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renames:
[vor.git] / main.c
diff --git a/main.c b/main.c
index 04f6503..4801df7 100644 (file)
--- a/main.c
+++ b/main.c
-/*
-    Space Rocks! Avoid the rocks as long as you can! {{{
-    Copyright (C) 2001  Paul Holt <pad@pcholt.com>
-
-    This program is free software; you can redistribute it and/or modify
-    it under the terms of the GNU General Public License as published by
-    the Free Software Foundation; either version 2 of the License, or
-    (at your option) any later version.
-
-    This program is distributed in the hope that it will be useful,
-    but WITHOUT ANY WARRANTY; without even the implied warranty of
-    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-    GNU General Public License for more details.
-
-    You should have received a copy of the GNU General Public License
-    along with this program; if not, write to the Free Software
-    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
-    }}}
-*/
+/* Variations on RockDodger
+ * Space Rocks copyright (C) 2001 Paul Holt <pad@pcholt.com>
+ *
+ * Project fork 2004, Jason Woofenden and Joshua Grams.
+ * (a whole bunch of modifications and project rename)
+
+ * This program is free software; you can redistribute it and/or modify it
+ * under the terms of the GNU General Public License as published by the
+ * Free Software Foundation; either version 2 of the License, or (at your
+ * option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+ */
+
 #undef DEBUG
 
-extern int font_height;
-void clearBuffer();
+#include "config.h"
+#include "file.h"
+#include "score.h"
+#include "sound.h"
 
-// includes {{{
+#include <math.h>
 #include <SDL/SDL.h>
 #include <SDL/SDL_image.h>
+#include <stdarg.h>
 #include <stdio.h>
 #include <stdlib.h>
 #include <string.h>
-#include <math.h>
-#include <stdarg.h>
-
-#include <sys/types.h>
-#include <sys/stat.h>
 #include <unistd.h>
 
 #include "SFont.h"
-// }}}
-// constants {{{
-#define XSIZE 640
-#define YSIZE 480
-#define NROCKS 6    // Number of rock image files, not number of rocks visible
-#define MAXROCKS 120 // MAX Rocks
-#define MAXROCKHEIGHT 100
-#define ROCKRATE 2
-#define MAXBLACKPOINTS 500
-#define MAXENGINEDOTS 5000
-#define MAXBANGDOTS 50000
-#define MAXSPACEDOTS 2000
-#define W 100
-#define M 255
-#define BIG_FONT_FILE "fonts/score.png"
-// }}}
-// macros {{{
-#define CONDERROR(a) if ((a)) {initerror=strdup(SDL_GetError());return 1;}
-#define NULLERROR(a) CONDERROR((a)==NULL)
-// }}}
+
+#define CONDERROR(a) if((a)) {initerror = strdup(SDL_GetError());return 1;}
+#define NULLERROR(a) CONDERROR((a) == NULL)
 
 // ************************************* STRUCTS
-struct rock_struct {/*{{{*/
-    // Array of black pixel coordinates. This is scanned 
-    // every frame to see if it's still black, and as
-    // soon as it isn't we BLOW UP
-    float x,y,xvel,yvel;
-    int active;
-    SDL_Surface *image;
-    int type_number;
-    float heat;
-}; /*}}}*/
-struct black_point_struct {/*{{{*/
-    int x,y;
-};/*}}}*/
-struct bangdots {/*{{{*/
-    // Bang dots have the same colour as shield dots.
-    // Bang dots get darker as they age.
-    // Some are coloured the same as the ex-ship.
-    float x,y,dx,dy;
-    Uint16 c; // when zero, use heatcolor[bangdotlife]
-    float life;        // When reduced to 0, set active=0
-    int active;
-    float decay;// Amount by which to reduce life each time dot is drawn
-};/*}}}*/
-struct enginedots {/*{{{*/
-    // Engine dots stream out the back of the ship, getting darker as they go.
-    int active;
-    float x,y,dx,dy;
-    // The life of an engine dot 
-    // is a number starting at between 0 and 50 and counting backward.
-    float life;        // When reduced to 0, set active=0
-};/*}}}*/
-struct spacedot {/*{{{*/
-    // Space dots are harmless background items
-    // All are active. When one falls off the edge, another is created at the start.
-    float x,y,dx;
-    Uint16 color;
-};/*}}}*/
-// High score table {{{
-struct highscore {
-    int score;
-    char *name;
-    int allocated;
-} high[] = {
-    {13000,"Pad",0},
-    {12500,"Pad",0},
-    {6500,"Pad",0},
-    {5000,"Pad",0},
-    {3000,"Pad",0},
-    {2500,"Pad",0},
-    {2000,"Pad",0},
-    {1500,"Pad",0}
+struct rock_struct {
+       // Array of black pixel coordinates. This is scanned 
+       // every frame to see if it's still black, and as
+       // soon as it isn't we BLOW UP
+       float x,y,dx,dy;
+       int active;
+       int dead;  // has been blown out of the way
+                  // to make room for a new ship appearing.
+       SDL_Surface *image;
+       int type_number;
+}; 
+struct black_point_struct {
+       int x,y;
+};
+struct bangdots {
+       // Bang dots have the same colour as shield dots.
+       // Bang dots get darker as they age.
+       // Some are coloured the same as the ex-ship.
+       float x,y,dx,dy;
+       Uint16 c; // when zero, use heatcolor[bangdotlife]
+       float life;     // When reduced to 0, set active = 0
+       int active;
+       float decay;// Amount by which to reduce life each time dot is drawn
+};
+struct enginedots {
+       // Engine dots stream out the back of the ship, getting darker as they go.
+       int active;
+       float x,y,dx,dy;
+       // The life of an engine dot 
+       // is a number starting at between 0 and 50 and counting backward.
+       float life;     // When reduced to 0, set active = 0
+};
+struct spacedot {
+       // Space dots are harmless background items
+       // All are active. When one falls off the edge, another is created at the start.
+       float x,y,dx;
+       Uint16 color;
 };
-// }}}
 
 // ************************************* VARS
-// SDL_Surface global variables {{{
+// SDL_Surface global variables
 SDL_Surface 
-    *surf_screen,      // Screen
-    *surf_b_rock,      // Title element "rock"
-    *surf_b_dodgers,   // Title element "dodgers"
-    *surf_b_game,      // Title element "game"
-    *surf_b_over,      // Title element "over"
-    *surf_ship,                // Spaceship element
-    *surf_life,        // Indicator of number of ships remaining
-    *surf_rock[NROCKS],        // THE ROCKS
-    *surf_deadrock[NROCKS],    // THE DEAD ROCKS
-    *surf_font_big;    // The big font
-// }}}
-// Structure global variables {{{
-struct enginedots edot[MAXENGINEDOTS], *dotptr=edot;
-struct rock_struct rock[MAXROCKS], *rockptr=rock;
-struct black_point_struct black_point[MAXBLACKPOINTS], *blackptr=black_point;
-struct bangdots bdot[MAXBANGDOTS], *bdotptr=bdot;
+       *surf_screen,   // Screen
+       *surf_b_variations, // "variations" banner
+       *surf_b_on, // "on" banner
+       *surf_b_rockdodger, // "rockdodger" banner
+       *surf_b_game,   // Title element "game"
+       *surf_b_over,   // Title element "over"
+       *surf_ship,             // Spaceship element
+       *surf_life,     // Indicator of number of ships remaining
+       *surf_rock[NROCKS],     // THE ROCKS
+       *surf_deadrock[NROCKS], // THE DEAD ROCKS
+       *surf_font_big; // The big font
+
+SFont_Font *g_font;
+
+// Structure global variables
+struct enginedots edot[MAXENGINEDOTS], *dotptr = edot;
+struct rock_struct rock[MAXROCKS], *rockptr = rock;
+struct black_point_struct black_point[MAXBLACKPOINTS], *blackptr = black_point;
+struct bangdots bdot[MAXBANGDOTS], *bdotptr = bdot;
 struct spacedot sdot[MAXSPACEDOTS];
-// }}}
-// Other global variables {{{
+
+// Other global variables
 char topline[1024];
 char *initerror = "";
-char name[1024], debug1[1024];
 
-float xship,yship = 240.0;     // X position, 0..XSIZE
-float xvel,yvel;       // Change in X position per tick.
+float shipx,shipy = 240.0;     // X position, 0..XSIZE
+float shipdx,shipdy;   // Change in X position per tick.
 float rockrate,rockspeed;
-float movementrate;
-float shieldlevel, shieldpulse=0;
+float movementrate;  // this controls the speed of everything that moves.
 float yscroll;
+float scrollvel;
 
 int nships,score,initticks,ticks_since_last, last_ticks;
-int initialshield, gameover, fast;
-int countdown=0;
+int gameover;
+int countdown = 0;
 int maneuver = 0;
-int laser = 0;
-int shieldsup=0;
-int oss_sound_flag=0;
-int tail_plume=0;  // display big engine at the back?
-int friction=0;    // should there be friction?
-int scorerank;
-float fadetimer=0,faderate;
+int sound_flag = 1, music_flag = 0;
+int tail_plume = 0; // display big engine at the back?
+int friction = 0;      // should there be friction?
+float fadetimer = 0, faderate;
 
-int pausedown=0,paused=0;
+int pausedown = 0, paused = 0;
 
 // bangdot start (bd1) and end (bd2) position:
-int bd1=0, bd2=0;
-
-int xoffset[NROCKS][MAXROCKHEIGHT];
-
-enum states {/*{{{*/
-    TITLE_PAGE,
-    GAMEPLAY,
-    DEAD_PAUSE,
-    GAME_OVER,
-    HIGH_SCORE_ENTRY,
-    HIGH_SCORE_DISPLAY,
-    DEMO
-};/*}}}*/
-enum states state=TITLE_PAGE;
+int bd1 = 0, bd2 = 0;
+
+enum states {
+       TITLE_PAGE,
+       GAMEPLAY,
+       DEAD_PAUSE,
+       GAME_OVER,
+       HIGH_SCORE_ENTRY,
+       HIGH_SCORE_DISPLAY
+};
+enum states state = TITLE_PAGE;
 float state_timeout = 600.0;
 
-const int fakesin[] = {0,1,0,-1};
-const int fakecos[] = {1,0,-1,0};
-#define NSEQUENCE 5
+#define NSEQUENCE 2
 char *sequence[] = {
-    "Press SPACE to start",
-    "http://spacerocks.sourceforge.net",
-    "G'day tesmako",
-    "G'day overcode",
-    "S=shield D=laser"
+       "Press SPACE to start",
+       "http://qualdan.com/vor/"
 };
 
 int bangdotlife, nbangdots;
@@ -193,1285 +152,940 @@ Uint16 heatcolor[W*3];
 char *data_dir;
 extern char *optarg;
 extern int optind, opterr, optopt;
-// }}}
+
+float dist_sq(float x1, float y1, float x2, float y2)
+{
+       return (x2-x1)*(x2-x1) + (y2-y1)*(y2-y1);
+}
 
