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* rocks.c (struct rock): changed generic ones to Sprite.
[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 <argp.h>
23 #include <math.h>
24 #include <SDL.h>
25 #include <SDL_image.h>
26 #include <stdarg.h>
27 #include <stdio.h>
28 #include <stdlib.h>
29 #include <string.h>
30
31 #include "SFont.h"
32
33 #include "args.h"
34 #include "common.h"
35 #include "config.h"
36 #include "dust.h"
37 #include "file.h"
38 #include "globals.h"
39 #include "mt.h"
40 #include "rocks.h"
41 #include "score.h"
42 #include "sprite.h"
43 #include "sound.h"
44
45 // ************************************* VARS
46 // SDL_Surface global variables
47 SDL_Surface 
48         *surf_screen,   // Screen
49         *surf_b_variations, // "variations" banner
50         *surf_b_on, // "on" banner
51         *surf_b_rockdodger, // "rockdodger" banner
52         *surf_b_game,   // Title element "game"
53         *surf_b_over,   // Title element "over"
54         *surf_life,     // Indicator of number of ships remaining
55         *surf_rock[NROCKS],     // THE ROCKS
56         *surf_font_big; // The big font
57         
58
59 SFont_Font *g_font;
60
61 // Structure global variables
62 struct enginedots edot[MAXENGINEDOTS], *dotptr = edot;
63 struct bangdots bdot[MAXBANGDOTS], *bdotptr = bdot;
64
65 // Other global variables
66 char topline[1024];
67 char *initerror = "";
68
69 struct ship ship = { SHIP_SPRITE, NULL, XSIZE/2, YSIZE/2, SCREENDXMIN, 0.0 };
70           
71 float screendx = SCREENDXMIN, screendy = 0.0;
72 float xscroll, yscroll;
73 float back_dist;
74
75 // all movement is based on t_frame.
76 float t_frame;  // length of this frame (in ticks = 1/20th second)
77 int ms_frame;   // length of this frame (milliseconds)
78 int ms_end;     // end of this frame (milliseconds)
79
80 float bangx, bangy, bangdx, bangdy;
81
82 int score;
83
84 float fadetimer = 0, faderate;
85
86 int pausedown = 0, paused = 0;
87
88 // bangdot start (bd1) and end (bd2) position:
89 int bd1 = 0, bd2 = 0;
90
91 enum states {
92         TITLE_PAGE,
93         GAMEPLAY,
94         DEAD_PAUSE,
95         GAME_OVER,
96         HIGH_SCORE_ENTRY,
97         HIGH_SCORE_DISPLAY
98 };
99 enum states state = TITLE_PAGE;
100 float state_timeout = 600.0;
101
102 #define NSEQUENCE 2
103 char *sequence[] = {
104         "Press SPACE to start",
105         "http://jasonwoof.org/vor"
106 };
107
108 int bangdotlife, nbangdots;
109 Uint16 heatcolor[W*3];
110
111 char *data_dir;
112 extern char *optarg;
113 extern int optind, opterr, optopt;
114
115 #define TO_TICKS(seconds) ((seconds)*20*opt_gamespeed)
116
117 // ************************************* FUNCS
118
119 void
120 init_engine_dots() {
121         int i;
122         for(i = 0; i<MAXENGINEDOTS; i++) {
123                 edot[i].active = 0;
124         }
125 }
126
127 void
128 new_bang_dots(int xbang, int ybang, int dx, int dy, SDL_Surface *s)
129 {
130         int x,y,endcount;
131         uint16_t *pixel,c;
132         uint32_t colorkey;
133         int row_inc;
134         double theta,r;
135         int begin_generate;
136
137         begin_generate = SDL_GetTicks();
138         pixel = s->pixels;
139         row_inc = s->pitch/sizeof(uint16_t) - s->w;
140         colorkey = s->format->colorkey;
141
142         SDL_LockSurface(s);
143
144         endcount = 0;
145         while (endcount<3) {
146                 pixel = s->pixels;
147                 for(y=0; y<s->h; y++) {
148                         for(x = 0; x<s->w; x++) {
149                                 c = *pixel++;
150                                 if(c && c != colorkey) {
151                                         theta = frnd()*M_PI*2;
152                                         r = frnd(); r = 1 - r*r;
153                                         // r = 1 - frnd()*frnd();
154
155                                         bdot[bd2].dx = 45*r*cos(theta) + dx;
156                                         bdot[bd2].dy = 45*r*sin(theta) + dy;
157                                         bdot[bd2].x = x + xbang;
158                                         bdot[bd2].y = y + ybang;
159                                         bdot[bd2].c = 0;
160                                         bdot[bd2].life = 100;
161                                         bdot[bd2].decay = frnd()*3 + 1;
162                                         bdot[bd2].active = 1;
163
