tb1/tb_asm/c/tb_asm.c
2012-12-18 21:43:40 -05:00

1279 lines
30 KiB
C

#include <termios.h>
#include <stdio.h>
#include <stdlib.h>
#include <unistd.h>
#include <fcntl.h>
#include <string.h>
#include <time.h>
#include <sys/time.h>
#define SCREEN_WIDTH 40
#define SCREEN_HEIGHT 24
#define BYTES_PER_PIXEL 2
#include "vmwsoft.h"
#include "opener.h"
#include "vince.h"
#include "tom.h"
#include "phobos.h"
#include "game_sprites.h"
#include "boss.h"
#include "ending.h"
int play_sound=0;
char hi_player[4]="KRG";
int hiscore=100;
int dump_screen=0;
void load_hi_score() {
FILE *hi_score;
hi_score=fopen("/tmp/tb_asm.hsc","r");
if (hi_score!=NULL) {
fscanf(hi_score,"%i\n",&hiscore);
fgets(hi_player,4,hi_score);
fclose(hi_score);
}
}
int clear_framebuffer(char *buffer,char color,char value) {
int i=0;
while(i<SCREEN_WIDTH*SCREEN_HEIGHT*BYTES_PER_PIXEL) {
buffer[i]=color;
buffer[i+1]=value;
i+=BYTES_PER_PIXEL;
}
return 0;
}
int blit(char *sprite, char *framebuffer, char ascii,int x, int y,int xsize,int ysize) {
int xx=0,yy=0,offset;
offset=((y*SCREEN_WIDTH)+x)*BYTES_PER_PIXEL;
while(yy<ysize) {
if (sprite[(yy*xsize)+xx]) {
framebuffer[offset]=sprite[(yy*xsize)+xx];
framebuffer[offset+1]=ascii;
}
offset+=BYTES_PER_PIXEL;
xx++;
if (xx>=xsize) {
offset+=((SCREEN_WIDTH-xsize)*BYTES_PER_PIXEL);
xx=0;
yy++;
}
}
return 0;
}
int put_text_xy(char *text,int x,int y,int color, char *framebuffer) {
int offset,i;
offset=(y*SCREEN_WIDTH+x)*BYTES_PER_PIXEL;
i=0;
while(i<strlen(text)) {
framebuffer[offset]=(char)color;
framebuffer[offset+1]=text[i];
i++;
offset+=2;
}
return 0;
}
int to_buffer(char *buffer,char *string) {
strncat(buffer,string,BUFSIZ);
return strlen(string);
}
int to_buffer_color(char *buffer,int bold, int color) {
char temp_string[BUFSIZ];
sprintf(temp_string,"\033[%i;%im",bold,color);
strncat(buffer,temp_string,BUFSIZ);
return strlen(temp_string);
}
int dump_to_screen(char *framebuffer) {
static char out_buffer[40*44*10];
char colors[8]={30,34,32,36,31,35,33,37};
unsigned char temp_string[2]={0,0};
int size=0,i,j,color,old_color=-1;
int block_mode;
block_mode=0;
out_buffer[0]='\0';
/* home cursor */
size+=to_buffer(out_buffer,"\033[0;0H");
for(j=0;j<SCREEN_HEIGHT;j++) {
for(i=0;i<SCREEN_WIDTH;i++) {
color=framebuffer[(i+j*SCREEN_WIDTH)*BYTES_PER_PIXEL];
if (color!=old_color) {
size+=to_buffer_color(out_buffer,color>7,colors[color&7]);
old_color=color;
}
temp_string[0]=framebuffer[((i+j*SCREEN_WIDTH)*BYTES_PER_PIXEL)+1];
if (temp_string[0]==219) {
if (!block_mode){
block_mode=1;
size+=to_buffer(out_buffer,"\016");
}
temp_string[0]='0';
}
else {
if (block_mode) {
block_mode=0;
size+=to_buffer(out_buffer,"\017");
}
}
size+=to_buffer(out_buffer,temp_string);
}
size+=to_buffer(out_buffer,"\n");
}
if (size>40*44*10) {
printf("\a\a\a\n");
exit(10);
}
write(1,out_buffer,size);
if (dump_screen) {
int fd;
fd=creat("screen",0x666);
write(fd,out_buffer,size);
close(fd);
dump_screen=0;
}
// fdatasync(1);
return 0;
}
int get_timer() {
static int initialized=0;
static int startseconds,startusecs;
struct timeval our_time;
