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another try at re-appearing where you were.
[vor.git] / main.c
diff --git a/main.c b/main.c
index f7e5bd4..68c77a4 100644 (file)
--- a/main.c
+++ b/main.c
@@ -25,6 +25,7 @@ extern int font_height;
 void clearBuffer();
 
 // includes {{{
+#include "config.h"
 #include <SDL/SDL.h>
 #include <SDL/SDL_image.h>
 #include <stdio.h>
@@ -40,19 +41,6 @@ void clearBuffer();
 #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;}
@@ -66,6 +54,8 @@ 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;
@@ -145,15 +135,13 @@ 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 tail_plume = 0; // display big engine at the back?
 int friction = 0;      // should there be friction?
@@ -195,32 +183,12 @@ 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
+
+// ************************************* FUNCS
 
 FILE *hs_fopen(char *mode) {
        FILE *f;
@@ -249,10 +217,10 @@ void read_high_score_table() {
        int i;
        if(f = hs_fopen("r")) {
                // If the file exists, read from it
-               for(i = 0; i<8; i ++ ) {
+               for(i = 0; i<8; i++) {
                        char s[1024];
                        int highscore;
-                       if(fscanf (f, "%d %[^\n]", &highscore, s)!= 2) {
+                       if(fscanf (f, "%d %[^\n]", &highscore, s) != 2) {
                                break;
                        }
                        if(high[i].allocated) {
@@ -270,7 +238,7 @@ void write_high_score_table() {
        int i;
        if(f = hs_fopen("w")) {
                // If the file exists, write to it
-               for(i = 0; i<8; i ++ ) {
+               for(i = 0; i<8; i++) {
                        fprintf (f, "%d %s\n", high[i].score, high[i].name);
                }
                fclose(f);
@@ -283,7 +251,7 @@ void snprintscore(char *s, size_t n, int score) {
        if(min) {
                snprintf(s, n, "%2d:%.2d.%d", min, sec, tenths);
        } else {
-               snprintf(s, n, "  %2d.%d", sec, tenths);
+               snprintf(s, n, " %2d.%d", sec, tenths);
        }
 }
 float rnd() {
@@ -291,13 +259,13 @@ float rnd() {
 }
 void init_engine_dots() {
        int i;
-       for(i = 0; i<MAXENGINEDOTS; i ++ ) {
+       for(i = 0; i<MAXENGINEDOTS; i++) {
                edot[i].active = 0;
        }
 }
 void init_space_dots() {
        int i,intensity;
-       for(i = 0; i<MAXSPACEDOTS; i ++ ) {
+       for(i = 0; i<MAXSPACEDOTS; i++) {
                float r;
 
                sdot[i].x = rnd()*(XSIZE-5);
@@ -313,43 +281,6 @@ 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) {
 
        // TODO - stop generating dots after a certain amount of time has passed, to cope with slower CPUs.
@@ -365,13 +296,13 @@ int makebangdots(int xbang, int ybang, int xvel, int yvel, SDL_Surface *s, int p
        SDL_LockSurface(s);
        rawpixel = (Uint16 *) s->pixels;
 
-       //for(n = 0; n<= power/2; n ++ ) {
+       //for(n = 0; n <= power/2; n++) {
 
        endcount = 0;
        while (endcount<3) {
 
-       for(x = 0; x<s->w; x ++ ) {
-               for(y = 0; y<s->h; y ++ ) {
+       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)) {
 
@@ -390,7 +321,7 @@ int makebangdots(int xbang, int ybang, int xvel, int yvel, SDL_Surface *s, int p
                                bdot[bd2].decay = rnd()*3 + 1;
                                bdot[bd2].active = 1;
 
-                               bd2 ++ ;
+                               bd2++;
                                bd2 %= MAXBANGDOTS;
 
                                // If the circular buffer is filled, who cares? They've had their chance.
@@ -400,7 +331,7 @@ int makebangdots(int xbang, int ybang, int xvel, int yvel, SDL_Surface *s, int p
                }
        }
 
-       if(SDL_GetTicks() - begin_generate > 7) endcount ++ ;
+       if(SDL_GetTicks() - begin_generate > 7) endcount++;
 
        }
 exitloop:
@@ -417,11 +348,11 @@ void draw_bang_dots(SDL_Surface *s) {
 
        first_i = -1;
 
