is length in pixels.
Degrees: 0 ->, pi/2 down, pi <-, 3*pi/2 up
IF YOU CHANGE THE SHAPES, you MUST change numpairs & shapesize
*/
PolarPair shapes[LASTSHAPE+1][11] =
{ {{0,0}, {3*pi/2,40}, {0,20}, {pi/4,28}, {pi/2,40}, /* just crossed 0-deg line */
{3*pi/4,28},{pi,40},{5*pi/4,28},{3*pi/2,40},{7*pi/4,28},{0,20}},
/* hexagon if you prefer
{{0,0}, {3*pi/2, 20}, {pi/6, 20}, {pi/2, 20},
{5*pi/6, 20}, {7*pi/6, 20}, {3*pi/2, 20}, {11*pi/6, 20}},
*/
{{0,0}, {3*pi/2,20}, {0,10}, {pi/4,14}, {pi/2,20},
{3*pi/4,14},{pi,20},{5*pi/4,14},{3*pi/2,20},{7*pi/4,14},{0,10}},
{{0,0}, {3*pi/2,10}, {0,5}, {pi/4,7}, {pi/2,10},
{3*pi/4,7},{pi,10},{5*pi/4,7},{3*pi/2,10},{7*pi/4,7},{0,5}},
{{0,0}, {7*pi/4, 4}, {pi/4, 4}, {3*pi/4, 4}, {5*pi/4, 4}},
{{0,0}, {0,10}},
{{0,0}, {5*pi/4,28}, {0,20}, {pi/4,28},{3*pi/4,28},{pi,20},{7*pi/4,28}}, /* Ship */
{{0,0}, {5*pi/4,28}, {0,20}, {pi/4,28},{3*pi/4,28},{pi,20},
{7*pi/4,28}, {3*pi/4, 7}, {9*pi/8, 13}, {15*pi/8, 13}}, /* Thrusting ship */
{{0,0}, {pi,20},{7*pi/4,28},{pi/4,28},{pi,20}}
};
Boom blist = NULL;
double drawscale = 1, speedscale = 1;
int width, height,
energy, /* # of turns shield is good for */
highscore = 0,
nextbul = FBUL, /* Obj# of next bullet fired */
numasts, oldscore = 99,
rndint = 73, ships, score,
numpairs[LASTSHAPE+1] = {11, 11, 11, 5, 2, 7, 10, 5},
shapesize[LASTSHAPE+1] = {44, 21, 10, 2, 1, SHIPSIZE+1, 35, 20},
shield_on;
initasts()
{ int i;
extern Objtype obj[SHIP+1];
for (i = 0; i < LASTOBJ+1; i++)
{ obj[i].rot = 0;
obj[i].rotvel = 0;
}
for (i = 0; i < ENEMY; i++)
{ obj[i].shape = ASTSHAPE1;
}
obj[SHIP].shape = SHIPSHAPE;
obj[SHIP].mass = M_SHIP;
obj[ENEMY].shape = ENEMYSHAPE;
obj[ENEMY].mass = M_ENEMY;
obj[ENEMYBUL].shape = ENBULSH;
obj[ENEMYBUL].mass = M_BULLET;
for (i = FBUL; i < LASTBUL+1; i++)
{ obj[i].shape = BULSHAPE;
obj[i].mass = M_BULLET;
} }
makeasts(level)
{ int i;
extern Objtype obj[SHIP+1];
extern int numasts, rndint;
extern double speedscale;
unsigned char a;
for (i = 0; i < SHIP; i++)
obj[i].alive = 0; /* Erase objs from last level except ship */
for (i = ENEMYBUL; i < LASTBUL+1; i++)
obj[i].time = 0; /* No bullets in the air */
for (i = 0; i < level+4; i++) /* Asteroids: */
{ a = rand(rndint); a>>=1; /* a = rand# from 0 to 127 */
if (a > 63)
obj[i].x = (double) a;
else obj[i].x = (double) (width - a);
a = rand(rndint); a>>=1; /* Now the same for y */
if (a > 63)
obj[i].y = (double) a;
else obj[i].y = (double) height - a;
a = rand(rndint); a = 4 - a>>5;
obj[i].rot = (double) a;
a = rand(rndint);
obj[i].rotvel = ((double) a)/2048;
a = rand(rndint);
obj[i].xvel = cos((double) a);
obj[i].yvel = sin((double) a);
obj[i].shape = ASTSHAPE1;
obj[i].mass = M_BIG;
obj[i].alive = 1;
}
numasts = i;
}
makeenemy(level) /* Start an enemy ship */
int level;
{ extern Objtype obj[SHIP+1];
extern int height, rndint;
unsigned char c;
obj[ENEMY].alive = 1;
