1 /* Variations on RockDodger
2 * Space Rocks copyright (C) 2001 Paul Holt <pad@pcholt.com>
4 * Project fork 2004, Jason Woofenden and Joshua Grams.
5 * (a whole bunch of modifications and project rename)
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.
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.
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
34 #include <SDL/SDL_image.h>
43 #define CONDERROR(a) if((a)) {initerror = strdup(SDL_GetError());return 1;}
44 #define NULLERROR(a) CONDERROR((a) == NULL)
46 // ************************************* STRUCTS
48 // Array of black pixel coordinates. This is scanned
49 // every frame to see if it's still black, and as
50 // soon as it isn't we BLOW UP
53 int dead; // has been blown out of the way
54 // to make room for a new ship appearing.
59 struct black_point_struct {
63 // Bang dots have the same colour as shield dots.
64 // Bang dots get darker as they age.
65 // Some are coloured the same as the ex-ship.
67 Uint16 c; // when zero, use heatcolor[bangdotlife]
68 float life; // When reduced to 0, set active = 0
70 float decay;// Amount by which to reduce life each time dot is drawn
73 // Engine dots stream out the back of the ship, getting darker as they go.
76 // The life of an engine dot
77 // is a number starting at between 0 and 50 and counting backward.
78 float life; // When reduced to 0, set active = 0
81 // Space dots are harmless background items
82 // All are active. When one falls off the edge, another is created at the start.
87 // ************************************* VARS
88 // SDL_Surface global variables
90 *surf_screen, // Screen
91 *surf_b_variations, // "variations" banner
92 *surf_b_on, // "on" banner
93 *surf_b_rockdodger, // "rockdodger" banner
94 *surf_b_game, // Title element "game"
95 *surf_b_over, // Title element "over"
96 *surf_ship, // Spaceship element
97 *surf_life, // Indicator of number of ships remaining
98 *surf_rock[NROCKS], // THE ROCKS
99 *surf_font_big; // The big font
101 struct shape rock_shapes[NROCKS];
105 // Structure global variables
106 struct enginedots edot[MAXENGINEDOTS], *dotptr = edot;
107 struct rock_struct rock[MAXROCKS], *rockptr = rock;
108 struct black_point_struct black_point[MAXBLACKPOINTS], *blackptr = black_point;
109 struct bangdots bdot[MAXBANGDOTS], *bdotptr = bdot;
110 struct spacedot sdot[MAXSPACEDOTS];
112 // Other global variables
114 char *initerror = "";
116 float shipx,shipy = 240.0; // X position, 0..XSIZE
117 float shipdx,shipdy; // Change in X position per tick.
118 float rockrate,rockspeed;
119 float movementrate; // this controls the speed of everything that moves.
123 int nships,score,initticks,ticks_since_last, last_ticks;
127 int sound_flag = 1, music_flag = 0;
128 int tail_plume = 0; // display big engine at the back?
129 int friction = 0; // should there be friction?
130 float fadetimer = 0, faderate;
132 int pausedown = 0, paused = 0;
134 // bangdot start (bd1) and end (bd2) position:
135 int bd1 = 0, bd2 = 0;
145 enum states state = TITLE_PAGE;
146 float state_timeout = 600.0;
150 "Press SPACE to start",
151 "http://qualdan.com/vor/"
154 int bangdotlife, nbangdots;
155 Uint16 heatcolor[W*3];
159 extern int optind, opterr, optopt;
161 float dist_sq(float x1, float y1, float x2, float y2)
163 return (x2-x1)*(x2-x1) + (y2-y1)*(y2-y1);
166 // ************************************* FUNCS
170 return (float)random()/(float)RAND_MAX;
176 for(i = 0; i<MAXENGINEDOTS; i++) {
184 for(i = 0; i<MAXSPACEDOTS; i++) {
187 sdot[i].x = rnd()*(XSIZE-5);
188 sdot[i].y = rnd()*(YSIZE-5);
194 intensity = (int)(r*180 + 70);
195 sdot[i].color = SDL_MapRGB(surf_screen->format,intensity,intensity,intensity);
201 makebangdots(int xbang, int ybang, int dx, int dy, SDL_Surface *s, int power) {
203 // TODO - stop generating dots after a certain amount of time has passed, to cope with slower CPUs.