-       for(i = bd1; (bd1 <= bd2)?(i<bd2):(i >= bd1 && i < bd2); last_i =  ++i) {
+       for(i = bd1; (bd1 <= bd2)?(i<bd2):(i >= bd1 && i < bd2); last_i = ++i) {
 
                i %= MAXBANGDOTS;
 
-               if(bdot[i].x<= 0 || bdot[i].x>= XSIZE || bdot[i].y<= 0 || bdot[i].y>= YSIZE) {
+               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;
                }
@@ -431,7 +362,7 @@ void draw_bang_dots(SDL_Surface *s) {
                        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].life -= bdot[i].decay;
                        bdot[i].x += bdot[i].dx*movementrate;
                        bdot[i].y += bdot[i].dy*movementrate + yscroll;
 
@@ -440,7 +371,7 @@ void draw_bang_dots(SDL_Surface *s) {
                }
        }
 
-       if(first_i>= 0) {
+       if(first_i >= 0) {
                bd1 = first_i;
                bd2 = last_i;
        }
@@ -457,7 +388,7 @@ void draw_space_dots(SDL_Surface *s) {
        Uint16 *rawpixel;
        rawpixel = (Uint16 *) s->pixels;
 
-       for(i = 0; i<MAXSPACEDOTS; i ++ ) {
+       for(i = 0; i<MAXSPACEDOTS; i++) {
                if(sdot[i].y<0) {
                        sdot[i].y = 0;
                }
@@ -480,11 +411,11 @@ void draw_engine_dots(SDL_Surface *s) {
        Uint16 *rawpixel;
        rawpixel = (Uint16 *) s->pixels;
 
-       for(i = 0; i<MAXENGINEDOTS; i ++ ) {
+       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) {
+                       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;
@@ -505,7 +436,7 @@ void create_engine_dots(int newdots) {
        if(!tail_plume) return;
 
        if(state == GAMEPLAY) {
-               for(i = 0; i<newdots*movementrate; i ++ ) {
+               for(i = 0; i<newdots*movementrate; i++) {
                        if(dotptr->active == 0) {
                                theta = rnd()*M_PI*2;
                                r = rnd();
@@ -519,8 +450,8 @@ void create_engine_dots(int newdots) {
                                dotptr->dy = 1*dy + yvel;
                                dotptr->life = 45 + rnd(1)*5;
 
-                               dotptr ++ ;
-                               if(dotptr-edot>= MAXENGINEDOTS) {
+                               dotptr++;
+                               if(dotptr-edot >= MAXENGINEDOTS) {
                                        dotptr = edot;
                                }
                        }
@@ -534,9 +465,9 @@ void create_engine_dots2(int newdots, int m) {
 
        // 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;
+       if(state != GAMEPLAY && state != DEMO) return;
 
-       for(i = 0; i<newdots; i ++ ) {
+       for(i = 0; i<newdots; i++) {
                if(dotptr->active == 0) {
                        theta = rnd()*M_PI*2;
                        theta2 = rnd()*M_PI*2;
@@ -553,7 +484,7 @@ void create_engine_dots2(int newdots, int m) {
 
                        switch(m) {
                                case 0:
-                                       dotptr->x-= 14;
+                                       dotptr->x -= 14;
                                        dotptr->dx = -20*adx + xvel;
                                        dotptr->dy = 2*dy + yvel;
                                        dotptr->life = 60 * adx;
@@ -575,8 +506,8 @@ void create_engine_dots2(int newdots, int m) {
                                        dotptr->life = 60 * ady;
                                break;
                        }
-                       dotptr ++ ;
-                       if(dotptr-edot>= MAXENGINEDOTS) {
+                       dotptr++;
+                       if(dotptr-edot >= MAXENGINEDOTS) {
                                dotptr = edot;
                        }
                }
@@ -610,7 +541,7 @@ int drawdots(SDL_Surface *s) {
        create_engine_dots(200);
 
        // Create engine dots out the side we're moving from
-       for(m = 0; m<4; m ++ ) {
+       for(m = 0; m<4; m++) {
                if(maneuver & 1<<m) { // 'maneuver' is a bit field
                        create_engine_dots2(80,m);
                }
@@ -671,7 +602,7 @@ int init(int fullscreen) {
        if(oss_sound_flag) {
 
        // Initialise SDL with audio and video
-       if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO)!= 0) {
+       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);
@@ -683,7 +614,7 @@ int init(int fullscreen) {
 