obj[ENEMY].x = 0;
obj[ENEMY].y = (double) height/4;
c = rand(rndint); obj[ENEMY].y += (double) c; /* May put enemy outside window */
obj[ENEMY].xvel = (double) level/2;
obj[ENEMY].yvel = 0;
}
int nextast() /* Find next unused asteroid object */
{ extern Objtype obj[SHIP+1];
int i;
for (i = 0; obj[i].alive; i++); /* guaranteed to find one */
return i;
}
int collide(i, j) /* Returns non-zero if i collided with j */
/* Ship must be j! (See below) */
int i, j;
{ extern Objtype obj[SHIP+1];
extern int shapesize[LASTSHAPE+1];
extern double drawscale;
double mi, mj, /* Slopes of lines */
ix1, ix2, iy1, iy2, jx1, jx2, jy1, jy2, /* Endpoints */
roti, rotj,
xcross, ycross, /* coord of intersection */
z;
int diff, xd, yd,
a, b,
shapei, shapej;
xd = obj[i].x - obj[j].x;
yd = obj[i].y - obj[j].y;
diff = sqrt((double)(xd*xd + yd*yd));
shapei = obj[i].shape; shapej = obj[j].shape;
/* Note this will miss if drawscale is < 0 */
if (diff < (shapesize[shapei] + shapesize[shapej])*drawscale)
{ /* If both are round objects, approximation is good */
if (shapei < SHIPSHAPE && shapej < SHIPSHAPE) return 1;
if (j == SHIP && shield_on) return 1; /* Ship always j! */
roti = obj[i].rot; rotj = obj[j].rot;
ix1 = (double) obj[i].x; iy1 = (double) obj[i].y;
for (a = 1; a < numpairs[shapei]; a++)
{ ix2 = ix1 + (double) shapes[shapei][a].length * drawscale *
cos(shapes[shapei][a].angle + roti);
iy2 = iy1 + (double) shapes[shapei][a].length * drawscale *
sin(shapes[shapei][a].angle + roti);
if (ix1 == ix2)
{ printf("\nif1 = if2"); return 1;} /* Easy way out */
mi = (iy2-iy1)/(ix2-ix1);
z = mi*ix1;
jx1 = (double) obj[j].x; jy1 = (double) obj[j].y;
for (b = 1; b < numpairs[shapej]; b++)
{ jx2 = jx1 + (double) shapes[shapej][b].length *
drawscale * cos(shapes[shapej][b].angle + rotj);
jy2 = jy1 + (double) shapes[shapej][b].length *
drawscale * sin(shapes[shapej][b].angle + rotj);
if (jx1 == jx2)
{ ycross = ix1 + (jx1-ix1)*mi;
if ((jx1-ix1) * (ix2-jx1) >= 0 &&
(ycross-jy1)*(jy2-ycross) >= 0)
return 1;
else jx2 += .0001; /* Avoid divide by 0 */
}
mj = (jy2-jy1)/(jx2-jx1);
if (mj == mi) goto Loopend; /* Parallel lines */
xcross = (iy1 - jy1 + mj*jx1 - z) / (mj - mi);
if ((xcross-ix1) * (ix2-xcross) > 0
&& (xcross-jx1) * (jx2-xcross) > 0) return 1;
Loopend: jx1 = jx2; jy1 = jy2;
}
ix1 = ix2; iy1 = iy2;
} }
return 0;
}
blastpair(i, j) /* Generate random velocity vector v. */
int i, j ; /* Add v to i, -v to j. */
{ extern int rndint;
extern Objtype obj[SHIP+1];
unsigned char c; /* for rand */
double vx, vy;
c = rand(rndint);
/* c = 4 - c>>5; if you need angles from -3 to 4 */
c>>2; /* possibly save some time on sin/cos */
vx = cos((double) c); vy = sin((double) c);
obj[i].xvel = obj[i].xvel + vx;
obj[i].yvel = obj[i].yvel + vy;
obj[j].xvel = obj[j].xvel - vx;
obj[j].yvel = obj[j].yvel - vy;
obj[i].rotvel = obj[i].rotvel + .05;