int temp_time;
if (!initialized) {
gettimeofday(&our_time,NULL);
startseconds=time(NULL);
startusecs=our_time.tv_usec;
initialized=1;
}
gettimeofday(&our_time,NULL);
temp_time=(time(NULL)-startseconds)*1000;
temp_time+=(our_time.tv_usec/1000);
return temp_time;
}
void clear_keyboard_buffer()
{
int ch;
while(read(0,&ch,1)==1);
}
void pause_a_while(int msecs) {
int ch,our_time;
our_time=get_timer();
while ( read(0,&ch,1)!=1) {
usleep(1);
if ( (get_timer()-our_time) > msecs ) break;
}
clear_keyboard_buffer();
}
int get_char() {
char ch;
int result;
result=read(0,&ch,1);
if (result<1) return 0;
else return ch;
}
int get_a_char() {
char ch,ch1,ch2,ch3;
ch=get_char();
if (ch==27) {
ch1=get_char();
ch2=get_char();
ch3=get_char();
if ((ch1==0) && (ch2==0)) return 'q';
if ((ch1==91) && (ch2==66)) return 'm';
if ((ch1==91) && (ch2==65)) return 'i';
if ((ch1==91) && (ch2==67)) return 'k';
if ((ch1==91) && (ch2==68)) return 'j';
if ((ch1==91) && (ch2==91)) {
if (ch3==65) return 'h';
}
{
FILE *fff;
fff=fopen("bob","w");
fprintf(fff,"%i %i %i\n",ch1,ch2,ch3);
fclose(fff);
}
// }
}
return ch;
}
void null()
{
}
void put_attention_block(char *framebuffer,int color) {
int i,j;
for(i=5;i<12;i++)
for(j=0;j<40;j++)
put_text_xy("*",j,i,color,framebuffer);
}
int verify_quit(char *framebuffer) {
int quit_bar=0;
char ch;
put_attention_block(framebuffer,14);
put_text_xy(" QUIT? Are you sure? ",9,7,12,framebuffer);
put_text_xy(" NO!",9,8,12,framebuffer);
put_text_xy(" YES!",9,9,12,framebuffer);
quit_loop:
if (quit_bar==0) {
put_text_xy(" --> NO! ",9,8,13,framebuffer);
put_text_xy(" YES ",9,9,5,framebuffer);
}
else {
put_text_xy(" NO ",9,8,5,framebuffer);
put_text_xy(" --> YES! ",9,9,13,framebuffer);
}
dump_to_screen(framebuffer);
while ((ch=get_a_char())==0) usleep(5000);
if ((ch=='i') || (ch=='j') || (ch=='k') || (ch=='m')) quit_bar=!quit_bar;
if (ch=='y') quit_bar=1;
if (ch=='n') quit_bar=0;
if (ch=='\n') {
return quit_bar;
}
goto quit_loop;
return 0;
}
int ending(char *framebuffer) {
sleep(3);
clear_keyboard_buffer();
clear_framebuffer(framebuffer,0,' ');
blit(earth_sprite,framebuffer,219,32,0,5,6);
put_text_xy("INCOMING MESSAGE FROM",0,0,15,framebuffer);
put_text_xy(" ** EARTH **",0,1,15,framebuffer);
put_text_xy("Congratulations Tom!",0,3,14,framebuffer);
put_text_xy("You've destroyed the",0,4,14,framebuffer);
put_text_xy(" Marketing Menace!!",0,5,14,framebuffer);
put_text_xy("But wait...",0,7,14,framebuffer);
put_text_xy("Our sensors detect another batch of",0,8,14,framebuffer);
put_text_xy(" enemies, moving even faster!",0,9,14,framebuffer);
put_text_xy("Feel free to quit at any time, but",0,11,14,framebuffer);
put_text_xy(" remember no paycheck bonus unless",0,12,14,framebuffer);
put_text_xy(" all are destroyed.",0,13,14,framebuffer);
put_text_xy("PS Your pet guinea",0,15,14,framebuffer);
put_text_xy(" pig is doing",0,16,14,framebuffer);
put_text_xy(" well. -->",0,17,14,framebuffer);
blit(susie_sprite,framebuffer,219,20,15,19,7);
put_text_xy("** END TRANSMISSION **",0,22,15,framebuffer);
dump_to_screen(framebuffer);
