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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 "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 "float.h"
38 #include "globals.h"
39 #include "mt.h"
40 #include "rocks.h"
41 #include "score.h"
42 #include "sprite.h"
43 #include "sound.h"
44 #include "autopilot.h"
45
46 // ************************************* VARS
47 // SDL_Surface global variables
48 SDL_Surface 
49         *surf_screen,   // Screen
50         *surf_b_variations, // "variations" banner
51         *surf_b_on, // "on" banner
52         *surf_b_rockdodger, // "rockdodger" banner
53         *surf_b_game,   // Title element "game"
54         *surf_b_over,   // Title element "over"
55         *surf_life,     // Indicator of number of ships remaining
56         *surf_rock[NROCKS],     // THE ROCKS
57         *surf_font_big; // The big font
58         
59
60 font *g_font;
61
62 struct dot {
63         int active;
64         float x, y;
65         float dx, dy;
66         float mass;   // in DOT_MASS_UNITs
67         float decay;  // rate at which to reduce mass.
68         int heat;     // heat multiplier (color).
69 };
70
71 struct dot edot[MAXENGINEDOTS], *dotptr = edot;
72 struct dot bdot[MAXBANGDOTS];
73
74 // Other global variables
75 char topline[1024];
76 char *initerror = "";
77 int screenshot_number = 0;
78
79 struct ship ship = { SHIP, 0, NULL, XSIZE/2, YSIZE/2, BARRIER_SPEED, 0.0 };
80           
81 float screendx = BARRIER_SPEED, screendy = 0.0;
82 float dist_ahead;
83
84 // all movement is based on t_frame.
85 unsigned long frames, start, end;
86 float t_frame;  // length of this frame (in ticks = 1/20th second)  adjusted for gamespeed
87 int ms_frame;   // length of this frame (milliseconds)
88 int ms_end;     // end of this frame (milliseconds)
89
90 float gamespeed = 1.00;
91
92 int score;
93
94 float fadetimer = 0;
95
96 int paused = 0;
97
98 // bangdot start (bd1) and end (bd2) position:
99 int bd1 = 0, bd2 = 0;
100
101 enum states {
102         TITLE_PAGE,
103         GAMEPLAY,
104         DEAD_PAUSE,
105         GAME_OVER,
106         HIGH_SCORE_ENTRY,
107         HIGH_SCORE_DISPLAY
108 };
109 enum states state = TITLE_PAGE;
110 float state_timeout = 600.0;
111
112 #define NSEQUENCE 3
113 char *msgs[2][3] = {
114         {
115                 "Press SPACE for normal game",
116                 "Press '1' for easy game",
117                 "http://jasonwoof.org/vor"
118         },
119         {
120                 "Press SPACE for easy game",
121                 "Press '2' for normal game",
122                 "http://jasonwoof.org/vor"
123         }
124 };
125
126 int bangdotlife, nbangdots;
127 Uint16 heatcolor[W*3];
128
129 char *data_dir;
130 extern char *optarg;
131 extern int optind, opterr, optopt;
132
133 #define TO_TICKS(seconds) ((seconds)*20*gamespeed)
134
135 // ************************************* FUNCS
136
137 void
138 init_engine_dots() {
139         int i;
140         for(i = 0; i<MAXENGINEDOTS; i++) {
141                 edot[i].active = 0;
142         }
143 }
144
145
146 void
147 new_engine_dots(void) {
148         int dir, i;
149         int n = t_frame * ENGINE_DOTS_PER_TIC;
150         float a, r;  // angle, random length
151         float dx, dy;
152         float hx, hy; // half ship width/height.
153         static const int s[4] = { 2, 1, 0, 1 };
154         float time;
155         float accelh, accelv, past_ship_dx, past_ship_dy;
156
157         hx = ship.image->w / 2;
158         hy = ship.image->h / 2;
159
160         for(dir=0; dir<4; dir++) {
161                 if(!(ship.jets & 1<<dir)) continue;
162
163                 for(i = 0; i<n; i++) {
164                         if(dotptr->active == 0) {
165                                 a = frnd()*M_PI + (dir-1)*M_PI_2;
166                                 r = sin(frnd()*M_PI);
167                                 dx = r * cos(a);
168                                 dy = r * -sin(a);  // screen y is "backwards".
