1 /* Variations on RockDodger
2  * Space Rocks copyright (C) 2001 Paul Holt <pad@pcholt.com>
3  *
4  * Project fork 2004, Jason Woofenden and Joshua Grams.
5  * (a whole bunch of modifications and project rename)
6 
7  * This program is free software; you can redistribute it and/or modify it
8  * under the terms of the GNU General Public License as published by the
9  * Free Software Foundation; either version 2 of the License, or (at your
10  * option) any later version.
11  *
12  * This program is distributed in the hope that it will be useful,
13  * but WITHOUT ANY WARRANTY; without even the implied warranty of
14  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15  * GNU General Public License for more details.
16  *
17  * You should have received a copy of the GNU General Public License
18  * along with this program; if not, write to the Free Software
19  * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
20  */
21 
22 #include <math.h>
23 #include <SDL.h>
24 #include <SDL_image.h>
25 #include <stdarg.h>
26 #include <stdio.h>
27 #include <stdlib.h>
28 #include <string.h>
29 #include <time.h>
30 
31 #include "font.h"
32 
33 #include "args.h"
34 #include "common.h"
35 #include <config.h>
36 #include "vorconfig.h"
37 #include "dust.h"
38 #include "file.h"
39 #include "float.h"
40 #include "globals.h"
41 #include "mt.h"
42 #include "rocks.h"
43 #include "score.h"
44 #include "sprite.h"
45 #include "sound.h"
46 #include "autopilot.h"
47 
48 // ************************************* VARS
49 // SDL_Surface global variables
50 SDL_Surface
51 	*surf_screen,	// Screen
52 	*surf_b_variations, // "variations" banner
53 	*surf_b_on, // "on" banner
54 	*surf_b_rockdodger, // "rockdodger" banner
55 	*surf_b_game,	// Title element "game"
56 	*surf_b_over,	// Title element "over"
57 	*surf_life,	// Indicator of number of ships remaining
58 	*surf_rock[NROCKS],	// THE ROCKS
59 	*surf_font_big;	// The big font
60 
61 
62 font *g_font;
63 
64 #define ENGINEDOT 0
65 #define BANGDOT 1
66 
67 struct dot {
68 	int active;
69 	float x, y;
70 	float dx, dy;
71 	float mass;   // in DOT_MASS_UNITs
72 	float decay;  // rate at which to reduce mass.
73 	int heat;     // heat multiplier (color).
74 	uint8_t type;  // BANGDOT or ENGINEDOT
75 };
76 
77 void draw(void);
78 
79 struct dot edot[MAXENGINEDOTS], *dotptr = edot;
80 struct dot bdot[MAXBANGDOTS];
81 
82 // Other global variables
83 char topline[1024];
84 char *initerror = "";
85 int screenshot_number = 0;
86 
87 struct ship ship = { SHIP, 0, NULL, XSIZE/2, YSIZE/2, BARRIER_SPEED, 0.0 };
88 
89 float screendx = BARRIER_SPEED, screendy = 0.0;
90 float dist_ahead;
91 
92 // all movement is based on t_frame.
