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platform-independent arg parsing
[vor.git] / main.c
1 /* Variations on RockDodger
2  * Space Rocks copyright (C) 2001 Paul Holt <pad@pcholt.com>
3  *
4  * Project fork 2004, Jason Woofenden and Joshua Grams.
5  * (a whole bunch of modifications and project rename)
6
7  * This program is free software; you can redistribute it and/or modify it
8  * under the terms of the GNU General Public License as published by the
9  * Free Software Foundation; either version 2 of the License, or (at your
10  * option) any later version.
11  *
12  * This program is distributed in the hope that it will be useful,
13  * but WITHOUT ANY WARRANTY; without even the implied warranty of
14  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15  * GNU General Public License for more details.
16  *
17  * You should have received a copy of the GNU General Public License
18  * along with this program; if not, write to the Free Software
19  * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
20  */
21
22 #include <math.h>
23 #include <SDL.h>
24 #include <SDL_image.h>
25 #include <stdarg.h>
26 #include <stdio.h>
27 #include <stdlib.h>
28 #include <string.h>
29
30 #include "SFont.h"
31
32 #include "args.h"
33 #include "common.h"
34 #include "config.h"
35 #include "dust.h"
36 #include "file.h"
37 #include "globals.h"
38 #include "mt.h"
39 #include "rocks.h"
40 #include "score.h"
41 #include "sprite.h"
42 #include "sound.h"
43
44 // ************************************* VARS
45 // SDL_Surface global variables
46 SDL_Surface 
47         *surf_screen,   // Screen
48         *surf_b_variations, // "variations" banner
49         *surf_b_on, // "on" banner
50         *surf_b_rockdodger, // "rockdodger" banner
51         *surf_b_game,   // Title element "game"
52         *surf_b_over,   // Title element "over"
53         *surf_life,     // Indicator of number of ships remaining
54         *surf_rock[NROCKS],     // THE ROCKS
55         *surf_font_big; // The big font
56         
57
58 SFont_Font *g_font;
59
60 // Structure global variables
61 struct enginedots edot[MAXENGINEDOTS], *dotptr = edot;
62 struct bangdots bdot[MAXBANGDOTS], *bdotptr = bdot;
63
64 // Other global variables
65 char topline[1024];
66 char *initerror = "";
67
68 struct ship ship = { SHIP, 0, NULL, XSIZE/2, YSIZE/2, SCREENDXMIN, 0.0 };
69           
70 float screendx = SCREENDXMIN, screendy = 0.0;
71 float back_dist;
72
73 // all movement is based on t_frame.
74 float t_frame;  // length of this frame (in ticks = 1/20th second)
75 int ms_frame;   // length of this frame (milliseconds)
76 int ms_end;     // end of this frame (milliseconds)
77
78 int bang = false;
79 float bangx, bangy, bangdx, bangdy;
80
81 int score;
82
83 float fadetimer = 0, faderate;
84
85 int pausedown = 0, paused = 0;
86
87 // bangdot start (bd1) and end (bd2) position:
88 int bd1 = 0, bd2 = 0;
89
90 enum states {
91         TITLE_PAGE,
92         GAMEPLAY,
93         DEAD_PAUSE,
94         GAME_OVER,
95         HIGH_SCORE_ENTRY,
96         HIGH_SCORE_DISPLAY
97 };
98 enum states state = TITLE_PAGE;
99 float state_timeout = 600.0;
100
101 #define NSEQUENCE 3
102 char *msgs[2][3] = {
103         {
104                 "Press SPACE for normal game",
105                 "Press '1' for easy game",
106                 "http://jasonwoof.org/vor"
107         },
108         {
109                 "Press SPACE for easy game",
110                 "Press '2' for normal game",
111                 "http://jasonwoof.org/vor"
112         }
113 };
114
115 int bangdotlife, nbangdots;
116 Uint16 heatcolor[W*3];
117
118 char *data_dir;
119 extern char *optarg;
120 extern int optind, opterr, optopt;
121
122 #define TO_TICKS(seconds) ((seconds)*20*opt_gamespeed)
123
124 // ************************************* FUNCS
125
126 void
127 init_engine_dots() {
128         int i;
129         for(i = 0; i<MAXENGINEDOTS; i++) {
130                 edot[i].active = 0;
131         }
132 }
133
134 void
135 new_bang_dots(int xbang, int ybang, int dx, int dy, SDL_Surface *s)
136 {
137         int x,y,endcount;
138         uint16_t *pixel,c;
139         uint32_t colorkey;
140         int row_inc;
141         double theta,r;
142         int begin_generate;
143
