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increase max thrust from joysticks
[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 #define ENGINEDOT 0
65 #define BANGDOT 1
66
67 struct dot {
68         int active;
69         float x, y;
70         float dx, dy;
71         float mass;   // in DOT_MASS_UNITs
72         float decay;  // rate at which to reduce mass.
73         int heat;     // heat multiplier (color).
74         uint8_t type;  // BANGDOT or ENGINEDOT
75 };
76
77 void draw(void);
78
79 struct dot edot[MAXENGINEDOTS], *dotptr = edot;
80 struct dot bdot[MAXBANGDOTS];
81
82 // Other global variables
83 char topline[1024];
84 char *initerror = "";
85 int screenshot_number = 0;
86
87 struct ship ship = { SHIP, 0, NULL, XSIZE/2, YSIZE/2, BARRIER_SPEED, 0.0 };
88           
89 float screendx = BARRIER_SPEED, screendy = 0.0;
90 float dist_ahead;
91
92 // all movement is based on t_frame.
93 unsigned long frames, start, end;
94 float t_frame;  // length of this frame (in ticks = 1/20th second)  adjusted for gamespeed
95 int ms_frame;   // length of this frame (milliseconds)
96 int ms_end;     // end of this frame (milliseconds)
97
98 float gamespeed = 1.00;
99
100 int score;
101
102 float fadetimer = 0;
103
104 int paused = 0;
105
106 SDL_Joystick *joy = NULL;
107
108 // bangdot start (bd1) and end (bd2) position:
109 int bd1 = 0, bd2 = 0;
110
111 enum states {
112         TITLE_PAGE,
113         GAMEPLAY,
114         DEAD_PAUSE,
115         GAME_OVER,
116         HIGH_SCORE_ENTRY,
117         HIGH_SCORE_DISPLAY
118 };
119 enum states state = TITLE_PAGE;
120 float state_timeout = 600.0;
121
122 #define NSEQUENCE 3
123 char *msgs[2][3] = {
124         {
125                 "Press SPACE for normal game",
126                 "Press '1' for easy game",
127                 "http://jasonwoof.org/vor"
128         },
129         {
130                 "Press SPACE for easy game",
131                 "Press '2' for normal game",
132                 "http://jasonwoof.org/vor"
133         }
134 };
135
136 int bangdotlife, nbangdots;
137 Uint16 heatcolor[W*3];
138
139 char *data_dir;
140 extern char *optarg;
141 extern int optind, opterr, optopt;
142
143 #define TO_TICKS(seconds) ((seconds)*20*gamespeed)
144
145 // ************************************* FUNCS
146
147 #ifdef HAVE_NANOSLEEP
148 void
149 tiny_sleep() {
150         struct timespec t;
151         t.tv_sec = 0;
152         t.tv_nsec = 1;
153         nanosleep(&t, 0);
154 }
155 #else
156 #define tiny_sleep()
157 #endif
158
159 void
160 init_dots() {
161         int i;
162         for(i = 0; i<MAXENGINEDOTS; i++) {
163                 edot[i].active = 0;
164                 edot[i].type = ENGINEDOT;
165         }
166         for(i = 0; i<MAXBANGDOTS; i++) {
167                 bdot[i].active = 0;
168                 bdot[i].type = BANGDOT;
169         }
170 }
171
172
173 void
174 new_engine_dots(void) {
175         int dir, i;
176         int n = t_frame * ENGINE_DOTS_PER_TIC;
177         float a, r;  // angle, random length
178         float dx, dy;
179         float hx, hy; // half ship width/height.
180         static const int s[4] = { 2, 1, 0, 1 };
181         float time;
182         float accelh, accelv, past_ship_dx, past_ship_dy;
183
184         hx = ship.image->w / 2;
185         hy = ship.image->h / 2;
186
187         for(dir=0; dir<4; dir++) {
188                 if(!(ship.jets & 1<<dir)) continue;
189
190                 for(i = 0; i<n; i++) {
191                         if(dotptr->active == 0) {
192                                 a = frnd()*M_PI + (dir-1)*M_PI_2;
193                                 r = sin(frnd()*M_PI);
194                                 dx = r * cos(a);
195                                 dy = r * -sin(a);  // screen y is "backwards".
