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more changes for windows
[vor.git] / main.c
diff --git a/main.c b/main.c
index fb2b755..60ee8f0 100644 (file)
--- a/main.c
+++ b/main.c
  * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
  */
 
-#include <argp.h>
+#ifndef WIN32
+# include <argp.h>
+#endif
 #include <math.h>
-#include <SDL/SDL.h>
-#include <SDL/SDL_image.h>
+#include <SDL.h>
+#include <SDL_image.h>
 #include <stdarg.h>
 #include <stdio.h>
 #include <stdlib.h>
@@ -39,7 +41,7 @@
 #include "mt.h"
 #include "rocks.h"
 #include "score.h"
-#include "shape.h"
+#include "sprite.h"
 #include "sound.h"
 
 // ************************************* VARS
@@ -51,7 +53,6 @@ SDL_Surface
        *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_font_big; // The big font
@@ -67,11 +68,9 @@ struct bangdots bdot[MAXBANGDOTS], *bdotptr = bdot;
 char topline[1024];
 char *initerror = "";
 
-struct shape shipshape;
-float shipx = XSIZE/2, shipy = YSIZE/2;        // X position, 0..XSIZE
-float shipdx = SCREENDXMIN, shipdy = 0.0;      // Change in X position per tick.
+struct ship ship = { SHIP, 0, NULL, XSIZE/2, YSIZE/2, SCREENDXMIN, 0.0 };
+         
 float screendx = SCREENDXMIN, screendy = 0.0;
-float xscroll, yscroll;
 float back_dist;
 
 // all movement is based on t_frame.
@@ -79,10 +78,10 @@ float t_frame;  // length of this frame (in ticks = 1/20th second)
 int ms_frame;   // length of this frame (milliseconds)
 int ms_end;     // end of this frame (milliseconds)
 
+int bang = false;
 float bangx, bangy, bangdx, bangdy;
 
-int nships,score;
-int jets = 0;
+int score;
 
 float fadetimer = 0, faderate;
 
@@ -102,10 +101,18 @@ enum states {
 enum states state = TITLE_PAGE;
 float state_timeout = 600.0;
 
-#define NSEQUENCE 2
-char *sequence[] = {
-       "Press SPACE to start",
-       "http://jasonwoof.org/vor"
+#define NSEQUENCE 3
+char *msgs[2][3] = {
+       {
+               "Press SPACE for normal game",
+               "Press '1' for easy game",
+               "http://jasonwoof.org/vor"
+       },
+       {
+               "Press SPACE for easy game",
+               "Press '2' for normal game",
+               "http://jasonwoof.org/vor"
+       }
 };
 
 int bangdotlife, nbangdots;
@@ -185,6 +192,7 @@ draw_bang_dots(SDL_Surface *s)
        int first_i, last_i;
        uint16_t *pixels, *pixel, c;
        int row_inc = s->pitch/sizeof(uint16_t);
+       Sprite *hit;
 
        pixels = (uint16_t *) s->pixels;
        first_i = -1;
@@ -198,15 +206,22 @@ draw_bang_dots(SDL_Surface *s)
                if(bdot[i].life<0) { bdot[i].active = 0; continue; }
 
                // move and clip
-               bdot[i].x += bdot[i].dx*t_frame - xscroll;
-               bdot[i].y += bdot[i].dy*t_frame - yscroll;
+               bdot[i].x += (bdot[i].dx - screendx)*t_frame;
+               bdot[i].y += (bdot[i].dy - screendy)*t_frame;
                if(bdot[i].x < 0 || bdot[i].x >= XSIZE || bdot[i].y < 0 || bdot[i].y >= YSIZE) {
                        bdot[i].active = 0;
                        continue;
                }
 