144         begin_generate = SDL_GetTicks();
145         pixel = s->pixels;
146         row_inc = s->pitch/sizeof(uint16_t) - s->w;
147         colorkey = s->format->colorkey;
148
149         SDL_LockSurface(s);
150
151         endcount = 0;
152         while (endcount<3) {
153                 pixel = s->pixels;
154                 for(y=0; y<s->h; y++) {
155                         for(x = 0; x<s->w; x++) {
156                                 c = *pixel++;
157                                 if(c && c != colorkey) {
158                                         theta = frnd()*M_PI*2;
159                                         r = frnd(); r = 1 - r*r;
160                                         // r = 1 - frnd()*frnd();
161
162                                         bdot[bd2].dx = 45*r*cos(theta) + dx;
163                                         bdot[bd2].dy = 45*r*sin(theta) + dy;
164                                         bdot[bd2].x = x + xbang;
165                                         bdot[bd2].y = y + ybang;
166                                         bdot[bd2].c = 0;
167                                         bdot[bd2].life = 100;
168                                         bdot[bd2].decay = frnd()*3 + 1;
169                                         bdot[bd2].active = 1;
170
171                                         // Replace the last few bang dots with the pixels from the exploding object
172                                         if(endcount>0) bdot[bd2].c = c;
173
174                                         bd2 = (bd2+1) % MAXBANGDOTS;
175                                 }
176                                 pixel += row_inc;
177                         }
178                 }
179                 if(SDL_GetTicks() - begin_generate > 7) endcount++;
180         }
181
182         SDL_UnlockSurface(s);
183 }
184
185 void
186 draw_bang_dots(SDL_Surface *s)
187 {
188         int i;
189         int first_i, last_i;
190         uint16_t *pixels, *pixel, c;
191         int row_inc = s->pitch/sizeof(uint16_t);
192         Sprite *hit;
193
194         pixels = (uint16_t *) s->pixels;
195         first_i = -1;
196         last_i = 0;
197
198         for(i=0; i<MAXBANGDOTS; i++) {
199                 if(!bdot[i].active) continue;
200
201                 // decrement life and maybe kill
202                 bdot[i].life -= bdot[i].decay;
203                 if(bdot[i].life<0) { bdot[i].active = 0; continue; }
204
205                 // move and clip
206                 bdot[i].x += (bdot[i].dx - screendx)*t_frame;
207                 bdot[i].y += (bdot[i].dy - screendy)*t_frame;
208                 if(bdot[i].x < 0 || bdot[i].x >= XSIZE || bdot[i].y < 0 || bdot[i].y >= YSIZE) {
209                         bdot[i].active = 0;
210                         continue;
211                 }
212
213                 // check collisions
214                 if((hit = pixel_collides(bdot[i].x, bdot[i].y))) {
215                         if(hit->type != SHIP) { // they shouldn't hit the ship, but they do
216                                 bdot[i].active = 0;
217                                 hit->dx += ENGINE_DOT_WEIGHT * bdot[i].life * bdot[i].dx / sprite_mass(hit);
218                                 hit->dy += ENGINE_DOT_WEIGHT * bdot[i].life * bdot[i].dy / sprite_mass(hit);
219                                 continue;
220                         }
221                 }
222
223                 pixel = pixels + row_inc*(int)(bdot[i].y) + (int)(bdot[i].x);
224                 if(bdot[i].c) c = bdot[i].c; else c = heatcolor[(int)(bdot[i].life)*3];
225                 *pixel = c;
226         }
227 }
228
229
230 void
231 new_engine_dots(int n, int dir) {
232         int i;
233         float a, r;  // angle, random length
234         float dx, dy;
235         float hx, hy; // half ship width/height.
236         static const int s[4] = { 2, 1, 0, 1 };
237
238         hx = ship.image->w / 2;
239         hy = ship.image->h / 2;
240
241         for(i = 0; i<n; i++) {
242                 if(dotptr->active == 0) {
243                         a = frnd()*M_PI + (dir-1)*M_PI_2;
244                         r = sin(frnd()*M_PI);
245                         dx = r * cos(a);
246                         dy = r * -sin(a);  // screen y is "backwards".