while(get_char()==0) usleep(30);
clear_framebuffer(framebuffer,0,' ');
blit(tom_head_sprite,framebuffer,219,0,0,7,7);
put_text_xy("Tom: *Sigh*",10,0,9,framebuffer);
put_text_xy("Press Any Key to Resume Fighting",0,10,15,framebuffer);
dump_to_screen(framebuffer);
while(get_char()==0) usleep(30);
return 0;
}
int help(char *framebuffer) {
clear_framebuffer(framebuffer,0,' ');
put_text_xy("TOM BOMBEM",10,0,15,framebuffer);
put_text_xy("by",14,1,7,framebuffer);
put_text_xy("Vince Weaver",9,2,15,framebuffer);
put_text_xy("Key Bindings:",0,4,15,framebuffer);
put_text_xy("UP or 'i' : Move menu up",2,6,7,framebuffer);
put_text_xy("DOWN or 'm' : Move menu down",2,7,7,framebuffer);
put_text_xy("ENTER : Selects current option",2,8,7,framebuffer);
put_text_xy("RIGHT or 'k' : Move ship right",2,10,7,framebuffer);
put_text_xy("LEFT or 'j' : Move ship left",2,11,7,framebuffer);
put_text_xy("SPACEBAR : Shoots",2,12,7,framebuffer);
put_text_xy("F1 or 'h' : Displays help",2,14,7,framebuffer);
put_text_xy("ESC or 'q' : Quits",2,15,7,framebuffer);
put_text_xy("'p' : Pauses",2,16,7,framebuffer);
put_text_xy("'s' : Toggles sound",2,17,7,framebuffer);
dump_to_screen(framebuffer);
while(get_char()==0) usleep(30);
return 0;
}
int hi_score(char *framebuffer) {
char temp_string[BUFSIZ];
load_hi_score();
put_attention_block(framebuffer,12);
put_text_xy("HIGH SCORE",15,7,14,framebuffer);
sprintf(temp_string," %s %i ",hi_player,hiscore);
put_text_xy(temp_string,(40-strlen(temp_string))/2,9,15,framebuffer);
dump_to_screen(framebuffer);
return 0;
}
int new_hi_score(char *framebuffer) {
FILE *hi_score;
char temp_name[4]="AAA";
int char_num=0,ch;
put_attention_block(framebuffer,9);
put_text_xy("NEW HIGH SCORE",13,5,13,framebuffer);
put_text_xy("Use the arrows to pick your initials",2,7,14,framebuffer);
put_text_xy("Press ENTER when you are done",5,8,14,framebuffer);
hi_score_loop:
put_text_xy(" ",17,10,15,framebuffer);
put_text_xy(" ",18,11,15,framebuffer);
put_text_xy(temp_name,18,10,15,framebuffer);
put_text_xy("^",18+char_num,11,15,framebuffer);
dump_to_screen(framebuffer);
while ((ch=get_a_char())==0) usleep(5000);
if (ch=='k') {
char_num++;
if (char_num>2) char_num=0;
}
if (ch=='j') {
char_num--;
if (char_num<0) char_num=2;
}
if (ch=='i') {
temp_name[char_num]--;
if (temp_name[char_num]<64) temp_name[char_num]=126;
}
if (ch=='m') {
temp_name[char_num]++;
if (temp_name[char_num]>126) temp_name[char_num]=64;
}
if (ch!='\n') goto hi_score_loop;
strncpy(hi_player,temp_name,3);
hi_score=fopen("/tmp/tb_asm.hsc","w");
if (hi_score!=NULL) {
fprintf(hi_score,"%i\n",hiscore);
fprintf(hi_score,"%s\n",hi_player);
fclose(hi_score);
}
return 0;
}
void set_sound(int freq,int duration) {
printf("%c[10;%i]%c[11;%i]\n",27,freq,27,duration);
play_sound=1;
}
#define UP_SHIELDS 200
int new_game(char *framebuffer) {
int i,j,xadd=0,scroll=0,quit=0,x=20,bigx=20<<8,y=16;
int sound=1,shields=8,score=0;
int game_paused=0,current_enemy_type=0 /*0*/,current_enemy_kind=-1,current_init_x=-1,
total_enemies_out=0,level=1,enemies_spawned=1,enemy_wave=0;