93 unsigned long frames, start, end;
94 float t_frame;  // length of this frame (in ticks = 1/20th second)  adjusted for gamespeed
95 int ms_frame;   // length of this frame (milliseconds)
96 int ms_end;     // end of this frame (milliseconds)
97 
98 float gamespeed = 1.00;
99 
100 int score;
101 
102 float fadetimer = 0;
103 
104 int paused = 0;
105 
106 // bangdot start (bd1) and end (bd2) position:
107 int bd1 = 0, bd2 = 0;
108 
109 enum states {
110 	TITLE_PAGE,
111 	GAMEPLAY,
112 	DEAD_PAUSE,
113 	GAME_OVER,
114 	HIGH_SCORE_ENTRY,
115 	HIGH_SCORE_DISPLAY
116 };
117 enum states state = TITLE_PAGE;
118 float state_timeout = 600.0;
119 
120 #define NSEQUENCE 3
121 char *msgs[2][3] = {
122 	{
123 		"Press SPACE for normal game",
124 		"Press '1' for easy game",
125 		"https://sametwice.com/vor"
126 	},
127 	{
128 		"Press SPACE for easy game",
129 		"Press '2' for normal game",
130 		"https://sametwice.com/vor"
131 	}
132 };
133 
134 int bangdotlife, nbangdots;
135 Uint16 heatcolor[W*3];
136 
137 char *data_dir;
138 extern char *optarg;
139 extern int optind, opterr, optopt;
140 
141 #define TO_TICKS(seconds) ((seconds)*20*gamespeed)
142 
143 // ************************************* FUNCS
144 
145 #ifdef HAVE_NANOSLEEP
146 void
tiny_sleep()147 tiny_sleep() {
148 	struct timespec t;
149 	t.tv_sec = 0;
150 	t.tv_nsec = 1;
151 	nanosleep(&t, 0);
152 }
153 #else
154 #define tiny_sleep()
155 #endif
156 
157 void
init_dots()158 init_dots() {
159 	int i;
160 	for(i = 0; i<MAXENGINEDOTS; i++) {
161 		edot[i].active = 0;
162 		edot[i].type = ENGINEDOT;
163 	}
164 	for(i = 0; i<MAXBANGDOTS; i++) {
165 		bdot[i].active = 0;
166 		bdot[i].type = BANGDOT;
167 	}
168 }
169 
170 
171 void
new_engine_dots(void)172 new_engine_dots(void) {
173 	int dir, i;
174 	int n = t_frame * ENGINE_DOTS_PER_TIC;
175 	float a, r;  // angle, random length
176 	float dx, dy;
177 	float hx, hy; // half ship width/height.
178 	static const int s[4] = { 2, 1, 0, 1 };
179 	float time;
180 	float accelh, accelv, past_ship_dx, past_ship_dy;
181 
182 	hx = ship.image->w / 2;
183 	hy = ship.image->h / 2;
184 
185 	for(dir=0; dir<4; dir++) {
186 		if(!(ship.jets & 1<<dir)) continue;
187 
188 		for(i = 0; i<n; i++) {
189 			if(dotptr->active == 0) {
190 				a = frnd()*M_PI + (dir-1)*M_PI_2;
191 				r = sin(frnd()*M_PI);
192 				dx = r * cos(a);
193 				dy = r * -sin(a);  // screen y is "backwards".
194 
195 				dotptr->decay = 3;
196 				dotptr->heat = 6;
197 
198 				// dot was created at a random time during the time span
199 				time = frnd() * t_frame; // this is how long ago
200 
201 				// calculate how fast the ship was going when this engine dot was
202 				// created (as if it had a smooth acceleration). This is used in
203 				// determining the velocity of the dots, but not their starting
204 				// location.
205 				accelh = ((ship.jets >> 2) & 1) - (ship.jets & 1);
206 				accelh *= THRUSTER_STRENGTH * time;
207 				past_ship_dx = ship.dx - accelh;
208 				accelv = ((ship.jets >> 1) & 1) - ((ship.jets >> 3) & 1);
209 				accelv *= THRUSTER_STRENGTH * time;
210 				past_ship_dy = ship.dy - accelv;
211 
212 				// the starting position (not speed) of the dot is calculated as
213 				// though the ship were traveling at a constant speed for this
214 				// t_frame.
