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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
30 #include "SFont.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 SFont_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 float t_frame;  // length of this frame (in ticks = 1/20th second)
79 int ms_frame;   // length of this frame (milliseconds)
80 int ms_end;     // end of this frame (milliseconds)
81
82 int bang = false;
83 float bangx, bangy, bangdx, bangdy;
84
85 int score;
86
87 float fadetimer = 0, faderate;
88
89 int pausedown = 0, paused = 0;
90
91 // bangdot start (bd1) and end (bd2) position:
92 int bd1 = 0, bd2 = 0;
93
94 enum states {
95         TITLE_PAGE,
96         GAMEPLAY,
97         DEAD_PAUSE,
98         GAME_OVER,
99         HIGH_SCORE_ENTRY,
100         HIGH_SCORE_DISPLAY
101 };
102 enum states state = TITLE_PAGE;
103 float state_timeout = 600.0;
104
105 #define NSEQUENCE 3
106 char *msgs[2][3] = {
107         {
108                 "Press SPACE for normal game",
109                 "Press '1' for easy game",
110                 "http://jasonwoof.org/vor"
111         },
112         {
113                 "Press SPACE for easy game",
114                 "Press '2' for normal game",
115                 "http://jasonwoof.org/vor"
116         }
117 };
118
119 int bangdotlife, nbangdots;
120 Uint16 heatcolor[W*3];
121
122 char *data_dir;
123 extern char *optarg;
124 extern int optind, opterr, optopt;
125
126 #define TO_TICKS(seconds) ((seconds)*20*opt_gamespeed)
127
128 // ************************************* FUNCS
129
130 void
131 init_engine_dots() {
132         int i;
133         for(i = 0; i<MAXENGINEDOTS; i++) {
134                 edot[i].active = 0;
135         }
136 }
137
138 void
139 new_bang_dots(int xbang, int ybang, int dx, int dy, SDL_Surface *s)
140 {
141         int i, n, x, y;
142         uint16_t *pixel, c;
143         uint32_t colorkey;
144         int row_inc;
145         double theta, r;
146
147         n = 24.0 * t_frame;
148         pixel = s->pixels;
149         row_inc = s->pitch/sizeof(uint16_t) - s->w;
150         colorkey = s->format->colorkey;
151
152         SDL_LockSurface(s);
153
154         for(i=0; i<n; i++) {
155                 pixel = s->pixels;
156                 for(y=0; y<s->h; y++) {
157                         for(x = 0; x<s->w; x++) {
158                                 c = *pixel++;
159                                 if(c && c != colorkey) {
160                                         theta = frnd()*M_PI*2;
161                                         r = frnd(); r = 1 - r*r;
162
163                                         bdot[bd2].dx = 45*r*cos(theta) + dx;
164                                         bdot[bd2].dy = 45*r*sin(theta) + dy;
165                                         bdot[bd2].x = x + xbang;
166                                         bdot[bd2].y = y + ybang;
167                                         bdot[bd2].c = (i < n-3) ? 0 : c;
168                                         bdot[bd2].life = 100;
169                                         bdot[bd2].decay = frnd()*3 + 1;
170                                         bdot[bd2].active = 1;
171
172                                         bd2 = (bd2+1) % MAXBANGDOTS;
173                                 }
174                                 pixel += row_inc;
175                         }
176                 }
177         }
178
179         SDL_UnlockSurface(s);
180 }
181
182 void
183 draw_bang_dots(SDL_Surface *s)
184 {
185         int i;
186         int first_i, last_i;
187         uint16_t *pixels, *pixel, c;
188         int row_inc = s->pitch/sizeof(uint16_t);
189         Sprite *hit;
190
191         pixels = (uint16_t *) s->pixels;
192         first_i = -1;
193         last_i = 0;
194
195         for(i=0; i<MAXBANGDOTS; i++) {
196                 if(!bdot[i].active) continue;
197
