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* main.c: wrapped call to autopilot_fix_keystates.
[vor.git] / main.c
diff --git a/main.c b/main.c
index 0e0188a..91af524 100644 (file)
--- a/main.c
+++ b/main.c
  * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
  */
 
-#ifdef DEBUG
-#include "debug.h"
-#endif
-
-#include "config.h"
-#include "file.h"
-#include "score.h"
-#include "sound.h"
-
 #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>
 #include <string.h>
-#include <unistd.h>
 
-#include "SFont.h"
+#include "font.h"
 
-#define CONDERROR(a) if((a)) {initerror = strdup(SDL_GetError());return 1;}
-#define NULLERROR(a) CONDERROR((a) == NULL)
-
-// ************************************* STRUCTS
-struct rock_struct {
-       // Array of black pixel coordinates. This is scanned 
-       // every frame to see if it's still black, and as
-       // soon as it isn't we BLOW UP
-       float x,y,dx,dy;
-       int active;
-       int dead;  // has been blown out of the way
-                  // to make room for a new ship appearing.
-       SDL_Surface *image;
-       int type_number;
-}; 
-struct black_point_struct {
-       int x,y;
-};
-struct bangdots {
-       // Bang dots have the same colour as shield dots.
-       // Bang dots get darker as they age.
-       // Some are coloured the same as the ex-ship.
-       float x,y,dx,dy;
-       Uint16 c; // when zero, use heatcolor[bangdotlife]
-       float life;     // When reduced to 0, set active = 0
-       int active;
-       float decay;// Amount by which to reduce life each time dot is drawn
-};
-struct enginedots {
-       // Engine dots stream out the back of the ship, getting darker as they go.
-       int active;
-       float x,y,dx,dy;
-       // The life of an engine dot 
-       // is a number starting at between 0 and 50 and counting backward.
-       float life;     // When reduced to 0, set active = 0
-};
-struct spacedot {
-       // Space dots are harmless background items
-       // All are active. When one falls off the edge, another is created at the start.
-       float x,y,dx;
-       Uint16 color;
-};
+#include "args.h"
+#include "common.h"
+#include "config.h"
+#include "dust.h"
+#include "file.h"
+#include "float.h"
+#include "globals.h"
+#include "mt.h"
+#include "rocks.h"
+#include "score.h"
+#include "sprite.h"
+#include "sound.h"
+#include "autopilot.h"
 
 // ************************************* VARS
 // SDL_Surface global variables
@@ -91,39 +52,45 @@ 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
+       
+
+font *g_font;
 
-SFont_Font *g_font;
+struct dot {
+       int active;
+       float x, y;
+       float dx, dy;
+       float mass;   // in DOT_MASS_UNITs
+       float decay;  // rate at which to reduce mass.
+       int heat;     // heat multiplier (color).
+};
 
-// Structure global variables
-struct enginedots edot[MAXENGINEDOTS], *dotptr = edot;
-struct rock_struct rock[MAXROCKS], *rockptr = rock;
-struct black_point_struct black_point[MAXBLACKPOINTS], *blackptr = black_point;
-struct bangdots bdot[MAXBANGDOTS], *bdotptr = bdot;
-struct spacedot sdot[MAXSPACEDOTS];
+struct dot edot[MAXENGINEDOTS], *dotptr = edot;
+struct dot bdot[MAXBANGDOTS];
 
 // Other global variables
 char topline[1024];
 char *initerror = "";
 
-float shipx,shipy = 240.0;     // X position, 0..XSIZE
-float shipdx,shipdy;   // Change in X position per tick.
-float rockrate,rockspeed;
-float movementrate;  // this controls the speed of everything that moves.
-float yscroll;
-float scrollvel;
-
-int nships,score,initticks,ticks_since_last, last_ticks;
-int gameover;
-int countdown = 0;
-int maneuver = 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?
-float fadetimer = 0, faderate;
+struct ship ship = { SHIP, 0, NULL, XSIZE/2, YSIZE/2, BARRIER_SPEED, 0.0 };
+         
+float screendx = BARRIER_SPEED, screendy = 0.0;
+float dist_ahead;
+
+// all movement is based on t_frame.
+unsigned long frames, start, end;
+float t_frame;  // length of this frame (in ticks = 1/20th second)  adjusted for gamespeed
+int ms_frame;   // length of this frame (milliseconds)
+int ms_end;     // end of this frame (milliseconds)
+
+float gamespeed = 1.00;
+
+int score;
+
+float fadetimer = 0;
 
 int pausedown = 0, paused = 0;
 
@@ -141,10 +108,18 @@ enum states {
 enum states state = TITLE_PAGE;
 float state_timeout = 600.0;
 
-#define NSEQUENCE 2
-char *sequence[] = {
-       "Press SPACE to start",
-       "http://qualdan.com/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;
@@ -154,18 +129,10 @@ char *data_dir;
 extern char *optarg;
 extern int optind, opterr, optopt;
 
-float dist_sq(float x1, float y1, float x2, float y2)
-{
-       return (x2-x1)*(x2-x1) + (y2-y1)*(y2-y1);
-}
+#define TO_TICKS(seconds) ((seconds)*20*gamespeed)
 
 // ************************************* FUNCS
 
-float
-rnd() {
-       return (float)random()/(float)RAND_MAX;
-}
-
 void
 init_engine_dots() {
        int i;
@@ -174,321 +141,233 @@ init_engine_dots() {
        }
 }
 
-void
-init_space_dots() {
-       int i,intensity;
-       for(i = 0; i<MAXSPACEDOTS; i++) {
-               float r;
-
-               sdot[i].x = rnd()*(XSIZE-5);
-               sdot[i].y = rnd()*(YSIZE-5);
 