196
197                                 dotptr->decay = 3;
198                                 dotptr->heat = 6;
199
200                                 // dot was created at a random time during the time span
201                                 time = frnd() * t_frame; // this is how long ago
202
203                                 // calculate how fast the ship was going when this engine dot was
204                                 // created (as if it had a smooth acceleration). This is used in
205                                 // determining the velocity of the dots, but not their starting
206                                 // location.
207                                 accelh = ((ship.jets >> 2) & 1) - (ship.jets & 1);
208                                 accelh *= THRUSTER_STRENGTH * time;
209                                 past_ship_dx = ship.dx - accelh;
210                                 accelv = ((ship.jets >> 1) & 1) - ((ship.jets >> 3) & 1);
211                                 accelv *= THRUSTER_STRENGTH * time;
212                                 past_ship_dy = ship.dy - accelv;
213
214                                 // the starting position (not speed) of the dot is calculated as
215                                 // though the ship were traveling at a constant speed for this
216                                 // t_frame.
217                                 dotptr->x = (ship.x - (ship.dx - screendx) * time) + s[dir]*hx;
218                                 dotptr->y = (ship.y - (ship.dy - screendy) * time) + s[(dir+1)&3]*hy;
219                                 if(dir&1) {
220                                         dotptr->dx = past_ship_dx + 2*dx;
221                                         dotptr->dy = past_ship_dy + 20*dy;
222                                         dotptr->mass = 60 * fabs(dy);
223                                 } else {
224                                         dotptr->dx = past_ship_dx + 20*dx;
225                                         dotptr->dy = past_ship_dy + 2*dy;
226                                         dotptr->mass = 60 * fabs(dx);
227                                 }
228
229                                 // move the dot as though it were created in the past
230                                 dotptr->x += (dotptr->dx - screendx) * time;
231                                 dotptr->y += (dotptr->dy - screendy) * time;
232
233                                 if(!fclip(dotptr->x, XSIZE) && !fclip(dotptr->y, YSIZE)) {
234                                         dotptr->active = 1;
235                                         if(dotptr - edot < MAXENGINEDOTS-1) {
236                                                 dotptr++;
237                                         } else {
238                                                 dotptr = edot;
239                                         }
240                                 }
241                         }
242                 }
243         }
244 }
245
246
247 void
248 new_bang_dots(struct sprite *s)
249 {
250         int i, n, x, y;
251         uint16_t *pixel, c;
252         uint32_t colorkey;
253         int row_inc;
254         double theta, r;
255         SDL_Surface *img = s->image;
256
257         n = 20;
258         pixel = img->pixels;
259         row_inc = img->pitch/sizeof(uint16_t) - img->w;
260         colorkey = img->format->colorkey;
261
262         if(SDL_MUSTLOCK(img)) { SDL_LockSurface(img); }
263
264         for(i=0; i<n; i++) {
265                 pixel = img->pixels;
266                 for(y=0; y<img->h; y++) {
267                         for(x = 0; x<img->w; x++) {
268                                 c = *pixel++;
269                                 if(c && c != colorkey) {
270                                         theta = frnd()*M_PI*2;
271                                         r = frnd(); r = 1 - r*r;
272
273                                         bdot[bd2].dx = 45*r*cos(theta) + s->dx;
274                                         bdot[bd2].dy = 45*r*sin(theta) + s->dy;
275                                         bdot[bd2].x = x + s->x;
276                                         bdot[bd2].y = y + s->y;
277                                         bdot[bd2].mass = frnd() * 99;