215 				dotptr->x = (ship.x - (ship.dx - screendx) * time) + s[dir]*hx;
216 				dotptr->y = (ship.y - (ship.dy - screendy) * time) + s[(dir+1)&3]*hy;
217 				if(dir&1) {
218 					dotptr->dx = past_ship_dx + 2*dx;
219 					dotptr->dy = past_ship_dy + 20*dy;
220 					dotptr->mass = 60 * fabs(dy);
221 				} else {
222 					dotptr->dx = past_ship_dx + 20*dx;
223 					dotptr->dy = past_ship_dy + 2*dy;
224 					dotptr->mass = 60 * fabs(dx);
225 				}
226 
227 				// move the dot as though it were created in the past
228 				dotptr->x += (dotptr->dx - screendx) * time;
229 				dotptr->y += (dotptr->dy - screendy) * time;
230 
231 				if(!fclip(dotptr->x, XSIZE) && !fclip(dotptr->y, YSIZE)) {
232 					dotptr->active = 1;
233 					if(dotptr - edot < MAXENGINEDOTS-1) {
234 						dotptr++;
235 					} else {
236 						dotptr = edot;
237 					}
238 				}
239 			}
240 		}
241 	}
242 }
243 
244 
245 void
new_bang_dots(struct sprite * s)246 new_bang_dots(struct sprite *s)
247 {
248 	int i, n, x, y;
249 	uint16_t *pixel, c;
250 	uint32_t colorkey;
251 	int row_inc;
252 	double theta, r;
253 	SDL_Surface *img = s->image;
254 
255 	n = 20;
256 	pixel = img->pixels;
257 	row_inc = img->pitch/sizeof(uint16_t) - img->w;
258 	colorkey = img->format->colorkey;
259 
260 	if(SDL_MUSTLOCK(img)) { SDL_LockSurface(img); }
261 
262 	for(i=0; i<n; i++) {
263 		pixel = img->pixels;
264 		for(y=0; y<img->h; y++) {
265 			for(x = 0; x<img->w; x++) {
266 				c = *pixel++;
267 				if(c && c != colorkey) {
268 					theta = frnd()*M_PI*2;
269 					r = frnd(); r = 1 - r*r;
270 
271 					bdot[bd2].dx = 45*r*cos(theta) + s->dx;
272 					bdot[bd2].dy = 45*r*sin(theta) + s->dy;
273 					bdot[bd2].x = x + s->x;
274 					bdot[bd2].y = y + s->y;
275 					bdot[bd2].mass = frnd() * 99;
276 					bdot[bd2].decay = frnd()*1.5 + 0.5;
277 					bdot[bd2].heat = 3;
278 					bdot[bd2].active = 1;
279 
280 					bd2 = (bd2+1) % MAXBANGDOTS;
281 				}
282 				pixel += row_inc;
283 			}
284 		}
285 	}
286 
287 	if(SDL_MUSTLOCK(img)) { SDL_UnlockSurface(img); }
288 }
289 
290 void
kill_rock(struct rock * r)291 kill_rock(struct rock *r) {
292 	r->x = -200;
293 }
294 
295 void
move_dot(struct dot * d)296 move_dot(struct dot *d)
297 {
298 	Sprite *hit;
299 	float mass;
300 
301 	if(d->active) {
302 		d->x += (d->dx - screendx) * t_frame;
303 		d->y += (d->dy - screendy) * t_frame;
304 		d->mass -= t_frame * d->decay;
305 		if(d->mass < 0 || fclip(d->x, XSIZE) || fclip(d->y, YSIZE))
306 			d->active = 0;
307 		else {
308 			hit = pixel_collides(d->x, d->y);
309 			if(hit) if(hit->type != SHIP) {
310 				d->active = 0;
311 				mass = sprite_mass(hit);
312 				if(d->type == BANGDOT) {
313 					struct rock *rock = (struct rock*)hit;
314 					rock->life -= (d->dx - hit->dx) * (d->dx - hit->dx) + (d->dy - hit->dy) * (d->dy - hit->dy);
315 					if(rock->life < 0) {
316 						kill_rock(rock);
317 					}
318 				}
319 				hit->dx += DOT_MASS_UNIT * d->mass * (d->dx - hit->dx) / mass;
320 				hit->dy += DOT_MASS_UNIT * d->mass * (d->dy - hit->dy) / mass;
321 			}
322 		}
323 	}
324 }
325 
326 void
move_dots(void)327 move_dots(void)
328 {
329 	int i;
330 
331 	for(i=0; i<MAXBANGDOTS; i++) move_dot(&bdot[i]);
332 	for(i=0; i<MAXENGINEDOTS; i++) move_dot(&edot[i]);
333 }
334 
335 