-               r = rnd()*rnd();
+void
+new_engine_dots(void) {
+       int dir, i;
+       int n = t_frame * ENGINE_DOTS_PER_TIC;
+       float a, r;  // angle, random length
+       float dx, dy;
+       float hx, hy; // half ship width/height.
+       static const int s[4] = { 2, 1, 0, 1 };
+       float time;
+       float accelh, accelv, past_ship_dx, past_ship_dy;
+
+       hx = ship.image->w / 2;
+       hy = ship.image->h / 2;
+
+       for(dir=0; dir<4; dir++) {
+               if(!(ship.jets & 1<<dir)) continue;
+
+               for(i = 0; i<n; i++) {
+                       if(dotptr->active == 0) {
+                               a = frnd()*M_PI + (dir-1)*M_PI_2;
+                               r = sin(frnd()*M_PI);
+                               dx = r * cos(a);
+                               dy = r * -sin(a);  // screen y is "backwards".
+
+                               dotptr->decay = 3;
+                               dotptr->heat = 6;
+
+                               // dot was created at a random time during the time span
+                               time = frnd() * t_frame; // this is how long ago
+
+                               // calculate how fast the ship was going when this engine dot was
+                               // created (as if it had a smooth acceleration). This is used in
+                               // determining the velocity of the dots, but not their starting
+                               // location.
+                               accelh = ((ship.jets >> 2) & 1) - (ship.jets & 1);
+                               accelh *= THRUSTER_STRENGTH * time;
+                               past_ship_dx = ship.dx - accelh;
+                               accelv = ((ship.jets >> 1) & 1) - ((ship.jets >> 3) & 1);
+                               accelv *= THRUSTER_STRENGTH * time;
+                               past_ship_dy = ship.dy - accelv;
+
+                               // the starting position (not speed) of the dot is calculated as
+                               // though the ship were traveling at a constant speed for this
+                               // t_frame.
+                               dotptr->x = (ship.x - (ship.dx - screendx) * time) + s[dir]*hx;
+                               dotptr->y = (ship.y - (ship.dy - screendy) * time) + s[(dir+1)&3]*hy;
+                               if(dir&1) {
+                                       dotptr->dx = past_ship_dx + 2*dx;
+                                       dotptr->dy = past_ship_dy + 20*dy;
+                                       dotptr->mass = 60 * fabs(dy);
+                               } else {
+                                       dotptr->dx = past_ship_dx + 20*dx;
+                                       dotptr->dy = past_ship_dy + 2*dy;
+                                       dotptr->mass = 60 * fabs(dx);
+                               }
 
-               sdot[i].dx = -r*4;
-               // -1/((1-r) + .3);
-               intensity = (int)(r*180 + 70);
-               sdot[i].color = SDL_MapRGB(surf_screen->format,intensity,intensity,intensity);
+                               // move the dot as though it were created in the past
+                               dotptr->x += (dotptr->dx - screendx) * time;
+                               dotptr->y += (dotptr->dy - screendy) * time;
 
+                               if(!fclip(dotptr->x, XSIZE) && !fclip(dotptr->y, YSIZE)) {
+                                       dotptr->active = 1;
+                                       if(dotptr - edot < MAXENGINEDOTS-1) {
+                                               dotptr++;
+                                       } else {
+                                               dotptr = edot;
+                                       }
+                               }
+                       }
+               }
        }
 }
 
-void
-makebangdots(int xbang, int ybang, int dx, int dy, 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 x,y,endcount;
-       Uint16 *rawpixel,c;
-       double theta,r;
-       int begin_generate;
-
-       begin_generate = SDL_GetTicks();
-
-       SDL_LockSurface(s);
-       rawpixel = (Uint16 *) s->pixels;
-
-       //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++) {
-                               c = rawpixel[s->pitch/2*y + x];
-                               if(c && c != SDL_MapRGB(s->format,0,255,0)) {
-
-                                       theta = rnd()*M_PI*2;
-
-                                       r = 1-(rnd()*rnd());
 
-                                       bdot[bd2].dx = (power/50.0)*45.0*cos(theta)*r + dx;
-                                       bdot[bd2].dy = (power/50.0)*45.0*sin(theta)*r + dy;
-                                       bdot[bd2].x = x + xbang;
-                                       bdot[bd2].y = y + ybang;
-
-                                       // Replace the last few bang dots with the pixels from the exploding object
-                                       bdot[bd2].c = (endcount>0)?c:0;
-                                       bdot[bd2].life = 100;
-                                       bdot[bd2].decay = rnd()*3 + 1;
+void
+new_bang_dots(struct sprite *s)
+{
+       int i, n, x, y;
+       uint16_t *pixel, c;
+       uint32_t colorkey;
+       int row_inc;
+       double theta, r;
+       SDL_Surface *img = s->image;
+
+       n = 20;
+       pixel = img->pixels;
+       row_inc = img->pitch/sizeof(uint16_t) - img->w;
+       colorkey = img->format->colorkey;
+
+       if(SDL_MUSTLOCK(img)) { SDL_LockSurface(img); }
+
+       for(i=0; i<n; i++) {
+               pixel = img->pixels;
+               for(y=0; y<img->h; y++) {
+                       for(x = 0; x<img->w; x++) {
+                               c = *pixel++;
+                               if(c && c != colorkey) {
+                                       theta = frnd()*M_PI*2;
+                                       r = frnd(); r = 1 - r*r;
+
+                                       bdot[bd2].dx = 45*r*cos(theta) + s->dx;
+                                       bdot[bd2].dy = 45*r*sin(theta) + s->dy;
+                                       bdot[bd2].x = x + s->x;
+                                       bdot[bd2].y = y + s->y;
+                                       bdot[bd2].mass = frnd() * 99;
+                                       bdot[bd2].decay = frnd()*1.5 + 0.5;
+                                       bdot[bd2].heat = 3;
                                        bdot[bd2].active = 1;
 
-                                       bd2++;
-                                       bd2 %= MAXBANGDOTS;
-
-                                       // If the circular buffer is filled, who cares? They've had their chance.
-                                       //if(bd2 == bd1-1) goto exitloop;
-
+                                       bd2 = (bd2+1) % MAXBANGDOTS;
                                }
+                               pixel += row_inc;
                        }
                }
-
-               if(SDL_GetTicks() - begin_generate > 7) endcount++;
        }
 
-       SDL_UnlockSurface(s);
-
+       if(SDL_MUSTLOCK(img)) { SDL_UnlockSurface(img); }
 }
 
-void
-draw_bang_dots(SDL_Surface *s) {
-       int i;
-       int first_i, last_i;
-       Uint16 *rawpixel;
-       rawpixel = (Uint16 *) s->pixels;
-
-       first_i = -1;
-
-       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 the dot has drifted outside the perimeter, kill it
-                       bdot[i].active = 0;
-               }
-
-               if(bdot[i].active) {
-                       if(first_i < 0)
-                       first_i = i;
-                       //last_i = i + 1;
-                       rawpixel[(int)(s->pitch/2*(int)(bdot[i].y)) + (int)(bdot[i].x)] = bdot[i].c ? bdot[i].c : heatcolor[(int)(bdot[i].life*3)];
-                       bdot[i].life -= bdot[i].decay;
-                       bdot[i].x += bdot[i].dx*movementrate;
-                       bdot[i].y += bdot[i].dy*movementrate + yscroll;
-
-                       if(bdot[i].life<0)
-                       bdot[i].active = 0;
+void
+move_dot(struct dot *d)
+{
+       Sprite *hit;
+       float mass;
+
+       if(d->active) {
+               d->x += (d->dx - screendx) * t_frame;
+               d->y += (d->dy - screendy) * t_frame;
+               d->mass -= t_frame * d->decay;
+               if(d->mass < 0 || fclip(d->x, XSIZE) || fclip(d->y, YSIZE))
+                       d->active = 0; 
+               else {
+                       hit = pixel_collides(d->x, d->y);
+                       if(hit) if(hit->type != SHIP) {
+                               d->active = 0;
+                               mass = sprite_mass(hit);
+                               hit->dx += DOT_MASS_UNIT * d->mass * (d->dx - hit->dx) / mass;
+                               hit->dy += DOT_MASS_UNIT * d->mass * (d->dy - hit->dy) / mass;
+                       }
                }
        }
-
-       if(first_i >= 0) {
-               bd1 = first_i;
-               bd2 = last_i;
-       }
-       else {
-               bd1 = 0;
-               bd2 = 0;
-       }
-
 }
 