198                 // decrement life and maybe kill
199                 bdot[i].life -= bdot[i].decay;
200                 if(bdot[i].life<0) { bdot[i].active = 0; continue; }
201
202                 // move and clip
203                 bdot[i].x += (bdot[i].dx - screendx)*t_frame;
204                 bdot[i].y += (bdot[i].dy - screendy)*t_frame;
205                 if(bdot[i].x < 0 || bdot[i].x >= XSIZE || bdot[i].y < 0 || bdot[i].y >= YSIZE) {
206                         bdot[i].active = 0;
207                         continue;
208                 }
209
210                 // check collisions
211                 if((hit = pixel_collides(bdot[i].x, bdot[i].y))) {
212                         if(hit->type != SHIP) { // they shouldn't hit the ship, but they do
213                                 bdot[i].active = 0;
214                                 hit->dx += ENGINE_DOT_WEIGHT * bdot[i].life * bdot[i].dx / sprite_mass(hit);
215                                 hit->dy += ENGINE_DOT_WEIGHT * bdot[i].life * bdot[i].dy / sprite_mass(hit);
216                                 continue;
217                         }
218                 }
219
220                 pixel = pixels + row_inc*(int)(bdot[i].y) + (int)(bdot[i].x);
221                 if(bdot[i].c) c = bdot[i].c; else c = heatcolor[(int)(bdot[i].life)*3];
222                 *pixel = c;
223         }
224 }
225
226
227 void
228 new_engine_dots(int n, int dir) {
229         int i;
230         float a, r;  // angle, random length
231         float dx, dy;
232         float hx, hy; // half ship width/height.
233         static const int s[4] = { 2, 1, 0, 1 };
234
235         hx = ship.image->w / 2;
236         hy = ship.image->h / 2;
237
238         for(i = 0; i<n; i++) {
239                 if(dotptr->active == 0) {
240                         a = frnd()*M_PI + (dir-1)*M_PI_2;
241                         r = sin(frnd()*M_PI);
242                         dx = r * cos(a);
243                         dy = r * -sin(a);  // screen y is "backwards".
244
245                         dotptr->active = 1;
246                         dotptr->x = ship.x + s[dir]*hx + (frnd()-0.5)*3;
247                         dotptr->y = ship.y + s[(dir+1)&3]*hy + (frnd()-0.5)*3;
248                         if(dir&1) {
249                                 dotptr->dx = ship.dx + 2*dx;
250                                 dotptr->dy = ship.dy + 20*dy;
251                                 dotptr->life = 60 * fabs(dy);
252                         } else {
253                                 dotptr->dx = ship.dx + 20*dx;
254                                 dotptr->dy = ship.dy + 2*dy;
255                                 dotptr->life = 60 * fabs(dx);
256                         }
257
258                         if(dotptr - edot < MAXENGINEDOTS-1) dotptr++;
259                         else dotptr = edot;
260                 }
261         }
262 }
263
264 void
265 draw_engine_dots(SDL_Surface *s) {
266         int i;
267         uint16_t c;
268         uint16_t *pixels = (uint16_t *) s->pixels;
269         int row_inc = s->pitch/sizeof(uint16_t);
270         int heatindex;
271         Sprite *hit;
272
273         for(i = 0; i<MAXENGINEDOTS; i++) {
274                 if(!edot[i].active) continue;
275                 edot[i].x += (edot[i].dx - screendx)*t_frame;
276                 edot[i].y += (edot[i].dy - screendy)*t_frame;
277                 edot[i].life -= t_frame*3;
278                 if(edot[i].life < 0
279                                 || edot[i].x<0 || edot[i].x >= XSIZE
280                                 || edot[i].y<0 || edot[i].y >= YSIZE) {
281                         edot[i].active = 0;
282                         continue;
283                 }
284                 // check collisions
285                 if((hit = pixel_collides(edot[i].x, edot[i].y))) {