obj[j].rotvel = obj[j].rotvel - .05;
}
/* dot product of 2 vectors */
#define dot(i,j) (i.x*j.x + i.y*j.y)
/* rotational inertia (constant eliminated) of obj. i */
#define rotinert(i) (double) (obj[i].mass*shapesize[obj[i].shape]*shapesize[obj[i].shape])
/* cause two objects to collide elastically */
bounce(i, j)
int i,j;
{
double rotrat, temp;
extern Objtype obj[SHIP+1];
Vector vi, vj, /* velocity of objs i, j */
ij, /* vector from center of i to center of j */
vi_ij, vj_ij, /* velocity of obj along vector ij */
vipij, vjpij, /* velocity perpendicular to ij */
vi_ijf, vj_ijf; /* post-collision velocity along ij */
vi.x = obj[i].xvel; vi.y = obj[i].yvel;
vj.x = obj[j].xvel; vj.y = obj[j].yvel;
ij.x = obj[j].x - obj[i].x; ij.y = obj[j].y - obj[i].y;
ij.mag = sqrt(ij.x*ij.x + ij.y*ij.y);
/*
Calculate velocities projected onto ij;
vi_ij = vi*cos(a) = (vi dot ij) / |ij| */
vi_ij.mag = dot(vi, ij) / ij.mag;
vi_ij.x = (ij.x * vi_ij.mag) / ij.mag;
vi_ij.y = (ij.y * vi_ij.mag) / ij.mag;
vj_ij.mag = dot(vj, ij) / ij.mag;
vj_ij.x = (ij.x * vj_ij.mag) / ij.mag;
vj_ij.y = (ij.y * vj_ij.mag) / ij.mag;
if (vi_ij.mag - vj_ij.mag < 0) /* Objs moving away from each other -
Since objs are round (at least when bouncing), this means
they are moving away from each other already. */
return;
/*
Calculate component of velocities perpendicular to ij:
|vipij| = |vi|*sin(a) = |vi x ij| / |ij|
Same as
|vipij| = |vi|*cos(pi/2 - a) = (vi dot (perp. to ij)) / |ij| */
temp = vi.y*ij.x - vi.x*ij.y; /* - (cross product when 3rd coord is 0)*/
temp /= (ij.mag*ij.mag);
vipij.x = -ij.y*temp; vipij.y = ij.x*temp;
temp = (vj.x*ij.y - vj.y*ij.x) / (ij.mag*ij.mag);
vjpij.x = -ij.y*temp; vjpij.y = ij.x*temp;
/*
Calculate the linear elastic collision along ij:
mass(i)*vi_ij + mass(j)*vj_ij = mass(i)*vi_ijf + mass(j)*vj_ijf
vi_ij + vi_ijf = vj_ij + vj_ijf (derived by dividing equation
for conservation of kinetic energy by eq. for cons. of momentum) */
temp = obj[i].mass/obj[j].mass;
vj_ijf.x = (temp * (2*vi_ij.x - vj_ij.x) + vj_ij.x) / (1 + temp);
vj_ijf.y = (temp * (2*vi_ij.y - vj_ij.y) + vj_ij.y) / (1 + temp);
vi_ijf.x = vj_ijf.x + vj_ij.x - vi_ij.x;
vi_ijf.y = vj_ijf.y + vj_ij.y - vi_ij.y;
/*
Now, given vi_ijf and vj_ijf, add them to the perpendicular
components to get final velocity vectors */
obj[i].xvel = vi_ijf.x + vipij.x;
obj[i].yvel = vi_ijf.y + vipij.y;
obj[j].xvel = vj_ijf.x + vjpij.x;
obj[j].yvel = vj_ijf.y + vjpij.y;
/*
Now calculate rotational velocity exchange */
rotrat = rotinert(i)/rotinert(j);
temp = rotrat * (2*obj[i].rotvel - obj[j].rotvel) / (1+rotrat);
obj[i].rotvel = temp + obj[j].rotvel - obj[i].rotvel;
obj[j].rotvel = temp;
}
botline(disp, window, gc) /* Print status line text */
Display *disp;
Drawable window;
GC gc;
{ extern int highscore, ships, score;
char text[70];
sprintf(text, "Ships:%2d Score:%6d Shield: High:%6d",
