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Changes from August-November 2006 -- detailed history was lost.
[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
30 #include "font.h"
31
32 #include "args.h"
33 #include "common.h"
34 #include "config.h"
35 #include "dust.h"
36 #include "file.h"
37 #include "globals.h"
38 #include "mt.h"
39 #include "rocks.h"
40 #include "score.h"
41 #include "sprite.h"
42 #include "sound.h"
43
44 #ifdef WIN32
45 #define SDL_SetAlpha(surf, flag, alpha)
46 #endif
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 // Structure global variables
65 struct enginedots edot[MAXENGINEDOTS], *dotptr = edot;
66 struct bangdots bdot[MAXBANGDOTS], *bdotptr = bdot;
67
68 // Other global variables
69 char topline[1024];
70 char *initerror = "";
71
72 struct ship ship = { SHIP, 0, NULL, XSIZE/2, YSIZE/2, SCREENDXMIN, 0.0 };
73           
74 float screendx = SCREENDXMIN, screendy = 0.0;
75 float back_dist;
76
77 // all movement is based on t_frame.
78 unsigned long frames, start, end;
79 float t_frame;  // length of this frame (in ticks = 1/20th second)  adjusted for gamespeed
80 int ms_frame;   // length of this frame (milliseconds)
81 int ms_end;     // end of this frame (milliseconds)
82
83 int bang = false;
84 float bangx, bangy, bangdx, bangdy;
85
86 int score;
87
88 float fadetimer = 0, faderate;
89
90 int pausedown = 0, paused = 0;
91
92 // bangdot start (bd1) and end (bd2) position:
93 int bd1 = 0, bd2 = 0;
94
95 enum states {
96         TITLE_PAGE,
97         GAMEPLAY,
98         DEAD_PAUSE,
99         GAME_OVER,
100         HIGH_SCORE_ENTRY,
101         HIGH_SCORE_DISPLAY
102 };
103 enum states state = TITLE_PAGE;
104 float state_timeout = 600.0;
105
106 #define NSEQUENCE 3
107 char *msgs[2][3] = {
108         {
109                 "Press SPACE for normal game",
110                 "Press '1' for easy game",
111                 "http://jasonwoof.org/vor"
112         },
113         {
114                 "Press SPACE for easy game",
115                 "Press '2' for normal game",
116                 "http://jasonwoof.org/vor"
117         }
118 };
119
120 int bangdotlife, nbangdots;
121 Uint16 heatcolor[W*3];
122
123 char *data_dir;
124 extern char *optarg;
125 extern int optind, opterr, optopt;
126
127 #define TO_TICKS(seconds) ((seconds)*20*opt_gamespeed)
128
129 // ************************************* FUNCS
130
131 void
132 init_engine_dots() {
133         int i;
134         for(i = 0; i<MAXENGINEDOTS; i++) {
135                 edot[i].active = 0;
136         }
137 }
138
139 void
140 new_bang_dots(int xbang, int ybang, int dx, int dy, SDL_Surface *s)
141 {
142         int i, n, x, y;
143         uint16_t *pixel, c;
144         uint32_t colorkey;
145         int row_inc;
146         double theta, r;
147
148         n = 20;
149         pixel = s->pixels;
150         row_inc = s->pitch/sizeof(uint16_t) - s->w;
151         colorkey = s->format->colorkey;
152
153         if(SDL_MUSTLOCK(s)) { SDL_LockSurface(s); }
154
155         for(i=0; i<n; i++) {
156                 pixel = s->pixels;
157                 for(y=0; y<s->h; y++) {
158                         for(x = 0; x<s->w; x++) {
159                                 c = *pixel++;
160                                 if(c && c != colorkey) {
161                                         theta = frnd()*M_PI*2;
162                                         r = frnd(); r = 1 - r*r;
163
164                                         bdot[bd2].dx = 45*r*cos(theta) + dx;
165                                         bdot[bd2].dy = 45*r*sin(theta) + dy;
166                                         bdot[bd2].x = x + xbang;
167                                         bdot[bd2].y = y + ybang;
168                                         //bdot[bd2].c = (i < n-3) ? 0 : c;
169                                         bdot[bd2].life = frnd() * 99;
170                                         bdot[bd2].decay = frnd()*3 + 1;
171                                         bdot[bd2].active = 1;
172
173                                         bd2 = (bd2+1) % MAXBANGDOTS;
174                                 }
175                                 pixel += row_inc;
176                         }
177                 }
178         }
179