247
248                         dotptr->active = 1;
249                         dotptr->x = ship.x + s[dir]*hx + (frnd()-0.5)*3;
250                         dotptr->y = ship.y + s[(dir+1)&3]*hy + (frnd()-0.5)*3;
251                         if(dir&1) {
252                                 dotptr->dx = ship.dx + 2*dx;
253                                 dotptr->dy = ship.dy + 20*dy;
254                                 dotptr->life = 60 * fabs(dy);
255                         } else {
256                                 dotptr->dx = ship.dx + 20*dx;
257                                 dotptr->dy = ship.dy + 2*dy;
258                                 dotptr->life = 60 * fabs(dx);
259                         }
260
261                         if(dotptr - edot < MAXENGINEDOTS-1) dotptr++;
262                         else dotptr = edot;
263                 }
264         }
265 }
266
267 void
268 draw_engine_dots(SDL_Surface *s) {
269         int i;
270         uint16_t c;
271         uint16_t *pixels = (uint16_t *) s->pixels;
272         int row_inc = s->pitch/sizeof(uint16_t);
273         int heatindex;
274         Sprite *hit;
275
276         for(i = 0; i<MAXENGINEDOTS; i++) {
277                 if(!edot[i].active) continue;
278                 edot[i].x += (edot[i].dx - screendx)*t_frame;
279                 edot[i].y += (edot[i].dy - screendy)*t_frame;
280                 edot[i].life -= t_frame*3;
281                 if(edot[i].life < 0
282                                 || edot[i].x<0 || edot[i].x >= XSIZE
283                                 || edot[i].y<0 || edot[i].y >= YSIZE) {
284                         edot[i].active = 0;
285                         continue;
286                 }
287                 // check collisions
288                 if((hit = pixel_collides(edot[i].x, edot[i].y))) {
289                         if(hit->type != SHIP) { // they shouldn't hit the ship, but they do
290                                 edot[i].active = 0;
291                                 hit->dx += ENGINE_DOT_WEIGHT * edot[i].life * edot[i].dx / sprite_mass(hit);
292                                 hit->dy += ENGINE_DOT_WEIGHT * edot[i].life * edot[i].dy / sprite_mass(hit);
293                                 continue;
294                         }
295                 }
296                 heatindex = edot[i].life * 6;
297                 c = heatindex>3*W ? heatcolor[3*W-1] : heatcolor[heatindex];
298                 pixels[row_inc*(int)(edot[i].y) + (int)(edot[i].x)] = c;
299         }
300 }
301
302 void
303 drawdots(SDL_Surface *s) {
304         int m;
305
306         // Create engine dots out the side we're moving from
307         for(m = 0; m<4; m++) {
308                 if(ship.jets & 1<<m) { // 'jets' is a bit field
309                         new_engine_dots(80,m);
310                 }
311         }
312
313         move_dust();
314
315         SDL_LockSurface(s);
316         draw_dust(s);
317         draw_engine_dots(s);
318         draw_bang_dots(s);
319         SDL_UnlockSurface(s);
320 }
321
322 SDL_Surface *
323 load_image(char *filename)
324 {
325         SDL_Surface *tmp, *img = NULL;
326         char *s = add_data_path(filename);
327         if(s) {
328                 tmp = IMG_Load(s);
329                 free(s);
330                 if(tmp) {
331                         img = SDL_DisplayFormat(tmp);
332                         SDL_FreeSurface(tmp);
333                 }
334         }
335         return img;
336 }
337
338 void
339 load_ship(void)
340 {
341         load_sprite(SPRITE(&ship), "ship.png");
342 }
343
344 int
345 init(void) {
346
347         int i;
348         char *s;
349         Uint32 flag;
350
351         // Where are our data files?