 // ************************************* FUNCS
-#ifdef DOTCOLLISION
-int dotcollision(SDL_Surface *s) {/*{{{*/
-    int i,j,m;
-    Uint16 *rawpixel, *r;
-
-    /*
-     * Kill all the dots which collide with other objects.
-     * This does not work, it's probably in the wrong place or something.
-     */
-    SDL_LockSurface(s);
-    rawpixel = (Uint16 *) s->pixels;
-    if (bangdotlife > 0 && bangdotlife<80) {
-       for (i=0; i<nbangdots; i++) {
-           if (bdot[i].x>0 && bdot[i].x<XSIZE && bdot[i].y>0 && bdot[i].y<YSIZE) {
-               r = &rawpixel[(int)(s->pitch/2*(int)(bdot[i].y))+(int)(bdot[i].x)];
-               if (*r != (bdot[i].c ? bdot[i].c : heatcolor[bangdotlife*2]))
-                   bdot[i].active=0;
-           }
-       }
-    }
-    SDL_UnlockSurface(s);
 
-    return;
-}/*}}}*/
-#endif
+float
+rnd() {
+       return (float)random()/(float)RAND_MAX;
+}
 
-FILE *hs_fopen(char *mode) {/*{{{*/
-    FILE *f;
-    mode_t mask;
-    mask = umask(0111);
-    if (f=fopen("/usr/share/rockdodger/.highscore",mode)) {
-       umask(mask);
-       return f;
-    }
-    else {
-       char s[1024];
-       umask(0177);
-       sprintf(s,"%s/.rockdodger_high",getenv("HOME"));
-       if (f=fopen(s,mode)) {
-           umask(mask);
-           return f;
-       }
-       else {
-           umask(mask);
-           return 0;
+void
+init_engine_dots() {
+       int i;
+       for(i = 0; i<MAXENGINEDOTS; i++) {
+               edot[i].active = 0;
        }
-    }
-}/*}}}*/
-void read_high_score_table() {/*{{{*/
-    FILE *f;
-    int i;
-    if (f=hs_fopen("r")) {
-       // If the file exists, read from it
-       for (i=0; i<8; i++) {
-           char s[1024];
-           int highscore;
-           if (fscanf (f, "%d %[^\n]", &highscore, s)!=2)
-               break;
-           if (high[i].allocated)
-               free(high[i].name);
-           high[i].name = strdup(s);
-           high[i].score = highscore;
-           high[i].allocated = 1;
-       }
-       fclose(f);
-    }
-}/*}}}*/
-void write_high_score_table() {/*{{{*/
-    FILE *f;
-    int i;
-    if (f=hs_fopen("w")) {
-       // If the file exists, write to it
-       for (i=0; i<8; i++) {
-           fprintf (f, "%d %s\n", high[i].score, high[i].name);
-       }
-       fclose(f);
-    }
-}/*}}}*/
-void snprintscore(char *s, size_t n, int score) {/*{{{*/
-       int min = score/60000;
-       int sec = score/1000%60;
-       int tenths = score%1000/100;
-       if(min) {
-               snprintf(s, n, "%2d:%.2d.%d", min, sec, tenths);
-       } else {
-               snprintf(s, n, "   %2d.%d", sec, tenths);
-       }
-}/*}}}*/
-float rnd() {/*{{{*/
-    return (float)random()/(float)RAND_MAX;
-}/*}}}*/
-void init_engine_dots() {/*{{{*/
-    int i;
-    for (i=0; i<MAXENGINEDOTS; i++) {
-       edot[i].active=0;
-    }
-}/*}}}*/
-void init_space_dots() {/*{{{*/
-    int i,intensity;
-    for (i=0; i<MAXSPACEDOTS; i++) {
-       float r;
-
-       sdot[i].x = rnd()*(XSIZE-5);
-       sdot[i].y = rnd()*(YSIZE-5);
-
-       r = rnd()*rnd();
-
-       sdot[i].dx = -r*4;
-       // -1/((1-r)+.3);
-       intensity = (int)(r*180+70);
-       sdot[i].color = SDL_MapRGB(surf_screen->format,intensity,intensity,intensity);
-
-    }
-}/*}}}*/
-
-int drawlaser() {/*{{{*/
-    int i,xc,hitrock;
-    Uint16 c, *rawpixel;
-
-    hitrock = -1;
-    xc = XSIZE;
-    // let xc = x coordinate of the collision between the laser and a space rock
-    // 1. Calculate xc and determine the asteroid that was hit
-    for (i=0; i<MAXROCKS; i++) {
-       if (rock[i].active) {
-           if (yship+12>rock[i].y && yship+12<rock[i].y+rock[i].image->h && xship+32<rock[i].x+(rock[i].image->w/2) && rock[i].x+(rock[i].image->w/2) < xc) {
-               xc = rock[i].x+(rock[i].image->w/2);
-               hitrock = i;
-           }
-       }
-    }
-
-    if (hitrock>=0) {
-       rock[hitrock].heat += movementrate*3;
-    }
+}
 
-    // Plot a number of random dots between xship and XSIZE
-    SDL_LockSurface(surf_screen);
-    rawpixel = (Uint16 *) surf_screen->pixels;
-    c = SDL_MapRGB(surf_ship->format,rnd()*128,128+rnd()*120,rnd()*128);
+void
+init_space_dots() {
+       int i,intensity;
+       for(i = 0; i<MAXSPACEDOTS; i++) {
+               float r;
 
-    for (i=0; i<(xc-xship)*5; i+=10) {
-       int x,y;
-       x = rnd()*(xc-(xship+32))+xship+32;
-       y = yship+12+(rnd()-0.5)*1.5;
-       rawpixel[surf_screen->pitch/2*y+x]=c;
-    }
+               sdot[i].x = rnd()*(XSIZE-5);
+               sdot[i].y = rnd()*(YSIZE-5);
 
-    SDL_UnlockSurface(surf_screen);
-}/*}}}*/
+               r = rnd()*rnd();
 
+               sdot[i].dx = -r*4;
+               // -1/((1-r) + .3);
+               intensity = (int)(r*180 + 70);
+               sdot[i].color = SDL_MapRGB(surf_screen->format,intensity,intensity,intensity);
 
-int makebangdots(int xbang, int ybang, int xvel, int yvel, SDL_Surface *s, int power) {/*{{{*/
+       }
+}
 
-    // TODO - stop generating dots after a certain amount of time has passed, to cope with slower CPUs.
-    // TODO - generate and display dots in a circular buffer
+void
+makebangdots(int xbang, int ybang, int dx, int dy, SDL_Surface *s, int power) {
 
-    int i,x,y,n,endcount;
-    Uint16 *rawpixel,c;
-    double theta,r,dx,dy;
-    int begin_generate;
+       // TODO - stop generating dots after a certain amount of time has passed, to cope with slower CPUs.
+       // TODO - generate and display dots in a circular buffer
 
-    begin_generate = SDL_GetTicks();
+       int x,y,endcount;
+       Uint16 *rawpixel,c;
+       double theta,r;
+       int begin_generate;
 
-    SDL_LockSurface(s);
-    rawpixel = (Uint16 *) s->pixels;
+       begin_generate = SDL_GetTicks();
 
-    //for (n=0; n<=power/2; n++) {
+       SDL_LockSurface(s);
+       rawpixel = (Uint16 *) s->pixels;
 
-    endcount = 0;
-    while (endcount<3) {
+       //for(n = 0; n <= power/2; n++) {
 
-       for (x=0; x<s->w; x++) {
-           for (y=0; y<s->h; y++) {
-               c = rawpixel[s->pitch/2*y+x];
-               if (c && c != SDL_MapRGB(s->format,0,255,0)) {
+       endcount = 0;
+       while (endcount<3) {
+               for(x = 0; x<s->w; x++) {
+                       for(y = 0; y<s->h; y++) {
+                               c = rawpixel[s->pitch/2*y + x];
+                               if(c && c != SDL_MapRGB(s->format,0,255,0)) {
 
-                   theta = rnd()*M_PI*2;
+                                       theta = rnd()*M_PI*2;
 
-                   r = 1-(rnd()*rnd());
+                                       r = 1-(rnd()*rnd());
 
-                   bdot[bd2].dx = (power/50.0)*45.0*cos(theta)*r+xvel;
-                   bdot[bd2].dy = (power/50.0)*45.0*sin(theta)*r+yvel;
-                   bdot[bd2].x = x+xbang;
-                   bdot[bd2].y = y+ybang;
+                                       bdot[bd2].dx = (power/50.0)*45.0*cos(theta)*r + dx;
+                                       bdot[bd2].dy = (power/50.0)*45.0*sin(theta)*r + dy;
+                                       bdot[bd2].x = x + xbang;
+                                       bdot[bd2].y = y + ybang;
 
-                   // Replace the last few bang dots with the pixels from the exploding object
-                   bdot[bd2].c = (endcount>0)?c:0;
-                   bdot[bd2].life = 100;
-                   bdot[bd2].decay = rnd()*3+1;
-                   bdot[bd2].active = 1;
+                                       // Replace the last few bang dots with the pixels from the exploding object
+                                       bdot[bd2].c = (endcount>0)?c:0;
+                                       bdot[bd2].life = 100;
+                                       bdot[bd2].decay = rnd()*3 + 1;
+                                       bdot[bd2].active = 1;
 
-                   bd2++;
-                   bd2 %= MAXBANGDOTS;
+                                       bd2++;
+                                       bd2 %= MAXBANGDOTS;
 
-                   // If the circular buffer is filled, who cares? They've had their chance.
-                   //if (bd2==bd1-1) goto exitloop;
+                                       // If the circular buffer is filled, who cares? They've had their chance.
+                                       //if(bd2 == bd1-1) goto exitloop;
 
+                               }
+                       }
                }
-           }
+
+               if(SDL_GetTicks() - begin_generate > 7) endcount++;
        }
 
-       if (SDL_GetTicks() - begin_generate > 7) endcount++;
+       SDL_UnlockSurface(s);
 
-    }
-exitloop:
+}
 
-    SDL_UnlockSurface(s);
+void
+draw_bang_dots(SDL_Surface *s) {
+       int i;
+       int first_i, last_i;
+       Uint16 *rawpixel;
+       rawpixel = (Uint16 *) s->pixels;
 
-}/*}}}*/
+       first_i = -1;
 
-void draw_bang_dots(SDL_Surface *s) {/*{{{*/
-    int i;
-    int first_i, last_i;
-    Uint16 *rawpixel;
-    rawpixel = (Uint16 *) s->pixels;
+       for(i = bd1; (bd1 <= bd2)?(i<bd2):(i >= bd1 && i < bd2); last_i = ++i) {
 
-    first_i = -1;
+               i %= MAXBANGDOTS;
 
-    for (i=bd1; (bd1<=bd2)?(i<bd2):(i>=bd1 && i<bd2); last_i = ++i) {
+               if(bdot[i].x <= 0 || bdot[i].x >= XSIZE || bdot[i].y <= 0 || bdot[i].y >= YSIZE) {
+                       // If the dot has drifted outside the perimeter, kill it
+                       bdot[i].active = 0;
+               }
 