180         if(SDL_MUSTLOCK(s)) { SDL_UnlockSurface(s); }
181 }
182
183 void
184 move_bang_dots(float ticks)
185 {
186         int i;
187         Sprite *hit;
188
189         for(i=0; i<MAXBANGDOTS; i++) {
190                 if(!bdot[i].active) continue;
191
192                 // decrement life and maybe kill
193                 bdot[i].life -= bdot[i].decay * ticks/2.0;
194                 if(bdot[i].life < 0) { bdot[i].active = 0; continue; }
195                 
196                 // move and clip
197                 bdot[i].x += (bdot[i].dx - screendx)*ticks;
198                 bdot[i].y += (bdot[i].dy - screendy)*ticks;
199                 if(bdot[i].x < 0 || bdot[i].x >= (XSIZE - 0.000001) || bdot[i].y < 0 || bdot[i].y >= (YSIZE - 0.000001)) {
200                         bdot[i].active = 0;
201                         continue;
202                 }
203
204                 // check collisions
205                 if((hit = pixel_collides(bdot[i].x, bdot[i].y))) {
206                         if(hit->type != SHIP) { // they shouldn't hit the ship, but they do
207                                 bdot[i].active = 0;
208                                 hit->dx += ENGINE_DOT_WEIGHT * bdot[i].life * bdot[i].dx / sprite_mass(hit);
209                                 hit->dy += ENGINE_DOT_WEIGHT * bdot[i].life * bdot[i].dy / sprite_mass(hit);
210                                 continue;
211                         }
212                 }
213         }
214 }
215
216
217 void
218 draw_bang_dots(SDL_Surface *s)
219 {
220         int i;
221         uint16_t *pixels, *pixel, c;
222         int row_inc = s->pitch/sizeof(uint16_t);
223
224         pixels = (uint16_t *) s->pixels;
225
226         for(i=0; i<MAXBANGDOTS; i++) {
227                 if(!bdot[i].active) continue;
228
229                 pixel = pixels + row_inc*(int)(bdot[i].y) + (int)(bdot[i].x);
230                 if(bdot[i].c) c = bdot[i].c; else c = heatcolor[(int)(bdot[i].life)*3];
231                 *pixel = c;
232         }
233 }
234
235
236 void
237 new_engine_dots(float time_span) {
238         int dir, i;
239         int n = time_span * ENGINE_DOTS_PER_TIC;
240         float a, r;  // angle, random length
241         float dx, dy;
242         float hx, hy; // half ship width/height.
243         static const int s[4] = { 2, 1, 0, 1 };
244         float time;
245         float accelh, accelv, past_ship_dx, past_ship_dy;
246
247         hx = ship.image->w / 2;
248         hy = ship.image->h / 2;
249
250         for(dir=0; dir<4; dir++) {
251                 if(!(ship.jets & 1<<dir)) continue;
252
253                 for(i = 0; i<n; i++) {
254                         if(dotptr->active == 0) {
255                                 a = frnd()*M_PI + (dir-1)*M_PI_2;
256                                 r = sin(frnd()*M_PI);
257                                 dx = r * cos(a);
258                                 dy = r * -sin(a);  // screen y is "backwards".
259
260                                 dotptr->active = 1;
261
262                                 // dot was created at a random time during the time span
263                                 time = frnd() * time_span; // this is how long ago
264
265                                 // calculate how fast the ship was going when this engine dot was
266                                 // created (as if it had a smooth acceleration). This is used in
267                                 // determining the velocity of the dots, but not their starting
268                                 // location.
269                                 accelh = ((ship.jets >> 2) & 1) - (ship.jets & 1);
270                                 accelh *= THRUSTER_STRENGTH * time;
271                                 past_ship_dx = ship.dx - accelh;
272                                 accelv = ((ship.jets >> 1) & 1) - ((ship.jets >> 3) & 1);
273                                 accelv *= THRUSTER_STRENGTH * time;
274                                 past_ship_dy = ship.dy - accelv;
275
276                                 // the starting position (not speed) of the dot is calculated as
277                                 // though the ship were traveling at a constant speed for this
278                                 // time_span.