164                                         // Replace the last few bang dots with the pixels from the exploding object
165                                         if(endcount>0) bdot[bd2].c = c;
166
167                                         bd2 = (bd2+1) % MAXBANGDOTS;
168                                 }
169                                 pixel += row_inc;
170                         }
171                 }
172                 if(SDL_GetTicks() - begin_generate > 7) endcount++;
173         }
174
175         SDL_UnlockSurface(s);
176 }
177
178 void
179 draw_bang_dots(SDL_Surface *s)
180 {
181         int i;
182         int first_i, last_i;
183         uint16_t *pixels, *pixel, c;
184         int row_inc = s->pitch/sizeof(uint16_t);
185
186         pixels = (uint16_t *) s->pixels;
187         first_i = -1;
188         last_i = 0;
189
190         for(i=0; i<MAXBANGDOTS; i++) {
191                 if(!bdot[i].active) continue;
192
193                 // decrement life and maybe kill
194                 bdot[i].life -= bdot[i].decay;
195                 if(bdot[i].life<0) { bdot[i].active = 0; continue; }
196
197                 // move and clip
198                 bdot[i].x += bdot[i].dx*t_frame - xscroll;
199                 bdot[i].y += bdot[i].dy*t_frame - yscroll;
200                 if(bdot[i].x < 0 || bdot[i].x >= XSIZE || bdot[i].y < 0 || bdot[i].y >= YSIZE) {
201                         bdot[i].active = 0;
202                         continue;
203                 }
204
205                 // check collisions
206                 if(pixel_hit_rocks(bdot[i].x, bdot[i].y)) { bdot[i].active = 0; continue; }
207
208                 pixel = pixels + row_inc*(int)(bdot[i].y) + (int)(bdot[i].x);
209                 if(bdot[i].c) c = bdot[i].c; else c = heatcolor[(int)(bdot[i].life)*3];
210                 *pixel = c;
211         }
212 }
213
214
215 void
216 new_engine_dots(int n, int dir) {
217         int i;
218         float a, r;  // angle, random length
219         float dx, dy;
220         float hx, hy; // half ship width/height.
221         static const int s[4] = { 2, 1, 0, 1 };
222
223         hx = ship.image->w / 2;
224         hy = ship.image->h / 2;
225
226         for(i = 0; i<n; i++) {
227                 if(dotptr->active == 0) {
228                         a = frnd()*M_PI + (dir-1)*M_PI_2;
229                         r = sin(frnd()*M_PI);
230                         dx = r * cos(a);
231                         dy = r * -sin(a);  // screen y is "backwards".
232
233                         dotptr->active = 1;
234                         dotptr->x = ship.x + s[dir]*hx + (frnd()-0.5)*3;
235                         dotptr->y = ship.y + s[(dir+1)&3]*hy + (frnd()-0.5)*3;
236                         if(dir&1) {
237                                 dotptr->dx = ship.dx + 2*dx;
238                                 dotptr->dy = ship.dy + 20*dy;
239                                 dotptr->life = 60 * fabs(dy);
240                         } else {
241                                 dotptr->dx = ship.dx + 20*dx;
242                                 dotptr->dy = ship.dy + 2*dy;
243                                 dotptr->life = 60 * fabs(dx);
244                         }
245
246                         if(dotptr - edot < MAXENGINEDOTS-1) dotptr++;
247                         else dotptr = edot;
248                 }
249         }
250 }
251
252 void
253 draw_engine_dots(SDL_Surface *s) {
254         int i;
255         uint16_t c;
256         uint16_t *pixels = (uint16_t *) s->pixels;
257         int row_inc = s->pitch/sizeof(uint16_t);
258         int heatindex;
259
260         for(i = 0; i<MAXENGINEDOTS; i++) {
261                 if(!edot[i].active) continue;
262                 edot[i].x += edot[i].dx*t_frame - xscroll;
263                 edot[i].y += edot[i].dy*t_frame - yscroll;
264                 edot[i].life -= t_frame*3;
265                 if(edot[i].life < 0
266                                 || edot[i].x<0 || edot[i].x >= XSIZE
267                                 || edot[i].y<0 || edot[i].y >= YSIZE) {
268                         edot[i].active = 0;
269                         continue;
270                 }
271                 if(pixel_hit_rocks(edot[i].x, edot[i].y)) { edot[i].active = 0; continue; }
272                 heatindex = edot[i].life * 6;
273                 c = heatindex>3*W ? heatcolor[3*W-1] : heatcolor[heatindex];
274                 pixels[row_inc*(int)(edot[i].y) + (int)(edot[i].x)] = c;
275         }
276 }
277