                // check collisions
-               if(pixel_hit_rocks(bdot[i].x, bdot[i].y)) { bdot[i].active = 0; continue; }
+               if((hit = pixel_collides(bdot[i].x, bdot[i].y))) {
+                       if(hit->type != SHIP) { // they shouldn't hit the ship, but they do
+                               bdot[i].active = 0;
+                               hit->dx += ENGINE_DOT_WEIGHT * bdot[i].life * bdot[i].dx / sprite_mass(hit);
+                               hit->dy += ENGINE_DOT_WEIGHT * bdot[i].life * bdot[i].dy / sprite_mass(hit);
+                               continue;
+                       }
+               }
 
                pixel = pixels + row_inc*(int)(bdot[i].y) + (int)(bdot[i].x);
                if(bdot[i].c) c = bdot[i].c; else c = heatcolor[(int)(bdot[i].life)*3];
@@ -223,8 +238,8 @@ new_engine_dots(int n, int dir) {
        float hx, hy; // half ship width/height.
        static const int s[4] = { 2, 1, 0, 1 };
 
-       hx = surf_ship->w / 2;
-       hy = surf_ship->h / 2;
+       hx = ship.image->w / 2;
+       hy = ship.image->h / 2;
 
        for(i = 0; i<n; i++) {
                if(dotptr->active == 0) {
@@ -234,15 +249,15 @@ new_engine_dots(int n, int dir) {
                        dy = r * -sin(a);  // screen y is "backwards".
 
                        dotptr->active = 1;
-                       dotptr->x = shipx + s[dir]*hx + (frnd()-0.5)*3;
-                       dotptr->y = shipy + s[(dir+1)&3]*hy + (frnd()-0.5)*3;
+                       dotptr->x = ship.x + s[dir]*hx + (frnd()-0.5)*3;
+                       dotptr->y = ship.y + s[(dir+1)&3]*hy + (frnd()-0.5)*3;
                        if(dir&1) {
-                               dotptr->dx = shipdx + 2*dx;
-                               dotptr->dy = shipdy + 20*dy;
+                               dotptr->dx = ship.dx + 2*dx;
+                               dotptr->dy = ship.dy + 20*dy;
                                dotptr->life = 60 * fabs(dy);
                        } else {
-                               dotptr->dx = shipdx + 20*dx;
-                               dotptr->dy = shipdy + 2*dy;
+                               dotptr->dx = ship.dx + 20*dx;
+                               dotptr->dy = ship.dy + 2*dy;
                                dotptr->life = 60 * fabs(dx);
                        }
 
@@ -259,11 +274,12 @@ draw_engine_dots(SDL_Surface *s) {
        uint16_t *pixels = (uint16_t *) s->pixels;
        int row_inc = s->pitch/sizeof(uint16_t);
        int heatindex;
+       Sprite *hit;
 
        for(i = 0; i<MAXENGINEDOTS; i++) {
                if(!edot[i].active) continue;
-               edot[i].x += edot[i].dx*t_frame - xscroll;
-               edot[i].y += edot[i].dy*t_frame - yscroll;
+               edot[i].x += (edot[i].dx - screendx)*t_frame;
+               edot[i].y += (edot[i].dy - screendy)*t_frame;
                edot[i].life -= t_frame*3;
                if(edot[i].life < 0
                                || edot[i].x<0 || edot[i].x >= XSIZE
@@ -271,7 +287,15 @@ draw_engine_dots(SDL_Surface *s) {
                        edot[i].active = 0;
                        continue;
                }
-               if(pixel_hit_rocks(edot[i].x, edot[i].y)) { edot[i].active = 0; continue; }
+               // check collisions
+               if((hit = pixel_collides(edot[i].x, edot[i].y))) {
+                       if(hit->type != SHIP) { // they shouldn't hit the ship, but they do
+                               edot[i].active = 0;
+                               hit->dx += ENGINE_DOT_WEIGHT * edot[i].life * edot[i].dx / sprite_mass(hit);
+                               hit->dy += ENGINE_DOT_WEIGHT * edot[i].life * edot[i].dy / sprite_mass(hit);
+                               continue;
+                       }
+               }
                heatindex = edot[i].life * 6;
                c = heatindex>3*W ? heatcolor[3*W-1] : heatcolor[heatindex];
                pixels[row_inc*(int)(edot[i].y) + (int)(edot[i].x)] = c;
@@ -284,7 +308,7 @@ drawdots(SDL_Surface *s) {
 