204 // TODO - generate and display dots in a circular buffer
211 begin_generate = SDL_GetTicks();
214 rawpixel = (Uint16 *) s->pixels;
216 //for(n = 0; n <= power/2; n++) {
220 for(x = 0; x<s->w; x++) {
221 for(y = 0; y<s->h; y++) {
222 c = rawpixel[s->pitch/2*y + x];
223 if(c && c != s->format->colorkey) {
225 theta = rnd()*M_PI*2;
229 bdot[bd2].dx = (power/50.0)*45.0*cos(theta)*r + dx;
230 bdot[bd2].dy = (power/50.0)*45.0*sin(theta)*r + dy;
231 bdot[bd2].x = x + xbang;
232 bdot[bd2].y = y + ybang;
234 // Replace the last few bang dots with the pixels from the exploding object
235 bdot[bd2].c = (endcount>0)?c:0;
236 bdot[bd2].life = 100;
237 bdot[bd2].decay = rnd()*3 + 1;
238 bdot[bd2].active = 1;
243 // If the circular buffer is filled, who cares? They've had their chance.
244 //if(bd2 == bd1-1) goto exitloop;
250 if(SDL_GetTicks() - begin_generate > 7) endcount++;
253 SDL_UnlockSurface(s);
258 draw_bang_dots(SDL_Surface *s) {
262 rawpixel = (Uint16 *) s->pixels;
266 for(i = bd1; (bd1 <= bd2)?(i<bd2):(i >= bd1 && i < bd2); last_i = ++i) {
270 if(bdot[i].x <= 0 || bdot[i].x >= XSIZE || bdot[i].y <= 0 || bdot[i].y >= YSIZE) {
271 // If the dot has drifted outside the perimeter, kill it
279 rawpixel[(int)(s->pitch/2*(int)(bdot[i].y)) + (int)(bdot[i].x)] = bdot[i].c ? bdot[i].c : heatcolor[(int)(bdot[i].life*3)];
280 bdot[i].life -= bdot[i].decay;
281 bdot[i].x += bdot[i].dx*movementrate;
282 bdot[i].y += bdot[i].dy*movementrate + yscroll;
302 draw_space_dots(SDL_Surface *s) {
305 rawpixel = (Uint16 *) s->pixels;
307 for(i = 0; i<MAXSPACEDOTS; i++) {
311 rawpixel[(int)(s->pitch/2*(int)sdot[i].y) + (int)(sdot[i].x)] = sdot[i].color;
312 sdot[i].x += sdot[i].dx*movementrate;
313 sdot[i].y += yscroll;
314 if(sdot[i].y > YSIZE) {
316 } else if(sdot[i].y < 0) {
326 draw_engine_dots(SDL_Surface *s) {
329 rawpixel = (Uint16 *) s->pixels;
331 for(i = 0; i<MAXENGINEDOTS; i++) {
333 edot[i].x += edot[i].dx*movementrate;
334 edot[i].y += edot[i].dy*movementrate + yscroll;
335 if((edot[i].life -= movementrate*3)<0 || edot[i].y<0 || edot[i].y>YSIZE) {
337 } else if(edot[i].x<0 || edot[i].x>XSIZE) {
341 heatindex = edot[i].life * 6;
342 //rawpixel[(int)(s->pitch/2*(int)(edot[i].y)) + (int)(edot[i].x)] = lifecolor[(int)(edot[i].life)];
343 rawpixel[(int)(s->pitch/2*(int)(edot[i].y)) + (int)(edot[i].x)] = heatindex>3*W ? heatcolor[3*W-1] : heatcolor[heatindex];
350 create_engine_dots(int newdots) {
352 double theta,r,dx,dy;
354 if(!tail_plume) return;
356 if(state == GAMEPLAY) {
357 for(i = 0; i<newdots*movementrate; i++) {
358 if(dotptr->active == 0) {
359 theta = rnd()*M_PI*2;
365 dotptr->x = shipx + surf_ship->w/2-14;
366 dotptr->y = shipy + surf_ship->h/2 + (rnd()-0.5)*5-1;
367 dotptr->dx = 10*(dx-1.5) + shipdx;
368 dotptr->dy = 1*dy + shipdy;
369 dotptr->life = 45 + rnd(1)*5;
372 if(dotptr-edot >= MAXENGINEDOTS) {
381 create_engine_dots2(int newdots, int m) {
383 double theta, theta2, dx, dy, adx, ady;
385 // Don't create fresh engine dots when
386 // the game is not being played and a demo is not beng shown
387 if(state != GAMEPLAY) return;
389 for(i = 0; i<newdots; i++) {
390 if(dotptr->active == 0) {
391 theta = rnd()*M_PI*2;
392 theta2 = rnd()*M_PI*2;