278 void
279 drawdots(SDL_Surface *s) {
280         int m;
281
282         // Create engine dots out the side we're moving from
283         for(m = 0; m<4; m++) {
284                 if(ship.jets & 1<<m) { // 'jets' is a bit field
285                         new_engine_dots(80,m);
286                 }
287         }
288
289         move_dust();
290
291         SDL_LockSurface(s);
292         draw_dust(s);
293         draw_engine_dots(s);
294         draw_bang_dots(s);
295         SDL_UnlockSurface(s);
296 }
297
298 SDL_Surface *
299 load_image(char *filename)
300 {
301         SDL_Surface *tmp, *img = NULL;
302         char *s = add_data_path(filename);
303         if(s) {
304                 tmp = IMG_Load(s);
305                 free(s);
306                 if(tmp) {
307                         img = SDL_DisplayFormat(tmp);
308                         SDL_FreeSurface(tmp);
309                 }
310         }
311         return img;
312 }
313
314 int
315 init(void) {
316
317         int i;
318         char *s;
319         Uint32 flag;
320
321         // Where are our data files?
322         if(!find_files()) exit(1);
323         read_high_score_table();
324
325         if(opt_sound) {
326                 // Initialize SDL with audio and video
327                 if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) != 0) {
328                         opt_sound = 0;
329                         fputs("Can't open sound, starting without it\n", stderr);
330                         atexit(SDL_Quit);
331                 } else {
332                         atexit(SDL_Quit);
333                         atexit(SDL_CloseAudio);
334                         opt_sound = init_sound();
335                 }
336         } else {
337                 // Initialize with video only
338                 CONDERROR(SDL_Init(SDL_INIT_VIDEO) != 0);
339                 atexit(SDL_Quit);
340         }
341
342         play_tune(TUNE_TITLE_PAGE);
343
344         // Attempt to get the required video size
345         flag = SDL_DOUBLEBUF | SDL_HWSURFACE;
346         if(opt_fullscreen) flag |= SDL_FULLSCREEN;
347         surf_screen = SDL_SetVideoMode(XSIZE,YSIZE,16,flag);
348
349         // Set the title bar text
350         SDL_WM_SetCaption("Variations on Rockdodger", "VoR");
351
352         NULLERROR(surf_screen);
353
354         // Set the heat color from the range 0 (cold) to 300 (blue-white)
355         for(i = 0; i<W*3; i++) {
356                 heatcolor[i] = SDL_MapRGB(
357                         surf_screen->format,
358                         (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?
359                 );
360         }
361
362         // Load the banners
363         NULLERROR(surf_b_variations = load_image("banners/variations.png"));
364         NULLERROR(surf_b_on = load_image("banners/on.png"));
365         NULLERROR(surf_b_rockdodger = load_image("banners/rockdodger.png"));
366
367         NULLERROR(surf_b_game = load_image("banners/game.png"));
368         NULLERROR(surf_b_over = load_image("banners/over.png"));
369
370         // Load the spaceship graphic.
371         load_sprite(SPRITE(&ship), "sprites/ship.png");
372
373         // Load the life indicator (small ship) graphic.
374         NULLERROR(surf_life = load_image("indicators/life.png"));
375
376         // Load the font image
377         s = add_data_path(BIG_FONT_FILE);
378         if(s) {
379                 NULLERROR(surf_font_big = IMG_Load(s));
380                 free(s);
381                 g_font = SFont_InitFont(surf_font_big);
382         }
383
384         init_engine_dots();
385         init_dust();
386
387         init_rocks();
388
389         // Remove the mouse cursor
390 #ifdef SDL_DISABLE
391         SDL_ShowCursor(SDL_DISABLE);
392 #endif
393
394         return 0;
395 }
396
397 int
398 draw() {
399         int i;
400         SDL_Rect dest;
401         int bang, x;
402         char *text;
403         float fadegame,fadeover;
404
405         bang = 0;
406
407         // Draw a fully black background
408         SDL_FillRect(surf_screen,NULL,0);
409
410         // Draw the background dots
411         drawdots(surf_screen);
412
413         // Draw ship
414         if(state == GAMEPLAY ) {
415                 dest.x = ship.x;
416                 dest.y = ship.y;
417                 SDL_BlitSurface(ship.image,NULL,surf_screen,&dest);
418         }
419
420         draw_rocks();
421
422         // Draw the life indicators.