279                                 dotptr->x = (ship.x - (ship.dx - screendx) * time) + s[dir]*hx;
280                                 dotptr->y = (ship.y - (ship.dy - screendy) * time) + s[(dir+1)&3]*hy;
281                                 if(dir&1) {
282                                         dotptr->dx = past_ship_dx + 2*dx;
283                                         dotptr->dy = past_ship_dy + 20*dy;
284                                         dotptr->life = 60 * fabs(dy);
285                                 } else {
286                                         dotptr->dx = past_ship_dx + 20*dx;
287                                         dotptr->dy = past_ship_dy + 2*dy;
288                                         dotptr->life = 60 * fabs(dx);
289                                 }
290
291                                 // move the dot as though it were created in the past
292                                 dotptr->x += (dotptr->dx - screendx) * time;
293                                 dotptr->y += (dotptr->dy - screendy) * time;
294
295                                 if(dotptr - edot < MAXENGINEDOTS-1) dotptr++;
296                                 else dotptr = edot;
297                         }
298                 }
299         }
300 }
301
302 void
303 move_engine_dots(float ticks) {
304         int i;
305         Sprite *hit;
306
307         for(i = 0; i<MAXENGINEDOTS; i++) {
308                 if(!edot[i].active) continue;
309
310                 edot[i].x += (edot[i].dx - screendx)*ticks;
311                 edot[i].y += (edot[i].dy - screendy)*ticks;
312                 edot[i].life -= t_frame*3;
313                 if(edot[i].life < 0 || edot[i].x<0 || edot[i].x >= (XSIZE - 0.000001) || edot[i].y < 0 || edot[i].y >= (YSIZE - 0.000001)) {
314                         edot[i].active = 0;
315                         continue;
316                 }
317
318                 // check collisions
319                 if((hit = pixel_collides(edot[i].x, edot[i].y))) {
320                         if(hit->type != SHIP) { // they shouldn't hit the ship, but they do
321                                 edot[i].active = 0;
322                                 hit->dx += ENGINE_DOT_WEIGHT * edot[i].life * edot[i].dx / sprite_mass(hit);
323                                 hit->dy += ENGINE_DOT_WEIGHT * edot[i].life * edot[i].dy / sprite_mass(hit);
324                                 continue;
325                         }
326                 }
327         }
328 }
329
330 void
331 draw_engine_dots(SDL_Surface *s) {
332         int i;
333         uint16_t c;
334         uint16_t *pixels = (uint16_t *) s->pixels;
335         int row_inc = s->pitch/sizeof(uint16_t);
336         int heatindex;
337
338         for(i = 0; i<MAXENGINEDOTS; i++) {
339                 if(!edot[i].active) continue;
340
341                 heatindex = edot[i].life * 6;
342                 c = heatindex>3*W ? heatcolor[3*W-1] : heatcolor[heatindex];
343                 pixels[row_inc*(int)(edot[i].y) + (int)(edot[i].x)] = c;
344         }
345 }
346
347 void
348 draw_dots(SDL_Surface *s) {
349         if(SDL_MUSTLOCK(s)) { SDL_LockSurface(s); }
350         draw_dust(s);
351         draw_engine_dots(s);
352         draw_bang_dots(s);
353         if(SDL_MUSTLOCK(s)) { SDL_UnlockSurface(s); }
354 }
355
356 SDL_Surface *
357 load_image(char *filename)
358 {
359         SDL_Surface *tmp, *img = NULL;
360         char *s = add_data_path(filename);
361         if(s) {
362                 tmp = IMG_Load(s);
363                 free(s);
364                 if(tmp) {
365                         img = SDL_DisplayFormat(tmp);
366                         SDL_FreeSurface(tmp);
367                 }
368         }
369         return img;
370 }
371
372 void
373 load_ship(void)
374 {
375         load_sprite(SPRITE(&ship), "ship.png");
376 }
377
378 void font_cleanup() {
379         font_free(g_font);
380 }
381
382 int
383 init(void) {
384
385         int i;
386         char *s;
387         Uint32 flag;
388
389         // Where are our data files?