        // Create engine dots out the side we're moving from
        for(m = 0; m<4; m++) {
-               if(jets & 1<<m) { // 'jets' is a bit field
+               if(ship.jets & 1<<m) { // 'jets' is a bit field
                        new_engine_dots(80,m);
                }
        }
@@ -314,6 +338,12 @@ load_image(char *filename)
        return img;
 }
 
+void
+load_ship(void)
+{
+       load_sprite(SPRITE(&ship), "ship.png");
+}
+
 int
 init(void) {
 
@@ -363,22 +393,18 @@ init(void) {
        }
 
        // Load the banners
-       NULLERROR(surf_b_variations = load_image("banners/variations.png"));
-       NULLERROR(surf_b_on = load_image("banners/on.png"));
-       NULLERROR(surf_b_rockdodger = load_image("banners/rockdodger.png"));
+       NULLERROR(surf_b_variations = load_image("b_variations.png"));
+       NULLERROR(surf_b_on = load_image("b_on.png"));
+       NULLERROR(surf_b_rockdodger = load_image("b_rockdodger.png"));
 
-       NULLERROR(surf_b_game = load_image("banners/game.png"));
-       NULLERROR(surf_b_over = load_image("banners/over.png"));
-
-       // Load the spaceship graphic.
-       NULLERROR(surf_ship = load_image("sprites/ship.png"));
-       get_shape(surf_ship, &shipshape);
+       NULLERROR(surf_b_game = load_image("b_game.png"));
+       NULLERROR(surf_b_over = load_image("b_over.png"));
 
        // Load the life indicator (small ship) graphic.
-       NULLERROR(surf_life = load_image("indicators/life.png"));
+       NULLERROR(surf_life = load_image("life.png"));
 
        // Load the font image
-       s = add_data_path(BIG_FONT_FILE);
+       s = add_data_path("font.png");
        if(s) {
                NULLERROR(surf_font_big = IMG_Load(s));
                free(s);
@@ -388,7 +414,8 @@ init(void) {
        init_engine_dots();
        init_dust();
 
-       init_rocks();
+       init_sprites();
+       add_sprite(SPRITE(&ship));
 
        // Remove the mouse cursor
 #ifdef SDL_DISABLE
@@ -398,98 +425,107 @@ init(void) {
        return 0;
 }
 
-int
-draw() {
+void
+show_lives(void)
+{
        int i;
        SDL_Rect dest;
-       int bang, x;
-       char *text;
-       float fadegame,fadeover;
 
-       bang = 0;
+       for(i=0; i<ship.lives-1; i++) {
+               dest.x = (i + 1)*(surf_life->w + 10);
+               dest.y = 20;
+               SDL_BlitSurface(surf_life, NULL, surf_screen, &dest);
+       }
+}
 
-       // Draw a fully black background
-       SDL_FillRect(surf_screen,NULL,0);
+void
+draw_game_over(void)
+{
+       int x;
+       char *text0, *text1;
+       SDL_Rect dest;
+       float a_game = 0, a_over = 0;
 
-       // Draw the background dots
-       drawdots(surf_screen);
+       // fade in "GAME", then "OVER".
+       a_game = min(1.0, faderate*fadetimer/3.0);
+       if(a_game == 1.0) a_over = min(1.0, faderate*fadetimer/3.0 - 1);
 
-       // Draw ship
-       if(state == GAMEPLAY ) {
-               dest.x = shipx;
-               dest.y = shipy;
-               SDL_BlitSurface(surf_ship,NULL,surf_screen,&dest);
-       }
+       fadetimer += t_frame;
 