-
 void
-draw_space_dots(SDL_Surface *s) {
+move_dots(void)
+{
        int i;
-       Uint16 *rawpixel;
-       rawpixel = (Uint16 *) s->pixels;
 
-       for(i = 0; i<MAXSPACEDOTS; i++) {
-               if(sdot[i].y<0) {
-                       sdot[i].y = 0;
-               }
-               rawpixel[(int)(s->pitch/2*(int)sdot[i].y) + (int)(sdot[i].x)] = sdot[i].color;
-               sdot[i].x += sdot[i].dx*movementrate;
-               sdot[i].y += yscroll;
-               if(sdot[i].y > YSIZE) {
-                       sdot[i].y -= YSIZE;
-               } else if(sdot[i].y < 0) {
-                       sdot[i].y += YSIZE;
-               }
-               if(sdot[i].x<0) {
-                       sdot[i].x = XSIZE;
-               }
-       }
+       for(i=0; i<MAXBANGDOTS; i++) move_dot(&bdot[i]);
+       for(i=0; i<MAXENGINEDOTS; i++) move_dot(&edot[i]);
 }
 
-void
-draw_engine_dots(SDL_Surface *s) {
-       int i;
-       Uint16 *rawpixel;
-       rawpixel = (Uint16 *) s->pixels;
 
-       for(i = 0; i<MAXENGINEDOTS; i++) {
-               if(edot[i].active) {
-                       edot[i].x += edot[i].dx*movementrate;
-                       edot[i].y += edot[i].dy*movementrate + yscroll;
-                       if((edot[i].life -= movementrate*3)<0 || edot[i].y<0 || edot[i].y>YSIZE) {
-                               edot[i].active = 0;
-                       } else if(edot[i].x<0 || edot[i].x>XSIZE) {
-                               edot[i].active = 0;
-                       } else {
-                               int heatindex;
-                               heatindex = edot[i].life * 6;
-                               //rawpixel[(int)(s->pitch/2*(int)(edot[i].y)) + (int)(edot[i].x)] = lifecolor[(int)(edot[i].life)];
-                               rawpixel[(int)(s->pitch/2*(int)(edot[i].y)) + (int)(edot[i].x)] = heatindex>3*W ? heatcolor[3*W-1] : heatcolor[heatindex];
-                       }
-               }
+void
+draw_dot(struct dot *d)
+{
+       uint16_t *pixels, *pixel;
+       int row_inc;
+
+       if(d->active) {
+               pixels = (uint16_t *) surf_screen->pixels;
+               row_inc = surf_screen->pitch / sizeof(uint16_t);
+               pixel = pixels + (int)d->y * row_inc + (int)d->x;
+               *pixel = heatcolor[min(3*W-1, (int)(d->mass * d->heat))];
        }
 }
 
 void
-create_engine_dots(int newdots) {
+draw_dots(void) {
        int i;
-       double theta,r,dx,dy;
-
-       if(!tail_plume) return;
 
-       if(state == GAMEPLAY) {
-               for(i = 0; i<newdots*movementrate; i++) {
-                       if(dotptr->active == 0) {
-                               theta = rnd()*M_PI*2;
-                               r = rnd();
-                               dx = cos(theta)*r;
-                               dy = sin(theta)*r;
-
-                               dotptr->active = 1;
-                               dotptr->x = shipx + surf_ship->w/2-14;
-                               dotptr->y = shipy + surf_ship->h/2 + (rnd()-0.5)*5-1;
-                               dotptr->dx = 10*(dx-1.5) + shipdx;
-                               dotptr->dy = 1*dy + shipdy;
-                               dotptr->life = 45 + rnd(1)*5;
-
-                               dotptr++;
-                               if(dotptr-edot >= MAXENGINEDOTS) {
-                                       dotptr = edot;
-                               }
-                       }
-               }
-       }
+       if(SDL_MUSTLOCK(surf_screen)) { SDL_LockSurface(surf_screen); }
+       draw_dust();
+       for(i=0; i<MAXBANGDOTS; i++) draw_dot(&bdot[i]);
+       for(i=0; i<MAXENGINEDOTS; i++) draw_dot(&edot[i]);
+       if(SDL_MUSTLOCK(surf_screen)) { SDL_UnlockSurface(surf_screen); }
 }
 
-void
-create_engine_dots2(int newdots, int m) {
-       int i;
-       double theta, theta2, dx, dy, adx, ady;
-
-       // Don't create fresh engine dots when
-       // the game is not being played and a demo is not beng shown
-       if(state != GAMEPLAY) return;
-
-       for(i = 0; i<newdots; i++) {
-               if(dotptr->active == 0) {
-                       theta = rnd()*M_PI*2;
-                       theta2 = rnd()*M_PI*2;
-
-                       dx = cos(theta) * fabs(cos(theta2));
-                       dy = sin(theta) * fabs(cos(theta2));
-                       adx = fabs(dx);
-                       ady = fabs(dy);
-
-
-                       dotptr->active = 1;
-                       dotptr->x = shipx + surf_ship->w/2 + (rnd()-0.5)*3;
-                       dotptr->y = shipy + surf_ship->h/2 + (rnd()-0.5)*3;
-
-                       switch(m) {
-                               case 0:
-                                       dotptr->x -= 14;
-                                       dotptr->dx = -20*adx + shipdx;
-                                       dotptr->dy = 2*dy + shipdy;
-                                       dotptr->life = 60 * adx;
-                               break;
-                               case 1:
-                                       dotptr->dx = 2*dx + shipdx;
-                                       dotptr->dy = -20*ady + shipdy;
-                                       dotptr->life = 60 * ady;
-                               break;
-                               case 2:
-                                       dotptr->x += 14;
-                                       dotptr->dx = 20*adx + shipdx;
-                                       dotptr->dy = 2*dy + shipdy;
-                                       dotptr->life = 60 * adx;
-                               break;
-                               case 3:
-                                       dotptr->dx = 2*dx + shipdx;
-                                       dotptr->dy = 20*ady + shipdy;
-                                       dotptr->life = 60 * ady;
-                               break;
-                       }
-                       dotptr++;
-                       if(dotptr-edot >= MAXENGINEDOTS) {
-                               dotptr = edot;
-                       }
+SDL_Surface *
+load_image(char *filename)
+{
+       SDL_Surface *tmp, *img = NULL;
+       char *s = add_data_path(filename);
+       if(s) {
+               tmp = IMG_Load(s);
+               free(s);
+               if(tmp) {
+                       img = SDL_DisplayFormat(tmp);
+                       SDL_FreeSurface(tmp);
                }
        }
+       return img;
 }
 