ships, score, highscore);
XDrawImageString (disp, window, gc, 0, height+letheight,
text, strlen(text));
}
printss(disp, window, gc) /* Print ships and score */
Display *disp;
Drawable window;
GC gc;
{ extern int height, highscore, oldscore, ships, score;
extern Objtype obj[SHIP+1]; /* to kill ship */
char sstring[30];
if (score != oldscore)
{ if (score/10000 > oldscore/10000)
{ ships++; botline(disp, window, gc);}
if (score/10000 < oldscore/10000)
{ ships--; botline(disp, window, gc);
if (!ships) obj[SHIP].alive = 0;
}
if (score > highscore) /* Separate if to avoid flashing */
{ highscore = score;
sprintf(sstring, "%6d", highscore);
XDrawImageString (disp, window, gc, 460,
height+letheight, sstring, strlen(sstring));
}
sprintf(sstring, "%6d", score);
XDrawImageString (disp, window, gc, 170, height+letheight,
sstring, strlen(sstring));
oldscore = score;
}
/* Draw shield energy bar */
XFillRectangle(disp, window, gc, 340, height+8, energy>>1, 10);
XClearArea(disp, window, 340+(energy>>1), height+8, 8, 10, False);
}
upscore(killer, up) /* Only award score for things the player shot */
int killer, up;
{ extern int score;
if (killer != ENEMYBUL && killer != SHIP)
score = score + up;
}
/* boom, movebooms, drawbooms all by Peter Phillips */
boom(ob, particles, duration)
int ob;
int particles;
int duration;
{ extern int rndint;
int i;
unsigned int r1, r2;
Boom b;
double x, y;
double angle, length;
b = (Boom) malloc(sizeof(struct _Boom));
b->dur = duration;
b->part = particles;
x = obj[ob].x;
y = obj[ob].y;
for (i = 0; i < particles; i++) {
r1 = (rand(rndint) >> 2) % 100;
r2 = (rand(rndint) >> 2) % 7;
b->bcoord[i][0] = x;
b->bcoord[i][1] = y;
angle = r1 * pi / 50.0;
length = 3 + r2;
b->bvec[i][0] = cos(angle) * length + obj[ob].xvel;
b->bvec[i][1] = sin(angle) * length + obj[ob].yvel;
}
b->next = blist;
blist = b;
}
/* move the various booms that are active */
movebooms()
{
int i;
Boom b, prevb;
prevb = NULL;
b = blist;
while (b != NULL) {
b->dur--;
if (b->dur < 0) { /* delete this boom */
Boom temp;
temp = b;
if (prevb == NULL) {
blist = b->next;
} else {
prevb->next = b->next;
}
b = b->next;
free(temp);
} else { /* move boom, advance list */
for (i = 0; i < b->part; i++) {
b->bcoord[i][0] += b->bvec[i][0];
b->bcoord[i][1] += b->bvec[i][1];
}
prevb = b;
b = b->next;
}
}
}
/* Draw the various booms */
drawbooms(disp, window, gc)
Display *disp;
Drawable window;
GC gc;
{
int i;
Boom b;
XPoint figure[BMAX];
b = blist;
while (b != NULL) {
for (i = 0; i < b->part; i++) {
figure[i].x = (int) b->bcoord[i][0];
figure[i].y = (int) b->bcoord[i][1];
}
XDrawPoints(disp, window, gc, figure, b->part, CoordModeOrigin);
b = b->next;
}
}
deletebooms() /* delete all booms */
{ Boom b;
b = blist;
while (b != NULL)
{ b->dur = 0;
b = b->next;
} }
killast(killer, i)
int killer, i; /* i = Asteroid # to kill */
{ extern Objtype obj[SHIP+1];