390         if(!find_files()) exit(1);
391         read_high_score_table();
392
393         if(opt_sound) {
394                 // Initialize SDL with audio and video
395                 if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) != 0) {
396                         opt_sound = 0;
397                         fputs("Can't open sound, starting without it\n", stderr);
398                         atexit(SDL_Quit);
399                 } else {
400                         atexit(SDL_Quit);
401                         atexit(SDL_CloseAudio);
402                         opt_sound = init_sound();
403                 }
404         } else {
405                 // Initialize with video only
406                 CONDERROR(SDL_Init(SDL_INIT_VIDEO) != 0);
407                 atexit(SDL_Quit);
408         }
409
410         play_tune(TUNE_TITLE_PAGE);
411
412         // Attempt to get the required video size
413         flag = SDL_DOUBLEBUF | SDL_HWSURFACE;
414         if(opt_fullscreen) flag |= SDL_FULLSCREEN;
415         surf_screen = SDL_SetVideoMode(XSIZE,YSIZE,16,flag);
416
417         // Set the title bar text
418         SDL_WM_SetCaption("Variations on Rockdodger", "VoR");
419
420         NULLERROR(surf_screen);
421
422         // Set the heat color from the range 0 (cold) to 300 (blue-white)
423         for(i = 0; i<W*3; i++) {
424                 heatcolor[i] = SDL_MapRGB(
425                         surf_screen->format,
426                         (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?
427                 );
428         }
429
430         // Load the banners
431         NULLERROR(surf_b_variations = load_image("b_variations.png"));
432         NULLERROR(surf_b_on = load_image("b_on.png"));
433         NULLERROR(surf_b_rockdodger = load_image("b_rockdodger.png"));
434
435         NULLERROR(surf_b_game = load_image("b_game.png"));
436         NULLERROR(surf_b_over = load_image("b_over.png"));
437
438         // Load the life indicator (small ship) graphic.
439         NULLERROR(surf_life = load_image("life.png"));
440
441         // Load the font image
442         s = add_data_path("font.png");
443         if(s) {
444                 g_font = font_load(s);
445                 atexit(&font_cleanup);
446         } else {
447                 fprintf(stderr, "could create path to font\n");
448                 exit(1);
449         }
450
451         init_engine_dots();
452         init_dust();
453
454         init_sprites();
455         add_sprite(SPRITE(&ship));
456
457         // Remove the mouse cursor
458 #ifdef SDL_DISABLE
459         SDL_ShowCursor(SDL_DISABLE);
460 #endif
461
462         return 0;
463 }
464
465 void
466 show_lives(void)
467 {
468         int i;
469         SDL_Rect dest;
470
471         for(i=0; i<ship.lives-1; i++) {
472                 dest.x = (i + 1)*(surf_life->w + 10);
473                 dest.y = 20;
474                 SDL_BlitSurface(surf_life, NULL, surf_screen, &dest);
475         }
476 }
477
478 void
479 draw_game_over(void)
480 {
481         int x;
482         char *text0, *text1;
483         SDL_Rect dest;
484         float a_game = 0, a_over = 0;
485
486         // fade in "GAME", then "OVER".
487         a_game = min(1.0, faderate*fadetimer/3.0);
488         if(a_game == 1.0) a_over = min(1.0, faderate*fadetimer/3.0 - 1);
489
490         fadetimer += t_frame;
491
492         dest.x = (XSIZE-surf_b_game->w)/2;
493         dest.y = (YSIZE-surf_b_game->h)/2-40;
494         //SDL_SetAlpha(surf_b_game, SDL_SRCALPHA, (int)(a_game*(200 + 55*cos(fadetimer))));
495         SDL_BlitSurface(surf_b_game,NULL,surf_screen,&dest);
496
497         dest.x = (XSIZE-surf_b_over->w)/2;
498         dest.y = (YSIZE-surf_b_over->h)/2 + 40;
499         //SDL_SetAlpha(surf_b_over, SDL_SRCALPHA, (int)(a_over*(200 + 55*sin(fadetimer))));
500         SDL_BlitSurface(surf_b_over,NULL,surf_screen,&dest);
501
502         if(new_high_score(score)) {
503                 text0 = "New High Score!";
504                 text1 = "Press SPACE to continue";
505         } else {
506                 text0 = msgs[g_easy][0];
507                 text1 = msgs[g_easy][1];
508         }
509
510         x = (XSIZE-font_width(text0))/2 + cos(fadetimer/9)*10;
511         font_write(x,YSIZE-100 + cos(fadetimer/6)*5,text0);
512
513         x = (XSIZE-font_width(text1))/2 + sin(fadetimer/9)*10;
514         font_write(x,YSIZE-50 + sin(fadetimer/4)*5,text1);
515 }
516