 void
-drawdots(SDL_Surface *s) {
-       int m;
-
-       SDL_LockSurface(s);
-       // Draw the background stars aka space dots
-       draw_space_dots(s);
-
-       // Draw the score when playing the game or whn the game is freshly over
-       if(1 || state == GAMEPLAY || state == DEAD_PAUSE || state == GAME_OVER ) {
-               SDL_UnlockSurface(s);
-
-               snprintscore_line(topline, 50, score);
-               SFont_Write(s,g_font,XSIZE-250,0,topline);
-
-               SDL_LockSurface(s);
-       }
-
-       // Draw all the engine dots
-       draw_engine_dots(s);
-
-       // Create more engine dots comin out da back
-       if(!gameover) create_engine_dots(200);
-
-       // Create engine dots out the side we're moving from
-       for(m = 0; m<4; m++) {
-               if(maneuver & 1<<m) { // 'maneuver' is a bit field
-                       create_engine_dots2(80,m);
-               }
-       }
-
-       // Draw all outstanding bang dots
-       //if(bangdotlife-- > 0) 
-       draw_bang_dots(s);
+load_ship(void)
+{
+       load_sprite(SPRITE(&ship), "ship.png");
+}
 
-       SDL_UnlockSurface(s);
+void font_cleanup() {
+       font_free(g_font);
 }
 
 int
-init(int fullscreen) {
+init(void) {
 
-       int i,j;
-       SDL_Surface *temp;
-       Uint16 *raw_pixels;
+       int i;
+       char *s;
        Uint32 flag;
 
        // Where are our data files?
        if(!find_files()) exit(1);
        read_high_score_table();
 
-       if(sound_flag) {
+       if(opt_sound) {
                // 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");
+                       opt_sound = 0;
+                       fputs("Can't open sound, starting without it\n", stderr);
                        atexit(SDL_Quit);
                } else {
                        atexit(SDL_Quit);
                        atexit(SDL_CloseAudio);
-                       sound_flag = init_sound();
+                       opt_sound = init_sound();
                }
        } else {
                // Initialize with video only
@@ -496,11 +375,11 @@ init(int fullscreen) {
                atexit(SDL_Quit);
        }
 
-       play_tune(0);
+       play_tune(TUNE_TITLE_PAGE);
 
        // Attempt to get the required video size
        flag = SDL_DOUBLEBUF | SDL_HWSURFACE;
-       if(fullscreen) flag |= SDL_FULLSCREEN;
+       if(opt_fullscreen) flag |= SDL_FULLSCREEN;
        surf_screen = SDL_SetVideoMode(XSIZE,YSIZE,16,flag);
 
        // Set the title bar text
@@ -517,58 +396,31 @@ init(int fullscreen) {
        }
 
        // Load the banners
-       NULLERROR(temp = IMG_Load(add_path("banners/variations.png")));
-       NULLERROR(surf_b_variations = SDL_DisplayFormat(temp));
-
-       NULLERROR(temp = IMG_Load(add_path("banners/on.png")));
-       NULLERROR(surf_b_on = SDL_DisplayFormat(temp));
-
-       NULLERROR(temp = IMG_Load(add_path("banners/rockdodger.png")));
-       NULLERROR(surf_b_rockdodger = SDL_DisplayFormat(temp));
-
-       NULLERROR(temp = IMG_Load(add_path("banners/game.png")));
-       NULLERROR(surf_b_game = SDL_DisplayFormat(temp));
+       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(temp = IMG_Load(add_path("banners/over.png")));
-       NULLERROR(surf_b_over = SDL_DisplayFormat(temp));
-
-       surf_font_big = IMG_Load(add_path(BIG_FONT_FILE));
-       g_font = SFont_InitFont(surf_font_big);
-
-       // Load the spaceship graphic.
-       NULLERROR(temp = IMG_Load(add_path("sprites/ship.png")));
-       NULLERROR(surf_ship = SDL_DisplayFormat(temp));
+       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(temp = IMG_Load(add_path("indicators/life.png")));
-       NULLERROR(surf_life = SDL_DisplayFormat(temp));
-
-       // Create the array of black points;
-       SDL_LockSurface(surf_ship);
-       raw_pixels = (Uint16 *) surf_ship->pixels;
-       for(i = 0; i<surf_ship->w; i++) {
-               for(j = 0; j<surf_ship->h; j++) {
-                       if(raw_pixels[j*(surf_ship->pitch)/2 + i] == 0) {
-                               blackptr->x = i;
-                               blackptr->y = j;
-                               blackptr++;
-                       }
-               }
-       }
+       NULLERROR(surf_life = load_image("life.png"));
 
-       SDL_UnlockSurface(surf_ship);
+       // Load the font image
+       s = add_data_path("font.png");
+       if(s) {
+               g_font = font_load(s);
+               atexit(&font_cleanup);
+       } else {
+               fprintf(stderr, "could create path to font\n");
+               exit(1);
+       }
 
        init_engine_dots();
-       init_space_dots();
-
-       // Load all our lovely rocks
-       for(i = 0; i<NROCKS; i++) {
-               char a[MAX_PATH_LEN];
+       init_dust();
 
-               snprintf(a,MAX_PATH_LEN,add_path("sprites/rock%d.png"),i);
-               NULLERROR(temp = IMG_Load(a));
-               NULLERROR(surf_rock[i] = SDL_DisplayFormat(temp));
-       }
+       init_sprites();
+       add_sprite(SPRITE(&ship));
 
        // Remove the mouse cursor
 #ifdef SDL_DISABLE
@@ -578,531 +430,368 @@ init(int fullscreen) {
        return 0;
 }
 
-int
-draw() {
+void
+show_lives(void)
+{
        int i;
-       SDL_Rect src,dest;
-       struct black_point_struct *p;
-       Uint16 *raw_pixels;
-       int bang, offset, x;
-       char *text;
-       float fadegame,fadeover;
-
-       bang = 0;
-
-       src.x = 0;
-       src.y = 0;
-       dest.x = 0;
-       dest.y = 0;
-
-       // Draw a fully black background
-       SDL_FillRect(surf_screen,NULL,0);
-
-       // Draw the background dots
-       drawdots(surf_screen);
-
-       // Draw ship
-       if(!gameover && state == GAMEPLAY ) {
-               src.w = surf_ship->w;
-               src.h = surf_ship->h;
-               dest.w = src.w;
-               dest.h = src.h;
-               dest.x = (int)shipx;
-               dest.y = (int)shipy;
-               SDL_BlitSurface(surf_ship,&src,surf_screen,&dest);
+       SDL_Rect dest;
+
+       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 all the rocks, in all states
-       for(i = 0; i<MAXROCKS; i++) {
-               if(rock[i].active) {
+void
+draw_game_over(void)
+{
+       int x;
+       char *text0, *text1;
+       SDL_Rect dest;
 
