Warning: this is an htmlized version!
The original is here, and
the conversion rules are here.
// CGA-Tron - a Tron-ish game.
// Author: Eduardo Ochs <eduardoochs@gmail.com>
// Source:   <http://angg.twu.net/SDL/cga-tron.c>
// Htmlized: <http://angg.twu.net/SDL/cga-tron.c.html>

// Rules
// =====
// You're yellow and you leave a yellow trail when you walk.
// You never stop until you die. You die when you hit something
// yellow. Use the arrow keys to change your direction. Try to make
// the best score you can before you die. You only live once.
//
// In the beginning it's a black arena with yellow walls and a red
// square 3x3 "pixels" wide somewhere. Walking over a red "pixel"
// gives you one point and makes another 3x3 square appear somewhere.
// So, crossing a 3x3 red square from one side to another gives you
// three points and makes three other squares appear in random
// positions.
//
// Walking over black pixels is harmless.
//
// Sometimes the red squares will appear over your trail. Then some
// pixels of your trail will become red and you'll be able to cross.
//
// The game loop and the outer loop: typing "Q" or Esc or losing when
// you're playing makes you go to the outer loop; in the outer loop
// typing "P" or Enter or space restarts the game, and typing "Q" or
// Esc leaves the program.

// History
// =======
// Current version:          2012jun30.
// First C/SDL version:      2012jun07.
// First Icon version:       2006aug27.
// First Emacs Lisp version: 2004may31.
// Original version in IBM-PC BASIC (for the CGA): 1986
//
// Ancestors:   <http://angg.twu.net/ICON/tron.icn.html>
//              <http://angg.twu.net/elisp/tron.el.html>
// Screenshots: <http://angg.twu.net/ICON/tron.icn.png>
//              <http://angg.twu.net/elisp/tron.el.png>
//
// Here's the original code, in BASIC:
//
//  10 KEY OFF:SCREEN 1:COLOR 0,0:CLS:RANDOMIZE TIMER
//  20 LINE (0,0)-(319,192),,b:X=150:Y=90:DX=1:DY=0:PTS=0
//  30 GOSUB 110:GOSUB 100
//  40 C=POINT(X,Y):IF C=3 THEN 90 ELSE PSET(X,Y),3
//  50 IF C=2 THEN PTS=PTS+1:GOSUB 100:GOSUB 110:SOUND 200,,2
//  60 A$=INKEY$:IF A$="" THEN 80 ELSE ND=INSTR("WASZwasz",A$)-1:IF ND<0 GOTO 80
//  70 MM=(ND AND 2)-1:H=ND AND 1:IF (H=1)<>(DX<>0) THEN DX=H*MM:DY=(1-H)*MM
//  80 X=X+DX:Y=Y+DY:GOTO 40
//  90 END
//  100 LOCATE 25,1:PRINT "Score:";PTS;:LOCATE 1,1:RETURN
//  110 H=RND*316+1:V=RND*188+1:LINE(H,V)-(H+2,V+2),2,BF:RETURN

// You are not expected to understand this
// =======================================
// (find-es "sdl" "cga-tron")
// http://www.lazyfoo.net/SDL_tutorials/lesson01/index2.php
// (find-load81file "om")
// (find-fline "~/IMAGES/littlelangs.png")
// http://sdl.beuc.net/sdl.wiki/SDL_image
// (find-es "sdl" "lazy-foo-tutorial")
// (defun c () (interactive) (find-sh "cd ~/SDL/; rm -fv 2 2.o; gcc -o 2 2.c -lSDL && ./2"))
// (defun c () (interactive) (find-sh "cd ~/SDL/; rm -fv 2 2.o; gcc -o 2 2.c -lSDL && ./2 -geometry +100+100"))
// (find-libcnode "Pseudo-Random Numbers")
// (find-libcnode "Function Index" "* sprintf:")
// (find-fline "/usr/include/SDL/SDL_video.h")

// http://www.libsdl.org/docs/html/sdlfillrect.html
// http://www.libsdl.org/docs/html/sdlmaprgb.html
// http://wiki.libsdl.org/moin.cgi/SDL_FillRect
// http://www.libsdl.org/docs/html/guideinputkeyboard.html

