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/vendor/vectoroids/1.1.0/Makefile
New file
0,0 → 1,64
# makefile for Vectoroids
 
# (Based on Agendaroids)
 
# by Bill Kendrick
# bill@newbreedsoftware.com
# http://www.newbreedsoftware.com/vectoroids/
 
# November 30, 2001 - April 13, 2002
 
 
PREFIX=/usr/local
MAN_PREFIX=$(PREFIX)
BIN_PREFIX=$(PREFIX)/bin
DATA_PREFIX=$(PREFIX)/share/vectoroids/
JOY=YES
TARGET_DEF=LINUX
SDL_LIB=$(shell sdl-config --libs) $(MIXER) -lSDL_image
 
NOSOUNDFLAG=__SOUND
MIXER=-lSDL_mixer
 
CFLAGS=-Wall -Wno-long-long -pedantic -ansi -O2 \
$(shell sdl-config --cflags) -D$(NOSOUNDFLAG) \
-DDATA_PREFIX=\"$(DATA_PREFIX)\" -DJOY_$(JOY) -D$(TARGET_DEF)
 
 
all: vectoroids
 
embedded:
make vectoroids TARGET_DEF=EMBEDDED MIXER= JOY=NO \
DATA_PREFIX=/opt/QtPalmtop/share/vectoroids/ \
SDL_LIB="/usr/local/arm/lib/libSDL_mixer.a /usr/local/arm/lib/libSDL.a -L/usr/local/arm/lib/ -lpthread -L/opt/Qtopia/sharp/lib -lqpe -lqte" \
CC=/usr/local/arm/bin/arm-linux-gcc
/usr/local/arm/bin/arm-linux-strip vectoroids
 
 
emtest:
make vectoroids TARGET_DEF=EMBEDDED
 
nosound:
make vectoroids MIXER= NOSOUNDFLAG=NOSOUND
 
install:
install -d $(DATA_PREFIX)
cp -R data/* $(DATA_PREFIX)
chmod -R a+rX,g-w,o-w $(DATA_PREFIX)
cp vectoroids $(BIN_PREFIX)
chmod a+rx,g-w,o-w $(BIN_PREFIX)/vectoroids
install -d $(MAN_PREFIX)/man/man6/
cp vectoroids.6 $(MAN_PREFIX)/man/man6/
chmod a+rx,g-w,o-w $(MAN_PREFIX)/man/man6/vectoroids.6
 
 
clean:
-rm vectoroids
-rm *.o
 
 
vectoroids: vectoroids.o
$(CC) $(CFLAGS) vectoroids.o -o vectoroids $(SDL_LIB)
 
 
vectoroids.o: vectoroids.c
/vendor/vectoroids/1.1.0/vectoroids.c
New file
0,0 → 1,3014
/*
vectoroids.c
An asteroid shooting game with vector graphics.
Based on "Agendaroids."
by Bill Kendrick
bill@newbreedsoftware.com
http://www.newbreedsoftware.com/vectoroids/
November 30, 2001 - April 20, 2002
*/
 
#define VER_VERSION "1.1.0"
#define VER_DATE "2002.04.20"
 
#ifndef EMBEDDED
#define STATE_FORMAT_VERSION "2001.12.01"
#else
#define STATE_FORMAT_VERSION "2001.12.01e"
#endif
 
 
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <SDL.h>
#include <SDL_image.h>
#ifndef NOSOUND
#include <SDL_mixer.h>
#endif
 
 
#ifndef DATA_PREFIX
#define DATA_PREFIX "data/"
#endif
 
 
/* Constraints: */
 
#ifndef EMBEDDED
#define NUM_BULLETS 2
#else
#define NUM_BULLETS 3
#endif
 
#ifndef EMBEDDED
#define NUM_ASTEROIDS 20
#define NUM_BITS 50
#else
#define NUM_ASTEROIDS 15
#define NUM_BITS 25
#endif
 
#define AST_SIDES 6
#ifndef EMBEDDED
#define AST_RADIUS 10
#define SHIP_RADIUS 20
#else
#define AST_RADIUS 7
#define SHIP_RADIUS 12
#endif
 
#define ZOOM_START 40
#define ONEUP_SCORE 10000
#define FPS 50
 
#ifndef EMBEDDED
#define WIDTH 480
#define HEIGHT 480
#else
#define WIDTH 240
#define HEIGHT 320
#endif
 
 
 
enum { FALSE, TRUE };
 
#define LEFT_EDGE 0x0001
#define RIGHT_EDGE 0x0002
#define TOP_EDGE 0x0004
#define BOTTOM_EDGE 0x0008
 
 
/* Types: */
 
typedef struct letter_type {
int x, y;
int xm, ym;
} letter_type;
 
typedef struct bullet_type {
int timer;
int x, y;
int xm, ym;
} bullet_type;
 
typedef struct shape_type {
int radius;
int angle;
} shape_type;
 
typedef struct asteroid_type {
int alive, size;
int x, y;
int xm, ym;
int angle, angle_m;
shape_type shape[AST_SIDES];
} asteroid_type;
 
typedef struct bit_type {
int timer;
int x, y;
int xm, ym;
} bit_type;
 
typedef struct color_type {
Uint8 r;
Uint8 g;
Uint8 b;
} color_type;
 
 
/* Data: */
 
enum {
SND_BULLET,
SND_AST1,
SND_AST2,
SND_AST3,
SND_AST4,
SND_THRUST,
SND_EXPLODE,
SND_GAMEOVER,
SND_EXTRALIFE,
NUM_SOUNDS
};
 
char * sound_names[NUM_SOUNDS] = {
DATA_PREFIX "sounds/bullet.wav",
DATA_PREFIX "sounds/ast1.wav",
DATA_PREFIX "sounds/ast2.wav",
DATA_PREFIX "sounds/ast3.wav",
DATA_PREFIX "sounds/ast4.wav",
DATA_PREFIX "sounds/thrust.wav",
DATA_PREFIX "sounds/explode.wav",
DATA_PREFIX "sounds/gameover.wav",
DATA_PREFIX "sounds/extralife.wav"
};
 
#define CHAN_THRUST 0
 
char * mus_game_name = DATA_PREFIX "music/decision.s3m";
 
 
#ifdef JOY_YES
#define JOY_A 0
#define JOY_B 1
#define JOY_X 0
#define JOY_Y 1
#endif
 
 
/* Globals: */
 
SDL_Surface * screen, * bkgd;
#ifndef NOSOUND
Mix_Chunk * sounds[NUM_SOUNDS];
Mix_Music * game_music;
#endif
#ifdef JOY_YES
SDL_Joystick *js;
#endif
bullet_type bullets[NUM_BULLETS];
asteroid_type asteroids[NUM_ASTEROIDS];
bit_type bits[NUM_BITS];
int use_sound, use_joystick, fullscreen, text_zoom;
char zoom_str[24];
int x, y, xm, ym, angle;
int player_alive, player_die_timer;
int lives, score, high, level, game_pending;
 
 
/* Trig junk: (thanks to Atari BASIC for this) */
 
int trig[12] = {
1024,
1014,
984,
935,
868,
784,
685,
572,
448,
316,
117,
0
};
 
 
/* Characters: */
 
int char_vectors[36][5][4] = {
{
/* 0 */
{ 0, 0, 1, 0 },
{ 1, 0, 1, 2 },
{ 1, 2, 0, 2 },
{ 0, 2, 0, 0 },
{ -1, -1, -1, -1 }
},
{
/* 1 */
{ 1, 0, 1, 2 },
{ -1, -1, -1, -1 },
{ -1, -1, -1, -1 },
{ -1, -1, -1, -1 },
{ -1, -1, -1, -1 }
},
 
{
/* 2 */
{ 1, 0, 0, 0 },
{ 1, 0, 1, 1 },
{ 0, 1, 1, 1 },
{ 0, 1, 0, 2 },
{ 1, 2, 0, 2 },
},
 
{
/* 3 */
{ 0, 0, 1, 0 },
{ 1, 0, 1, 2 },
{ 0, 1, 1, 1 },
{ 0, 2, 1, 2 },
{ -1, -1, -1, -1 }
},
 
{
/* 4 */
{ 1, 0, 1, 2 },
{ 0, 0, 0, 1 },
{ 0, 1, 1, 1 },
{ -1, -1, -1, -1 },
{ -1, -1, -1, -1 }
},
 
{
/* 5 */
{ 1, 0, 0, 0 },
{ 0, 0, 0, 1 },
{ 0, 1, 1, 1 },
{ 1, 1, 1, 2 },
{ 1, 2, 0, 2 }
},
 
{
/* 6 */
{ 1, 0, 0, 0 },
{ 0, 0, 0, 2 },
{ 0, 2, 1, 2 },
{ 1, 2, 1, 1 },
{ 1, 1, 0, 1 }
},
 
{
/* 7 */
{ 0, 0, 1, 0 },
{ 1, 0, 1, 2 },
{ -1, -1, -1, -1 },
{ -1, -1, -1, -1 },
{ -1, -1, -1, -1 }
},
 
{
/* 8 */
{ 0, 0, 1, 0 },
{ 0, 0, 0, 2 },
{ 1, 0, 1, 2 },
{ 0, 2, 1, 2 },
{ 0, 1, 1, 1 }
},
 
{
/* 9 */
{ 1, 0, 1, 2 },
{ 0, 0, 1, 0 },
{ 0, 0, 0, 1 },
{ 0, 1, 1, 1 },
{ -1, -1, -1, -1 }
},
 
{
/* A */
{ 0, 2, 0, 1 },
{ 0, 1, 1, 0 },
{ 1, 0, 1, 2 },
{ 0, 1, 1, 1 },
{ -1, -1, -1, -1 }
},
{
/* B */
{ 0, 2, 0, 0 },
{ 0, 0, 1, 0 },
{ 1, 0, 0, 1 },
{ 0, 1, 1, 2 },
{ 1, 2, 0, 2 }
},
 
{
/* C */
{ 1, 0, 0, 0 },
{ 0, 0, 0, 2 },
{ 0, 2, 1, 2 },
{ -1, -1, -1, -1 },
{ -1, -1, -1, -1 }
},
{
/* D */
{ 0, 0, 1, 1 },
{ 1, 1, 0, 2 },
{ 0, 2, 0, 0 },
{ -1, -1, -1, -1 },
{ -1, -1, -1, -1 }
},
{
/* E */
{ 1, 0, 0, 0 },
{ 0, 0, 0, 2 },
{ 0, 2, 1, 2 },
{ 0, 1, 1, 1 },
{ -1, -1, -1, -1 }
},
 
{
/* F */
{ 1, 0, 0, 0 },
{ 0, 0, 0, 2 },
{ 0, 1, 1, 1 },
{ -1, -1, -1, -1 },
{ -1, -1, -1, -1 }
},
{
/* G */
{ 1, 0, 0, 0 },
{ 0, 0, 0, 2 },
{ 0, 2, 1, 2 },
{ 1, 2, 1, 1 },
{ -1, -1, -1, -1 }
},
{
/* H */
{ 0, 0, 0, 2 },
{ 1, 0, 1, 2 },
{ 0, 1, 1, 1 },
{ -1, -1, -1, -1 },
{ -1, -1, -1, -1 }
},
{
/* I */
{ 1, 0, 1, 2 },
{ -1, -1, -1, -1 },
{ -1, -1, -1, -1 },
{ -1, -1, -1, -1 },
{ -1, -1, -1, -1 }
},
{
/* J */
{ 1, 0, 1, 2 },
{ 1, 2, 0, 2 },
{ 0, 2, 0, 1 },
{ -1, -1, -1, -1 },
{ -1, -1, -1, -1 }
},
{
/* K */
{ 0, 0, 0, 2 },
{ 1, 0, 0, 1 },
{ 0, 1, 1, 2 },
{ -1, -1, -1, -1 },
{ -1, -1, -1, -1 }
},
{
/* L */
{ 0, 0, 0, 2 },
{ 0, 2, 1, 2 },
{ -1, -1, -1, -1 },
{ -1, -1, -1, -1 },
{ -1, -1, -1, -1 }
},
{
/* M */
{ 0, 0, 0, 2 },
{ 1, 0, 1, 2 },
{ 0, 0, 1, 1 },
{ 0, 1, 1, 0 },
{ -1, -1, -1, -1 }
},
{
/* N */
{ 0, 2, 0, 0 },
{ 0, 0, 1, 2 },
{ 1, 2, 1, 0 },
{ -1, -1, -1, -1 },
{ -1, -1, -1, -1 }
},
{
/* O */
{ 0, 0, 1, 0 },
{ 1, 0, 1, 2 },
{ 1, 2, 0, 2 },
{ 0, 2, 0, 0 },
{ -1, -1, -1, -1 }
},
{
/* P */
{ 0, 2, 0, 0 },
{ 0, 0, 1, 0 },
{ 1, 0, 1, 1 },
{ 1, 1, 0, 1 },
{ -1, -1, -1, -1 }
},
{
/* Q */
{ 0, 0, 1, 0 },
{ 1, 0, 1, 2 },
{ 1, 2, 0, 2 },
{ 0, 2, 0, 0 },
{ 0, 1, 1, 2 }
},
 
{
/* R */
{ 0, 2, 0, 0 },
{ 0, 0, 1, 0 },
{ 1, 0, 1, 1 },
{ 1, 1, 0, 1 },
{ 0, 1, 1, 2 }
},
{
/* S */
{ 1, 0, 0, 0 },
{ 0, 0, 0, 1 },
{ 0, 1, 1, 1 },
{ 1, 1, 1, 2 },
{ 1, 2, 0, 2 }
},
 