336 void
draw_dot(struct dot * d)337 draw_dot(struct dot *d)
338 {
339 	uint16_t *pixels, *pixel;
340 	int row_inc;
341 
342 	if(d->active) {
343 		pixels = (uint16_t *) surf_screen->pixels;
344 		row_inc = surf_screen->pitch / sizeof(uint16_t);
345 		pixel = pixels + (int)d->y * row_inc + (int)d->x;
346 		*pixel = heatcolor[min(3*W-1, (int)(d->mass * d->heat))];
347 	}
348 }
349 
350 void
draw_dots(void)351 draw_dots(void) {
352 	int i;
353 
354 	if(SDL_MUSTLOCK(surf_screen)) { SDL_LockSurface(surf_screen); }
355 	draw_dust();
356 	for(i=0; i<MAXBANGDOTS; i++) draw_dot(&bdot[i]);
357 	for(i=0; i<MAXENGINEDOTS; i++) draw_dot(&edot[i]);
358 	if(SDL_MUSTLOCK(surf_screen)) { SDL_UnlockSurface(surf_screen); }
359 }
360 
361 SDL_Surface *
load_image(char * filename)362 load_image(char *filename)
363 {
364 	SDL_Surface *tmp, *img = NULL;
365 	char *s = add_data_path(filename);
366 	if(s) {
367 		tmp = IMG_Load(s);
368 		free(s);
369 		if(tmp) {
370 			img = SDL_DisplayFormat(tmp);
371 			SDL_FreeSurface(tmp);
372 		}
373 	}
374 	return img;
375 }
376 
377 void
load_ship(void)378 load_ship(void)
379 {
380 	load_sprite(SPRITE(&ship), "ship.png");
381 }
382 
font_cleanup()383 void font_cleanup() {
384 	font_free(g_font);
385 }
386 
387 void
set_video_mode()388 set_video_mode() {
389 	Uint32 flag;
390 
391 	// Attempt to get the required video size
392 	flag = SDL_DOUBLEBUF | SDL_HWSURFACE;
393 	if(opt_fullscreen) flag |= SDL_FULLSCREEN;
394 	surf_screen = SDL_SetVideoMode(XSIZE,YSIZE,16,flag);
395 }
396 
397 void
toggle_fullscreen()398 toggle_fullscreen() {
399 	opt_fullscreen = 1 - opt_fullscreen;
400 	set_video_mode();
401 	if(paused) {
402 		draw();
403 	}
404 }
405 
406 
407 int
init(void)408 init(void) {
409 
410 	int i;
411 	char *s;
412 
413 	// Where are our data files?
414 	if(!find_files()) exit(1);
415 	read_high_score_table();
416 
417 	if(opt_sound) {
418 		// Initialize SDL with audio and video
419 		if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) != 0) {
420 			opt_sound = 0;
421 			fputs("Can't open sound, starting without it\n", stderr);
422 			atexit(SDL_Quit);
423 		} else {
424 			atexit(SDL_Quit);
425 			atexit(SDL_CloseAudio);
426 			opt_sound = init_sound();
427 		}
428 	} else {
429 		// Initialize with video only
430 		CONDERROR(SDL_Init(SDL_INIT_VIDEO) != 0);
431 		atexit(SDL_Quit);
432 	}
433 
434 	play_tune(TUNE_TITLE_PAGE);
435 
436 
437 	// Attempt to get the required video size
438 	set_video_mode();
439 
440 	// Set the title bar text
441 	SDL_WM_SetCaption("Variations on Rockdodger", "VoR");
442 
443 	NULLERROR(surf_screen);
444 
445 	// Set the heat color from the range 0 (cold) to 300 (blue-white)
446 	for(i = 0; i<W*3; i++) {
447 		heatcolor[i] = SDL_MapRGB(
448 			surf_screen->format,
449 			(i<W)?(i*M/W):(M),(i<W)?0:(i<2*W)?((i-W)*M/W):M,(i<2*W)?0:((i-W)*M/W) // Got that?
450 		);
451 	}
452 
453 	// Load the banners
454 	NULLERROR(surf_b_variations = load_image("b_variations.png"));
455 	NULLERROR(surf_b_on = load_image("b_on.png"));
456 	NULLERROR(surf_b_rockdodger = load_image("b_rockdodger.png"));
457 
458 	NULLERROR(surf_b_game = load_image("b_game.png"));
459 	NULLERROR(surf_b_over = load_image("b_over.png"));
460 
461 	// Load the life indicator (small ship) graphic.
