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Some code cleanup.
[vor.git] / main.c
diff --git a/main.c b/main.c
index fe58efa..51d8e9f 100644 (file)
--- a/main.c
+++ b/main.c
@@ -25,35 +25,22 @@ extern int font_height;
 void clearBuffer();
 
 // includes {{{
+#include "config.h"
+#include "file.h"
+#include "sound.h"
+
+#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"
-#define STARTSPACE 430 // pixels from the left which will be cleared of rocks when you die
 // }}}
 // macros {{{
 #define CONDERROR(a) if((a)) {initerror = strdup(SDL_GetError());return 1;}
@@ -67,9 +54,10 @@ struct rock_struct {
        // soon as it isn't we BLOW UP
        float x,y,xvel,yvel;
        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;
-       float heat;
 }; 
 struct black_point_struct {
        int x,y;
@@ -146,16 +134,14 @@ float xship,yship = 240.0;        // X position, 0..XSIZE
 float xvel,yvel;       // Change in X position per tick.
 float rockrate,rockspeed;
 float movementrate;
-float shieldlevel, shieldpulse = 0;
 float yscroll;
+float scrollvel;
 
 int nships,score,initticks,ticks_since_last, last_ticks;
-int initialshield, gameover, fast;
+int gameover;
 int countdown = 0;
 int maneuver = 0;
-int laser = 0;
-int shieldsup = 0;
-int oss_sound_flag = 0;
+int sound_flag = 1, music_flag = 0;
 int tail_plume = 0; // display big engine at the back?
 int friction = 0;      // should there be friction?
 int scorerank;
@@ -196,59 +182,19 @@ extern char *optarg;
 extern int optind, opterr, optopt;
 // }}}
 
-// ************************************* 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;
+float dist_sq(float x1, float y1, float x2, float y2)
+{
+       return (x2-x1)*(x2-x1) + (y2-y1)*(y2-y1);
 }
-#endif
 
-FILE *hs_fopen(char *mode) {
-       FILE *f;
-       mode_t mask;
-       mask = umask(0111);
-       if(f = fopen("/usr/share/vor/.highscore",mode)) {
-               umask(mask);
-               return f;
-       }
-       else {
-               char s[1024];
-               umask(0177);
-               sprintf(s,"%s/.vor-high",getenv("HOME"));
-               if(f = fopen(s,mode)) {
-                       umask(mask);
-                       return f;
-               }
-               else {
-                       umask(mask);
-                       return 0;
-               }
-       }
-}
+// ************************************* FUNCS
+
 void read_high_score_table() {
        FILE *f;
        int i;
-       if(f = hs_fopen("r")) {
+       
+       f = open_score_file("r");
+       if(f) {
                // If the file exists, read from it
                for(i = 0; i<8; i++) {
                        char s[1024];
@@ -266,10 +212,13 @@ void read_high_score_table() {
                fclose(f);
        }
 }
+
 void write_high_score_table() {
        FILE *f;
        int i;
-       if(f = hs_fopen("w")) {
+       
+       f = open_score_file("w");
+       if(f) {
                // If the file exists, write to it
                for(i = 0; i<8; i++) {
                        fprintf (f, "%d %s\n", high[i].score, high[i].name);
@@ -314,51 +263,14 @@ void init_space_dots() {
        }
 }
 
-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);
-
-       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;
-       }
-
-       SDL_UnlockSurface(surf_screen);
-}
-
-
-int makebangdots(int xbang, int ybang, int xvel, int yvel, SDL_Surface *s, int power) {
+void 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
 
-       int i,x,y,n,endcount;
+       int x,y,endcount;
        Uint16 *rawpixel,c;
-       double theta,r,dx,dy;
+       double theta,r;
        int begin_generate;
 
        begin_generate = SDL_GetTicks();
@@ -370,41 +282,38 @@ int makebangdots(int xbang, int ybang, int xvel, int yvel, SDL_Surface *s, int p
 
        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)) {
 
-       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 + xvel;
+                                       bdot[bd2].dy = (power/50.0)*45.0*sin(theta)*r + yvel;
+                                       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++;
        }
-exitloop:
 
        SDL_UnlockSurface(s);
 
@@ -584,7 +493,7 @@ void create_engine_dots2(int newdots, int m) {
        }
 }
 
-int drawdots(SDL_Surface *s) {
+void drawdots(SDL_Surface *s) {
        int m, scorepos, n;
 
        SDL_LockSurface(s);
@@ -624,19 +533,6 @@ int drawdots(SDL_Surface *s) {
        SDL_UnlockSurface(s);
 }
 