278                                         bdot[bd2].decay = frnd()*1.5 + 0.5;
279                                         bdot[bd2].heat = 3;
280                                         bdot[bd2].active = 1;
281
282                                         bd2 = (bd2+1) % MAXBANGDOTS;
283                                 }
284                                 pixel += row_inc;
285                         }
286                 }
287         }
288
289         if(SDL_MUSTLOCK(img)) { SDL_UnlockSurface(img); }
290 }
291
292 void
293 kill_rock(struct rock *r) {
294         r->x = -200;
295 }
296
297 void
298 move_dot(struct dot *d)
299 {
300         Sprite *hit;
301         float mass;
302
303         if(d->active) {
304                 d->x += (d->dx - screendx) * t_frame;
305                 d->y += (d->dy - screendy) * t_frame;
306                 d->mass -= t_frame * d->decay;
307                 if(d->mass < 0 || fclip(d->x, XSIZE) || fclip(d->y, YSIZE))
308                         d->active = 0; 
309                 else {
310                         hit = pixel_collides(d->x, d->y);
311                         if(hit) if(hit->type != SHIP) {
312                                 d->active = 0;
313                                 mass = sprite_mass(hit);
314                                 if(d->type == BANGDOT) {
315                                         struct rock *rock = (struct rock*)hit;
316                                         rock->life -= (d->dx - hit->dx) * (d->dx - hit->dx) + (d->dy - hit->dy) * (d->dy - hit->dy);
317                                         if(rock->life < 0) {
318                                                 kill_rock(rock);
319                                         }
320                                 }
321                                 hit->dx += DOT_MASS_UNIT * d->mass * (d->dx - hit->dx) / mass;
322                                 hit->dy += DOT_MASS_UNIT * d->mass * (d->dy - hit->dy) / mass;
323                         }
324                 }
325         }
326 }
327
328 void
329 move_dots(void)
330 {
331         int i;
332
333         for(i=0; i<MAXBANGDOTS; i++) move_dot(&bdot[i]);
334         for(i=0; i<MAXENGINEDOTS; i++) move_dot(&edot[i]);
335 }
336
337
338 void
339 draw_dot(struct dot *d)
340 {
341         uint16_t *pixels, *pixel;
342         int row_inc;
343
344         if(d->active) {
345                 pixels = (uint16_t *) surf_screen->pixels;
346                 row_inc = surf_screen->pitch / sizeof(uint16_t);
347                 pixel = pixels + (int)d->y * row_inc + (int)d->x;
348                 *pixel = heatcolor[min(3*W-1, (int)(d->mass * d->heat))];
349         }
350 }
351
352 void
353 draw_dots(void) {
354         int i;
355
356         if(SDL_MUSTLOCK(surf_screen)) { SDL_LockSurface(surf_screen); }
357         draw_dust();
358         for(i=0; i<MAXBANGDOTS; i++) draw_dot(&bdot[i]);
359         for(i=0; i<MAXENGINEDOTS; i++) draw_dot(&edot[i]);
360         if(SDL_MUSTLOCK(surf_screen)) { SDL_UnlockSurface(surf_screen); }
361 }
362
363 SDL_Surface *
364 load_image(char *filename)
365 {
366         SDL_Surface *tmp, *img = NULL;
367         char *s = add_data_path(filename);
368         if(s) {
369                 tmp = IMG_Load(s);
370                 free(s);
371                 if(tmp) {
372                         img = SDL_DisplayFormat(tmp);
373                         SDL_FreeSurface(tmp);
374                 }
375         }
376         return img;
377 }
378
379 void
380 load_ship(void)
381 {
382         load_sprite(SPRITE(&ship), "ship.png");
383 }
384
385 void font_cleanup() {
386         font_free(g_font);
387 }
388
389 void
390 set_video_mode() {
391         Uint32 flag;
392
393         // Attempt to get the required video size
394         flag = SDL_DOUBLEBUF | SDL_HWSURFACE;
395         if(opt_fullscreen) flag |= SDL_FULLSCREEN;
396         surf_screen = SDL_SetVideoMode(XSIZE,YSIZE,16,flag);
397 }
398
399 void
400 toggle_fullscreen() {
401         opt_fullscreen = 1 - opt_fullscreen;
402         set_video_mode();
403         if(paused) {
404                 draw();
405         }
406 }
407
408
409 int
410 init(void) {
411
412         int i;
413         char *s;
414
415         // Where are our data files?