-       i %= MAXBANGDOTS;
+               if(bdot[i].active) {
+                       if(first_i < 0)
+                       first_i = i;
+                       //last_i = i + 1;
+                       rawpixel[(int)(s->pitch/2*(int)(bdot[i].y)) + (int)(bdot[i].x)] = bdot[i].c ? bdot[i].c : heatcolor[(int)(bdot[i].life*3)];
+                       bdot[i].life -= bdot[i].decay;
+                       bdot[i].x += bdot[i].dx*movementrate;
+                       bdot[i].y += bdot[i].dy*movementrate + yscroll;
+
+                       if(bdot[i].life<0)
+                       bdot[i].active = 0;
+               }
+       }
 
-       if (bdot[i].x<=0 || bdot[i].x>=XSIZE || bdot[i].y<=0 || bdot[i].y>=YSIZE) {
-           // If the dot has drifted outside the perimeter, kill it
-           bdot[i].active = 0;
+       if(first_i >= 0) {
+               bd1 = first_i;
+               bd2 = last_i;
+       }
+       else {
+               bd1 = 0;
+               bd2 = 0;
        }
 
-       if (bdot[i].active) {
+}
 
-           //printf("%d %d\n",bd1,bd2);
 
-           if (first_i < 0)
-               first_i = i;
-           //last_i = i+1;
-           rawpixel[(int)(s->pitch/2*(int)(bdot[i].y))+(int)(bdot[i].x)] 
-               = bdot[i].c ? bdot[i].c : heatcolor[(int)(bdot[i].life*3)];
-           bdot[i].life-=bdot[i].decay;
-           bdot[i].x += bdot[i].dx*movementrate;
-           bdot[i].y += bdot[i].dy*movementrate + yscroll;
+void
+draw_space_dots(SDL_Surface *s) {
+       int i;
+       Uint16 *rawpixel;
+       rawpixel = (Uint16 *) s->pixels;
 
-           if (bdot[i].life<0)
-               bdot[i].active = 0;
+       for(i = 0; i<MAXSPACEDOTS; i++) {
+               if(sdot[i].y<0) {
+                       sdot[i].y = 0;
+               }
+               rawpixel[(int)(s->pitch/2*(int)sdot[i].y) + (int)(sdot[i].x)] = sdot[i].color;
+               sdot[i].x += sdot[i].dx*movementrate;
+               sdot[i].y += yscroll;
+               if(sdot[i].y > YSIZE) {
+                       sdot[i].y -= YSIZE;
+               } else if(sdot[i].y < 0) {
+                       sdot[i].y += YSIZE;
+               }
+               if(sdot[i].x<0) {
+                       sdot[i].x = XSIZE;
+               }
        }
+}
 
-       //printf("/n");
-       //exit(0);
-
-    }
-
-    if (first_i>=0) {
-       bd1 = first_i;
-       bd2 = last_i;
-       //printf("new %d %d\n",bd1,bd2);
-       //fprintf (stderr,"%d - %d\n", bd1,bd2);
-    }
-    else {
-       bd1 = 0;
-       bd2 = 0;
-       //fprintf (stderr,"reset\n");
-    }
-
-}/*}}}*/
-
-
-void draw_space_dots(SDL_Surface *s) {/*{{{*/
-    int i;
-    Uint16 *rawpixel;
-    rawpixel = (Uint16 *) s->pixels;
-
-    for (i=0; i<MAXSPACEDOTS; i++) {
-       if (sdot[i].y<0) sdot[i].y=0;
-       rawpixel[(int)(s->pitch/2*(int)sdot[i].y)+(int)(sdot[i].x)] = sdot[i].color;
-       sdot[i].x += sdot[i].dx*movementrate;
-       sdot[i].y += yscroll;
-       if(sdot[i].y > YSIZE) {
-               sdot[i].y -= YSIZE;
-       } else if(sdot[i].y < 0) {
-               sdot[i].y += YSIZE;
-       }
-       if (sdot[i].x<0)
-           sdot[i].x=XSIZE;
-    }
-}/*}}}*/
-void draw_engine_dots(SDL_Surface *s) {/*{{{*/
-    int i;
-    Uint16 *rawpixel;
-    rawpixel = (Uint16 *) s->pixels;
-
-    for (i=0; i<MAXENGINEDOTS; i++) {
-       if (edot[i].active) {
-           edot[i].x += edot[i].dx*movementrate;
-           edot[i].y += edot[i].dy*movementrate + yscroll;
-           if ((edot[i].life-=movementrate*3)<0 || edot[i].y<0 || edot[i].y>YSIZE)
-               edot[i].active=0;
-           else
-               if (edot[i].x<0 || edot[i].x>XSIZE) {
-                   edot[i].active=0;
-               }
-               else {
-                   int heatindex;
-                   heatindex = edot[i].life * 6;
-                   //rawpixel[(int)(s->pitch/2*(int)(edot[i].y))+(int)(edot[i].x)] = lifecolor[(int)(edot[i].life)];
-                   rawpixel[(int)(s->pitch/2*(int)(edot[i].y))+(int)(edot[i].x)] = heatindex>3*W ? heatcolor[3*W-1] : heatcolor[heatindex];
+void
+draw_engine_dots(SDL_Surface *s) {
+       int i;
+       Uint16 *rawpixel;
+       rawpixel = (Uint16 *) s->pixels;
+
+       for(i = 0; i<MAXENGINEDOTS; i++) {
+               if(edot[i].active) {
+                       edot[i].x += edot[i].dx*movementrate;
+                       edot[i].y += edot[i].dy*movementrate + yscroll;
+                       if((edot[i].life -= movementrate*3)<0 || edot[i].y<0 || edot[i].y>YSIZE) {
+                               edot[i].active = 0;
+                       } else if(edot[i].x<0 || edot[i].x>XSIZE) {
+                               edot[i].active = 0;
+                       } else {
+                               int heatindex;
+                               heatindex = edot[i].life * 6;
+                               //rawpixel[(int)(s->pitch/2*(int)(edot[i].y)) + (int)(edot[i].x)] = lifecolor[(int)(edot[i].life)];
+                               rawpixel[(int)(s->pitch/2*(int)(edot[i].y)) + (int)(edot[i].x)] = heatindex>3*W ? heatcolor[3*W-1] : heatcolor[heatindex];
+                       }
                }
        }
-    }
-}/*}}}*/
+}
 
-void create_engine_dots(int newdots) {
-    int i;
-    double theta,r,dx,dy;
+void
+create_engine_dots(int newdots) {
+       int i;
+       double theta,r,dx,dy;
 
        if(!tail_plume) return;
 
-    if (state==GAMEPLAY)
-       for (i=0; i<newdots*movementrate; i++) {
-           if (dotptr->active==0) {
-
-               theta = rnd()*M_PI*2;
-               r = rnd();
-               dx = cos(theta)*r;
-               dy = sin(theta)*r;
-
-               dotptr->active=1;
-               dotptr->x=xship+surf_ship->w/2-14;
-               dotptr->y=yship+surf_ship->h/2+(rnd()-0.5)*5-1;
-               dotptr->dx=10*(dx-1.5)+xvel;
-               dotptr->dy=1*dy+yvel;
-               dotptr->life=45+rnd(1)*5;
-
-               dotptr++;
-               if (dotptr-edot>=MAXENGINEDOTS) dotptr = edot;
-
-           }
+       if(state == GAMEPLAY) {
+               for(i = 0; i<newdots*movementrate; i++) {
+                       if(dotptr->active == 0) {
+                               theta = rnd()*M_PI*2;
+                               r = rnd();
+                               dx = cos(theta)*r;
+                               dy = sin(theta)*r;
+
+                               dotptr->active = 1;
+                               dotptr->x = shipx + surf_ship->w/2-14;
+                               dotptr->y = shipy + surf_ship->h/2 + (rnd()-0.5)*5-1;
+                               dotptr->dx = 10*(dx-1.5) + shipdx;
+                               dotptr->dy = 1*dy + shipdy;
+                               dotptr->life = 45 + rnd(1)*5;
+
+                               dotptr++;
+                               if(dotptr-edot >= MAXENGINEDOTS) {
+                                       dotptr = edot;
+                               }
+                       }
+               }
        }
 }
 
-void create_engine_dots2(int newdots, int m) {
-    int i;
-    double theta, theta2, dx, dy, adx, ady;
-
-    // Don't create fresh engine dots when
-    // the game is not being played and a demo is not beng shown
-    if (state!=GAMEPLAY && state!=DEMO) return;
-
-    for (i=0; i<newdots; i++) {
-       if (dotptr->active==0) {
-
-           theta = rnd()*M_PI*2;
-           theta2 = rnd()*M_PI*2;
-
-       dx = cos(theta) * fabs(cos(theta2));
-           dy = sin(theta) * fabs(cos(theta2));
-           adx = fabs(dx);
-           ady = fabs(dy);
-
-
-           dotptr->active=1;
-           dotptr->x=xship+surf_ship->w/2+(rnd()-0.5)*3;
-           dotptr->y=yship+surf_ship->h/2+(rnd()-0.5)*3;
-
-           switch(m) {
-               case 0:
-                   dotptr->x-=14;
-                   dotptr->dx=-20*adx + xvel;
-                   dotptr->dy=2*dy+yvel;
-                   dotptr->life = 60 * adx;
-                   break;
-               case 1:
-                   dotptr->dx=2*dx+xvel;
-                   dotptr->dy=-20*ady + yvel;
-                   dotptr->life = 60 * ady;
-                   break;
-               case 2:
-                   dotptr->x+=14;
-                   dotptr->dx=20*adx + xvel;
-                   dotptr->dy=2*dy+yvel;
-                   dotptr->life = 60 * adx;
-                   break;
-               case 3:
-                   dotptr->dx=2*dx+xvel;
-                   dotptr->dy=20*ady + yvel;
-                   dotptr->life = 60 * ady;
-                   break;
-           }
-           //dotptr->life *= 0.5 + rnd(0.5);
-           //dotptr->life=45+rnd(1)*20;
-           dotptr++;
-           if (dotptr-edot>=MAXENGINEDOTS)
-               dotptr = edot;
+void
+create_engine_dots2(int newdots, int m) {
+       int i;
+       double theta, theta2, dx, dy, adx, ady;
+
+       // Don't create fresh engine dots when
+       // the game is not being played and a demo is not beng shown
+       if(state != GAMEPLAY) return;
+
+       for(i = 0; i<newdots; i++) {
+               if(dotptr->active == 0) {
+                       theta = rnd()*M_PI*2;
+                       theta2 = rnd()*M_PI*2;
+
+                       dx = cos(theta) * fabs(cos(theta2));
+                       dy = sin(theta) * fabs(cos(theta2));
+                       adx = fabs(dx);
+                       ady = fabs(dy);
+
+
+                       dotptr->active = 1;
+                       dotptr->x = shipx + surf_ship->w/2 + (rnd()-0.5)*3;
+                       dotptr->y = shipy + surf_ship->h/2 + (rnd()-0.5)*3;
+
+                       switch(m) {
+                               case 0:
+                                       dotptr->x -= 14;
+                                       dotptr->dx = -20*adx + shipdx;
+                                       dotptr->dy = 2*dy + shipdy;
+                                       dotptr->life = 60 * adx;
+                               break;
+                               case 1:
+                                       dotptr->dx = 2*dx + shipdx;
+                                       dotptr->dy = -20*ady + shipdy;
+                                       dotptr->life = 60 * ady;
+                               break;
+                               case 2:
+                                       dotptr->x += 14;
+                                       dotptr->dx = 20*adx + shipdx;
+                                       dotptr->dy = 2*dy + shipdy;
+                                       dotptr->life = 60 * adx;
+                               break;
+                               case 3:
+                                       dotptr->dx = 2*dx + shipdx;
+                                       dotptr->dy = 20*ady + shipdy;
+                                       dotptr->life = 60 * ady;
+                               break;
+                       }
+                       dotptr++;
+                       if(dotptr-edot >= MAXENGINEDOTS) {
+                               dotptr = edot;
+                       }
+               }
        }
-    }
 }
 