-       draw_rocks();
+       dest.x = (XSIZE-surf_b_game->w)/2;
+       dest.y = (YSIZE-surf_b_game->h)/2-40;
+       SDL_SetAlpha(surf_b_game, SDL_SRCALPHA, (int)(a_game*(200 + 55*cos(fadetimer))));
+       SDL_BlitSurface(surf_b_game,NULL,surf_screen,&dest);
 
-       // Draw the life indicators.
-       if(state == GAMEPLAY || state == DEAD_PAUSE || state == GAME_OVER) {
-               for(i = 0; i<nships-1; i++) {
-                       dest.x = (i + 1)*(surf_life->w + 10);
-                       dest.y = 20;
-                       SDL_BlitSurface(surf_life, NULL, surf_screen, &dest);
-               }
+       dest.x = (XSIZE-surf_b_over->w)/2;
+       dest.y = (YSIZE-surf_b_over->h)/2 + 40;
+       SDL_SetAlpha(surf_b_over, SDL_SRCALPHA, (int)(a_over*(200 + 55*sin(fadetimer))));
+       SDL_BlitSurface(surf_b_over,NULL,surf_screen,&dest);
+
+       if(new_high_score(score)) {
+               text0 = "New High Score!";
+               text1 = "Press SPACE to continue";
+       } else {
+               text0 = msgs[g_easy][0];
+               text1 = msgs[g_easy][1];
        }
 
-       // Draw the score
-       snprintscore_line(topline, 50, score);
-       SFont_Write(surf_screen, g_font, XSIZE-250, 0, topline);
+       x = (XSIZE-SFont_TextWidth(g_font,text0))/2 + cos(fadetimer/9)*10;
+       SFont_Write(surf_screen,g_font,x,YSIZE-100 + cos(fadetimer/6)*5,text0);
 
-       // 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;
-                       }
+       x = (XSIZE-SFont_TextWidth(g_font,text1))/2 + sin(fadetimer/9)*10;
+       SFont_Write(surf_screen,g_font,x,YSIZE-50 + sin(fadetimer/4)*5,text1);
+}
 
-                       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;
-                       }
+void
+draw_title_page(void)
+{
+       int x;
+       char *text;
+       SDL_Rect dest;
+
+       fadetimer += t_frame/2.0;
+
+       dest.x = (XSIZE-surf_b_variations->w)/2 + cos(fadetimer/6.5)*10;
+       dest.y = (YSIZE/2-surf_b_variations->h)/2 + sin(fadetimer/5.0)*10;
+       SDL_SetAlpha(surf_b_variations, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer)));
+       SDL_BlitSurface(surf_b_variations,NULL,surf_screen,&dest);
 
-                       dest.x = (XSIZE-surf_b_game->w)/2;
-                       dest.y = (YSIZE-surf_b_game->h)/2-40;
-                       SDL_SetAlpha(surf_b_game, SDL_SRCALPHA, (int)(fadegame*(200 + 55*cos(fadetimer += t_frame/1.0))));
-                       SDL_BlitSurface(surf_b_game,NULL,surf_screen,&dest);
+       dest.x = (XSIZE-surf_b_on->w)/2 + cos((fadetimer + 1.0)/6.5)*10;
+       dest.y = (YSIZE/2-surf_b_on->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,NULL,surf_screen,&dest);
 
-                       dest.x = (XSIZE-surf_b_over->w)/2;
-                       dest.y = (YSIZE-surf_b_over->h)/2 + 40;
-                       SDL_SetAlpha(surf_b_over, SDL_SRCALPHA, (int)(fadeover*(200 + 55*sin(fadetimer))));
-                       SDL_BlitSurface(surf_b_over,NULL,surf_screen,&dest);
-               break;
+       dest.x = (XSIZE-surf_b_rockdodger->w)/2 + cos((fadetimer + 2.0)/6.5)*10;
+       dest.y = (YSIZE/2-surf_b_rockdodger->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,NULL,surf_screen,&dest);
 