517 void
518 draw_title_page(void)
519 {
520         int x;
521         char *text;
522         SDL_Rect dest;
523
524         fadetimer += t_frame/2.0;
525
526         dest.x = (XSIZE-surf_b_variations->w)/2 + cos(fadetimer/6.5)*10;
527         dest.y = (YSIZE/2-surf_b_variations->h)/2 + sin(fadetimer/5.0)*10;
528         //SDL_SetAlpha(surf_b_variations, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer)));
529         SDL_BlitSurface(surf_b_variations,NULL,surf_screen,&dest);
530
531         dest.x = (XSIZE-surf_b_on->w)/2 + cos((fadetimer + 1.0)/6.5)*10;
532         dest.y = (YSIZE/2-surf_b_on->h)/2 + surf_b_variations->h + 20 + sin((fadetimer + 1.0)/5.0)*10;
533         //SDL_SetAlpha(surf_b_on, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer-1.0)));
534         SDL_BlitSurface(surf_b_on,NULL,surf_screen,&dest);
535
536         dest.x = (XSIZE-surf_b_rockdodger->w)/2 + cos((fadetimer + 2.0)/6.5)*10;
537         dest.y = (YSIZE/2-surf_b_rockdodger->h)/2 + surf_b_variations->h + surf_b_on->h + 40 + sin((fadetimer + 2.0)/5)*10;
538         //SDL_SetAlpha(surf_b_rockdodger, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer-2.0)));
539         SDL_BlitSurface(surf_b_rockdodger,NULL,surf_screen,&dest);
540
541         text = msgs[g_easy][(int)(fadetimer/35)%NSEQUENCE];
542         x = (XSIZE-font_width(text))/2 + cos(fadetimer/4.5)*10;
543         font_write(x,YSIZE-100 + cos(fadetimer/3)*5,text);
544
545         text = "Version " VERSION;
546         x = (XSIZE-font_width(text))/2 + sin(fadetimer/4.5)*10;
547         font_write(x,YSIZE-50 + sin(fadetimer/2)*5,text);
548 }
549
550 void
551 draw(void) {
552
553         SDL_FillRect(surf_screen,NULL,0);  // black background
554         draw_dots(surf_screen);             // background dots
555         draw_sprite(SPRITE(&ship));
556         draw_rocks();
557
558         show_lives();
559         show_score();
560
561         // If it's game over, show the game over graphic in the dead centre
562         switch (state) {
563                 case GAME_OVER: draw_game_over(); break;
564
565                 case TITLE_PAGE: draw_title_page(); break;
566
567                 case HIGH_SCORE_ENTRY:
568                         play_tune(TUNE_HIGH_SCORE_ENTRY);
569                 // FALL THROUGH TO
570                 case HIGH_SCORE_DISPLAY:
571                         // Display de list o high scores mon.
572                         display_scores(surf_screen, 150,50);
573                         break;
574                 case GAMEPLAY:
575                 case DEAD_PAUSE:
576                         ; // no action necessary
577         }
578
579         collisions();
580
581         // Update the surface
582         SDL_Flip(surf_screen);
583 }
584
585 static inline void
586 kill_ship(Sprite *ship)
587 {
588         ship->flags = MOVE;
589         bang = true;
590 }
591
592 void
593 do_collision(Sprite *a, Sprite *b)
594 {
595         if(a->type == SHIP) kill_ship(a);
596         else if (b->type == SHIP) kill_ship(b);
597         else bounce(a, b);
598 }
599
600 void
601 init_score_entry(void)
602 {
603         SDL_Event e;
604         state = HIGH_SCORE_ENTRY;
605         state_timeout = 5.0e6;
606         SDL_EnableUNICODE(1);
607         while(SDL_PollEvent(&e))
608                 ;
609         insert_score(score);
610 }
611
612 // Count down the state timer, and change state when it gets to zero or less;
613 void
614 update_state(float ticks)
615 {
616         state_timeout -= ticks*3;
617         if(state_timeout > 0) return;
618
619         switch(state) {
620                 case DEAD_PAUSE:
621                         // Restore the ship and continue playing
622                         ship.flags = DRAW|MOVE|COLLIDE;
623                         state = GAMEPLAY;
624                         play_tune(TUNE_GAMEPLAY);
625                         break;
626                 case GAME_OVER:
627                         if(new_high_score(score)) init_score_entry();
628                         else {
629                                 state = HIGH_SCORE_DISPLAY;
630                                 state_timeout = 400;
631                         }
632                         break;
633                 case HIGH_SCORE_DISPLAY:
634                         state = TITLE_PAGE;
635                         state_timeout = 600.0;
636                         fadetimer = 0.0;
637                         break;