-char * load_file(char *s) {
-       static char retval[1024];
-       snprintf(retval, 1024, "%s/%s", data_dir, s);
-       return retval;
-}
-
-
-int missing(char *dirname) {
-       struct stat buf;
-       stat(dirname, &buf);
-       return (!S_ISDIR(buf.st_mode));
-}
-
 int init(int fullscreen) {
 
        int i,j;
@@ -644,51 +540,27 @@ int init(int fullscreen) {
        Uint16 *raw_pixels;
        Uint32 flag;
 
+       // Where are our data files?
+       if(!find_files()) exit(1);
        read_high_score_table();
 
-       // Where are our data files?
-       // default: ./data
-       // second alternative: RD_DATADIR
-       // final alternative: /usr/share/vor
-       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);
-                       }
+       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 {
-                       data_dir = strdup("/usr/share/vor");
-                       if(missing(data_dir)) {
-                               fprintf (stderr,"Cannot find data in %s\n", data_dir);
-                               exit(-2);
-                       }
+                       atexit(SDL_Quit);
+                       atexit(SDL_CloseAudio);
+                       sound_flag = init_sound();
                }
-       }
-
-       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();
-       }
-
        } else {
-               // Initialise with video only
+               // Initialize 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
@@ -697,7 +569,7 @@ int init(int fullscreen) {
        surf_screen = SDL_SetVideoMode(XSIZE,YSIZE,16,flag);
 
        // Set the title bar text
-       SDL_WM_SetCaption("Rock Dodgers", "rockdodgers");
+       SDL_WM_SetCaption("Variations on Rockdodger", "VoR");
 
        NULLERROR(surf_screen);
 
@@ -775,7 +647,7 @@ int init(int fullscreen) {
        return 0;
 }
 int draw() {
-       int i,n;
+       int i;
        SDL_Rect src,dest;
        struct black_point_struct *p;
        Uint16 *raw_pixels;
@@ -783,8 +655,6 @@ int draw() {
        char *text;
        float fadegame,fadeover;
 
-       char *statedisplay, buf[1024];
-       
        bang = 0;
 
        src.x = 0;
@@ -830,11 +700,6 @@ int draw() {
        // 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;
@@ -860,28 +725,6 @@ int draw() {
                        // 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);
-                       }
-
                }
        }
 
@@ -1011,48 +854,20 @@ int draw() {
        }
 
        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;
-                               }
-                       }
-               } 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;
-                               }
+               // 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;
                        }
                }
                SDL_UnlockSurface(surf_screen);
        }
 
-#ifdef DOTCOLLISION
-       dotcollision(surf_screen); // Kill dots that are not on their spots
-#endif
-
        // Draw all the little ships
        if(state == GAMEPLAY || state == DEAD_PAUSE || state == GAME_OVER)
        for(i = 0; i<nships-1; i++) {
@@ -1092,6 +907,7 @@ int draw() {
 
        return bang;
 }
+
 int gameloop() {
        int i = 0;
        Uint8 *keystate;
@@ -1107,17 +923,7 @@ int gameloop() {
                                                // Create a new ship and start all over again
                                                state = GAMEPLAY;
                                                play_tune(1);
-                                               initialshield = 0;
-                                               xship = 10;
-                                               yship = YSIZE/2;
-                                               xvel = 3;
-                                               yvel = 0;
-                                               shieldlevel = 3*W;
-                                               for(i = 0; i<MAXROCKS; i++ ) {
-                                                       if(rock[i].x < STARTSPACE) {
-                                                               rock[i].active = 0;
-                                                       }
-                                               }
+                                               xship -= 50;
                                        break;
                                        case GAME_OVER:
                                                state = HIGH_SCORE_ENTRY;
@@ -1162,6 +968,24 @@ int gameloop() {
                                                state_timeout = 200.0;
                                        break;
                                }
+                       } else {
+                               if(state == DEAD_PAUSE) {
+                                       float blast_radius = BLAST_RADIUS * state_timeout / 20.0;
+                                       if(xship < 60) xship = 60;
+                                       for(i = 0; i<MAXROCKS; i++ ) {
+                                               float dx, dy, n;
+                                               if(rock[i].x <= 0) continue;
+                                               dx = rock[i].x - xship;
+                                               dy = rock[i].y - yship;
+                                               n = sqrt(dx*dx + dy*dy);
+                                               if(n < blast_radius) {
+                                                       n *= 20;
+                                                       rock[i].xvel += rockrate*(dx+30)/n;
+                                                       rock[i].yvel += rockrate*dy/n;
+                                                       rock[i].dead = 1;
+                                               }
+                                       }
+                               }
                        }
 