416         if(!find_files()) exit(1);
417         read_high_score_table();
418
419         if(opt_sound) {
420                 // Initialize SDL with audio and video
421                 if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_JOYSTICK) != 0) {
422                         opt_sound = 0;
423                         fputs("Can't open sound, starting without it\n", stderr);
424                         atexit(SDL_Quit);
425                 } else {
426                         atexit(SDL_Quit);
427                         atexit(SDL_CloseAudio);
428                         opt_sound = init_sound();
429                 }
430         } else {
431                 // Initialize with video only
432                 CONDERROR(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK) != 0);
433                 atexit(SDL_Quit);
434         }
435
436         play_tune(TUNE_TITLE_PAGE);
437
438
439         // Attempt to get the required video size
440         set_video_mode();
441
442         // Set the title bar text
443         SDL_WM_SetCaption("Variations on Rockdodger", "VoR");
444
445         NULLERROR(surf_screen);
446
447         // Set the heat color from the range 0 (cold) to 300 (blue-white)
448         for(i = 0; i<W*3; i++) {
449                 heatcolor[i] = SDL_MapRGB(
450                         surf_screen->format,
451                         (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?
452                 );
453         }
454
455         // Load the banners
456         NULLERROR(surf_b_variations = load_image("b_variations.png"));
457         NULLERROR(surf_b_on = load_image("b_on.png"));
458         NULLERROR(surf_b_rockdodger = load_image("b_rockdodger.png"));
459
460         NULLERROR(surf_b_game = load_image("b_game.png"));
461         NULLERROR(surf_b_over = load_image("b_over.png"));
462
463         // Load the life indicator (small ship) graphic.
464         NULLERROR(surf_life = load_image("life.png"));
465
466         // Load the font image
467         s = add_data_path("font.png");
468         if(s) {
469                 g_font = font_load(s);
470                 atexit(&font_cleanup);
471         } else {
472                 fprintf(stderr, "could create path to font\n");
473                 exit(1);
474         }
475
476         if(SDL_NumJoysticks() > 0)
477         {
478                 NULLERROR(joy = SDL_JoystickOpen(0));
479         }
480
481         init_dots();
482         init_dust();
483
484         init_sprites();
485         add_sprite(SPRITE(&ship));
486
487         // Remove the mouse cursor
488 #ifdef SDL_DISABLE
489         SDL_ShowCursor(SDL_DISABLE);
490 #endif
491
492         return 0;
493 }
494
495 void
496 show_lives(void)
497 {
498         int i;
499         SDL_Rect dest;
500
501         for(i=0; i<ship.lives-1; i++) {
502                 dest.x = (i + 1)*(surf_life->w + 10);
503                 dest.y = 20;
504                 SDL_BlitSurface(surf_life, NULL, surf_screen, &dest);
505         }
506 }
507
508 void
509 draw_game_over(void)
510 {
511         int x;
512         char *text0, *text1;
513         SDL_Rect dest;
514
515         fadetimer += t_frame;
516
517         dest.x = (XSIZE-surf_b_game->w)/2;
518         dest.y = (YSIZE-surf_b_game->h)/2-40;
519         SDL_BlitSurface(surf_b_game,NULL,surf_screen,&dest);
520
521         dest.x = (XSIZE-surf_b_over->w)/2;
522         dest.y = (YSIZE-surf_b_over->h)/2 + 40;
523         SDL_BlitSurface(surf_b_over,NULL,surf_screen,&dest);
524
525         if(new_high_score(score)) {
526                 text0 = "New High Score!";
527                 text1 = "Press SPACE to continue";
528         } else {