638                 case HIGH_SCORE_ENTRY:
639                         break;
640                 case TITLE_PAGE:
641                         state = HIGH_SCORE_DISPLAY;
642                         state_timeout = 200.0;
643                         break;
644                 case GAMEPLAY:
645                         ; // no action necessary
646         }
647 }
648
649 void
650 gameloop() {
651         SDL_Event e;
652         Uint8 *keystate;
653         float tmp;
654
655         for(;;) {
656                 ms_frame = SDL_GetTicks() - ms_end;
657                 ms_end += ms_frame;
658                 if(ms_frame > 1000) {
659                         ms_frame = 1000;
660                 }
661                 t_frame = opt_gamespeed * ms_frame / 50;
662                 frames++;
663
664                 while(SDL_PollEvent(&e)) {
665                         switch(e.type) {
666                                 case SDL_QUIT: return;
667                                 case SDL_KEYDOWN:
668                                         if(state == HIGH_SCORE_ENTRY) {
669                                                 if(!process_score_input(&e.key.keysym)) {
670                                                         // Write the high score table to the file
671                                                         write_high_score_table();
672                                                         // continue to display the scores briefly
673                                                         state = HIGH_SCORE_DISPLAY;
674                                                         state_timeout = 200;
675                                                         play_tune(TUNE_TITLE_PAGE);
676                                                 }
677                                         } else if(e.key.keysym.sym == SDLK_q) {
678                                                 return;
679                                         }
680
681                                         if(e.key.keysym.sym == SDLK_ESCAPE) {
682                                                 return;
683                                         }
684                                         break;
685                         }
686                 }
687                 keystate = SDL_GetKeyState(NULL);
688
689                 if(state == GAMEPLAY) {
690                         if(!paused) {
691                                 score += ms_frame;
692                                 
693                                 if(keystate[SDLK_LEFT]  || keystate[SDLK_h]) { ship.dx -= THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<0;}
694                                 if(keystate[SDLK_DOWN]  || keystate[SDLK_t]) { ship.dy += THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<1;}
695                                 if(keystate[SDLK_RIGHT] || keystate[SDLK_n]) { ship.dx += THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<2;}
696                                 if(keystate[SDLK_UP]    || keystate[SDLK_c]) { ship.dy -= THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<3;}
697                                 if(keystate[SDLK_3])            { SDL_SaveBMP(surf_screen, "snapshot.bmp"); }
698                         }
699
700                         if(keystate[SDLK_p] | keystate[SDLK_s]) {
701                                 if(!pausedown) {
702                                         paused = !paused;
703                                         pausedown = 1;
704                                         if(!paused) ms_end = SDL_GetTicks();
705                                 }
706                         } else {
707                                 pausedown = 0;
708                         }
709                 }
710
711                 if(!paused) {
712                         update_state(t_frame);
713
714                         if(state == DEAD_PAUSE && bangx < 60) bangx = 60;
715
716                         // SCROLLING
717                         tmp = (ship.y+ship.h/2+ship.dy*t_frame-YSCROLLTO)/25 + (ship.dy-screendy);
718                         screendy += tmp * t_frame/12;
719                         tmp = (ship.x+ship.w/2+ship.dx*t_frame-XSCROLLTO)/25 + (ship.dx-screendx);
720                         screendx += tmp * t_frame/12;
721                         // taper off so we don't hit the barrier abruptly.
722                         // (if we would hit in < 2 seconds, adjust to 2 seconds).