                        if(--countdown <= 0 && (rnd()*100.0<(rockrate += 0.025))) {
@@ -1175,7 +999,6 @@ int gameloop() {
                                        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);
@@ -1201,23 +1024,33 @@ int gameloop() {
 
                        // SCROLLING
                        yscroll = yship - (YSIZE / 2);
-                       yscroll /= -15;
+                       yscroll += yvel * 25;
+                       yscroll /= -25;
+                       yscroll = ((scrollvel * (12 - movementrate)) + (yscroll * movementrate)) / 12;
+                       scrollvel = yscroll;
                        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;
+                       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 < -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].yvel*movementrate + yscroll) * 1.01;
+                                               }
+                                       }
+                                       if(rock[i].x < -rock[i].image->w || rock[i].x > XSIZE) {
+                                               rock[i].active = 0;
+                                               rock[i].dead = 0;
+                                       }
+                               }
                        }
 
 
@@ -1237,10 +1070,8 @@ int gameloop() {
 
 
                        if(draw() && state == GAMEPLAY) {
-                               if(oss_sound_flag) {
-                                       // Play the explosion sound
-                                       play_sound(0);
-                               }
+                               // Play the explosion sound
+                               play_sound(0);
                                makebangdots(xship,yship,xvel,yvel,surf_ship,30);
                                if(--nships <= 0) {
                                        gameover = 1;
@@ -1251,8 +1082,9 @@ int gameloop() {
                                }
                                else {
                                        state = DEAD_PAUSE;
-                                       state_timeout = 50.0;
-
+                                       state_timeout = 20.0;
+                                       xvel = 0;
+                                       yvel = 0;
                                }
                        }
 
@@ -1267,6 +1099,7 @@ int gameloop() {
 
                                for(i = 0; i<MAXROCKS; i++ ) {
                                        rock[i].active = 0;
+                                       rock[i].dead = 0;
                                }
 
                                rockrate = 54.0;
@@ -1283,13 +1116,10 @@ int gameloop() {
                                yvel = 0;
                                xship = 0;
                                yship = YSIZE/2;
-                               shieldlevel = 3*W;
-                               initialshield = 0;
 
                        }
 
                        maneuver = 0;
-                       laser = 0;
                } else {
                        SDL_PumpEvents();
                        keystate = SDL_GetKeyState(NULL);
@@ -1329,7 +1159,6 @@ int gameloop() {
 
                        }
                        else {
-                               shieldsup = 0;
                                paused = 0;
                                pausedown = 0;
                        }
@@ -1340,15 +1169,18 @@ int gameloop() {
                }
        }
 }
+
+int
 main(int argc, char **argv) {
        int i, x, fullscreen;
 
        fullscreen = 0;
        tail_plume = 0;
        friction = 0;
-       oss_sound_flag = 1;
+       sound_flag = 1;
+       music_flag = 0;
 
-       while ((x = getopt(argc,argv,"efhsp")) >= 0) {
+       while ((x = getopt(argc,argv,"efhmps")) >= 0) {
                switch(x) {
                        case 'e': // engine
                                tail_plume = 1;
@@ -1358,18 +1190,22 @@ main(int argc, char **argv) {
                        break;
                        case 'h': // help
                                printf("Variations on RockDodger\n"
-                                      " -e Big tail [E]ngine\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"
+                                      " -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 'm': // music
+                               music_flag = 1;
                        case 'p': // physics
                                friction = 1;
                        break;
                        case 's': // silent
-                               oss_sound_flag = 0;
+                               sound_flag = 0;
+                               music_flag = 0;
                        break;
                }
        }
@@ -1379,19 +1215,14 @@ main(int argc, char **argv) {
                return 1;
        }
 
-       while(1) {
-               for(i = 0; i<MAXROCKS; i++) {
-                       rock[i].active = 0;
-               }
-               rockrate = 54.0;
-               rockspeed = 5.0;
-               initticks = SDL_GetTicks();
-               if(gameloop() == 0) {
-                       break;
-               }
-               printf ("score = %d\n",score);
-               SDL_Delay(1000);
+       for(i = 0; i<MAXROCKS; i++) {
+               rock[i].active = 0;
+               rock[i].dead = 0;
        }
+       rockrate = 54.0;
+       rockspeed = 5.0;
+       initticks = SDL_GetTicks();
+       gameloop();
 
        return 0;
 }