462 	NULLERROR(surf_life = load_image("life.png"));
463 
464 	// Load the font image
465 	s = add_data_path("font.png");
466 	if(s) {
467 		g_font = font_load(s);
468 		atexit(&font_cleanup);
469 	} else {
470 		fprintf(stderr, "could create path to font\n");
471 		exit(1);
472 	}
473 
474 	init_dots();
475 	init_dust();
476 
477 	init_sprites();
478 	add_sprite(SPRITE(&ship));
479 
480 	// Remove the mouse cursor
481 #ifdef SDL_DISABLE
482 	SDL_ShowCursor(SDL_DISABLE);
483 #endif
484 
485 	return 0;
486 }
487 
488 void
show_lives(void)489 show_lives(void)
490 {
491 	int i;
492 	SDL_Rect dest;
493 
494 	for(i=0; i<ship.lives-1; i++) {
495 		dest.x = (i + 1)*(surf_life->w + 10);
496 		dest.y = 20;
497 		SDL_BlitSurface(surf_life, NULL, surf_screen, &dest);
498 	}
499 }
500 
501 void
draw_game_over(void)502 draw_game_over(void)
503 {
504 	int x;
505 	char *text0, *text1;
506 	SDL_Rect dest;
507 
508 	fadetimer += t_frame;
509 
510 	dest.x = (XSIZE-surf_b_game->w)/2;
511 	dest.y = (YSIZE-surf_b_game->h)/2-40;
512 	SDL_BlitSurface(surf_b_game,NULL,surf_screen,&dest);
513 
514 	dest.x = (XSIZE-surf_b_over->w)/2;
515 	dest.y = (YSIZE-surf_b_over->h)/2 + 40;
516 	SDL_BlitSurface(surf_b_over,NULL,surf_screen,&dest);
517 
518 	if(new_high_score(score)) {
519 		text0 = "New High Score!";
520 		text1 = "Press SPACE to continue";
521 	} else {
522 		text0 = msgs[g_easy][0];
523 		text1 = msgs[g_easy][1];
524 	}
525 
526 	x = (XSIZE-font_width(text0))/2 + cos(fadetimer/9)*10;
527 	font_write(x,YSIZE-100 + cos(fadetimer/6)*5,text0);
528 
529 	x = (XSIZE-font_width(text1))/2 + sin(fadetimer/9)*10;
530 	font_write(x,YSIZE-50 + sin(fadetimer/4)*5,text1);
531 }
532 
533 void
draw_title_page(void)534 draw_title_page(void)
535 {
536 	int x;
537 	char *text;
538 	SDL_Rect dest;
539 
540 	fadetimer += t_frame/2.0;
541 
542 	dest.x = (XSIZE-surf_b_variations->w)/2 + cos(fadetimer/6.5)*10;
543 	dest.y = (YSIZE/2-surf_b_variations->h)/2 + sin(fadetimer/5.0)*10;
544 	SDL_BlitSurface(surf_b_variations,NULL,surf_screen,&dest);
545 
546 	dest.x = (XSIZE-surf_b_on->w)/2 + cos((fadetimer + 1.0)/6.5)*10;
547 	dest.y = (YSIZE/2-surf_b_on->h)/2 + surf_b_variations->h + 20 + sin((fadetimer + 1.0)/5.0)*10;
548 	SDL_BlitSurface(surf_b_on,NULL,surf_screen,&dest);
549 
550 	dest.x = (XSIZE-surf_b_rockdodger->w)/2 + cos((fadetimer + 2.0)/6.5)*10;
551 	dest.y = (YSIZE/2-surf_b_rockdodger->h)/2 + surf_b_variations->h + surf_b_on->h + 40 + sin((fadetimer + 2.0)/5)*10;
552 	SDL_BlitSurface(surf_b_rockdodger,NULL,surf_screen,&dest);
553 
554 	text = msgs[g_easy][(int)(fadetimer/35)%NSEQUENCE];
555 	x = (XSIZE-font_width(text))/2 + cos(fadetimer/4.5)*10;
556 	font_write(x,YSIZE-100 + cos(fadetimer/3)*5,text);
557 
558 	text = "Version " PACKAGE_VERSION;
559 	x = (XSIZE-font_width(text))/2 + sin(fadetimer/4.5)*10;
560 	font_write(x,YSIZE-50 + sin(fadetimer/2)*5,text);
561 }
562 
563 void
draw(void)564 draw(void)
565 {
566 	SDL_FillRect(surf_screen,NULL,0);  // black background
567 	draw_dots();            // background dots
568 	draw_sprite(SPRITE(&ship));
569 	draw_rocks();
570 
571 	show_lives();
572 	show_score();
573 
574 	switch (state) {
575 		case GAME_OVER:
576 			draw_game_over();
577 			break;
578 
579 		case TITLE_PAGE:
580 			draw_title_page();
581 			break;
582 
583 		case HIGH_SCORE_ENTRY:
584 		case HIGH_SCORE_DISPLAY:
585 			display_scores(150,50);
586 			break;
587 
588 		case GAMEPLAY:
589 		case DEAD_PAUSE:
590 			; // no action necessary
591 	}
592 
593 	// Update the surface
594 	SDL_Flip(surf_screen);
595 }
596 
597 static inline void
kill_ship(struct ship * ship)598 kill_ship(struct ship *ship)
599 {
600 	play_sound(SOUND_BANG);
601 	new_bang_dots(SPRITE(ship));
602 	if(--ship->lives) {
603 		state = DEAD_PAUSE;
604 		state_timeout = DEAD_PAUSE_LENGTH;
605 		// want ship to be invisible, but keep drifting at sqrt(speed)
606 		// to leave it in the middle of the space from the explosion.
607 		ship->flags = MOVE;
608 		ship->dx = (ship->dx < 0) ? -sqrt(-ship->dx) : sqrt(ship->dx);
609 		ship->dy = (ship->dy < 0) ? -sqrt(-ship->dy) : sqrt(ship->dy);
610 		if(ship->dx < BARRIER_SPEED) ship->dx = BARRIER_SPEED;
611 	} else {
612 		state = GAME_OVER;
613 		play_tune(TUNE_TITLE_PAGE);
614 		state_timeout = 200.0;
615 		fadetimer = 0.0;
616 		ship->flags = 0;
617 		// scrolling is based on the ship speed, so we need to reset it.
618 		ship->dx = BARRIER_SPEED; ship->dy = 0;
619 	}
620 }
621 
622 void
do_collision(Sprite * a,Sprite * b)623 do_collision(Sprite *a, Sprite *b)
624 {
625 	if(a->type == SHIP) kill_ship((struct ship *)a);
626 	else if(b->type == SHIP) kill_ship((struct ship *)b);
627 	else bounce(a, b);
628 }
629 
630 void
init_score_entry(void)631 init_score_entry(void)
632 {
633 	SDL_Event e;
634 	state = HIGH_SCORE_ENTRY;
635 	state_timeout = 5.0e6;
636 	SDL_EnableUNICODE(1);
637 	while(SDL_PollEvent(&e))
638 		;
639 	insert_score(score);
640 }
641 
642 // Count down the state timer, and change state when it gets to zero or less;
643 void
update_state(void)644 update_state(void)
645 {
646 	state_timeout -= t_frame*3;
647 	if(state_timeout > 0) return;
648 
649 	switch(state) {
650 		case GAMEPLAY: break;  // no action necessary
651 		case DEAD_PAUSE:
652 			// Restore the ship and continue playing
653 			ship.flags = DRAW|MOVE|COLLIDE;
654 			state = GAMEPLAY;
655 			break;
656 		case GAME_OVER:
657 			if(new_high_score(score)) init_score_entry();
658 			else {
659 				state = HIGH_SCORE_DISPLAY;
660 				state_timeout = 400;
661 			}
662 			break;
663 		case HIGH_SCORE_DISPLAY:
664 			state = TITLE_PAGE;
665 			state_timeout = 600.0;
666 			fadetimer = 0.0;
667 			break;
668 		case HIGH_SCORE_ENTRY:
669 			break;
670 		case TITLE_PAGE:
671 			state = HIGH_SCORE_DISPLAY;
672 			state_timeout = 200.0;
673 			break;
674 	}
675 }
676 
677 void
gameloop()678 gameloop() {
679 	SDL_Event e;
680 	Uint8 *keystate;
681 	float tmp;
682 
683 	for(;;) {
684 		ms_frame = SDL_GetTicks() - ms_end;
685 		ms_end += ms_frame;
686 		if(ms_frame > 50) {
687 			ms_frame = 50;
688 		}
689 		t_frame = gamespeed * ms_frame / 50;
690 		frames++;
691 
692 		if(opt_autopilot) {
693 			autopilot(t_frame);
694 		}
695 
696 		while(paused ? SDL_WaitEvent(&e) : SDL_PollEvent(&e)) {
697 			switch(e.type) {
698 				case SDL_QUIT: return;
699 				case SDL_KEYDOWN:
700 					// even during high-score entry