394 dx = cos(theta) * fabs(cos(theta2));
395 dy = sin(theta) * fabs(cos(theta2));
401 dotptr->x = shipx + surf_ship->w/2 + (rnd()-0.5)*3;
402 dotptr->y = shipy + surf_ship->h/2 + (rnd()-0.5)*3;
407 dotptr->dx = -20*adx + shipdx;
408 dotptr->dy = 2*dy + shipdy;
409 dotptr->life = 60 * adx;
412 dotptr->dx = 2*dx + shipdx;
413 dotptr->dy = -20*ady + shipdy;
414 dotptr->life = 60 * ady;
418 dotptr->dx = 20*adx + shipdx;
419 dotptr->dy = 2*dy + shipdy;
420 dotptr->life = 60 * adx;
423 dotptr->dx = 2*dx + shipdx;
424 dotptr->dy = 20*ady + shipdy;
425 dotptr->life = 60 * ady;
429 if(dotptr-edot >= MAXENGINEDOTS) {
437 drawdots(SDL_Surface *s) {
441 // Draw the background stars aka space dots
444 // Draw the score when playing the game or whn the game is freshly over
445 if(1 || state == GAMEPLAY || state == DEAD_PAUSE || state == GAME_OVER ) {
446 SDL_UnlockSurface(s);
448 snprintscore_line(topline, 50, score);
449 SFont_Write(s,g_font,XSIZE-250,0,topline);
454 // Draw all the engine dots
457 // Create more engine dots comin out da back
458 if(!gameover) create_engine_dots(200);
460 // Create engine dots out the side we're moving from
461 for(m = 0; m<4; m++) {
462 if(maneuver & 1<<m) { // 'maneuver' is a bit field
463 create_engine_dots2(80,m);
467 // Draw all outstanding bang dots
468 //if(bangdotlife-- > 0)
471 SDL_UnlockSurface(s);
474 char a[MAX_PATH_LEN];
476 init(int fullscreen) {
483 // Where are our data files?
484 if(!find_files()) exit(1);
485 read_high_score_table();
488 // Initialize SDL with audio and video
489 if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) != 0) {
491 printf ("Can't open sound, starting without it\n");
495 atexit(SDL_CloseAudio);
496 sound_flag = init_sound();
499 // Initialize with video only
500 CONDERROR(SDL_Init(SDL_INIT_VIDEO) != 0);
506 // Attempt to get the required video size
507 flag = SDL_DOUBLEBUF | SDL_HWSURFACE;
508 if(fullscreen) flag |= SDL_FULLSCREEN;
509 surf_screen = SDL_SetVideoMode(XSIZE,YSIZE,16,flag);
511 // Set the title bar text
512 SDL_WM_SetCaption("Variations on Rockdodger", "VoR");
514 NULLERROR(surf_screen);
516 // Set the heat color from the range 0 (cold) to 300 (blue-white)
517 for(i = 0; i<W*3; i++) {
518 heatcolor[i] = SDL_MapRGB(
520 (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?
525 NULLERROR(temp = IMG_Load(add_path("banners/variations.png")));
526 NULLERROR(surf_b_variations = SDL_DisplayFormat(temp));
528 NULLERROR(temp = IMG_Load(add_path("banners/on.png")));
529 NULLERROR(surf_b_on = SDL_DisplayFormat(temp));
531 NULLERROR(temp = IMG_Load(add_path("banners/rockdodger.png")));
532 NULLERROR(surf_b_rockdodger = SDL_DisplayFormat(temp));
534 NULLERROR(temp = IMG_Load(add_path("banners/game.png")));
535 NULLERROR(surf_b_game = SDL_DisplayFormat(temp));
537 NULLERROR(temp = IMG_Load(add_path("banners/over.png")));
538 NULLERROR(surf_b_over = SDL_DisplayFormat(temp));
540 surf_font_big = IMG_Load(add_path(BIG_FONT_FILE));
541 g_font = SFont_InitFont(surf_font_big);
543 // Load the spaceship graphic.
544 NULLERROR(temp = IMG_Load(add_path("sprites/ship.png")));
545 NULLERROR(surf_ship = SDL_DisplayFormat(temp));
547 // Load the life indicator (small ship) graphic.