169
170                                 dotptr->decay = 3;
171                                 dotptr->heat = 6;
172
173                                 // dot was created at a random time during the time span
174                                 time = frnd() * t_frame; // this is how long ago
175
176                                 // calculate how fast the ship was going when this engine dot was
177                                 // created (as if it had a smooth acceleration). This is used in
178                                 // determining the velocity of the dots, but not their starting
179                                 // location.
180                                 accelh = ((ship.jets >> 2) & 1) - (ship.jets & 1);
181                                 accelh *= THRUSTER_STRENGTH * time;
182                                 past_ship_dx = ship.dx - accelh;
183                                 accelv = ((ship.jets >> 1) & 1) - ((ship.jets >> 3) & 1);
184                                 accelv *= THRUSTER_STRENGTH * time;
185                                 past_ship_dy = ship.dy - accelv;
186
187                                 // the starting position (not speed) of the dot is calculated as
188                                 // though the ship were traveling at a constant speed for this
189                                 // t_frame.
190                                 dotptr->x = (ship.x - (ship.dx - screendx) * time) + s[dir]*hx;
191                                 dotptr->y = (ship.y - (ship.dy - screendy) * time) + s[(dir+1)&3]*hy;
192                                 if(dir&1) {
193                                         dotptr->dx = past_ship_dx + 2*dx;
194                                         dotptr->dy = past_ship_dy + 20*dy;
195                                         dotptr->mass = 60 * fabs(dy);
196                                 } else {
197                                         dotptr->dx = past_ship_dx + 20*dx;
198                                         dotptr->dy = past_ship_dy + 2*dy;
199                                         dotptr->mass = 60 * fabs(dx);
200                                 }
201
202                                 // move the dot as though it were created in the past
203                                 dotptr->x += (dotptr->dx - screendx) * time;
204                                 dotptr->y += (dotptr->dy - screendy) * time;
205
206                                 if(!fclip(dotptr->x, XSIZE) && !fclip(dotptr->y, YSIZE)) {
207                                         dotptr->active = 1;
208                                         if(dotptr - edot < MAXENGINEDOTS-1) {
209                                                 dotptr++;
210                                         } else {
211                                                 dotptr = edot;
212                                         }
213                                 }
214                         }
215                 }
216         }
217 }
218
219
220 void
221 new_bang_dots(struct sprite *s)
222 {
223         int i, n, x, y;
224         uint16_t *pixel, c;
225         uint32_t colorkey;
226         int row_inc;
227         double theta, r;
228         SDL_Surface *img = s->image;
229
230         n = 20;
231         pixel = img->pixels;
232         row_inc = img->pitch/sizeof(uint16_t) - img->w;
233         colorkey = img->format->colorkey;
234
235         if(SDL_MUSTLOCK(img)) { SDL_LockSurface(img); }
236
237         for(i=0; i<n; i++) {
238                 pixel = img->pixels;
239                 for(y=0; y<img->h; y++) {
240                         for(x = 0; x<img->w; x++) {
241                                 c = *pixel++;
242                                 if(c && c != colorkey) {
243                                         theta = frnd()*M_PI*2;
244                                         r = frnd(); r = 1 - r*r;
245
246                                         bdot[bd2].dx = 45*r*cos(theta) + s->dx;
247                                         bdot[bd2].dy = 45*r*sin(theta) + s->dy;
248                                         bdot[bd2].x = x + s->x;
249                                         bdot[bd2].y = y + s->y;
250                                         bdot[bd2].mass = frnd() * 99;
251                                         bdot[bd2].decay = frnd()*1.5 + 0.5;
252                                         bdot[bd2].heat = 3;
253                                         bdot[bd2].active = 1;
254
255                                         bd2 = (bd2+1) % MAXBANGDOTS;
256                                 }
257                                 pixel += row_inc;