-               case TITLE_PAGE:
+       text = msgs[g_easy][(int)(fadetimer/35)%NSEQUENCE];
+       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);
+
+       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);
+}
 
-                       dest.x = (XSIZE-surf_b_variations->w)/2 + cos(fadetimer/6.5)*10;
-                       dest.y = (YSIZE/2-surf_b_variations->h)/2 + sin(fadetimer/5.0)*10;
-                       SDL_SetAlpha(surf_b_variations, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer += t_frame/2.0)));
-                       SDL_BlitSurface(surf_b_variations,NULL,surf_screen,&dest);
+void
+draw(void) {
 
-                       dest.x = (XSIZE-surf_b_on->w)/2 + cos((fadetimer + 1.0)/6.5)*10;
-                       dest.y = (YSIZE/2-surf_b_on->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,NULL,surf_screen,&dest);
+       SDL_FillRect(surf_screen,NULL,0);  // black background
+       drawdots(surf_screen);             // background dots
+       draw_sprite(SPRITE(&ship));
+       draw_rocks();
 
-                       dest.x = (XSIZE-surf_b_rockdodger->w)/2 + cos((fadetimer + 2.0)/6.5)*10;
-                       dest.y = (YSIZE/2-surf_b_rockdodger->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,NULL,surf_screen,&dest);
+       show_lives();
+       show_score();
 
-                       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);
+       // If it's game over, show the game over graphic in the dead centre
+       switch (state) {
+               case GAME_OVER: draw_game_over(); break;
 
-                       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 TITLE_PAGE: draw_title_page(); break;
 
                case HIGH_SCORE_ENTRY:
                        play_tune(TUNE_HIGH_SCORE_ENTRY);
@@ -514,62 +550,76 @@ draw() {
                        ; // no action necessary
        }
 
-       if(state == GAMEPLAY) {
-               bang = hit_rocks(shipx, shipy, &shipshape);
-       }
+       collisions();
 
        ms_frame = SDL_GetTicks() - ms_end;
        ms_end += ms_frame;
-       if(ms_frame>200 || ms_frame<0) {
-               // We won't run at all below 5 frames per second.
-               // This also happens if we were paused, grr.
-               t_frame = 0;
-               ms_frame = 0;
-       } else {
-               t_frame = opt_gamespeed * ms_frame / 50;
-               if(state == GAMEPLAY) score += ms_frame;
-       }
+       t_frame = opt_gamespeed * ms_frame / 50;
+       if(state == GAMEPLAY) score += ms_frame;
 
        // Update the surface
        SDL_Flip(surf_screen);
+}
 
+static inline void
+kill_ship(Sprite *ship)
+{
+       ship->flags = MOVE;
+       bang = true;
+}
 
-       return bang;
+void
+do_collision(Sprite *a, Sprite *b)
+{
+       if(a->type == SHIP) kill_ship(a);
+       else if (b->type == SHIP) kill_ship(b);
+       else bounce(a, b);
 }
 
-int
+void
+init_score_entry(void)
+{
+       SDL_Event e;
+       state = HIGH_SCORE_ENTRY;
+       state_timeout = 5.0e6;
+       SDL_EnableUNICODE(1);
+       while(SDL_PollEvent(&e))
+               ;
+       insert_score(score);
+}
+
+void
 gameloop() {
        Uint8 *keystate = SDL_GetKeyState(NULL);
        float tmp;
 
 
        for(;;) {
+               SDL_PumpEvents();
+               keystate = SDL_GetKeyState(NULL);
+
                if(!paused) {
                        // Count down the game loop timer, and change state when it gets to zero or less;
 