-int drawdots(SDL_Surface *s) {/*{{{*/
-    int m, scorepos, n;
+void
+drawdots(SDL_Surface *s) {
+       int m;
 
-    SDL_LockSurface(s);
-    // Draw the background stars aka space dots
-    draw_space_dots(s);
-
-    // Draw the score when playing the game or whn the game is freshly over
-    if (1 || state==GAMEPLAY || state==DEAD_PAUSE || state==GAME_OVER ) {
-
-       SDL_UnlockSurface(s);
+       SDL_LockSurface(s);
+       // Draw the background stars aka space dots
+       draw_space_dots(s);
 
-       scorepos = XSIZE-250;
-       n = snprintf(topline, 50, "Time: ");
-       snprintscore(topline+n, 50-n, score);
-       PutString(s,scorepos,0,topline);
+       // Draw the score when playing the game or whn the game is freshly over
+       if(1 || state == GAMEPLAY || state == DEAD_PAUSE || state == GAME_OVER ) {
+               SDL_UnlockSurface(s);
 
-       SDL_LockSurface(s);
+               snprintscore_line(topline, 50, score);
+               SFont_Write(s,g_font,XSIZE-250,0,topline);
 
-    }
+               SDL_LockSurface(s);
+       }
 
-    // Draw all the engine dots
-    draw_engine_dots(s);
+       // Draw all the engine dots
+       draw_engine_dots(s);
 
-    // Create more engine dots comin out da back
-    if (!gameover)
-       create_engine_dots(200);
+       // Create more engine dots comin out da back
+       if(!gameover) create_engine_dots(200);
 
-    // Create engine dots out the side we're moving from
-    for (m=0; m<4; m++)
-       if (maneuver & 1<<m) // 'maneuver' is a bit field
-           create_engine_dots2(80,m);
+       // Create engine dots out the side we're moving from
+       for(m = 0; m<4; m++) {
+               if(maneuver & 1<<m) { // 'maneuver' is a bit field
+                       create_engine_dots2(80,m);
+               }
+       }
 
-    // Draw all outstanding bang dots
-    //if (bangdotlife-- > 0) 
+       // Draw all outstanding bang dots
+       //if(bangdotlife-- > 0) 
        draw_bang_dots(s);
 
-    SDL_UnlockSurface(s);
-}/*}}}*/
-char * load_file(char *s) {/*{{{*/
-    static char retval[1024];
-    snprintf(retval, 1024, "%s/%s", data_dir, s);
-    return retval;
+       SDL_UnlockSurface(s);
 }
-/*}}}*/
-int missing(char *dirname) {/*{{{*/
-    struct stat buf;
-    stat(dirname, &buf);
-    return (!S_ISDIR(buf.st_mode));
-}/*}}}*/
-
-int init(int fullscreen) {/*{{{*/
-
-    int i,j;
-    SDL_Surface *temp;
-    Uint16 *raw_pixels;
-    Uint32 flag;
-
-    read_high_score_table();
-
-    // Where are our data files?
-    // default: ./data
-    // second alternative: RD_DATADIR
-    // final alternative: /usr/share/rockdodger
-    data_dir = strdup("./data");
-    if (missing(data_dir)) {
-       char *env;
-       env = getenv("RD_DATADIR");
-       if (env != NULL) {
-           data_dir = strdup(env);
-           if (missing(data_dir)) {
-               fprintf (stderr,"Cannot find data directory $RD_DATADIR\n");
-               exit(-1);
-           }
-       }
-       else {
-           data_dir = strdup("/usr/share/rockdodger");
-           if (missing(data_dir)) {
-               fprintf (stderr,"Cannot find data in %s\n", data_dir);
-               exit(-2);
-           }
-       }
-    }
-
-    if (oss_sound_flag) {
 
-       // Initialise SDL with audio and video
-       if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO)!=0) {
-           oss_sound_flag=0;
-           printf ("Can't open sound, starting without it\n");
-           atexit(SDL_Quit);
-       }
-       else {
-           atexit(SDL_Quit);
-           atexit(SDL_CloseAudio);
-           oss_sound_flag = init_sound();
+int
+init(int fullscreen) {
+
+       int i,j;
+       SDL_Surface *temp;
+       Uint16 *raw_pixels;
+       Uint32 flag;
+
+       // Where are our data files?
+       if(!find_files()) exit(1);
+       read_high_score_table();
+
+       if(sound_flag) {
+               // Initialize SDL with audio and video
+               if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) != 0) {
+                       sound_flag = 0;
+                       printf ("Can't open sound, starting without it\n");
+                       atexit(SDL_Quit);
+               } else {
+                       atexit(SDL_Quit);
+                       atexit(SDL_CloseAudio);
+                       sound_flag = init_sound();
+               }
+       } else {
+               // Initialize with video only
+               CONDERROR(SDL_Init(SDL_INIT_VIDEO) != 0);
+               atexit(SDL_Quit);
        }
 
-    }
-    else {
-       // Initialise with video only
-       CONDERROR(SDL_Init(SDL_INIT_VIDEO)!=0);
-       atexit(SDL_Quit);
-    }
-
-    if (oss_sound_flag)
        play_tune(0);
 
-    // Attempt to get the required video size
-    flag = SDL_DOUBLEBUF | SDL_HWSURFACE;
-    if (fullscreen) flag |= SDL_FULLSCREEN;
-    surf_screen = SDL_SetVideoMode(XSIZE,YSIZE,16,flag);
+       // Attempt to get the required video size
+       flag = SDL_DOUBLEBUF | SDL_HWSURFACE;
+       if(fullscreen) flag |= SDL_FULLSCREEN;
+       surf_screen = SDL_SetVideoMode(XSIZE,YSIZE,16,flag);
+
+       // Set the title bar text
+       SDL_WM_SetCaption("Variations on Rockdodger", "VoR");
 
-    // Set the title bar text
-    SDL_WM_SetCaption("Rock Dodgers", "rockdodgers");
+       NULLERROR(surf_screen);
 
-    NULLERROR(surf_screen);
+       // Set the heat color from the range 0 (cold) to 300 (blue-white)
+       for(i = 0; i<W*3; i++) {
+               heatcolor[i] = SDL_MapRGB(
+                       surf_screen->format,
+                       (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?
+               );
+       }
 
-    // Set the heat color from the range 0 (cold) to 300 (blue-white)
-    for (i=0; i<W*3; i++)
-       heatcolor[i] = SDL_MapRGB(
-           surf_screen->format,
-           (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?
-       );
+       // Load the banners
+       NULLERROR(temp = IMG_Load(add_path("banners/variations.png")));
+       NULLERROR(surf_b_variations = SDL_DisplayFormat(temp));
 
-    // Load the banners
-    NULLERROR(temp = IMG_Load(load_file("banners/rock.png")));
-    NULLERROR(surf_b_rock = SDL_DisplayFormat(temp));
+       NULLERROR(temp = IMG_Load(add_path("banners/on.png")));
+       NULLERROR(surf_b_on = SDL_DisplayFormat(temp));
 
-    NULLERROR(temp = IMG_Load(load_file("banners/dodgers.png")));
-    NULLERROR(surf_b_dodgers = SDL_DisplayFormat(temp));
+       NULLERROR(temp = IMG_Load(add_path("banners/rockdodger.png")));
+       NULLERROR(surf_b_rockdodger = SDL_DisplayFormat(temp));
 
-    NULLERROR(temp = IMG_Load(load_file("banners/game.png")));
-    NULLERROR(surf_b_game = SDL_DisplayFormat(temp));
+       NULLERROR(temp = IMG_Load(add_path("banners/game.png")));
+       NULLERROR(surf_b_game = SDL_DisplayFormat(temp));
 
-    NULLERROR(temp = IMG_Load(load_file("banners/over.png")));
-    NULLERROR(surf_b_over = SDL_DisplayFormat(temp));
+       NULLERROR(temp = IMG_Load(add_path("banners/over.png")));
+       NULLERROR(surf_b_over = SDL_DisplayFormat(temp));
 
-    surf_font_big = IMG_Load(load_file(BIG_FONT_FILE));
-    InitFont(surf_font_big);
+       surf_font_big = IMG_Load(add_path(BIG_FONT_FILE));
+       g_font = SFont_InitFont(surf_font_big);
 
-    // Load the spaceship graphic.
-       NULLERROR(temp = IMG_Load(load_file("sprites/ship.png")));
+       // Load the spaceship graphic.
+       NULLERROR(temp = IMG_Load(add_path("sprites/ship.png")));
        NULLERROR(surf_ship = SDL_DisplayFormat(temp));
 
-    // Load the life indicator (small ship) graphic.
-       NULLERROR(temp = IMG_Load(load_file("indicators/life.png")));
+       // Load the life indicator (small ship) graphic.
+       NULLERROR(temp = IMG_Load(add_path("indicators/life.png")));
        NULLERROR(surf_life = SDL_DisplayFormat(temp));
 
-    // Create the array of black points;
-    SDL_LockSurface(surf_ship);
-    raw_pixels = (Uint16 *) surf_ship->pixels;
-    for (i=0; i<surf_ship->w; i++)
-       for (j=0; j<surf_ship->h; j++)
-           if (raw_pixels[j*(surf_ship->pitch)/2+i] == 0) {
-               blackptr->x = i;
-               blackptr->y = j;
-               blackptr++;
-           }
-    SDL_UnlockSurface(surf_ship);
-
-    init_engine_dots();
-    init_space_dots();
-
-    // Load all our lovely rocks
-    for (i=0; i<NROCKS; i++) {
+       // Create the array of black points;
+       SDL_LockSurface(surf_ship);
+       raw_pixels = (Uint16 *) surf_ship->pixels;
+       for(i = 0; i<surf_ship->w; i++) {
+               for(j = 0; j<surf_ship->h; j++) {
+                       if(raw_pixels[j*(surf_ship->pitch)/2 + i] == 0) {
+                               blackptr->x = i;
+                               blackptr->y = j;
+                               blackptr++;
+                       }
+               }
+       }
+
+       SDL_UnlockSurface(surf_ship);
+
+       init_engine_dots();
+       init_space_dots();
+
+       // Load all our lovely rocks
+       for(i = 0; i<NROCKS; i++) {
                char a[100];
 