286                         if(hit->type != SHIP) { // they shouldn't hit the ship, but they do
287                                 edot[i].active = 0;
288                                 hit->dx += ENGINE_DOT_WEIGHT * edot[i].life * edot[i].dx / sprite_mass(hit);
289                                 hit->dy += ENGINE_DOT_WEIGHT * edot[i].life * edot[i].dy / sprite_mass(hit);
290                                 continue;
291                         }
292                 }
293                 heatindex = edot[i].life * 6;
294                 c = heatindex>3*W ? heatcolor[3*W-1] : heatcolor[heatindex];
295                 pixels[row_inc*(int)(edot[i].y) + (int)(edot[i].x)] = c;
296         }
297 }
298
299 void
300 drawdots(SDL_Surface *s) {
301         int m;
302
303         // Create engine dots out the side we're moving from
304         for(m = 0; m<4; m++) {
305                 if(ship.jets & 1<<m) { // 'jets' is a bit field
306                         new_engine_dots(200.0*t_frame,m);
307                 }
308         }
309
310         move_dust();
311
312         SDL_LockSurface(s);
313         draw_dust(s);
314         draw_engine_dots(s);
315         draw_bang_dots(s);
316         SDL_UnlockSurface(s);
317 }
318
319 SDL_Surface *
320 load_image(char *filename)
321 {
322         SDL_Surface *tmp, *img = NULL;
323         char *s = add_data_path(filename);
324         if(s) {
325                 tmp = IMG_Load(s);
326                 free(s);
327                 if(tmp) {
328                         img = SDL_DisplayFormat(tmp);
329                         SDL_FreeSurface(tmp);
330                 }
331         }
332         return img;
333 }
334
335 void
336 load_ship(void)
337 {
338         load_sprite(SPRITE(&ship), "ship.png");
339 }
340
341 int
342 init(void) {
343
344         int i;
345         char *s;
346         Uint32 flag;
347
348         // Where are our data files?
349         if(!find_files()) exit(1);
350         read_high_score_table();
351
352         if(opt_sound) {
353                 // Initialize SDL with audio and video
354                 if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) != 0) {
355                         opt_sound = 0;
356                         fputs("Can't open sound, starting without it\n", stderr);
357                         atexit(SDL_Quit);
358                 } else {
359                         atexit(SDL_Quit);
360                         atexit(SDL_CloseAudio);
361                         opt_sound = init_sound();
362                 }
363         } else {
364                 // Initialize with video only
365                 CONDERROR(SDL_Init(SDL_INIT_VIDEO) != 0);
366                 atexit(SDL_Quit);
367         }
368
369         play_tune(TUNE_TITLE_PAGE);
370
371         // Attempt to get the required video size
372         flag = SDL_DOUBLEBUF | SDL_HWSURFACE;
373         if(opt_fullscreen) flag |= SDL_FULLSCREEN;
374         surf_screen = SDL_SetVideoMode(XSIZE,YSIZE,16,flag);
375
376         // Set the title bar text
377         SDL_WM_SetCaption("Variations on Rockdodger", "VoR");
378
379         NULLERROR(surf_screen);
380
381         // Set the heat color from the range 0 (cold) to 300 (blue-white)
382         for(i = 0; i<W*3; i++) {
383                 heatcolor[i] = SDL_MapRGB(
384                         surf_screen->format,
385                         (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?
386                 );
387         }
388
389         // Load the banners
390         NULLERROR(surf_b_variations = load_image("b_variations.png"));
391         NULLERROR(surf_b_on = load_image("b_on.png"));
392         NULLERROR(surf_b_rockdodger = load_image("b_rockdodger.png"));
393
394         NULLERROR(surf_b_game = load_image("b_game.png"));
395         NULLERROR(surf_b_over = load_image("b_over.png"));
396
397         // Load the life indicator (small ship) graphic.