-                       src.w = rock[i].image->w;
-                       src.h = rock[i].image->h;
-                       dest.w = src.w;
-                       dest.h = src.h;
-                       dest.x = (int) rock[i].x;
-                       dest.y = (int) rock[i].y;
+       fadetimer += t_frame;
 
-                       // Draw the rock
-                       SDL_BlitSurface(rock[i].image,&src,surf_screen,&dest);
+       dest.x = (XSIZE-surf_b_game->w)/2;
+       dest.y = (YSIZE-surf_b_game->h)/2-40;
+       SDL_BlitSurface(surf_b_game,NULL,surf_screen,&dest);
 
-               }
+       dest.x = (XSIZE-surf_b_over->w)/2;
+       dest.y = (YSIZE-surf_b_over->h)/2 + 40;
+       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];
        }
 
-       // 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-font_width(text0))/2 + cos(fadetimer/9)*10;
+       font_write(x,YSIZE-100 + cos(fadetimer/6)*5,text0);
 
-                       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;
-                       }
+       x = (XSIZE-font_width(text1))/2 + sin(fadetimer/9)*10;
+       font_write(x,YSIZE-50 + sin(fadetimer/4)*5,text1);
+}
 
-                       src.w = surf_b_game->w;
-                       src.h = surf_b_game->h;
-                       dest.w = src.w;
-                       dest.h = src.h;
-                       dest.x = (XSIZE-src.w)/2;
-                       dest.y = (YSIZE-src.h)/2-40;
-                       SDL_SetAlpha(surf_b_game, SDL_SRCALPHA, (int)(fadegame*(200 + 55*cos(fadetimer += movementrate/1.0))));
-                       SDL_BlitSurface(surf_b_game,&src,surf_screen,&dest);
-
-                       src.w = surf_b_over->w;
-                       src.h = surf_b_over->h;
-                       dest.w = src.w;
-                       dest.h = src.h;
-                       dest.x = (XSIZE-src.w)/2;
-                       dest.y = (YSIZE-src.h)/2 + 40;
-                       SDL_SetAlpha(surf_b_over, SDL_SRCALPHA, (int)(fadeover*(200 + 55*sin(fadetimer))));
-                       SDL_BlitSurface(surf_b_over,&src,surf_screen,&dest);
-               break;
+void
+draw_title_page(void)
+{
+       int x;
+       char *text;
+       SDL_Rect dest;
 
-               case TITLE_PAGE:
+       fadetimer += t_frame/2.0;
 
-                       src.w = surf_b_variations->w;
-                       src.h = surf_b_variations->h;
-                       dest.w = src.w;
-                       dest.h = src.h;
-                       dest.x = (XSIZE-src.w)/2 + cos(fadetimer/6.5)*10;
-                       dest.y = (YSIZE/2-src.h)/2 + sin(fadetimer/5.0)*10;
-                       SDL_SetAlpha(surf_b_variations, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer += movementrate/2.0)));
-                       SDL_BlitSurface(surf_b_variations,&src,surf_screen,&dest);
-
-                       src.w = surf_b_on->w;
-                       src.h = surf_b_on->h;
-                       dest.w = src.w;
-                       dest.h = src.h;
-                       dest.x = (XSIZE-src.w)/2 + cos((fadetimer + 1.0)/6.5)*10;
-                       dest.y = (YSIZE/2-src.h)/2 + surf_b_variations->h + 20 + sin((fadetimer + 1.0)/5.0)*10;
-                       SDL_SetAlpha(surf_b_on, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer-1.0)));
-                       SDL_BlitSurface(surf_b_on,&src,surf_screen,&dest);
-
-                       src.w = surf_b_rockdodger->w;
-                       src.h = surf_b_rockdodger->h;
-                       dest.w = src.w;
-                       dest.h = src.h;
-                       dest.x = (XSIZE-src.w)/2 + cos((fadetimer + 2.0)/6.5)*10;
-                       dest.y = (YSIZE/2-src.h)/2 + surf_b_variations->h + surf_b_on->h + 40 + sin((fadetimer + 2.0)/5)*10;
-                       SDL_SetAlpha(surf_b_rockdodger, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer-2.0)));
-                       SDL_BlitSurface(surf_b_rockdodger,&src,surf_screen,&dest);
-
-                       text = "Version " VERSION;
-                       x = (XSIZE-SFont_TextWidth(g_font,text))/2 + sin(fadetimer/4.5)*10;
-                       SFont_Write(surf_screen,g_font,x,YSIZE-50 + sin(fadetimer/2)*5,text);
-
-                       text = sequence[(int)(fadetimer/40)%NSEQUENCE];
-                       //text = "Press SPACE to start!";
-                       x = (XSIZE-SFont_TextWidth(g_font,text))/2 + cos(fadetimer/4.5)*10;
-                       SFont_Write(surf_screen,g_font,x,YSIZE-100 + cos(fadetimer/3)*5,text);
-               break;
+       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_BlitSurface(surf_b_variations,NULL,surf_screen,&dest);
 
-               case HIGH_SCORE_ENTRY:
-                       play_tune(2);
-                       if(!process_score_input()) {  // done inputting name
+       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_BlitSurface(surf_b_on,NULL,surf_screen,&dest);
 
-                               // Change state to briefly show high scores page
-                               state = HIGH_SCORE_DISPLAY;
-                               state_timeout = 200;
+       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_BlitSurface(surf_b_rockdodger,NULL,surf_screen,&dest);
 
-                               // Write the high score table to the file
-                               write_high_score_table();
-               
-                               // Play the title page tune
-                               play_tune(0);
-                       }
-               // FALL THROUGH TO
+       text = msgs[g_easy][(int)(fadetimer/35)%NSEQUENCE];
+       x = (XSIZE-font_width(text))/2 + cos(fadetimer/4.5)*10;
+       font_write(x,YSIZE-100 + cos(fadetimer/3)*5,text);
+
+       text = "Version " VERSION;
+       x = (XSIZE-font_width(text))/2 + sin(fadetimer/4.5)*10;
+       font_write(x,YSIZE-50 + sin(fadetimer/2)*5,text);
+}
+
+void
+draw(void)
+{
+       SDL_FillRect(surf_screen,NULL,0);  // black background
+       draw_dots();            // background dots
+       draw_sprite(SPRITE(&ship));
+       draw_rocks();
+
+       show_lives();
+       show_score();
+
+       switch (state) {
+               case GAME_OVER: draw_game_over(); break;
+
+               case TITLE_PAGE: draw_title_page(); break;
+
+               case HIGH_SCORE_ENTRY: play_tune(TUNE_HIGH_SCORE_ENTRY);
+                       // and fall through to
                case HIGH_SCORE_DISPLAY:
                        // Display de list o high scores mon.
-                       display_scores(surf_screen, 150,50);
+                       display_scores(150,50);
                        break;
                case GAMEPLAY:
                case DEAD_PAUSE:
                        ; // no action necessary
        }
 