extern int numasts;
int k, na, oldna;
if (obj[i].shape == ASTSHAPE1)
{ na = nextast(); /* Could put 6 lines in a sub */
obj[na].x = obj[i].x;
obj[na].y = obj[i].y;
obj[na].xvel = obj[i].xvel;
obj[na].yvel = obj[i].yvel;
obj[na].alive++;
obj[na].shape = ASTSHAPE2;
obj[na].mass = M_MED;
obj[i].shape = ASTSHAPE2;
obj[i].mass = M_MED;
blastpair(i, na);
boom(i, 30, 12);
numasts++;
upscore(killer, 25);
}
else if (obj[i].shape == ASTSHAPE2)
{
for (k = 0; k < 3; k++)
{ oldna = na;
na = nextast();
obj[na].x = obj[i].x;
obj[na].y = obj[i].y;
obj[na].xvel = obj[i].xvel;
obj[na].yvel = obj[i].yvel;
obj[na].alive++;
obj[na].shape = ASTSHAPE3;
obj[na].mass = M_SMALL;
if (k == 1) blastpair(oldna,na);
}
obj[i].shape = ASTSHAPE3;
obj[i].mass = M_SMALL;
blastpair(na, i);
boom(i, 20, 10);
numasts = numasts + 3;
upscore(killer, 50);
}
else if (obj[i].shape == ASTSHAPE3)
{ boom(i, 10, 8);
obj[i].alive = 0; numasts--; upscore(killer, 100);}
else /* enemy {ship or bullet} */
{ boom(i, 9, 7);
obj[i].alive = 0; upscore(killer, 500);}
}
moveobjs(crash)
int *crash;
{ extern Objtype obj[SHIP+1];
extern int ships;
extern double speedscale;
int i, j; /* Indexes */
double *temp;
movebooms();
for (i = 0; i < LASTOBJ+1; i++)
if (obj[i].alive)
{ temp = &obj[i].x;
*temp = *temp + obj[i].xvel*speedscale;
while (*temp < 0) *temp = *temp + (double) width;
while (*temp > width) *temp = *temp - (double) width;
temp = &obj[i].y;
*temp = *temp + obj[i].yvel*speedscale;
while (*temp < 0) *temp = *temp + height;
while (*temp > height) *temp = *temp - height;
obj[i].rot = obj[i].rot + obj[i].rotvel;
}
for (i = 0; i < FBUL; i++)
if (obj[i].alive)
{
if (obj[SHIP].alive && collide(i, SHIP))
{ if (shield_on) bounce(SHIP, i);
else
{ *crash = 2;
ships--; obj[SHIP].alive = 0;
killast(SHIP, i);
continue;
} }
for (j = ENEMYBUL; j < LASTBUL+1; j++)
if (obj[j].alive && collide(i, j) &&
(j != ENEMYBUL || (i != ENEMYBUL && i != ENEMY)))
{ obj[j].alive = 0; /* Kill the bullet */
/* Don't have 2 bullets kill same asteroid */
if (obj[i].alive) killast(j,i);
}
}
}
fire()
{ extern Objtype obj[SHIP+1];
extern int width, nextbul;
extern double drawscale, speedscale;
double *shiprot, cosrot, sinrot;
obj[nextbul].alive++;
shiprot = &obj[SHIP].rot;
cosrot = cos(*shiprot); sinrot = sin(*shiprot);
obj[nextbul].x = obj[SHIP].x + 20 * cosrot * drawscale;
obj[nextbul].y = obj[SHIP].y + 20 * sinrot * drawscale;
obj[nextbul].xvel = obj[SHIP].xvel + 10 * cosrot;
obj[nextbul].yvel = obj[SHIP].yvel + 10 * sinrot;
obj[nextbul].rot = *shiprot;
obj[nextbul].time = width/(speedscale*11); /* loops before bullet expires */
nextbul++; if (nextbul == LASTBUL+1) nextbul = FBUL;
}
hyper()
{ extern Objtype obj[SHIP+1];
extern int width, height, rndint;
unsigned char c;
unsigned int i;
c = rand(rndint); i = c; i<<=2; /* 0 - 1024 */
while (i > width) i -= width;
obj[SHIP].x = (double) i;