{
/* T */
{ 0, 0, 1, 0 },
{ 1, 0, 1, 2 },
{ -1, -1, -1, -1 },
{ -1, -1, -1, -1 },
{ -1, -1, -1, -1 }
},
{
/* U */
{ 0, 0, 0, 2 },
{ 0, 2, 1, 2 },
{ 1, 2, 1, 0 },
{ -1, -1, -1, -1 },
{ -1, -1, -1, -1 }
},
{
/* V */
{ 0, 0, 0, 1 },
{ 0, 1, 1, 2 },
{ 1, 2, 1, 0 },
{ -1, -1, -1, -1 },
{ -1, -1, -1, -1 }
},
{
/* W */
{ 0, 0, 0, 2 },
{ 1, 0, 1, 2 },
{ 0, 1, 1, 2 },
{ 0, 2, 1, 1 },
{ -1, -1, -1, -1 }
},
{
/* X */
{ 0, 0, 1, 2 },
{ 0, 2, 1, 0 },
{ -1, -1, -1, -1 },
{ -1, -1, -1, -1 },
{ -1, -1, -1, -1 }
},
{
/* Y */
{ 0, 0, 1, 1 },
{ 1, 0, 1, 2 },
{ -1, -1, -1, -1 },
{ -1, -1, -1, -1 },
{ -1, -1, -1, -1 }
},
{
/* Z */
{ 0, 0, 1, 0 },
{ 1, 0, 0, 2 },
{ 0, 2, 1, 2 },
{ -1, -1, -1, -1 },
{ -1, -1, -1, -1 }
}
};
 
 
 
/* Local function prototypes: */
 
int title(void);
int game(void);
void finish(void);
void setup(int argc, char * argv[]);
void seticon(void);
int fast_cos(int v);
int fast_sin(int v);
void draw_line(int x1, int y1, color_type c1,
int x2, int y2, color_type c2);
int clip(int * x1, int * y1, int * x2, int * y2);
color_type mkcolor(int r, int g, int b);
void sdl_drawline(int x1, int y1, color_type c1,
int x2, int y2, color_type c2);
unsigned char encode(float x, float y);
void drawvertline(int x, int y1, color_type c1,
int y2, color_type c2);
void putpixel(SDL_Surface * surface, int x, int y, Uint32 pixel);
void draw_segment(int r1, int a1,
color_type c1,
int r2, int a2,
color_type c2,
int cx, int cy, int ang);
void add_bullet(int x, int y, int a, int xm, int ym);
void add_asteroid(int x, int y, int xm, int ym, int size);
void add_bit(int x, int y, int xm, int ym);
void draw_asteroid(int size, int x, int y, int angle, shape_type * shape);
void playsound(int snd);
void hurt_asteroid(int j, int xm, int ym, int exp_size);
void add_score(int amount);
void draw_char(char c, int x, int y, int r, color_type cl);
void draw_text(char * str, int x, int y, int s, color_type c);
void draw_thick_line(int x1, int y1, color_type c1,
int x2, int y2, color_type c2);
void reset_level(void);
void show_version(void);
void show_usage(FILE * f, char * prg);
SDL_Surface * set_vid_mode(unsigned flags);
void draw_centered_text(char * str, int y, int s, color_type c);
 
 
/* --- MAIN --- */
 
int main(int argc, char * argv[])
{
int done;
FILE * fi;
char statefile[256], buf[256];
 
 
setup(argc, argv);
 
/* Set defaults: */
score = 0;
high = 0;
game_pending = 0;
 
 
/* Load state from disk: */
 
#ifndef _WIN32
/* snprintf(statefile, sizeof(statefile), "%s/.vectoroids-state",
getenv("HOME")); */
sprintf(statefile, "%s/.vectoroids-state",
getenv("HOME"));
#else
sprintf(statefile, "vectoroids-state.dat");
#endif
 
fi = fopen(statefile, "r");
if (fi != NULL)
{
/* Skip comment line: */
 
fgets(buf, sizeof(buf), fi);
 
 
/* Grab statefile version: */
 
fgets(buf, sizeof(buf), fi);
buf[strlen(buf) - 1] = '\0';
 
if (strcmp(buf, STATE_FORMAT_VERSION) != 0)
{
fprintf(stderr, "Vectoroids state file format has been updated.\n"
"Old game state is unreadable. Sorry!\n");
}
else
{
game_pending = fgetc(fi);
lives = fgetc(fi);
level = fgetc(fi);
player_alive = fgetc(fi);
player_die_timer = fgetc(fi);
fread(&score, sizeof(int), 1, fi);
fread(&high, sizeof(int), 1, fi);
fread(&x, sizeof(int), 1, fi);
fread(&y, sizeof(int), 1, fi);
fread(&xm, sizeof(int), 1, fi);
fread(&ym, sizeof(int), 1, fi);
fread(&angle, sizeof(int), 1, fi);
fread(bullets, sizeof(bullet_type), NUM_BULLETS, fi);
fread(asteroids, sizeof(asteroid_type), NUM_ASTEROIDS, fi);
fread(bits, sizeof(bit_type), NUM_BITS, fi);
}
 
fclose(fi);
}
 
/* Main app loop! */
do
{
done = title();
 
if (!done)
{
done = game();
}
}
while (!done);
 
 
/* Save state: */
 
fi = fopen(statefile, "w");
if (fi == NULL)
{
perror(statefile);
}
else
{
fprintf(fi, "Vectoroids State File\n");
fprintf(fi, "%s\n", STATE_FORMAT_VERSION);
 
fputc(game_pending, fi);
fputc(lives, fi);
fputc(level, fi);
fputc(player_alive, fi);
fputc(player_die_timer, fi);
fwrite(&score, sizeof(int), 1, fi);
fwrite(&high, sizeof(int), 1, fi);
fwrite(&x, sizeof(int), 1, fi);
fwrite(&y, sizeof(int), 1, fi);
fwrite(&xm, sizeof(int), 1, fi);
fwrite(&ym, sizeof(int), 1, fi);
fwrite(&angle, sizeof(int), 1, fi);
fwrite(bullets, sizeof(bullet_type), NUM_BULLETS, fi);
fwrite(asteroids, sizeof(asteroid_type), NUM_ASTEROIDS, fi);
fwrite(bits, sizeof(bit_type), NUM_BITS, fi);
fclose(fi);
}
 
finish();
 
return(0);
}
 
 
/* Title screen: */
 
int title(void)
{
int done, quit;
int i, snapped, angle, size, counter, x, y, xm, ym, z1, z2, z3;
SDL_Event event;
SDLKey key;
Uint32 now_time, last_time;
char * titlestr = "VECTOROIDS";
char str[20];
letter_type letters[11];
 
 
/* Reset letters: */
 
snapped = 0;
for (i = 0; i < strlen(titlestr); i++)
{
letters[i].x = (rand() % WIDTH);
letters[i].y = (rand() % HEIGHT);
letters[i].xm = 0;
letters[i].ym = 0;
}
 
x = (rand() % WIDTH);
y = (rand() % HEIGHT);
xm = (rand() % 4) + 2;
ym = (rand() % 10) - 5;
 
counter = 0;
angle = 0;
size = 40;
 
done = 0;
quit = 0;
 
do
{
last_time = SDL_GetTicks();
counter++;
 
 
/* Rotate rock: */
angle = ((angle + 2) % 360);
 
 
/* Make rock grow: */
 
if ((counter % 3) == 0)
{
if (size > 1)
size--;
}
 
/* Move rock: */
 
x = x + xm;
 
if (x >= WIDTH)
x = x - WIDTH;
 
y = y + ym;
if (y >= HEIGHT)
y = y - HEIGHT;
else if (y < 0)
y = y + HEIGHT;
 
 
/* Handle events: */
 
while (SDL_PollEvent(&event) > 0)
{
if (event.type == SDL_QUIT)
{
done = 1;
quit = 1;
}
else if (event.type == SDL_KEYDOWN)
{
key = event.key.keysym.sym;
 
if (key == SDLK_SPACE)
{
done = 1;
}
else if (key == SDLK_ESCAPE)
{
done = 1;
quit = 1;
}
}
#ifdef JOY_YES
else if (event.type == SDL_JOYBUTTONDOWN)
{
done = 1;
}
#endif
else if (event.type == SDL_MOUSEBUTTONDOWN)
{
if (event.button.x >= (WIDTH - 50) / 2 &&
event.button.x <= (WIDTH + 50) / 2 &&
event.button.y >= 180 && event.button.y <= 195)
{
/* Start! */
game_pending = 0;
done = 1;
}
else if (event.button.x >= (WIDTH - 80) / 2 &&
event.button.x <= (WIDTH + 80) / 2 &&
event.button.y >= 200 && event.button.y <= 215 &&
game_pending)
{
done = 1;
}
}
}
 
 
/* Move title characters: */
 
if (snapped < strlen(titlestr))
{
for (i = 0; i < strlen(titlestr); i++)
{
letters[i].x = letters[i].x + letters[i].xm;
letters[i].y = letters[i].y + letters[i].ym;
 
/* Home in on final spot! */
if (letters[i].x > ((WIDTH - (strlen(titlestr) * 14)) / 2 +
(i * 14)) &&
letters[i].xm > -4)
letters[i].xm--;
else if (letters[i].x < ((WIDTH - (strlen(titlestr) * 14)) / 2 +
(i * 14)) &&
letters[i].xm < 4)
letters[i].xm++;
 
if (letters[i].y > 100 && letters[i].ym > -4)
letters[i].ym--;
else if (letters[i].y < 100 && letters[i].ym < 4)
letters[i].ym++;
 
 
/* Snap into place: */
 
if (letters[i].x >= ((WIDTH - (strlen(titlestr) * 14)) / 2 +
(i * 14)) - 8 &&
letters[i].x <= ((WIDTH - (strlen(titlestr) * 14)) / 2 +
(i * 14)) + 8 &&
letters[i].y >= 92 &&
letters[i].y <= 108 &&
(letters[i].xm != 0 ||
letters[i].ym != 0))
{
letters[i].x = ((WIDTH - (strlen(titlestr) * 14)) / 2 + (i * 14));
letters[i].xm = 0;
letters[i].y = 100;
letters[i].ym = 0;
 
snapped++;
}
}
}
 
 
/* Draw screen: */
/* (Erase first) */
SDL_FillRect(screen, NULL, SDL_MapRGB(screen->format, 0, 0, 0));
/* (Title) */
if (snapped != strlen(titlestr))
{
for (i = 0; i < strlen(titlestr); i++)
{
draw_char(titlestr[i], letters[i].x, letters[i].y, 10,
mkcolor(255, 255, 255));
}
}
else
{
for (i = 0; i < strlen(titlestr); i++)
{
z1 = (i + counter) % 255;
z2 = ((i + counter + 128) * 2) % 255;
z3 = ((i + counter) * 5) % 255;
draw_char(titlestr[i], letters[i].x, letters[i].y, 10,
mkcolor(z1, z2, z3));
}
}
/* (Credits) */
if (snapped == strlen(titlestr))
{
draw_centered_text("BY BILL KENDRICK", 140, 5,
mkcolor(128, 128,128));
draw_centered_text("NEW BREED SOFTWARE", 155, 5,
mkcolor(96, 96, 96));
 
sprintf(str, "HIGH %.6d", high);
draw_text(str, (WIDTH - 110) / 2, 5, 5, mkcolor(128, 255, 255));
draw_text(str, (WIDTH - 110) / 2 + 1, 6, 5, mkcolor(128, 255, 255));
 
if (score != 0 && (score != high || (counter % 20) < 10))
{
if (game_pending == 0)
sprintf(str, "LAST %.6d", score);
else
sprintf(str, "SCR %.6d", score);
draw_text(str, (WIDTH - 110) / 2, 25, 5, mkcolor(128, 128, 255));
draw_text(str, (WIDTH - 110) / 2 + 1, 26, 5, mkcolor(128, 128, 255));
}
}
 
draw_text("START", (WIDTH - 50) / 2, 180, 5, mkcolor(0, 255, 0));
if (game_pending)
draw_text("CONTINUE", (WIDTH - 80) / 2, 200, 5, mkcolor(0, 255, 0));
 
 
/* (Giant rock) */
 
draw_segment(40 / size, 0, mkcolor(255, 255, 255),
30 / size, 30, mkcolor(255, 255, 255),
x, y, angle);
draw_segment(30 / size, 30, mkcolor(255, 255, 255),
40 / size, 55, mkcolor(255, 255, 255),
x, y, angle);
draw_segment(40 / size, 55, mkcolor(255, 255, 255),
25 / size, 90, mkcolor(255, 255, 255),
x, y, angle);
draw_segment(25 / size, 90, mkcolor(255, 255, 255),
40 / size, 120, mkcolor(255, 255, 255),
x, y, angle);
draw_segment(40 / size, 120, mkcolor(255, 255, 255),
35 / size, 130, mkcolor(255, 255, 255),
x, y, angle);
draw_segment(35 / size, 130, mkcolor(255, 255, 255),
40 / size, 160, mkcolor(255, 255, 255),
x, y, angle);
draw_segment(40 / size, 160, mkcolor(255, 255, 255),
30 / size, 200, mkcolor(255, 255, 255),
x, y, angle);
draw_segment(30 / size, 200, mkcolor(255, 255, 255),
45 / size, 220, mkcolor(255, 255, 255),
x, y, angle);
draw_segment(45 / size, 220, mkcolor(255, 255, 255),
25 / size, 265, mkcolor(255, 255, 255),
x, y, angle);
draw_segment(25 / size, 265, mkcolor(255, 255, 255),
30 / size, 300, mkcolor(255, 255, 255),
x, y, angle);
draw_segment(30 / size, 300, mkcolor(255, 255, 255),
45 / size, 335, mkcolor(255, 255, 255),
x, y, angle);
draw_segment(45 / size, 335, mkcolor(255, 255, 255),
40 / size, 0, mkcolor(255, 255, 255),
x, y, angle);
 