258                         }
259                 }
260         }
261
262         if(SDL_MUSTLOCK(img)) { SDL_UnlockSurface(img); }
263 }
264
265
266 void
267 move_dot(struct dot *d)
268 {
269         Sprite *hit;
270         float mass;
271
272         if(d->active) {
273                 d->x += (d->dx - screendx) * t_frame;
274                 d->y += (d->dy - screendy) * t_frame;
275                 d->mass -= t_frame * d->decay;
276                 if(d->mass < 0 || fclip(d->x, XSIZE) || fclip(d->y, YSIZE))
277                         d->active = 0; 
278                 else {
279                         hit = pixel_collides(d->x, d->y);
280                         if(hit) if(hit->type != SHIP) {
281                                 d->active = 0;
282                                 mass = sprite_mass(hit);
283                                 hit->dx += DOT_MASS_UNIT * d->mass * (d->dx - hit->dx) / mass;
284                                 hit->dy += DOT_MASS_UNIT * d->mass * (d->dy - hit->dy) / mass;
285                         }
286                 }
287         }
288 }
289
290 void
291 move_dots(void)
292 {
293         int i;
294
295         for(i=0; i<MAXBANGDOTS; i++) move_dot(&bdot[i]);
296         for(i=0; i<MAXENGINEDOTS; i++) move_dot(&edot[i]);
297 }
298
299
300 void
301 draw_dot(struct dot *d)
302 {
303         uint16_t *pixels, *pixel;
304         int row_inc;
305
306         if(d->active) {
307                 pixels = (uint16_t *) surf_screen->pixels;
308                 row_inc = surf_screen->pitch / sizeof(uint16_t);
309                 pixel = pixels + (int)d->y * row_inc + (int)d->x;
310                 *pixel = heatcolor[min(3*W-1, (int)(d->mass * d->heat))];
311         }
312 }
313
314 void
315 draw_dots(void) {
316         int i;
317
318         if(SDL_MUSTLOCK(surf_screen)) { SDL_LockSurface(surf_screen); }
319         draw_dust();
320         for(i=0; i<MAXBANGDOTS; i++) draw_dot(&bdot[i]);
321         for(i=0; i<MAXENGINEDOTS; i++) draw_dot(&edot[i]);
322         if(SDL_MUSTLOCK(surf_screen)) { SDL_UnlockSurface(surf_screen); }
323 }
324
325 SDL_Surface *
326 load_image(char *filename)
327 {
328         SDL_Surface *tmp, *img = NULL;
329         char *s = add_data_path(filename);
330         if(s) {
331                 tmp = IMG_Load(s);
332                 free(s);
333                 if(tmp) {
334                         img = SDL_DisplayFormat(tmp);
335                         SDL_FreeSurface(tmp);
336                 }
337         }
338         return img;
339 }
340
341 void
342 load_ship(void)
343 {
344         load_sprite(SPRITE(&ship), "ship.png");
345 }
346
347 void font_cleanup() {
348         font_free(g_font);
349 }
350
351 void
352 set_video_mode() {
353         Uint32 flag;
354
355         // Attempt to get the required video size
356         flag = SDL_DOUBLEBUF | SDL_HWSURFACE;
357         if(opt_fullscreen) flag |= SDL_FULLSCREEN;
358         surf_screen = SDL_SetVideoMode(XSIZE,YSIZE,16,flag);
359 }
360
361 void
362 toggle_fullscreen() {
363         opt_fullscreen = 1 - opt_fullscreen;
364         set_video_mode();
365 }
366
367
368 int
369 init(void) {
370
371         int i;
372         char *s;
373
374         // Where are our data files?
375         if(!find_files()) exit(1);
376         read_high_score_table();
377
378         if(opt_sound) {
379                 // Initialize SDL with audio and video
380                 if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) != 0) {
381                         opt_sound = 0;
382                         fputs("Can't open sound, starting without it\n", stderr);
383                         atexit(SDL_Quit);
384                 } else {
385                         atexit(SDL_Quit);
386                         atexit(SDL_CloseAudio);
387                         opt_sound = init_sound();
388                 }
389         } else {
390                 // Initialize with video only
391                 CONDERROR(SDL_Init(SDL_INIT_VIDEO) != 0);
392                 atexit(SDL_Quit);
393         }
394
395         play_tune(TUNE_TITLE_PAGE);
396
397
398         // Attempt to get the required video size
399         set_video_mode();
400
401         // Set the title bar text
402         SDL_WM_SetCaption("Variations on Rockdodger", "VoR");
403
404         NULLERROR(surf_screen);
405
406         // Set the heat color from the range 0 (cold) to 300 (blue-white)
407         for(i = 0; i<W*3; i++) {
408                 heatcolor[i] = SDL_MapRGB(
409                         surf_screen->format,
410                         (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?