c = rand(rndint); i = c; i<<=2; /* 0 - 1024 */
while (i > height) i -= height;
obj[SHIP].y = (double) i;
}
vdraw(disp, window, gc, shape, x, y, rot)
Display *disp;
Drawable window;
GC gc;
int shape;
double x, y, rot;
{ int line;
extern PolarPair shapes[LASTSHAPE+1][11];
extern int numpairs[LASTSHAPE+1];
extern double drawscale;
XPoint figure[20];
figure[0].x = (int) x; figure[0].y = (int) y;
for (line=1; line < numpairs[shape]; line++) /* 2 pairs = 1 line */
{ figure[line].x = (int) shapes[shape][line].length *
cos(shapes[shape][line].angle + rot) * drawscale;
figure[line].y = (int) shapes[shape][line].length *
sin(shapes[shape][line].angle + rot) * drawscale;
}
XDrawLines (disp, window, gc, figure, numpairs[shape], CoordModePrevious);
}
main(argc, argv)
int argc;
char **argv;
{ Colormap cmap;
Cursor cursor;
Display *disp;
Font font;
GC gc, pmgc;
KeySym key;
Pixmap pixmap;
Window window;
XColor black, exact;
XEvent event;
XSizeHints hint;
XWMHints wmhints;
extern int width, height;
int screen, depth;
char text[30];
unsigned long fg, bg;
extern double drawscale, speedscale;
extern int numasts, rndint, ships, score, oldscore;
extern Objtype obj[SHIP+1];
unsigned char c; /* for rand */
double *temp, dx, dy, dist;
int level, crashed, flashon, len, pause = 0, delay = 64,
enemycount, counter, counterstart = 1,
i, /* index for drawing objs, counting bullets */
r; /* radius of shield circle */
disp = XOpenDisplay(0);
if (disp == (Display *) NULL)
{ fprintf(stderr, "Could not open display\n");
exit(1);
}
screen = DefaultScreen(disp);
bg = BlackPixel(disp, screen);
fg = WhitePixel(disp, screen);
hint.x = 150; hint.y = 200; hint.width = 550; hint.height = 550;
hint.flags = PPosition | PSize;
width = hint.width; height = hint.height-letheight-1;
depth = DefaultDepth (disp, screen);
window = XCreateSimpleWindow (disp, DefaultRootWindow(disp),
hint.x, hint.y, hint.width, hint.height, 5, fg, bg);
pixmap = XCreatePixmap (disp, window, width, height, depth);
XSetStandardProperties (disp, window, "asteroids", "asteroids", None,
argv, argc, &hint);
gc = XCreateGC (disp, window, 0, 0);
XSetGraphicsExposures(disp, gc, 0); /* IMPORTANT! If you do not
specifically ask not to get Expose events, every XCopyArea
will generate one, & the event queue will fill up. */
font = XLoadFont(disp, "10x20\0"); /* If you don't have this
font, try replacing it with 9x15\0 */
XSetFont(disp, gc, font);
pmgc = XCreateGC (disp, window, 0, 0);
XSetBackground (disp, gc, bg);
XSetForeground (disp, gc, fg);
XSetForeground (disp, pmgc, bg); /* fg of pixmap is bg of window */
wmhints.flags = InputHint;
wmhints.input = True;
XSetWMHints(disp, window, &wmhints); /* Thanks to Doug Merritt */
XSelectInput (disp, window,
KeyPressMask | KeyReleaseMask | StructureNotifyMask);
XMapRaised (disp, window);
/* Erase cursor. Just delete next 5 lines if any error. */