-               sprintf(a,load_file("sprites/rock%d.png"),i);
+               sprintf(a,add_path("sprites/rock%d.png"),i);
                NULLERROR(temp = IMG_Load(a));
                NULLERROR(surf_rock[i] = SDL_DisplayFormat(temp));
 
-               sprintf(a,load_file("sprites/deadrock%d.png"),i);
+               sprintf(a,add_path("sprites/deadrock%d.png"),i);
                NULLERROR(temp = IMG_Load(a));
                NULLERROR(surf_deadrock[i] = SDL_DisplayFormat(temp));
-    }
+       }
 
-    // Remove the mouse cursor
+       // Remove the mouse cursor
 #ifdef SDL_DISABLE
-    SDL_ShowCursor(SDL_DISABLE);
+       SDL_ShowCursor(SDL_DISABLE);
 #endif
 
-    return 0;
-}/*}}}*/
-int draw() {/*{{{*/
-    int i,n;
-    SDL_Rect src,dest;
-    struct black_point_struct *p;
-    Uint16 *raw_pixels;
-    int bang, offset, x;
-    char *text;
-    float fadegame,fadeover;
-
-    char *statedisplay, buf[1024];
-    
-    bang=0;
-
-    src.x=0;
-    src.y=0;
-    dest.x=0;
-    dest.y=0;
-
-    // Draw a fully black background
-    SDL_FillRect(surf_screen,NULL,0);
-
-
-#ifdef DEBUG
-    // DEBUG {{{
-    // Show the current state
-    switch (state) {
-       case TITLE_PAGE:
-           statedisplay = "title_page";
-           break;
-       case GAMEPLAY:
-           statedisplay = "gameplay";
-           break;
-       case DEAD_PAUSE:
-           statedisplay = "dead_pause";
-           break;
-       case GAME_OVER:
-           statedisplay = "game_over";
-           break;
-       case HIGH_SCORE_ENTRY:
-           statedisplay = "high_score_entry";
-           break;
-       case HIGH_SCORE_DISPLAY:
-           statedisplay = "high_score_display";
-           break;
-       case DEMO:
-           statedisplay = "demo";
-           break;
-    }
-    snprintf(buf,1024, "mode=%s", statedisplay);
-    PutString(surf_screen,0,YSIZE-50,buf);
-    // }}}
-#endif
-    
-    // Draw the background dots
-    drawdots(surf_screen);
-
-    // If it's firing, draw the laser
-    if (laser)
-       drawlaser();
-
-    // Draw ship
-    if (!gameover && (state==GAMEPLAY || state==DEMO) )  {
-       src.w = surf_ship->w;
-       src.h = surf_ship->h;
-       dest.w = src.w;
-       dest.h = src.h;
-       dest.x = (int)xship;
-       dest.y = (int)yship;
-       SDL_BlitSurface(surf_ship,&src,surf_screen,&dest);
-    }
-
-    // Draw all the rocks, in all states
-    for (i=0; i<MAXROCKS; i++) {
-       if (rock[i].active) {
-
-           src.w = rock[i].image->w;
-           src.h = rock[i].image->h;
-           dest.w = src.w;
-           dest.h = src.h;
-           dest.x = (int) rock[i].x;
-           dest.y = (int) rock[i].y;
-
-           // Draw the rock
-           SDL_BlitSurface(rock[i].image,&src,surf_screen,&dest);
-
-           // Draw the heated part of the rock, in an alpha which reflects the
-           // amount of heat in the rock.
-           if (rock[i].heat>0) {
-               SDL_Surface *deadrock;
-               deadrock = surf_deadrock[rock[i].type_number];
-               SDL_SetAlpha(deadrock,SDL_SRCALPHA,rock[i].heat*255/rock[i].image->h);
-               dest.x = (int) rock[i].x;   // kludge
-               SDL_BlitSurface(deadrock,&src,surf_screen,&dest);
-               if (rnd()<0.3) rock[i].heat-=movementrate;
-           }
-
-           // If the rock is heated past a certain point, the water content of
-           // the rock flashes to steam, releasing enough energy to destroy
-           // the rock in spectacular fashion.
-           if (rock[i].heat>rock[i].image->h) {
-               rock[i].active=0;
-               play_sound(1+(int)(rnd()*3));
-               makebangdots(rock[i].x,rock[i].y,rock[i].xvel,rock[i].yvel,rock[i].image,10);
-           }
+       return 0;
+}
 