352         if(!find_files()) exit(1);
353         read_high_score_table();
354
355         if(opt_sound) {
356                 // Initialize SDL with audio and video
357                 if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) != 0) {
358                         opt_sound = 0;
359                         fputs("Can't open sound, starting without it\n", stderr);
360                         atexit(SDL_Quit);
361                 } else {
362                         atexit(SDL_Quit);
363                         atexit(SDL_CloseAudio);
364                         opt_sound = init_sound();
365                 }
366         } else {
367                 // Initialize with video only
368                 CONDERROR(SDL_Init(SDL_INIT_VIDEO) != 0);
369                 atexit(SDL_Quit);
370         }
371
372         play_tune(TUNE_TITLE_PAGE);
373
374         // Attempt to get the required video size
375         flag = SDL_DOUBLEBUF | SDL_HWSURFACE;
376         if(opt_fullscreen) flag |= SDL_FULLSCREEN;
377         surf_screen = SDL_SetVideoMode(XSIZE,YSIZE,16,flag);
378
379         // Set the title bar text
380         SDL_WM_SetCaption("Variations on Rockdodger", "VoR");
381
382         NULLERROR(surf_screen);
383
384         // Set the heat color from the range 0 (cold) to 300 (blue-white)
385         for(i = 0; i<W*3; i++) {
386                 heatcolor[i] = SDL_MapRGB(
387                         surf_screen->format,
388                         (i<W)?(i*M/W):(M),(i<W)?0:(i<2*W)?((i-W)*M/W):M,(i<2*W)?0:((i-W)*M/W) // Got that?
389                 );
390         }
391
392         // Load the banners
393         NULLERROR(surf_b_variations = load_image("b_variations.png"));
394         NULLERROR(surf_b_on = load_image("b_on.png"));
395         NULLERROR(surf_b_rockdodger = load_image("b_rockdodger.png"));
396
397         NULLERROR(surf_b_game = load_image("b_game.png"));
398         NULLERROR(surf_b_over = load_image("b_over.png"));
399
400         // Load the life indicator (small ship) graphic.
401         NULLERROR(surf_life = load_image("life.png"));
402
403         // Load the font image
404         s = add_data_path("font.png");
405         if(s) {
406                 NULLERROR(surf_font_big = IMG_Load(s));
407                 free(s);
408                 g_font = SFont_InitFont(surf_font_big);
409         }
410
411         init_engine_dots();
412         init_dust();
413
414         init_sprites();
415         add_sprite(SPRITE(&ship));
416
417         // Remove the mouse cursor
418 #ifdef SDL_DISABLE
419         SDL_ShowCursor(SDL_DISABLE);
420 #endif
421
422         return 0;
423 }
424
425 void
426 show_lives(void)
427 {
428         int i;
429         SDL_Rect dest;
430
431         for(i=0; i<ship.lives-1; i++) {
432                 dest.x = (i + 1)*(surf_life->w + 10);
433                 dest.y = 20;
434                 SDL_BlitSurface(surf_life, NULL, surf_screen, &dest);
435         }
436 }
437
438 void
439 draw_game_over(void)
440 {
441         int x;
442         char *text0, *text1;
443         SDL_Rect dest;
444         float a_game = 0, a_over = 0;
445
446         // fade in "GAME", then "OVER".
447         a_game = min(1.0, faderate*fadetimer/3.0);
448         if(a_game == 1.0) a_over = min(1.0, faderate*fadetimer/3.0 - 1);
449
450         fadetimer += t_frame;
451
452         dest.x = (XSIZE-surf_b_game->w)/2;
453         dest.y = (YSIZE-surf_b_game->h)/2-40;
454         SDL_SetAlpha(surf_b_game, SDL_SRCALPHA, (int)(a_game*(200 + 55*cos(fadetimer))));
455         SDL_BlitSurface(surf_b_game,NULL,surf_screen,&dest);
456
457         dest.x = (XSIZE-surf_b_over->w)/2;
458         dest.y = (YSIZE-surf_b_over->h)/2 + 40;