701 					if(e.key.keysym.sym == SDLK_ESCAPE) {
702 						return;
703 					}
704 
705 					if(state == HIGH_SCORE_ENTRY) {
706 						if(!process_score_input(&e.key.keysym)) {
707 							// Write the high score table to the file
708 							write_high_score_table();
709 							// continue to display the scores briefly
710 							state = HIGH_SCORE_DISPLAY;
711 							state_timeout = 200;
712 						}
713 					} else {
714 						switch(e.key.keysym.sym) {
715 							case SDLK_q:
716 								return;
717 							case SDLK_3:
718 							case SDLK_PRINT:
719 								{
720 									FILE *screenshot_fp;
721 									char tmp[30];
722 									char *screenshot_filename = &(tmp[0]);
723 									for(;;) {
724 										snprintf(screenshot_filename, 30, "vor-screenshot-%02i.bmp", screenshot_number++);
725 										screenshot_fp = fopen(screenshot_filename, "r");
726 										if(screenshot_fp) {
727 											fclose(screenshot_fp);
728 										} else {
729 											break;
730 										}
731 									}
732 									SDL_SaveBMP(surf_screen, screenshot_filename);
733 								}
734 								break;
735 							case SDLK_SPACE:
736 								if(state != GAMEPLAY && state != DEAD_PAUSE) {
737 									// don't conflict with space key to start a new game
738 									break;
739 								}
740 								// else fall through
741 							case SDLK_p:
742 							case SDLK_PAUSE:
743 								paused = !paused;
744 								if(paused) {
745 									pause_tune();
746 								} else {
747 									resume_tune();
748 									ms_end = SDL_GetTicks();
749 								}
750 								break;
751 							case SDLK_f:
752 							case SDLK_F11:
753 								toggle_fullscreen();
754 								break;
755 							default:
756 								// other keys are handled by checking keystate each frame
757 								break;
758 						}
759 					}
760 					break;
761 			}
762 		}
763 		keystate = SDL_GetKeyState(NULL);
764 		if(opt_autopilot) {
765 			autopilot_fix_keystates(keystate);
766 		}
767 
768 		if(state == GAMEPLAY) {
769 			if(!paused) {
770 				score += ms_frame;
771 
772 				if(keystate[SDLK_LEFT]  || keystate[SDLK_KP4]) {
773 					ship.dx -= THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<0;
774 				}
775 				if(keystate[SDLK_DOWN]  || keystate[SDLK_KP5] || keystate[SDLK_KP2]) {
776 					ship.dy += THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<1;
777 				}
778 				if(keystate[SDLK_RIGHT] || keystate[SDLK_KP6]) {
779 					ship.dx += THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<2;
780 				}
781 				if(keystate[SDLK_UP]    || keystate[SDLK_KP8]) {
782 					ship.dy -= THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<3;
783 				}
784 				if(ship.jets) {
785 					ship.dx = fconstrain2(ship.dx, -50, 50);
786 					ship.dy = fconstrain2(ship.dy, -50, 50);
787 				}
788 			}
789 
790 		}
791 
792 		if(!paused) {
793 			update_state();
794 
795 			// SCROLLING
796 			tmp = (ship.y+ship.h/2 + ship.dy*t_frame - YSCROLLTO)/25 + (ship.dy-screendy);
797 			screendy += tmp * t_frame/12;
798 			tmp = (ship.x+ship.w/2 + ship.dx*t_frame - XSCROLLTO)/25 + (ship.dx-screendx);
799 			screendx += tmp * t_frame/12;
800 			// taper off so we don't hit the barrier abruptly.