 
/* Flush and pause! */
 
SDL_Flip(screen);
now_time = SDL_GetTicks();
if (now_time < last_time + (1000 / FPS))
{
SDL_Delay(last_time + 1000 / FPS - now_time);
}
}
while (!done);
 
return(quit);
}
 
 
 
/* --- GAME --- */
 
int game(void)
{
int done, quit, counter;
int i, j;
int num_asteroids_alive;
SDL_Event event;
SDLKey key;
int left_pressed, right_pressed, up_pressed, shift_pressed;
char str[10];
Uint32 now_time, last_time;
done = 0;
quit = 0;
counter = 0;
left_pressed = 0;
right_pressed = 0;
up_pressed = 0;
shift_pressed = 0;
 
if (game_pending == 0)
{
lives = 3;
score = 0;
player_alive = 1;
player_die_timer = 0;
angle = 90;
x = (WIDTH / 2) << 4;
y = (HEIGHT / 2) << 4;
xm = 0;
ym = 0;
 
level = 1;
reset_level();
}
game_pending = 1;
/* Hide mouse cursor: */
if (fullscreen)
SDL_ShowCursor(0);
 
/* Play music: */
#ifndef NOSOUND
if (use_sound)
{
if (!Mix_PlayingMusic())
Mix_PlayMusic(game_music, -1);
}
#endif
 
do
{
last_time = SDL_GetTicks();
counter++;
/* Handle events: */
while (SDL_PollEvent(&event) > 0)
{
if (event.type == SDL_QUIT)
{
/* Quit! */
done = 1;
quit = 1;
}
else if (event.type == SDL_KEYDOWN ||
event.type == SDL_KEYUP)
{
key = event.key.keysym.sym;
if (event.type == SDL_KEYDOWN)
{
if (key == SDLK_ESCAPE)
{
/* Return to menu! */
 
done = 1;
}
/* Key press... */
if (key == SDLK_RIGHT)
{
/* Rotate CW */
left_pressed = 0;
right_pressed = 1;
}
else if (key == SDLK_LEFT)
{
/* Rotate CCW */
left_pressed = 1;
right_pressed = 0;
}
else if (key == SDLK_UP)
{
/* Thrust! */
up_pressed = 1;
}
else if ((key == SDLK_SPACE) &&
player_alive)
{
/* Fire a bullet! */
add_bullet(x >> 4, y >> 4, angle, xm, ym);
}
if (key == SDLK_LSHIFT ||
key == SDLK_RSHIFT)
{
/* Respawn now (if applicable) */
 
shift_pressed = 1;
}
}
else if (event.type == SDL_KEYUP)
{
/* Key release... */
if (key == SDLK_RIGHT)
{
right_pressed = 0;
}
else if (key == SDLK_LEFT)
{
left_pressed = 0;
}
else if (key == SDLK_UP)
{
up_pressed = 0;
}
 
if (key == SDLK_LSHIFT ||
key == SDLK_RSHIFT)
{
/* Respawn now (if applicable) */
 
shift_pressed = 0;
}
}
}
#ifdef JOY_YES
else if (event.type == SDL_JOYBUTTONDOWN &&
player_alive)
{
if (event.jbutton.button == JOY_B)
{
/* Fire a bullet! */
add_bullet(x >> 4, y >> 4, angle, xm, ym);
}
else if (event.jbutton.button == JOY_A)
{
/* Thrust: */
up_pressed = 1;
}
else
{
shift_pressed = 1;
}
}
else if (event.type == SDL_JOYBUTTONUP)
{
if (event.jbutton.button == JOY_A)
{
/* Stop thrust: */
up_pressed = 0;
}
else if (event.jbutton.button != JOY_B)
{
shift_pressed = 0;
}
}
else if (event.type == SDL_JOYAXISMOTION)
{
if (event.jaxis.axis == JOY_X)
{
if (event.jaxis.value < -256)
{
left_pressed = 1;
right_pressed = 0;
}
else if (event.jaxis.value > 256)
{
left_pressed = 0;
right_pressed = 1;
}
else
{
left_pressed = 0;
right_pressed = 0;
}
}
}
#endif
}
 
/* Rotate ship: */
if (right_pressed)
{
angle = angle - 8;
if (angle < 0)
angle = angle + 360;
}
else if (left_pressed)
{
angle = angle + 8;
if (angle >= 360)
angle = angle - 360;
}
 
 
/* Thrust ship: */
if (up_pressed && player_alive)
{
/* Move forward: */
xm = xm + ((fast_cos(angle >> 3) * 3) >> 10);
ym = ym - ((fast_sin(angle >> 3) * 3) >> 10);
/* Start thruster sound: */
#ifndef NOSOUND
if (use_sound)
{
if (!Mix_Playing(CHAN_THRUST))
{
#ifndef EMBEDDED
Mix_PlayChannel(CHAN_THRUST, sounds[SND_THRUST], -1);
#else
Mix_PlayChannel(-1, sounds[SND_THRUST], 0);
#endif
}
}
#endif
}
else
{
/* Slow down (unrealistic, but.. feh!) */
if ((counter % 20) == 0)
{
xm = (xm * 7) / 8;
ym = (ym * 7) / 8;
}
 
/* Stop thruster sound: */
 
#ifndef NOSOUND
if (use_sound)
{
if (Mix_Playing(CHAN_THRUST))
{
#ifndef EMBEDDED
Mix_HaltChannel(CHAN_THRUST);
#endif
}
}
#endif
}
/* Handle player death: */
if (player_alive == 0)
{
player_die_timer--;
if (player_die_timer <= 0)
{
if (lives > 0)
{
/* Reset player: */
player_die_timer = 0;
angle = 90;
x = (WIDTH / 2) << 4;
y = (HEIGHT / 2) << 4;
xm = 0;
ym = 0;
/* Only bring player back when it's alright to! */
player_alive = 1;
if (!shift_pressed)
{
for (i = 0; i < NUM_ASTEROIDS && player_alive; i++)
{
if (asteroids[i].alive)
{
if (asteroids[i].x >= (x >> 4) - (WIDTH / 5) &&
asteroids[i].x <= (x >> 4) + (WIDTH / 5) &&
asteroids[i].y >= (y >> 4) - (HEIGHT / 5) &&
asteroids[i].y <= (y >> 4) + (HEIGHT / 5))
{
/* If any asteroid is too close for comfort,
don't bring ship back yet! */
player_alive = 0;
}
}
}
}
}
else
{
done = 1;
game_pending = 0;
}
}
}
/* Erase screen: */
 
SDL_BlitSurface(bkgd, NULL, screen, NULL);
 
 
/* Move ship: */
x = x + xm;
y = y + ym;
/* Wrap ship around edges of screen: */
if (x >= (WIDTH << 4))
x = x - (WIDTH << 4);
else if (x < 0)
x = x + (WIDTH << 4);
if (y >= (HEIGHT << 4))
y = y - (HEIGHT << 4);
else if (y < 0)
y = y + (HEIGHT << 4);
/* Move bullets: */
for (i = 0; i < NUM_BULLETS; i++)
{
if (bullets[i].timer >= 0)
{
/* Bullet wears out: */
bullets[i].timer--;
/* Move bullet: */
bullets[i].x = bullets[i].x + bullets[i].xm;
bullets[i].y = bullets[i].y + bullets[i].ym;
/* Wrap bullet around edges of screen: */
if (bullets[i].x >= WIDTH)
bullets[i].x = bullets[i].x - WIDTH;
else if (bullets[i].x < 0)
bullets[i].x = bullets[i].x + WIDTH;
if (bullets[i].y >= HEIGHT)
bullets[i].y = bullets[i].y - HEIGHT;
else if (bullets[i].y < 0)
bullets[i].y = bullets[i].y + HEIGHT;
/* Check for collision with any asteroids! */
for (j = 0; j < NUM_ASTEROIDS; j++)
{
if (bullets[i].timer > 0 && asteroids[j].alive)
{
if ((bullets[i].x + 5 >=
asteroids[j].x - asteroids[j].size * AST_RADIUS) &&
(bullets[i].x - 5<=
asteroids[j].x + asteroids[j].size * AST_RADIUS) &&
(bullets[i].y + 5 >=
asteroids[j].y - asteroids[j].size * AST_RADIUS) &&
(bullets[i].y - 5 <=
asteroids[j].y + asteroids[j].size * AST_RADIUS))
{
/* Remove bullet! */
bullets[i].timer = 0;
hurt_asteroid(j, bullets[i].xm, bullets[i].ym,
asteroids[j].size * 3);
}
}
}
}
}
/* Move asteroids: */
num_asteroids_alive = 0;
for (i = 0; i < NUM_ASTEROIDS; i++)
{
if (asteroids[i].alive)
{
num_asteroids_alive++;
/* Move asteroid: */
if ((counter % 4) == 0)
{
asteroids[i].x = asteroids[i].x + asteroids[i].xm;
asteroids[i].y = asteroids[i].y + asteroids[i].ym;
}
/* Wrap asteroid around edges of screen: */
if (asteroids[i].x >= WIDTH)
asteroids[i].x = asteroids[i].x - WIDTH;
else if (asteroids[i].x < 0)
asteroids[i].x = asteroids[i].x + WIDTH;
if (asteroids[i].y >= HEIGHT)
asteroids[i].y = asteroids[i].y - HEIGHT;
else if (asteroids[i].y < 0)
asteroids[i].y = asteroids[i].y + HEIGHT;
/* Rotate asteroid: */
asteroids[i].angle = (asteroids[i].angle +
asteroids[i].angle_m);
/* Wrap rotation angle... */
if (asteroids[i].angle < 0)
asteroids[i].angle = asteroids[i].angle + 360;
else if (asteroids[i].angle >= 360)
asteroids[i].angle = asteroids[i].angle - 360;
/* See if we collided with the player: */
if (asteroids[i].x >= (x >> 4) - SHIP_RADIUS &&
asteroids[i].x <= (x >> 4) + SHIP_RADIUS &&
asteroids[i].y >= (y >> 4) - SHIP_RADIUS &&
asteroids[i].y <= (y >> 4) + SHIP_RADIUS &&
player_alive)
{
hurt_asteroid(i, xm >> 4, ym >> 4, NUM_BITS);
player_alive = 0;
player_die_timer = 30;
playsound(SND_EXPLODE);
 
/* Stop thruster sound: */
#ifndef NOSOUND
if (use_sound)
{
if (Mix_Playing(CHAN_THRUST))
{
#ifndef EMBEDDED
Mix_HaltChannel(CHAN_THRUST);
#endif
}
}
#endif
lives--;
 
if (lives == 0)
{
#ifndef NOSOUND
if (use_sound)
{
playsound(SND_GAMEOVER);
playsound(SND_GAMEOVER);
playsound(SND_GAMEOVER);
/* Mix_PlayChannel(CHAN_THRUST,
sounds[SND_GAMEOVER], 0); */
}
#endif
player_die_timer = 100;
}
}
}
}
/* Move bits: */
for (i = 0; i < NUM_BITS; i++)
{
if (bits[i].timer > 0)
{
/* Countdown bit's lifespan: */
bits[i].timer--;
/* Move the bit: */
bits[i].x = bits[i].x + bits[i].xm;
bits[i].y = bits[i].y + bits[i].ym;
 
 
/* Wrap bit around edges of screen: */
if (bits[i].x >= WIDTH)
bits[i].x = bits[i].x - WIDTH;
else if (bits[i].x < 0)
bits[i].x = bits[i].x + WIDTH;
if (bits[i].y >= HEIGHT)
bits[i].y = bits[i].y - HEIGHT;
else if (bits[i].y < 0)
bits[i].y = bits[i].y + HEIGHT;
}
}
 
 
/* Draw ship: */
if (player_alive)
{
draw_segment(SHIP_RADIUS, 0, mkcolor(128, 128, 255),
SHIP_RADIUS / 2, 135, mkcolor(0, 0, 192),
x >> 4, y >> 4,
angle);
draw_segment(SHIP_RADIUS / 2, 135, mkcolor(0, 0, 192),
0, 0, mkcolor(64, 64, 230),
x >> 4, y >> 4,
angle);
draw_segment(0, 0, mkcolor(64, 64, 230),
SHIP_RADIUS / 2, 225, mkcolor(0, 0, 192),
x >> 4, y >> 4,
angle);
draw_segment(SHIP_RADIUS / 2, 225, mkcolor(0, 0, 192),
SHIP_RADIUS, 0, mkcolor(128, 128, 255),
x >> 4, y >> 4,
angle);
/* Draw flame: */
if (up_pressed)
{
#ifndef EMBEDDED
draw_segment(0, 0, mkcolor(255, 255, 255),
(rand() % 20), 180, mkcolor(255, 0, 0),
x >> 4, y >> 4,
angle);
#else
i = (rand() % 128) + 128;
 
draw_segment(0, 0, mkcolor(255, i, i),
(rand() % 20), 180, mkcolor(255, i, i),
x >> 4, y >> 4,
angle);
#endif
}
}
/* Draw bullets: */
for (i = 0; i < NUM_BULLETS; i++)
{
if (bullets[i].timer >= 0)
{
draw_line(bullets[i].x - (rand() % 3) - bullets[i].xm * 2,
bullets[i].y - (rand() % 3) - bullets[i].ym * 2,
mkcolor((rand() % 3) * 128,
(rand() % 3) * 128,
(rand() % 3) * 128),
bullets[i].x + (rand() % 3) - bullets[i].xm * 2,
bullets[i].y + (rand() % 3) - bullets[i].ym * 2,
mkcolor((rand() % 3) * 128,
(rand() % 3) * 128,
(rand() % 3) * 128));
draw_line(bullets[i].x + (rand() % 3) - bullets[i].xm * 2,
bullets[i].y - (rand() % 3) - bullets[i].ym * 2,
mkcolor((rand() % 3) * 128,
(rand() % 3) * 128,
(rand() % 3) * 128),
bullets[i].x - (rand() % 3) - bullets[i].xm * 2,
bullets[i].y + (rand() % 3) - bullets[i].ym * 2,
mkcolor((rand() % 3) * 128,
(rand() % 3) * 128,
(rand() % 3) * 128));
draw_thick_line(bullets[i].x - (rand() % 5),
bullets[i].y - (rand() % 5),
mkcolor((rand() % 3) * 128 + 64,
(rand() % 3) * 128 + 64,
(rand() % 3) * 128 + 64),
bullets[i].x + (rand() % 5),
bullets[i].y + (rand() % 5),
mkcolor((rand() % 3) * 128 + 64,
(rand() % 3) * 128 + 64,
(rand() % 3) * 128 + 64));
draw_thick_line(bullets[i].x + (rand() % 5),
bullets[i].y - (rand() % 5),
mkcolor((rand() % 3) * 128 + 64,
(rand() % 3) * 128 + 64,
(rand() % 3) * 128 + 64),
bullets[i].x - (rand() % 5),
bullets[i].y + (rand() % 5),
mkcolor((rand() % 3) * 128 + 64,
(rand() % 3) * 128 + 64,
(rand() % 3) * 128 + 64));
}
}
/* Draw asteroids: */
for (i = 0; i < NUM_ASTEROIDS; i++)
{
if (asteroids[i].alive)
{
draw_asteroid(asteroids[i].size,
asteroids[i].x, asteroids[i].y,
asteroids[i].angle,
asteroids[i].shape);
}
}
 