529                 text0 = msgs[g_easy][0];
530                 text1 = msgs[g_easy][1];
531         }
532
533         x = (XSIZE-font_width(text0))/2 + cos(fadetimer/9)*10;
534         font_write(x,YSIZE-100 + cos(fadetimer/6)*5,text0);
535
536         x = (XSIZE-font_width(text1))/2 + sin(fadetimer/9)*10;
537         font_write(x,YSIZE-50 + sin(fadetimer/4)*5,text1);
538 }
539
540 void
541 draw_title_page(void)
542 {
543         int x;
544         char *text;
545         SDL_Rect dest;
546
547         fadetimer += t_frame/2.0;
548
549         dest.x = (XSIZE-surf_b_variations->w)/2 + cos(fadetimer/6.5)*10;
550         dest.y = (YSIZE/2-surf_b_variations->h)/2 + sin(fadetimer/5.0)*10;
551         SDL_BlitSurface(surf_b_variations,NULL,surf_screen,&dest);
552
553         dest.x = (XSIZE-surf_b_on->w)/2 + cos((fadetimer + 1.0)/6.5)*10;
554         dest.y = (YSIZE/2-surf_b_on->h)/2 + surf_b_variations->h + 20 + sin((fadetimer + 1.0)/5.0)*10;
555         SDL_BlitSurface(surf_b_on,NULL,surf_screen,&dest);
556
557         dest.x = (XSIZE-surf_b_rockdodger->w)/2 + cos((fadetimer + 2.0)/6.5)*10;
558         dest.y = (YSIZE/2-surf_b_rockdodger->h)/2 + surf_b_variations->h + surf_b_on->h + 40 + sin((fadetimer + 2.0)/5)*10;
559         SDL_BlitSurface(surf_b_rockdodger,NULL,surf_screen,&dest);
560
561         text = msgs[g_easy][(int)(fadetimer/35)%NSEQUENCE];
562         x = (XSIZE-font_width(text))/2 + cos(fadetimer/4.5)*10;
563         font_write(x,YSIZE-100 + cos(fadetimer/3)*5,text);
564
565         text = "Version " PACKAGE_VERSION;
566         x = (XSIZE-font_width(text))/2 + sin(fadetimer/4.5)*10;
567         font_write(x,YSIZE-50 + sin(fadetimer/2)*5,text);
568 }
569
570 void
571 draw(void)
572 {
573         SDL_FillRect(surf_screen,NULL,0);  // black background
574         draw_dots();            // background dots
575         draw_sprite(SPRITE(&ship));
576         draw_rocks();
577
578         show_lives();
579         show_score();
580
581         switch (state) {
582                 case GAME_OVER:
583                         draw_game_over();
584                         break;
585
586                 case TITLE_PAGE:
587                         draw_title_page();
588                         break;
589
590                 case HIGH_SCORE_ENTRY:
591                 case HIGH_SCORE_DISPLAY:
592                         display_scores(150,50);
593                         break;
594
595                 case GAMEPLAY:
596                 case DEAD_PAUSE:
597                         ; // no action necessary
598         }
599
600         // Update the surface
601         SDL_Flip(surf_screen);
602 }
603
604 static inline void
605 kill_ship(struct ship *ship)
606 {
607         play_sound(SOUND_BANG);
608         new_bang_dots(SPRITE(ship));
609         if(--ship->lives) {
610                 state = DEAD_PAUSE;
611                 state_timeout = DEAD_PAUSE_LENGTH;
612                 // want ship to be invisible, but keep drifting at sqrt(speed)
613                 // to leave it in the middle of the space from the explosion.
614                 ship->flags = MOVE;
615                 ship->dx = (ship->dx < 0) ? -sqrt(-ship->dx) : sqrt(ship->dx);
616                 ship->dy = (ship->dy < 0) ? -sqrt(-ship->dy) : sqrt(ship->dy);
617                 if(ship->dx < BARRIER_SPEED) ship->dx = BARRIER_SPEED;
618         } else {
619                 state = GAME_OVER;
620                 play_tune(TUNE_TITLE_PAGE);
621                 state_timeout = 200.0;
622                 fadetimer = 0.0;
623                 ship->flags = 0;
624                 // scrolling is based on the ship speed, so we need to reset it.