-       if(!gameover && state == GAMEPLAY) {
-               SDL_LockSurface(surf_screen);
-               raw_pixels = (Uint16 *) surf_screen->pixels;
-               // Check that the black points on the ship are
-               // still black, and not covered up by rocks.
-               for(p = black_point; p<blackptr; p++) { 
-                       offset = surf_screen->pitch/2 * (p->y + (int)shipy) + p->x + (int)shipx;
-                       if(raw_pixels[offset]) {
-                               // Set the bang flag
-                               bang = 1;
-                       }
-               }
-               SDL_UnlockSurface(surf_screen);
-       }
+       // Update the surface
+       SDL_Flip(surf_screen);
+}
 
-       // Draw all the little ships
-       if(state == GAMEPLAY || state == DEAD_PAUSE || state == GAME_OVER)
-       for(i = 0; i<nships-1; i++) {
-               src.w = surf_life->w;
-               src.h = surf_life->h;
-               dest.w = src.w;
-               dest.h = src.h;
-               dest.x = (i + 1)*(src.w + 10);
-               dest.y = 20;
-               SDL_BlitSurface(surf_life,&src,surf_screen,&dest);
+static inline void
+kill_ship(struct ship *ship)
+{
+       play_sound(SOUND_BANG);
+       new_bang_dots(SPRITE(ship));
+       if(--ship->lives) {
+               state = DEAD_PAUSE;
+               state_timeout = DEAD_PAUSE_LENGTH;
+               // want ship to be invisible, but keep drifting at sqrt(speed)
+               // to leave it in the middle of the space from the explosion.
+               ship->flags = MOVE;
+               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 < BARRIER_SPEED) ship->dx = BARRIER_SPEED;
+       } else {
+               state = GAME_OVER;
+               state_timeout = 200.0;
+               fadetimer = 0.0;
+               ship->flags = 0;
+               // scrolling is based on the ship speed, so we need to reset it.
+               ship->dx = BARRIER_SPEED; ship->dy = 0;
        }
+}
 
+void
+do_collision(Sprite *a, Sprite *b)
+{
+       if(a->type == SHIP) kill_ship((struct ship *)a);
+       else if(b->type == SHIP) kill_ship((struct ship *)b);
+       else bounce(a, b);
+}
 
-       // Update the score
-       /*
-       n = SDL_GetTicks()-initticks;
-       if(score)
-       ticks_since_last = n-score;
-       score = n;
-       */
-
-       ticks_since_last = SDL_GetTicks()-last_ticks;
-       last_ticks = SDL_GetTicks();
-       if(ticks_since_last>200 || ticks_since_last<0) {
-               movementrate = 0;
-       }
-       else {
-               movementrate = ticks_since_last/50.0;
-               if(state == GAMEPLAY) {
-                       score += ticks_since_last;
-               }
-       }
-
-       // Update the surface
-       SDL_Flip(surf_screen);
+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);
+}
 
+// Count down the state timer, and change state when it gets to zero or less;
+void
+update_state(void)
+{
+       state_timeout -= t_frame*3;
+       if(state_timeout > 0) return;
 
-       return bang;
+       switch(state) {
+               case GAMEPLAY: break;  // no action necessary
+               case DEAD_PAUSE:
+                       // 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)) init_score_entry();
+                       else {
+                               state = HIGH_SCORE_DISPLAY;
+                               state_timeout = 400;
+                       }
+                       break;
+               case HIGH_SCORE_DISPLAY:
+                       state = TITLE_PAGE;
+                       state_timeout = 600.0;
+                       fadetimer = 0.0;
+                       break;
+               case HIGH_SCORE_ENTRY:
+                       break;
+               case TITLE_PAGE:
+                       state = HIGH_SCORE_DISPLAY;
+                       state_timeout = 200.0;
+                       break;
+       }
 }
 
-int
+void
 gameloop() {
-       int i = 0;
+       SDL_Event e;
        Uint8 *keystate;
-
+       float tmp;
 
        for(;;) {
-               if(!paused) {
-                       // Count down the game loop timer, and change state when it gets to zero or less;
-
-                       if((state_timeout -= movementrate*3) < 0) {
-                               switch(state) {
-                                       case DEAD_PAUSE:
-                                               // Create a new ship and start all over again
-                                               state = GAMEPLAY;
-                                               play_tune(1);
-                                               shipx -= 50;
-                                               break;
-                                       case GAME_OVER:
-                                               state = HIGH_SCORE_ENTRY;
-                                               state_timeout = 5.0e6;
-                                               if(new_high_score(score)) {
-                                                       SDL_Event e;
-                                                       SDL_EnableUNICODE(1);
-                                                       while(SDL_PollEvent(&e))
-                                                               ;
-                                               } else {
-                                                       state = HIGH_SCORE_DISPLAY;
-                                                       state_timeout = 400;
-                                               }
-                                               break;
-                                       case HIGH_SCORE_DISPLAY:
-                                               state = TITLE_PAGE;
-                                               state_timeout = 500.0;
-                                               break;
-                                       case HIGH_SCORE_ENTRY:
-                                               // state = TITLE_PAGE;
-                                               // play_tune(1);
-                                               // state_timeout = 100.0;
-                                               break;
-                                       case TITLE_PAGE:
-                                               state = HIGH_SCORE_DISPLAY;
-                                               state_timeout = 200.0;
-                                               break;
-                                       case GAMEPLAY:
-                                               ; // no action necessary
-                               }
-                       } else {
-                               if(state == DEAD_PAUSE) {
-                                       float blast_radius;
-                                       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;
-                                       }
+               ms_frame = SDL_GetTicks() - ms_end;
+               ms_end += ms_frame;
+               if(ms_frame > 50) {
+                       ms_frame = 50;
+               }
+               t_frame = gamespeed * ms_frame / 50;
+               frames++;
 
-                                       if(shipx < 60) shipx = 60;
-                                       for(i = 0; i<MAXROCKS; i++ ) {
-                                               float dx, dy, n;
-                                               if(rock[i].x <= 0) continue;
+               if(opt_autopilot) {
+                       autopilot(t_frame);
+               }
 