 
/* Draw bits: */
for (i = 0; i < NUM_BITS; i++)
{
if (bits[i].timer > 0)
{
draw_line(bits[i].x, bits[i].y, mkcolor(255, 255, 255),
bits[i].x + bits[i].xm,
bits[i].y + bits[i].ym, mkcolor(255, 255, 255));
}
}
 
/* Draw score: */
#ifndef EMBEDDED
sprintf(str, "%.6d", score);
draw_text(str, 3, 3, 14, mkcolor(255, 255, 255));
draw_text(str, 4, 4, 14, mkcolor(255, 255, 255));
#else
sprintf(str, "%.6d", score);
draw_text(str, 3, 3, 10, mkcolor(255, 255, 255));
draw_text(str, 4, 4, 10, mkcolor(255, 255, 255));
#endif
 
 
/* Level: */
#ifndef EMBEDDED
sprintf(str, "%d", level);
draw_text(str, (WIDTH - 14) / 2, 3, 14, mkcolor(255, 255, 255));
draw_text(str, (WIDTH - 14) / 2 + 1, 4, 14, mkcolor(255, 255, 255));
#else
sprintf(str, "%d", level);
draw_text(str, (WIDTH - 14) / 2, 3, 10, mkcolor(255, 255, 255));
draw_text(str, (WIDTH - 14) / 2 + 1, 4, 10, mkcolor(255, 255, 255));
#endif
 
/* Draw lives: */
for (i = 0; i < lives; i++)
{
draw_segment(16, 0, mkcolor(255, 255, 255),
4, 135, mkcolor(255, 255, 255),
WIDTH - 10 - i * 10, 20,
90);
draw_segment(8, 135, mkcolor(255, 255, 255),
0, 0, mkcolor(255, 255, 255),
WIDTH - 10 - i * 10, 20,
90);
draw_segment(0, 0, mkcolor(255, 255, 255),
8, 225, mkcolor(255, 255, 255),
WIDTH - 10 - i * 10, 20,
90);
draw_segment(8, 225, mkcolor(255, 255, 255),
16, 0, mkcolor(255, 255, 255),
WIDTH - 10 - i * 10, 20,
90);
}
if (player_die_timer > 0)
{
if (player_die_timer > 30)
j = 30;
else
j = player_die_timer;
draw_segment((16 * j) / 30, 0, mkcolor(255, 255, 255),
(4 * j) / 30, 135, mkcolor(255, 255, 255),
WIDTH - 10 - i * 10, 20,
90);
draw_segment((8 * j) / 30, 135, mkcolor(255, 255, 255),
0, 0, mkcolor(255, 255, 255),
WIDTH - 10 - i * 10, 20,
90);
draw_segment(0, 0, mkcolor(255, 255, 255),
(8 * j) / 30, 225, mkcolor(255, 255, 255),
WIDTH - 10 - i * 10, 20,
90);
draw_segment((8 * j) / 30, 225, mkcolor(255, 255, 255),
(16 * j) / 30, 0, mkcolor(255, 255, 255),
WIDTH - 10 - i * 10, 20,
90);
 
}
 
 
/* Zooming level effect: */
 
if (text_zoom > 0)
{
if ((counter % 2) == 0)
text_zoom--;
 
#ifndef EMBEDDED
draw_text(zoom_str, (WIDTH - (strlen(zoom_str) * text_zoom)) / 2,
(HEIGHT - text_zoom) / 2,
text_zoom, mkcolor(text_zoom * (256 / ZOOM_START), 0, 0));
#else
draw_text(zoom_str, (WIDTH - (strlen(zoom_str) * text_zoom)) / 2,
(HEIGHT - text_zoom) / 2,
text_zoom, mkcolor(text_zoom * (256 / ZOOM_START), 128, 128));
#endif
}
 
 
/* Game over? */
 
if (player_alive == 0 && lives == 0)
{
if (player_die_timer > 14)
{
draw_text("GAME OVER",
(WIDTH - 9 * player_die_timer) / 2,
(HEIGHT - player_die_timer) / 2,
player_die_timer,
mkcolor(rand() % 255,
rand() % 255,
rand() % 255));
}
else
{
draw_text("GAME OVER",
(WIDTH - 9 * 14) / 2,
(HEIGHT - 14) / 2,
14,
mkcolor(255, 255, 255));
}
}
 
/* Go to next level? */
if (num_asteroids_alive == 0)
{
level++;
reset_level();
}
/* Flush and pause! */
SDL_Flip(screen);
now_time = SDL_GetTicks();
if (now_time < last_time + (1000 / FPS))
{
SDL_Delay(last_time + 1000 / FPS - now_time);
}
}
while (!done);
 
 
/* Record, if a high score: */
 
if (score >= high)
{
high = score;
}
 
 
/* Display mouse cursor: */
if (fullscreen)
SDL_ShowCursor(1);
 
 
return(quit);
}
 
 
void finish(void)
{
SDL_Quit();
}
 
 
void setup(int argc, char * argv[])
{
int i;
SDL_Surface * tmp;
/* Options: */
 
score = 0;
use_sound = TRUE;
fullscreen = FALSE;
/* Check command-line options: */
for (i = 1; i < argc; i++)
{
if (strcmp(argv[i], "--fullscreen") == 0 ||
strcmp(argv[i], "-f") == 0)
{
fullscreen = TRUE;
}
else if (strcmp(argv[i], "--nosound") == 0 ||
strcmp(argv[i], "-q") == 0)
{
use_sound = FALSE;
}
else if (strcmp(argv[i], "--help") == 0 ||
strcmp(argv[i], "-h") == 0)
{
show_version();
printf("\n"
"Programming: Bill Kendrick, New Breed Software - bill@newbreedsoftware.com\n"
"Music: Mike Faltiss (Hadji/Digital Music Kings) - deadchannel@hotmail.com\n"
"\n"
"Keyboard controls:\n"
" Left/Right - Rotate ship\n"
" Up - Thrust engines\n"
" Space - Fire weapons\n"
" Shift - Respawn after death (or wait)\n"
" Escape - Return to title screen\n"
"\n"
"Joystick controls:\n"
" Left/Right - Rotate ship\n"
" Fire-A - Thrust engines\n"
" Fire-B - Fire weapons\n"
"\n"
"Run with \"--usage\" for command-line options...\n"
"Run with \"--copying\" for copying information...\n"
"\n");
exit(0);
}
else if (strcmp(argv[i], "--version") == 0 ||
strcmp(argv[i], "-v") == 0)
{
show_version();
printf("State format file version " STATE_FORMAT_VERSION "\n");
exit(0);
}
else if (strcmp(argv[i], "--copying") == 0 ||
strcmp(argv[i], "-c") == 0)
{
show_version();
printf("\n"
"This program is free software; you can redistribute it\n"
"and/or modify it under the terms of the GNU General Public\n"
"License as published by the Free Software Foundation;\n"
"either version 2 of the License, or (at your option) any\n"
"later version.\n"
"\n"
"This program is distributed in the hope that it will be\n"
"useful and entertaining, but WITHOUT ANY WARRANTY; without\n"
"even the implied warranty of MERCHANTABILITY or FITNESS\n"
"FOR A PARTICULAR PURPOSE. See the GNU General Public\n"
"License for more details.\n"
"\n");
printf("You should have received a copy of the GNU General Public\n"
"License along with this program; if not, write to the Free\n"
"Software Foundation, Inc., 59 Temple Place, Suite 330,\n"
"Boston, MA 02111-1307 USA\n"
"\n");
exit(0);
}
else if (strcmp(argv[i], "--usage") == 0 ||
strcmp(argv[i], "-u") == 0)
{
show_usage(stdout, argv[0]);
exit(0);
}
else
{
show_usage(stderr, argv[0]);
exit(1);
}
}
/* Seed random number generator: */
 
srand(SDL_GetTicks());
/* Init SDL video: */
if (SDL_Init(SDL_INIT_VIDEO) < 0)
{
fprintf(stderr,
"\nError: I could not initialize video!\n"
"The Simple DirectMedia error that occured was:\n"
"%s\n\n", SDL_GetError());
exit(1);
}
/* Init joysticks: */
 
#ifdef JOY_YES
use_joystick = 1;
if (SDL_Init(SDL_INIT_JOYSTICK) < 0)
{
fprintf(stderr,
"\nWarning: I could not initialize joystick.\n"
"The Simple DirectMedia error that occured was:\n"
"%s\n\n", SDL_GetError());
use_joystick = 0;
}
else
{
/* Look for joysticks: */
if (SDL_NumJoysticks() <= 0)
{
fprintf(stderr,
"\nWarning: No joysticks available.\n");
use_joystick = 0;
}
else
{
/* Open joystick: */
js = SDL_JoystickOpen(0);
if (js == NULL)
{
fprintf(stderr,
"\nWarning: Could not open joystick 1.\n"
"The Simple DirectMedia error that occured was:\n"
"%s\n\n", SDL_GetError());
use_joystick = 0;
}
else
{
/* Check for proper stick configuration: */
if (SDL_JoystickNumAxes(js) < 2)
{
fprintf(stderr,
"\nWarning: Joystick doesn't have enough axes!\n");
use_joystick = 0;
}
else
{
if (SDL_JoystickNumButtons(js) < 2)
{
fprintf(stderr,
"\nWarning: Joystick doesn't have enough "
"buttons!\n");
use_joystick = 0;
}
}
}
}
}
#else
use_joystick = 0;
#endif
/* Open window: */
if (fullscreen)
{
screen = set_vid_mode(SDL_FULLSCREEN | SDL_HWSURFACE);
if (screen == NULL)
{
fprintf(stderr,
"\nWarning: I could not set up fullscreen video for "
"%dx%d mode.\n"
"The Simple DirectMedia error that occured was:\n"
"%s\n\n", WIDTH, HEIGHT, SDL_GetError());
fullscreen = 0;
}
}
if (!fullscreen)
{
screen = set_vid_mode(0);
if (screen == NULL)
{
fprintf(stderr,
"\nError: I could not open the display.\n"
"The Simple DirectMedia error that occured was:\n"
"%s\n\n", SDL_GetError());
exit(1);
}
}
/* Load background image: */
 
#ifndef EMBEDDED
tmp = IMG_Load(DATA_PREFIX "images/redspot.jpg");
 
if (tmp == NULL)
{
fprintf(stderr,
"\nError: I could not open the background image:\n"
DATA_PREFIX "images/redspot.jpg\n"
"The Simple DirectMedia error that occured was:\n"
"%s\n\n", SDL_GetError());
exit(1);
}
bkgd = SDL_DisplayFormat(tmp);
if (bkgd == NULL)
{
fprintf(stderr,
"\nError: I couldn't convert the background image"
"to the display format!\n"
"The Simple DirectMedia error that occured was:\n"
"%s\n\n", SDL_GetError());
exit(1);
}
SDL_FreeSurface(tmp);
 
#else
tmp = SDL_LoadBMP(DATA_PREFIX "images/redspot-e.bmp");
 
if (tmp == NULL)
{
fprintf(stderr,
"\nError: I could not open the background image:\n"
DATA_PREFIX "images/redspot-e.bmp\n"
"The Simple DirectMedia error that occured was:\n"
"%s\n\n", SDL_GetError());
exit(1);
}
bkgd = SDL_DisplayFormat(tmp);
if (bkgd == NULL)
{
fprintf(stderr,
"\nError: I couldn't convert the background image"
"to the display format!\n"
"The Simple DirectMedia error that occured was:\n"
"%s\n\n", SDL_GetError());
exit(1);
}
SDL_FreeSurface(tmp);
#endif
 