548 NULLERROR(temp = IMG_Load(add_path("indicators/life.png")));
549 NULLERROR(surf_life = SDL_DisplayFormat(temp));
551 // Create the array of black points;
552 SDL_LockSurface(surf_ship);
553 raw_pixels = (Uint16 *) surf_ship->pixels;
554 for(i = 0; i<surf_ship->w; i++) {
555 for(j = 0; j<surf_ship->h; j++) {
556 if(raw_pixels[j*(surf_ship->pitch)/2 + i] == 0) {
564 SDL_UnlockSurface(surf_ship);
569 // Load all our lovely rocks
570 for(i = 0; i<NROCKS; i++) {
572 snprintf(a,MAX_PATH_LEN,add_path("sprites/rock%02d.png"),i);
573 NULLERROR(temp = IMG_Load(a));
574 NULLERROR(surf_rock[i] = SDL_DisplayFormat(temp));
575 get_shape(surf_rock[i], &rock_shapes[i]);
578 // Remove the mouse cursor
580 SDL_ShowCursor(SDL_DISABLE);
590 struct black_point_struct *p;
594 float fadegame,fadeover;
603 // Draw a fully black background
604 SDL_FillRect(surf_screen,NULL,0);
606 // Draw the background dots
607 drawdots(surf_screen);
610 if(!gameover && state == GAMEPLAY ) {
611 src.w = surf_ship->w;
612 src.h = surf_ship->h;
617 SDL_BlitSurface(surf_ship,&src,surf_screen,&dest);
620 // Draw all the rocks, in all states
621 for(i = 0; i<MAXROCKS; i++) {
624 src.w = rock[i].image->w;
625 src.h = rock[i].image->h;
628 dest.x = (int) rock[i].x;
629 dest.y = (int) rock[i].y;
632 SDL_BlitSurface(rock[i].image,&src,surf_screen,&dest);
637 // If it's game over, show the game over graphic in the dead centre
640 if(fadetimer<3.0/faderate) {
641 fadegame = fadetimer/(3.0/faderate);
646 if(fadetimer<3.0/faderate) {
648 } else if(fadetimer<6.0/faderate) {
649 fadeover = ((3.0/faderate)-fadetimer)/(6.0/faderate);
654 src.w = surf_b_game->w;
655 src.h = surf_b_game->h;
658 dest.x = (XSIZE-src.w)/2;
659 dest.y = (YSIZE-src.h)/2-40;
660 SDL_SetAlpha(surf_b_game, SDL_SRCALPHA, (int)(fadegame*(200 + 55*cos(fadetimer += movementrate/1.0))));
661 SDL_BlitSurface(surf_b_game,&src,surf_screen,&dest);
663 src.w = surf_b_over->w;
664 src.h = surf_b_over->h;
667 dest.x = (XSIZE-src.w)/2;
668 dest.y = (YSIZE-src.h)/2 + 40;
669 SDL_SetAlpha(surf_b_over, SDL_SRCALPHA, (int)(fadeover*(200 + 55*sin(fadetimer))));
670 SDL_BlitSurface(surf_b_over,&src,surf_screen,&dest);
675 src.w = surf_b_variations->w;
676 src.h = surf_b_variations->h;
679 dest.x = (XSIZE-src.w)/2 + cos(fadetimer/6.5)*10;
680 dest.y = (YSIZE/2-src.h)/2 + sin(fadetimer/5.0)*10;
681 SDL_SetAlpha(surf_b_variations, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer += movementrate/2.0)));
682 SDL_BlitSurface(surf_b_variations,&src,surf_screen,&dest);
684 src.w = surf_b_on->w;
685 src.h = surf_b_on->h;
688 dest.x = (XSIZE-src.w)/2 + cos((fadetimer + 1.0)/6.5)*10;
689 dest.y = (YSIZE/2-src.h)/2 + surf_b_variations->h + 20 + sin((fadetimer + 1.0)/5.0)*10;
690 SDL_SetAlpha(surf_b_on, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer-1.0)));
691 SDL_BlitSurface(surf_b_on,&src,surf_screen,&dest);
693 src.w = surf_b_rockdodger->w;
694 src.h = surf_b_rockdodger->h;
697 dest.x = (XSIZE-src.w)/2 + cos((fadetimer + 2.0)/6.5)*10;
698 dest.y = (YSIZE/2-src.h)/2 + surf_b_variations->h + surf_b_on->h + 40 + sin((fadetimer + 2.0)/5)*10;
699 SDL_SetAlpha(surf_b_rockdodger, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer-2.0)));
700 SDL_BlitSurface(surf_b_rockdodger,&src,surf_screen,&dest);
702 text = "Version " VERSION;
703 x = (XSIZE-SFont_TextWidth(g_font,text))/2 + sin(fadetimer/4.5)*10;
704 SFont_Write(surf_screen,g_font,x,YSIZE-50 + sin(fadetimer/2)*5,text);
706 text = sequence[(int)(fadetimer/40)%NSEQUENCE];
707 //text = "Press SPACE to start!";
708 x = (XSIZE-SFont_TextWidth(g_font,text))/2 + cos(fadetimer/4.5)*10;
709 SFont_Write(surf_screen,g_font,x,YSIZE-100 + cos(fadetimer/3)*5,text);
712 case HIGH_SCORE_ENTRY:
714 if(!process_score_input()) { // done inputting name
716 // Change state to briefly show high scores page
717 state = HIGH_SCORE_DISPLAY;
720 // Write the high score table to the file
721 write_high_score_table();
723 // Play the title page tune
727 case HIGH_SCORE_DISPLAY:
728 // Display de list o high scores mon.