411                 );
412         }
413
414         // Load the banners
415         NULLERROR(surf_b_variations = load_image("b_variations.png"));
416         NULLERROR(surf_b_on = load_image("b_on.png"));
417         NULLERROR(surf_b_rockdodger = load_image("b_rockdodger.png"));
418
419         NULLERROR(surf_b_game = load_image("b_game.png"));
420         NULLERROR(surf_b_over = load_image("b_over.png"));
421
422         // Load the life indicator (small ship) graphic.
423         NULLERROR(surf_life = load_image("life.png"));
424
425         // Load the font image
426         s = add_data_path("font.png");
427         if(s) {
428                 g_font = font_load(s);
429                 atexit(&font_cleanup);
430         } else {
431                 fprintf(stderr, "could create path to font\n");
432                 exit(1);
433         }
434
435         init_engine_dots();
436         init_dust();
437
438         init_sprites();
439         add_sprite(SPRITE(&ship));
440
441         // Remove the mouse cursor
442 #ifdef SDL_DISABLE
443         SDL_ShowCursor(SDL_DISABLE);
444 #endif
445
446         return 0;
447 }
448
449 void
450 show_lives(void)
451 {
452         int i;
453         SDL_Rect dest;
454
455         for(i=0; i<ship.lives-1; i++) {
456                 dest.x = (i + 1)*(surf_life->w + 10);
457                 dest.y = 20;
458                 SDL_BlitSurface(surf_life, NULL, surf_screen, &dest);
459         }
460 }
461
462 void
463 draw_game_over(void)
464 {
465         int x;
466         char *text0, *text1;
467         SDL_Rect dest;
468
469         fadetimer += t_frame;
470
471         dest.x = (XSIZE-surf_b_game->w)/2;
472         dest.y = (YSIZE-surf_b_game->h)/2-40;
473         SDL_BlitSurface(surf_b_game,NULL,surf_screen,&dest);
474
475         dest.x = (XSIZE-surf_b_over->w)/2;
476         dest.y = (YSIZE-surf_b_over->h)/2 + 40;
477         SDL_BlitSurface(surf_b_over,NULL,surf_screen,&dest);
478
479         if(new_high_score(score)) {
480                 text0 = "New High Score!";
481                 text1 = "Press SPACE to continue";
482         } else {
483                 text0 = msgs[g_easy][0];
484                 text1 = msgs[g_easy][1];
485         }
486
487         x = (XSIZE-font_width(text0))/2 + cos(fadetimer/9)*10;
488         font_write(x,YSIZE-100 + cos(fadetimer/6)*5,text0);
489
490         x = (XSIZE-font_width(text1))/2 + sin(fadetimer/9)*10;
491         font_write(x,YSIZE-50 + sin(fadetimer/4)*5,text1);
492 }
493
494 void
495 draw_title_page(void)
496 {
497         int x;
498         char *text;
499         SDL_Rect dest;
500
501         fadetimer += t_frame/2.0;
502
503         dest.x = (XSIZE-surf_b_variations->w)/2 + cos(fadetimer/6.5)*10;
504         dest.y = (YSIZE/2-surf_b_variations->h)/2 + sin(fadetimer/5.0)*10;
505         SDL_BlitSurface(surf_b_variations,NULL,surf_screen,&dest);
506
507         dest.x = (XSIZE-surf_b_on->w)/2 + cos((fadetimer + 1.0)/6.5)*10;
508         dest.y = (YSIZE/2-surf_b_on->h)/2 + surf_b_variations->h + 20 + sin((fadetimer + 1.0)/5.0)*10;
509         SDL_BlitSurface(surf_b_on,NULL,surf_screen,&dest);
510
511         dest.x = (XSIZE-surf_b_rockdodger->w)/2 + cos((fadetimer + 2.0)/6.5)*10;
512         dest.y = (YSIZE/2-surf_b_rockdodger->h)/2 + surf_b_variations->h + surf_b_on->h + 40 + sin((fadetimer + 2.0)/5)*10;
513         SDL_BlitSurface(surf_b_rockdodger,NULL,surf_screen,&dest);
514
515         text = msgs[g_easy][(int)(fadetimer/35)%NSEQUENCE];
516         x = (XSIZE-font_width(text))/2 + cos(fadetimer/4.5)*10;
517         font_write(x,YSIZE-100 + cos(fadetimer/3)*5,text);
518
519         text = "Version " VERSION;
520         x = (XSIZE-font_width(text))/2 + sin(fadetimer/4.5)*10;
521         font_write(x,YSIZE-50 + sin(fadetimer/2)*5,text);
522 }
523
524 void
525 draw(void)
526 {
527         SDL_FillRect(surf_screen,NULL,0);  // black background
528         draw_dots();            // background dots
529         draw_sprite(SPRITE(&ship));
530         draw_rocks();
531
532         show_lives();
533         show_score();
534
535         switch (state) {
536                 case GAME_OVER:
537                         draw_game_over();
538                         break;
539
540                 case TITLE_PAGE:
541                         draw_title_page();
542                         break;
543
544                 case HIGH_SCORE_ENTRY:
545                 case HIGH_SCORE_DISPLAY:
546                         display_scores(150,50);
547                         break;
548
549                 case GAMEPLAY:
550                 case DEAD_PAUSE:
551                         ; // no action necessary
552         }
553
554         // Update the surface
555         SDL_Flip(surf_screen);
556 }
557
558 static inline void
559 kill_ship(struct ship *ship)
560 {
561         play_sound(SOUND_BANG);
562         new_bang_dots(SPRITE(ship));
563         if(--ship->lives) {
564                 state = DEAD_PAUSE;
565                 state_timeout = DEAD_PAUSE_LENGTH;
566                 // want ship to be invisible, but keep drifting at sqrt(speed)