459         SDL_SetAlpha(surf_b_over, SDL_SRCALPHA, (int)(a_over*(200 + 55*sin(fadetimer))));
460         SDL_BlitSurface(surf_b_over,NULL,surf_screen,&dest);
461
462         if(new_high_score(score)) {
463                 text0 = "New High Score!";
464                 text1 = "Press SPACE to continue";
465         } else {
466                 text0 = msgs[g_easy][0];
467                 text1 = msgs[g_easy][1];
468         }
469
470         x = (XSIZE-SFont_TextWidth(g_font,text0))/2 + cos(fadetimer/9)*10;
471         SFont_Write(surf_screen,g_font,x,YSIZE-100 + cos(fadetimer/6)*5,text0);
472
473         x = (XSIZE-SFont_TextWidth(g_font,text1))/2 + sin(fadetimer/9)*10;
474         SFont_Write(surf_screen,g_font,x,YSIZE-50 + sin(fadetimer/4)*5,text1);
475 }
476
477 void
478 draw_title_page(void)
479 {
480         int x;
481         char *text;
482         SDL_Rect dest;
483
484         fadetimer += t_frame/2.0;
485
486         dest.x = (XSIZE-surf_b_variations->w)/2 + cos(fadetimer/6.5)*10;
487         dest.y = (YSIZE/2-surf_b_variations->h)/2 + sin(fadetimer/5.0)*10;
488         SDL_SetAlpha(surf_b_variations, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer)));
489         SDL_BlitSurface(surf_b_variations,NULL,surf_screen,&dest);
490
491         dest.x = (XSIZE-surf_b_on->w)/2 + cos((fadetimer + 1.0)/6.5)*10;
492         dest.y = (YSIZE/2-surf_b_on->h)/2 + surf_b_variations->h + 20 + sin((fadetimer + 1.0)/5.0)*10;
493         SDL_SetAlpha(surf_b_on, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer-1.0)));
494         SDL_BlitSurface(surf_b_on,NULL,surf_screen,&dest);
495
496         dest.x = (XSIZE-surf_b_rockdodger->w)/2 + cos((fadetimer + 2.0)/6.5)*10;
497         dest.y = (YSIZE/2-surf_b_rockdodger->h)/2 + surf_b_variations->h + surf_b_on->h + 40 + sin((fadetimer + 2.0)/5)*10;
498         SDL_SetAlpha(surf_b_rockdodger, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer-2.0)));
499         SDL_BlitSurface(surf_b_rockdodger,NULL,surf_screen,&dest);
500
501         text = msgs[g_easy][(int)(fadetimer/35)%NSEQUENCE];
502         x = (XSIZE-SFont_TextWidth(g_font,text))/2 + cos(fadetimer/4.5)*10;
503         SFont_Write(surf_screen,g_font,x,YSIZE-100 + cos(fadetimer/3)*5,text);
504
505         text = "Version " VERSION;
506         x = (XSIZE-SFont_TextWidth(g_font,text))/2 + sin(fadetimer/4.5)*10;
507         SFont_Write(surf_screen,g_font,x,YSIZE-50 + sin(fadetimer/2)*5,text);
508 }
509
510 void
511 draw(void) {
512
513         SDL_FillRect(surf_screen,NULL,0);  // black background
514         drawdots(surf_screen);             // background dots
515         draw_sprite(SPRITE(&ship));
516         draw_rocks();
517
518         show_lives();
519         show_score();
520
521         // If it's game over, show the game over graphic in the dead centre
522         switch (state) {
523                 case GAME_OVER: draw_game_over(); break;
524
525                 case TITLE_PAGE: draw_title_page(); break;
526
527                 case HIGH_SCORE_ENTRY:
528                         play_tune(TUNE_HIGH_SCORE_ENTRY);
529                         if(!process_score_input()) {  // done inputting name
530
531                                 // Change state to briefly show high scores page
532                                 state = HIGH_SCORE_DISPLAY;
533                                 state_timeout = 200;
534
535                                 // Write the high score table to the file
536                                 write_high_score_table();
537                 
538                                 play_tune(TUNE_TITLE_PAGE);
539                         }
540                 // FALL THROUGH TO
541                 case HIGH_SCORE_DISPLAY:
542                         // Display de list o high scores mon.
