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inching towards opengl
[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 #include <time.h>
30
31 #include "font.h"
32
33 #include "args.h"
34 #include "common.h"
35 #include <config.h>
36 #include "vorconfig.h"
37 #include "dust.h"
38 #include "file.h"
39 #include "float.h"
40 #include "globals.h"
41 #include "mt.h"
42 #include "rocks.h"
43 #include "score.h"
44 #include "sprite.h"
45 #include "sound.h"
46 #include "autopilot.h"
47
48 // ************************************* VARS
49 // SDL_Surface global variables
50 SDL_Surface 
51         *surf_screen,   // Screen
52         *surf_b_variations, // "variations" banner
53         *surf_b_on, // "on" banner
54         *surf_b_rockdodger, // "rockdodger" banner
55         *surf_b_game,   // Title element "game"
56         *surf_b_over,   // Title element "over"
57         *surf_life,     // Indicator of number of ships remaining
58         *surf_rock[NROCKS],     // THE ROCKS
59         *surf_font_big; // The big font
60         
61
62 font *g_font;
63
64 struct dot {
65         int active;
66         float x, y;
67         float dx, dy;
68         float mass;   // in DOT_MASS_UNITs
69         float decay;  // rate at which to reduce mass.
70         int heat;     // heat multiplier (color).
71 };
72
73 void draw(void);
74
75 struct dot edot[MAXENGINEDOTS], *dotptr = edot;
76 struct dot bdot[MAXBANGDOTS];
77
78 // Other global variables
79 char topline[1024];
80 char *initerror = "";
81 int screenshot_number = 0;
82
83 struct ship ship = { SHIP, 0, NULL, XSIZE/2, YSIZE/2, BARRIER_SPEED, 0.0 };
84           
85 float screendx = BARRIER_SPEED, screendy = 0.0;
86 float dist_ahead;
87
88 // all movement is based on t_frame.
89 unsigned long frames, start, end;
90 float t_frame;  // length of this frame (in ticks = 1/20th second)  adjusted for gamespeed
91 int ms_frame;   // length of this frame (milliseconds)
92 int ms_end;     // end of this frame (milliseconds)
93
94 float gamespeed = 1.00;
95
96 int score;
97
98 float fadetimer = 0;
99
100 int paused = 0;
101
102 // bangdot start (bd1) and end (bd2) position:
103 int bd1 = 0, bd2 = 0;
104
105 enum states {
106         TITLE_PAGE,
107         GAMEPLAY,
108         DEAD_PAUSE,
109         GAME_OVER,
110         HIGH_SCORE_ENTRY,
111         HIGH_SCORE_DISPLAY
112 };
113 enum states state = TITLE_PAGE;
114 float state_timeout = 600.0;
115
116 #define NSEQUENCE 3
117 char *msgs[2][3] = {
118         {
119                 "Press SPACE for normal game",
120                 "Press '1' for easy game",
121                 "http://jasonwoof.org/vor"
122         },
123         {
124                 "Press SPACE for easy game",
125                 "Press '2' for normal game",
126                 "http://jasonwoof.org/vor"
127         }
128 };
129
130 int bangdotlife, nbangdots;
131 Uint16 heatcolor[W*3];
132
133 char *data_dir;
134 extern char *optarg;
135 extern int optind, opterr, optopt;
136
137 #define TO_TICKS(seconds) ((seconds)*20*gamespeed)
138
139 // ************************************* FUNCS
140
141 #ifdef HAVE_NANOSLEEP
142 void
143 tiny_sleep() {
144         struct timespec t;
145         t.tv_sec = 0;
146         t.tv_nsec = 1;
147         nanosleep(&t, 0);
148 }
149 #else
150 #define tiny_sleep()
151 #endif
152
153 void
154 init_engine_dots() {
155         int i;
156         for(i = 0; i<MAXENGINEDOTS; i++) {
157                 edot[i].active = 0;
158         }
159 }
160
161
162 void
163 new_engine_dots(void) {
164         int dir, i;
165         int n = t_frame * ENGINE_DOTS_PER_TIC;
166         float a, r;  // angle, random length
167         float dx, dy;
168         float hx, hy; // half ship width/height.