567                 // to leave it in the middle of the space from the explosion.
568                 ship->flags = MOVE;
569                 ship->dx = (ship->dx < 0) ? -sqrt(-ship->dx) : sqrt(ship->dx);
570                 ship->dy = (ship->dy < 0) ? -sqrt(-ship->dy) : sqrt(ship->dy);
571                 if(ship->dx < BARRIER_SPEED) ship->dx = BARRIER_SPEED;
572         } else {
573                 state = GAME_OVER;
574                 play_tune(TUNE_TITLE_PAGE);
575                 state_timeout = 200.0;
576                 fadetimer = 0.0;
577                 ship->flags = 0;
578                 // scrolling is based on the ship speed, so we need to reset it.
579                 ship->dx = BARRIER_SPEED; ship->dy = 0;
580         }
581 }
582
583 void
584 do_collision(Sprite *a, Sprite *b)
585 {
586         if(a->type == SHIP) kill_ship((struct ship *)a);
587         else if(b->type == SHIP) kill_ship((struct ship *)b);
588         else bounce(a, b);
589 }
590
591 void
592 init_score_entry(void)
593 {
594         SDL_Event e;
595         state = HIGH_SCORE_ENTRY;
596         state_timeout = 5.0e6;
597         SDL_EnableUNICODE(1);
598         while(SDL_PollEvent(&e))
599                 ;
600         insert_score(score);
601 }
602
603 // Count down the state timer, and change state when it gets to zero or less;
604 void
605 update_state(void)
606 {
607         state_timeout -= t_frame*3;
608         if(state_timeout > 0) return;
609
610         switch(state) {
611                 case GAMEPLAY: break;  // no action necessary
612                 case DEAD_PAUSE:
613                         // Restore the ship and continue playing
614                         ship.flags = DRAW|MOVE|COLLIDE;
615                         state = GAMEPLAY;
616                         break;
617                 case GAME_OVER:
618                         if(new_high_score(score)) init_score_entry();
619                         else {
620                                 state = HIGH_SCORE_DISPLAY;
621                                 state_timeout = 400;
622                         }
623                         break;
624                 case HIGH_SCORE_DISPLAY:
625                         state = TITLE_PAGE;
626                         state_timeout = 600.0;
627                         fadetimer = 0.0;
628                         break;
629                 case HIGH_SCORE_ENTRY:
630                         break;
631                 case TITLE_PAGE:
632                         state = HIGH_SCORE_DISPLAY;
633                         state_timeout = 200.0;
634                         break;
635         }
636 }
637
638 void
639 gameloop() {
640         SDL_Event e;
641         Uint8 *keystate;
642         float tmp;
643
644         for(;;) {
645                 ms_frame = SDL_GetTicks() - ms_end;
646                 ms_end += ms_frame;
647                 if(ms_frame > 50) {
648                         ms_frame = 50;
649                 }
650                 t_frame = gamespeed * ms_frame / 50;
651                 frames++;
652
653                 if(opt_autopilot) {
654                         autopilot(t_frame);
655                 }
656
657                 while(paused ? SDL_WaitEvent(&e) : SDL_PollEvent(&e)) {
658                         switch(e.type) {
659                                 case SDL_QUIT: return;
660                                 case SDL_KEYDOWN:
661                                         // even during high-score entry
662                                         if(e.key.keysym.sym == SDLK_ESCAPE) {
663                                                 return;
664                                         }
665
666                                         if(state == HIGH_SCORE_ENTRY) {
667                                                 if(!process_score_input(&e.key.keysym)) {
668                                                         // Write the high score table to the file
669                                                         write_high_score_table();
670                                                         // continue to display the scores briefly
671                                                         state = HIGH_SCORE_DISPLAY;
672                                                         state_timeout = 200;
673                                                 }
674                                         } else {
675                                                 switch(e.key.keysym.sym) {
676                                                         case SDLK_q:
677                                                                 return;
678                                                         case SDLK_3:
679                                                         case SDLK_PRINT:
680                                                                 {
681                                                                         FILE *screenshot_fp;
682                                                                         char tmp[30];