398         NULLERROR(surf_life = load_image("life.png"));
399
400         // Load the font image
401         s = add_data_path("font.png");
402         if(s) {
403                 NULLERROR(surf_font_big = IMG_Load(s));
404                 free(s);
405                 g_font = SFont_InitFont(surf_font_big);
406         }
407
408         init_engine_dots();
409         init_dust();
410
411         init_sprites();
412         add_sprite(SPRITE(&ship));
413
414         // Remove the mouse cursor
415 #ifdef SDL_DISABLE
416         SDL_ShowCursor(SDL_DISABLE);
417 #endif
418
419         return 0;
420 }
421
422 void
423 show_lives(void)
424 {
425         int i;
426         SDL_Rect dest;
427
428         for(i=0; i<ship.lives-1; i++) {
429                 dest.x = (i + 1)*(surf_life->w + 10);
430                 dest.y = 20;
431                 SDL_BlitSurface(surf_life, NULL, surf_screen, &dest);
432         }
433 }
434
435 void
436 draw_game_over(void)
437 {
438         int x;
439         char *text0, *text1;
440         SDL_Rect dest;
441         float a_game = 0, a_over = 0;
442
443         // fade in "GAME", then "OVER".
444         a_game = min(1.0, faderate*fadetimer/3.0);
445         if(a_game == 1.0) a_over = min(1.0, faderate*fadetimer/3.0 - 1);
446
447         fadetimer += t_frame;
448
449         dest.x = (XSIZE-surf_b_game->w)/2;
450         dest.y = (YSIZE-surf_b_game->h)/2-40;
451         SDL_SetAlpha(surf_b_game, SDL_SRCALPHA, (int)(a_game*(200 + 55*cos(fadetimer))));
452         SDL_BlitSurface(surf_b_game,NULL,surf_screen,&dest);
453
454         dest.x = (XSIZE-surf_b_over->w)/2;
455         dest.y = (YSIZE-surf_b_over->h)/2 + 40;
456         SDL_SetAlpha(surf_b_over, SDL_SRCALPHA, (int)(a_over*(200 + 55*sin(fadetimer))));
457         SDL_BlitSurface(surf_b_over,NULL,surf_screen,&dest);
458
459         if(new_high_score(score)) {
460                 text0 = "New High Score!";
461                 text1 = "Press SPACE to continue";
462         } else {
463                 text0 = msgs[g_easy][0];
464                 text1 = msgs[g_easy][1];
465         }
466
467         x = (XSIZE-SFont_TextWidth(g_font,text0))/2 + cos(fadetimer/9)*10;
468         SFont_Write(surf_screen,g_font,x,YSIZE-100 + cos(fadetimer/6)*5,text0);
469
470         x = (XSIZE-SFont_TextWidth(g_font,text1))/2 + sin(fadetimer/9)*10;
471         SFont_Write(surf_screen,g_font,x,YSIZE-50 + sin(fadetimer/4)*5,text1);
472 }
473
474 void
475 draw_title_page(void)
476 {
477         int x;
478         char *text;
479         SDL_Rect dest;
480
481         fadetimer += t_frame/2.0;
482
483         dest.x = (XSIZE-surf_b_variations->w)/2 + cos(fadetimer/6.5)*10;
484         dest.y = (YSIZE/2-surf_b_variations->h)/2 + sin(fadetimer/5.0)*10;
485         SDL_SetAlpha(surf_b_variations, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer)));
486         SDL_BlitSurface(surf_b_variations,NULL,surf_screen,&dest);
487
488         dest.x = (XSIZE-surf_b_on->w)/2 + cos((fadetimer + 1.0)/6.5)*10;
489         dest.y = (YSIZE/2-surf_b_on->h)/2 + surf_b_variations->h + 20 + sin((fadetimer + 1.0)/5.0)*10;
490         SDL_SetAlpha(surf_b_on, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer-1.0)));
491         SDL_BlitSurface(surf_b_on,NULL,surf_screen,&dest);
492
493         dest.x = (XSIZE-surf_b_rockdodger->w)/2 + cos((fadetimer + 2.0)/6.5)*10;
494         dest.y = (YSIZE/2-surf_b_rockdodger->h)/2 + surf_b_variations->h + surf_b_on->h + 40 + sin((fadetimer + 2.0)/5)*10;
495         SDL_SetAlpha(surf_b_rockdodger, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer-2.0)));
496         SDL_BlitSurface(surf_b_rockdodger,NULL,surf_screen,&dest);
497
498         text = msgs[g_easy][(int)(fadetimer/35)%NSEQUENCE];
499         x = (XSIZE-SFont_TextWidth(g_font,text))/2 + cos(fadetimer/4.5)*10;
500         SFont_Write(surf_screen,g_font,x,YSIZE-100 + cos(fadetimer/3)*5,text);
501
502         text = "Version " VERSION;
503         x = (XSIZE-SFont_TextWidth(g_font,text))/2 + sin(fadetimer/4.5)*10;
504         SFont_Write(surf_screen,g_font,x,YSIZE-50 + sin(fadetimer/2)*5,text);
505 }
506
507 void
508 draw(void) {
509
510         SDL_FillRect(surf_screen,NULL,0);  // black background
511         drawdots(surf_screen);             // background dots
512         draw_sprite(SPRITE(&ship));
513         draw_rocks();