// http://www.libsdl.org/docs/html/audio.html

/*

(defun c () (interactive)
  (find-sh "cd ~/SDL/; rm -fv cga-tron; \
            gcc -o cga-tron cga-tron.c -lSDL && ./cga-tron"))


*/


/*
* (eepitch-shell2)
* (eepitch-kill)
* (eepitch-shell2)
convert red.xpm    red.bmp
convert yellow.xpm yellow.bmp
convert black.xpm  black.bmp

rm -fv 2 2.o
# gcc    -o 2 `sdl-config --cflags` `sdl-config --libs` 2.c
# or:
# g++ -o 2 2.c -lSDL

* (eepitch-shell2)
* (eepitch-kill)
* (eepitch-shell2)
rm -fv 2 2.o
gcc -o 2 2.c -lSDL
./2

* (eepitch-shell)
* (eepitch-kill)
* (eepitch-shell)
tar -cvzf cga-tron.tgz cga-tron.c {black,red,yellow}.{xpm,bmp}
# (ee-cp "cga-tron.tgz" (ee-twupfile "SDL/cga-tron.tgz"))
# http://angg.twu.net/SDL/cga-tron.tgz

# http://www.libsdl.org/docs/html/sdlfillrect.html
# http://www.libsdl.org/docs/html/sdlmaprgb.html

*/

//Include SDL functions and datatypes
#include "SDL/SDL.h"

static SDL_Surface* screen = NULL;
static Uint32 colors_rgb[4];
static char point[320][200];
static int x=150, y=90, dx=1, dy=0, pts=0;

// get_event() is hacky - it uses that 0 < SDL_QUIT < 27 
// (find-fline "/usr/include/SDL/SDL_events.h" "SDL_QUIT,")
// (find-fline "/usr/include/SDL/SDL_keysym.h" "SDLK_ESCAPE")
static SDL_Event event;
int get_event () {
  if (SDL_PollEvent(&event)) {        // If there's an event to handle
    if (event.type == SDL_KEYDOWN)    // If a key was pressed
      return event.key.keysym.sym;
    if (event.type == SDL_QUIT)
      return SDL_QUIT;
  }
  return 0;
}

void update_screen () { SDL_Flip(screen); }

void prect(int x, int y, int w, int h, Uint32 c) {
  SDL_Rect rect;
  rect.x = x;
  rect.y = y;
  rect.w = w;
  rect.h = h;
  SDL_FillRect(screen, &rect, c);
}
void pset(int x, int y, int c) {
  prect(x*2, y*2, 2, 2, colors_rgb[c]);
  point[x][y] = c;
}

void draw_red_square () {
  int h=(rand()%316)+1, v=(rand()%187)+1, x, y;
  for (x=h; x<=h+2; ++x) for (y=v; y<=v+2; ++y) pset(x, y, 2);
}

static char *fontchars[256];
static char fontchar_space [] = {0, 0, 0, 0, 0, 0, 0, 0};
static char fontchar_colon [] = {0, 24, 24, 0, 0, 24, 24, 0};
static char fontchar_0[] = {56, 108, 198, 214, 198, 108, 56, 0};
static char fontchar_1[] = {24, 56, 24, 24, 24, 24, 126, 0};
static char fontchar_2[] = {124, 198, 6, 28, 48, 102, 254, 0};
static char fontchar_3[] = {124, 198, 6, 60, 6, 198, 124, 0};
static char fontchar_4[] = {28, 60, 108, 204, 254, 12, 30, 0};
static char fontchar_5[] = {254, 192, 192, 252, 6, 198, 124, 0};
static char fontchar_6[] = {56, 96, 192, 252, 198, 198, 124, 0};
static char fontchar_7[] = {254, 198, 12, 24, 48, 48, 48, 0};
static char fontchar_8[] = {124, 198, 198, 124, 198, 198, 124, 0};
static char fontchar_9[] = {124, 198, 198, 126, 6, 12, 120, 0};
static char fontchar_S[] = {60, 102, 48, 24, 12, 102, 60, 0};
static char fontchar_c[] = {0, 0, 124, 198, 192, 198, 124, 0};
static char fontchar_o[] = {0, 0, 124, 198, 198, 198, 124, 0};
static char fontchar_r[] = {0, 0, 220, 118, 96, 96, 240, 0};
static char fontchar_e[] = {0, 0, 124, 198, 254, 192, 124, 0};