169         static const int s[4] = { 2, 1, 0, 1 };
170         float time;
171         float accelh, accelv, past_ship_dx, past_ship_dy;
172
173         hx = ship.image->w / 2;
174         hy = ship.image->h / 2;
175
176         for(dir=0; dir<4; dir++) {
177                 if(!(ship.jets & 1<<dir)) continue;
178
179                 for(i = 0; i<n; i++) {
180                         if(dotptr->active == 0) {
181                                 a = frnd()*M_PI + (dir-1)*M_PI_2;
182                                 r = sin(frnd()*M_PI);
183                                 dx = r * cos(a);
184                                 dy = r * -sin(a);  // screen y is "backwards".
185
186                                 dotptr->decay = 3;
187                                 dotptr->heat = 6;
188
189                                 // dot was created at a random time during the time span
190                                 time = frnd() * t_frame; // this is how long ago
191
192                                 // calculate how fast the ship was going when this engine dot was
193                                 // created (as if it had a smooth acceleration). This is used in
194                                 // determining the velocity of the dots, but not their starting
195                                 // location.
196                                 accelh = ((ship.jets >> 2) & 1) - (ship.jets & 1);
197                                 accelh *= THRUSTER_STRENGTH * time;
198                                 past_ship_dx = ship.dx - accelh;
199                                 accelv = ((ship.jets >> 1) & 1) - ((ship.jets >> 3) & 1);
200                                 accelv *= THRUSTER_STRENGTH * time;
201                                 past_ship_dy = ship.dy - accelv;
202
203                                 // the starting position (not speed) of the dot is calculated as
204                                 // though the ship were traveling at a constant speed for this
205                                 // t_frame.
206                                 dotptr->x = (ship.x - (ship.dx - screendx) * time) + s[dir]*hx;
207                                 dotptr->y = (ship.y - (ship.dy - screendy) * time) + s[(dir+1)&3]*hy;
208                                 if(dir&1) {
209                                         dotptr->dx = past_ship_dx + 2*dx;
210                                         dotptr->dy = past_ship_dy + 20*dy;
211                                         dotptr->mass = 60 * fabs(dy);
212                                 } else {
213                                         dotptr->dx = past_ship_dx + 20*dx;
214                                         dotptr->dy = past_ship_dy + 2*dy;
215                                         dotptr->mass = 60 * fabs(dx);
216                                 }
217
218                                 // move the dot as though it were created in the past
219                                 dotptr->x += (dotptr->dx - screendx) * time;
220                                 dotptr->y += (dotptr->dy - screendy) * time;
221
222                                 if(!fclip(dotptr->x, XSIZE) && !fclip(dotptr->y, YSIZE)) {
223                                         dotptr->active = 1;
224                                         if(dotptr - edot < MAXENGINEDOTS-1) {
225                                                 dotptr++;
226                                         } else {
227                                                 dotptr = edot;
228                                         }
229                                 }
230                         }
231                 }
232         }
233 }
234
235
236 void
237 new_bang_dots(struct sprite *s)
238 {
239         int i, n, x, y;
240         uint16_t *pixel, c;
241         uint32_t colorkey;
242         int row_inc;
243         double theta, r;
244         SDL_Surface *img = s->image;
245
246         n = 20;
247         pixel = img->pixels;
248         row_inc = img->pitch/sizeof(uint16_t) - img->w;
249         colorkey = img->format->colorkey;
250
251         if(SDL_MUSTLOCK(img)) { SDL_LockSurface(img); }
252
253         for(i=0; i<n; i++) {
254                 pixel = img->pixels;
255                 for(y=0; y<img->h; y++) {
256                         for(x = 0; x<img->w; x++) {
257                                 c = *pixel++;
258                                 if(c && c != colorkey) {
259                                         theta = frnd()*M_PI*2;