                        if((state_timeout -= t_frame*3) < 0) {
                                switch(state) {
                                        case DEAD_PAUSE:
-                                               // Create a new ship and start all over again
+                                               // Restore the ship and continue playing
+                                               ship.flags = DRAW|MOVE|COLLIDE;
                                                state = GAMEPLAY;
                                                play_tune(TUNE_GAMEPLAY);
                                                break;
                                        case GAME_OVER:
-                                               if(new_high_score(score)) {
-                                                       SDL_Event e;
-                                                       state = HIGH_SCORE_ENTRY;
-                                                       state_timeout = 5.0e6;
-                                                       SDL_EnableUNICODE(1);
-                                                       while(SDL_PollEvent(&e))
-                                                               ;
-                                               } else if(!keystate[SDLK_SPACE]) {
+                                               if(new_high_score(score)) init_score_entry();
+                                               else {
                                                        state = HIGH_SCORE_DISPLAY;
                                                        state_timeout = 400;
                                                }
                                                break;
                                        case HIGH_SCORE_DISPLAY:
                                                state = TITLE_PAGE;
-                                               state_timeout = 500.0;
+                                               state_timeout = 600.0;
+                                               fadetimer = 0.0;
                                                break;
                                        case HIGH_SCORE_ENTRY:
                                                break;
@@ -582,18 +632,6 @@ gameloop() {
                                }
                        } else {
                                if(state == DEAD_PAUSE) {
-                                       float blast_radius;
-                                       int fixonly;
-
-                                       if(state_timeout < DEAD_PAUSE_LENGTH - 20.0) {
-                                               blast_radius = BLAST_RADIUS * 1.3;
-                                               fixonly = 1;
-                                       } else {
-                                               blast_radius = BLAST_RADIUS * (DEAD_PAUSE_LENGTH - state_timeout) / 20.0;
-                                               fixonly = 0;
-                                       }
-                                       blast_rocks(bangx, bangy, blast_radius, fixonly);
-
                                        if(bangx < 60) bangx = 60;
                                }
                        }
@@ -601,97 +639,106 @@ gameloop() {
                        new_rocks();
 
                        // SCROLLING
-                       tmp = (shipy+shipdy*t_frame-YSCROLLTO)/25 + (shipdy-screendy);
+                       tmp = (ship.y+ship.dy*t_frame-YSCROLLTO)/25 + (ship.dy-screendy);
                        screendy += tmp * t_frame/12;
-                       tmp = (shipx+shipdx*t_frame-XSCROLLTO)/25 + (shipdx-screendx);
+                       tmp = (ship.x+ship.dx*t_frame-XSCROLLTO)/25 + (ship.dx-screendx);
                        screendx += tmp * t_frame/12;
                        // taper off so we don't hit the barrier abruptly.
                        // (if we would hit in < 2 seconds, adjust to 2 seconds).
-                       if(back_dist + (screendx - SCREENDXMIN)*TO_TICKS(2) < 0) {
+                       if(back_dist + (screendx - SCREENDXMIN)*TO_TICKS(2) < 0)
                                screendx = SCREENDXMIN - (back_dist/TO_TICKS(2));
-                       }
-
                        back_dist += (screendx - SCREENDXMIN)*t_frame;
                        if(opt_max_lead >= 0) back_dist = min(back_dist, opt_max_lead);
 
-                       xscroll = screendx * t_frame;
-                       yscroll = screendy * t_frame;
-
-                       shipx += shipdx*t_frame - xscroll;
-                       shipy += shipdy*t_frame - yscroll;
-
                        // move bang center
-                       bangx += bangdx*t_frame - xscroll;
-                       bangy += bangdy*t_frame - yscroll;
+                       bangx += (bangdx - screendx)*t_frame;
+                       bangy += (bangdy - screendy)*t_frame;
 
-                       move_rocks();
+                       move_sprites();
 