+int
+draw() {
+       int i;
+       SDL_Rect src,dest;
+       struct black_point_struct *p;
+       Uint16 *raw_pixels;
+       int bang, offset, x;
+       char *text;
+       float fadegame,fadeover;
+
+       bang = 0;
+
+       src.x = 0;
+       src.y = 0;
+       dest.x = 0;
+       dest.y = 0;
+
+       // Draw a fully black background
+       SDL_FillRect(surf_screen,NULL,0);
+
+       // Draw the background dots
+       drawdots(surf_screen);
+
+       // Draw ship
+       if(!gameover && state == GAMEPLAY ) {
+               src.w = surf_ship->w;
+               src.h = surf_ship->h;
+               dest.w = src.w;
+               dest.h = src.h;
+               dest.x = (int)shipx;
+               dest.y = (int)shipy;
+               SDL_BlitSurface(surf_ship,&src,surf_screen,&dest);
        }
-    }
-
-    // If it's game over, show the game over graphic in the dead centre
-    switch (state) {
-
-       case GAME_OVER:
-
-           if (fadetimer<3.0/faderate) 
-               fadegame=fadetimer/(3.0/faderate);
-           else
-               fadegame=1.0;
-
-           if (fadetimer<3.0/faderate) 
-               fadeover=0.0;
-           else 
-               if (fadetimer<6.0/faderate)
-                   fadeover = ((3.0/faderate)-fadetimer)/(6.0/faderate);
-               else
-                   fadeover = 1.0;
-
-           src.w = surf_b_game->w;
-           src.h = surf_b_game->h;
-           dest.w = src.w;
-           dest.h = src.h;
-           dest.x = (XSIZE-src.w)/2;
-           dest.y = (YSIZE-src.h)/2-40;
-           SDL_SetAlpha(surf_b_game, SDL_SRCALPHA, (int)(fadegame*(200+55*cos(fadetimer+=movementrate/1.0))));
-           SDL_BlitSurface(surf_b_game,&src,surf_screen,&dest);
-
-           src.w = surf_b_over->w;
-           src.h = surf_b_over->h;
-           dest.w = src.w;
-           dest.h = src.h;
-           dest.x = (XSIZE-src.w)/2;
-           dest.y = (YSIZE-src.h)/2+40;
-           SDL_SetAlpha(surf_b_over, SDL_SRCALPHA, (int)(fadeover*(200+55*sin(fadetimer))));
-           SDL_BlitSurface(surf_b_over,&src,surf_screen,&dest);
-           break;
-
-       case TITLE_PAGE:
-           src.w = surf_b_rock->w;
-           src.h = surf_b_rock->h;
-           dest.w = src.w;
-           dest.h = src.h;
-           dest.x = (XSIZE-src.w)/2 + cos(fadetimer/6.5)*10;
-           dest.y = (YSIZE/2-src.h)/2 + sin(fadetimer/5)*10;
-           SDL_SetAlpha(surf_b_rock, SDL_SRCALPHA, (int)(200+55*sin(fadetimer+=movementrate/2.0)));
-           SDL_BlitSurface(surf_b_rock,&src,surf_screen,&dest);
-           src.w = surf_b_dodgers->w;
-           src.h = surf_b_dodgers->h;
-           dest.w = src.w;
-           dest.h = src.h;
-           dest.x = (XSIZE-src.w)/2+sin(fadetimer/6.5)*10;
-           dest.y = (YSIZE/2-src.h)/2 + surf_b_rock->h + 20 + sin((fadetimer+1)/5)*10;
-           SDL_SetAlpha(surf_b_dodgers, SDL_SRCALPHA, (int)(200+55*sin(fadetimer-1.0)));
-           SDL_BlitSurface(surf_b_dodgers,&src,surf_screen,&dest);
-
-           text = "Version " VERSION;
-           x = (XSIZE-SFont_wide(text))/2 + sin(fadetimer/4.5)*10;
-           PutString(surf_screen,x,YSIZE-50+sin(fadetimer/2)*5,text);
-
-           text = sequence[(int)(fadetimer/40)%NSEQUENCE];
-           //text = "Press SPACE to start!";
-           x = (XSIZE-SFont_wide(text))/2 + cos(fadetimer/4.5)*10;
-           PutString(surf_screen,x,YSIZE-100+cos(fadetimer/3)*5,text);
-           break;
-
-       case HIGH_SCORE_ENTRY:
-
-           if (score >= high[7].score) {
-               play_tune(2);
-               if (SFont_Input (surf_screen, 330, 50+(scorerank+2)*font_height, 300, name)) {
-                   // Insert name into high score table
-
-                   // Lose the lowest name forever (loser!)
-                   //if (high[7].allocated)
-                   //  free(high[7].name);                 // THIS WAS CRASHING SO I REMOVED IT
-
-                   // Insert new high score
-                   high[scorerank].score = score;
-                   high[scorerank].name = strdup(name);    // MEMORY NEVER FREED!
-                   high[scorerank].allocated = 1;
-    
-                   // Set the global name string to "", ready for the next winner
-                   name[0]=0;
-    
-                   // Change state to briefly show high scores page
-                   state = HIGH_SCORE_DISPLAY;
-                   state_timeout=200;
-
-                   // Write the high score table to the file
-                   write_high_score_table();
-    
-                   // Play the title page tune
-                   play_tune(0);
+
+       // Draw all the rocks, in all states
+       for(i = 0; i<MAXROCKS; i++) {
+               if(rock[i].active) {
+
+                       src.w = rock[i].image->w;
+                       src.h = rock[i].image->h;
+                       dest.w = src.w;
+                       dest.h = src.h;
+                       dest.x = (int) rock[i].x;
+                       dest.y = (int) rock[i].y;
+
+                       // Draw the rock
+                       SDL_BlitSurface(rock[i].image,&src,surf_screen,&dest);
+
                }
-           }
-           else {
-               state = HIGH_SCORE_DISPLAY;
-               state_timeout=400;
-           }
-
-       case HIGH_SCORE_DISPLAY:
-           // Display de list o high scores mon.
-           PutString(surf_screen,180,50,"High scores");
-           for (i=0; i<8; i++) {
-               char s[1024];
-               sprintf(s, "#%1d",i+1);
-               PutString(surf_screen, 150, 50+(i+2)*font_height,s);
-               snprintscore(s, 1024, high[i].score);
-               PutString(surf_screen, 200, 50+(i+2)*font_height,s);
-               sprintf(s, "%3s", high[i].name);
-               PutString(surf_screen, 330, 50+(i+2)*font_height,s);
-           }
-
-    }
-
-    if (!gameover && state==GAMEPLAY) {
-       // Show the freaky shields
-       SDL_LockSurface(surf_screen);
-       raw_pixels = (Uint16 *) surf_screen->pixels;
-       if (initialshield>0 || shieldsup && shieldlevel>0) {
-           int x,y,l;
-           Uint16 c;
-
-           if (initialshield>0) {
-               initialshield-=movementrate;
-               c = SDL_MapRGB(surf_screen->format,0,255,255);
-           }
-           else {
-               c = heatcolor[(int)shieldlevel];
-               shieldlevel-=movementrate;
-           }
-
-           shieldpulse += 0.2;
-           for (p=black_point; p<blackptr; p++) { 
-               x = p->x + (int)xship + (rnd()+rnd()-1)*sin(shieldpulse)*4 + 1;
-               y = p->y + (int)yship + (rnd()+rnd()-1)*sin(shieldpulse)*4 + 1;
-               if (x>0 && y>0 && x<XSIZE && y<YSIZE) {
-                   offset = surf_screen->pitch/2 * y + x;
-                   raw_pixels[offset] = c;
+       }
+
+       // If it's game over, show the game over graphic in the dead centre
+       switch (state) {
+               case GAME_OVER:
+                       if(fadetimer<3.0/faderate) {
+                               fadegame = fadetimer/(3.0/faderate);
+                       } else {
+                               fadegame = 1.0;
+                       }
+
+                       if(fadetimer<3.0/faderate) {
+                               fadeover = 0.0;
+                       } else if(fadetimer<6.0/faderate) {
+                               fadeover = ((3.0/faderate)-fadetimer)/(6.0/faderate);
+                       } else {
+                               fadeover = 1.0;
+                       }
+
+                       src.w = surf_b_game->w;
+                       src.h = surf_b_game->h;
+                       dest.w = src.w;
+                       dest.h = src.h;
+                       dest.x = (XSIZE-src.w)/2;
+                       dest.y = (YSIZE-src.h)/2-40;
+                       SDL_SetAlpha(surf_b_game, SDL_SRCALPHA, (int)(fadegame*(200 + 55*cos(fadetimer += movementrate/1.0))));
+                       SDL_BlitSurface(surf_b_game,&src,surf_screen,&dest);
+
+                       src.w = surf_b_over->w;
+                       src.h = surf_b_over->h;
+                       dest.w = src.w;
+                       dest.h = src.h;
+                       dest.x = (XSIZE-src.w)/2;
+                       dest.y = (YSIZE-src.h)/2 + 40;
+                       SDL_SetAlpha(surf_b_over, SDL_SRCALPHA, (int)(fadeover*(200 + 55*sin(fadetimer))));
+                       SDL_BlitSurface(surf_b_over,&src,surf_screen,&dest);
+               break;
+
+               case TITLE_PAGE:
+
+                       src.w = surf_b_variations->w;
+                       src.h = surf_b_variations->h;
+                       dest.w = src.w;
+                       dest.h = src.h;
+                       dest.x = (XSIZE-src.w)/2 + cos(fadetimer/6.5)*10;
+                       dest.y = (YSIZE/2-src.h)/2 + sin(fadetimer/5.0)*10;
+                       SDL_SetAlpha(surf_b_variations, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer += movementrate/2.0)));
+                       SDL_BlitSurface(surf_b_variations,&src,surf_screen,&dest);
+
+                       src.w = surf_b_on->w;
+                       src.h = surf_b_on->h;
+                       dest.w = src.w;
+                       dest.h = src.h;
+                       dest.x = (XSIZE-src.w)/2 + cos((fadetimer + 1.0)/6.5)*10;
+                       dest.y = (YSIZE/2-src.h)/2 + surf_b_variations->h + 20 + sin((fadetimer + 1.0)/5.0)*10;
+                       SDL_SetAlpha(surf_b_on, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer-1.0)));
+                       SDL_BlitSurface(surf_b_on,&src,surf_screen,&dest);
+
+                       src.w = surf_b_rockdodger->w;
+                       src.h = surf_b_rockdodger->h;
+                       dest.w = src.w;
+                       dest.h = src.h;
+                       dest.x = (XSIZE-src.w)/2 + cos((fadetimer + 2.0)/6.5)*10;
+                       dest.y = (YSIZE/2-src.h)/2 + surf_b_variations->h + surf_b_on->h + 40 + sin((fadetimer + 2.0)/5)*10;
+                       SDL_SetAlpha(surf_b_rockdodger, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer-2.0)));
+                       SDL_BlitSurface(surf_b_rockdodger,&src,surf_screen,&dest);
+
+                       text = "Version " VERSION;
+                       x = (XSIZE-SFont_TextWidth(g_font,text))/2 + sin(fadetimer/4.5)*10;
+                       SFont_Write(surf_screen,g_font,x,YSIZE-50 + sin(fadetimer/2)*5,text);
+
+                       text = sequence[(int)(fadetimer/40)%NSEQUENCE];
+                       //text = "Press SPACE to start!";
+                       x = (XSIZE-SFont_TextWidth(g_font,text))/2 + cos(fadetimer/4.5)*10;
+                       SFont_Write(surf_screen,g_font,x,YSIZE-100 + cos(fadetimer/3)*5,text);
+               break;
+
+               case HIGH_SCORE_ENTRY:
+                       play_tune(2);
+                       if(!process_score_input()) {  // done inputting name
+
+                               // Change state to briefly show high scores page
+                               state = HIGH_SCORE_DISPLAY;
+                               state_timeout = 200;
+
+                               // Write the high score table to the file
+                               write_high_score_table();
+               
+                               // Play the title page tune
+                               play_tune(0);
+                       }
+               // FALL THROUGH TO
+               case HIGH_SCORE_DISPLAY:
+                       // Display de list o high scores mon.
+                       display_scores(surf_screen, 150,50);
+               case GAMEPLAY:
+               case DEAD_PAUSE:
+                       ; // no action necessary
+       }
+
+       if(!gameover && state == GAMEPLAY) {
+               SDL_LockSurface(surf_screen);
+               raw_pixels = (Uint16 *) surf_screen->pixels;
+               // Check that the black points on the ship are
+               // still black, and not covered up by rocks.
+               for(p = black_point; p<blackptr; p++) { 
+                       offset = surf_screen->pitch/2 * (p->y + (int)shipy) + p->x + (int)shipx;
+                       if(raw_pixels[offset]) {
+                               // Set the bang flag
+                               bang = 1;
+                       }
                }
-           }
+               SDL_UnlockSurface(surf_screen);
+       }
+
+       // Draw all the little ships
+       if(state == GAMEPLAY || state == DEAD_PAUSE || state == GAME_OVER)
+       for(i = 0; i<nships-1; i++) {
+               src.w = surf_life->w;
+               src.h = surf_life->h;
+               dest.w = src.w;
+               dest.h = src.h;
+               dest.x = (i + 1)*(src.w + 10);
+               dest.y = 20;
+               SDL_BlitSurface(surf_life,&src,surf_screen,&dest);
+       }
+
+
+       // Update the score
+       /*
+       n = SDL_GetTicks()-initticks;
+       if(score)
+       ticks_since_last = n-score;
+       score = n;
+       */
+
+       ticks_since_last = SDL_GetTicks()-last_ticks;
+       last_ticks = SDL_GetTicks();
+       if(ticks_since_last>200 || ticks_since_last<0) {
+               movementrate = 0;
        }
        else {
-           // When the shields are off, check that the black points 
-           // on the ship are still black, and not covered up by rocks
-           for (p=black_point; p<blackptr; p++) { 
-               offset = surf_screen->pitch/2 * (p->y + (int)yship) + p->x + (int)xship;
-               if (raw_pixels[offset]) {
-                   // Set the bang flag
-                   bang = 1;
+               movementrate = ticks_since_last/50.0;
+               if(state == GAMEPLAY) {
+                       score += ticks_since_last;
                }
-           }
        }
-       SDL_UnlockSurface(surf_screen);
-    }
 
-#ifdef DOTCOLLISION
-    dotcollision(surf_screen); // Kill dots that are not on their spots
-#endif
+       // Update the surface
+       SDL_Flip(surf_screen);
 
-    // Draw all the little ships
-    if (state==GAMEPLAY || state==DEAD_PAUSE || state==GAME_OVER)
-       for (i=0; i<nships-1; i++) {
-           src.w = surf_life->w;
-           src.h = surf_life->h;
-           dest.w = src.w;
-           dest.h = src.h;
-           dest.x = (i+1)*(src.w+10);
-           dest.y = 20;
-           SDL_BlitSurface(surf_life,&src,surf_screen,&dest);
-       }
 
+       return bang;
+}
 
-    // Update the score
-    /*
-    n=SDL_GetTicks()-initticks;
-    if (score)
-       ticks_since_last = n-score;
-    score = n;
-    */
-
-    ticks_since_last = SDL_GetTicks()-last_ticks;
-    last_ticks = SDL_GetTicks();
-    if (ticks_since_last>200 || ticks_since_last<0) {
-       movementrate = 0;
-    }
-    else {
-       movementrate = ticks_since_last/50.0;
-       if (state==GAMEPLAY)
-           score += ticks_since_last;
-    }
-
-    // Update the surface
-    SDL_Flip(surf_screen);
-
-
-    return bang;
-}/*}}}*/
-int gameloop() {/*{{{*/
-    int i=0;
-    Uint8 *keystate;
-
-
-    for(;;) {
-
-       if (!paused) {
-           // Count down the game loop timer, and change state when it gets to zero or less;
-
-           if ((state_timeout -= movementrate*3) < 0) {
-               switch(state) {
-                   case DEAD_PAUSE:
-                       // Create a new ship and start all over again
-                       state = GAMEPLAY;
-                       play_tune(1);
-                       initialshield = 150;
-                       xship = 10;
-                       yship = YSIZE/2;
-                       xvel=2;
-                       yvel=0;
-                       shieldlevel = 3*W;
-                       break;
-                   case GAME_OVER:
-                       state = HIGH_SCORE_ENTRY;
-                       clearBuffer();
-                       name[0]=0;
-                       state_timeout=5.0e6;
-
-                       if (score>=high[7].score) {
-                           // Read the high score table from the storage file
-                           read_high_score_table();
-
-                           // Find ranking of this score, store as scorerank
-                           for (i=0; i<8; i++) {
-                               if (high[i].score <= score) {
-                                   scorerank = i;
-                                   break;
+int
+gameloop() {
+       int i = 0;
+       Uint8 *keystate;
+
+
+       for(;;) {
+               if(!paused) {
+                       // Count down the game loop timer, and change state when it gets to zero or less;
+
+                       if((state_timeout -= movementrate*3) < 0) {
+                               switch(state) {
+                                       case DEAD_PAUSE:
+                                               // Create a new ship and start all over again
+                                               state = GAMEPLAY;
+                                               play_tune(1);
+                                               shipx -= 50;
+                                               break;
+                                       case GAME_OVER:
+                                               state = HIGH_SCORE_ENTRY;
+                                               state_timeout = 5.0e6;
+                                               if(new_high_score(score)) {
+                                                       SDL_Event e;
+                                                       SDL_EnableUNICODE(1);
+                                                       while(SDL_PollEvent(&e))
+                                                               ;
+                                               } else {
+                                                       state = HIGH_SCORE_DISPLAY;
+                                                       state_timeout = 400;
+                                               }
+                                               break;
+                                       case HIGH_SCORE_DISPLAY:
+                                               state = TITLE_PAGE;
+                                               state_timeout = 500.0;
+                                               break;
+                                       case HIGH_SCORE_ENTRY:
+                                               // state = TITLE_PAGE;
+                                               // play_tune(1);
+                                               // state_timeout = 100.0;
+                                               break;
+                                       case TITLE_PAGE:
+                                               state = HIGH_SCORE_DISPLAY;
+                                               state_timeout = 200.0;
+                                               break;
+                                       case GAMEPLAY:
+                                               ; // no action necessary
                                }
-                           }
+                       } else {
+                               if(state == DEAD_PAUSE) {
+                                       float blast_radius = BLAST_RADIUS * state_timeout / 20.0;
+                                       if(shipx < 60) shipx = 60;
+                                       for(i = 0; i<MAXROCKS; i++ ) {
+                                               float dx, dy, n;
+                                               if(rock[i].x <= 0) continue;
+                                               dx = rock[i].x - shipx;
+                                               dy = rock[i].y - shipy;
+                                               n = sqrt(dx*dx + dy*dy);
+                                               if(n < blast_radius) {
+                                                       n *= 20;
+                                                       rock[i].dx += rockrate*(dx+30)/n;
+                                                       rock[i].dy += rockrate*dy/n;
+                                                       rock[i].dead = 1;
+                                               }
+                                       }
+                               }
+                       }
 