260                                         r = frnd(); r = 1 - r*r;
261
262                                         bdot[bd2].dx = 45*r*cos(theta) + s->dx;
263                                         bdot[bd2].dy = 45*r*sin(theta) + s->dy;
264                                         bdot[bd2].x = x + s->x;
265                                         bdot[bd2].y = y + s->y;
266                                         bdot[bd2].mass = frnd() * 99;
267                                         bdot[bd2].decay = frnd()*1.5 + 0.5;
268                                         bdot[bd2].heat = 3;
269                                         bdot[bd2].active = 1;
270
271                                         bd2 = (bd2+1) % MAXBANGDOTS;
272                                 }
273                                 pixel += row_inc;
274                         }
275                 }
276         }
277
278         if(SDL_MUSTLOCK(img)) { SDL_UnlockSurface(img); }
279 }
280
281
282 void
283 move_dot(struct dot *d)
284 {
285         Sprite *hit;
286         float mass;
287
288         if(d->active) {
289                 d->x += (d->dx - screendx) * t_frame;
290                 d->y += (d->dy - screendy) * t_frame;
291                 d->mass -= t_frame * d->decay;
292                 if(d->mass < 0 || fclip(d->x, XSIZE) || fclip(d->y, YSIZE))
293                         d->active = 0; 
294                 else {
295                         hit = pixel_collides(d->x, d->y);
296                         if(hit) if(hit->type != SHIP) {
297                                 d->active = 0;
298                                 mass = sprite_mass(hit);
299                                 hit->dx += DOT_MASS_UNIT * d->mass * (d->dx - hit->dx) / mass;
300                                 hit->dy += DOT_MASS_UNIT * d->mass * (d->dy - hit->dy) / mass;
301                         }
302                 }
303         }
304 }
305
306 void
307 move_dots(void)
308 {
309         int i;
310
311         for(i=0; i<MAXBANGDOTS; i++) move_dot(&bdot[i]);
312         for(i=0; i<MAXENGINEDOTS; i++) move_dot(&edot[i]);
313 }
314
315
316 void
317 draw_dot(struct dot *d)
318 {
319         uint16_t *pixels, *pixel;
320         int row_inc;
321
322         if(d->active) {
323                 pixels = (uint16_t *) surf_screen->pixels;
324                 row_inc = surf_screen->pitch / sizeof(uint16_t);
325                 pixel = pixels + (int)d->y * row_inc + (int)d->x;
326                 *pixel = heatcolor[min(3*W-1, (int)(d->mass * d->heat))];
327         }
328 }
329
330 void
331 draw_dots(void) {
332         int i;
333
334         if(SDL_MUSTLOCK(surf_screen)) { SDL_LockSurface(surf_screen); }
335         draw_dust();
336         for(i=0; i<MAXBANGDOTS; i++) draw_dot(&bdot[i]);
337         for(i=0; i<MAXENGINEDOTS; i++) draw_dot(&edot[i]);
338         if(SDL_MUSTLOCK(surf_screen)) { SDL_UnlockSurface(surf_screen); }
339 }
340
341 SDL_Surface *
342 _load_image(char *filename, int alpha) {
343         SDL_Surface *tmp, *img = NULL;
344         char *s = add_data_path(filename);
345         if(s) {
346                 tmp = IMG_Load(s);
347                 free(s);
348                 if(tmp) {
349                         if(alpha) {
350                                 img = SDL_DisplayFormatAlpha(tmp);
351                         } else {
352                                 img = SDL_DisplayFormat(tmp);
353                         }
354                         SDL_FreeSurface(tmp);
355                 }
356         }
357         return img;
358 }
359
360 SDL_Surface *
361 load_image(char *filename) {
362         return _load_image(filename, 0);
363 }
364
365 SDL_Surface *
366 load_image_alpha(char *filename) {
367         return _load_image(filename, 1);
368 }
369
370
371 void
372 load_ship(void)
373 {
374         load_sprite(SPRITE(&ship), "ship.png");
375 }
376
377 void font_cleanup() {
378         font_free(g_font);
379 }
380
381 void
382 set_video_mode() {
383         Uint32 flag;
384
385         // Attempt to get the required video size
386         flag = SDL_DOUBLEBUF | SDL_HWSURFACE;
387         if(opt_fullscreen) flag |= SDL_FULLSCREEN;
388         surf_screen = SDL_SetVideoMode(XSIZE,YSIZE,16,flag);
389 }
390
391 void
392 toggle_fullscreen() {
393         opt_fullscreen = 1 - opt_fullscreen;
394         set_video_mode();
395         if(paused) {
396                 draw();
397         }
398 }
399
400
401 int
402 init(void) {
403
404         int i;
405         char *s;
406
407         // Where are our data files?