 
-                       // BOUNCE X
-                       if(shipx<0 || shipx>XSIZE-surf_ship->w) {
-                               // BOUNCE from left and right wall
-                               shipx -= (shipdx-screendx)*t_frame;
-                               shipdx = screendx - (shipdx-screendx)*opt_bounciness;
+                       // BOUNCE off left or right edge of screen
+                       if(ship.x < 0 || ship.x+ship.w > XSIZE) {
+                               ship.x -= (ship.dx-screendx)*t_frame;
+                               ship.dx = screendx - (ship.dx-screendx)*opt_bounciness;
                        }
 
-                       // BOUNCE Y
-                       if(shipy<0 || shipy>YSIZE-surf_ship->h) {
-                               // BOUNCE from top and bottom wall
-                               shipy -= (shipdy-screendy)*t_frame;
-                               shipdy = screendy - (shipdy-screendy)*opt_bounciness;
+                       // BOUNCE off top or bottom of screen
+                       if(ship.y < 0 || ship.y+ship.h > YSIZE) {
+                               ship.y -= (ship.dy-screendy)*t_frame;
+                               ship.dy = screendy - (ship.dy-screendy)*opt_bounciness;
                        }
 
+                       draw();
 
-                       if(draw() && state == GAMEPLAY) {
+                       if(state == GAMEPLAY && bang) {
                                // Died
+                               bang = false;
                                play_sound(SOUND_BANG); // Play the explosion sound
-                               bangx = shipx; bangy = shipy; bangdx = shipdx; bangdy = shipdy;
-                               new_bang_dots(shipx,shipy,shipdx,shipdy,surf_ship);
-                               shipdx *= 0.5; shipdy *= 0.5;
-                               if(shipdx < SCREENDXMIN) shipdx = SCREENDXMIN;
-                               if(--nships <= 0) {
+                               bangx = ship.x; bangy = ship.y; bangdx = ship.dx; bangdy = ship.dy;
+                               new_bang_dots(ship.x,ship.y,ship.dx,ship.dy,ship.image);
+
+                               if(--ship.lives) {
+                                       state = DEAD_PAUSE;
+                                       state_timeout = DEAD_PAUSE_LENGTH;
+                                       ship.dx = (ship.dx < 0) ? -sqrt(-ship.dx) : sqrt(ship.dx);
+                                       ship.dy = (ship.dy < 0) ? -sqrt(-ship.dy) : sqrt(ship.dy);
+                                       if(ship.dx < SCREENDXMIN) ship.dx = SCREENDXMIN;
+                               } else {
                                        state = GAME_OVER;
-                                       shipdx = SCREENDXMIN; shipdy = 0;
+                                       ship.dx = SCREENDXMIN; ship.dy = 0;
                                        state_timeout = 200.0;
                                        fadetimer = 0.0;
                                        faderate = t_frame;
                                }
-                               else {
-                                       state = DEAD_PAUSE;
-                                       state_timeout = DEAD_PAUSE_LENGTH;
-                               }
                        }
 
-                       SDL_PumpEvents();
-                       keystate = SDL_GetKeyState(NULL);
-
                        // new game
-                       if(keystate[SDLK_SPACE] && (state == HIGH_SCORE_DISPLAY || state == TITLE_PAGE)) {
-
-                               reset_rocks();
+                       if((keystate[SDLK_SPACE] || keystate[SDLK_1] || keystate[SDLK_2])
+                          && (state == HIGH_SCORE_DISPLAY
+                              || state == TITLE_PAGE
+                              || state == GAME_OVER)) {
+                               if(state == GAME_OVER && new_high_score(score))
+                                       init_score_entry();
+                               else {
+                                       if((keystate[SDLK_SPACE] && !initial_rocks) || keystate[SDLK_2]) {
+                                               g_easy = 0;
+                                               initial_rocks = NORMAL_I_ROCKS;
+                                               final_rocks = NORMAL_F_ROCKS;
+                                               if(opt_gamespeed == EASY_GAMESPEED)
+                                                       opt_gamespeed = NORMAL_GAMESPEED;
+                                       } else if(keystate[SDLK_1]) {
+                                               g_easy = 1;
+                                               initial_rocks = EASY_I_ROCKS;
+                                               final_rocks = EASY_F_ROCKS;
+                                               opt_gamespeed = EASY_GAMESPEED;
+                                       }
+                                       reset_sprites();
+                                       reset_rocks();
+                                       screendx = SCREENDXMIN; screendy = 0;
 