514
515         show_lives();
516         show_score();
517
518         // If it's game over, show the game over graphic in the dead centre
519         switch (state) {
520                 case GAME_OVER: draw_game_over(); break;
521
522                 case TITLE_PAGE: draw_title_page(); break;
523
524                 case HIGH_SCORE_ENTRY:
525                         play_tune(TUNE_HIGH_SCORE_ENTRY);
526                 // FALL THROUGH TO
527                 case HIGH_SCORE_DISPLAY:
528                         // Display de list o high scores mon.
529                         display_scores(surf_screen, 150,50);
530                         break;
531                 case GAMEPLAY:
532                 case DEAD_PAUSE:
533                         ; // no action necessary
534         }
535
536         collisions();
537
538         ms_frame = SDL_GetTicks() - ms_end;
539         ms_end += ms_frame;
540         t_frame = opt_gamespeed * ms_frame / 50;
541         if(state == GAMEPLAY) score += ms_frame;
542
543         // Update the surface
544         SDL_Flip(surf_screen);
545 }
546
547 static inline void
548 kill_ship(Sprite *ship)
549 {
550         ship->flags = MOVE;
551         bang = true;
552 }
553
554 void
555 do_collision(Sprite *a, Sprite *b)
556 {
557         if(a->type == SHIP) kill_ship(a);
558         else if (b->type == SHIP) kill_ship(b);
559         else bounce(a, b);
560 }
561
562 void
563 init_score_entry(void)
564 {
565         SDL_Event e;
566         state = HIGH_SCORE_ENTRY;
567         state_timeout = 5.0e6;
568         SDL_EnableUNICODE(1);
569         while(SDL_PollEvent(&e))
570                 ;
571         insert_score(score);
572 }
573
574 void
575 gameloop() {
576         SDL_Event e;
577         Uint8 *keystate;
578         float tmp;
579
580
581         for(;;) {
582                 while(SDL_PollEvent(&e)) {
583                         switch(e.type) {
584                                 case SDL_QUIT: return;
585                                 case SDL_KEYUP:
586                                         if(e.key.keysym.sym == SDLK_ESCAPE
587                                            || e.key.keysym.sym == SDLK_q)
588                                                 return;
589                                         break;
590                                 case SDL_KEYDOWN:
591                                         if(state == HIGH_SCORE_ENTRY)
592                                                 if(!process_score_input(&e.key.keysym)) {
593                                                         // Write the high score table to the file
594                                                         write_high_score_table();
595                                                         // continue to display the scores briefly
596                                                         state = HIGH_SCORE_DISPLAY;
597                                                         state_timeout = 200;
598                                                         play_tune(TUNE_TITLE_PAGE);
599                                                 }
600                                         break;
601                         }
602                 }
603                 keystate = SDL_GetKeyState(NULL);
604
605                 if(!paused) {
606                         // Count down the game loop timer, and change state when it gets to zero or less;
607
608                         if((state_timeout -= t_frame*3) < 0) {
609                                 switch(state) {
610                                         case DEAD_PAUSE:
611                                                 // Restore the ship and continue playing
612                                                 ship.flags = DRAW|MOVE|COLLIDE;
613                                                 state = GAMEPLAY;
614                                                 play_tune(TUNE_GAMEPLAY);
615                                                 break;
616                                         case GAME_OVER:
617                                                 if(new_high_score(score)) init_score_entry();
618                                                 else {
619                                                         state = HIGH_SCORE_DISPLAY;