729 display_scores(surf_screen, 150,50);
733 ; // no action necessary
736 if(!gameover && state == GAMEPLAY) {
737 SDL_LockSurface(surf_screen);
738 raw_pixels = (Uint16 *) surf_screen->pixels;
739 // Check that the black points on the ship are
740 // still black, and not covered up by rocks.
741 for(p = black_point; p<blackptr; p++) {
742 offset = surf_screen->pitch/2 * (p->y + (int)shipy) + p->x + (int)shipx;
743 if(raw_pixels[offset]) {
748 SDL_UnlockSurface(surf_screen);
751 // Draw all the little ships
752 if(state == GAMEPLAY || state == DEAD_PAUSE || state == GAME_OVER)
753 for(i = 0; i<nships-1; i++) {
754 src.w = surf_life->w;
755 src.h = surf_life->h;
758 dest.x = (i + 1)*(src.w + 10);
760 SDL_BlitSurface(surf_life,&src,surf_screen,&dest);
766 n = SDL_GetTicks()-initticks;
768 ticks_since_last = n-score;
772 ticks_since_last = SDL_GetTicks()-last_ticks;
773 last_ticks = SDL_GetTicks();
774 if(ticks_since_last>200 || ticks_since_last<0) {
778 movementrate = ticks_since_last/50.0;
779 if(state == GAMEPLAY) {
780 score += ticks_since_last;
784 // Update the surface
785 SDL_Flip(surf_screen);
799 // Count down the game loop timer, and change state when it gets to zero or less;
801 if((state_timeout -= movementrate*3) < 0) {
804 // Create a new ship and start all over again
810 state = HIGH_SCORE_ENTRY;
811 state_timeout = 5.0e6;
812 if(new_high_score(score)) {
814 SDL_EnableUNICODE(1);
815 while(SDL_PollEvent(&e))
818 state = HIGH_SCORE_DISPLAY;
822 case HIGH_SCORE_DISPLAY:
824 state_timeout = 500.0;
826 case HIGH_SCORE_ENTRY:
827 // state = TITLE_PAGE;
829 // state_timeout = 100.0;
832 state = HIGH_SCORE_DISPLAY;
833 state_timeout = 200.0;
836 ; // no action necessary
839 if(state == DEAD_PAUSE) {
843 if(state_timeout < DEAD_PAUSE_LENGTH - 20.0) {
844 blast_radius = BLAST_RADIUS * 1.3;
847 blast_radius = BLAST_RADIUS * (DEAD_PAUSE_LENGTH - state_timeout) / 20.0;
851 if(shipx < 60) shipx = 60;
852 for(i = 0; i<MAXROCKS; i++ ) {
854 if(rock[i].x <= 0) continue;
856 // This makes it so your explosion from dying magically doesn't leave
857 // any rocks that aren't moving much on the x axis. After the first
858 // 20 tics, only rocks that are barely moving will be pushed.