683                                                                         char *screenshot_filename = &(tmp[0]);
684                                                                         for(;;) {
685                                                                                 snprintf(screenshot_filename, 30, "vor-screenshot-%02i.bmp", screenshot_number++);
686                                                                                 screenshot_fp = fopen(screenshot_filename, "r");
687                                                                                 if(screenshot_fp) {
688                                                                                         fclose(screenshot_fp);
689                                                                                 } else {
690                                                                                         break;
691                                                                                 }
692                                                                         }
693                                                                         SDL_SaveBMP(surf_screen, screenshot_filename);
694                                                                 }
695                                                                 break;
696                                                         case SDLK_p:
697                                                         case SDLK_PAUSE:
698                                                                 paused = !paused;
699                                                                 if(paused) {
700                                                                         pause_tune();
701                                                                 } else {
702                                                                         resume_tune();
703                                                                         ms_end = SDL_GetTicks();
704                                                                 }
705                                                                 break;
706                                                         case SDLK_f:
707                                                         case SDLK_F11:
708                                                                 toggle_fullscreen();
709                                                                 break;
710                                                         default:
711                                                                 // other keys are handled by checking keystate each frame
712                                                                 break;
713                                                 }
714                                         }
715                                         break;
716                         }
717                 }
718                 keystate = SDL_GetKeyState(NULL);
719                 if(opt_autopilot) {
720                         autopilot_fix_keystates(keystate);
721                 }
722
723                 if(state == GAMEPLAY) {
724                         if(!paused) {
725                                 score += ms_frame;
726                                 
727                                 if(keystate[SDLK_LEFT]  || keystate[SDLK_KP4]) {
728                                         ship.dx -= THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<0;
729                                 }
730                                 if(keystate[SDLK_DOWN]  || keystate[SDLK_KP5] || keystate[SDLK_KP2]) {
731                                         ship.dy += THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<1;
732                                 }
733                                 if(keystate[SDLK_RIGHT] || keystate[SDLK_KP6]) {
734                                         ship.dx += THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<2;
735                                 }
736                                 if(keystate[SDLK_UP]    || keystate[SDLK_KP8]) {
737                                         ship.dy -= THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<3;
738                                 }
739                                 if(ship.jets) {
740                                         ship.dx = fconstrain2(ship.dx, -50, 50);
741                                         ship.dy = fconstrain2(ship.dy, -50, 50);
742                                 }
743                         }
744
745                 }
746
747                 if(!paused) {
748                         update_state();
749
750                         // SCROLLING
751                         tmp = (ship.y+ship.h/2 + ship.dy*t_frame - YSCROLLTO)/25 + (ship.dy-screendy);
752                         screendy += tmp * t_frame/12;
753                         tmp = (ship.x+ship.w/2 + ship.dx*t_frame - XSCROLLTO)/25 + (ship.dx-screendx);
754                         screendx += tmp * t_frame/12;
755                         // taper off so we don't hit the barrier abruptly.