620                                                         state_timeout = 400;
621                                                 }
622                                                 break;
623                                         case HIGH_SCORE_DISPLAY:
624                                                 state = TITLE_PAGE;
625                                                 state_timeout = 600.0;
626                                                 fadetimer = 0.0;
627                                                 break;
628                                         case HIGH_SCORE_ENTRY:
629                                                 break;
630                                         case TITLE_PAGE:
631                                                 state = HIGH_SCORE_DISPLAY;
632                                                 state_timeout = 200.0;
633                                                 break;
634                                         case GAMEPLAY:
635                                                 ; // no action necessary
636                                 }
637                         } else {
638                                 if(state == DEAD_PAUSE) {
639                                         if(bangx < 60) bangx = 60;
640                                 }
641                         }
642
643                         new_rocks();
644
645                         // SCROLLING
646                         tmp = (ship.y+ship.dy*t_frame-YSCROLLTO)/25 + (ship.dy-screendy);
647                         screendy += tmp * t_frame/12;
648                         tmp = (ship.x+ship.dx*t_frame-XSCROLLTO)/25 + (ship.dx-screendx);
649                         screendx += tmp * t_frame/12;
650                         // taper off so we don't hit the barrier abruptly.
651                         // (if we would hit in < 2 seconds, adjust to 2 seconds).
652                         if(back_dist + (screendx - SCREENDXMIN)*TO_TICKS(2) < 0)
653                                 screendx = SCREENDXMIN - (back_dist/TO_TICKS(2));
654                         back_dist += (screendx - SCREENDXMIN)*t_frame;
655                         if(opt_max_lead >= 0) back_dist = min(back_dist, opt_max_lead);
656
657                         // move bang center
658                         bangx += (bangdx - screendx)*t_frame;
659                         bangy += (bangdy - screendy)*t_frame;
660
661                         move_sprites();
662
663
664                         // BOUNCE off left or right edge of screen
665                         if(ship.x < 0 || ship.x+ship.w > XSIZE) {
666                                 ship.x -= (ship.dx-screendx)*t_frame;
667                                 ship.dx = screendx - (ship.dx-screendx)*opt_bounciness;
668                         }
669
670                         // BOUNCE off top or bottom of screen
671                         if(ship.y < 0 || ship.y+ship.h > YSIZE) {
672                                 ship.y -= (ship.dy-screendy)*t_frame;
673                                 ship.dy = screendy - (ship.dy-screendy)*opt_bounciness;
674                         }
675
676                         draw();
677
678                         if(state == GAMEPLAY && bang) {
679                                 // Died
680                                 bang = false;
681                                 play_sound(SOUND_BANG); // Play the explosion sound
682                                 bangx = ship.x; bangy = ship.y; bangdx = ship.dx; bangdy = ship.dy;
683                                 new_bang_dots(ship.x,ship.y,ship.dx,ship.dy,ship.image);
684
685                                 if(--ship.lives) {
686                                         state = DEAD_PAUSE;
687                                         state_timeout = DEAD_PAUSE_LENGTH;
688                                         ship.dx = (ship.dx < 0) ? -sqrt(-ship.dx) : sqrt(ship.dx);
689                                         ship.dy = (ship.dy < 0) ? -sqrt(-ship.dy) : sqrt(ship.dy);
690                                         if(ship.dx < SCREENDXMIN) ship.dx = SCREENDXMIN;
691                                 } else {
692                                         state = GAME_OVER;
693                                         ship.dx = SCREENDXMIN; ship.dy = 0;
694                                         state_timeout = 200.0;