423         if(state == GAMEPLAY || state == DEAD_PAUSE || state == GAME_OVER) {
424                 for(i = 0; i<ship.lives-1; i++) {
425                         dest.x = (i + 1)*(surf_life->w + 10);
426                         dest.y = 20;
427                         SDL_BlitSurface(surf_life, NULL, surf_screen, &dest);
428                 }
429         }
430
431         // Draw the score
432         snprintscore_line(topline, 50, score);
433         SFont_Write(surf_screen, g_font, XSIZE-250, 0, topline);
434
435         // If it's game over, show the game over graphic in the dead centre
436         switch (state) {
437                 case GAME_OVER:
438                         if(fadetimer<3.0/faderate) {
439                                 fadegame = fadetimer/(3.0/faderate);
440                         } else {
441                                 fadegame = 1.0;
442                         }
443
444                         if(fadetimer<3.0/faderate) {
445                                 fadeover = 0.0;
446                         } else if(fadetimer<6.0/faderate) {
447                                 fadeover = ((3.0/faderate)-fadetimer)/(6.0/faderate);
448                         } else {
449                                 fadeover = 1.0;
450                         }
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)(fadegame*(200 + 55*cos(fadetimer += t_frame/1.0))));
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)(fadeover*(200 + 55*sin(fadetimer))));
460                         SDL_BlitSurface(surf_b_over,NULL,surf_screen,&dest);
461                 break;
462
463                 case TITLE_PAGE:
464
465                         dest.x = (XSIZE-surf_b_variations->w)/2 + cos(fadetimer/6.5)*10;
466                         dest.y = (YSIZE/2-surf_b_variations->h)/2 + sin(fadetimer/5.0)*10;
467                         SDL_SetAlpha(surf_b_variations, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer += t_frame/2.0)));
468                         SDL_BlitSurface(surf_b_variations,NULL,surf_screen,&dest);
469
470                         dest.x = (XSIZE-surf_b_on->w)/2 + cos((fadetimer + 1.0)/6.5)*10;
471                         dest.y = (YSIZE/2-surf_b_on->h)/2 + surf_b_variations->h + 20 + sin((fadetimer + 1.0)/5.0)*10;
472                         SDL_SetAlpha(surf_b_on, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer-1.0)));
473                         SDL_BlitSurface(surf_b_on,NULL,surf_screen,&dest);
474
475                         dest.x = (XSIZE-surf_b_rockdodger->w)/2 + cos((fadetimer + 2.0)/6.5)*10;
476                         dest.y = (YSIZE/2-surf_b_rockdodger->h)/2 + surf_b_variations->h + surf_b_on->h + 40 + sin((fadetimer + 2.0)/5)*10;
477                         SDL_SetAlpha(surf_b_rockdodger, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer-2.0)));
478                         SDL_BlitSurface(surf_b_rockdodger,NULL,surf_screen,&dest);
479
480                         text = "Version " VERSION;
481                         x = (XSIZE-SFont_TextWidth(g_font,text))/2 + sin(fadetimer/4.5)*10;
482                         SFont_Write(surf_screen,g_font,x,YSIZE-50 + sin(fadetimer/2)*5,text);
483
484                         text = sequence[(int)(fadetimer/40)%NSEQUENCE];
485                         //text = "Press SPACE to start!";
486                         x = (XSIZE-SFont_TextWidth(g_font,text))/2 + cos(fadetimer/4.5)*10;
487                         SFont_Write(surf_screen,g_font,x,YSIZE-100 + cos(fadetimer/3)*5,text);
488                 break;
489
490                 case HIGH_SCORE_ENTRY:
491                         play_tune(TUNE_HIGH_SCORE_ENTRY);
492                         if(!process_score_input()) {  // done inputting name
493
494                                 // Change state to briefly show high scores page
495                                 state = HIGH_SCORE_DISPLAY;
496                                 state_timeout = 200;
497
498                                 // Write the high score table to the file
499                                 write_high_score_table();
500                 
501                                 play_tune(TUNE_TITLE_PAGE);
502                         }
503                 // FALL THROUGH TO
504                 case HIGH_SCORE_DISPLAY:
505                         // Display de list o high scores mon.