408         if(!find_files()) exit(1);
409         read_high_score_table();
410
411         if(opt_sound) {
412                 // Initialize SDL with audio and video
413                 if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) != 0) {
414                         opt_sound = 0;
415                         fputs("Can't open sound, starting without it\n", stderr);
416                         atexit(SDL_Quit);
417                 } else {
418                         atexit(SDL_Quit);
419                         atexit(SDL_CloseAudio);
420                         opt_sound = init_sound();
421                 }
422         } else {
423                 // Initialize with video only
424                 CONDERROR(SDL_Init(SDL_INIT_VIDEO) != 0);
425                 atexit(SDL_Quit);
426         }
427
428         play_tune(TUNE_TITLE_PAGE);
429
430
431         // Attempt to get the required video size
432         set_video_mode();
433
434         // Set the title bar text
435         SDL_WM_SetCaption("Variations on Rockdodger", "VoR");
436
437         NULLERROR(surf_screen);
438
439         // Set the heat color from the range 0 (cold) to 300 (blue-white)
440         for(i = 0; i<W*3; i++) {
441                 heatcolor[i] = SDL_MapRGB(
442                         surf_screen->format,
443                         (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?
444                 );
445         }
446
447         // Load the banners
448         NULLERROR(surf_b_variations = load_image_alpha("b_variations.png"));
449         NULLERROR(surf_b_on = load_image_alpha("b_on.png"));
450         NULLERROR(surf_b_rockdodger = load_image_alpha("b_rockdodger.png"));
451
452         NULLERROR(surf_b_game = load_image_alpha("b_game.png"));
453         NULLERROR(surf_b_over = load_image_alpha("b_over.png"));
454
455         // Load the life indicator (small ship) graphic.
456         NULLERROR(surf_life = load_image("life.png"));
457
458         // Load the font image
459         s = add_data_path("font.png");
460         if(s) {
461                 g_font = font_load(s);
462                 atexit(&font_cleanup);
463         } else {
464                 fprintf(stderr, "could create path to font\n");
465                 exit(1);
466         }
467
468         init_engine_dots();
469         init_dust();
470
471         init_sprites();
472         add_sprite(SPRITE(&ship));
473
474         // Remove the mouse cursor
475 #ifdef SDL_DISABLE
476         SDL_ShowCursor(SDL_DISABLE);
477 #endif
478
479         return 0;
480 }
481
482 void
483 show_lives(void)
484 {
485         int i;
486         SDL_Rect dest;
487
488         for(i=0; i<ship.lives-1; i++) {
489                 dest.x = (i + 1)*(surf_life->w + 10);
490                 dest.y = 20;
491                 SDL_BlitSurface(surf_life, NULL, surf_screen, &dest);
492         }
493 }
494
495 void
496 draw_game_over(void)
497 {
498         int x;
499         char *text0, *text1;
500         SDL_Rect dest;
501
502         fadetimer += t_frame;
503
504         dest.x = (XSIZE-surf_b_game->w)/2;
505         dest.y = (YSIZE-surf_b_game->h)/2-40;
506         SDL_BlitSurface(surf_b_game,NULL,surf_screen,&dest);
507
508         dest.x = (XSIZE-surf_b_over->w)/2;
509         dest.y = (YSIZE-surf_b_over->h)/2 + 40;
510         SDL_BlitSurface(surf_b_over,NULL,surf_screen,&dest);
511
512         if(new_high_score(score)) {
513                 text0 = "New High Score!";
514                 text1 = "Press SPACE to continue";
515         } else {
516                 text0 = msgs[g_easy][0];
517                 text1 = msgs[g_easy][1];
518         }
519
520         x = (XSIZE-font_width(text0))/2 + cos(fadetimer/9)*10;
521         font_write(x,YSIZE-100 + cos(fadetimer/6)*5,text0);
522
523         x = (XSIZE-font_width(text1))/2 + sin(fadetimer/9)*10;
524         font_write(x,YSIZE-50 + sin(fadetimer/4)*5,text1);
525 }
526
527 void
528 draw_title_page(void)
529 {
530         int x;
531         char *text;
532         SDL_Rect dest;
533
534         fadetimer += t_frame/2.0;
535
536         dest.x = (XSIZE-surf_b_variations->w)/2 + cos(fadetimer/6.5)*10;
537         dest.y = (YSIZE/2-surf_b_variations->h)/2 + sin(fadetimer/5.0)*10;
538         SDL_BlitSurface(surf_b_variations,NULL,surf_screen,&dest);
539
540         dest.x = (XSIZE-surf_b_on->w)/2 + cos((fadetimer + 1.0)/6.5)*10;
541         dest.y = (YSIZE/2-surf_b_on->h)/2 + surf_b_variations->h + 20 + sin((fadetimer + 1.0)/5.0)*10;
542         SDL_BlitSurface(surf_b_on,NULL,surf_screen,&dest);
543
544         dest.x = (XSIZE-surf_b_rockdodger->w)/2 + cos((fadetimer + 2.0)/6.5)*10;
545         dest.y = (YSIZE/2-surf_b_rockdodger->h)/2 + surf_b_variations->h + surf_b_on->h + 40 + sin((fadetimer + 2.0)/5)*10;
546         SDL_BlitSurface(surf_b_rockdodger,NULL,surf_screen,&dest);
547
548         text = msgs[g_easy][(int)(fadetimer/35)%NSEQUENCE];
549         x = (XSIZE-font_width(text))/2 + cos(fadetimer/4.5)*10;
550         font_write(x,YSIZE-100 + cos(fadetimer/3)*5,text);
551
552         text = "Version " PACKAGE_VERSION;
553         x = (XSIZE-font_width(text))/2 + sin(fadetimer/4.5)*10;
554         font_write(x,YSIZE-50 + sin(fadetimer/2)*5,text);
555 }
556
557 void
558 draw(void)
559 {
560         SDL_FillRect(surf_screen,NULL,0);  // black background
561         draw_dots();            // background dots
562         draw_sprite(SPRITE(&ship));
563         draw_rocks();
564
565         show_lives();
566         show_score();
567
568         switch (state) {
569                 case GAME_OVER:
570                         draw_game_over();
571                         break;
572
573                 case TITLE_PAGE:
574                         draw_title_page();
575                         break;
576
577                 case HIGH_SCORE_ENTRY:
578                 case HIGH_SCORE_DISPLAY:
579                         display_scores(150,50);
580                         break;
581
582                 case GAMEPLAY:
583                 case DEAD_PAUSE:
584                         ; // no action necessary
585         }
586
587         // Update the surface
588         SDL_Flip(surf_screen);
589 }
590
591 static inline void
592 kill_ship(struct ship *ship)
593 {
594         play_sound(SOUND_BANG);
595         new_bang_dots(SPRITE(ship));
596         if(--ship->lives) {
597                 state = DEAD_PAUSE;
598                 state_timeout = DEAD_PAUSE_LENGTH;
599                 // want ship to be invisible, but keep drifting at sqrt(speed)
600                 // to leave it in the middle of the space from the explosion.
601                 ship->flags = MOVE;
602                 ship->dx = (ship->dx < 0) ? -sqrt(-ship->dx) : sqrt(ship->dx);
603                 ship->dy = (ship->dy < 0) ? -sqrt(-ship->dy) : sqrt(ship->dy);
604                 if(ship->dx < BARRIER_SPEED) ship->dx = BARRIER_SPEED;
605         } else {
606                 state = GAME_OVER;
607                 play_tune(TUNE_TITLE_PAGE);
608                 state_timeout = 200.0;
609                 fadetimer = 0.0;
610                 ship->flags = 0;
611                 // scrolling is based on the ship speed, so we need to reset it.
612                 ship->dx = BARRIER_SPEED; ship->dy = 0;
613         }
614 }
615
616 void
617 do_collision(Sprite *a, Sprite *b)
618 {
619         if(a->type == SHIP) kill_ship((struct ship *)a);
620         else if(b->type == SHIP) kill_ship((struct ship *)b);
621         else bounce(a, b);
622 }
623
624 void
625 init_score_entry(void)
626 {
627         SDL_Event e;
628         state = HIGH_SCORE_ENTRY;
629         state_timeout = 5.0e6;
630         SDL_EnableUNICODE(1);
631         while(SDL_PollEvent(&e))
632                 ;
633         insert_score(score);
634 }
635
636 // Count down the state timer, and change state when it gets to zero or less;
637 void
638 update_state(void)
639 {
640         state_timeout -= t_frame*3;
641         if(state_timeout > 0) return;
642
643         switch(state) {
644                 case GAMEPLAY: break;  // no action necessary
645                 case DEAD_PAUSE:
646                         // Restore the ship and continue playing
647                         ship.flags = DRAW|MOVE|COLLIDE;
648                         state = GAMEPLAY;
649                         break;
650                 case GAME_OVER:
651                         if(new_high_score(score)) init_score_entry();
652                         else {
653                                 state = HIGH_SCORE_DISPLAY;
654                                 state_timeout = 400;
655                         }
656                         break;
657                 case HIGH_SCORE_DISPLAY:
658                         state = TITLE_PAGE;
659                         state_timeout = 600.0;
660                         fadetimer = 0.0;
661                         break;
662                 case HIGH_SCORE_ENTRY:
663                         break;
664                 case TITLE_PAGE:
665                         state = HIGH_SCORE_DISPLAY;
666                         state_timeout = 200.0;
667                         break;
668         }
669 }
670
671 void
672 gameloop() {
673         SDL_Event e;
674         Uint8 *keystate;
675         float tmp;
676
677         for(;;) {
678                 ms_frame = SDL_GetTicks() - ms_end;
679                 ms_end += ms_frame;
680                 if(ms_frame > 50) {
681                         ms_frame = 50;
682                 }
683                 t_frame = gamespeed * ms_frame / 50;
684                 frames++;
685
686                 if(opt_autopilot) {
687                         autopilot(t_frame);
688                 }
689
690                 while(paused ? SDL_WaitEvent(&e) : SDL_PollEvent(&e)) {
691                         switch(e.type) {
692                                 case SDL_QUIT: return;
693                                 case SDL_KEYDOWN:
694                                         // even during high-score entry
695                                         if(e.key.keysym.sym == SDLK_ESCAPE) {
696                                                 return;
697                                         }
698
699                                         if(state == HIGH_SCORE_ENTRY) {
700                                                 if(!process_score_input(&e.key.keysym)) {
701                                                         // Write the high score table to the file
702                                                         write_high_score_table();
703                                                         // continue to display the scores briefly
704                                                         state = HIGH_SCORE_DISPLAY;
705                                                         state_timeout = 200;
706                                                 }
707                                         } else {
708                                                 switch(e.key.keysym.sym) {
709                                                         case SDLK_q:
710                                                                 return;