625                 ship->dx = BARRIER_SPEED; ship->dy = 0;
626         }
627 }
628
629 void
630 do_collision(Sprite *a, Sprite *b)
631 {
632         if(a->type == SHIP) kill_ship((struct ship *)a);
633         else if(b->type == SHIP) kill_ship((struct ship *)b);
634         else bounce(a, b);
635 }
636
637 void
638 init_score_entry(void)
639 {
640         SDL_Event e;
641         state = HIGH_SCORE_ENTRY;
642         state_timeout = 5.0e6;
643         SDL_EnableUNICODE(1);
644         while(SDL_PollEvent(&e))
645                 ;
646         insert_score(score);
647 }
648
649 // Count down the state timer, and change state when it gets to zero or less;
650 void
651 update_state(void)
652 {
653         state_timeout -= t_frame*3;
654         if(state_timeout > 0) return;
655
656         switch(state) {
657                 case GAMEPLAY: break;  // no action necessary
658                 case DEAD_PAUSE:
659                         // Restore the ship and continue playing
660                         ship.flags = DRAW|MOVE|COLLIDE;
661                         state = GAMEPLAY;
662                         break;
663                 case GAME_OVER:
664                         if(new_high_score(score)) init_score_entry();
665                         else {
666                                 state = HIGH_SCORE_DISPLAY;
667                                 state_timeout = 400;
668                         }
669                         break;
670                 case HIGH_SCORE_DISPLAY:
671                         state = TITLE_PAGE;
672                         state_timeout = 600.0;
673                         fadetimer = 0.0;
674                         break;
675                 case HIGH_SCORE_ENTRY:
676                         break;
677                 case TITLE_PAGE:
678                         state = HIGH_SCORE_DISPLAY;
679                         state_timeout = 200.0;
680                         break;
681         }
682 }
683
684 void
685 gameloop() {
686         SDL_Event e;
687         Uint8 *keystate;
688         Sint16 x_move, y_move;
689         char button_pressed;
690         short i;
691         float tmp;
692
693         for(;;) {
694                 ms_frame = SDL_GetTicks() - ms_end;
695                 ms_end += ms_frame;
696                 if(ms_frame > 50) {
697                         ms_frame = 50;
698                 }
699                 t_frame = gamespeed * ms_frame / 50;
700                 frames++;
701
702                 if(opt_autopilot) {
703                         autopilot(t_frame);
704                 }
705
706                 while(paused ? SDL_WaitEvent(&e) : SDL_PollEvent(&e)) {
707                         switch(e.type) {
708                                 case SDL_QUIT: return;
709                                 case SDL_KEYDOWN:
710                                         // even during high-score entry
711                                         if(e.key.keysym.sym == SDLK_ESCAPE) {
712                                                 return;
713                                         }
714
715                                         if(state == HIGH_SCORE_ENTRY) {
716                                                 if(!process_score_input(&e.key.keysym)) {
717                                                         // Write the high score table to the file
718                                                         write_high_score_table();
719                                                         // continue to display the scores briefly
720                                                         state = HIGH_SCORE_DISPLAY;
721                                                         state_timeout = 200;
722                                                 }
723                                         } else {
724                                                 switch(e.key.keysym.sym) {
725                                                         case SDLK_q:
726                                                                 return;
727                                                         case SDLK_3:
728                                                         case SDLK_PRINT:
729                                                                 {
730                                                                         FILE *screenshot_fp;
731                                                                         char tmp[30];
732                                                                         char *screenshot_filename = &(tmp[0]);
733                                                                         for(;;) {
734                                                                                 snprintf(screenshot_filename, 30, "vor-screenshot-%02i.bmp", screenshot_number++);
735                                                                                 screenshot_fp = fopen(screenshot_filename, "r");
736                                                                                 if(screenshot_fp) {
737                                                                                         fclose(screenshot_fp);
738                                                                                 } else {
739                                                                                         break;
740                                                                                 }
741                                                                         }
742                                                                         SDL_SaveBMP(surf_screen, screenshot_filename);