-                                               // This makes it so your explosion from dying magically doesn't leave
-                                               // any rocks that aren't moving much on the x axis. After the first
-                                               // 20 tics, only rocks that are barely moving will be pushed.
-                                               if(fixonly && (!rock[i].dead || rock[i].dx < -4 || rock[i].dx > 3)) {
-                                                       continue;
+               while(SDL_PollEvent(&e)) {
+                       switch(e.type) {
+                               case SDL_QUIT: return;
+                               case SDL_KEYDOWN:
+                                       if(state == HIGH_SCORE_ENTRY) {
+                                               if(!process_score_input(&e.key.keysym)) {
+                                                       // Write the high score table to the file
+                                                       write_high_score_table();
+                                                       // continue to display the scores briefly
+                                                       state = HIGH_SCORE_DISPLAY;
+                                                       state_timeout = 200;
+                                                       play_tune(TUNE_TITLE_PAGE);
                                                }
+                                       } else if(e.key.keysym.sym == SDLK_q) {
+                                               return;
+                                       }
 
-                                               dx = rock[i].x - shipx;
-                                               dy = rock[i].y - shipy;
-
-                                               n = sqrt(dx*dx + dy*dy);
-                                               if(n < blast_radius) {
-                                                       n *= 20;
-                                                       rock[i].dx += rockrate*(dx+30)/n;
-                                                       rock[i].dy += rockrate*dy/n;
-                                                       rock[i].dead = 1;
-                                               }
+                                       if(e.key.keysym.sym == SDLK_ESCAPE) {
+                                               return;
                                        }
-                               }
+                                       break;
                        }
+               }
+               keystate = SDL_GetKeyState(NULL);
+               if(opt_autopilot) {
+                       autopilot_fix_keystates(keystate);
+               }
 
-                       if(--countdown <= 0 && (rnd()*100.0<(rockrate += 0.025))) {
-                               // Create a rock
-                               rockptr++;
-                               if(rockptr-rock >= MAXROCKS) {
-                                       rockptr = rock;
-                               }
-                               if(!rockptr->active) {
-                                       rockptr->x = (float)XSIZE;
-                                       rockptr->dx = -(rockspeed)*(1 + rnd());
-                                       rockptr->dy = rnd()-0.5;
-                                       rockptr->type_number = random() % NROCKS;
-                                       rockptr->image = surf_rock[rockptr->type_number];// [random()%NROCKS];
-                                       rockptr->active = 1;
-                                       rockptr->y = rnd()*(YSIZE + rockptr->image->h);
-                               }
-                               if(movementrate>0.1) {
-                                       countdown = (int)(ROCKRATE/movementrate);
-                               } else {
-                                       countdown = 0;
+               if(state == GAMEPLAY) {
+                       if(!paused) {
+                               score += ms_frame;
+                               
+                               if(keystate[SDLK_LEFT]  || keystate[SDLK_h]) { ship.dx -= THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<0;}
+                               if(keystate[SDLK_DOWN]  || keystate[SDLK_t]) { ship.dy += THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<1;}
+                               if(keystate[SDLK_RIGHT] || keystate[SDLK_n]) { ship.dx += THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<2;}
+                               if(keystate[SDLK_UP]    || keystate[SDLK_c]) { ship.dy -= THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<3;}
+                               if(ship.jets) {
+                                       ship.dx = fconstrain2(ship.dx, -50, 50);
+                                       ship.dy = fconstrain2(ship.dy, -50, 50);
                                }
+                               if(keystate[SDLK_3])            { SDL_SaveBMP(surf_screen, "snapshot.bmp"); }
                        }
 
-                       // FRICTION?
-                       if(friction) {
-                               shipdx *= pow((double)0.9,(double)movementrate);
-                               shipdy *= pow((double)0.9,(double)movementrate);
-                               // if(abs(shipdx)<0.00001) shipdx = 0;
-                               // if(abs(shipdy)<0.00001) shipdy = 0;
-                       }
-
-                       // INERTIA
-                       shipx += shipdx*movementrate;
-                       shipy += shipdy*movementrate;
-
-                       // SCROLLING
-                       yscroll = shipy - (YSIZE / 2);
-                       yscroll += shipdy * 25;
-                       yscroll /= -25;
-                       yscroll = ((scrollvel * (12 - movementrate)) + (yscroll * movementrate)) / 12;
-                       scrollvel = yscroll;
-                       yscroll = yscroll*movementrate;
-                       shipy += yscroll;
-                       
-                       // Move all the rocks
-                       for(i = 0; i < MAXROCKS; i++) {
-                               if(rock[i].active) {
-                                       rock[i].x += rock[i].dx*movementrate;
-                                       rock[i].y += rock[i].dy*movementrate + yscroll;
-                                       if(rock[i].y > YSIZE || rock[i].y < -rock[i].image->h) {
-                                               if(rock[i].dead) {
-                                                       rock[i].dead = 0;
-                                                       rock[i].active = 0;
-                                               } else {
-                                                       // wrap
-                                                       rock[i].y = (YSIZE - rock[i].image->h) - rock[i].y;
-                                                       rock[i].y += (rock[i].dy*movementrate + yscroll) * 1.01;
-                                               }
-                                       }
-                                       if(rock[i].x < -rock[i].image->w || rock[i].x > XSIZE) {
-                                               rock[i].active = 0;
-                                               rock[i].dead = 0;
-                                       }
+                       if(keystate[SDLK_p] | keystate[SDLK_s]) {
+                               if(!pausedown) {
+                                       paused = !paused;
+                                       pausedown = 1;
+                                       if(!paused) ms_end = SDL_GetTicks();
                                }
+                       } else {
+                               pausedown = 0;
                        }
+               }
 
+               if(!paused) {
+                       update_state();
 
-                       // BOUNCE X
-                       if(shipx<0 || shipx>XSIZE-surf_ship->w) {
-                               // BOUNCE from left and right wall
-                               shipx -= shipdx*movementrate;
-                               shipdx *= -0.99;
-                       }
-
-                       // BOUNCE Y
-                       if(shipy<0 || shipy>YSIZE-surf_ship->h) {
-                               // BOUNCE from top and bottom wall
-                               shipy -= shipdy;
-                               shipdy *= -0.99;
+                       // SCROLLING
+                       tmp = (ship.y+ship.h/2 + ship.dy*t_frame - YSCROLLTO)/25 + (ship.dy-screendy);
+                       screendy += tmp * t_frame/12;
+                       tmp = (ship.x+ship.w/2 + 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(dist_ahead + (screendx - BARRIER_SPEED)*TO_TICKS(2) < 0)
+                               screendx = BARRIER_SPEED - (dist_ahead/TO_TICKS(2));
+                       dist_ahead += (screendx - BARRIER_SPEED)*t_frame;
+                       if(MAX_DIST_AHEAD >= 0) dist_ahead = min(dist_ahead, MAX_DIST_AHEAD);
+
+                       move_sprites();
+                       move_dots();
+                       move_dust();
+
+                       new_rocks();
+
+                       // 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)*BOUNCINESS;
+                               ship.x = fconstrain(ship.x, XSIZE - ship.w);
                        }
 