 
#ifndef NOSOUND
/* Init sound: */
if (use_sound)
{
if (Mix_OpenAudio(22050, AUDIO_S16, 2, 512) < 0)
{
fprintf(stderr,
"\nWarning: I could not set up audio for 22050 Hz "
"16-bit stereo.\n"
"The Simple DirectMedia error that occured was:\n"
"%s\n\n", SDL_GetError());
use_sound = FALSE;
}
}
/* Load sound files: */
if (use_sound)
{
for (i = 0; i < NUM_SOUNDS; i++)
{
sounds[i] = Mix_LoadWAV(sound_names[i]);
if (sounds[i] == NULL)
{
fprintf(stderr,
"\nError: I could not load the sound file:\n"
"%s\n"
"The Simple DirectMedia error that occured was:\n"
"%s\n\n", sound_names[i], SDL_GetError());
exit(1);
}
}
game_music = Mix_LoadMUS(mus_game_name);
if (game_music == NULL)
{
fprintf(stderr,
"\nError: I could not load the music file:\n"
"%s\n"
"The Simple DirectMedia error that occured was:\n"
"%s\n\n", mus_game_name, SDL_GetError());
exit(1);
}
}
#endif
seticon();
SDL_WM_SetCaption("Vectoroids", "Vectoroids");
}
 
 
/* Set the window's icon: */
 
void seticon(void)
{
#ifndef EMBEDDED
int masklen;
Uint8 * mask;
SDL_Surface * icon;
/* Load icon into a surface: */
icon = IMG_Load(DATA_PREFIX "images/icon.png");
if (icon == NULL)
{
fprintf(stderr,
"\nError: I could not load the icon image: %s\n"
"The Simple DirectMedia error that occured was:\n"
"%s\n\n", DATA_PREFIX "images/icon.png", SDL_GetError());
exit(1);
}
/* Create mask: */
masklen = (((icon -> w) + 7) / 8) * (icon -> h);
mask = malloc(masklen * sizeof(Uint8));
memset(mask, 0xFF, masklen);
/* Set icon: */
SDL_WM_SetIcon(icon, mask);
/* Free icon surface & mask: */
free(mask);
SDL_FreeSurface(icon);
#endif
}
 
 
/* Fast approximate-integer, table-based cosine! Whee! */
 
int fast_cos(int angle)
{
angle = (angle % 45);
if (angle < 12)
return(trig[angle]);
else if (angle < 23)
return(-trig[10 - (angle - 12)]);
else if (angle < 34)
return(-trig[angle - 22]);
else
return(trig[45 - angle]);
}
 
 
/* Sine based on fast cosine... */
 
int fast_sin(int angle)
{
return(- fast_cos((angle + 11) % 45));
}
 
 
/* Draw a line: */
 
void draw_line(int x1, int y1, color_type c1,
int x2, int y2, color_type c2)
{
sdl_drawline(x1, y1, c1, x2, y2, c2);
if (x1 < 0 || x2 < 0)
{
sdl_drawline(x1 + WIDTH, y1, c1, x2 + WIDTH, y2, c2);
}
else if (x1 >= WIDTH || x2 >= WIDTH)
{
sdl_drawline(x1 - WIDTH, y1, c1, x2 - WIDTH, y2, c2);
}
if (y1 < 0 || y2 < 0)
{
sdl_drawline(x1, y1 + HEIGHT, c1, x2, y2 + HEIGHT, c2);
}
else if (y1 >= HEIGHT || y2 >= HEIGHT)
{
sdl_drawline(x1, y1 - HEIGHT, c1, x2, y2 - HEIGHT, c2);
}
}
 
 
/* Create a color_type struct out of RGB values: */
 
color_type mkcolor(int r, int g, int b)
{
color_type c;
if (r > 255)
r = 255;
if (g > 255)
g = 255;
if (b > 255)
b = 255;
 
c.r = (Uint8) r;
c.g = (Uint8) g;
c.b = (Uint8) b;
return c;
}
 
 
/* Draw a line on an SDL surface: */
 
void sdl_drawline(int x1, int y1, color_type c1,
int x2, int y2, color_type c2)
{
int dx, dy;
#ifndef EMBEDDED
float cr, cg, cb, rd, gd, bd;
#endif
float m, b;
 
if (clip(&x1, &y1, &x2, &y2))
{
dx = x2 - x1;
dy = y2 - y1;
if (dx != 0)
{
m = ((float) dy) / ((float) dx);
b = y1 - m * x1;
if (x2 >= x1)
dx = 1;
else
dx = -1;
#ifndef EMBEDDED
cr = c1.r;
cg = c1.g;
cb = c1.b;
rd = (float) (c2.r - c1.r) / (float) (x2 - x1) * dx;
gd = (float) (c2.g - c1.g) / (float) (x2 - x1) * dx;
bd = (float) (c2.b - c1.b) / (float) (x2 - x1) * dx;
#endif
while (x1 != x2)
{
y1 = m * x1 + b;
y2 = m * (x1 + dx) + b;
#ifndef EMBEDDED
drawvertline(x1, y1, mkcolor(cr, cg, cb),
y2, mkcolor(cr + rd, cg + gd, cb + bd));
#else
drawvertline(x1, y1, mkcolor(c1.r, c1.g, c1.b),
y2, mkcolor(c1.r, c1.g, c1.b));
#endif
x1 = x1 + dx;
 
#ifndef EMBEDDED
cr = cr + rd;
cg = cg + gd;
cb = cb + bd;
#endif
}
}
else
drawvertline(x1, y1, c1, y2, c2);
}
}
 
 
/* Clip lines to window: */
 
int clip(int * x1, int * y1, int * x2, int * y2)
{
#ifndef EMBEDDED
 
float fx1, fx2, fy1, fy2, tmp;
float m;
unsigned char code1, code2;
int done, draw, swapped;
unsigned char ctmp;
fx1 = (float) *x1;
fy1 = (float) *y1;
fx2 = (float) *x2;
fy2 = (float) *y2;
 
done = FALSE;
draw = FALSE;
m = 0;
swapped = FALSE;
 
while (!done)
{
code1 = encode(fx1, fy1);
code2 = encode(fx2, fy2);
if (!(code1 | code2))
{
done = TRUE;
draw = TRUE;
}
else if (code1 & code2)
{
done = TRUE;
}
else
{
if (!code1)
{
swapped = TRUE;
tmp = fx1;
fx1 = fx2;
fx2 = tmp;
tmp = fy1;
fy1 = fy2;
fy2 = tmp;
ctmp = code1;
code1 = code2;
code2 = ctmp;
}
if (fx2 != fx1)
m = (fy2 - fy1) / (fx2 - fx1);
else
m = 1;
if (code1 & LEFT_EDGE)
{
fy1 += ((0 - (fx1)) * m);
fx1 = 0;
}
else if (code1 & RIGHT_EDGE)
{
fy1 += (((WIDTH - 1) - (fx1)) * m);
fx1 = (WIDTH - 1);
}
else if (code1 & TOP_EDGE)
{
if (fx2 != fx1)
fx1 += ((0 - (fy1)) / m);
fy1 = 0;
}
else if (code1 & BOTTOM_EDGE)
{
if (fx2 != fx1)
fx1 += (((HEIGHT - 1) - (fy1)) / m);
fy1 = (HEIGHT - 1);
}
}
}
if (swapped)
{
tmp = fx1;
fx1 = fx2;
fx2 = tmp;
tmp = fy1;
fy1 = fy2;
fy2 = tmp;
}
*x1 = (int) fx1;
*y1 = (int) fy1;
*x2 = (int) fx2;
*y2 = (int) fy2;
 
return(draw);
#else
 
if (*x1 < 0 || *x1 >= WIDTH ||
*y1 < 0 || *y1 >= HEIGHT ||
*x2 < 0 || *x2 >= WIDTH ||
*y2 < 0 || *y2 >= HEIGHT)
return FALSE;
else
return TRUE;
 
#endif
}
 
 
/* Where does this line clip? */
 
unsigned char encode(float x, float y)
{
unsigned char code;
code = 0x00;
if (x < 0.0)
code = code | LEFT_EDGE;
else if (x >= (float) WIDTH)
code = code | RIGHT_EDGE;
if (y < 0.0)
code = code | TOP_EDGE;
else if (y >= (float) HEIGHT)
code = code | BOTTOM_EDGE;
return code;
}
 
 
/* Draw a verticle line: */
 
void drawvertline(int x, int y1, color_type c1,
int y2, color_type c2)
{
int tmp, dy;
#ifndef EMBEDDED
float cr, cg, cb, rd, gd, bd;
#else
int cr, cg, cb;
#endif
if (y1 > y2)
{
tmp = y1;
y1 = y2;
y2 = tmp;
#ifndef EMBEDDED
tmp = c1.r;
c1.r = c2.r;
c2.r = tmp;
tmp = c1.g;
c1.g = c2.g;
c2.g = tmp;
tmp = c1.b;
c1.b = c2.b;
c2.b = tmp;
#endif
}
cr = c1.r;
cg = c1.g;
cb = c1.b;
#ifndef EMBEDDED
if (y1 != y2)
{
rd = (float) (c2.r - c1.r) / (float) (y2 - y1);
gd = (float) (c2.g - c1.g) / (float) (y2 - y1);
bd = (float) (c2.b - c1.b) / (float) (y2 - y1);
}
else
{
rd = 0;
gd = 0;
bd = 0;
}
#endif
for (dy = y1; dy <= y2; dy++)
{
putpixel(screen, x + 1, dy + 1, SDL_MapRGB(screen->format, 0, 0, 0));
putpixel(screen, x, dy, SDL_MapRGB(screen->format,
(Uint8) cr,
(Uint8) cg,
(Uint8) cb));
 
#ifndef EMBEDDED
cr = cr + rd;
cg = cg + gd;
cb = cb + bd;
#endif
}
}
 
 
/* Draw a single pixel into the surface: */
 
void putpixel(SDL_Surface * surface, int x, int y, Uint32 pixel)
{
int bpp;
Uint8 * p;
 
/* Assuming the X/Y values are within the bounds of this surface... */
if (x >= 0 && y >= 0 && x < WIDTH && y < HEIGHT)
{
/* Determine bytes-per-pixel for the surface in question: */
bpp = surface->format->BytesPerPixel;
/* Set a pointer to the exact location in memory of the pixel
in question: */
p = (((Uint8 *) surface->pixels) + /* Start at beginning of RAM */
(y * surface->pitch) + /* Go down Y lines */
(x * bpp)); /* Go in X pixels */
/* Set the (correctly-sized) piece of data in the surface's RAM
to the pixel value sent in: */
if (bpp == 1)
*p = pixel;
else if (bpp == 2)
*(Uint16 *)p = pixel;
else if (bpp == 3)
{
if (SDL_BYTEORDER == SDL_BIG_ENDIAN)
{
p[0] = (pixel >> 16) & 0xff;
p[1] = (pixel >> 8) & 0xff;
p[2] = pixel & 0xff;
}
else
{
p[0] = pixel & 0xff;
p[1] = (pixel >> 8) & 0xff;
p[2] = (pixel >> 16) & 0xff;
}
}
else if (bpp == 4)
{
*(Uint32 *)p = pixel;
}
}
}
 
 
 
/* Draw a line segment, rotated around a center point: */
 
void draw_segment(int r1, int a1,
color_type c1,
int r2, int a2,
color_type c2,
int cx, int cy, int a)
{
draw_line(((fast_cos((a1 + a) >> 3) * r1) >> 10) + cx,
cy - ((fast_sin((a1 + a) >> 3) * r1) >> 10),
c1,
((fast_cos((a2 + a) >> 3) * r2) >> 10) + cx,
cy - ((fast_sin((a2 + a) >> 3) * r2) >> 10),
c2);
}
 
 
/* Add a bullet: */
 
void add_bullet(int x, int y, int a, int xm, int ym)
{
int i, found;
found = -1;
for (i = 0; i < NUM_BULLETS && found == -1; i++)
{
if (bullets[i].timer <= 0)
found = i;
}
if (found != -1)
{
#ifndef EMBEDDED
bullets[found].timer = 50;
#else
bullets[found].timer = 30;
#endif
bullets[found].x = x;
bullets[found].y = y;
bullets[found].xm = ((fast_cos(a >> 3) * 5) >> 10) + (xm >> 4);
bullets[found].ym = - ((fast_sin(a >> 3) * 5) >> 10) + (ym >> 4);
 
playsound(SND_BULLET);
}
}
 
 
/* Add an asteroid: */
 
void add_asteroid(int x, int y, int xm, int ym, int size)
{
int i, found;
/* Find a slot: */
found = -1;
for (i = 0; i < NUM_ASTEROIDS && found == -1; i++)
{
if (asteroids[i].alive == 0)
found = i;
}
/* Hack: No asteroids should be stationary! */
while (xm == 0)
{
xm = (rand() % 3) - 1;
}
if (found != -1)
{
asteroids[found].alive = 1;
asteroids[found].x = x;
asteroids[found].y = y;
asteroids[found].xm = xm;
asteroids[found].ym = ym;
asteroids[found].angle = (rand() % 360);
asteroids[found].angle_m = (rand() % 6) - 3;
asteroids[found].size = size;
for (i = 0; i < AST_SIDES; i++)
{
asteroids[found].shape[i].radius = (rand() % 3);
asteroids[found].shape[i].angle = i * 60 + (rand() % 40);
}
}
}
 
 
/* Add a bit: */
 
void add_bit(int x, int y, int xm, int ym)
{
int i, found;
found = -1;
for (i = 0; i < NUM_BITS && found == -1; i++)
{
if (bits[i].timer <= 0)
found = i;
}
if (found != -1)
{
bits[found].timer = 16;
bits[found].x = x;
bits[found].y = y;
bits[found].xm = xm;
bits[found].ym = ym;
}
}
 