        } else {
                // Initialise with video only
-               CONDERROR(SDL_Init(SDL_INIT_VIDEO)!= 0);
+               CONDERROR(SDL_Init(SDL_INIT_VIDEO) != 0);
                atexit(SDL_Quit);
        }
 
@@ -701,7 +632,7 @@ int init(int fullscreen) {
        NULLERROR(surf_screen);
 
        // Set the heat color from the range 0 (cold) to 300 (blue-white)
-       for(i = 0; i<W*3; i ++ ) {
+       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?
@@ -738,12 +669,12 @@ int init(int fullscreen) {
        // 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 ++ ) {
+       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 ++ ;
+                               blackptr++;
                        }
                }
        }
@@ -754,7 +685,7 @@ int init(int fullscreen) {
        init_space_dots();
 
        // Load all our lovely rocks
-       for(i = 0; i<NROCKS; i ++ ) {
+       for(i = 0; i<NROCKS; i++) {
                char a[100];
 
                sprintf(a,load_file("sprites/rock%d.png"),i);
@@ -829,11 +760,6 @@ 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;
@@ -846,7 +772,7 @@ int draw() {
        }
 
        // Draw all the rocks, in all states
-       for(i = 0; i<MAXROCKS; i ++ ) {
+       for(i = 0; i<MAXROCKS; i++) {
                if(rock[i].active) {
 
                        src.w = rock[i].image->w;
@@ -865,10 +791,10 @@ int draw() {
                                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
+                               dest.x = (int) rock[i].x; // kludge
                                SDL_BlitSurface(deadrock,&src,surf_screen,&dest);
                                if(rnd()<0.3) {
-                                       rock[i].heat-= movementrate;
+                                       rock[i].heat -= movementrate;
                                }
                        }
 
@@ -997,7 +923,7 @@ int draw() {
                case HIGH_SCORE_DISPLAY:
                        // Display de list o high scores mon.
                        PutString(surf_screen,180,50,"High scores");
-                       for(i = 0; i<8; i ++ ) {
+                       for(i = 0; i<8; i++) {
                                char s[1024];
                                sprintf(s, "#%1d",i + 1);
                                PutString(surf_screen, 150, 50 + (i + 2)*font_height,s);
@@ -1010,51 +936,23 @@ 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 ++ ) {
+       for(i = 0; i<nships-1; i++) {
                src.w = surf_life->w;
                src.h = surf_life->h;
                dest.w = src.w;
@@ -1106,12 +1004,9 @@ int gameloop() {
                                                // 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;
+                                               xship -= 50;
+                                               // xvel = 3;
+                                               // yvel = 0;
                                        break;
                                        case GAME_OVER:
                                                state = HIGH_SCORE_ENTRY;
@@ -1119,12 +1014,12 @@ int gameloop() {
                                                name[0] = 0;
                                                state_timeout = 5.0e6;
 
-                                               if(score>= high[7].score) {
+                                               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 ++ ) {
+                                                       for(i = 0; i<8; i++) {
                                                        if(high[i].score <= score) {
                                                                scorerank = i;
                                                                break;
@@ -1132,7 +1027,7 @@ int gameloop() {
                                                        }
 
                                                        // Move all lower scores down a notch
-                                                       for(i = 7; i>= scorerank; i--)
+                                                       for(i = 7; i >= scorerank; i--)
                                                        high[i] = high[i-1];
 
                                                        // Insert blank high score
@@ -1156,12 +1051,29 @@ int gameloop() {
                                                state_timeout = 200.0;
                                        break;
                                }
+                       } else {
+                               if(state == DEAD_PAUSE) {
+                                       float blast_radius = START_RAD * state_timeout / 50.0;
+                                       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 *= 50;
+                                                       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))) {
+                       if(--countdown <= 0 && (rnd()*100.0<(rockrate += 0.025))) {
                                // Create a rock
-                               rockptr ++ ;
-                               if(rockptr-rock>= MAXROCKS) {
+                               rockptr++;
+                               if(rockptr-rock >= MAXROCKS) {
                                        rockptr = rock;
                                }
                                if(!rockptr->active) {
@@ -1195,23 +1107,26 @@ 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) {
+                       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;
+                               if(rock[i].dead && rock[i].y < 0 || rock[i].y > YSIZE) rock[i].active = 0;
+                               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;
                        }
 