695                                         fadetimer = 0.0;
696                                         faderate = t_frame;
697                                 }
698                         }
699
700                         // new game
701                         if((keystate[SDLK_SPACE] || keystate[SDLK_1] || keystate[SDLK_2])
702                            && (state == HIGH_SCORE_DISPLAY
703                                || state == TITLE_PAGE
704                                || state == GAME_OVER)) {
705                                 if(state == GAME_OVER && new_high_score(score))
706                                         init_score_entry();
707                                 else {
708                                         if((keystate[SDLK_SPACE] && !initial_rocks) || keystate[SDLK_2]) {
709                                                 g_easy = 0;
710                                                 initial_rocks = NORMAL_I_ROCKS;
711                                                 final_rocks = NORMAL_F_ROCKS;
712                                                 if(opt_gamespeed == EASY_GAMESPEED)
713                                                         opt_gamespeed = NORMAL_GAMESPEED;
714                                         } else if(keystate[SDLK_1]) {
715                                                 g_easy = 1;
716                                                 initial_rocks = EASY_I_ROCKS;
717                                                 final_rocks = EASY_F_ROCKS;
718                                                 opt_gamespeed = EASY_GAMESPEED;
719                                         }
720                                         reset_sprites();
721                                         reset_rocks();
722                                         screendx = SCREENDXMIN; screendy = 0;
723
724                                         ship.x = XSIZE/2.2; ship.y = YSIZE/2;
725                                         ship.dx = screendx; ship.dy = screendy;
726                                         ship.lives = 4;
727                                         ship.flags = MOVE|DRAW|COLLIDE;
728                                         add_sprite(SPRITE(&ship));
729
730                                         score = 0;
731
732                                         state = GAMEPLAY;
733                                         play_tune(TUNE_GAMEPLAY);
734                                 }
735                         }
736
737                         ship.jets = 0;
738                 }
739
740                 if(state == GAMEPLAY) {
741                         if(!paused) {
742                                 if(keystate[SDLK_LEFT]  | keystate[SDLK_h]) { ship.dx -= 1.5*t_frame; ship.jets |= 1<<0;}
743                                 if(keystate[SDLK_DOWN]  | keystate[SDLK_t]) { ship.dy += 1.5*t_frame; ship.jets |= 1<<1;}
744                                 if(keystate[SDLK_RIGHT] | keystate[SDLK_n]) { ship.dx += 1.5*t_frame; ship.jets |= 1<<2;}
745                                 if(keystate[SDLK_UP]    | keystate[SDLK_c]) { ship.dy -= 1.5*t_frame; ship.jets |= 1<<3;}
746                                 if(keystate[SDLK_3])            { SDL_SaveBMP(surf_screen, "snapshot.bmp"); }
747                         }
748
749                         if(keystate[SDLK_p] | keystate[SDLK_s]) {
750                                 if(!pausedown) {
751                                         paused = !paused;
752                                         pausedown = 1;
753                                         if(!paused) ms_end = SDL_GetTicks();
754                                 }
755                         } else {
756                                 pausedown = 0;
757                         }
758                 }
759
760                 if(state == TITLE_PAGE && keystate[SDLK_h]) {
761                         state = HIGH_SCORE_DISPLAY;
762                         state_timeout = 400;
763                 }
764         }
765 }
766
767 int
768 main(int argc, char **argv) {
769         if(!parse_opts(argc, argv)) return 1;
770
771         if(init()) {
772                 printf ("ta: '%s'\n",initerror);
773                 return 1;
774         }
775
776         gameloop();
777
778         return 0;
779 }