859 if(fixonly && (!rock[i].dead || rock[i].dx < -4 || rock[i].dx > 3)) {
863 dx = rock[i].x - shipx;
864 dy = rock[i].y - shipy;
866 n = sqrt(dx*dx + dy*dy);
867 if(n < blast_radius) {
869 rock[i].dx += rockrate*(dx+30)/n;
870 rock[i].dy += rockrate*dy/n;
877 if(--countdown <= 0 && (rnd()*100.0<(rockrate += 0.025))) {
880 if(rockptr-rock >= MAXROCKS) {
883 if(!rockptr->active) {
884 rockptr->x = (float)XSIZE;
885 rockptr->dx = -(rockspeed)*(1 + rnd());
886 rockptr->dy = rnd()-0.5;
887 rockptr->type_number = random() % NROCKS;
888 rockptr->image = surf_rock[rockptr->type_number];// [random()%NROCKS];
890 rockptr->y = rnd()*(YSIZE + rockptr->image->h);
892 if(movementrate>0.1) {
893 countdown = (int)(ROCKRATE/movementrate);
901 shipdx *= pow((double)0.9,(double)movementrate);
902 shipdy *= pow((double)0.9,(double)movementrate);
903 // if(abs(shipdx)<0.00001) shipdx = 0;
904 // if(abs(shipdy)<0.00001) shipdy = 0;
908 shipx += shipdx*movementrate;
909 shipy += shipdy*movementrate;
912 yscroll = shipy - (YSIZE / 2);
913 yscroll += shipdy * 25;
915 yscroll = ((scrollvel * (12 - movementrate)) + (yscroll * movementrate)) / 12;
917 yscroll = yscroll*movementrate;
920 // Move all the rocks
921 for(i = 0; i < MAXROCKS; i++) {
923 rock[i].x += rock[i].dx*movementrate;
924 rock[i].y += rock[i].dy*movementrate + yscroll;
925 if(rock[i].y > YSIZE || rock[i].y < -rock[i].image->h) {
931 rock[i].y = (YSIZE - rock[i].image->h) - rock[i].y;
932 rock[i].y += (rock[i].dy*movementrate + yscroll) * 1.01;
935 if(rock[i].x < -rock[i].image->w || rock[i].x > XSIZE) {
944 if(shipx<0 || shipx>XSIZE-surf_ship->w) {
945 // BOUNCE from left and right wall
946 shipx -= shipdx*movementrate;
951 if(shipy<0 || shipy>YSIZE-surf_ship->h) {
952 // BOUNCE from top and bottom wall
958 if(draw() && state == GAMEPLAY) {
959 // Play the explosion sound
961 makebangdots(shipx,shipy,shipdx,shipdy,surf_ship,30);
965 state_timeout = 200.0;
967 faderate = movementrate;
971 state_timeout = DEAD_PAUSE_LENGTH;
978 keystate = SDL_GetKeyState(NULL);
980 if(state != HIGH_SCORE_ENTRY && (keystate[SDLK_q] || keystate[SDLK_ESCAPE])) {
984 if(keystate[SDLK_SPACE] && (state == HIGH_SCORE_DISPLAY || state == TITLE_PAGE)) {
986 for(i = 0; i<MAXROCKS; i++ ) {
1010 keystate = SDL_GetKeyState(NULL);
1013 if(state == GAMEPLAY) {
1017 if(keystate[SDLK_UP] | keystate[SDLK_c]) { shipdy -= 1.5*movementrate; maneuver |= 1<<3;}
1018 if(keystate[SDLK_DOWN] | keystate[SDLK_t]) { shipdy += 1.5*movementrate; maneuver |= 1<<1;}
1019 if(keystate[SDLK_LEFT] | keystate[SDLK_h]) { shipdx -= 1.5*movementrate; maneuver |= 1<<2;}
1020 if(keystate[SDLK_RIGHT] | keystate[SDLK_n]) { shipdx += 1.5*movementrate; maneuver |= 1;}
1021 if(keystate[SDLK_3]) { SDL_SaveBMP(surf_screen, "snapshot.bmp"); }
1024 if(keystate[SDLK_p] | keystate[SDLK_s]) {
1038 } else if(state == GAME_OVER) {
1039 if(keystate[SDLK_SPACE]) {
1047 main(int argc, char **argv) {
1048 int i, x, fullscreen;
1056 while ((x = getopt(argc,argv,"efhmps")) >= 0) {
1061 case 'f': // fullscreen
1065 printf("Variations on RockDodger\n"
1066 " -e big tail [E]ngine\n"
1067 " -f [F]ull screen\n"
1068 " -h this [H]elp message\n"
1069 " -m enable [M]usic\n"
1070 " -p original [P]hysics (friction)\n"
1071 " -s [S]ilent (no sound)\n");
1076 case 'p': // physics
1086 if(init(fullscreen)) {
1087 printf ("ta: '%s'\n",initerror);
1091 for(i = 0; i<MAXROCKS; i++) {
1097 initticks = SDL_GetTicks();