cmap = XDefaultColormap(disp, screen);
XAllocNamedColor(disp, cmap, "Black", &exact, &black);
cursor = XCreateFontCursor(disp, XC_dot);
XRecolorCursor(disp, cursor, &black, &black);
XDefineCursor(disp, window, cursor);
XFillRectangle (disp, pixmap, pmgc, 0, 0, width, height);
/* Can delete next line if it causes trouble */
srand((unsigned) time(0)); /* By Craig Smith */
initasts();
Newgame:
deletebooms();
ships = 3;
score = 0; oldscore = -1;
for (level = 0; ;)
{ if (level < 8) level++;
makeasts (level);
Newship: botline(disp, window, gc);
if (!obj[SHIP].alive)
{ obj[SHIP].x = width/2;
obj[SHIP].y = height/2;
obj[SHIP].xvel = 0;
obj[SHIP].yvel = 0;
obj[SHIP].rot = 3*pi/2;
obj[SHIP].rotvel = 0;
energy = 80;
shield_on = 0;
}
obj[SHIP].alive = (ships > 0);
crashed = 0; flashon = 0; enemycount = 20;
counter = 0;
while (numasts)
{ for (i = FBUL; i < LASTBUL+1; i++) /* Bullet timer */
if (obj[i].alive)
{ obj[i].time--;
if (!obj[i].time) obj[i].alive = 0; /* Not --! */
}
while (XEventsQueued(disp, QueuedAfterReading))
{ XNextEvent(disp, &event);
switch (event.type)
{ case MappingNotify:
XRefreshKeyboardMapping (&event);
break;
case ConfigureNotify:
width = event.xconfigure.width;
height = event.xconfigure.height-letheight-1;
XFreePixmap (disp, pixmap);
pixmap = XCreatePixmap (disp, window, width, height, depth);
XFillRectangle (disp, pixmap, pmgc, 0, 0, width, height);
botline(disp, window, gc);
break;
case KeyPress:
len = XLookupString (&event, text, 10, &key, 0);
if (len == 1 && !shield_on) switch (text[0])
{ case 'e':
obj[SHIP].rotvel = obj[SHIP].rotvel - .1; break;
case 'r':
obj[SHIP].rotvel = obj[SHIP].rotvel + .1; break;
case 'w':
obj[SHIP].rot -= pi/4; break;
case 't':
obj[SHIP].rot += pi/4; break;
case 'd':
obj[SHIP].rotvel = obj[SHIP].rotvel - .02; break;
case 'f':
obj[SHIP].rotvel = obj[SHIP].rotvel + .02; break;
case THRUST:
obj[SHIP].xvel += cos(obj[SHIP].rot);
obj[SHIP].yvel += sin(obj[SHIP].rot);
obj[SHIP].shape = SHIPTHRSHAPE;
break;
case FIRE:
if (obj[SHIP].alive) fire(); break;
case ' ':
if (obj[SHIP].alive)
{ hyper(); flashon = 1;
/* NOT XSetForeground (disp, gc, bg);
If you set the fg black, & print the highscore, it will effectively erase it. */
XSetForeground (disp, pmgc, fg);
XFillRectangle (disp, pixmap, pmgc, 0, 0, width, height);
}
break;
case SHIELD:
if (energy)
{ shield_on = 1;
obj[SHIP].shape = SHIPSHAPE;}
break;
case '.': /* decrease delay */
if (delay > 1) delay >>=1; break;
case ',': /* increase delay */
delay <<=1; break;
case 'm': /* decrease drawscale - may go negative */
drawscale -= .1; break;
case 'n': /* increase drawscale */
drawscale += .1; break;
case '2': /* increase speedscale */
speedscale += .1; break;
case '1': /* decrease speedscale */
speedscale -= .1; break;
case 'b': /* increase moves/update */
counterstart++; break;