-                           // Move all lower scores down a notch
-                           for (i=7; i>=scorerank; i--)
-                               high[i] = high[i-1];
+                       if(--countdown <= 0 && (rnd()*100.0<(rockrate += 0.025))) {
+                               // Create a rock
+                               rockptr++;
+                               if(rockptr-rock >= MAXROCKS) {
+                                       rockptr = rock;
+                               }
+                               if(!rockptr->active) {
+                                       rockptr->x = (float)XSIZE;
+                                       rockptr->dx = -(rockspeed)*(1 + rnd());
+                                       rockptr->dy = rnd()-0.5;
+                                       rockptr->type_number = random() % NROCKS;
+                                       rockptr->image = surf_rock[rockptr->type_number];// [random()%NROCKS];
+                                       rockptr->active = 1;
+                                       rockptr->y = rnd()*(YSIZE + rockptr->image->h);
+                               }
+                               if(movementrate>0.1) {
+                                       countdown = (int)(ROCKRATE/movementrate);
+                               } else {
+                                       countdown = 0;
+                               }
+                       }
 
-                           // Insert blank high score
-                           high[scorerank].score = score;
-                           high[scorerank].name = "";
-                           high[scorerank].allocated = 0;
+                       // FRICTION?
+                       if(friction) {
+                               shipdx *= pow((double)0.9,(double)movementrate);
+                               shipdy *= pow((double)0.9,(double)movementrate);
+                               // if(abs(shipdx)<0.00001) shipdx = 0;
+                               // if(abs(shipdy)<0.00001) shipdy = 0;
                        }
 
-                       break;
-                   case HIGH_SCORE_DISPLAY:
-                       state = TITLE_PAGE;
-                       state_timeout=500.0;
-                       break;
-                   case HIGH_SCORE_ENTRY:
-                       // state = TITLE_PAGE;
-                       // play_tune(1);
-                       // state_timeout=100.0;
-                       break;
-#ifdef DEMO_ENABLED
-                   case TITLE_PAGE:
-                       state = DEMO;
-                       state_timeout=100.0;
-                       break;
-                   case DEMO:
-                       state = HIGH_SCORE_DISPLAY;
-                       state_timeout=100.0;
-                       break;
-#else
-                   case TITLE_PAGE:
-                       state = HIGH_SCORE_DISPLAY;
-                       state_timeout=200.0;
-                       break;
-#endif
-               }
-           }
-
-           if (--countdown<=0 && (rnd()*100.0<(rockrate+=0.025))) {
-               // Create a rock
-               rockptr++;
-               if (rockptr-rock>=MAXROCKS)
-                   rockptr=rock;
-               if (!rockptr->active) {
-                   rockptr->x = (float)XSIZE;
-                   rockptr->xvel = -(rockspeed)*(1+rnd());
-                   rockptr->yvel = rnd()-0.5;
-                   rockptr->type_number = random() % NROCKS;
-                   rockptr->heat = 0;
-                   rockptr->image = surf_rock[rockptr->type_number];// [random()%NROCKS];
-                   rockptr->active = 1;
-                   rockptr->y = rnd()*(YSIZE + rockptr->image->h);
-               }
-               if (movementrate>0.1)
-                   countdown = (int)(ROCKRATE/movementrate);
-               else
-                   countdown=0;
-           }
-
-           // FRICTION?
-               if(friction) {
-                       xvel *= pow((double)0.9,(double)movementrate);
-                       yvel *= pow((double)0.9,(double)movementrate);
-                       // if (abs(xvel)<0.00001) xvel=0;
-                       // if (abs(yvel)<0.00001) yvel=0;
-               }
+                       // INERTIA
+                       shipx += shipdx*movementrate;
+                       shipy += shipdy*movementrate;
+
+                       // SCROLLING
+                       yscroll = shipy - (YSIZE / 2);
+                       yscroll += shipdy * 25;
+                       yscroll /= -25;
+                       yscroll = ((scrollvel * (12 - movementrate)) + (yscroll * movementrate)) / 12;
+                       scrollvel = yscroll;
+                       yscroll = yscroll*movementrate;
+                       shipy += yscroll;
+                       
+                       // Move all the rocks
+                       for(i = 0; i < MAXROCKS; i++) {
+                               if(rock[i].active) {
+                                       rock[i].x += rock[i].dx*movementrate;
+                                       rock[i].y += rock[i].dy*movementrate + yscroll;
+                                       if(rock[i].y > YSIZE || rock[i].y < -rock[i].image->h) {
+                                               if(rock[i].dead) {
+                                                       rock[i].dead = 0;
+                                                       rock[i].active = 0;
+                                               } else {
+                                                       // wrap
+                                                       rock[i].y = (YSIZE - rock[i].image->h) - rock[i].y;
+                                                       rock[i].y += (rock[i].dy*movementrate + yscroll) * 1.01;
+                                               }
+                                       }
+                                       if(rock[i].x < -rock[i].image->w || rock[i].x > XSIZE) {
+                                               rock[i].active = 0;
+                                               rock[i].dead = 0;
+                                       }
+                               }
+                       }
 
-           // INERTIA
-           xship += xvel*movementrate;
-           yship += yvel*movementrate;
-
-           // SCROLLING
-           yscroll = yship - (YSIZE / 2);
-           yscroll /= -15;
-           yscroll = yscroll*movementrate;
-           yship += yscroll;
-           
-           // Move all the rocks
-           for (i=0; i<MAXROCKS; i++) if (rock[i].active) {
-               rock[i].x += rock[i].xvel*movementrate;
-               rock[i].y += rock[i].yvel*movementrate + yscroll;
-               if(rock[i].y > YSIZE) {
-                       rock[i].y -= YSIZE;
-                       rock[i].y -= rock[i].image->w;
-               } else if(rock[i].y < -rock[i].image->w) {
-                       rock[i].y += YSIZE;
-                       rock[i].y += rock[i].image->w;
-               }
-               if (rock[i].x<-32.0)
-                   rock[i].active=0;
-           }
-
-
-           // BOUNCE X
-           if (xship<0 || xship>XSIZE-surf_ship->w) {
-               // BOUNCE from left and right wall
-               xship -= xvel*movementrate;
-               xvel *= -0.99;
-           }
-
-           // BOUNCE Y
-           if (yship<0 || yship>YSIZE-surf_ship->h) {
-               // BOUNCE from top and bottom wall
-               yship -= yvel;
-               yvel *= -0.99;
-           }
-
-
-           if (draw() && state==GAMEPLAY)  {
-               if (oss_sound_flag) {
-                   // Play the explosion sound
-                   play_sound(0);
-               }
-               makebangdots(xship,yship,xvel,yvel,surf_ship,30);
-               if (--nships<=0) {
-                   gameover=1;
-                   state=GAME_OVER;
-                   state_timeout = 200.0;
-                   fadetimer=0.0;
-                   faderate=movementrate;
-               }
-               else {
-                   state=DEAD_PAUSE;
-                   state_timeout = 100.0;
-               }
-           }
 
-           SDL_PumpEvents();
-           keystate = SDL_GetKeyState(NULL);
+                       // BOUNCE X
+                       if(shipx<0 || shipx>XSIZE-surf_ship->w) {
+                               // BOUNCE from left and right wall
+                               shipx -= shipdx*movementrate;
+                               shipdx *= -0.99;
+                       }
 
-           if (state!=HIGH_SCORE_ENTRY && (keystate[SDLK_q] || keystate[SDLK_ESCAPE]))
-               return 0;
+                       // BOUNCE Y
+                       if(shipy<0 || shipy>YSIZE-surf_ship->h) {
+                               // BOUNCE from top and bottom wall
+                               shipy -= shipdy;
+                               shipdy *= -0.99;
+                       }
 
-           if (keystate[SDLK_SPACE] && (state==HIGH_SCORE_DISPLAY || state==TITLE_PAGE || state==DEMO)) {
 
-                       for (i=0; i<MAXROCKS; i++) rock[i].active=0;
+                       if(draw() && state == GAMEPLAY) {
+                               // Play the explosion sound
+                               play_sound(0);
+                               makebangdots(shipx,shipy,shipdx,shipdy,surf_ship,30);
+                               if(--nships <= 0) {
+                                       gameover = 1;
+                                       state = GAME_OVER;
+                                       state_timeout = 200.0;
+                                       fadetimer = 0.0;
+                                       faderate = movementrate;
+                               }
+                               else {
+                                       state = DEAD_PAUSE;
+                                       state_timeout = 20.0;
+                                       shipdx = 0;
+                                       shipdy = 0;
+                               }
+                       }
 
-                       rockrate=54.0;
-                       rockspeed=5.0;
+                       SDL_PumpEvents();
+                       keystate = SDL_GetKeyState(NULL);
 
-                       nships = 4;
-                       score = 0;
+                       if(state != HIGH_SCORE_ENTRY && (keystate[SDLK_q] || keystate[SDLK_ESCAPE])) {
+                               return 0;
+                       }
 
-                       state = GAMEPLAY;
-                       play_tune(1);
+                       if(keystate[SDLK_SPACE] && (state == HIGH_SCORE_DISPLAY || state == TITLE_PAGE)) {
 