char temp_string[BUFSIZ];
int done_waiting;
struct timeval timing_info;
int time_spent,oldusec=0,oldsec=0;
struct boss_type {
int x,xadd,count;
int waiting,hits,smoke,exploding;
int shooting;
} boss;
struct missile_type {
int out,x,y;
} missile[2];
struct enemy_type {
int x,y,out,kind;
int xadd,yadd,xmin,xmax;
int hitsneeded;
int exploding;
} enemies[5];
int enemy_wait=30,enemy_count=0;
char ch;
char *background;
FILE *debug;
debug=fopen("debug","w");
load_hi_score();
clear_keyboard_buffer();
clear_framebuffer(framebuffer,0x0,' ');
background=calloc(1600,sizeof(char));
missile[0].out=0;
missile[1].out=0;
for(i=0;i<5;i++) enemies[i].out=0;
/* RANDOMIZE TIMER */
srand(time(NULL));
/* Draw the Stars */
for(i=0;i<50;i++) {
*(background+(rand()%40)*40+rand()%40)=7;
*(background+(rand()%40)*40+rand()%40)=8;
}
while(!quit) {
clear_framebuffer(framebuffer,0x0,' ');
/* Scrolling Stars */
scroll-=1;
if (scroll<0) scroll=78;
if (scroll/2<20) {
blit(background+(scroll/2*40),framebuffer,'.',0,0,40,20);
}
else {
blit(background+(scroll/2*40),framebuffer,'.',0,0,40,40-scroll/2);
blit(background,framebuffer,'.',0,40-scroll/2,40,scroll/2-20);
}
/* Put out new enemies */
/* Type 0: "Diagonal No Wait" x_init=rand, xadd=1, yadd=1
* Type 1: "horiz then fall" xadd=1. After random, xadd=0 yadd=1
* Type 2: "diagonal, wait" wait(all_free) then 0 with same type
* Type 4: "Wiggle" x=rand()
* Type 5: "Rain" x=rand() xadd=0 yadd=1
* Type 6: Wait for Boss
* Type 7: BOSS
*
*
* After enemies_destroyed>20 switch types
* After enemies_destroyed>500? Wait till all destroyed then BOSS
* After boss keep going, knocking up speed each 100
*/
/* Keep a level indicator? */
/* Keep a count of how close to place enemies */
/* Don't want all to appear at once */
enemy_count++;
if (enemy_count==enemy_wait) {
enemy_count=0;
if (current_enemy_type==7) enemies_spawned=1;
/* make length random? */
if (enemies_spawned%15==0) {
enemies_spawned++; /* hack to keep from getting stuck */
current_enemy_type=rand()%6;
enemy_wave++;
if (enemy_wave==15) current_enemy_type=6;
if ((current_enemy_type==0) || (current_enemy_type==1))
enemy_wait=30;
else enemy_wait=10;
current_enemy_kind=-1;
current_init_x=-1;
}
i=0;
while (i<5) {
if (!enemies[i].out) break;
i++;
}
if (current_enemy_type==2) {
if (total_enemies_out>0) goto move_enemies;
current_enemy_type=3;
current_enemy_kind=rand()%6;
current_init_x=rand()%300;
enemy_wait=10;
}
if (current_enemy_type==6) {
if (total_enemies_out>0) goto move_enemies;
boss.x=13;
boss.xadd=1;
boss.count=10+rand()%40;
boss.waiting=1;
boss.hits=20+(5*level);
boss.smoke=0;
boss.exploding=0;
current_enemy_type=7;
enemy_wait=10;
}
if ((current_enemy_type==7) && (boss.waiting)) goto move_enemies;
if (i<5) {
enemies_spawned++;
enemies[i].out=1;
enemies[i].exploding=0;
total_enemies_out++;
enemies[i].y=0;
enemies[i].hitsneeded=0;
enemies[i].xmin=0;
enemies[i].xmax=37;
if (current_enemy_kind<0) enemies[i].kind=rand()%6;
else enemies[i].kind=current_enemy_kind;
if (current_init_x<0) enemies[i].x=rand()%300;
else enemies[i].x=current_init_x;