711                                                         case SDLK_3:
712                                                         case SDLK_PRINT:
713                                                                 {
714                                                                         FILE *screenshot_fp;
715                                                                         char tmp[30];
716                                                                         char *screenshot_filename = &(tmp[0]);
717                                                                         for(;;) {
718                                                                                 snprintf(screenshot_filename, 30, "vor-screenshot-%02i.bmp", screenshot_number++);
719                                                                                 screenshot_fp = fopen(screenshot_filename, "r");
720                                                                                 if(screenshot_fp) {
721                                                                                         fclose(screenshot_fp);
722                                                                                 } else {
723                                                                                         break;
724                                                                                 }
725                                                                         }
726                                                                         SDL_SaveBMP(surf_screen, screenshot_filename);
727                                                                 }
728                                                                 break;
729                                                         case SDLK_p:
730                                                         case SDLK_PAUSE:
731                                                                 paused = !paused;
732                                                                 if(paused) {
733                                                                         pause_tune();
734                                                                 } else {
735                                                                         resume_tune();
736                                                                         ms_end = SDL_GetTicks();
737                                                                 }
738                                                                 break;
739                                                         case SDLK_f:
740                                                         case SDLK_F11:
741                                                                 toggle_fullscreen();
742                                                                 break;
743                                                         default:
744                                                                 // other keys are handled by checking keystate each frame
745                                                                 break;
746                                                 }
747                                         }
748                                         break;
749                         }
750                 }
751                 keystate = SDL_GetKeyState(NULL);
752                 if(opt_autopilot) {
753                         autopilot_fix_keystates(keystate);
754                 }
755
756                 if(state == GAMEPLAY) {
757                         if(!paused) {
758                                 score += ms_frame;
759                                 
760                                 if(keystate[SDLK_LEFT]  || keystate[SDLK_KP4]) {
761                                         ship.dx -= THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<0;
762                                 }
763                                 if(keystate[SDLK_DOWN]  || keystate[SDLK_KP5] || keystate[SDLK_KP2]) {
764                                         ship.dy += THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<1;
765                                 }
766                                 if(keystate[SDLK_RIGHT] || keystate[SDLK_KP6]) {
767                                         ship.dx += THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<2;
768                                 }
769                                 if(keystate[SDLK_UP]    || keystate[SDLK_KP8]) {
770                                         ship.dy -= THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<3;
771                                 }
772                                 if(ship.jets) {
773                                         ship.dx = fconstrain2(ship.dx, -50, 50);
774                                         ship.dy = fconstrain2(ship.dy, -50, 50);
775                                 }
776                         }
777
778                 }
779
780                 if(!paused) {
781                         update_state();
782
783                         // SCROLLING
784                         tmp = (ship.y+ship.h/2 + ship.dy*t_frame - YSCROLLTO)/25 + (ship.dy-screendy);
785                         screendy += tmp * t_frame/12;
786                         tmp = (ship.x+ship.w/2 + ship.dx*t_frame - XSCROLLTO)/25 + (ship.dx-screendx);
787                         screendx += tmp * t_frame/12;
788                         // taper off so we don't hit the barrier abruptly.