506                         display_scores(surf_screen, 150,50);
507                         break;
508                 case GAMEPLAY:
509                 case DEAD_PAUSE:
510                         ; // no action necessary
511         }
512
513         if(state == GAMEPLAY) {
514                 bang = hit_rocks(SPRITE(&ship));
515         }
516
517         ms_frame = SDL_GetTicks() - ms_end;
518         ms_end += ms_frame;
519         if(ms_frame>200 || ms_frame<0) {
520                 // We won't run at all below 5 frames per second.
521                 // This also happens if we were paused, grr.
522                 t_frame = 0;
523                 ms_frame = 0;
524         } else {
525                 t_frame = opt_gamespeed * ms_frame / 50;
526                 if(state == GAMEPLAY) score += ms_frame;
527         }
528
529         // Update the surface
530         SDL_Flip(surf_screen);
531
532
533         return bang;
534 }
535
536 int
537 gameloop() {
538         Uint8 *keystate = SDL_GetKeyState(NULL);
539         float tmp;
540
541
542         for(;;) {
543                 if(!paused) {
544                         // Count down the game loop timer, and change state when it gets to zero or less;
545
546                         if((state_timeout -= t_frame*3) < 0) {
547                                 switch(state) {
548                                         case DEAD_PAUSE:
549                                                 // Create a new ship and start all over again
550                                                 state = GAMEPLAY;
551                                                 play_tune(TUNE_GAMEPLAY);
552                                                 break;
553                                         case GAME_OVER:
554                                                 if(new_high_score(score)) {
555                                                         SDL_Event e;
556                                                         state = HIGH_SCORE_ENTRY;
557                                                         state_timeout = 5.0e6;
558                                                         SDL_EnableUNICODE(1);
559                                                         while(SDL_PollEvent(&e))
560                                                                 ;
561                                                 } else if(!keystate[SDLK_SPACE]) {
562                                                         state = HIGH_SCORE_DISPLAY;
563                                                         state_timeout = 400;
564                                                 }
565                                                 break;
566                                         case HIGH_SCORE_DISPLAY:
567                                                 state = TITLE_PAGE;
568                                                 state_timeout = 500.0;
569                                                 break;
570                                         case HIGH_SCORE_ENTRY:
571                                                 break;
572                                         case TITLE_PAGE:
573                                                 state = HIGH_SCORE_DISPLAY;
574                                                 state_timeout = 200.0;
575                                                 break;
576                                         case GAMEPLAY:
577                                                 ; // no action necessary
578                                 }
579                         } else {
580                                 if(state == DEAD_PAUSE) {
581                                         float blast_radius;
582                                         int fixonly;
583
584                                         if(state_timeout < DEAD_PAUSE_LENGTH - 20.0) {
585                                                 blast_radius = BLAST_RADIUS * 1.3;
586                                                 fixonly = 1;
587                                         } else {
588                                                 blast_radius = BLAST_RADIUS * (DEAD_PAUSE_LENGTH - state_timeout) / 20.0;
589                                                 fixonly = 0;
590                                         }
591                                         blast_rocks(bangx, bangy, blast_radius, fixonly);
592
593                                         if(bangx < 60) bangx = 60;
594                                 }
595                         }
596
597                         new_rocks();
598
599                         // SCROLLING
600                         tmp = (ship.y+ship.dy*t_frame-YSCROLLTO)/25 + (ship.dy-screendy);
601                         screendy += tmp * t_frame/12;
602                         tmp = (ship.x+ship.dx*t_frame-XSCROLLTO)/25 + (ship.dx-screendx);
603                         screendx += tmp * t_frame/12;
604                         // taper off so we don't hit the barrier abruptly.
605                         // (if we would hit in < 2 seconds, adjust to 2 seconds).