 
@@ -1236,7 +1151,7 @@ int gameloop() {
                                        play_sound(0);
                                }
                                makebangdots(xship,yship,xvel,yvel,surf_ship,30);
-                               if(--nships<= 0) {
+                               if(--nships <= 0) {
                                        gameover = 1;
                                        state = GAME_OVER;
                                        state_timeout = 200.0;
@@ -1245,14 +1160,16 @@ int gameloop() {
                                }
                                else {
                                        state = DEAD_PAUSE;
-                                       state_timeout = 100.0;
+                                       state_timeout = 50.0;
+                                       xvel = 0;
+                                       yvel = 0;
                                }
                        }
 
                        SDL_PumpEvents();
                        keystate = SDL_GetKeyState(NULL);
 
-                       if(state!= HIGH_SCORE_ENTRY && (keystate[SDLK_q] || keystate[SDLK_ESCAPE])) {
+                       if(state != HIGH_SCORE_ENTRY && (keystate[SDLK_q] || keystate[SDLK_ESCAPE])) {
                                return 0;
                        }
 
@@ -1260,6 +1177,7 @@ int gameloop() {
 
                                for(i = 0; i<MAXROCKS; i++ ) {
                                        rock[i].active = 0;
+                                       rock[i].dead = 0;
                                }
 
                                rockrate = 54.0;
@@ -1276,13 +1194,10 @@ 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);
@@ -1292,10 +1207,10 @@ int gameloop() {
                        if(!gameover) {
 
                                if(!paused) {
-                                       if(keystate[SDLK_UP] | keystate[SDLK_c])                { yvel -= 1.5*movementrate; maneuver|= 1<<3;}
-                                       if(keystate[SDLK_DOWN] | keystate[SDLK_t])              { yvel += 1.5*movementrate; maneuver|= 1<<1;}
-                                       if(keystate[SDLK_LEFT] | keystate[SDLK_h])              { xvel -= 1.5*movementrate; maneuver|= 1<<2;}
-                                       if(keystate[SDLK_RIGHT] | keystate[SDLK_n])             { xvel += 1.5*movementrate; maneuver|= 1;}
+                                       if(keystate[SDLK_UP] | keystate[SDLK_c])                { yvel -= 1.5*movementrate; maneuver |= 1<<3;}
+                                       if(keystate[SDLK_DOWN] | keystate[SDLK_t])              { yvel += 1.5*movementrate; maneuver |= 1<<1;}
+                                       if(keystate[SDLK_LEFT] | keystate[SDLK_h])              { xvel -= 1.5*movementrate; maneuver |= 1<<2;}
+                                       if(keystate[SDLK_RIGHT] | keystate[SDLK_n])             { xvel += 1.5*movementrate; maneuver |= 1;}
                                        if(keystate[SDLK_3])            { SDL_SaveBMP(surf_screen, "snapshot.bmp"); }
                                }
 
@@ -1322,7 +1237,6 @@ int gameloop() {
 
                        }
                        else {
-                               shieldsup = 0;
                                paused = 0;
                                pausedown = 0;
                        }
@@ -1341,7 +1255,7 @@ main(int argc, char **argv) {
        friction = 0;
        oss_sound_flag = 1;
 
-       while ((x = getopt(argc,argv,"efhsp"))>= 0) {
+       while ((x = getopt(argc,argv,"efhsp")) >= 0) {
                switch(x) {
                        case 'e': // engine
                                tail_plume = 1;
@@ -1351,11 +1265,11 @@ main(int argc, char **argv) {
                        break;
                        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"
-                                         " -p Stupid original [P]hysics (friction)\n"
-                                         " -s [S]ilent (no sound)\n");
+                                      " -e big tail [E]ngine\n"
+                                      " -f [F]ull screen\n"
+                                      " -h this [H]elp message\n"
+                                      " -p original [P]hysics (friction)\n"
+                                      " -s [S]ilent (no sound)\n");
                                exit(0);
                        break;
                        case 'p': // physics
@@ -1373,8 +1287,9 @@ main(int argc, char **argv) {
        }
 
        while(1) {
-               for(i = 0; i<MAXROCKS; i ++ ) {
+               for(i = 0; i<MAXROCKS; i++) {
                        rock[i].active = 0;
+                       rock[i].dead = 0;
                }
                rockrate = 54.0;
                rockspeed = 5.0;