801 			// (if we would hit in < 2 seconds, adjust to 2 seconds).
802 			if(dist_ahead + (screendx - BARRIER_SPEED)*TO_TICKS(2) < 0)
803 				screendx = BARRIER_SPEED - (dist_ahead/TO_TICKS(2));
804 			dist_ahead += (screendx - BARRIER_SPEED)*t_frame;
805 			if(MAX_DIST_AHEAD >= 0) dist_ahead = min(dist_ahead, MAX_DIST_AHEAD);
806 
807 			move_sprites();
808 			move_dots();
809 			move_dust();
810 
811 			new_rocks();
812 
813 			// BOUNCE off left or right edge of screen
814 			if(ship.x < 0 || ship.x+ship.w > XSIZE) {
815 				ship.x -= (ship.dx-screendx)*t_frame;
816 				ship.dx = screendx - (ship.dx-screendx)*BOUNCINESS;
817 				ship.x = fconstrain(ship.x, XSIZE - ship.w);
818 			}
819 
820 			// BOUNCE off top or bottom of screen
821 			if(ship.y < 0 || ship.y+ship.h > YSIZE) {
822 				ship.y -= (ship.dy-screendy)*t_frame;
823 				ship.dy = screendy - (ship.dy-screendy)*BOUNCINESS;
824 				ship.y = fconstrain(ship.y, YSIZE - ship.h);
825 			}
826 
827 			new_engine_dots();
828 
829 			collisions(); // must happen after ship bouncing because it puts pixels where the ship is (thus the ship must be on the screen)
830 
831 
832 			draw();
833 
834 			// new game
835 			if((keystate[SDLK_SPACE] || keystate[SDLK_1] || keystate[SDLK_2])
836 			   && (state == HIGH_SCORE_DISPLAY
837 			       || state == TITLE_PAGE
838 			       || state == GAME_OVER)) {
839 				if(state == GAME_OVER && new_high_score(score))
840 					init_score_entry();
841 				else {
842 					if((keystate[SDLK_SPACE] && !initial_rocks) || keystate[SDLK_2]) {
843 						g_easy = 0;
844 						initial_rocks = NORMAL_I_ROCKS;
845 						final_rocks = NORMAL_F_ROCKS;
846 						if(gamespeed == EASY_GAMESPEED)
847 							gamespeed = NORMAL_GAMESPEED;
848 					} else if(keystate[SDLK_1]) {
849 						g_easy = 1;
850 						initial_rocks = EASY_I_ROCKS;
851 						final_rocks = EASY_F_ROCKS;
852 						gamespeed = EASY_GAMESPEED;
853 					}
854 					reset_sprites();
855 					reset_rocks();
856 					screendx = BARRIER_SPEED; screendy = 0;
857 
858 					ship.x = XSIZE/2.2; ship.y = YSIZE/2 - ship.w/2;
859 					ship.dx = screendx; ship.dy = screendy;
860 					ship.lives = 4;
861 					ship.flags = MOVE|DRAW|COLLIDE;
862 					add_sprite(SPRITE(&ship));
863 
864 					score = 0;
865 
866 					state = GAMEPLAY;
867 					play_tune(TUNE_GAMEPLAY);
868 				}
869 			}
870 
871 			ship.jets = 0;
872 		}
873 
874 		if(state == TITLE_PAGE && keystate[SDLK_h]) {
875 			state = HIGH_SCORE_DISPLAY;
876 			state_timeout = 400;
877 		}
878 
879 		tiny_sleep();
880 	}
881 }
882 
883 int
main(int argc,char ** argv)884 main(int argc, char **argv) {
885 	if(!parse_opts(argc, argv)) return 1;
886 
887 	if(init()) {
888 		printf ("vor: SDL error: '%s'\n",initerror);
889 		return 1;
890 	}
891 
892 	start = SDL_GetTicks();
893 	frames = 0;
894 	gameloop();
895 	end = SDL_GetTicks();
896 	// printf("%ld frames in %ld ms, %.2f fps.\n", frames, end-start, frames * 1000.0 / (end-start));
897 
898 	return 0;
899 }
900