543                         display_scores(surf_screen, 150,50);
544                         break;
545                 case GAMEPLAY:
546                 case DEAD_PAUSE:
547                         ; // no action necessary
548         }
549
550         collisions();
551
552         ms_frame = SDL_GetTicks() - ms_end;
553         ms_end += ms_frame;
554         t_frame = opt_gamespeed * ms_frame / 50;
555         if(state == GAMEPLAY) score += ms_frame;
556
557         // Update the surface
558         SDL_Flip(surf_screen);
559 }
560
561 static inline void
562 kill_ship(Sprite *ship)
563 {
564         ship->flags = MOVE;
565         bang = true;
566 }
567
568 void
569 do_collision(Sprite *a, Sprite *b)
570 {
571         if(a->type == SHIP) kill_ship(a);
572         else if (b->type == SHIP) kill_ship(b);
573         else bounce(a, b);
574 }
575
576 void
577 init_score_entry(void)
578 {
579         SDL_Event e;
580         state = HIGH_SCORE_ENTRY;
581         state_timeout = 5.0e6;
582         SDL_EnableUNICODE(1);
583         while(SDL_PollEvent(&e))
584                 ;
585         insert_score(score);
586 }
587
588 void
589 gameloop() {
590         SDL_Event e;
591         Uint8 *keystate;
592         float tmp;
593
594
595         for(;;) {
596                 while(SDL_PollEvent(&e)) {
597                         if(e.type == SDL_QUIT) return;
598                 }
599                 keystate = SDL_GetKeyState(NULL);
600
601                 if(!paused) {
602                         // Count down the game loop timer, and change state when it gets to zero or less;
603
604                         if((state_timeout -= t_frame*3) < 0) {
605                                 switch(state) {
606                                         case DEAD_PAUSE:
607                                                 // Restore the ship and continue playing
608                                                 ship.flags = DRAW|MOVE|COLLIDE;
609                                                 state = GAMEPLAY;
610                                                 play_tune(TUNE_GAMEPLAY);
611                                                 break;
612                                         case GAME_OVER:
613                                                 if(new_high_score(score)) init_score_entry();
614                                                 else {
615                                                         state = HIGH_SCORE_DISPLAY;
616                                                         state_timeout = 400;
617                                                 }
618                                                 break;
619                                         case HIGH_SCORE_DISPLAY:
620                                                 state = TITLE_PAGE;
621                                                 state_timeout = 600.0;
622                                                 fadetimer = 0.0;
623                                                 break;
624                                         case HIGH_SCORE_ENTRY:
625                                                 break;
626                                         case TITLE_PAGE:
627                                                 state = HIGH_SCORE_DISPLAY;
628                                                 state_timeout = 200.0;
629                                                 break;
630                                         case GAMEPLAY:
631                                                 ; // no action necessary
632                                 }
633                         } else {
634                                 if(state == DEAD_PAUSE) {
635                                         if(bangx < 60) bangx = 60;
636                                 }
637                         }
638
639                         new_rocks();
640
641                         // SCROLLING
642                         tmp = (ship.y+ship.dy*t_frame-YSCROLLTO)/25 + (ship.dy-screendy);
643                         screendy += tmp * t_frame/12;
644                         tmp = (ship.x+ship.dx*t_frame-XSCROLLTO)/25 + (ship.dx-screendx);
645                         screendx += tmp * t_frame/12;
646                         // taper off so we don't hit the barrier abruptly.
647                         // (if we would hit in < 2 seconds, adjust to 2 seconds).
648                         if(back_dist + (screendx - SCREENDXMIN)*TO_TICKS(2) < 0)
649                                 screendx = SCREENDXMIN - (back_dist/TO_TICKS(2));
650                         back_dist += (screendx - SCREENDXMIN)*t_frame;
651                         if(opt_max_lead >= 0) back_dist = min(back_dist, opt_max_lead);
652
653                         // move bang center
654                         bangx += (bangdx - screendx)*t_frame;
655                         bangy += (bangdy - screendy)*t_frame;
656
657                         move_sprites();
658
659
660                         // BOUNCE off left or right edge of screen
661                         if(ship.x < 0 || ship.x+ship.w > XSIZE) {
662                                 ship.x -= (ship.dx-screendx)*t_frame;
663                                 ship.dx = screendx - (ship.dx-screendx)*opt_bounciness;
664                         }
665
666                         // BOUNCE off top or bottom of screen
667                         if(ship.y < 0 || ship.y+ship.h > YSIZE) {
668                                 ship.y -= (ship.dy-screendy)*t_frame;
669                                 ship.dy = screendy - (ship.dy-screendy)*opt_bounciness;
670                         }
671
672                         draw();