void draw_str (int x0, int y0, char *str) {
  int x, y;
  for (; *str; ++str, x0+=8)
    for (y=0; y<8; ++y)
      for (x=0; x<8; ++x)
	pset(x0+x, y0+y, (fontchars[*str][y] & (128>>x)) ? 3 : 0);
}
void draw_score () {
  char buffer[80];
  sprintf(buffer, "Score: %d", pts);
  draw_str(0, 192, buffer);
}


void hit_red_pixel () {
  draw_red_square(); ++pts; draw_score();
  update_screen(); SDL_Delay(100);
  // noise();
}

int main( int argc, char* args[] ) {
    int i, j;
    fontchars[' '] = fontchar_space;
    fontchars[':'] = fontchar_colon;
    fontchars['0'] = fontchar_0;
    fontchars['1'] = fontchar_1;
    fontchars['2'] = fontchar_2;
    fontchars['3'] = fontchar_3;
    fontchars['4'] = fontchar_4;
    fontchars['5'] = fontchar_5;
    fontchars['6'] = fontchar_6;
    fontchars['7'] = fontchar_7;
    fontchars['8'] = fontchar_8;
    fontchars['9'] = fontchar_9;
    fontchars['S'] = fontchar_S;
    fontchars['c'] = fontchar_c;
    fontchars['o'] = fontchar_o;
    fontchars['r'] = fontchar_r;
    fontchars['e'] = fontchar_e;

    SDL_Init(SDL_INIT_EVERYTHING);
    screen = SDL_SetVideoMode(640, 400, 32, SDL_SWSURFACE);
    SDL_WM_SetCaption("cga-tron", NULL);

    colors_rgb[0] = SDL_MapRGB(screen->format, 0,    0,   0);
    colors_rgb[1] = SDL_MapRGB(screen->format, 0,   255,  0);
    colors_rgb[2] = SDL_MapRGB(screen->format, 255,   0,  0);
    colors_rgb[3] = SDL_MapRGB(screen->format, 192, 128,  0);

NEWGAME:
    for (i=0; i<=319; ++i) for (j=0; j<=200; ++j) pset(i, j, 0);
    for (i=0; i<=319; ++i) { pset(i, 0, 3); pset(i, 190, 3); }
    for (j=0; j<=190; ++j) { pset(0, j, 3); pset(319, j, 3); }
    x=150; y=90; dx=1; dy=0; pts=0;
    pset(x, y, 3);
    draw_red_square();
    draw_score();

    update_screen();
    SDL_Delay(500);

WALK:
    SDL_Delay(50);

    switch (get_event()) {
      case SDLK_UP:   dx=0; dy=-1; break;
      case SDLK_DOWN: dx=0; dy=1; break;
      case SDLK_LEFT: dx=-1; dy=0; break;
      case SDLK_RIGHT: dx=1; dy=0; break;
      case SDLK_q:
      case SDLK_ESCAPE: goto END;
      case SDL_QUIT: goto CLOSE;
    }

    x=x+dx; y=y+dy;
    if (point[x][y] == 3) goto END;
    if (point[x][y] == 2) hit_red_pixel();
    pset(x, y, 3);
    update_screen();
    goto WALK;

END:
    while (get_event()) {}  // empty the event queue
    while (1) {
      SDL_Delay(50);
      switch (get_event()) {
	case SDLK_p:
	case SDLK_RETURN:
	case SDLK_SPACE: goto NEWGAME;
        case SDLK_q:
        case SDLK_ESCAPE:
        case SDL_QUIT: goto CLOSE;
      }
    }

CLOSE:
    SDL_Quit();
    return 0;
}