-                               nships = 4;
-                               score = 0;
+                                       ship.x = XSIZE/2.2; ship.y = YSIZE/2;
+                                       ship.dx = screendx; ship.dy = screendy;
+                                       ship.lives = 4;
+                                       ship.flags = MOVE|DRAW|COLLIDE;
+                                       add_sprite(SPRITE(&ship));
 
-                               state = GAMEPLAY;
-                               play_tune(TUNE_GAMEPLAY);
+                                       score = 0;
 
-                               shipx = XSIZE/2.2; shipy = YSIZE/2;
-                               shipdx = screendx; shipdy = screendy;
+                                       state = GAMEPLAY;
+                                       play_tune(TUNE_GAMEPLAY);
+                               }
                        }
 
-                       jets = 0;
-               } else {
-                       SDL_PumpEvents();
-                       keystate = SDL_GetKeyState(NULL);
+                       ship.jets = 0;
                }
 
                if(state == GAMEPLAY) {
                        if(!paused) {
-                               if(keystate[SDLK_LEFT]  | keystate[SDLK_h]) { shipdx -= 1.5*t_frame; jets |= 1<<0;}
-                               if(keystate[SDLK_DOWN]  | keystate[SDLK_t]) { shipdy += 1.5*t_frame; jets |= 1<<1;}
-                               if(keystate[SDLK_RIGHT] | keystate[SDLK_n]) { shipdx += 1.5*t_frame; jets |= 1<<2;}
-                               if(keystate[SDLK_UP]    | keystate[SDLK_c]) { shipdy -= 1.5*t_frame; jets |= 1<<3;}
+                               if(keystate[SDLK_LEFT]  | keystate[SDLK_h]) { ship.dx -= 1.5*t_frame; ship.jets |= 1<<0;}
+                               if(keystate[SDLK_DOWN]  | keystate[SDLK_t]) { ship.dy += 1.5*t_frame; ship.jets |= 1<<1;}
+                               if(keystate[SDLK_RIGHT] | keystate[SDLK_n]) { ship.dx += 1.5*t_frame; ship.jets |= 1<<2;}
+                               if(keystate[SDLK_UP]    | keystate[SDLK_c]) { ship.dy -= 1.5*t_frame; ship.jets |= 1<<3;}
                                if(keystate[SDLK_3])            { SDL_SaveBMP(surf_screen, "snapshot.bmp"); }
                        }
 
@@ -699,27 +746,30 @@ gameloop() {
                                if(!pausedown) {
                                        paused = !paused;
                                        pausedown = 1;
+                                       if(!paused) ms_end = SDL_GetTicks();
                                }
                        } else {
                                pausedown = 0;
                        }
-               } else if(state == GAME_OVER) {
-                       if(keystate[SDLK_SPACE]) {
-                               state_timeout = -1;
-                       }
                }
 
-               if(state != HIGH_SCORE_ENTRY && (keystate[SDLK_q] || keystate[SDLK_ESCAPE])) {
-                       return 0;
+               if(state == TITLE_PAGE && keystate[SDLK_h]) {
+                       state = HIGH_SCORE_DISPLAY;
+                       state_timeout = 400;
                }
 
+               if(state != HIGH_SCORE_ENTRY && (keystate[SDLK_q] || keystate[SDLK_ESCAPE]))
+                       return;
+
        }
 }
 
 int
 main(int argc, char **argv) {
        init_opts();
+#ifndef WIN32
        argp_parse(&argp, argc, argv, 0, 0, 0);
+#endif
 
        if(init()) {
                printf ("ta: '%s'\n",initerror);