case 'v': /* decrease moves/update */
if (counterstart > 1) counterstart--;
break;
case PAUSE: /* pause */
pause = 1 - pause; break;
case '+': /* cheat */
ships++; botline(disp, window, gc); break;
case 'Q': /* quit */
goto End;
case 's': /* start new ship */
if (!obj[SHIP].alive)
if (ships < 1) goto Newgame;
else goto Newship;
break;
}
break;
case KeyRelease:
len = XLookupString(&event, text, 10, &key, 0);
if (len == 1) switch (text[0])
{ case 'e':
obj[SHIP].rotvel = 0; break;
case 'r':
obj[SHIP].rotvel = 0; break;
case THRUST:
obj[SHIP].shape = SHIPSHAPE;
break;
case SHIELD:
shield_on = 0; break;
}
/* break; */
} }
if (!pause)
{ moveobjs(&crashed);
if (ships) score--; /* timer effect */
if (!counter)
{ counter = counterstart; /* Restart counter */
if (crashed == 2)
{ crashed--; flashon++;
boom(SHIP, BMAX-1, 70);
XSetForeground (disp, pmgc, fg);
XFillRectangle (disp, pixmap, pmgc, 0, 0, width, height);
botline(disp, window, gc);
}
/* Write copyright notice */
if (!ships && blist == NULL)
{ sprintf(text, "Xasteroids");
XDrawImageString (disp, pixmap, gc,
width/2-50, height/2-2*letheight,
text, strlen(text));
sprintf(text, "Copyright 1990 by Phil Goetz");
XDrawImageString (disp, pixmap, gc,
width/2-140, height/2,
text, strlen(text));
sprintf(text, "goetz@cs.buffalo.edu");
XDrawImageString (disp, pixmap, gc,
width/2-100, height/2+2*letheight,
text, strlen(text));
}
/* Draw objects */
for (i = 0; i <= LASTOBJ; i++)
if (obj[i].alive)
vdraw(disp, pixmap, gc, obj[i].shape,
obj[i].x, obj[i].y, obj[i].rot);
if (shield_on && obj[SHIP].alive)
{ r = abs((int) (drawscale*SHIPSIZE));
XDrawArc(disp, pixmap, gc,
((int) obj[SHIP].x) - r,
((int) obj[SHIP].y) - r,
2*r, 2*r, 0, 360*64);
energy--;
if (!energy) shield_on = 0;
}
drawbooms(disp, pixmap, gc);
/* update display: */
XCopyArea(disp, pixmap, window, gc, 0, 0, width, height, 0, 0);
printss(disp, window, gc);
/* erase objects */
XFillRectangle (disp, pixmap, pmgc, 0, 0, width, height);
if (flashon)
{ flashon--;
XSetForeground (disp, pmgc, bg);
XFillRectangle (disp, pixmap, pmgc, 0, 0, width, height);
}
XSync(disp, 0);
}
counter--;
c = rand(rndint)>>8;
if (!obj[ENEMY].alive)
{ if (c < level)
{ c = rand(rndint);
if (c < level * 10) makeenemy(level);
} }
else
obj[ENEMY].yvel += (c>128+6*obj[ENEMY].yvel) ? .5 : -.5;
enemycount--; if (!enemycount)
{ enemycount = 100;
if (obj[ENEMY].alive)
{ obj[ENEMYBUL].alive++;
obj[ENEMYBUL].x = obj[ENEMY].x;
obj[ENEMYBUL].y = obj[ENEMY].y;
dx = obj[SHIP].x - obj[ENEMY].x;
dy = obj[SHIP].y - obj[ENEMY].y;
dist = sqrt(dx*dx + dy*dy);
obj[ENEMYBUL].xvel = 3*dx/dist;
obj[ENEMYBUL].yvel = 3*dy/dist;
}
else obj[ENEMYBUL].alive = 0;
}
for (i = 0; i < delay; i++);
}
}
}
End: printf("\nYour high score was %d\n", highscore);
XFreeGC (disp, gc);
XFreeGC (disp, pmgc);
XFreePixmap (disp, pixmap);
XDestroyWindow (disp, window);
XCloseDisplay (disp);
exit(0);
}