 
/* Draw an asteroid: */
 
void draw_asteroid(int size, int x, int y, int angle, shape_type * shape)
{
int i, b1, b2;
int div;
#ifndef EMBEDDED
div = 240;
#else
div = 120;
#endif
for (i = 0; i < AST_SIDES - 1; i++)
{
b1 = (((shape[i].angle + angle) % 180) * 255) / div;
b2 = (((shape[i + 1].angle + angle) % 180) * 255) / div;
draw_segment((size * (AST_RADIUS - shape[i].radius)),
shape[i].angle, mkcolor(b1, b1, b1),
(size * (AST_RADIUS - shape[i + 1].radius)),
shape[i + 1].angle, mkcolor(b2, b2, b2),
x, y,
angle);
}
 
b1 = (((shape[AST_SIDES - 1].angle + angle) % 180) * 255) / div;
b2 = (((shape[0].angle + angle) % 180) * 255) / div;
 
draw_segment((size * (AST_RADIUS - shape[AST_SIDES - 1].radius)),
shape[AST_SIDES - 1].angle, mkcolor(b1, b1, b1),
(size * (AST_RADIUS - shape[0].radius)),
shape[0].angle, mkcolor(b2, b2, b2),
x, y,
angle);
}
 
 
/* Queue a sound! */
 
void playsound(int snd)
{
int which, i;
#ifndef NOSOUND
if (use_sound)
{
#ifdef EMBEDDED
which = -1;
#else
which = (rand() % 3) + CHAN_THRUST;
for (i = CHAN_THRUST; i < 4; i++)
{
if (!Mix_Playing(i))
which = i;
}
#endif
 
Mix_PlayChannel(which, sounds[snd], 0);
}
#endif
}
 
 
/* Break an asteroid and add an explosion: */
 
void hurt_asteroid(int j, int xm, int ym, int exp_size)
{
int k;
add_score(100 / (asteroids[j].size + 1));
 
if (asteroids[j].size > 1)
{
/* Break the rock into two smaller ones! */
add_asteroid(asteroids[j].x,
asteroids[j].y,
((asteroids[j].xm + xm) / 2),
(asteroids[j].ym + ym),
asteroids[j].size - 1);
add_asteroid(asteroids[j].x,
asteroids[j].y,
(asteroids[j].xm + xm),
((asteroids[j].ym + ym) / 2),
asteroids[j].size - 1);
}
 
/* Make the original go away: */
asteroids[j].alive = 0;
/* Add explosion: */
playsound(SND_AST1 + (asteroids[j].size) - 1);
for (k = 0; k < exp_size; k++)
{
add_bit((asteroids[j].x -
(asteroids[j].size * AST_RADIUS) +
(rand() % (AST_RADIUS * 2))),
(asteroids[j].y -
(asteroids[j].size * AST_RADIUS) +
(rand() % (AST_RADIUS * 2))),
((rand() % (asteroids[j].size * 3)) -
(asteroids[j].size) +
((xm + asteroids[j].xm) / 3)),
((rand() % (asteroids[j].size * 3)) -
(asteroids[j].size) +
((ym + asteroids[j].ym) / 3)));
}
}
 
 
/* Increment score: */
 
void add_score(int amount)
{
/* See if they deserve a new life: */
 
if (score / ONEUP_SCORE < (score + amount) / ONEUP_SCORE)
{
lives++;
strcpy(zoom_str, "EXTRA LIFE");
text_zoom = ZOOM_START;
playsound(SND_EXTRALIFE);
}
 
 
 
/* Add to score: */
score = score + amount;
}
 
 
/* Draw a character: */
 
void draw_char(char c, int x, int y, int r, color_type cl)
{
int i, v;
/* Which vector is this character? */
v = -1;
if (c >= '0' && c <= '9')
v = (c - '0');
else if (c >= 'A' && c <= 'Z')
v = (c - 'A') + 10;
if (v != -1)
{
for (i = 0; i < 5; i++)
{
if (char_vectors[v][i][0] != -1)
{
draw_line(x + (char_vectors[v][i][0] * r),
y + (char_vectors[v][i][1] * r),
cl,
x + (char_vectors[v][i][2] * r),
y + (char_vectors[v][i][3] * r),
cl);
}
}
}
}
 
 
void draw_text(char * str, int x, int y, int s, color_type c)
{
int i;
 
for (i = 0; i < strlen(str); i++)
draw_char(str[i], i * (s + 3) + x, y, s, c);
}
 
 
void draw_thick_line(int x1, int y1, color_type c1,
int x2, int y2, color_type c2)
{
draw_line(x1, y1, c1, x2, y2, c2);
draw_line(x1 + 1, y1 + 1, c1, x2 + 1, y2 + 1, c2);
}
 
 
void reset_level(void)
{
int i;
for (i = 0; i < NUM_BULLETS; i++)
bullets[i].timer = 0;
for (i = 0; i < NUM_ASTEROIDS; i++)
asteroids[i].alive = 0;
for (i = 0; i < NUM_BITS; i++)
bits[i].timer = 0;
for (i = 0; i < (level + 1) && i < 10; i++)
{
#ifndef EMBEDDED
add_asteroid(/* x */ (rand() % 40) + ((WIDTH - 40) * (rand() % 2)),
/* y */ (rand() % HEIGHT),
/* xm */ (rand() % 9) - 4,
/* ym */ ((rand() % 9) - 4) * 4,
/* size */ (rand() % 3) + 2);
#else
add_asteroid(/* x */ (rand() % WIDTH),
/* y */ (rand() % 40) + ((HEIGHT - 40) * (rand() % 2)),
/* xm */ ((rand() % 9) - 4) * 4,
/* ym */ (rand() % 9) - 4,
/* size */ (rand() % 3) + 2);
#endif
}
 
 
sprintf(zoom_str, "LEVEL %d", level);
 
text_zoom = ZOOM_START;
}
 
 
/* Show program version: */
 
void show_version(void)
{
printf("Vectoroids - Version " VER_VERSION " (" VER_DATE ")\n");
}
 
 
/* Show usage display: */
 
void show_usage(FILE * f, char * prg)
{
fprintf(f, "Usage: %s {--help | --usage | --version | --copying }\n"
" %s [--fullscreen] [--nosound]\n\n", prg, prg);
}
 
 
/* Set video mode: */
/* Contributed to "Defendguin" by Mattias Engdegard <f91-men@nada.kth.se> */
 
SDL_Surface * set_vid_mode(unsigned flags)
{
/* Prefer 16bpp, but also prefer native modes to emulated 16bpp. */
int depth;
depth = SDL_VideoModeOK(WIDTH, HEIGHT, 16, flags);
return depth ? SDL_SetVideoMode(WIDTH, HEIGHT, depth, flags) : NULL;
}
 
 
/* Draw text, centered horizontally: */
 
void draw_centered_text(char * str, int y, int s, color_type c)
{
draw_text(str, (WIDTH - strlen(str) * (s + 3)) / 2, y, s, c);
}
 
/vendor/vectoroids/1.1.0/mkipk.sh
New file
0,0 → 1,82
#!/bin/sh
 
# mkipk.sh
# generates an ipkg for embedded Vectoroids
 
# Bill Kendrick
# bill@newbreedsoftware.com
 
# 2002.Apr.13 - 2002.Apr.20
 
 
VER=1.1.0
 
 
PACKAGE=vectoroids
TMPDIR=tmp
CONTROL=$TMPDIR/CONTROL/control
ARCH=arm
RM=rm
 
echo "SETTING UP"
mkdir $TMPDIR
mkdir $TMPDIR/CONTROL
 
 
echo
echo "MAKING SURE BINARY EXISTS"
make clean
make embedded
 
echo
echo "CREATING CONTROL FILE"
 
echo "Package: $PACKAGE" > $CONTROL
echo "Priority: optional" >> $CONTROL
echo "Version: $VER" >> $CONTROL
echo "Section: games" >> $CONTROL
echo "Architecture: $ARCH" >> $CONTROL
echo "Maintainer: Bill Kendrick (bill@newbreedsoftware.com)" >> $CONTROL
echo "Description: An asteroids game" >> $CONTROL
 
echo
echo "COPYING DATA FILES"
 
mkdir -p $TMPDIR/opt/QtPalmtop/share/vectoroids
cp -R data/* $TMPDIR/opt/QtPalmtop/share/vectoroids
 
echo
echo "CREATING BINARIES"
 
mkdir -p $TMPDIR/opt/QtPalmtop/bin/
echo "vectoroids" > $TMPDIR/opt/QtPalmtop/bin/vectoroids.sh
cp vectoroids $TMPDIR/opt/QtPalmtop/bin/
 
 
echo "CREATING ICON AND DESKTOP FILE"
 
mkdir -p $TMPDIR/opt/QtPalmtop/pics/
cp data/images/icon.png $TMPDIR/opt/QtPalmtop/pics/vectoroids.png
 
mkdir -p $TMPDIR/opt/QtPalmtop/apps/Games/
DESKTOP=$TMPDIR/opt/QtPalmtop/apps/Games/vectoroids.desktop
echo "[Desktop Entry]" > $DESKTOP
echo "Comment=Asteroids game" >> $DESKTOP
echo "Exec=vectoroids.sh" >> $DESKTOP
echo "Icon=vectoroids" >> $DESKTOP
echo "Type=Application" >> $DESKTOP
echo "Name=Vectoroids" >> $DESKTOP
 
 
echo
echo "CREATING IPK..."
 
ipkg-build $TMPDIR
 
echo
echo "CLEANING UP"
 