743                                                                 }
744                                                                 break;
745                                                         case SDLK_SPACE:
746                                                                 if(state != GAMEPLAY && state != DEAD_PAUSE) {
747                                                                         // don't conflict with space key to start a new game
748                                                                         break;
749                                                                 }
750                                                                 // else fall through
751                                                         case SDLK_p:
752                                                         case SDLK_PAUSE:
753                                                                 paused = !paused;
754                                                                 if(paused) {
755                                                                         pause_tune();
756                                                                 } else {
757                                                                         resume_tune();
758                                                                         ms_end = SDL_GetTicks();
759                                                                 }
760                                                                 break;
761                                                         case SDLK_f:
762                                                         case SDLK_F11:
763                                                                 toggle_fullscreen();
764                                                                 break;
765                                                         default:
766                                                                 // other keys are handled by checking keystate each frame
767                                                                 break;
768                                                 }
769                                         }
770                                         break;
771                         }
772                 }
773                 keystate = SDL_GetKeyState(NULL);
774                 SDL_JoystickUpdate();
775                 x_move = SDL_JoystickGetAxis(joy, 4);
776                 y_move = SDL_JoystickGetAxis(joy, 5);
777                 button_pressed = 0;
778                 for(i = 1; i <= SDL_JoystickNumButtons(joy); i++)
779                 {
780                         if(SDL_JoystickGetButton(joy, i) == 1)
781                         {
782                                 button_pressed = 1;
783                                 break;
784                         }
785                 }
786
787                 if(opt_autopilot) {
788                         autopilot_fix_keystates(keystate);
789                 }
790
791                 if(state == GAMEPLAY) {
792                         if(!paused) {
793                                 score += ms_frame;
794                                 
795                                 if(keystate[SDLK_LEFT]  || keystate[SDLK_KP4]) {
796                                         ship.dx -= THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<0;
797                                 }
798                                 if(keystate[SDLK_DOWN]  || keystate[SDLK_KP5] || keystate[SDLK_KP2]) {
799                                         ship.dy += THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<1;
800                                 }
801                                 if(keystate[SDLK_RIGHT] || keystate[SDLK_KP6]) {
802                                         ship.dx += THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<2;
803                                 }
804                                 if(keystate[SDLK_UP]    || keystate[SDLK_KP8]) {
805                                         ship.dy -= THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<3;
806                                 }
807                                 if(x_move < -3000) { ship.dx += x_move*THRUSTER_STRENGTH*t_frame/22768; ship.jets |= 1<<0;}
808                                 if(y_move >  3000) { ship.dy += y_move*THRUSTER_STRENGTH*t_frame/22768; ship.jets |= 1<<1;}
809                                 if(x_move >  3000) { ship.dx += x_move*THRUSTER_STRENGTH*t_frame/22768; ship.jets |= 1<<2;}
810                                 if(y_move < -3000) { ship.dy += y_move*THRUSTER_STRENGTH*t_frame/22768; ship.jets |= 1<<3;}
811                                 if(ship.jets) {
812                                         ship.dx = fconstrain2(ship.dx, -50, 50);
813                                         ship.dy = fconstrain2(ship.dy, -50, 50);
814                                 }
815                         }
816
817                 }
818
819                 if(!paused) {
820                         update_state();
821
822                         // SCROLLING
823                         tmp = (ship.y+ship.h/2 + ship.dy*t_frame - YSCROLLTO)/25 + (ship.dy-screendy);
824                         screendy += tmp * t_frame/12;
825                         tmp = (ship.x+ship.w/2 + ship.dx*t_frame - XSCROLLTO)/25 + (ship.dx-screendx);
826                         screendx += tmp * t_frame/12;
827                         // taper off so we don't hit the barrier abruptly.
828                         // (if we would hit in < 2 seconds, adjust to 2 seconds).