723                         if(back_dist + (screendx - SCREENDXMIN)*TO_TICKS(2) < 0)
724                                 screendx = SCREENDXMIN - (back_dist/TO_TICKS(2));
725                         back_dist += (screendx - SCREENDXMIN)*t_frame;
726                         if(opt_max_lead >= 0) back_dist = min(back_dist, opt_max_lead);
727
728                         // move bang center
729                         bangx += (bangdx - screendx)*t_frame;
730                         bangy += (bangdy - screendy)*t_frame;
731
732                         move_sprites(t_frame);
733                         move_engine_dots(t_frame);
734                         move_bang_dots(t_frame);
735                         move_dust(t_frame);
736
737                         // BOUNCE off left or right edge of screen
738                         if(ship.x < 0 || ship.x+ship.w > XSIZE) {
739                                 ship.x -= (ship.dx-screendx)*t_frame;
740                                 ship.dx = screendx - (ship.dx-screendx)*opt_bounciness;
741                         }
742
743                         // BOUNCE off top or bottom of screen
744                         if(ship.y < 0 || ship.y+ship.h > YSIZE) {
745                                 ship.y -= (ship.dy-screendy)*t_frame;
746                                 ship.dy = screendy - (ship.dy-screendy)*opt_bounciness;
747                         }
748
749                         new_rocks(t_frame);
750                         new_engine_dots(t_frame);
751
752                         draw();
753
754                         if(state == GAMEPLAY && bang) {
755                                 // Died
756                                 bang = false;
757                                 play_sound(SOUND_BANG); // Play the explosion sound
758                                 bangx = ship.x; bangy = ship.y; bangdx = ship.dx; bangdy = ship.dy;
759                                 new_bang_dots(ship.x,ship.y,ship.dx,ship.dy,ship.image);
760
761                                 if(--ship.lives) {
762                                         state = DEAD_PAUSE;
763                                         state_timeout = DEAD_PAUSE_LENGTH;
764                                         ship.dx = (ship.dx < 0) ? -sqrt(-ship.dx) : sqrt(ship.dx);
765                                         ship.dy = (ship.dy < 0) ? -sqrt(-ship.dy) : sqrt(ship.dy);
766                                         if(ship.dx < SCREENDXMIN) ship.dx = SCREENDXMIN;
767                                 } else {
768                                         state = GAME_OVER;
769                                         ship.dx = SCREENDXMIN; ship.dy = 0;
770                                         state_timeout = 200.0;
771                                         fadetimer = 0.0;
772                                         faderate = t_frame;
773                                 }
774                         }
775
776                         // new game
777                         if((keystate[SDLK_SPACE] || keystate[SDLK_1] || keystate[SDLK_2])
778                            && (state == HIGH_SCORE_DISPLAY
779                                || state == TITLE_PAGE
780                                || state == GAME_OVER)) {
781                                 if(state == GAME_OVER && new_high_score(score))
782                                         init_score_entry();
783                                 else {
784                                         if((keystate[SDLK_SPACE] && !initial_rocks) || keystate[SDLK_2]) {
785                                                 g_easy = 0;
786                                                 initial_rocks = NORMAL_I_ROCKS;
787                                                 final_rocks = NORMAL_F_ROCKS;
788                                                 if(opt_gamespeed == EASY_GAMESPEED)
789                                                         opt_gamespeed = NORMAL_GAMESPEED;
790                                         } else if(keystate[SDLK_1]) {
791                                                 g_easy = 1;
792                                                 initial_rocks = EASY_I_ROCKS;
793                                                 final_rocks = EASY_F_ROCKS;
794                                                 opt_gamespeed = EASY_GAMESPEED;
795                                         }
796                                         reset_sprites();
797                                         reset_rocks();
798                                         screendx = SCREENDXMIN; screendy = 0;
799
800                                         ship.x = XSIZE/2.2; ship.y = YSIZE/2 - ship.w/2;
801                                         ship.dx = screendx; ship.dy = screendy;
802                                         ship.lives = 4;
803                                         ship.flags = MOVE|DRAW|COLLIDE;
804                                         add_sprite(SPRITE(&ship));
805
806                                         score = 0;
807
808                                         state = GAMEPLAY;
809                                         play_tune(TUNE_GAMEPLAY);
810                                 }
811                         }
812
813                         ship.jets = 0;
814                 }
815
816                 if(state == TITLE_PAGE && keystate[SDLK_h]) {
817                         state = HIGH_SCORE_DISPLAY;
818                         state_timeout = 400;
819                 }
820         }
821 }
822
823 int
824 main(int argc, char **argv) {
825         if(!parse_opts(argc, argv)) return 1;
826
827         if(init()) {
828                 printf ("vor: SDL error: '%s'\n",initerror);
829                 return 1;
830         }
831
832         start = SDL_GetTicks();
833         frames = 0;
834         gameloop();
835         end = SDL_GetTicks();
836         // printf("%ld frames in %ld ms, %.2f fps.\n", frames, end-start, frames * 1000.0 / (end-start));
837
838         return 0;
839 }