-                       xvel=-1;
-                       gameover=0;
-                       yvel=0;
-                       xship=0;
-                       yship=YSIZE/2;
-                       shieldlevel = 3*W;
-                       initialshield = 0;
+                               for(i = 0; i<MAXROCKS; i++ ) {
+                                       rock[i].active = 0;
+                                       rock[i].dead = 0;
+                               }
 
-           }
+                               rockrate = 54.0;
+                               rockspeed = 5.0;
 
-           maneuver=0;
-           laser=0;
-       }
-       else {
-           SDL_PumpEvents();
-           keystate = SDL_GetKeyState(NULL);
-       }
+                               nships = 4;
+                               score = 0;
+
+                               state = GAMEPLAY;
+                               play_tune(1);
 
-       if (state==GAMEPLAY) {
-           if (!gameover) {
-
-               if (!paused) {
-                   if (keystate[SDLK_UP])          { yvel -= 1.5*movementrate; maneuver|=1<<3;}
-                   if (keystate[SDLK_DOWN])        { yvel += 1.5*movementrate; maneuver|=1<<1;}
-                   if (keystate[SDLK_LEFT])        { xvel -= 1.5*movementrate; maneuver|=1<<2;}
-                   if (keystate[SDLK_RIGHT])       { xvel += 1.5*movementrate; maneuver|=1;}
-                   if (keystate[SDLK_d])           { laser=1; }
-                   if (keystate[SDLK_1])           { fast=1; }
-                   if (keystate[SDLK_2])           { fast=0; }
-                   if (keystate[SDLK_3])           { SDL_SaveBMP(surf_screen, "snapshot.bmp"); }
-                   shieldsup = keystate[SDLK_s];
+                               gameover = 0;
+                               shipx = 0;
+                               shipy = YSIZE/2;
+                               shipdx = -1;
+                               shipdy = 0;
+                       }
+
+                       maneuver = 0;
+               } else {
+                       SDL_PumpEvents();
+                       keystate = SDL_GetKeyState(NULL);
                }
 
-               if (keystate[SDLK_p])   {
-                   if (!pausedown) {
-                       paused = !paused;
-                       if (paused) {
-                           SDL_Rect src,dest;
-                           src.w = surf_b_rock->w;
-                           src.h = surf_b_rock->h;
-                           dest.w = src.w;
-                           dest.h = src.h;
-                           dest.x = (XSIZE-src.w)/2;
-                           dest.y = (YSIZE-src.h)/2;
-                           SDL_BlitSurface(surf_b_rock,&src,surf_screen,&dest);
-                           // Update the surface
-                           SDL_Flip(surf_screen);
-                           printf("paused\n");
+               if(state == GAMEPLAY) {
+                       if(!gameover) {
+
+                               if(!paused) {
+                                       if(keystate[SDLK_UP] | keystate[SDLK_c])                { shipdy -= 1.5*movementrate; maneuver |= 1<<3;}
+                                       if(keystate[SDLK_DOWN] | keystate[SDLK_t])              { shipdy += 1.5*movementrate; maneuver |= 1<<1;}
+                                       if(keystate[SDLK_LEFT] | keystate[SDLK_h])              { shipdx -= 1.5*movementrate; maneuver |= 1<<2;}
+                                       if(keystate[SDLK_RIGHT] | keystate[SDLK_n])             { shipdx += 1.5*movementrate; maneuver |= 1;}
+                                       if(keystate[SDLK_3])            { SDL_SaveBMP(surf_screen, "snapshot.bmp"); }
+                               }
+
+                               if(keystate[SDLK_p] | keystate[SDLK_s]) {
+                                       if(!pausedown) {
+                                               paused = !paused;
+                                               if(paused) {
+                                                       SDL_Rect src,dest;
+                                                       src.w = surf_b_variations->w;
+                                                       src.h = surf_b_variations->h;
+                                                       dest.w = src.w;
+                                                       dest.h = src.h;
+                                                       dest.x = (XSIZE-src.w)/2;
+                                                       dest.y = (YSIZE-src.h)/2;
+                                                       SDL_BlitSurface(surf_b_variations,&src,surf_screen,&dest);
+                                                       // Update the surface
+                                                       SDL_Flip(surf_screen);
+                                               }
+                                               pausedown = 1;
+                                       }
+                               } else {
+                                       pausedown = 0;
+                               }
+
                        }
                        else {
-                           printf ("not paused\n");
+                               paused = 0;
+                               pausedown = 0;
+                       }
+               } else if(state == GAME_OVER) {
+                       if(keystate[SDLK_SPACE]) {
+                               state_timeout = -1;
                        }
-                       pausedown=1;
-                   }
-               }
-               else {
-                   pausedown=0;
                }
-
-           }
-           else {
-               shieldsup = 0;
-               paused = 0;
-               pausedown = 0;
-           }
        }
+}
+
+int
+main(int argc, char **argv) {
+       int i, x, fullscreen;
 
-       // DEBUG mode to slow down the action, and see if this game is playable on a 486
-       if (fast)
-           SDL_Delay (100);
-    }
-}/*}}}*/
-main(int argc, char **argv) {/*{{{*/
-    int i, x, fullscreen;
-
-    fullscreen=0;
-       tail_plume=0;
-       friction=0;
-    oss_sound_flag=1;
-
-    while ((x=getopt(argc,argv,"efhsp"))>=0)
-       switch(x) {
-               case 'e':  // engine
-                       tail_plume = 1;
+       fullscreen = 0;
+       tail_plume = 0;
+       friction = 0;
+       sound_flag = 1;
+       music_flag = 0;
+
+       while ((x = getopt(argc,argv,"efhmps")) >= 0) {
+               switch(x) {
+                       case 'e': // engine
+                               tail_plume = 1;
                        break;
-               case 'f':  // fullscreen
-                       fullscreen = 1;
+                       case 'f': // fullscreen
+                               fullscreen = 1;
                        break;
-           case 'h':  // help
-                       printf ("Rock Dodgers\n"
-                               "  -e Big tail [E]ngine\n"
-                               "  -f [F]ull screen\n"
-                               "  -h This [H]elp message\n"
-                               "  -p Stupid original [P]hysics (friction)\n"
-                               "  -s [S]ilent (no sound)\n");
-                       exit(0);
+                       case 'h': // help
+                               printf("Variations on RockDodger\n"
+                                      " -e big tail [E]ngine\n"
+                                      " -f [F]ull screen\n"
+                                      " -h this [H]elp message\n"
+                                      " -m enable [M]usic\n"
+                                      " -p original [P]hysics (friction)\n"
+                                      " -s [S]ilent (no sound)\n");
+                               exit(0);
                        break;
-               case 'p':  // physics
-                       friction = 1;
+                       case 'm': // music
+                               music_flag = 1;
+                       case 'p': // physics
+                               friction = 1;
                        break;
-           case 's':  // silent
-                       oss_sound_flag = 0;
+                       case 's': // silent
+                               sound_flag = 0;
+                               music_flag = 0;
                        break;
+               }
        }
 
-    if (init(fullscreen)) {
-       printf ("ta: '%s'\n",initerror);
-       return 1;
-    }
+       if(init(fullscreen)) {
+               printf ("ta: '%s'\n",initerror);
+               return 1;
+       }
 
-    while(1) {
-       for (i=0; i<MAXROCKS; i++)
-           rock[i].active=0;
-       rockrate=54.0;
-       rockspeed=5.0;
+       for(i = 0; i<MAXROCKS; i++) {
+               rock[i].active = 0;
+               rock[i].dead = 0;
+       }
+       rockrate = 54.0;
+       rockspeed = 5.0;
        initticks = SDL_GetTicks();
-       if (gameloop()==0) break;
-       printf ("score=%d\n",score);
-       SDL_Delay(1000);
-    }
-
-    return 0;
-}/*}}}*/
-
-/*
- * $Id: main.c,v 1.22 2002/02/15 20:26:45 pad Exp $
- * $Log: main.c,v $
- * Revision 1.22  2002/02/15 20:26:45  pad
- * Update - explosion time limits (ergh) and stuff
- *
- * Revision 1.21  2002/01/26 14:13:27  pad
- * Released to pcholt.com as 0.4.0a
- *
- * Revision 1.20  2002/01/20 22:24:41  pad
- * No longer crashes on space bar in high score table
- * Rocks make a random noise when they explode
- *
- * Revision 1.19  2002/01/17 19:38:45  pad
- * Bang noise (must add more noises)
- *
- * Revision 1.18  2002/01/16 01:34:28  pad
- * Rocks now change colour smoothly while being heated.
- *
- * Revision 1.17  2002/01/15 21:56:51  pad
- * Lasers work, and rocks blow up, but unspectacularly.
- *
- * Revision 1.16  2001/10/21 22:08:41  pad
- * Moving title screen,
- * New game-over graphics
- * High scores entered on the line of the new high score
- *
- * Revision 1.15  2001/10/11 22:25:10  pad
- * High scores are saved!
- * /usr/share/rockdodger/.highscore or, if this is impossible,
- * $HOME/.rockdodger_high
- *
- * Revision 1.14  2001/10/09 22:29:38  pad
- * Excellent! The game works, highscores are good, sound.c plays tunes,
- * the SFont.c has been revamped, and the game looks good to go.
- *
- * Revision 1.13  2001/10/07 19:23:28  pad
- * SDL_mixer, music and sound added
- *
- * Revision 1.12  2001/09/29 23:28:27  pad
- * 0.1.8b release
- * {{{
- * Revision 1.11  2001/09/25 21:34:58  pad
- * Test for SDL_DISABLE
- * Something in sound.c I can't think what.
- *
- * Revision 1.10  2001/09/21 21:37:06  pad
- * Donno. I canged something. Download it, it still works.
- * The laser doesn't do anything, but you can fire it by pressing "d".
- *
- * Revision 1.9  2001/09/18 22:41:22  pad
- * The score stays on the screen no matter what the game mode.
- *
- * Revision 1.7  2001/09/09 21:57:54  pad
- * Starting to add sound.  There will be a background Ogg Vorbis soudtrack,
- * with a sample-driven sound effects engine.
- *
- * Revision 1.6  2001/09/08 23:01:02  pad
- * Version number on start screen, from Makefile
- * Makefile 'make package' works
- *
- * Revision 1.5  2001/09/08 00:13:03  pad
- * State table
- * Title screen
- * Revamped scoring system
- * Looks nice!
- *
- * Revision 1.4  2001/09/06 21:42:05  pad
- * Score is displayed using the lovely SFont library.
- *
- * Revision 1.3  2001/09/03 22:50:34  pad
- * Functions cut back, larger number of space rocks.
- * Now it's an actual challenge.
- *
- * Functions normalised - aim should be to have each function perform
- * one action and one action alone. This is not yet complete.
- *
- * The high-speed movementrate error is fixed, but there are still
- * unexplained crashes. I must find out how to let SDL give me a core
- * dump to work with..
- *
- }}}
- */
+       gameloop();
+
+       return 0;
+}