$RM -r $TMPDIR
 
echo
 
Property changes:
Added: svn:executable
Index: 1.1.0/vectoroids.6
===================================================================
--- 1.1.0/vectoroids.6 (revision 0)
+++ 1.1.0/vectoroids.6 (revision 47)
@@ -0,0 +1,46 @@
+.TH "vectoroids" "6" "v1.1.0 - 2002.04.20" "Bill Kendrick" "Games"
+.SH "NAME"
+.LP
+vectoroids \- A vector-based asteroid\-shooting game written in libSDL.
+.SH "SYNTAX"
+.LP
+vectoroids [\fIoptions\fP]
+.SH "DESCRIPTION"
+.LP
+Use the \fBleft\fR and \fBright\fR keys (or joystick) to rotate your ship.
+Use the \fBup\fR key (joystick \fBfire\-A\fR) to thrust,
+and \fBspace\fR (or joystick \fBfire\-B\fR) to fire bullets.
+.br
+Destroy all of the asteroids to progress to the next level.
+.SH "OPTIONS"
+.LP
+.TP
+\fB\-\-nosound\fR
+Disables sound and music.
+.TP
+\fB\-\-fullscreen\fR
+Runs in fullscreen mode, if possible.
+.TP
+\fB\-\-help\fR
+Output help information and exit.
+.TP
+\fB\-\-version\fR
+Output version information and exit.
+.TP
+\fB\-\-usage\fR
+Displays acceptable command\-line options.
+.TP
+\fB\-\-copying\fR
+Displays copying information.
+.SH "FILES"
+\fI/usr/local/share/vectoroids/\fP \- Sound, music and graphics data.
+.TP
+\fI~/.vectoroidsrc\fP \- Paused game state and high score data.
+.LP
+.SH "AUTHORS"
+.LP
+Bill Kendrick <bill@newbreedsoftware.com> \- Programming
+.br
+Mike Faltiss <deadchannel@hotmail.com> \- Music
+.LP
+See "README.txt" and "CHANGES.txt" for full credits.
Index: 1.1.0/CHANGES.txt
===================================================================
--- 1.1.0/CHANGES.txt (revision 0)
+++ 1.1.0/CHANGES.txt (revision 47)
@@ -0,0 +1,118 @@
+CHANGES.txt for "Vectoroids"
+
+by Bill Kendrick
+bill@newbreedsoftware.com
+http://www.newbreedsoftware.com/vectoroids/
+
+April 20, 2002
+
+Version 1.1.0
+
+
+2002.04.20 (1.1.0)
+ * Lowered volume of game-over sound (it was ear-piercing on the Zaurus!)
+
+ * Reduced length of shots in embedded version (screen is smaller...)
+
+ * Reduced max. number of asteroids on screen at once for embedded version
+
+
+2002.04.14 (1.0.9)
+ * Fixed compile error for desktop version. (Thanks Christian Steigies)
+
+ * Tweaked embedded version
+
+ - Made score and level smaller
+
+ - Made ship's flame look better
+
+ - Made zooming 'LEVEL' display brighter
+
+ - Increased contrast and blur of background image
+
+ - Reduced background image to 8bit, shrinking its file size
+
+ * Update version number in docs and man page.
+
+
+2002.04.13 (1.0.8)
+ * Created 'embedded' target (for iPaq and Zaurus PDAs running Linux)
+
+
+2002.01.03 (1.0.7)
+ * Makefile update
+
+ - Install target changes by Christian T. Steigies <cts@debian.org>
+
+
+2002.01.02/2001.01.03 (1.0.6/1.0.6b)
+ * Documentation update
+
+ - Updated music author's (Mike Faltiss's) contact info. in README.txt
+
+
+2001.12.02 (1.0.5)
+ * More MSVC++ fixes
+ (Thanks to Ton Fleuren)
+
+ - "DATA_PREFIX" get's #define'd to "data/" if it wasn't defined by
+ the compiler.
+
+ * Fullscreen tweak
+
+ - Mouse pointer is now hidden during the game in fullscreen mode.
+
+
+2001.12.02 (1.0.4)
+ * Code tweaks for cleaner compilation under MS Visual C++ compiler
+ (Thanks to Jason Hall and Joshua Goldstein)
+
+ - Added "-pedantic" and "-ansi" to CFLAGS in Makefile
+ - State-file is stored in current directory (folder) if "_WIN32" was
+ #define'd (which it should be under MSVC++)
+ (filename: "vectoroids-state.dat")
+
+
+2001.12.01 (1.0.3)
+ * Bug fixes and tweaks:
+
+ - Joystick 'Up' no longer thrusts (directions interfered too much with
+ Fire-A control, especially on gamepads)
+ - "GAME OVER" text display bugfix.
+
+
+2001.12.01 (1.0.2)
+ * Makefile tweak
+
+ - Created the 'man/man6/' directory path, if it doesn't exist.
+
+
+2001.12.01 (1.0.1)
+ * Gameplay tweaks:
+ (The screen-size increase, even with the larger objects, made
+ Vectoroids 1.0 much easier than Agendaroids. The changes below make
+ the game more difficult (and hopefully, therefore, more entertaining))
+
+ - Ship's inertia reduces more slowly
+ - Reduced number of bullets allowed on screen to 2
+ - Asteroids have a faster initial speed
+
+
+2001.12.01 (1.0)
+ * Initial port from X-Window interface for Linux PDAs ("Agendaroids")
+ to libSDL for No Starch / Loki contest ("Vectoroids"):
+
+ - X-Window calls replaced with SDL calls.
+ - Added joystick support.
+ - Size increased to 480x480.
+ - Color added.
+ - Background photo added.
+ - Digitized sound effects added.
+ - Music added.
+ - On-screen stylus controls removed.
+ - Ship rotates with more granularity.
+ - Framerate increased.
+ - Command-line options added
+ ("--help", "--usage", "--copying", "--version" displays, and
+ "--fullscreen" and "--nosound" options)
+ - Ship icons in lives-left display at top right shrink when you die.
Index: 1.1.0/COPYING.txt
===================================================================
--- 1.1.0/COPYING.txt (revision 0)
+++ 1.1.0/COPYING.txt (revision 47)
@@ -0,0 +1,340 @@
+ GNU GENERAL PUBLIC LICENSE
+ Version 2, June 1991
+
+ Copyright (C) 1989, 1991 Free Software Foundation, Inc.
+ 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+ Everyone is permitted to copy and distribute verbatim copies
+ of this license document, but changing it is not allowed.
+
+ Preamble
+
+ The licenses for most software are designed to take away your
+freedom to share and change it. By contrast, the GNU General Public
+License is intended to guarantee your freedom to share and change free
+software--to make sure the software is free for all its users. This
+General Public License applies to most of the Free Software
+Foundation's software and to any other program whose authors commit to
+using it. (Some other Free Software Foundation software is covered by
+the GNU Library General Public License instead.) You can apply it to
+your programs, too.
+
+ When we speak of free software, we are referring to freedom, not
+price. Our General Public Licenses are designed to make sure that you
+have the freedom to distribute copies of free software (and charge for
+this service if you wish), that you receive source code or can get it
+if you want it, that you can change the software or use pieces of it
+in new free programs; and that you know you can do these things.
+
+ To protect your rights, we need to make restrictions that forbid
+anyone to deny you these rights or to ask you to surrender the rights.
+These restrictions translate to certain responsibilities for you if you
+distribute copies of the software, or if you modify it.
+
+ For example, if you distribute copies of such a program, whether
+gratis or for a fee, you must give the recipients all the rights that
+you have. You must make sure that they, too, receive or can get the
+source code. And you must show them these terms so they know their
+rights.
+
+ We protect your rights with two steps: (1) copyright the software, and
+(2) offer you this license which gives you legal permission to copy,
+distribute and/or modify the software.
+
+ Also, for each author's protection and ours, we want to make certain
+that everyone understands that there is no warranty for this free
+software. If the software is modified by someone else and passed on, we
+want its recipients to know that what they have is not the original, so
+that any problems introduced by others will not reflect on the original
+authors' reputations.
+
+ Finally, any free program is threatened constantly by software
+patents. We wish to avoid the danger that redistributors of a free
+program will individually obtain patent licenses, in effect making the
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+patent must be licensed for everyone's free use or not licensed at all.
+
+ The precise terms and conditions for copying, distribution and
+modification follow.
+
+ GNU GENERAL PUBLIC LICENSE
+ TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
+
+ 0. This License applies to any program or other work which contains
+a notice placed by the copyright holder saying it may be distributed
+under the terms of this General Public License. The "Program", below,
+refers to any such program or work, and a "work based on the Program"
+means either the Program or any derivative work under copyright law:
+that is to say, a work containing the Program or a portion of it,
+either verbatim or with modifications and/or translated into another
+language. (Hereinafter, translation is included without limitation in
+the term "modification".) Each licensee is addressed as "you".
+
+Activities other than copying, distribution and modification are not
+covered by this License; they are outside its scope. The act of
+running the Program is not restricted, and the output from the Program
+is covered only if its contents constitute a work based on the
+Program (independent of having been made by running the Program).
+Whether that is true depends on what the Program does.
+
+ 1. You may copy and distribute verbatim copies of the Program's
+source code as you receive it, in any medium, provided that you
+conspicuously and appropriately publish on each copy an appropriate
+copyright notice and disclaimer of warranty; keep intact all the
+notices that refer to this License and to the absence of any warranty;
+and give any other recipients of the Program a copy of this License
+along with the Program.
+
+You may charge a fee for the physical act of transferring a copy, and
+you may at your option offer warranty protection in exchange for a fee.
+
+ 2. You may modify your copy or copies of the Program or any portion
+of it, thus forming a work based on the Program, and copy and
+distribute such modifications or work under the terms of Section 1
+above, provided that you also meet all of these conditions:
+
+ a) You must cause the modified files to carry prominent notices
+ stating that you changed the files and the date of any change.
+
+ b) You must cause any work that you distribute or publish, that in
+ whole or in part contains or is derived from the Program or any
+ part thereof, to be licensed as a whole at no charge to all third
+ parties under the terms of this License.
+
+ c) If the modified program normally reads commands interactively
+ when run, you must cause it, when started running for such
+ interactive use in the most ordinary way, to print or display an
+ announcement including an appropriate copyright notice and a
+ notice that there is no warranty (or else, saying that you provide
+ a warranty) and that users may redistribute the program under
+ these conditions, and telling the user how to view a copy of this
+ License. (Exception: if the Program itself is interactive but
+ does not normally print such an announcement, your work based on
+ the Program is not required to print an announcement.)
+
+These requirements apply to the modified work as a whole. If
+identifiable sections of that work are not derived from the Program,
+and can be reasonably considered independent and separate works in
+themselves, then this License, and its terms, do not apply to those
+sections when you distribute them as separate works. But when you
+distribute the same sections as part of a whole which is a work based
+on the Program, the distribution of the whole must be on the terms of
+this License, whose permissions for other licensees extend to the
+entire whole, and thus to each and every part regardless of who wrote it.
+
+Thus, it is not the intent of this section to claim rights or contest
+your rights to work written entirely by you; rather, the intent is to
+exercise the right to control the distribution of derivative or
+collective works based on the Program.
+
+In addition, mere aggregation of another work not based on the Program
+with the Program (or with a work based on the Program) on a volume of
+a storage or distribution medium does not bring the other work under
+the scope of this License.
+
+ 3. You may copy and distribute the Program (or a work based on it,
+under Section 2) in object code or executable form under the terms of
+Sections 1 and 2 above provided that you also do one of the following:
+
+ a) Accompany it with the complete corresponding machine-readable
+ source code, which must be distributed under the terms of Sections
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+
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+
+ 4. You may not copy, modify, sublicense, or distribute the Program
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+
+ 5. You are not required to accept this License, since you have not
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+infringement or for any other reason (not limited to patent issues),
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+
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+to distribute software through any other system and a licensee cannot
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+
+This section is intended to make thoroughly clear what is believed to
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+
+ 8. If the distribution and/or use of the Program is restricted in
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+
+ 9. The Free Software Foundation may publish revised and/or new versions
+of the General Public License from time to time. Such new versions will
+be similar in spirit to the present version, but may differ in detail to
+address new problems or concerns.
+
+Each version is given a distinguishing version number. If the Program
+specifies a version number of this License which applies to it and "any
+later version", you have the option of following the terms and conditions
+either of that version or of any later version published by the Free
+Software Foundation. If the Program does not specify a version number of
+this License, you may choose any version ever published by the Free Software
+Foundation.
+
+ 10. If you wish to incorporate parts of the Program into other free
+programs whose distribution conditions are different, write to the author
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+of preserving the free status of all derivatives of our free software and
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+
+ NO WARRANTY
+
+ 11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY
+FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN
+OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES
+PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED
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+PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING,
+REPAIR OR CORRECTION.
+
+ 12. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
+WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR
+REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES,
+INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING
+OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED
+TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY
+YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER
+PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE
+POSSIBILITY OF SUCH DAMAGES.
+
+ END OF TERMS AND CONDITIONS
+
+ How to Apply These Terms to Your New Programs
+
+ If you develop a new program, and you want it to be of the greatest
+possible use to the public, the best way to achieve this is to make it
+free software which everyone can redistribute and change under these terms.
+
+ To do so, attach the following notices to the program. It is safest
+to attach them to the start of each source file to most effectively
+convey the exclusion of warranty; and each file should have at least
+the "copyright" line and a pointer to where the full notice is found.
+
+ <one line to give the program's name and a brief idea of what it does.>
+ Copyright (C) <year> <name of author>
+
+ This program is free software; you can redistribute it and/or modify
+ it under the terms of the GNU General Public License as published by
+ the Free Software Foundation; either version 2 of the License, or
+ (at your option) any later version.
+
+ This program is distributed in the hope that it will be useful,
+ but WITHOUT ANY WARRANTY; without even the implied warranty of
+ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ GNU General Public License for more details.
+
+ You should have received a copy of the GNU General Public License
+ along with this program; if not, write to the Free Software
+ Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+
+
+Also add information on how to contact you by electronic and paper mail.
+
+If the program is interactive, make it output a short notice like this
+when it starts in an interactive mode:
+
+ Gnomovision version 69, Copyright (C) year name of author
+ Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
+ This is free software, and you are welcome to redistribute it
+ under certain conditions; type `show c' for details.
+
+The hypothetical commands `show w' and `show c' should show the appropriate
+parts of the General Public License. Of course, the commands you use may
+be called something other than `show w' and `show c'; they could even be
+mouse-clicks or menu items--whatever suits your program.
+
+You should also get your employer (if you work as a programmer) or your