829                         if(dist_ahead + (screendx - BARRIER_SPEED)*TO_TICKS(2) < 0)
830                                 screendx = BARRIER_SPEED - (dist_ahead/TO_TICKS(2));
831                         dist_ahead += (screendx - BARRIER_SPEED)*t_frame;
832                         if(MAX_DIST_AHEAD >= 0) dist_ahead = min(dist_ahead, MAX_DIST_AHEAD);
833
834                         move_sprites();
835                         move_dots();
836                         move_dust();
837
838                         new_rocks();
839
840                         // BOUNCE off left or right edge of screen
841                         if(ship.x < 0 || ship.x+ship.w > XSIZE) {
842                                 ship.x -= (ship.dx-screendx)*t_frame;
843                                 ship.dx = screendx - (ship.dx-screendx)*BOUNCINESS;
844                                 ship.x = fconstrain(ship.x, XSIZE - ship.w);
845                         }
846
847                         // BOUNCE off top or bottom of screen
848                         if(ship.y < 0 || ship.y+ship.h > YSIZE) {
849                                 ship.y -= (ship.dy-screendy)*t_frame;
850                                 ship.dy = screendy - (ship.dy-screendy)*BOUNCINESS;
851                                 ship.y = fconstrain(ship.y, YSIZE - ship.h);
852                         }
853
854                         new_engine_dots();
855
856                         collisions(); // must happen after ship bouncing because it puts pixels where the ship is (thus the ship must be on the screen)
857
858
859                         draw();
860
861                         // new game
862                         if((keystate[SDLK_SPACE] || keystate[SDLK_1] || keystate[SDLK_2] || button_pressed)
863                            && (state == HIGH_SCORE_DISPLAY
864                                || state == TITLE_PAGE
865                                || state == GAME_OVER)) {
866                                 if(state == GAME_OVER && new_high_score(score))
867                                         init_score_entry();
868                                 else {
869                                         if((keystate[SDLK_SPACE] && !initial_rocks) || keystate[SDLK_2] || button_pressed) {
870                                                 g_easy = 0;
871                                                 initial_rocks = NORMAL_I_ROCKS;
872                                                 final_rocks = NORMAL_F_ROCKS;
873                                                 if(gamespeed == EASY_GAMESPEED)
874                                                         gamespeed = NORMAL_GAMESPEED;
875                                         } else if(keystate[SDLK_1]) {
876                                                 g_easy = 1;
877                                                 initial_rocks = EASY_I_ROCKS;
878                                                 final_rocks = EASY_F_ROCKS;
879                                                 gamespeed = EASY_GAMESPEED;
880                                         }
881                                         reset_sprites();
882                                         reset_rocks();
883                                         screendx = BARRIER_SPEED; screendy = 0;
884
885                                         ship.x = XSIZE/2.2; ship.y = YSIZE/2 - ship.w/2;
886                                         ship.dx = screendx; ship.dy = screendy;
887                                         ship.lives = 4;
888                                         ship.flags = MOVE|DRAW|COLLIDE;
889                                         add_sprite(SPRITE(&ship));
890
891                                         score = 0;
892
893                                         state = GAMEPLAY;
894                                         play_tune(TUNE_GAMEPLAY);
895                                 }
896                         }
897
898                         ship.jets = 0;
899                 }
900
901                 if(state == TITLE_PAGE && keystate[SDLK_h]) {
902                         state = HIGH_SCORE_DISPLAY;
903                         state_timeout = 400;
904                 }
905
906                 tiny_sleep();
907         }
908 }
909
910 int
911 main(int argc, char **argv) {
912         if(!parse_opts(argc, argv)) return 1;
913
914         if(init()) {
915                 printf ("vor: SDL error: '%s'\n",initerror);
916                 return 1;
917         }
918
919         start = SDL_GetTicks();
920         frames = 0;
921         gameloop();
922         end = SDL_GetTicks();
923         // printf("%ld frames in %ld ms, %.2f fps.\n", frames, end-start, frames * 1000.0 / (end-start));
924
925         return 0;
926 }