-
-                       if(draw() && state == GAMEPLAY) {
-                               // Play the explosion sound
-                               play_sound(0);
-                               makebangdots(shipx,shipy,shipdx,shipdy,surf_ship,30);
-                               if(--nships <= 0) {
-                                       gameover = 1;
-                                       state = GAME_OVER;
-                                       state_timeout = 200.0;
-                                       fadetimer = 0.0;
-                                       faderate = movementrate;
-                               }
-                               else {
-                                       state = DEAD_PAUSE;
-                                       state_timeout = DEAD_PAUSE_LENGTH;
-                                       shipdx = 0;
-                                       shipdy = 0;
-                               }
+                       // 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)*BOUNCINESS;
+                               ship.y = fconstrain(ship.y, YSIZE - ship.h);
                        }
 
-                       SDL_PumpEvents();
-                       keystate = SDL_GetKeyState(NULL);
+                       new_engine_dots();
 
-                       if(state != HIGH_SCORE_ENTRY && (keystate[SDLK_q] || keystate[SDLK_ESCAPE])) {
-                               return 0;
-                       }
+                       collisions(); // must happen after ship bouncing because it puts pixels where the ship is (thus the ship must be on the screen)
 
-                       if(keystate[SDLK_SPACE] && (state == HIGH_SCORE_DISPLAY || state == TITLE_PAGE)) {
 
-                               for(i = 0; i<MAXROCKS; i++ ) {
-                                       rock[i].active = 0;
-                                       rock[i].dead = 0;
-                               }
+                       draw();
 
-                               rockrate = 54.0;
-                               rockspeed = 5.0;
+                       // new game
+                       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(gamespeed == EASY_GAMESPEED)
+                                                       gamespeed = NORMAL_GAMESPEED;
+                                       } else if(keystate[SDLK_1]) {
+                                               g_easy = 1;
+                                               initial_rocks = EASY_I_ROCKS;
+                                               final_rocks = EASY_F_ROCKS;
+                                               gamespeed = EASY_GAMESPEED;
+                                       }
+                                       reset_sprites();
+                                       reset_rocks();
+                                       screendx = BARRIER_SPEED; screendy = 0;
 
-                               nships = 4;
-                               score = 0;
+                                       ship.x = XSIZE/2.2; ship.y = YSIZE/2 - ship.w/2;
+                                       ship.dx = screendx; ship.dy = screendy;
+                                       ship.lives = 4;
+                                       ship.flags = MOVE|DRAW|COLLIDE;
+                                       add_sprite(SPRITE(&ship));
 
-                               state = GAMEPLAY;
-                               play_tune(1);
+                                       score = 0;
 
-                               gameover = 0;
-                               shipx = 0;
-                               shipy = YSIZE/2;
-                               shipdx = -1;
-                               shipdy = 0;
+                                       state = GAMEPLAY;
+                                       play_tune(TUNE_GAMEPLAY);
+                               }
                        }
 
-                       maneuver = 0;
-               } else {
-                       SDL_PumpEvents();
-                       keystate = SDL_GetKeyState(NULL);
+                       ship.jets = 0;
                }
 
-               if(state == GAMEPLAY) {
-                       if(!gameover) {
-
-                               if(!paused) {
-                                       if(keystate[SDLK_UP] | keystate[SDLK_c])                { shipdy -= 1.5*movementrate; maneuver |= 1<<3;}
-                                       if(keystate[SDLK_DOWN] | keystate[SDLK_t])              { shipdy += 1.5*movementrate; maneuver |= 1<<1;}
-                                       if(keystate[SDLK_LEFT] | keystate[SDLK_h])              { shipdx -= 1.5*movementrate; maneuver |= 1<<2;}
-                                       if(keystate[SDLK_RIGHT] | keystate[SDLK_n])             { shipdx += 1.5*movementrate; maneuver |= 1;}
-                                       if(keystate[SDLK_3])            { SDL_SaveBMP(surf_screen, "snapshot.bmp"); }
-                               }
-
-                               if(keystate[SDLK_p] | keystate[SDLK_s]) {
-                                       if(!pausedown) {
-                                               paused = !paused;
-                                               if(paused) {
-                                                       SDL_Rect src,dest;
-                                                       src.w = surf_b_variations->w;
-                                                       src.h = surf_b_variations->h;
-                                                       dest.w = src.w;
-                                                       dest.h = src.h;
-                                                       dest.x = (XSIZE-src.w)/2;
-                                                       dest.y = (YSIZE-src.h)/2;
-                                                       SDL_BlitSurface(surf_b_variations,&src,surf_screen,&dest);
-                                                       // Update the surface
-                                                       SDL_Flip(surf_screen);
-                                               }
-                                               pausedown = 1;
-                                       }
-                               } else {
-                                       pausedown = 0;
-                               }
-
-                       }
-                       else {
-                               paused = 0;
-                               pausedown = 0;
-                       }
-               } else if(state == GAME_OVER) {
-                       if(keystate[SDLK_SPACE]) {
-                               state_timeout = -1;
-                       }
+               if(state == TITLE_PAGE && keystate[SDLK_h]) {
+                       state = HIGH_SCORE_DISPLAY;
+                       state_timeout = 400;
                }
        }
 }
 
 int
 main(int argc, char **argv) {
-       int i, x, fullscreen;
-
-       fullscreen = 0;
-       tail_plume = 0;
-       friction = 0;
-       sound_flag = 1;
-       music_flag = 0;
-
-       while ((x = getopt(argc,argv,"efhmps")) >= 0) {
-               switch(x) {
-                       case 'e': // engine
-                               tail_plume = 1;
-                       break;
-                       case 'f': // fullscreen
-                               fullscreen = 1;
-                       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"
-                                      " -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
-                               sound_flag = 0;
-                               music_flag = 0;
-                       break;
-               }
-       }
+       if(!parse_opts(argc, argv)) return 1;
 
-       if(init(fullscreen)) {
-               printf ("ta: '%s'\n",initerror);
+       if(init()) {
+               printf ("vor: SDL error: '%s'\n",initerror);
                return 1;
        }
 
-       for(i = 0; i<MAXROCKS; i++) {
-               rock[i].active = 0;
-               rock[i].dead = 0;
-       }
-       rockrate = 54.0;
-       rockspeed = 5.0;
-       initticks = SDL_GetTicks();
+       start = SDL_GetTicks();
+       frames = 0;
        gameloop();
+       end = SDL_GetTicks();
+       printf("%ld frames in %ld ms, %.2f fps.\n", frames, end-start, frames * 1000.0 / (end-start));
 
        return 0;
 }