606                         if(back_dist + (screendx - SCREENDXMIN)*TO_TICKS(2) < 0) {
607                                 screendx = SCREENDXMIN - (back_dist/TO_TICKS(2));
608                         }
609
610                         back_dist += (screendx - SCREENDXMIN)*t_frame;
611                         if(opt_max_lead >= 0) back_dist = min(back_dist, opt_max_lead);
612
613                         xscroll = screendx * t_frame;
614                         yscroll = screendy * t_frame;
615
616                         ship.x += ship.dx*t_frame - xscroll;
617                         ship.y += ship.dy*t_frame - yscroll;
618
619                         // move bang center
620                         bangx += bangdx*t_frame - xscroll;
621                         bangy += bangdy*t_frame - yscroll;
622
623                         move_rocks();
624
625
626                         // BOUNCE X
627                         if(ship.x<0 || ship.x>XSIZE-ship.image->w) {
628                                 // BOUNCE from left and right wall
629                                 ship.x -= (ship.dx-screendx)*t_frame;
630                                 ship.dx = screendx - (ship.dx-screendx)*opt_bounciness;
631                         }
632
633                         // BOUNCE Y
634                         if(ship.y<0 || ship.y>YSIZE-ship.image->h) {
635                                 // BOUNCE from top and bottom wall
636                                 ship.y -= (ship.dy-screendy)*t_frame;
637                                 ship.dy = screendy - (ship.dy-screendy)*opt_bounciness;
638                         }
639
640
641                         if(draw() && state == GAMEPLAY) {
642                                 // Died
643                                 play_sound(SOUND_BANG); // Play the explosion sound
644                                 bangx = ship.x; bangy = ship.y; bangdx = ship.dx; bangdy = ship.dy;
645                                         new_bang_dots(ship.x,ship.y,ship.dx,ship.dy,ship.image);
646                                         ship.dx *= 0.5; ship.dy *= 0.5;
647                                 if(ship.dx < SCREENDXMIN) ship.dx = SCREENDXMIN;
648                                 if(--ship.lives <= 0) {
649                                         state = GAME_OVER;
650                                         ship.dx = SCREENDXMIN; ship.dy = 0;
651                                         state_timeout = 200.0;
652                                         fadetimer = 0.0;
653                                         faderate = t_frame;
654                                 }
655                                 else {
656                                         state = DEAD_PAUSE;
657                                         state_timeout = DEAD_PAUSE_LENGTH;
658                                 }
659                         }
660
661                         SDL_PumpEvents();
662                         keystate = SDL_GetKeyState(NULL);
663
664                         // new game
665                         if(keystate[SDLK_SPACE] && (state == HIGH_SCORE_DISPLAY || state == TITLE_PAGE)) {
666
667                                 reset_rocks();
668
669                                 ship.lives = 4;
670                                 score = 0;
671
672                                 state = GAMEPLAY;
673                                 play_tune(TUNE_GAMEPLAY);
674
675                                 ship.x = XSIZE/2.2; ship.y = YSIZE/2;
676                                 ship.dx = screendx; ship.dy = screendy;
677                         }
678
679                         ship.jets = 0;
680                 } else {
681                         SDL_PumpEvents();
682                         keystate = SDL_GetKeyState(NULL);
683                 }
684
685                 if(state == GAMEPLAY) {
686                         if(!paused) {
687                                 if(keystate[SDLK_LEFT]  | keystate[SDLK_h]) { ship.dx -= 1.5*t_frame; ship.jets |= 1<<0;}
688                                 if(keystate[SDLK_DOWN]  | keystate[SDLK_t]) { ship.dy += 1.5*t_frame; ship.jets |= 1<<1;}
689                                 if(keystate[SDLK_RIGHT] | keystate[SDLK_n]) { ship.dx += 1.5*t_frame; ship.jets |= 1<<2;}
690                                 if(keystate[SDLK_UP]    | keystate[SDLK_c]) { ship.dy -= 1.5*t_frame; ship.jets |= 1<<3;}
691                                 if(keystate[SDLK_3])            { SDL_SaveBMP(surf_screen, "snapshot.bmp"); }
692                         }
693
694                         if(keystate[SDLK_p] | keystate[SDLK_s]) {
695                                 if(!pausedown) {
696                                         paused = !paused;
697                                         pausedown = 1;
698                                 }
699                         } else {
700                                 pausedown = 0;
701                         }
702                 } else if(state == GAME_OVER) {
703                         if(keystate[SDLK_SPACE]) {
704                                 state_timeout = -1;
705                         }
706                 }
707
708                 if(state != HIGH_SCORE_ENTRY && (keystate[SDLK_q] || keystate[SDLK_ESCAPE])) {
709                         return 0;
710                 }
711
712         }
713 }
714
715 int
716 main(int argc, char **argv) {
717         init_opts();
718         argp_parse(&argp, argc, argv, 0, 0, 0);
719
720         if(init()) {
721                 printf ("ta: '%s'\n",initerror);
722                 return 1;
723         }
724
725         gameloop();
726
727         return 0;
728 }