673
674                         if(state == GAMEPLAY && bang) {
675                                 // Died
676                                 bang = false;
677                                 play_sound(SOUND_BANG); // Play the explosion sound
678                                 bangx = ship.x; bangy = ship.y; bangdx = ship.dx; bangdy = ship.dy;
679                                 new_bang_dots(ship.x,ship.y,ship.dx,ship.dy,ship.image);
680
681                                 if(--ship.lives) {
682                                         state = DEAD_PAUSE;
683                                         state_timeout = DEAD_PAUSE_LENGTH;
684                                         ship.dx = (ship.dx < 0) ? -sqrt(-ship.dx) : sqrt(ship.dx);
685                                         ship.dy = (ship.dy < 0) ? -sqrt(-ship.dy) : sqrt(ship.dy);
686                                         if(ship.dx < SCREENDXMIN) ship.dx = SCREENDXMIN;
687                                 } else {
688                                         state = GAME_OVER;
689                                         ship.dx = SCREENDXMIN; ship.dy = 0;
690                                         state_timeout = 200.0;
691                                         fadetimer = 0.0;
692                                         faderate = t_frame;
693                                 }
694                         }
695
696                         // new game
697                         if((keystate[SDLK_SPACE] || keystate[SDLK_1] || keystate[SDLK_2])
698                            && (state == HIGH_SCORE_DISPLAY
699                                || state == TITLE_PAGE
700                                || state == GAME_OVER)) {
701                                 if(state == GAME_OVER && new_high_score(score))
702                                         init_score_entry();
703                                 else {
704                                         if((keystate[SDLK_SPACE] && !initial_rocks) || keystate[SDLK_2]) {
705                                                 g_easy = 0;
706                                                 initial_rocks = NORMAL_I_ROCKS;
707                                                 final_rocks = NORMAL_F_ROCKS;
708                                                 if(opt_gamespeed == EASY_GAMESPEED)
709                                                         opt_gamespeed = NORMAL_GAMESPEED;
710                                         } else if(keystate[SDLK_1]) {
711                                                 g_easy = 1;
712                                                 initial_rocks = EASY_I_ROCKS;
713                                                 final_rocks = EASY_F_ROCKS;
714                                                 opt_gamespeed = EASY_GAMESPEED;
715                                         }
716                                         reset_sprites();
717                                         reset_rocks();
718                                         screendx = SCREENDXMIN; screendy = 0;
719
720                                         ship.x = XSIZE/2.2; ship.y = YSIZE/2;
721                                         ship.dx = screendx; ship.dy = screendy;
722                                         ship.lives = 4;
723                                         ship.flags = MOVE|DRAW|COLLIDE;
724                                         add_sprite(SPRITE(&ship));
725
726                                         score = 0;
727
728                                         state = GAMEPLAY;
729                                         play_tune(TUNE_GAMEPLAY);
730                                 }
731                         }
732
733                         ship.jets = 0;
734                 }
735
736                 if(state == GAMEPLAY) {
737                         if(!paused) {
738                                 if(keystate[SDLK_LEFT]  | keystate[SDLK_h]) { ship.dx -= 1.5*t_frame; ship.jets |= 1<<0;}
739                                 if(keystate[SDLK_DOWN]  | keystate[SDLK_t]) { ship.dy += 1.5*t_frame; ship.jets |= 1<<1;}
740                                 if(keystate[SDLK_RIGHT] | keystate[SDLK_n]) { ship.dx += 1.5*t_frame; ship.jets |= 1<<2;}
741                                 if(keystate[SDLK_UP]    | keystate[SDLK_c]) { ship.dy -= 1.5*t_frame; ship.jets |= 1<<3;}
742                                 if(keystate[SDLK_3])            { SDL_SaveBMP(surf_screen, "snapshot.bmp"); }
743                         }
744
745                         if(keystate[SDLK_p] | keystate[SDLK_s]) {
746                                 if(!pausedown) {
747                                         paused = !paused;
748                                         pausedown = 1;
749                                         if(!paused) ms_end = SDL_GetTicks();
750                                 }
751                         } else {
752                                 pausedown = 0;
753                         }
754                 }
755
756                 if(state == TITLE_PAGE && keystate[SDLK_h]) {
757                         state = HIGH_SCORE_DISPLAY;
758                         state_timeout = 400;
759                 }
760
761                 if(state != HIGH_SCORE_ENTRY && (keystate[SDLK_q] || keystate[SDLK_ESCAPE]))
762                         return;
763
764         }
765 }
766
767 int
768 main(int argc, char **argv) {
769         if(!parse_opts(argc, argv)) return 1;
770
771         if(init()) {
772                 printf ("ta: '%s'\n",initerror);
773                 return 1;
774         }
775
776         gameloop();
777
778         return 0;
779 }