switch(current_enemy_type) {
case 0: enemies[i].xadd=level;
enemies[i].yadd=level;
break;
case 1: enemies[i].xadd=5;
enemies[i].yadd=-(rand()%100);
break;
case 3: enemies[i].xadd=3;
enemies[i].yadd=level;
break;
case 4: enemies[i].xadd=4;
enemies[i].yadd=level;
enemies[i].xmin=2+rand()%34;
enemies[i].xmax=enemies[i].xmin+(rand()%20);
if (enemies[i].xmax>35) enemies[i].xmax=35;
enemies[i].x=enemies[i].xmin*8;
// fprintf(debug,"%i %i\n",enemies[i].xmin,enemies[i].xmax)
break;
case 5: enemies[i].xadd=0; enemies[i].yadd=2;
if (rand()%3==0) enemies[i].x=x;
break;
case 7: enemies[i].xadd=0; enemies[i].yadd=2;
enemies[i].x=(boss.x+5)*8;
enemies[i].y=3*8;
break;
}
}
}
move_enemies:
/* Move the enemies */
for(i=0;i<5;i++) {
if (enemies[i].out) {
/* Move on x */
if (enemies[i].xadd!=0) {
enemies[i].x+=enemies[i].xadd;
if ((enemies[i].x/8>37) || (enemies[i].x/8<0)) {
enemies[i].xadd=-enemies[i].xadd;
enemies[i].x+=enemies[i].xadd;
}
if (current_enemy_type==4) {
if ((enemies[i].x/8>enemies[i].xmax) || (enemies[i].x/8<enemies[i].xmin)) {
enemies[i].xadd=-enemies[i].xadd;
// enemies[i].x+=enemies[i].xadd;
}
}
}
/* check for special case II */
if (enemies[i].yadd<0) {
enemies[i].yadd++;
if (enemies[i].yadd==0) {
enemies[i].yadd=2*level;
enemies[i].xadd=0;
}
}
/* less than zero signifies extra info */
if (enemies[i].yadd>0) {
enemies[i].y+=enemies[i].yadd;
if (enemies[i].y/8>18) {
enemies[i].out=0;
total_enemies_out--;
}
}
/* Ship <-> Enemies Collision Detection */
if (!enemies[i].exploding) {
if ( ( (enemies[i].x/8+2 >= x) && (enemies[i].x/8+2 <= x +6) )
|| ( (enemies[i].x/8 >=x) && (enemies[i].x/8 <= x+6))) {
if ( ((enemies[i].y/8 >= y) && (enemies[i].y/8 <=y+2))
|| ( (enemies[i].y/8+1 >=y) && (enemies[i].y/8+1 <=y+2)) ) {
enemies[i].exploding=1;
shields--;
set_sound(120,50);
}
}
}
}
}
/* Draw the enemies */
for(i=0;i<5;i++) {
if (enemies[i].out) {
if (enemies[i].exploding) {
blit(explosion_sprites[enemies[i].exploding/2-1],framebuffer,219,enemies[i].x/8,enemies[i].y/8,3,2);
enemies[i].exploding++;
if (enemies[i].exploding>7) {
enemies[i].out=0;
total_enemies_out--;
}
}
else {
blit(enemy_sprites[enemies[i].kind],framebuffer,219,enemies[i].x/8,enemies[i].y/8,3,2);
}
}
}
/* Draw the Boss */
if (current_enemy_type==7) {
if (boss.exploding!=1) blit(boss_sprite,framebuffer,219,boss.x,0,13,3);
if (boss.smoke) {
blit(smoke_sprites[boss.smoke/4],framebuffer,219,boss.x+5,3,3,1);
blit(smoke_sprites[boss.smoke/4],framebuffer,219,boss.x+5-boss.xadd,4,3,1);
boss.smoke--;
}
if (boss.shooting) {
boss.shooting--;
for(i=0;i<8;i++) {
blit(laser_sprite[boss.shooting%2],framebuffer,219,boss.x,3+(i*2),1,2);
blit(laser_sprite[boss.shooting%2],framebuffer,219,boss.x+12,3+(i*2),1,2);
set_sound(200+boss.shooting,20);
}
}
if (boss.exploding) {
boss.waiting=1;
for(i=0;i<30;i++) {
blit(smoke_sprites[boss.exploding/8],framebuffer,219,boss.x+rand()%11,rand()%4,3,1);
}
set_sound(120,20);
boss.exploding--;
if (boss.exploding==0) {
level++;
boss.shooting=0;
for(i=0;i<5;i++) enemies[i].exploding=2;
ending(framebuffer);
