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