756                         // (if we would hit in < 2 seconds, adjust to 2 seconds).
757                         if(dist_ahead + (screendx - BARRIER_SPEED)*TO_TICKS(2) < 0)
758                                 screendx = BARRIER_SPEED - (dist_ahead/TO_TICKS(2));
759                         dist_ahead += (screendx - BARRIER_SPEED)*t_frame;
760                         if(MAX_DIST_AHEAD >= 0) dist_ahead = min(dist_ahead, MAX_DIST_AHEAD);
761
762                         move_sprites();
763                         move_dots();
764                         move_dust();
765
766                         new_rocks();
767
768                         // BOUNCE off left or right edge of screen
769                         if(ship.x < 0 || ship.x+ship.w > XSIZE) {
770                                 ship.x -= (ship.dx-screendx)*t_frame;
771                                 ship.dx = screendx - (ship.dx-screendx)*BOUNCINESS;
772                                 ship.x = fconstrain(ship.x, XSIZE - ship.w);
773                         }
774
775                         // BOUNCE off top or bottom of screen
776                         if(ship.y < 0 || ship.y+ship.h > YSIZE) {
777                                 ship.y -= (ship.dy-screendy)*t_frame;
778                                 ship.dy = screendy - (ship.dy-screendy)*BOUNCINESS;
779                                 ship.y = fconstrain(ship.y, YSIZE - ship.h);
780                         }
781
782                         new_engine_dots();
783
784                         collisions(); // must happen after ship bouncing because it puts pixels where the ship is (thus the ship must be on the screen)
785
786
787                         draw();
788
789                         // new game
790                         if((keystate[SDLK_SPACE] || keystate[SDLK_1] || keystate[SDLK_2])
791                            && (state == HIGH_SCORE_DISPLAY
792                                || state == TITLE_PAGE
793                                || state == GAME_OVER)) {
794                                 if(state == GAME_OVER && new_high_score(score))
795                                         init_score_entry();
796                                 else {
797                                         if((keystate[SDLK_SPACE] && !initial_rocks) || keystate[SDLK_2]) {
798                                                 g_easy = 0;
799                                                 initial_rocks = NORMAL_I_ROCKS;
800                                                 final_rocks = NORMAL_F_ROCKS;
801                                                 if(gamespeed == EASY_GAMESPEED)
802                                                         gamespeed = NORMAL_GAMESPEED;
803                                         } else if(keystate[SDLK_1]) {
804                                                 g_easy = 1;
805                                                 initial_rocks = EASY_I_ROCKS;
806                                                 final_rocks = EASY_F_ROCKS;
807                                                 gamespeed = EASY_GAMESPEED;
808                                         }
809                                         reset_sprites();
810                                         reset_rocks();
811                                         screendx = BARRIER_SPEED; screendy = 0;
812
813                                         ship.x = XSIZE/2.2; ship.y = YSIZE/2 - ship.w/2;
814                                         ship.dx = screendx; ship.dy = screendy;
815                                         ship.lives = 4;
816                                         ship.flags = MOVE|DRAW|COLLIDE;
817                                         add_sprite(SPRITE(&ship));
818
819                                         score = 0;
820
821                                         state = GAMEPLAY;
822                                         play_tune(TUNE_GAMEPLAY);
823                                 }
824                         }
825
826                         ship.jets = 0;
827                 }
828
829                 if(state == TITLE_PAGE && keystate[SDLK_h]) {
830                         state = HIGH_SCORE_DISPLAY;
831                         state_timeout = 400;
832                 }
833         }
834 }
835
836 int
837 main(int argc, char **argv) {
838         if(!parse_opts(argc, argv)) return 1;
839
840         if(init()) {
841                 printf ("vor: SDL error: '%s'\n",initerror);
842                 return 1;
843         }
844
845         start = SDL_GetTicks();
846         frames = 0;
847         gameloop();
848         end = SDL_GetTicks();
849         // printf("%ld frames in %ld ms, %.2f fps.\n", frames, end-start, frames * 1000.0 / (end-start));
850
851         return 0;
852 }