+school, if any, to sign a "copyright disclaimer" for the program, if
+necessary. Here is a sample; alter the names:
+
+ Yoyodyne, Inc., hereby disclaims all copyright interest in the program
+ `Gnomovision' (which makes passes at compilers) written by James Hacker.
+
+ <signature of Ty Coon>, 1 April 1989
+ Ty Coon, President of Vice
+
+This General Public License does not permit incorporating your program into
+proprietary programs. If your program is a subroutine library, you may
+consider it more useful to permit linking proprietary applications with the
+library. If this is what you want to do, use the GNU Library General
+Public License instead of this License.
Index: 1.1.0/data/sounds/gameover.wav
===================================================================
Cannot display: file marked as a binary type.
svn:mime-type = application/octet-stream
Index: 1.1.0/data/sounds/gameover.wav
===================================================================
--- 1.1.0/data/sounds/gameover.wav (revision 0)
+++ 1.1.0/data/sounds/gameover.wav (revision 47)
/1.1.0/data/sounds/gameover.wav
Property changes:
Added: svn:mime-type
## -0,0 +1 ##
+application/octet-stream
\ No newline at end of property
Index: 1.1.0/data/sounds/bullet.wav
===================================================================
Cannot display: file marked as a binary type.
svn:mime-type = application/octet-stream
Index: 1.1.0/data/sounds/bullet.wav
===================================================================
--- 1.1.0/data/sounds/bullet.wav (revision 0)
+++ 1.1.0/data/sounds/bullet.wav (revision 47)
/1.1.0/data/sounds/bullet.wav
Property changes:
Added: svn:mime-type
## -0,0 +1 ##
+application/octet-stream
\ No newline at end of property
Index: 1.1.0/data/sounds/ast1.wav
===================================================================
Cannot display: file marked as a binary type.
svn:mime-type = application/octet-stream
Index: 1.1.0/data/sounds/ast1.wav
===================================================================
--- 1.1.0/data/sounds/ast1.wav (revision 0)
+++ 1.1.0/data/sounds/ast1.wav (revision 47)
/1.1.0/data/sounds/ast1.wav
Property changes:
Added: svn:mime-type
## -0,0 +1 ##
+application/octet-stream
\ No newline at end of property
Index: 1.1.0/data/sounds/ast2.wav
===================================================================
Cannot display: file marked as a binary type.
svn:mime-type = application/octet-stream
Index: 1.1.0/data/sounds/ast2.wav
===================================================================
--- 1.1.0/data/sounds/ast2.wav (revision 0)
+++ 1.1.0/data/sounds/ast2.wav (revision 47)
/1.1.0/data/sounds/ast2.wav
Property changes:
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+application/octet-stream
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Index: 1.1.0/data/sounds/thrust.wav
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--- 1.1.0/data/sounds/thrust.wav (revision 0)
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/1.1.0/data/sounds/thrust.wav
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+application/octet-stream
\ No newline at end of property
Index: 1.1.0/data/sounds/ast3.wav
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Index: 1.1.0/data/sounds/ast3.wav
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--- 1.1.0/data/sounds/ast3.wav (revision 0)
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/1.1.0/data/sounds/ast3.wav
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## -0,0 +1 ##
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Index: 1.1.0/data/sounds/ast4.wav
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Index: 1.1.0/data/sounds/ast4.wav
===================================================================
--- 1.1.0/data/sounds/ast4.wav (revision 0)
+++ 1.1.0/data/sounds/ast4.wav (revision 47)
/1.1.0/data/sounds/ast4.wav
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## -0,0 +1 ##
+application/octet-stream
\ No newline at end of property
Index: 1.1.0/data/sounds/explode.wav
===================================================================
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Index: 1.1.0/data/sounds/explode.wav
===================================================================
--- 1.1.0/data/sounds/explode.wav (revision 0)
+++ 1.1.0/data/sounds/explode.wav (revision 47)
/1.1.0/data/sounds/explode.wav
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## -0,0 +1 ##
+application/octet-stream
\ No newline at end of property
Index: 1.1.0/data/sounds/extralife.wav
===================================================================
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===================================================================
--- 1.1.0/data/sounds/extralife.wav (revision 0)
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/1.1.0/data/sounds/extralife.wav
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\ No newline at end of property
Index: 1.1.0/data/music/decision.txt
===================================================================
--- 1.1.0/data/music/decision.txt (revision 0)
+++ 1.1.0/data/music/decision.txt (revision 47)
@@ -0,0 +1,100 @@
+ . .
+ . . . .
+ . : . _ : .
+ : | __ . /\\ | :____
+ _____|_ | // \:/ .\ | | /
+ _/ . |// : \_| _/__
+ \ \____: |__ . _ \ _ \_
+ :\_________/:\_\\ //_/:\____| /:
+ :::::::::::::::::\__/:::::::oMI\_____/::
+
+ - This is the main infomation file for the digital music kings -
+
+ - Member list -
+
+ Acid Rain [Musician/Grafix/Founder/Organizer!%]
+ Hadji [Musician/Co-Organizer/Founder!%]
+ Party [Musician/Whatever he wants to do!]
+ Reefa [Musician]
+ NiteWynd [Musician]
+ Green Cloud Poet [Grafix]
+ Electro Maniac [Musician]
+ Bitbyter [Coder!]
+ Supreme [Grafix]
+ Electron [Coder & BBS (WHQ)]
+ Mhz [Musician]
+ Krystall [Musician!]
+ Hector [Musician]
+
+
+
+If you want to try out for Digital Music Kings, contact one of the leaders
+ Hadji or Acid Rain.
+
+ * = Kicked Out / On Trial
+ ! = Person(s) who can take matter's into there own hands
+
+ % = A Leader of dMk
+
+ If you are interested in joining dMk, E-Mail one of the leaders
+ at the following address(s)
+
+ Acid Rain
+
+ acidrain@suburbia.apana.org.au (Suburbia)
+ acidrain@break.apana.org.au (BreakDownBBS / BDC WHQ)
+
+
+ Hadji
+ hadji@netcom.com
+
+ Mhz
+ mhz@fmmhost.com
+
+ Hector
+ hector@werple.mira.net.au (Werple)
+
+ Electron
+
+ root@break.apana.org.au (BreakDown)
+
+ Bitbyter
+
+ bitbyter@break.apana.org.au (BreakDown)
+
+ Party
+
+ party@suuburbia.apana.org.au (Suburbia)
+ party@break.apana.org.au (BreakDown)
+
+
+ or write to:-->
+
+ (Acid Rain) (Hadji) (Mhz) (Hector)
+ Shane C. Yates. Mike Faltiss. 108 Lay Road, Dirk McKenzie
+ 22 Ireland Ave. 9916 Church Road. Melbourne, Pq 241 Neerim Rd
+ Wantirna Sth. Dallas, TX 75238. CANADA. Carnegie
+ Victoria 3152. USA. Victoria 3163
+ AUSTRALIA. AUSTRALIA
+ Phone Number: +613-887-1313
+
+ Call our BBS':
+
+ Break Down BBS (WHQ!) Area 51 (USHQ!)
+ +613-532-0010 (up to 14.4k) +1-609-737-7980
+ +613-555-2445 (28.8k Line) 14.4k, Great music files!
+ 28.8k/14.4k/9600k/2400k Sysop: Taz [Dua]
+ over a 4 gig files online! Kosmic WHQ!
+ (and still growing fast) DUA WHQ!
+ Sysop: Electron / dMk / BDC RadicalRhythms USHQ!
+
+Info file by: Acid Rain / dMkCall: Bass Kult
+Location: Dallas, TX
+Sysop: Prospect House
+Co-Sysop: Hadji
+For great techno/rave/drug files including .mod, .s3m, .txt, etc...
+For all your tracked music needs.
+Number: (214)240-2017
+
+***Note: Temporily, Bass Kult is only messages. There has been a harddrive
+ crash.***
\ No newline at end of file
Index: 1.1.0/data/music/decision.s3m
===================================================================
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Index: 1.1.0/data/music/decision.s3m
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--- 1.1.0/data/music/decision.s3m (revision 0)
+++ 1.1.0/data/music/decision.s3m (revision 47)
/1.1.0/data/music/decision.s3m
Property changes:
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## -0,0 +1 ##
+application/octet-stream
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Index: 1.1.0/data/images/.xvpics/redspot-e.bmp
===================================================================
--- 1.1.0/data/images/.xvpics/redspot-e.bmp (revision 0)
+++ 1.1.0/data/images/.xvpics/redspot-e.bmp (revision 47)
@@ -0,0 +1,5 @@
+P7 332
+#IMGINFO:240x320 Indexed (77878 bytes)
+#END_OF_COMMENTS
+45 60 255
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===================================================================
--- 1.1.0/data/images/.xvpics/redspot-e.jpg (revision 0)
+++ 1.1.0/data/images/.xvpics/redspot-e.jpg (revision 47)
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/1.1.0/data/images/icon.png
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Index: 1.1.0/data/images/redspot-e.bmp
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/1.1.0/data/images/redspot-e.bmp
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Index: 1.1.0/data/images/redspot.jpg
===================================================================
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Index: 1.1.0/data/images/redspot.jpg
===================================================================
--- 1.1.0/data/images/redspot.jpg (revision 0)
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/1.1.0/data/images/redspot.jpg
Property changes:
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Index: 1.1.0/README.txt
===================================================================
--- 1.1.0/README.txt (revision 0)
+++ 1.1.0/README.txt (revision 47)
@@ -0,0 +1,289 @@
+README.txt for "Vectoroids"
+
+(Based on "Agendaroids")
+
+by Bill Kendrick
+bill@newbreedsoftware.com
+http://www.newbreedsoftware.com/vectoroids/
+
+November 30, 2001 - April 20, 2002
+
+Version 1.1.0
+
+
+About:
+------
+ "Vectoroids" is a vector-based rock-shooting game similar to the
+ arcade classic "Asteroids." It is an SDL game based on the source for
+ "Agendaroids," an X-Window game written for the Agenda VR3 Linux-based PDA
+ written by the same author.
+
+ (This game is being entered into the "SDL Game Under 1 Megabyte" contest
+ held by No Starch Press / Loki Entertainment Software in late 2001.)
+
+
+Installation Procedure:
+-----------------------
+ Requirements:
+ -------------
+ "Vectoroids" uses the Simple DirectMedia Layer multimedia library
+ (aka "libSDL"), as well as two helper libraries:
+ "SDL_image" and, optionally (for music and sound) "SDL_mixer".
+
+ All three of these are available from the official SDL website:
+
+ http://www.libsdl.org/
+
+
+ Compilation:
+ ------------
+ To compile the game from its source, simply invoke the command "make":
+
+ $ make
+
+
+ If you wish to build the game with no sound support (ie, SDL_mixer is
+ not available, or you don't have a sound card), you can build the
+ 'nosound' target:
+
+ $ make nosound
+
+
+ If you wish to build the game with no joystick support (ie, you're
+ using a very old version of libSDL, which doesn't support joysticks),
+ you can add the setting "JOY=NO" to the 'make' command. For example:
+
+ $ make JOY=NO
+
+
+ If you wish to have Vectoroids and/or it's data files (sound, music
+ and graphics) installed somewhere other than the default location
+ of "/usr/local/bin/" and "/usr/local/share/vectoroids/", you can
+ override the "PREFIX" and/or "DATA_PREFIX" values used by the Makefile.
+
+ For example:
+
+ $ make PREFIX=/home/username/
+
+ ...will cause the "vectoroids" program to be copied into
+ the directory '/home/username/bin/', the data files copied into
+ the directory '/home/username/share/vectoroids/', and the man pages
+ copied into '/home/username/man/man6/'.
+
+ Or:
+
+ $ make PREFIX=/usr DATA_PREFIX=/opt/games/vectoroids-data/
+
+ ...will cause the program to be copied into '/usr/bin/',
+ the data files into '/opt/games/vectoroids-data/', etc.
+
+ (You can also edit the Makefile manually, if you wish.)
+
+
+ Installation:
+ -------------
+ Once compiled, you must now install the program. You do this
+ by running 'make' with an "install" target.
+
+ If you're copying the files to a directory you can't write into
+ (eg, normal users should not be able to write into "/usr/local/bin/"),
+ you will need to temporarily switch to the 'superuser' (aka "root").
+
+ $ su
+ Password: [enter the root password]
+ # make install
+ # exit
+
+
+ Clean Up:
+ ---------
+ If, for some reason, you wish to keep the unarchived "vectoroids/"
+ directory around, but want to delete the compiled object and program
+ files, you can run:
+
+ make clean
+
+
+Running Vectoroids:
+-------------------
+ Once installed (assuming the directory in which the "vectoroids"
+ program file was copied is listed somewhere in your shell's "$PATH"
+ environment variable; it should be), simply call the program:
+
+ $ vectoroids & [the "&" is optional, and just puts the game's
+ process in the 'background,' so that your terminal
+ remains available for more commands]
+
+
+ Available command-line options:
+
+ Info Options:
+ -------------
+ --help Displays a brief help message explaining the game
+ -h and its controls, and then quits.
+
+ --usage Displays the available command-line options, and
+ -u then quits.
+
+ --version Displays the version of the program which is being
+ -v run, and then quits.
+
+ --copying Displays copyright information, and then quits.
+ -c
+
+
+ Settings:
+ ---------
+ --fullscreen If possible, the game will run in fullscreen mode,
+ -f rather than in a window.
+
+ --nosound Disables sound and music.
+ -q
+
+
+Title Screen:
+-------------
+ The title screen displays the title and credits.
+
+ The high score is displayed at the top of the screen.
+ If a game has been played since loading Vectoroids, the last score
+ is displayed just below. (If it is the same as the high score, it will
+ be blinking.)
+
+ * To begin a game, click the word "START" with the mouse.
+ Unless the "CONTINUE" option is available, pressing [Space] on
+ the keyboard, or pushing any button on the joystick will also start
+ a new game.
+
+ * To continue a paused game, click "CONTINUE" with the mouse.
+ If this option is available, pressing [Space] or pushing a
+ joystick button will also continue the current game.
+
+ * To quit, either close the game's window, or press the [Escape] key
+ on your keyboard. (Note: Any currently-paused game will be saved,
+ so when you run Vectoroids again later, you can continue where you
+ left of.)
+
+
+The Game:
+---------
+ Game Controls:
+ --------------
+ The game can be played with either the keyboard, or a joystick.
+ (The joystick must have at least two axes (directions) and
+ two fire buttons.)
+
+ * [Left] / [Right] on the keyboard
+ [Left] / [Right] on the joystick
+
+ Rotate ship counter-clockwise and clockwise, respectively.
+
+
+ * [Up] on the keyboard
+ [Fire-A] on the joystick
+
+ Thrusts the ship in the direction it is currently facing.
+
+
+ * [Space] on the keyboard
+ [Fire-B] on the joystick
+
+ Fires a bullet in the direction the ship is facing.
+
+
+ * Either [Shift] on the keyboard
+
+ Re-spawns your ship after you die, even if the game thinks there
+ are still too many asteroids near the center of the screen...
+
+
+ Status Display:
+ ---------------
+ The following is displayed at the top of the screen during the game,
+ from left to right:
+
+ * Score
+
+ Your current score.
+
+
+ * Level
+
+ The level of the game you are currently playing.
+
+
+ * Lives
+
+ Miniature spaceships which represent how many extra lives you have left.
+
+
+ Also, sometimes text (for example, what level you are on when you enter
+ a new level) appears on the center of the screen for a moment.
+
+
+ Scoring:
+ --------
+ Each rock you shoot (or crash into) gains you points. The smaller the
+ rock, the more points you gain.
+
+ Every 10,000 points, you also receive an extra ship.
+
+
+ Levels:
+ -------
+ After all rocks have been destroyed, you move on to the next level,
+ which begins with more rocks than the previous started with...
+
+
+Credits:
+--------
+ Programming:
+ ------------
+ Original "Agendaroids":
+ by Bill Kendrick
+ bill@newbreedsoftware.com
+ May 21, 2001 - October 9, 2001 (version of code-base used)
+ http://www.newbreedsoftware.com/agendaroids/
+
+ SDL Port:
+ by Bill Kendrick
+ November 30, 2001 - December 1, 2001
+ http://www.newbreedsoftware.com/vectoroids/
+
+ Graphics:
+ ---------
+ Jupiter photo:
+ Obtained by NASA's Voyager 1 probe - In the Public Domain
+ Photo taken on February 25, 1979
+ http://nssdc.gsfc.nasa.gov/photo_gallery/photogallery-jupiter.html
+ Photo ID: P-2115
+ (Manipulated using The Gimp; http://www.gimp.org/ )
+
+ Game Icon:
+ Bill Kendrick
+
+ Sounds:
+ -------
+ Obtained from various free sound-effect archives on the web.
+ (Some effects altered using Sox, by Chris Bagwell;
+ http://home.sprynet.com/~cbagwell/sox.html )
+
+ Music:
+ ------
+ "Decision" (decision.s3m)
+ by Mike Faltiss (Hadji / Digital Music Kings)
+ deadchannel@hotmail.com
+ April 1995
+
+
+Contact Information:
+--------------------
+ Bill Kendrick
+ 675 Alvarado Ave., Apt. #27
+ Davis, Calif.
+ 95616-0620
+ USA
+
+ Email: bill@newbreedsoftware.com
+ Phone: 530-759-1019
+