789                         // (if we would hit in < 2 seconds, adjust to 2 seconds).
790                         if(dist_ahead + (screendx - BARRIER_SPEED)*TO_TICKS(2) < 0)
791                                 screendx = BARRIER_SPEED - (dist_ahead/TO_TICKS(2));
792                         dist_ahead += (screendx - BARRIER_SPEED)*t_frame;
793                         if(MAX_DIST_AHEAD >= 0) dist_ahead = min(dist_ahead, MAX_DIST_AHEAD);
794
795                         move_sprites();
796                         move_dots();
797                         move_dust();
798
799                         new_rocks();
800
801                         // BOUNCE off left or right edge of screen
802                         if(ship.x < 0 || ship.x+ship.w > XSIZE) {
803                                 ship.x -= (ship.dx-screendx)*t_frame;
804                                 ship.dx = screendx - (ship.dx-screendx)*BOUNCINESS;
805                                 ship.x = fconstrain(ship.x, XSIZE - ship.w);
806                         }
807
808                         // BOUNCE off top or bottom of screen
809                         if(ship.y < 0 || ship.y+ship.h > YSIZE) {
810                                 ship.y -= (ship.dy-screendy)*t_frame;
811                                 ship.dy = screendy - (ship.dy-screendy)*BOUNCINESS;
812                                 ship.y = fconstrain(ship.y, YSIZE - ship.h);
813                         }
814
815                         new_engine_dots();
816
817                         collisions(); // must happen after ship bouncing because it puts pixels where the ship is (thus the ship must be on the screen)
818
819
820                         draw();
821
822                         // new game
823                         if((keystate[SDLK_SPACE] || keystate[SDLK_1] || keystate[SDLK_2])
824                            && (state == HIGH_SCORE_DISPLAY
825                                || state == TITLE_PAGE
826                                || state == GAME_OVER)) {
827                                 if(state == GAME_OVER && new_high_score(score))
828                                         init_score_entry();
829                                 else {
830                                         if((keystate[SDLK_SPACE] && !initial_rocks) || keystate[SDLK_2]) {
831                                                 g_easy = 0;
832                                                 initial_rocks = NORMAL_I_ROCKS;
833                                                 final_rocks = NORMAL_F_ROCKS;
834                                                 if(gamespeed == EASY_GAMESPEED)
835                                                         gamespeed = NORMAL_GAMESPEED;
836                                         } else if(keystate[SDLK_1]) {
837                                                 g_easy = 1;
838                                                 initial_rocks = EASY_I_ROCKS;
839                                                 final_rocks = EASY_F_ROCKS;
840                                                 gamespeed = EASY_GAMESPEED;
841                                         }
842                                         reset_sprites();
843                                         reset_rocks();
844                                         screendx = BARRIER_SPEED; screendy = 0;
845
846                                         ship.x = XSIZE/2.2; ship.y = YSIZE/2 - ship.w/2;
847                                         ship.dx = screendx; ship.dy = screendy;
848                                         ship.lives = 4;
849                                         ship.flags = MOVE|DRAW|COLLIDE;
850                                         add_sprite(SPRITE(&ship));
851
852                                         score = 0;
853
854                                         state = GAMEPLAY;
855                                         play_tune(TUNE_GAMEPLAY);
856                                 }
857                         }
858
859                         ship.jets = 0;
860                 }
861
862                 if(state == TITLE_PAGE && keystate[SDLK_h]) {
863                         state = HIGH_SCORE_DISPLAY;
864                         state_timeout = 400;
865                 }
866
867                 tiny_sleep();
868         }
869 }
870
871 int
872 main(int argc, char **argv) {
873         if(!parse_opts(argc, argv)) return 1;
874
875         if(init()) {
876                 printf ("vor: SDL error: '%s'\n",initerror);
877                 return 1;
878         }
879
880         start = SDL_GetTicks();
881         frames = 0;
882         gameloop();
883         end = SDL_GetTicks();
884         // printf("%ld frames in %ld ms, %.2f fps.\n", frames, end-start, frames * 1000.0 / (end-start));
885
886         return 0;
887 }