current_enemy_type=2;
enemy_wave=0;
}
}
else {
boss.count--;
if (boss.count<0) {
if (boss.waiting) {
boss.waiting=0;
boss.count=40+rand()%320;
}
else {
boss.waiting=1;
boss.count=30+rand()%40;
boss.shooting=30;
}
}
}
if (!boss.waiting) {
boss.x+=boss.xadd;
if ((boss.x>26) || (boss.x<0)) {
boss.xadd=-boss.xadd;
boss.x+=boss.xadd;
}
}
/* Collision detection for lasers */
if (boss.shooting) {
if (((boss.x < x+6) && (boss.x>=x)) ||
((boss.x+12<x+6) && (boss.x+12>=x))) {
if (boss.shooting%7==0) shields--;
}
}
}
/* Move the missiles */
for(i=0;i<2;i++) {
if (missile[i].out) {
missile[i].y--;
if (missile[i].y<0) missile[i].out=0;
/* Missile Collision Detection */
for(j=0;j<5;j++) {
/* Missile <-> Enemy Collision Detection */
if ((enemies[j].out)&&(!enemies[j].exploding)) {
if ((missile[i].x >=enemies[j].x/8) && (missile[i].x < enemies[j].x/8+3)) {
if ((missile[i].y >= enemies[j].y/8) && (missile[i].y <=enemies[j].y/8+1) ) {
missile[i].out=0;
enemies[j].exploding=2;
set_sound(150,40);
score+=10;
if (score%UP_SHIELDS==0) {
shields++;
set_sound(220,50);
if (shields>9) shields=9;
}
}
}
}
}
/* Missile <-> Boss Collision Detection */
if ((current_enemy_type==7) && (!boss.exploding)) {
if ((missile[i].x >= boss.x) && (missile[i].x < boss.x+13)) {
if ((missile[i].y>= 0) && (missile[i].y <=2)) {
missile[i].out=0;
boss.smoke=11;
set_sound(150,50);
boss.hits--;
if (boss.hits<0) boss.exploding=23;
}
}
}
}
}
/* Draw the missiles */
for(i=0;i<2;i++) {
if (missile[i].out) blit(missile_sprite,framebuffer,219,missile[i].x,missile[i].y,1,3);
}
ch=0;
while( (ch=get_a_char()) ) {
switch(ch) {
case 'd': dump_screen=1; break;
case 'q': case 'Q':
if (verify_quit(framebuffer)) {
quit=1;
}
else {
game_paused=1;
}
break;
case 'j': if (xadd<=0) xadd-=128; else xadd=0; break;
case 'k': if (xadd>=0) xadd+=128; else xadd=0; break;
case 'p':
put_attention_block(framebuffer,14);
put_text_xy(" GAME PAUSED! ",13,8,12,framebuffer);
dump_to_screen(framebuffer);
while (get_char()==0) usleep(5000);
game_paused=1;
break;
case 's': sound=!sound; /*level++;*/ break;
case 'h': help(framebuffer); /*game_paused=1;*/ break;
case ' ': if (!missile[0].out) {
missile[0].out=1;
missile[0].x=x+3;
missile[0].y=y;
set_sound(110,30);
} else if (!missile[1].out) {
missile[1].out=1;
missile[1].x=x+3;
missile[1].y=y;
set_sound(110,30);
}
break;
}
}
bigx+=xadd;
if (bigx<0) {
bigx=0;
xadd=0;
}
if (bigx>(32<<8)) {
bigx=32<<8;
xadd=0;
}
x=bigx>>8;
blit(ship_sprite,framebuffer,219,x,y,8,4);
put_text_xy("SHIELDS: ",0,21,shields?12:14,framebuffer);
for(i=0;i<10;i++) {
if (i<shields) {
if (i<4) put_text_xy("\333",10+(i*2),21,4,framebuffer);
else if (i<8) put_text_xy("\333",10+(i*2),21,12,framebuffer);
else put_text_xy("\333",10+(i*2),21,15,framebuffer);
}
else put_text_xy("_",10+(i*2),21,8,framebuffer);
}
/* Should only print score/shields if they change */
/* and not waste CPU each frame */
sprintf(temp_string,"SCORE: %i",score);
put_text_xy(temp_string,0,22,15,framebuffer);
sprintf(temp_string,"HISCORE: %i",hiscore);
put_text_xy(temp_string,20,22,15,framebuffer);
sprintf(temp_string,"LEVEL: %i",level);
put_text_xy(temp_string,0,23,15,framebuffer);
if ((sound) && (play_sound)) {
play_sound=0;
put_text_xy("\a",39,23,15,framebuffer);
}
if (shields<0) {
quit=1;
}
dump_to_screen(framebuffer);
done_waiting=0;
while (!done_waiting) {
gettimeofday(&timing_info,NULL);
time_spent=timing_info.tv_usec-oldusec;
/* Assume we don't lag more than a second */
/* Seriously, if we lag more than 10ms we are screwed anyway */
if (time_spent<0) time_spent+=1000000;
if (time_spent<30000) usleep(100);
else (done_waiting=1);
}
oldusec=timing_info.tv_usec;
oldsec=timing_info.tv_sec;
if (game_paused) {
gettimeofday(&timing_info,NULL);
oldusec=timing_info.tv_usec;
oldsec=timing_info.tv_sec;
game_paused=0;
}
}
put_attention_block(framebuffer,14);
put_text_xy(" GAME OVER! ",14,8,12,framebuffer);
dump_to_screen(framebuffer);
if (sound) {
usleep(250000);
set_sound(164,500);
put_text_xy("\a",39,23,15,framebuffer);
dump_to_screen(framebuffer);
usleep(600000);
set_sound(130,500);
dump_to_screen(framebuffer);
}
else sleep(2);
clear_keyboard_buffer();
pause_a_while(5000);
clear_framebuffer(framebuffer,0,' ');
if (score>hiscore) {
hiscore=score;
fprintf(debug,"score=%i hiscore=%i\n",score,hiscore);
new_hi_score(framebuffer);
}
hi_score(framebuffer);
pause_a_while(5000);
return 0;
}
int about(char *framebuffer) {
clear_framebuffer(framebuffer,0,' ');
blit(vince_sprite,framebuffer,219,24,0,16,20);
put_text_xy("TOM BOMBEM",7,0,13,framebuffer);
put_text_xy("by",11,1,14,framebuffer);
put_text_xy("Vince Weaver",6,2,9,framebuffer);
put_text_xy("author if you squint ->",0,3,12,framebuffer);
put_text_xy("* Testing my asm skills",0,5,11,framebuffer);
put_text_xy("* Based on Tom Bombem: ",0,7,10,framebuffer);
put_text_xy(" Invasion of Inanimate",0,8,10,framebuffer);
put_text_xy(" Objects, a game I ",0,9,10,framebuffer);
put_text_xy(" started 10 years ago ",0,10,10,framebuffer);
put_text_xy(" in Pascal/asm and is ",0,11,10,framebuffer);
put_text_xy(" still languishing ",0,12,10,framebuffer);
put_text_xy(" uncompleted in C/SDL.",0,13,10,framebuffer);
put_text_xy("Contact Vince:",0,17,5,framebuffer);
put_text_xy("vince@deater.net",0,18,9,framebuffer);
put_text_xy("http://www.deater.net/weave/",0,19,9,framebuffer);
dump_to_screen(framebuffer);
while(get_char()==0) usleep(30);
return 0;
}
int story(char *framebuffer) {
int x;
clear_framebuffer(framebuffer,0,' ');
blit(phobos_sprite,framebuffer,219,0,0,40,16);
/* 0 5 0 5 0 5 0 5 0 */
put_text_xy("It is the year 2025. All telemarketers",0,17,15,framebuffer);
put_text_xy("and unsolicited bulk e-mailers have ",0,18,15,framebuffer);
put_text_xy("been exiled to Phobos.",0,19,15,framebuffer);
dump_to_screen(framebuffer);
pause_a_while(7000);
put_text_xy("Right before being trapped forever they",0,17,10,framebuffer);
put_text_xy("manage to launch one last marketing ",0,18,10,framebuffer);
put_text_xy("droid. ",0,19,10,framebuffer);
dump_to_screen(framebuffer);
pause_a_while(4000);
x=19;
while(x<37) {
blit(evil_ship_sprite,framebuffer,219,x,9,3,1);
dump_to_screen(framebuffer);
pause_a_while(250);
put_text_xy(" ",x,9,0,framebuffer);
x++;
}
pause_a_while(2000);
clear_framebuffer(framebuffer,0,' ');
blit(tom_sprite,framebuffer,219,24,1,16,18);
/*0 5 0 5 0 */
put_text_xy("You are Tom Bombem.",0,0,9,framebuffer);
put_text_xy("You drew the short straw.",0,2,9,framebuffer);
put_text_xy("So it is up to you to",0,4,9,framebuffer);
put_text_xy(" fight through the ads",0,5,9,framebuffer);
put_text_xy(" and destroy the evil ",0,6,9,framebuffer);
put_text_xy(" marketing robot, thus",0,7,9,framebuffer);
put_text_xy(" restoring harmony to ",0,8,9,framebuffer);
put_text_xy(" the space lanes.",0,9,9,framebuffer);
put_text_xy(" GOOD LUCK!",0,12,11,framebuffer);
dump_to_screen(framebuffer);
pause_a_while(20000);
return 0;
}
int main(int argc, char **argv) {
static struct termios new_tty,old_tty;
char *framebuffer;
int i,menu_item;
char ch;
framebuffer=calloc(SCREEN_WIDTH*SCREEN_HEIGHT*BYTES_PER_PIXEL,sizeof(char));
/* setup non-blocking non-echo mode */
tcgetattr(0,&old_tty);
new_tty=old_tty;
new_tty.c_lflag&=~ICANON;
new_tty.c_cc[VMIN]=1;
new_tty.c_lflag&=~ECHO;
tcsetattr(0,TCSANOW,&new_tty);
fcntl(0,F_SETFL,fcntl(0,F_GETFL) | O_NONBLOCK);
/* clear screen */
printf("\033[2J\n");
clear_framebuffer(framebuffer,0,' ');
blit(vmw_sprite,framebuffer,219,8,6,23,8);
put_text_xy("A VMW Software Production",7,15,15,framebuffer);
dump_to_screen(framebuffer);
pause_a_while(3000);
opening_screen:
clear_framebuffer(framebuffer,0,' ');
blit(opener_sprite,framebuffer,219,0,0,40,20);
put_text_xy("Merciless Marauding Malicious Marketers",0,5,14,framebuffer);
dump_to_screen(framebuffer);
pause_a_while(10000);
menu_item=0;
put_attention_block(framebuffer,0);
while(1) {
put_text_xy("New Game",15,6,(menu_item==0)?13:5,framebuffer);
put_text_xy("About",15,7,(menu_item==1)?13:5,framebuffer);
put_text_xy("Story",15,8,(menu_item==2)?13:5,framebuffer);
put_text_xy("Hi Score",15,9,(menu_item==3)?13:5,framebuffer);
put_text_xy("Quit",15,10,(menu_item==4)?13:5,framebuffer);
put_text_xy("F1 or 'h' for HELP",0,20,7,framebuffer);
for(i=0;i<5;i++)
if (i==menu_item) put_text_xy("-->",12,6+menu_item,14,framebuffer);
else put_text_xy(" ",12,6+i,0,framebuffer);
dump_to_screen(framebuffer);
while( !(ch=get_a_char()) ) usleep(30);
switch(ch) {
case 'q': case 'Q': menu_item=4; ch='\n'; break;
case 'i': case 'j': menu_item--;
if (menu_item<0) menu_item=4;
break;
case 'm': case 'k': menu_item++;
if (menu_item>4) menu_item=0; break;
case 'h': menu_item=5; ch='\n'; break;
case 10: case 13: case 32: break;
}
if ((ch==10) || (ch==13) || (ch==32)) {
switch(menu_item) {
case 0: new_game(framebuffer); break;
case 1: about(framebuffer); break;
case 2: story(framebuffer); break;
case 3: hi_score(framebuffer);
while(get_char()==0) usleep(30);
break;
case 4: if (verify_quit(framebuffer)) goto done_the_game; break;
case 5: help(framebuffer); break;
}
goto opening_screen;
}
}
done_the_game:
printf("%c\n",15);
set_sound(750,125); /* The default. No way I know of to save/restore */
tcsetattr(0,TCSANOW,&old_tty);
return 0;
}